Player Character Bonds (New Mechanic)
Posted: Sun Jun 28, 2020 4:54 am
The relationships between people are a vital part of stories that revolve around character drama, and Legend of the Five Rings relies heavily on related motifs.
Bonds are a new way to spend experience points, reflecting the deepening of the connection between two people as they invest energy and emotion in one another. This is commonly done by spending time together, but it can also happen via letter writing, or even during times of separation, as long as the two are deeply connected. Bonds can take many forms. Friends can obviously have bonds, and so can lovers, family, and colleagues. However, rivals and even enemies can also have bonds that define their relation-ships; many samurai stories are driven by a character’s desire to vanquish a specific foe, or to surpass a fellow warrior whose strength inspires them to obsession.
What Makes a Good Bond?
Notably, bonds are more than just close relationships: they are close relationships that are important to the story the GM and players want to tell, and they are by their nature dynamic. A bond is a relationship that can change and grow. A character might have a very close relationship with someone, but if that relationship is not going to be focal to the character’s narrative arc in some way or if the player doesn’t think it could really develop significantly, it shouldn’t be represented mechanically with a bond.
Importantly, bonds do not vanish if the person with whom a character shares a bond leaves or even perishes. The relationship will always be a part of the character who was in it, and the lessons they learned and strength they gained from that connection are permanent. A character can even continue to advance a relationship with a dead person, provided they can still learn more about them, or come to better understand the time the two once spent together. In Rokugan, rein-carnation or spiritual echoes might even lead the two characters to cross paths again, in this life or the next.
Bonds generally exist between two characters, but they can exist between more than two characters at the GM’s discretion (rather than having many individual bonds, for example, a close fellowship of companions or a family might have a single bond shared by all members of the group).
Forging and Advancing a Bond
If two or more PCs are forging or advancing a bond, each PC must individually spend the full amount of XP for the bond at the same time (as they all gain its benefits). Bonds must start at Rank 1, and can be increased by each character in the bond paying the full amount of XP for the new rank, in order (So a 1 could go to 2, but a 1 could not go to a 3)
Calling Upon a Bond
A character can call upon a bond to use the unlocked bond abilities. A character can call upon a bond a number of times per session equal to the bond’s rank.
Types of Bonds
Family
Family obligation is tremendously important in Rokugan: a samurai is expected to respect their parents and elder family members while offering support and guidance to younger family members. Formal adoption, even in adulthood, is a common practice in many parts of Rokugan, both to secure lines of succession that might have gaps, and as part of treaties and other agreements. Marriage is another way characters can form the bonds of family. The following are suggested narrative effects for a character with a Family bond:
Once per thread/session you can call upon your family bond. Choose a trait. For the rest of the thread, you gain a bonus of your bond rank to all rolls with that trait
Comrade
Just as bands of warriors often form friendships on the battlefield, so too do courtiers, priest, and monks find close friends as they go about their daily work. Members of the same army might be comrades, as might members of two different clans who serve in the same court and pursue the same end, such as their sworn lord’s justice, or the preservation of a region. The following are suggested narrative effects for a character with a Comrade bond:
When performing a check for a skill that your bond has, you gain a bonus unkept dice equal to your bond rank
Lover
Samurai are expected to place romantic love below their obligations to family and clan—but the human heart is not so easily confined. Many samurai who fall in love keep their relationship secret, while others are more overt. The following are suggested narrative effects for a character with a Lover bond:
Once during a Thread/Scene involving your lover or reminders of them, you may call upon your bond. If you do, for the remainder of the thread your wound penalties are reduced by twice your bond rank
Rival
Not all deep and interesting relationships are completely amicable or totally hostile: such is the case with rivalry. A courtier might find the duplicitous methods of a fellow member of a court repugnant, but agree that both serve their lord well. Rivals are characters who might often come into conflict, but do not hate and may even respect each other. The following are suggested narrative effects for a character with a Rival bond:
When making a check involving your rival, once per thread you may reroll dice equal to your bond rank
Evolving Bonds
Bonds can change over time. If the nature of two characters’ relationship changes, such as if a pair of rivals work together for so long that they come to consider each other comrades or if a family member’s shocking betrayal turns them into a nemesis, the GM and player can work together to change the nature of the bond. The ranks in the bond remain, but its type changes to the new type.
Advantage Discounts:
Kharmic Tie:
If a character has any bond, they may purchase this advantage for -1xp (to a minimum of 1) with the target of the advantage being the character you have the bond with.
Blissful Betrothal:
If a character has a Lover bond, they may purchase this advantage for -1xp with the target of the bond. This also changes the bond from Lover to Family.
Bonds are a new way to spend experience points, reflecting the deepening of the connection between two people as they invest energy and emotion in one another. This is commonly done by spending time together, but it can also happen via letter writing, or even during times of separation, as long as the two are deeply connected. Bonds can take many forms. Friends can obviously have bonds, and so can lovers, family, and colleagues. However, rivals and even enemies can also have bonds that define their relation-ships; many samurai stories are driven by a character’s desire to vanquish a specific foe, or to surpass a fellow warrior whose strength inspires them to obsession.
What Makes a Good Bond?
Notably, bonds are more than just close relationships: they are close relationships that are important to the story the GM and players want to tell, and they are by their nature dynamic. A bond is a relationship that can change and grow. A character might have a very close relationship with someone, but if that relationship is not going to be focal to the character’s narrative arc in some way or if the player doesn’t think it could really develop significantly, it shouldn’t be represented mechanically with a bond.
Importantly, bonds do not vanish if the person with whom a character shares a bond leaves or even perishes. The relationship will always be a part of the character who was in it, and the lessons they learned and strength they gained from that connection are permanent. A character can even continue to advance a relationship with a dead person, provided they can still learn more about them, or come to better understand the time the two once spent together. In Rokugan, rein-carnation or spiritual echoes might even lead the two characters to cross paths again, in this life or the next.
Bonds generally exist between two characters, but they can exist between more than two characters at the GM’s discretion (rather than having many individual bonds, for example, a close fellowship of companions or a family might have a single bond shared by all members of the group).
Forging and Advancing a Bond
If two or more PCs are forging or advancing a bond, each PC must individually spend the full amount of XP for the bond at the same time (as they all gain its benefits). Bonds must start at Rank 1, and can be increased by each character in the bond paying the full amount of XP for the new rank, in order (So a 1 could go to 2, but a 1 could not go to a 3)
Calling Upon a Bond
A character can call upon a bond to use the unlocked bond abilities. A character can call upon a bond a number of times per session equal to the bond’s rank.
Types of Bonds
Family
Family obligation is tremendously important in Rokugan: a samurai is expected to respect their parents and elder family members while offering support and guidance to younger family members. Formal adoption, even in adulthood, is a common practice in many parts of Rokugan, both to secure lines of succession that might have gaps, and as part of treaties and other agreements. Marriage is another way characters can form the bonds of family. The following are suggested narrative effects for a character with a Family bond:
- Family generally watch out for your reputation and help with modest favors that promote your well-being (providing you with hospitality, giving you a good character reference, assisting in your training), even if you did not ask for these things. They expect the same from you, and they expect you to uphold the family name.
- Allies of your close family members are likely to know all about your most notable successes (but they have suspiciously never heard of your less auspicious endeavors), and they are favorably disposed toward you. Enemies of your family view you as an enemy.
- If your bond rank is 3 or higher, a family member can be expected to also watch out for your personal happiness. They are willing to take more notable risks on your behalf (such as lending you heirlooms or trusting you to handle important tasks in their name), and they might ask the same from you
Once per thread/session you can call upon your family bond. Choose a trait. For the rest of the thread, you gain a bonus of your bond rank to all rolls with that trait
Comrade
Just as bands of warriors often form friendships on the battlefield, so too do courtiers, priest, and monks find close friends as they go about their daily work. Members of the same army might be comrades, as might members of two different clans who serve in the same court and pursue the same end, such as their sworn lord’s justice, or the preservation of a region. The following are suggested narrative effects for a character with a Comrade bond:
- A comrade generally watches out for your interests and be willing to do mod-est favors for you ( helping you with a task for a few days, getting you home without embarrassing yourself after a night of revelry, lying about your whereabouts to your enemies), and they might ask the same from you.
- Allies of a comrade treat you as an ally, and they are favorably disposed toward you unless you give them reason not to be. They might even do you significant favors, especially if the two of you are working together in a deceased comrade’s memory. Enemies of your comrades tend to steer clear of you, or view you as an enemy.
- If your bond rank is 3 or higher, a comrade can be expected undertake major tasks in your name (such as staking significant amounts of honor or glory on your choices, risking their life on your behalf, or adopting your dependents should you perish), and they might ask the same from you.
When performing a check for a skill that your bond has, you gain a bonus unkept dice equal to your bond rank
Lover
Samurai are expected to place romantic love below their obligations to family and clan—but the human heart is not so easily confined. Many samurai who fall in love keep their relationship secret, while others are more overt. The following are suggested narrative effects for a character with a Lover bond:
- A lover seeks to spend time with you, writes letters to you, and is willing to assist you in ways that do not require publicly acknowledging your bond (giving you information key to pursuing a desired goal, encouraging you to pursue your personal interests, helping you to deal with emotions you usually must keep to yourself), and they expect you to do the same.
- Generally, your lover’s allies do not acknowledge your relationship. Some might be favor-ably disposed to you covertly if you make their ally happy (and unfavorably disposed if you make them unhappy), while others might be jealous of the attention you receive. Your lover’s enemies might target you to attempt to gain leverage over your lover.
- If your bond rank is 3 or higher, a lover is more overt about your relationship, allowing them to assist you more publicly (such as giving you let-ters of introduction to officials above your status, allowing you to use their name to pursue your goals, and even helping you directly), and they expect the same from you.
Once during a Thread/Scene involving your lover or reminders of them, you may call upon your bond. If you do, for the remainder of the thread your wound penalties are reduced by twice your bond rank
Rival
Not all deep and interesting relationships are completely amicable or totally hostile: such is the case with rivalry. A courtier might find the duplicitous methods of a fellow member of a court repugnant, but agree that both serve their lord well. Rivals are characters who might often come into conflict, but do not hate and may even respect each other. The following are suggested narrative effects for a character with a Rival bond:
- A rival generally seeks to oppose you when the opportunity presents itself and is unfavorably disposed toward you. However, their enmity toward you lends gravity to your position, and it makes those outside of your conflict more convinced of your importance.
- Allies of your rival treat you with grudging respect and suspicion. Your rival’s enemies might seek your aid in when they face your rival, or might offer you aid in doing so (such as advice for defeating your rival, quiet political backing, or medical attention after fighting the rival).
- If your bond rank is 3 or higher, your rival views themself as your true foe, and they look dimly upon anyone else who acts against you. They can be relied upon to attempt to keep other people from harming you (so that they can defeat you on their own terms someday)
When making a check involving your rival, once per thread you may reroll dice equal to your bond rank
Evolving Bonds
Bonds can change over time. If the nature of two characters’ relationship changes, such as if a pair of rivals work together for so long that they come to consider each other comrades or if a family member’s shocking betrayal turns them into a nemesis, the GM and player can work together to change the nature of the bond. The ranks in the bond remain, but its type changes to the new type.
Advantage Discounts:
Kharmic Tie:
If a character has any bond, they may purchase this advantage for -1xp (to a minimum of 1) with the target of the advantage being the character you have the bond with.
Blissful Betrothal:
If a character has a Lover bond, they may purchase this advantage for -1xp with the target of the bond. This also changes the bond from Lover to Family.