#Romance System — Affinity and the Entanglement of Hearts
Contents
Putting a number on emotion is a cruel thing to do. But without rules there is no emotion — a story that does not know where it begins or where it ends is not a story.
This file defines the complete rules of the romance system. All players and the GM must study it before it goes into operation.
Core-Book References
- Required: Three Ways and Six Hearts · Bonds and Relationships
- Reference: Daily Life — Sengoku customs
- Reference: Basic Axioms — safety
References Within This Supplement
- Required: Romance Index
- Required: Human Partners · Yoma Partners
- Reference: Romance Endings · NPC Index
[New Rule] Romance Affinity System
Separately from core-book bond points, track Affinity 0~10 for each romance-eligible NPC. Affinity fluctuates through conversation, accompaniment, joint combat, gifts, and Heart-aligned actions. Per-stage events unlock. Parallel pursuit is permitted, but only 1 partner may be maintained at Affinity 8+ — all others drop automatically.
#Scent — What This Rule Aims to Depict
Love in the Sengoku era is not romantic European court fare. Clan, duty, and Survival come first, and emotion quietly takes root in the gaps between them. But now that the domain has fallen into the Spirit Realm, those gaps paradoxically widen — because we may die tomorrow, there are things that must be said today.
This system tries to hold two things at once:
- Weight — it takes time and cost for the number of emotion to rise. A single gift cannot bring Affinity to 10.
- Choice — even as Affinity rises, the partner has a will of their own. The outcome beyond the number is still a decision made by both parties.
Numbers are tools. The one who holds the tool is a person, and that person must handle emotion with care.
#Law — The Affinity Scale
#0~10 Scale
| Affinity | Relationship Name | Summary |
|---|---|---|
| 0 | Never met / Indifferent | Do not know each other, or know only each other's names |
| 1~3 | Formal relationship | Acquaintance and duty. Formal address, distance maintained |
| 4~5 | Private conversation | Sharing of private topics. Diary, items, some secrets disclosed |
| 6~7 | Mutual trust | Accompaniment priority. Romance events unlocked |
| 8~9 | Union stage | Acknowledges the other as "partner." Influence over the ending |
| 10 | Complete union | A promise of marriage or a soul-bond. Decisive for the ending |
#Per-Stage Privileges and Events
#Stage 1 (Affinity 1~3) — Formal Relationship
- Conversation possible: everyday conversation, duty-related conversation.
- Accompaniment possible: joining expeditions and missions. No special consideration, however.
- Forms of address: formal by default. Varied depending on partner's traits.
- Unlocked events: None (basic interaction only).
#Stage 2 (Affinity 4~5) — Private Conversation
- Private topics accessible: family, past, preferences, etc.
- Partners other than Akihisa: 1 item or secret disclosed. See each partner's detail.
- Akihisa: 1~2 diary entries disclosed (he is unaware he disclosed them).
- Unlocked events: "A private cup of tea" type. One-on-one conversation possible.
#Stage 3 (Affinity 6~7) — Mutual Trust
- Accompaniment priority: the partner nominates the PC first.
- Romance events unlocked: 1~2 events unique to each partner.
- Gift efficiency increase: gift +1 (but decreases again at Stage 4 — see below).
- Unlocked: first steps of physical contact — holding hands, embracing — depending on the partner's personality.
#Stage 4 (Affinity 8~9) — Union Stage
- Just before union: the partner explicitly names the PC "lover."
- Ending influence: functions as one axis of the ending branch.
- Parallel pursuit restriction: only 1 partner may be maintained at 8+. Other partners' Affinity drops automatically (see "Parallel Pursuit" below).
- Unlocked: "Night of Promise" event — see each partner's detail.
#Stage 5 (Affinity 10) — Complete Union
- Promise of marriage (human partner): established in Endings A and B. For Akihisa, established 3 years after the epilogue.
- Soul-bond (yoma partner): part of the PC undergoes Transformation. Leads to Ending C.
- Decisive for the ending: this relationship determines the campaign's final outcome.
#Affinity Change — Triggers for Change
#Increasing Factors
| Action | Increase |
|---|---|
| Conversation 1 time (including private topics) | +0.5 |
| Surviving joint combat | +1 |
| Gift (small) — flower, food | +0.5 |
| Gift (medium) — book, small tool | +1 |
| Gift (large) — core, weapon, relic | +2 |
| Action aligned with partner's preferred Heart | +1 |
| Help related to partner's birthplace or past | +1~2 |
| Situation where the PC saved the partner | +2 |
| Confessing one's own secret to the partner | +1 |
| Stage event success | +1 (per-event detail) |
#Decreasing Factors
| Action | Decrease |
|---|---|
| Action that betrays the partner's preferred Heart | -2 |
| Harming the partner's companions or family | -2 |
| Displaying intimacy with another partner | -1 (jealousy) |
| Public humiliation | -2 |
| Breaking a promise | -2 |
| Long-term (3 or more sessions) neglect | -1 |
| Stage event failure (specific) | -1 |
#GM Adjudication Authority
Actions not on the table may also be adjudicated by the GM at ±0.5~±2 according to common sense and the partner's individuality. Principles:
- Sustained action > one-time action
- Partner's values > outward form of the action
- Emotional weight > material value
Example: for Komachi (Heart 虛), "keeping her secret" is +2; "a public confession" is -1.
#Courtship Check — Crossing the Threshold of the Relationship
#When to Make a Courtship Check
Affinity rising alone does not automatically trigger a stage transition. A courtship check is required at each stage boundary.
| Boundary | Check | On Failure |
|---|---|---|
| Affinity 3 → 4 | Request for private conversation | Affinity unchanged; next attempt 1 session later |
| Affinity 5 → 6 | Emotional confession | Affinity -1; next attempt 2 sessions later |
| Affinity 7 → 8 | Lover's declaration | Affinity -2; retry possible after 3 sessions |
| Affinity 9 → 10 | Union declaration | Affinity -3; linked to the ending |
#Check Structure
Base: 2d10 + Presence + Negotiation vs. Target Number
Target Number Calculation:
- Partner's base difficulty (see each partner's detail, 5~8)
- Current Affinity modifier: -1 per point (easier the higher the existing Affinity)
- Three Ways and Six Hearts alignment: -2
- Three Ways and Six Hearts conflict: +2
- PC appearance and bearing (Presence): already reflected as +Presence
- Situational modifier: +2~-2 (location, timing, interference)
#Check Interpretation
| Result | Interpretation |
|---|---|
| Critical failure (-10 or below) | Partner's feelings shift sharply. Affinity -3, long recovery (4 or more sessions) |
| Failure (-1 ~ -9) | Rejected for now. Affinity -1~-2, next attempt on hold |
| Success (0 ~ +5) | Stage transition. Affinity +1 |
| Great success (+6 or above) | Stage transition + additional emotion. Affinity +2, special event unlocked |
#Example
Kagemitsu Affinity 7, attempting a lover's declaration. PC has Finesse 1, Presence 2, Negotiation Novice (1 point).
- Base difficulty: Kagemitsu 7
- Affinity modifier: -7
- Heart 覇 alignment: -2 (PC has 覇 tendency)
- Total Target Number: 7 - 7 - 2 = -2 (success is virtually the baseline)
- Check: 2d10(12) + 2(Presence) + 1(Negotiation) = 15, exceeds -2 → Great success
Kagemitsu declares the PC as a lover. Affinity +2 = enters 9.
#Three Ways and Six Hearts Integration
#Partner Preferred Hearts
Each partner prefers or rejects 1~2 Hearts from the Three Ways and Six Hearts.
| Partner | Preferred Hearts | Rejected Hearts |
|---|---|---|
| Akihisa | 慈 · 忠 | 魔 · 虛 |
| Kagemitsu | 覇 · 忠 | 虛 · 魔 |
| Komachi | 虛 · 眞 | 覇 (display) |
| Minako | 眞 · 慈 | 覇 |
| Uta | 眞 · 魔 | 忠 (one who was betrayed) |
| Kagura | 慈 | 覇 · 魔 |
| Ryukage | 眞 · 覇 | 虛 |
| Namibe | 虛 · 慈 | 覇 |
| Homura | 覇 · 眞 | 虛 · 慈 |
#Heart Alignment / Betrayal Check
When the PC makes a major choice (agenda decision, NPC disposal, etc.):
- Direction of preferred Heart: Affinity +1 (1 time per incident)
- Direction of rejected Heart: Affinity -2 (1 time per incident)
- PC with undetermined Heart: no modifier (before Heart is fixed)
- When multiple partners witness the same incident: individual check for each
#Heart-Conflict Romance
When the partner's Heart and the PC's Heart clash strongly, romance is not impossible but difficult to sustain. Examples:
- Heart 魔 PC × Heart 慈 Kagura → Affinity drops sharply the moment the PC takes any 魔 action
- Heart 覇 PC × Heart 眞 Minako → separation possible with the confession "your hunger for power frightens me"
If the PC's Heart tilts strongly during a romance, the partner reconsiders the relationship first. GM check.
#Heart-Tilting Effect
When the PC tilts their own Heart for a partner:
- Heart shifts 1 stage: Affinity +3 (1 time only)
- Heart shifts 2 stages (flips to the opposing Heart): Affinity +5, but relationships with NPCs affiliated with the PC's original Heart drop sharply
This choice is part of the PC's character arc. Losing oneself for the sake of romance may be meaningful — or it may be dangerous.
#Parallel Pursuit — Jealousy and Choice
#Parallel Pursuit Is Permitted
Pursuing multiple partners simultaneously is not forbidden by the rules. Both contexts — the Sengoku reality (concubines, courtesans) and modern polyamory — are left open.
#But Jealousy Events Do Trigger
When 2 or more partners are at Affinity 4+, a jealousy event triggers under the following conditions:
- The PC acts intimately with another partner in front of one partner
- Rumors and gossip spread (Komachi and Toma within the domain detect this)
- The partners become aware of each other (same mission, same meeting, etc.)
Effects of the jealousy event:
| Partner Disposition | Reaction |
|---|---|
| Direct type (Kagemitsu, Homura) | Public confrontation, Affinity -2 |
| Discreet type (Komachi, Ryukage) | Quiet withdrawal, Affinity -1 |
| Reflective type (Minako, Namibe) | Conversation — "Where do we stand?", Affinity -1 (additional ± depending on PC's answer after the conversation) |
| Possessive type (Kagura) | Demand for exclusivity, Affinity +/- polarized |
#Exclusivity Rule at Affinity 8+
Only 1 partner may be maintained at Affinity 8 or above simultaneously. When another partner is about to reach 8:
- PC chooses: lower the existing partner to 7 and switch the new partner to 8 (relationship with the existing partner is reset to "cherished friend")
- Or maintain the existing partner: the new partner stops at 7 and is refused when the time for a confession arrives
This choice is the PC's decision. The GM does not force it but presents it clearly.
#Exception — Yoma Partners
Simultaneously maintaining 8+ with both a yoma partner and a human partner is theoretically possible (the relationship axes for yoma and humans differ). However, if the human partner learns of the yoma partner's existence, the jealousy rule above applies.
#The Narrative Value of a Love Triangle
Jealousy events are drama. The GM should not treat them merely as "-2 Affinity" but should bring them to life as emotionally charged scenes:
- The night when two partners wait for the PC in the same room
- The moment one partner asks the PC for the first time to keep the other partner safe
- The night of choice — while the PC still does not know whom to choose
#Gift System
#Gift Categories
| Category | Examples | Base Effect |
|---|---|---|
| Food and flowers | Seasonal sweets, mountain herbs, flowers with names | +0.5 |
| Small tools | Fan, comb, brush, small mirror | +1 |
| Books and documents | Classics, poetry collections, medical texts | +1 (partner tendency alignment: +2) |
| Weapons and armor | Wakizashi, personal protection hidden in kimono lining | +1~2 (partner tendency alignment: +3) |
| Relics and cores | Spirit Realm items, core fragments, lord-grade fragments | +2 |
| Personally crafted items | Made directly by the PC | +2 (depending on intent) |
#Partner Gift Preference Matrix
| Partner | Strongly Preferred | Preferred | Neutral | Disliked |
|---|---|---|---|---|
| Akihisa | Journal, brush, old texts | Tea, flowers | Weapons | Luxury goods |
| Kagemitsu | Weapons, helmet, Swordsmanship texts | Alcohol, food | Clothing | Books (scholarship) |
| Komachi | Dagger, reading (shinobi school), silverware | Tea | Flowers | Gifts given publicly |
| Minako | Western books, medical instruments, herbs | Books, tea | Flowers | Anti-Christian items |
| Uta | Historical materials, music | Flowers, food | Weapons | 忠-related items |
| Kagura | Flowers, dolls, fruit | Food | Weapons | Bones, burial items |
| Ryukage | Rare documents, treaty stones, poison | Alcohol | Flowers | Fakes, Deceit |
| Namibe | Fishing nets, fishing tools, old songs | Alcohol, relics | Food | New-style goods |
| Homura | Master craftwork, good iron, embers | Tin, cast iron | Food | Water, damp things |
#Diminishing Returns on Repeated Gifts
When gifts in the same category are given consecutively 2 or more times, the effect decreases:
- 2nd time: effect halved
- 3rd time: effect 1/4
- 4th time and beyond: no effect (the partner feels the "repetition")
Resets if 2 or more sessions pass between gifts.
#Value of Personally Crafted Items
Gifts made directly by the PC are treated specially:
- Requires crafting skill Trained (2 points) or above (or a related skill)
- Crafting time: 1 week or more
- Effect: +2 (base) + +1 on a successful crafting difficulty check
- Partner's personal meaning: the partner tends to "keep this gift for life"
#Stage Events — Milestones in Romance Progression
#Stage 2 Entry Event — "A Private Cup of Tea"
Unlocked upon reaching Affinity 4. The PC asks the partner "Do you have a moment?" and leads them to a place for a private conversation.
- Location: based on the partner's personality (Akihisa: study, Kagemitsu: training ground, Komachi: castle wall at night…)
- Topic of conversation: unique to each partner — see 24-02 / 24-03
- Check: choose one of Negotiation, Wisdom, or Bearing. Great success: additional Affinity +1
#Stage 3 Entry Event — "Emotional Confession"
Possible upon reaching Affinity 6. The PC formalizes with "There is something I must say to you."
- Prerequisites: Stage 2 event succeeded 1 time + shared crisis overcome 1 time
- Location and timing: PC chooses (under moonlight, flower field, after combat, etc.). GM runs the scene.
- Check: courtship check (rules above). On failure: rejected + Affinity drop.
- On success: enters Stage 3. Partner-specific unique reaction.
#Stage 4 Entry Event — "Night of Promise"
When Affinity 8 is reached. The weightiest night.
- Prerequisites: Stage 3 event succeeded + Stage 3 maintained 2 or more sessions
- Location: private space (partner's room, separate chamber, domain's outskirts)
- Content: specific depiction subject to player and GM consent. The default is fade-out with "they spent the night together."
- No check — this moment is the confirmation of the relationship; it is not decided by a check.
- Outcome: Affinity Stage 4 fixed. If Affinity drops below 8 afterward, a separate event triggers (signs of separation).
#Stage 5 — "Oath of Union"
Affinity 10 is reached when special conditions are fulfilled at Stage 4:
- Linked to the ending choice of Endings A/B/C
- Partner-specific union conditions (see each partner's file)
- For yoma partners, may involve Transformation
See 24-04 Romance Endings for details.
#Akihisa Exclusive — Stage 4 Variant
Akihisa is 16. Instead of "Night of Promise," the "Night of a Marriage Promise" event:
- Akihisa asks the PC for a promise of reunion "3 years from now"
- The PC waits 3 years after returning to the original world (epilogue)
- Or, in the case of the Settlement Ending, marriage after coming of age at 18
- Only Stage 4 may be reached within the session; Stage 5 takes place in the epilogue
#Partner Base Statistics Summary
See 24-02 / 24-03 for each partner's details. Only the rule statistics are summarized here:
| Partner | Base Difficulty | Starting Affinity | Max Stage (in-session) |
|---|---|---|---|
| Akihisa | 7 | 2 | 4 (Affinity 8) |
| Kagemitsu | 6 | 2 | 5 (Affinity 10) |
| Komachi | 8 | 1 | 5 |
| Minako | 7 | 1 | 5 |
| Uta | 6 | 0 | 5 |
| Kagura | 6 | 0 | 5 (Transformation) |
| Ryukage | 8 | 0 | 4~5 |
| Namibe | 5 | 0 | 4 (tragic tendency) |
| Homura | 9 | 0 | 5 (Transformation) |
#Affinity Change Tracking — GM Sheet
#Tracking Sheet Example
Record the following for each PC–partner pair:
[PC name] × [Partner name]
Current Affinity: ___ / 10
Stage: ___ (1~5)
Recent changes:
- [Session N] Action: +/- points (reason)
- ...
Unlocked events: ___ / ___
Locked events: ___
Notes: ___ (love triangle, Heart conflict, etc.)
#Privacy Principle
Affinity numbers are tracked by the GM only. Convey them to the PC through changes in the partner's attitude:
- Affinity 1~3: formal address, distance maintained
- Affinity 4~5: smiling more often, private questions
- Affinity 6~7: expressing small worries, special reaction when accepting gifts
- Affinity 8~9: gaze in public, requesting moments alone
- Affinity 10: an explicit declaration from the partner
#When to Disclose Changes
When a PC explicitly asks out-of-character "What is my Affinity with this person?", the GM:
- Discloses the stage only (1~5)
- Keeps the specific number private
- Or substitutes a narrative description: "The partner thinks of you as ___"
#Romance and Death — Handling Tragedy
#When a Partner Dies
If a partner dies during a romance:
- Affinity 7 or below: sense of loss. PC Morale -1 (maintained for the act)
- Affinity 8+: deep tragedy. PC Energy maximum -1 (maintained for 1 act), Three Ways and Six Hearts 虛 tilt +2
- Affinity 10: ending-exclusive tragedy. Handled separately — 24-04
#When the PC Dies (Partner's Reaction)
When the romance-targeted PC dies, track the partner's reaction as well:
- Affinity 7 or below: mourning. Maintained as NPC.
- Affinity 8+: sense of loss. Withdrawing from other PCs, long-term withdrawal
- Affinity 10: locked into tragic ending. The partner may also undergo Transformation, die, or go into seclusion
#Modes of Parting
Forced separation (by circumstances):
- Separation due to the ending branch (divergence between return/settlement)
- Parting due to the ban on Christianity or clan conflict (primarily for Minako)
Chosen separation (PC's or partner's will):
- The result of Heart conflict becoming extreme
- Sacrifice for a greater duty
Either way, recorded as "relationship ended" rather than "Affinity 0." Affinity remains as is but tagged "ended."
#Safety Review
#Pause Signals
Romance rules pause immediately in the following situations:
- X-Card or No Card used
- A player signals "let's take a break"
- The emotional intensity of a scene exceeds the table's agreement
#Conditions to Resume
- All players confirm willingness to resume
- The problematic element removed or mitigated
- If necessary, the scene itself is rolled back (Affinity change canceled)
#Default Fade-Out
Intimate scenes at Stage 4 and above fade out by default. "They spent the night together" is sufficient. More specific depiction requires:
- Prior consent from all players
- The player of the relevant PC decides the narration (GM assists)
- Other players' discomfort is respected immediately
#GM Operational Tips
#Handling Romance with Weight
- Time investment: romance scenes are better done long and infrequent rather than short and repetitive. Once per session, 15~30 minutes.
- Detailed description: describe the partner's small habits (hands turning a teacup, the moment they avoid eye contact). The mass of emotion comes from detail.
- Using silence: the pauses between lines of dialogue create emotion. The GM should not rush.
#Running a Love Triangle
- Intentionally create scenes where the gazes of two partners cross (same meeting, same expedition, etc.)
- Create moments where the PC is asked a question — something like "whom do you choose?" — the weight of the moment of decision.
- No unilateral choice: not one partner "conceding" to the other, but rather each story concluding on its own terms.
#Applying Heart Integration
- Right after a major Heart choice, briefly insert the partners' reactions: even one line each — "what do they think of this decision."
- When a Heart conflict occurs, do not merely give -2 as the rule dictates — resolve it through an emotional scene: "Can I still love you like this?"
#Managing the Temptation of Tragedy
- The GM must not create tragedy deliberately. Tragedy holds meaning when it is the result of the players' choices.
- A partner's death must always be discussed with the player in advance. Do not use it as a surprise event.
- Death of an Affinity 10 partner should only be considered in the campaign's final act. Using it too early makes recovery impossible.
#Common Mistakes
- All partners' Affinity rises automatically: no. Indifference and refusal are also normal. Some partners may remain at Affinity 3 until the end.
- Gifts are automatically accepted: gifts that do not fit the partner's disposition will be rejected or treated neutrally. Disliked gifts: -1.
- Rising on Heart alignment alone: Heart alignment is not automatic Affinity increase. An action event is required.
- Granting Stage 5 too easily: Stage 5 is an event for the campaign's final act. Granting it too early dissolves the remaining sessions' tension.
#Connected Documents
- Romance Index
- Human Partners — per-partner detail
- Yoma Partners — per-partner detail
- Romance Endings — branches and unique endings
- Three Ways and Six Hearts — core book
- Bonds and Relationships — core book
#Appendix — Quick Affinity Change Table
#Expected Affinity Change in One Session
- Uneventful session: ±1 or less
- Romance-focused session: +2~3 (additional +1 on stage entry)
- Crisis session: -2~+2 (extreme depending on choices)
- Heart-turning session: -3~+5 (campaign singularity)
#Campaign-Wide Expectations
- End of Chapter 1: Affinity 0~3 (initial)
- End of Chapter 2: Affinity 2~5 (Stage 2 entry possible)
- End of Chapter 3: Affinity 4~7 (Stage 3 possible)
- End of Chapter 4: Affinity 6~9 (Stage 4 possible)
- End of Chapter 5: Affinity 8~10 (Stage 5 possible)
Stage 5 is recommended to be limited to 1~2 partners per campaign. Too many will scatter the ending.
"Is this also my name. 'Your person.' If this is the word that points to me, then I must become someone who protects this name. That duty is no lighter than the duty of rank." — A passage written in their own character's diary by a PC's player.