SANTA MONICA SAMURAI

— Player's Code
Core Rules
How Rolling Works

When the outcome is uncertain and the stakes matter, roll one of your skill dice. The GM sets a target number. Meet or beat it to succeed. Fall short and the situation changes.

Blow-Ups

If you roll the maximum on your die, the skill blows up:

  1. Step the die up to the next size
  2. Roll the new die
  3. Add the new result to the first
  4. If you roll max again, keep going
d4 d6 d8 d10 d12 d20
A lone surfer paddling out through the break at dawn

After the roll, your skill stays at the new die size. Your character gets better by being pushed.

d20 is the ceiling. Rolling 20 on a d20 counts as 20, but the die does not advance further.

Tier Limits

Tier Caps
Max 3 skills at d10
Max 3 skills at d12
Max 3 skills at d20

If a blow-up would push a 4th skill into a full tier, the roll still counts but the die does not step up. Gain 1 Grit instead.

Advantage & Disadvantage

Advantage: Roll the die twice, take the higher result.

Disadvantage: Roll the die twice, take the lower result.

If you have both, they cancel — roll once as normal. Neither stacks. Blow-ups still apply on the kept result.

Set Form

If you are not under pressure and have time to act with care, take half your die value instead of rolling. The GM decides when the moment is too volatile for Set Form.

Set Form Values
d4 = 2d6 = 3d8 = 4
d10 = 5d12 = 6d20 = 10

Set Form replaces rolling. Advantage and disadvantage do not apply. Spending Composure lets you use Set Form even in volatile moments.

Acting Against Others

All rolls are against a target number set by the GM. There are no opposed rolls. When two PCs clash, the GM sets a target for each and reads results together.

Target Numbers
Target Number Bands
TargetDifficulty
3Easy if trained
6Tense but ordinary
9Difficult
12Serious
15Extreme
18Nearly impossible
20+Legendary

How Bad Is a Miss

Miss Margins
Miss ByConsequence
1–2Small cost. A flinch. A bruise. The door is still open.
3–5Real cost. Harm, lost Face, heated obligation, or a shift the room notices.
6+The situation turns against you. The GM should make it hurt.
Resources
Grit
Grit at a Glance
Gain: 1 Grit when you fail a roll
Spend: 1-for-1 to raise a roll after seeing the result
Cap: Cannot exceed 6
Start: 0

Grit is stubbornness, pain tolerance, and ugly determination. Earned through failure, spent when the moment matters.

You may spend Grit on any roll, including with advantage or disadvantage. If spending Grit pushes the kept result to the die's maximum, the blow-up is real — the die steps up permanently.

If the tier is full, the die does not step up. Gain 1 Grit instead.

Composure
Composure at a Glance
Start: 2 | Max: 3 | Refreshes to 2 each session

Spend Composure to:

  • Treat a snap action as Set Form (overrides GM volatility judgment)
  • Ignore 1 Face loss
  • Act first in a formal confrontation
  • Refuse bait without losing ground
  • Keep your emotional shape in a humiliating moment

Regain 1 Composure when:

  • You accept an insult without immediate retaliation
  • You choose restraint and it costs you something real
  • The GM judges your discipline held the scene together
Face
The Jade Room karaoke bar — a singer at the microphone, the room watching
Face at a Glance
Range: 0–6 | Start: 3

Gain Face When You:

  • Keep your word publicly
  • Win cleanly with witnesses
  • Show restraint at the right moment
  • Defend someone weaker without showboating
  • Honor a debt at personal cost
  • Accept consequences without whining or begging

Lose Face When You:

  • Break your word
  • Back down after issuing a challenge
  • Beg publicly
  • Humiliate someone weaker for gain
  • Betray your affiliation
  • Panic or fold in a visible moment

Spend 1 Face to:

  • Lower the difficulty of a social/ceremonial action by 2
  • Demand a private audience
  • Stop lesser opponents from escalating
  • Force an honest answer (no mockery)

At Face 0:

Respectable people dismiss you. You cannot issue formal challenges. Insults hit harder. Your dojo may suffer by association. Rebuilding is a serious story problem.

Name
Name at a Glance
Range: 0–3 | Start: 1

Gain Name When You:

  • Uphold your code at great cost
  • Spare someone when revenge would be easier
  • Defeat a feared opponent cleanly
  • Protect people without claiming the spotlight
  • Survive disgrace and act with integrity after
  • Do something the neighborhood will still talk about years later

Spend Name to:

  • Make an impossible ask of someone who respects the code
  • Call in an old debt that should have gone cold
  • Survive total social ruin and still be heard once
  • Declare a truth about yourself the scene must take seriously
  • Turn a loss into legend rather than humiliation

If you lose your last Name, something central is broken. You can keep playing, but every major choice asks whether you are rebuilding a self or becoming hollow.

Harm
Harm Levels
LevelEffectRecovery
UnharmedNo penalties
BruisedDisadvantage on physical skills (Strike, Steel, Motion, Nerve)Between scenes
BrokenDisadvantage on ALL skills, no Set FormBetween sessions or full rest scene
HollowedDisadvantage on ALL, no Set Form, Sunset Walk question on failed rollBetween sessions (if fiction supports it)
A figure pushing themselves up from concrete under a single overhead light

Harm is progressive — you move through levels in order. Each replaces the last.

Taking Harm in a Fight:

  • Miss by 1–2: No Harm. Positional cost only.
  • Miss by 3–5: Step up one Harm level.
  • Miss by 6+: Step up one Harm level + serious fictional consequence.

When already Hollowed and you would take more Harm, the GM asks the Sunset Walk question directly.

Conflict
Fights
Two figures facing each other on a worn dojo floor — the silence before violence

Fights should be sharp, readable, and costly. A fight might be over in one decisive exchange. That is good.

Fight Exchange Structure
  1. GM describes the situation: position, exposure, arms, witnesses
  2. Each participant says intent: hurt, humiliate, escape, protect, disarm, endure
  3. Each makes one skill roll against a GM-set target
  4. GM reads results together, describes what happens
  5. Continue until someone concedes, is Harmed out, or the fiction ends it

Who Goes First:

  • Higher Face goes first
  • If tied: higher Composure goes first
  • If still tied: GM decides by position and readiness
  • Spend 1 Composure to act first regardless

A hit can be: a knockout blow, a warning, a pin, a public lesson, a disarm, a shove through a door, or the moment someone realizes they have lost. The fiction matters.

Social Conflict

Some of the hardest scenes are not fights. A public conversation with witnesses can carry more danger than a knife.

Social conflict follows the same exchange structure as a fight. The skill is usually Bearing. The costs are Face, obligation heat, access, alliance, or The Cut — not Harm.

Social Miss Margins
Miss ByConsequence
1–2Lose ground but not Face. Still in it.
3–5Lose 1 Face. The room noticed. Obligation may heat up.
6+Lose 1 Face + serious social consequence (broken alliance, public humiliation, The Cut becomes thinkable).

A character at Face 0 during social conflict is finished in that scene — no leverage left.

Techniques

You begin with 3 Basic Techniques. Only one technique can grant advantage on a single roll.

Cold Read
You see what people try to hide.
Advantage judging fear, dishonesty, or concealed motives
First Bow
You know how to enter a room correctly.
Advantage on first impressions in formal situations
Clean Exit
You leave before the mess closes around you.
Advantage slipping away from/after a confrontation
Lockup
Doors, shutters, padlocks, low-grade security.
Advantage bypassing locks or alarms
Wheelman
A serious driver or rider.
Advantage during pursuit/escape in vehicles
Iron Ribs
You absorb punishment and keep your shape.
Advantage resisting physical harm
Hard Style
Your attacks carry psychological weight.
On hit: press humiliation/fear/psych damage. If public + witnessed, target loses 1 Face
Soft Style
Trained in control.
On win: reposition, pin, redirect, or disarm instead of injure
Pier Rat
You know the hidden routes of the shore.
Advantage on pier, service corridors, beach lots, alleys, rooftops
Valley Run
You know how traffic moves.
Advantage on freeways, boulevards, ramps, city arteries
Deadpan
You absorb tension without cracking.
Advantage where silence, restraint, or unreadability matter
No Witnesses
You know how to leave less behind.
Advantage ditching evidence, scrubbing a scene
Old Bruise
You convert pain into grim momentum.
1/session: reduce Face loss or Harm by 1, gain 1 Grit
Good Student
You take instruction without complaint.
Advantage following a recognized superior's order
Bad Influence
You pull people off the straight path.
Advantage tempting someone into risk or trouble
House Discipline
The dojo is yours to protect.
Advantage defending the dojo or its people
Breaking Point
One more push when you should be done.
1/session: at Broken or Hollowed, ignore disadvantage on one roll
Street Courtesy
Mercy builds its own authority.
Show mercy to someone beaten/outmatched: gain 1 Face
Tape Deck
You work audio and video evidence.
Advantage on Wire checks for recording/playback/tape manipulation
Night Training
Discipline carries you farther than comfort.
Advantage on Nerve checks against fatigue, exhaustion, endurance
Sand in the Teeth
When hurt, you hit back with ugly commitment.
While Bruised+: advantage on Strike/Steel not canceled by Harm disadvantage
World
Obligations
A figure leaning into a payphone at night outside a closed gas station

Obligations tie you to people. Each should include: who it concerns, what is owed, and why it matters.

Heat Levels
LevelMeaning
HeldPresent but manageable
PressingComing due
BurningWill define the next scenes if ignored

Calling In an Obligation:

If you have the bond and the ask is reasonable, the help comes. No roll. But the heat rises by one level. If already Burning, the relationship may break.

Failing an Obligation:

Lose Face, heat rises, new enemies, dojo standing damaged, The Cut may follow.

Honoring an Obligation:

At real cost: recover Face, cool the heat, deepen the relationship, possibly gain Name.

The Cut
Two figures in a parking lot at night — one turning away, headlights casting long shadows

The Cut is formal severance. Not a casual breakup. A relationship central to identity, ended in a way the world must recognize. Delivered in person or through a witnessed symbolic act.

Effects of The Cut
Immediately lose 1 Face
Help tied to that bond is gone
Shared obligations become poisoned
Name may become shaken (cannot spend Name, identity checks at disadvantage until reasserted)

The Cut should be rare. When it happens, let the room breathe.

The Sunset Walk
A lone figure walking west along Pacific Coast Highway at sunset

The Sunset Walk is the acknowledged end of a road. It may mean: leaving town, retirement, surrender, exile, disappearing into a new life, one final act followed by silence, or dying with your code intact.

A player may choose a Sunset Walk when their character has reached the edge of what they can bear, has lost too much, or when a final act would be truer than continued survival.

When you take a Sunset Walk, you get:

  • One final declaration
  • One decisive act
  • One ending scene that matters
The Dojo
Interior of a small storefront dojo at dawn — empty, shoes lined up at the door

The dojo is not just a backdrop. It is a living institution — where you train, argue, hide, fail, return, and prove whether you still belong.

A dojo may have: a public reputation, internal fractures, financial trouble, old traditions, neighborhood ties, enemies with money, students worth saving, teachers with secrets.

When your actions bring credit to the dojo, the GM may award Face. When your actions shame it, expect to lose Face — and for the dojo obligation to heat up. You are never just representing yourself.

Character
Character Creation
A figure standing before a wall-mounted mirror in a dim room — the question of identity
Creation Steps
  1. Street Name — what people call you now
  2. True Name — who you are when the room goes quiet
  3. Dojo Role — Student, Senior Student, Instructor, Ex-Student, Rival Student, Enforcer, or Drifter
  4. Look — how you read at a glance
  5. Code Clause — one thing you refuse to break. Break = −1 Name. Bend = −1 Face. Uphold at cost = +1 Face
  6. 2 Obligations — one personal, one social
  7. Scar — the wound still shaping your life
  8. Tracks — Face 3, Name 1, Composure 2, Grit 0, no Harm
  9. Skills — seven at d4, one at d6, one at d8
  10. 3 Starting Techniques — choose from Basic Techniques
Your Skills
BEARING — presence, composure, force of personality
  • keep cool under insult
  • show authority
  • withstand pressure in public
  • make a demand that sticks
  • lie under pressure
  • convince someone to back down
STRIKE — unarmed combat
  • punch, kick, sweep, grapple
  • spar
  • overwhelm at close range
STEEL — armed combat, improvised weapons
  • knives, staffs, chains, tire irons
  • disarm someone
  • threaten with a weapon credibly
MOTION — athletic movement, speed, balance
  • sprint, climb, vault, chase
  • escape a rooftop or parking structure
  • stay upright on unstable ground
NERVE — endurance, pain tolerance, resilience
  • take punishment
  • stay conscious
  • resist fear on a physical level
SIGHT — awareness, intuition, perception
  • spot a tail
  • sense an ambush
  • catch a lie
  • read the room
SHADOW — stealth, concealment, infiltration
  • move unseen
  • break line of sight
  • slip past security
  • vanish
WHEELS — driving, riding, vehicular control
  • drive fast
  • ride a motorcycle hard
  • evade pursuit
WIRE — 1980s tech: locks, alarms, tape, phones, surveillance
  • bypass alarms
  • pick locks
  • wire a recorder
  • tamper with security
Advancement

Your character changes through pressure. Skills grow by blowing up — rolling max on a die steps it up permanently.

Gaining New Techniques:

At the end of each session, each player may nominate one moment where their character learned something real. If the table agrees, gain a new technique — from the Basic list or something new that fits what happened.

A character should rarely carry more than 6 techniques. If you gain a 7th, consider whether an older one has faded.

Not all growth is numeric. Sometimes a character changes because they finally break, finally forgive, or finally stop lying to themselves.

Starting Questions
  • Who in the dojo do you trust least?
  • Who still believes in you more than you deserve?
  • What rumor about you is true?
  • What rumor about you is false?
  • When did you last lose Face in public?
  • Who do you owe money, blood, or apology to?
  • What part of Santa Monica still feels like yours?
  • Who would be relieved if you left town for good?
  • What does Sensei see in you that others do not?
  • What are you afraid will happen if you finally win?
At the Table
What This Game Is About
Santa Monica boulevard at golden hour — palm trees, hot asphalt, the ocean shimmering at the horizon

The light is gold. The asphalt is hot. The ocean is a flat sheet of hammered metal beyond the palms. Everyone is selling something. Everyone owes somebody. Everyone is trying to keep hold of one thing that proves they are still the real thing.

Santa Monica Samurai is a cinematic tabletop RPG about:

  • Honor under pressure
  • Public reputation
  • Obligations that define who you are
  • Dojo loyalty
  • Street-level conflict in 1980s Southern California
  • Fights that are fast, sharp, and costly
  • Endings that feel earned

The tone is beach noir, dojo drama, and 80s samurai cinema.

The Core Ideas

Five ideas at the heart of the game:

Face — your public standing. How people see you. Whether your word means anything in a room with witnesses.

Name — deeper. The identity built through your choices. What people mean when they say someone is the real thing.

Obligation — you are tied to people. You owe favors. You protect family. A person with no obligations is not free — they are unmoored.

The Cut — formal severance from a bond that once defined you. It should happen rarely.

The Sunset Walk — every story is moving toward an ending. The Sunset Walk is always waiting at the edge of the road.

How To Play

Play moves between scenes. Roll when the outcome is uncertain and the stakes matter. Otherwise, the table decides.

Failure should change the situation, not just stop the action. Failure may mean:

  • You get what you want, but lose Face
  • You get what you want, but take Harm
  • You get what you want, but now someone is watching
  • You get what you want, but you owe someone
  • You do not get what you want, and the room turns against you
Playing Your Character Well
  • Know what your character wants
  • Know what they owe
  • Know what they refuse
  • Let public scenes matter
  • Let silence matter
  • Do not turn every conflict into a joke
  • Do not treat violence as free
  • Let losses change you

If your character never has to choose between two painful goods, something is missing.

Honor In This Game

Honor here is not purity. It is about whether your actions can still bear the weight of your own name.

A criminal can have honor. A teacher can lose it. A violent person can act with restraint. A respectable person can be rotten underneath.

The code is demanding, imperfect, and always under pressure.

Example of Play
Two motorcycles parked outside a closed dojo at night, laundromat light spilling onto the sidewalk

GM: It is late. The dojo is closed. The fluorescent sign in the laundromat next door is buzzing through the wall. You hear a motorcycle stop outside. Then another. Then silence.

June: I look through the blinds without moving them much.

GM: Sounds like Sight.

June rolls her d4 Sight and gets a 4. Blow-up! Steps to d6. Rolls d6, gets 5. Total: 9.

GM: You see two bikes. Three riders. One stays with the engines. One carries flowers. The third is Vincent from the South Bay school.

June: Flowers?

GM: White lilies.

June: That means insult, not apology. I tell Ray to stay back. I go open the door myself.

GM: Vincent says, "We came to pay respect. Unless you people have forgotten what that looks like." There are two apartment windows open across the street. People can hear this.

June: I do not rise to it. I bow exactly correctly and say, "Then come in clean or leave loud. Choose."

GM: That is Bearing. Target 6. June's Bearing is d4. She rolls 3. Not enough. But she has 4 Grit. She spends 3 to push the 3 up to 6.

GM: Vincent smiles without showing teeth. "Clean, then." He wipes his shoes on the mat like he owns the place.

This shows: fiction first, skill rolls when stakes matter, blow-ups growing skills, Grit earned through earlier failure spent when it matters, the public nature of Face-heavy scenes.

Table Expectations
  • Take each other seriously — Humor is allowed. Constant deflation is not.
  • Share the spotlight — Everyone should get scenes where their obligations, techniques, and code matter.
  • Let consequences stand — Do not dodge every painful outcome.
  • Build each other up — If another player sets up a strong beat, help it land.
  • Keep the world human — Even when the tone is heightened, people should feel like people.
Final Word

Santa Monica in 1984 is bright enough to hide things in plain sight. The beach is full of light. The dojo smells like old canvas, floor cleaner, and sweat. The tape deck clicks. The traffic keeps moving. Somebody is always watching from a parked car, from a storefront, from the apartment across the alley, from inside the house you swore you would never go back to.

You are what you do in front of witnesses. You are what you do when nobody sees. You are what you refuse.

Carry yourself accordingly.

The Santa Monica Pier at night — carousel glowing, the severed western end disappearing into darkness over water