

Obviously game saves can be copied between memory cards, but the process can become tedious. This encourages the player to play through the game multiple times to see the different branches in the storyline rather than simply reload. When you load a saved game, which is only allowed at the end of a day in the games timeline, that save game gets deleted. You can only save once for each play through. There is a large range of weaponry in the game, with various differences in technique and durability.

Swords can be acquired in 1 player mode and upon completion (survival) of a timeline. You can both customise the appearance of your main character in this game, as well as equip them with a specific sword. The further into the games timeline you go, the larger and harder the forces trying to thwart you get. Through your progress in the game, you can choose to either defend villagers, side with a particular gang or play them off against each other. A lone swordsmen enters a town that is being torn apart by the feuding of two rival gangs.

Once you use this feature, you can’t use it again until you finish a long rest.The story in the game uses a similar set-up to the plot of the classic samurai film Yojimbo ( The Bodyguard, Kurosawa,1961). When the extra turn ends, you fall unconscious if you still have 0 hit points. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. Starting at 18th level, your fighting spirit can delay the grasp of death. You can do so no more than once per turn. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. Starting at 15th level, you learn to trade accuracy for swift strikes. Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Your self-control also causes you to gain proficiency in Wisdom saving throws. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. You regain all expended uses of it when you finish a long rest. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

When you do so, you also gain 5 temporary hit points. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. Starting at 3rd level, your intensity in battle can shield you and help you strike true. Alternatively, you learn one language of your choice. When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Source: Xanathar's Guide to Everything Bonus Proficiency
