I figured this would just be easier to copy from the main rulebook below but the short answer is no you donāt but once you are compromised (have more Strife than your Composure rating) you cannot keep any dice that have Strife symbols on them which may mean you have 0 kept dice on a check.
Removing Strife
Characters naturally remove some strife as time passes. At the end of each scene (a self-contained event or events in an ongoing adventure) each character removes strife until it is equal to half their composure, rounded up (unless it is already lower).
Strife can be reduced further through restful contemplative activities including the pursuit of oneās ninjÅ (see page 38), pursuing a passion (see page 99), meditating, or attending a tea ceremony. Such activities can potentially remove all of a character's current strife.
Finally, a Compromised character can remove all of their strife by unmasking, briefly lowering their faƧade to act upon their emotions openly (see Unmasking).
Becoming Compromised
While a character's strife is in excess of their composure, the tumult of emotions that has built up causes the char-acter to become Compromised. While suffering this condition, they are at their emotional limit, which their player should roleplay through various subtle cues that they are repressing accumulated emotion.
Effects of Being Compromised
A compromised character's vigilance attribute (see page 36) counts as 1. Additionally, when making a check, a Compromised character cannot keep dice containing Strife symbols (to a potential minimum of 0 kept dice).
Recovering from Being Compromised
A character ceases to be Compromised when their strife drops back to (or below) their composure. A Compromised character can always rid themself of all of their strife through unmasking.
Unmasking
Once per scene, while a character is Compromised, their player may choose to have the character unmask, briefly expressing the true emotions beneath the guise of a perfect samurai that society demands they main-tain. Keep in mind that the character may stay Com-promised as long as their player deems it appropriate, and can seek other ways to soothe their emotions, but these often take time. The act of unmasking gives a character the chance to achieve immediate emotional clarity and openness, at the cost of potentially disturb-ing the scene. Unmasking is an outpouring of raw emotion: anger at difficult circumstances or injustice, joy as a result of success over harsh trials, mirth at a humorous occur-rence, or despair at a tragic turn of events. Impor-tantly, the player never loses control of their charac-ter while unmasking, because the player chooses the shape the character's unmasking takes and the time at which it occurs. The form of the unmasking should be suited to the scene in which it takes place and the various emotions that have led the character to become Compromised.
Benefits and Risks of Unmasking
When a character unmasks, they remove all of their strife. Then, the player roleplays the way in which their character lets their faƧade fall, and the GM determines any narrative and mechanical consequences this has. Players and GMs can look to the examples of unmask-ing in this section for inspiration, or invent their own to fit the scene and the character. Like any moment of vulnerability, unmasking is a risk but also a chance to achieve things one otherwise could not. Important moments in a character's life often revolve around the incidents in which they allow their faƧade to slip, even briefly. Some-times, this bared emotion even allows the character to trans-gress societal norms for an advantage or surpass their own limitations to pursue a goal they otherwise could not. They can also say and do things they normally couldn'tāand while such behavior might have a cost in honor or glory (see page 37 for more on honor and glory), a valid point raised in anger is still often valid. The GM should take this into account for the character's checks during the remainder of the scene. A character who rebukes their lord should suffer any natural consequences for doing so (perhaps forfeiting honor or glory, and suffering potential narrative costs), but might also convince their lord to reconsider a foolish course of action. A character who reveals their secret love for someone beyond their station might suffer social repercussions but also catch that person's attention, allowing them to begin a clandestine rela-tionship. A character who challenges a social superior in anger might get that person to accept a duel they would normally refuse without considerationāthough of course, this too carries its own deadly risks. The GM and player should consider the risks the act of unmask-ing entails in the scene, but also the unique possibilities it might create.