Hachigoku はちごく 八国: A reworking of the Legend of the Five Rings RPG from both a setting and system viewpoint. I do not claim any ownership of L5R; this is purely a not-for-profit exercise in fun. And you're invited.

Friday, February 3, 2012

Dueling: The Shiken

Hey look! A rule! People should get on my case about not updating frequently lately. I blame Aristotle. You must be a careful reader to get that crazy cat. So tonight I'm just throwing a slight addition to the dueling rules at you: The Shiken, for courtly duels.

The Shiken
While accusations of dishonor or tests of skill often result in violence, during social functions teishin and artists frequently engage in competitions known as Shiken to settle disputes. While the Shiken may only be a duel for glory and honor, those for blood or death are not unheard of. To lose such a duel and refuse to submit to death is incredibly dishonorable. Particularly loyal yojimbo often submit to the same punishment as well, reasoning that their charge's honor is their own.

Judgment: These contests are usually involve the Artisan, Performance, Games, or Oratory Skills. Whichever Skill is called for, both parties agree to use the same. The Skill used must be a High Skill, so using Emphases that require Low Skill treatment (like Seduction) is unacceptable at court. Like other duels, the contests are against two individuals, although rarely two groups can be involved instead. This usually occurs in the case of competing playwrights producing competing dramas. Since the immediate results of such duels are inherently subjective, a panel of judges is appointed. Tradition usually requires a triumvirate of neutral parties, but the ultimate decider is whatever daimyo rules the court where the Shiken happens. Unlike in other duels, there is no judging of another's Skill before the duel begins, although it might be wise to figure out their Glory before hand.

Focus: The duelist with the highest Awareness Trait Rank decides who Focuses or Strikes first. In the case of ties, the decider is the one with the highest Skill Rank, Void, or Void Points, in that order. Each duelist begins with TN 5. The chosen duelist decides whether to Focus or Strike. If Focusing, the TN for both opponents raises by +5 (some special abilities may alter the point value; consider each increment a separate Focus). Now the other duelist has the opportunity to Focus or Strike. This continues back and forth until one duelist calls for a Strike, each Focus raising the TN to be Hit. You can only Focus a number of times equal to your Void Ring Rank, or spend a Void Point for an additional Focus beyond that. Certain Skill, Advantage, or Okuden rules may allow you to Focus additional times as well.

Strike: When the duelist calls for the Strike, his opponent has the opportunity to strike first. The foe rolls Skill/Awareness, since this is as much about impressing the judges as it is displaying technique. The TN is equal to 5 + Focuses. If unsuccessful, the other duelist need not make a roll; his skills are obviously superior. If the roll is successful, the other duelist must make the same roll with an equal TN. The higher of the two roll totals is the victor in the duel. The victor can embellish their effort with bonus effects equal to the number of Focuses, just as if they were normal Raises. The loser can do the same, but only gains half the number of bonus effects, rounded up. A duelist who fails the roll entirely gains no bonus effects.

Of course, sometimes the judges have other agendas in mind, and the winner is the result of politics rather than skill. Judging is such a manner is an Act of Dishonor, however, even if the decisions are binding.

Both duelists gain Honor and Glory Points as appropriate.

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