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.

Wednesday, January 25, 2012

Duels: Iaijutsu & Taryu-jiai

Here's the redesign of Dueling, although this only covers the Iaijutsu and Taryu-jiai. The others are still in the works, but there is Cicero and Aristotle (yep, he continues on and on and on...).


Duels

Dueling over matters of honor, be it regarding justice, vengeance, bravery, or renown of skill, is a common occurrence in Hachigoku. The Dueling Rules, it should be emphasized, reflect a variety of highly ritualized, culturally specific methods of competition. They do not necessarily reflect every duel. When two bushi square off, weapons drawn, ready to duel over a point of honor, this is no less legal or honorable than the revered Iaijutsu Duel described here, yet it follows the regular combat rules of Skirmishes, and not Duels. Furthermore, except in the case of the Shiken, duels are always between two individuals. Any interference from outside these two disturbs the focus and purity of the duel, and play continues using whatever normal rules (combat, Skill, etc.) are required. A duel that happens in the middle of a battle, for instance, is almost never going to be an iaijutsu duel.

The Dueling Rules cover these specific kinds of combat: the Iaijutsu (one-strike duel), the Taryu-jiai (shugenja duel), the Shiken (artistic duel), and Sumai (sumai duel).

Oh, and Romance. In Hachigoku, Romance is a duel as deadly as any other.

Iaijutsu
When two duelists agree to an iaijutsu duel, each squares off against the other, wielding only katana. Each katana is sheathed, the saya positioned for swift, deadly draw. One strike can mean victory. If the duel is one of skill, then the bout ends after a single strike. If the duel is to the first blood, then the duel ends after the first Wound is inflicted, and a regular skirmish ensues if neither strike successfully with their Iaijutsu rolls. The same rule applies if the duel is to the death.

Judgment: Each duelist makes an Iaijutsu/Awareness roll (TN 10). Success allows you to know one fact about your opponent. You can make Raises on this roll, each Raise granting you an additional known fact.

Facts possible include:
  • Opponent's Iaijutsu Skill Rank.
  • Opponent's Void Ring Rank.
  • Opponent's Agility Trait Rank.
  • Opponent's Strength Trait Rank.
  • Opponent's Insight Rank.
  • Opponent's current Wound Penalties.

After this roll, either opponent may declare the other the winner. It is not cowardly; to recognize another's superiority without bloodshed is an honorable act. If the duel was to the first blood, the loser often gives themselves a Wound by their own katana. If the duel was to the death, seppuku by the loser would be called for. If both duelists disengage, the duel is over. If an opponent chooses not to disengage when the other has declared them victor already, it is considered a dishonorable act. If the duel continues, it's time to Focus.

Focus: The duelist with the highest Awareness roll in Judgment decides who Focuses or Strikes first. In the case of ties, the decider is the one with the highest Awareness, Void, or Void Points, in that order. Each duelist begins with a TN to be Hit of 5. The chosen duelist decides whether to Focus or Strike. If Focusing, the TN to be Hit of 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 Iaijutsu/Agility (TN 5 + Focuses). If unsuccessful, or the opponent is still conscious and able to strike, the other duelist has their opportunity, making the same roll with the same TN, except figured removing the last Focus (which usually just means -5, but special abilities may alter that number). If this strike is also unsuccessful, or the duel is to the death, the duel may continue as a skirmish.

If successful, roll for damage as normal, with a +Xk0 bonus, where X is the total number of Focuses. You can also make additional Raises for additional damage as normal, or for other effects. For instance, you could make 3 Raises for narrative embellishment: “I strike for no damage, but I slice the strings of his cotton pants, and they fall down.” Even if you do damage, you don't have to keep the highest dice, of course. This may be important to remember if the opponent is, say, your daimyo's heir.

Both duelists gain Honor and Glory Points as appropriate.

Taryu-jiai
The taryu-jiai is a ritual developed by shugenja over the centuries to test their magical might against each other. Each duelist draws on the energy of the kami in a raw torrent of power, then trying to visualize and channel the magic in a single strike against the opponent. Such duels can involve kami of different elements, or a single element, depending on the challenge. It is not just a matter of summoning and hurling raw energy, however. The shugenja must exhibit control over the energy, usually by sculpting the strike into the shape of a weapon, monster, or other form. One legendary duel involved a Kuni shugenja dropping a glowing mountain on a prideful Kitsu shugenja.

Before the duel begins, each shugenja must declare which element they will be using. They may use the same or different elements, depending on the nature of the challenge. All rolls made during the duel involve the Mental Trait of the appropriate element.

Very rare duels involving Void as an element do occur, although such rarely manifest any visual evidence except Wounds.

Judgment: Each duelist makes a Spellcraft/Awareness roll (TN 10). Success allows you to know one fact about your opponent. You can make Raises on this roll, each Raise granting you an additional known fact.

Facts possible include:
  • Opponent's Spellcraft Skill Rank.
  • Opponent's Void Ring Rank.
  • Opponent's Trait Rank (whichever Trait is involved in the duel).
  • Opponent's Insight Rank.
  • Opponent's current Wound Penalties.

After this roll, either opponent may declare the other the winner. It is not cowardly; to recognize another's superiority without bloodshed is an honorable act. If the duel was to the first blood, the loser often gives themselves a Wound by their own katana. If the duel was to the death, seppuku by the loser would be called for. If both duelists disengage, the duel is over. If an opponent chooses not to disengage when the other has declared them victor already, it is considered a dishonorable act. If the duel continues, it's time to Focus.

Focus: The shugenja with the highest Awareness roll in Judgment decides who Focuses or Strikes first. In the case of ties, the decider is the one with the highest Awareness, appropriate element-linked Mental Trait, Void, or Void Points, in that order. Each duelist begins with a TN to be Hit of 5. The chosen duelist decides whether to Focus or Strike. If Focusing, the TN to be Hit of 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 the Ring Rank of the element you are using, +1 Focus if its your Affinity, -1 Focus if its your Deficiency, 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 Spellcraft/Mental Trait (TN 5 + Focuses). If unsuccessful, or the opponent is still conscious and able to strike, the other duelist has their opportunity, making the same roll with the same TN, except figured removing the last Focus (which usually just means -5, but special abilities may alter that number). If this strike is also unsuccessful, or the duel is to the death, the duel may continue, skipping Judgement and moving straight to Focus.

If successful, you can describe the Strike, imbuing it with bonus effects equal to the number of Focuses. Also, you inflict Wounds. The damage roll breaks down as follows:
  • Ring Rank of Element (X): +Xk0
  • Number of Focuses (X): +Xk0
  • Insight Rank (X): +0kX
  • Affinity in use: +0k1
  • Deficiency in use: -0k1

Any abilities that grant you bonuses to spellcasting rolls involving certain elements apply to both your Specllcraft and damage roll as appropriate. Additionally, you can still make more Raises on your Spellcraft roll for either bonus effects or increased damage, as normal.

If your Spellcraft roll is unsuccessful, you suffer a backlash of magical energy as the kami punish you for usurping control over them with pure willpower. Roll XkX, where X is the number of Focuses you claimed in your Spellcraft roll, for damage to yourself.

Both duelists gain Honor and Glory Points as appropriate.

No comments:

Post a Comment