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.

Tuesday, February 21, 2012

Meibutsu: The Quick and Dirty List


Here's the quick & dirty of what Meibutsu go with what uji during character creation.  This does not yet include the shinden Meibutsu for gakusho.

Meibutsu: The Quick & Dirty List

The Dainagon
The ruling uji of Hachigoku are the Dainagon, those uji directly descended from the children of Sun and Moon (Akodo, Bayushi, Doji, Hida, Shiba, Shinjo, and Togashi), as well as those who descended from Hantei's three most devoted followers (Miya, Otomo, and Seppun).

These uji owe fealty to none, except the absent Emperor. The chart below lists their associated Meibutsu.

Uji
Meibutsu
Akodo
Battle (Strategy)
Bayushi
Sincerity (Misdirection)
Doji
Etiquette (Diplomacy)
Hida
Subojutsu (Tetsubo)
Miya
Politics (Mon Heraldry)
Otomo
Politics (Manipulation)
Seppun
Investigation (Notice)
Shiba
Yarijutsu (Naginata)
Shinjo
Yomanri (Yabusame)
Togashi
Ise Zumi Tattoo


The Shonagon
The Shonagon are the lesser uji of Hachigoku. They do not stand as high as the Dainagon, but even they have a hierarchy of their own between uji known as the Fudai (“Inside”) and the Tozama (“Outside”).

The Fudai are those uji founded during the dawn of the Empire and on until the end of the Shadowlands War; most owe fealty to Dainagon uji, but several are powerful and independent. The Tozama are all uji founded after the Shadowlands War and the disappearance of the Hantei Dynasty.

The charts below are divided between the Fudai and Tozama, listing each uji, its associated Meibutsu, and which (if any) uji to whom it owes fealty.


The Fudai

Uji
Meibutsu
Fealty
Agasha
Explosives (Kagaku)
None
Asako
Theology (Shintao)
Isawa
Daidoji
Yarijutsu (Yari)
None
Hiruma
Shadowlands Lore (Geography)
Hida
Ikoma
Oratory (Boasting)
None
Isawa
Lore (Shugenja)
None
Iuchi
Medicine (Treatment)
Shinjo
Kaiu
Engineering (Architecture)
Hida
Kakita
Iaijutsu (Katana)
Doji
Kitsu
Theology (Spirit Realms)
None
Kitsune
Hunting (Tracking)
None
Kuni
Shadowlands Lore (Oni Lore)
Hida
Matsu
Battle (Skirmish)
None
Mirumoto
Kenjutsu (Katana)
None
Shosuro
Stealth (Ambush)
Bayushi
Soshi
Investigation (Interrogation)
Bayushi
Utaku
Yarijutsu (Nagamaki)
Shinjo
Yasuki
Commerce (Merchant)
None
Yogo
Spellcraft (Maho)
Bayushi


The Tozama

Uji
Meibutsu
Fealty
Asahina
Theology (Fortunism)
Doji
Ashidaka
Craft (Weaponsmith)
Kakita
Atsumaru
Medicine (Herbalism)
Agasha
Chukan
Lore (History)
Asako
Fundai
Craft (Shipwright)
Kaiu
Goraiku
Kyujutsu (Yumi)
Moshi
Hiramichi
Commerce (Mathematics)
Daidoji
Hiramori
Battle (Forest)
Daidoji
Hogosha
Sincerity (Intimidation)
Yoritomo
Horiuchi
Divination (Astrology)
Shinjo
Hosokawa
Calligraphy (Ikoma Cipher)
Ikoma
Hotaru
Performance (Noh)
Otomo
Hyuga
Animal Handling (Horse)
Utaku
Ichiro
Sumai (Dance)
None
Ide
Politics (Maneuvering)
Shinjo
Ikeda
Bajutsu (Gallop)
Matsu
Ise
Shadowlands Lore (Tsuno Lore)
Kitsu
Iwasaki
Performance (Music)
Kakita
Izaku
Calligraphy (Keigo)
Agasha
Kagehisa
Kenjutsu (Yadomejutsu)
Tsuruchi
Kakeguchi
Subojutsu (Ono)
Hida
Kano
Artisan (Sculpture)
Yasuki
Kasuga
Underworld (Smuggling)
None
Katai
Craft (Carpentry)
Akodo
Kenshin
Iaijutsu (Focus)
Iuchi
Kitsuki
Investigation (Nazado)
Agasha
Kochako
Stealth (Shadowing)
Shosuro
Koritome
Kyujutsu (Daikyu)
Matsu
Kotagama
Law (Imperial Law)
Doji
Maisuna
Engineering (Traps)
Kaiu
Maruta
Oratory (Storytelling)
Shinjo
Meishozo
Artisan (Painting)
Kuni
Morito
Underworld (Kolat)
None
Moshi
Divination (Omens)
None
Moshibaru
Lore (Ronin)
Hida
Moto
Hunting (Survival)
Shinjo
Nanbu
Kenjutsu (No-dachi)
Soshi
Nani
Meditation (Trance)
Asako
Naoko
Kenjutsu (Gaijin Blades)
Moto
Nasu
Law (Bureaucracy)
Shiba
Noroko
Meditation (Fasting)
Kitsu
Onshigawa
Athletics (Acrobatics)
Moto
Raikuto
Etiquette (Conversation)
Hiruma
Rokugo
Games (Gambling)
Bayushi
Sakura
Underworld (Ninja Lore)
Kitsuki
Seizuka
Craft (Cartography)
Akodo
Shingon
Spellcraft (Nemuranai)
Isawa
Shudo
Hunting (Trailblazing)
Kitsune
Suio
Lore (Burning Sands)
Ide
Suzume
Nofujutsu (Tonfa)
None
Tamori
Athletics (Climbing)
None
Tansuko
Lore (Curses)
Yogo
Tokagure
Poison (Antidotes)
Shosuro
Tonbo
Etiquette (Tea Ceremony)
None
Toritaka
Theology (Ancestors)
None
Tsume
Resplendent Crane Yarijutsu (Yari)
Doji
Tsuruchi
Kyujutsu (Fletcher)
None
Ugawari
Yarijutsu (Sasumata)
Kuni
Ujina
Tantojutsu (Tanto)
Usagi
Usagi
Athletics (Leaping)
None
Watanabe
Sailing (Shipwright)
Yoritomo
Yoritomo
Sailing (Navigation)
None
Zurui
Investigation (Ichi-miru)
Mirumoto

Battle Rules: Redoing Mass Combat

After far too long, here's the next major update: BATTLE! This is the replacement for the Mass Combat rules. I used to find them too simple, then I overcomplicated them with the 7th Sea system. So here's yet another new version. With, yep, no charts!

Battle

When combat occurs between two, we call it a Duel. When it happens between more than two, it becomes a Skirmish. But at some point, attempting to adjudicate combat between too many actors becomes a tedious chore. Oh, look, your samurai chopped down the tenth Brute. Don't worry; only 145 more to go!

At this point, before thrilling combat degenerates into tedious score-keeping, a Skirmish becomes a Battle. How do you know when to apply the Battle Rules versus the Skirmish Rules? Simple: when there are 50 or more combatants. Why 50? The typical group of player characters will compose a wa, and a wa at its typical maximum will have seven samurai (like the Seven Thunders) with a maximum of six Brutes attacking each wa member. Thus, forty-two Brutes against seven samurai remains a simple enough Skirmish to still adjudicate with forty-nine actors. Add one more, and it's an actor left standing around with nothing much to do until someone falls in battle. Which is neither fun nor realistic, frankly. And yes, this glosses over a lot of other possibilities of how Brutes and other characters can interact, yet 50 remains a fairly good cut-off point between Skirmishes and Battles.

The point of these Battle rules is twofold. First, to simplify mass combat in terms of both times and mechanics, yet also to keep one's sense of agency and fun. Secondly, to provide a way to manage a battle between opposing forces of any size. Battle rules should be able to portray conflicts ranging fights between magistrates and bandits, to those between vast armies.

So, we know the first criteria: Fifty combatants. After this, there are several steps to take:
  • Know Your Force
  • Know Your Terrain
  • Know Your Advantage
  • Know Your Wave
  • Know Your Casualties

Your Force
The first thing to determine is how many forces the Battle is dealing with. Typically, this will be two forces: the player-characters versus whoever is opposing them. However, this need not be the case. There may be three, four, or even more forces involved, each with its own agendas and ideas concerning victory. Even all the wa members may not stay in the same force. There may be loyalties or agendas that conflict with their fellow wa members, in which case it's perfectly fine, and interesting, for them to choose to be in another's force, or even commanding their own. It could also represent that a much greater, grander campaign is being waged all about your samurai, but your independent unit is embroiled in a smaller battle in the midst of the chaos.

You could even be a force all by yourself, a force of one. This is a very dangerous and deadly option, but it could be necessary.

So decide which force you're in. Then choose a commander for the force. Preferably, this ought to be a player-character. While someone in a force may be appointed by an outside agent (such as a daimyo) to lead the force, they may be incompetent and wisely allow someone else to be the actual commander in terms of Battle mechanics. Or they may not. If you wish to wrest command of the force from this appointed leader, it is certainly an Act of Vice. But it also may save the force from destruction.

If a commander is killed or unconscious during the Wave or after taking Wounds at the end of the Wave, then the force loses all Advantage. A new commander can arise or be chosen and continue the Battle, but they will have to establish their own Advantage as if the Battle were occurring in the midst of a Scene (which essentially is what happening). So no new Divination, Politics, or Oratory rolls for the next Wave. Just a Battle roll.

If no commander takes charge, the force is considered immediately defeated and can no longer participate in the Battle. It is up to opposing forces to either capture or allow the escape of the force.

Know Your Terrain
The next order of business is to determine what kind of terrain dominates the battlefield. There are five kinds of terrain: Accessible, Suspended, Stalemated, Constricted, or Precipitous. Each terrain provides bonuses and penalties to a force.

Accessible Terrain is easily passable by all forces, a feature typified by essentially flat plains and other even ground. This would include courtyards, otherwise empty plazas, or any other territory open and spacious. No force gains a significant benefit over the other as advancing is a simple matter; however, there are no significant penalties to any force either.

The openness of the terrain allows for less restriction of movement. A commander targeting someone in their force for a Battle Action is not limited to targeting that individual only once.

Constricted Terrain bottles up forces into narrow passages and ground bordered by difficult heights. Examples include valleys, rocky badlands, snaking caverns, and crowded city streets. In such terrain it is vital to occupy its extent and maintain your hold.

Whichever force wins the opposed Battle/Water roll for Advantage gains a bonus to their Advantage equal to their Water Ring Rank; they have managed to permeate the battlefield with their force, gaining a firm upper hand.

Precipitous Terrain is dangerous territory containing violent changes in elevation. Twisting mountain passes, bridges, city walls, rooftops, and any combat aboard ship (except within the vessel) qualifies as precipitous terrain.

Whichever force wins the opposed Battle/Water roll for Advantage gains a bonus to their Advantage equal to their Earth Ring Rank; they have managed to take the highest ground, making them hazardous to dislodge.

Stalemated Terrain offers no immediate advantage to any force, and limited movement; the only proper course is to withdraw until the enemy offers you an opening. Then your force storms in, swift as a wildfire. Such terrain include any heavily fortified structure or natural terrain such as forests, swamps, or snowfields.

Whichever force wins the opposed Battle/Water roll for Advantage gains a bonus to their Advantage equal to their Fire Ring Rank; they have managed to take advantage of an enemy commander's impetuous attack with a lightning fast counterattack.

Suspended Terrain varies from high ground to low ground, but not nearly as violently as precipitous terrain. This is terrain it is easy to advance from, but difficult to retreat back to if necessary. Land that slopes, such as hillsides, rolling plains, or even the wide ramps that often mark castle entrances all qualify.

Whichever force wins the opposed Battle/Water roll for Advantage gains a bonus to their Advantage equal to their Air Ring Rank; they have managed either to make use of their maneuverability and high ground for a devastating assault (often with ranged volleys), or were able to cunningly draw the enemy into a position difficult to disentangle themselves from.

Devoted scholars of Sun Tao will note the absence of “expansive” terrain. Such terrain offers no advantage to attack, containing a distance too wide for a force to maintain momentum. Only a fool would attempt battle on such terrain.

Know Your Advantage
Determining who wins or loses in a Battle is measured by Advantage. Once all of a force's Advantage is calculated, only then does the Battle proceed into Waves. Certain aspects of Advantage are only able to be garnered when forces of sufficient size have time to engage in the niceties of samurai warfare; other Battles may occur to quickly for these elements to be observed, becoming vicious contests of momentum and tactics.

A good commander, one assured of victory, must attend to the Tao of War: the Tao of Heaven, the Tao of Honor, the Tao of Glory, and the Tao of Strategy. Assessing the full Tao of War is equivalent to a full Scene, considering each individual assessment a significant and complex Action. If Battle erupts within a Scene, there is no time for these assessments except for the Tao of Strategy. In some situations a commander may not wish to make these assessments, especially if their goal in the Battle is not victory. This is especially true of those who choose only themselves as a force, becoming their own commanders, for the purpose of freedom on the battlefield to achieve specific goals before withdrawing. Reasons include theft, assassination, and avenging blood feuds by duels.

Becoming a force unto yourself is rarely honorable.

The Way of Heaven: Divination
All forces choose a single character in their force to perform a divination, seeking the will of Heaven. This is not, it should be noted, as requesting the aid of Heaven. However, how this knowledge is communicated to both the commander and the rest of the force is important. No shugenja wishes to tell their daimyo he is doomed to defeat; those who do are often placed on the front line and commanded to “reconsider” their prediction.

Each force's chosen character makes a Divination/Awareness roll. The highest roll wins Heaven's Advantage, and can increase their hold over the Advantage by +1 per Raise.

The Way of Honor: Politics
All forces choose a single character in their force to find the moral high ground in the battlefield. A force united in justice and honorable purpose is far stronger than one acting against the Celestial Order, thus each force tries to outmaneuver each other in legal and moral terminology through diplomacy before hostilities begin.

This roll can only be made by a force whose commander is superior or equal in status within the Celestial Order. If a commander is clearly inferior in status to an opposing commander, they cannot even attempt to gain this Advantage. A commander whose actual status is inferior, however, may be granted a higher status by virtue of the authority he is given. Thus, a daimyo could authorize a heimen to command a force against another daimyo's samurai, although this would be very rare, allowing the heimen to try for this Advantage.

Each force's chosen character makes a Politics/Awareness roll. The highest roll wins Honor's Advantage, and can increase their hold over the Advantage by +1 per Raise.

The Way of Glory: Oratory
Each commander heads forth to proclaim their prowess, ancestry, and virtue to the enemy. What appears to be a mere “shouting match” between commanders, however, is in truth a vital morale booster for each commander's force as they attempt to outmaneuver one another in confidence. Except for using some special abilities, only the commander can engage in this boasting.

Each force's commander makes an Oratory/Awareness roll. The highest roll wins Glory's Advantage, and can increase their hold over the Advantage by +1 per Raise.

The Way of Strategy: Battle
This assessment covers all the traditional trappings of war: strategy, tactics, formations, military discipline, and logistics. Each force's commander (the real commander, not just the one for show) makes the final roll. This is the only assessment that can be made without preparation. Unlike the other assessments, there are certain modifiers to this roll, depending on both the force's morale and strength.

A force's morale is determined by past experience in Battle. If the majority of the force has been in a lost Battle prior to the current one, the roll suffers a -1k0 penalty. If the force lost the prior Wave, the roll suffers a -1k0 penalty. If the force won the prior Wave, the roll gains a +1k0 bonus.

A force's strength is determined by its size in comparison to other forces in the Battle. If its size is larger, it gains a +XkX bonus to its roll, where X is the magnitude in size compared to the next largest force in the Battle. An army of 10,000 samurai versus an army of 5,000 samurai has a 2 to 1 advantage, and therefore a magnitude of 2, granting a +2k2 bonus.

Once both modifiers have been calculated, each commander makes a Battle/Water roll. The highest roll wins Strategy's Advantage, and can increase their hold over the Advantage by +1 per Raise.

Example: Two samurai armies are fighting over a borderland valley, making it Constricted Terrain. The commanders are Hida Jo and Akira (whose duties have put them in conflict). Hida Jo's teishin wins the Politics roll, with 2 Raises. Akira's shugenja wins the Divination roll. Akira then also wins the Boasting roll, with 1 Raise. At this point, Hida Jo has an Advantage of 3 (Politics + 2 Raises), and Akira has an Advantage of 3 (Divination + Boasting + 1 Raise).


Now they move onto the Battle roll. Hida Jo's force is 10,000 strong, while Akira's is only 5,000 strong, granting Hida Jo a +2k2 bonus. However, 8,000 of those 10,000 survived a losing Battle the week before, giving Hida Jo a -1k0 penalty. Akira's force is green, granting no penalty or bonus. Hida Jo has a Battle of 4 and a Water of 4, while Akira has a Battle of 5 and a Water of 3. Thus, Hida Jo rolls 7k6 while Akira rolls only 5k3, and Hida Jo wins the roll. He has the Advantage.


Hida Jo's total Advantage is 8 (Politics + 2 Raises + Battle + Water for winning Battle roll in Constricted Terrain), while Akira's total Advantage remains 3. The outlook for Akira's force is grim.

Know Your Wave
Battle has begun in earnest, and occurs in Waves. While preparation for the Battle is considered a Scene in itself, all the Waves combined together comprise a separate Scene as the forces vie for the upper hand, fighting and dying. Combat ranges all across the battlefield, with various individuals and units finding themselves driven onto specific positions, embroiled in duels, or targeted by magic.

Like Skirmish combat, the Wave is broken into Phases. Initiative works the same as in a Skirmish, with the following exceptions:
  • Instead of Void, the commander of each force rolls their Water for the entire force.
  • Individuals and Brute Squads do not have their own Initiative or Actions; they have only the Actions assigned to them by their commander.
  • Individuals in a force can gain their own Actions by spending Void Points, exactly as if they were gaining an Interrupt Action. They can still only perform Battle Actions, however.

Only specific Battle Actions can be performed during a Wave. The these actions often include “target someone in a force” or “in another force,” or even target a force itself. Each commander can only target a specific individual or force once per Action, including themselves. When spending a Void Point to act independently during a Wave, an individual is not bound by the same restrictions, however an “individual in your force” must always refer to themselves. Any individual targeted by a Battle Action is considered to be performing an Act of Virtue.

Battle Actions include:

Bonus Effects: Target yourself. You can establish facts about the Battle equal to your Void Ring Rank as if they were bonus effects created by Raises.

Duel: Target an individual in your force and an individual in another force. A duel begins between the two as a Skirmish, unless both agree sagely to sheathe their katana and attempt Iaijutsu. Two shugenja may launch the raw power of the kami at each other in a Taryu-jiai duel. In any case, your individual is considered the challenger, and can determine what kind of challenge it is. If the opponent refuses, they are considered to have used the Flee Battle Action. The duel is also applicable to attacking nonhuman creatures who can only avoid one-on-one combat by Fleeing. No other duel (Sumai, Shiken, or Correspondence) may occur.

Except for Romance. It can flare to life in the flash of a blade. That's how the Matsu uji stay populated.

Flee: Target yourself or, if you are the commander, your force. You withdraw from the field of the Battle. No matter how orderly or necessary or haphazard your escape, this is an Act of Vice. The Battle is over for you, although you still take Wounds during the Know Your Casualties segment.

Rallying Cry: You can attempt an additional Oratory (Boasting)/Awareness roll (TN highest Advantage of another force x 5) to inspire your force. If successful, at the beginning of the next Wave you now have Glory's Advantage, and can increase your hold over the Advantage by +1 per Raise.

Spell: Target any individual in your force that can perform magic, such as a shugenja or monk. This individual can cast a spell, perform a kiho, or use any other magical ability. If the magic targets anyone else, they can target freely. If multiple Actions are normally needed, it is unnecessary now.

Contentious Ground: Target another force who is benefiting from the current Terrain. You can make a Battle/Water roll opposed by the force's commander to move your force into the advantageous position occupied by that force, pushing them out. If you win the roll, you gain the benefit instead for the next Wave.

Deadly Ground: Target an individual in your force. This individual has found themselves on ground where there is no escape; they must vanquish or die. The individual gains a +2k2 bonus on all combat rolls for the rest of the wave. If they are not targeted by an additional Battle Action or use a Battle Action by the end of the Wave, they suffer +2k2 Wounds at the end of the Wave.

Dispersive Ground: Target another force. They have penetrated deep into your held territory, but your force is swallowing them up. Inflict +1k1 Wounds on the force at the end of the Wave.

Encircled Ground: Target another force. You cut off the force from making any effective maneuvers, making them lose all current Action Dice at the price of losing all of your own force's Action Dice.

Entrapping Ground: Target your force. You can tell the Terrain is solidly against your force, and swiftly order the entire force to break ranks and reform somewhere more suitable. At the end of the Wave, the entire force moves to the nearest accessible Terrain. If no other force pursues, the Battle is ended for your force with neither victory or defeat. The force still accrues Wounds and casualties, however.

Focal Ground: Target another force. You have provided an opening for that force to act at an advantage. The other force gains an additional Battle Action in the current Phase.

Heavy Ground: Target your force and another force. You drive deep into their held ground, at a cost to your own force. At the end of the Wave, your force suffers an additional +1k1 Wounds, but the other force suffers +2k2 Wounds.

Light Ground: Target your force. Your force has penetrated lightly into enemy territory, causing them to group together for better defense. At the end of the Wave, your force suffers -1k1 Wounds.

Traversable Ground: Target an individual in your force. They have been placed some distance away from the engagement as a defensive precaution, finding ground to move swiftly away from hostilities when necessary. The individual does not gain any Honor or Glory from this Battle Action, but they suffer only 1k1 Wounds at the end of the Wave and cannot be targeted by any other Battle Action.

Know Your Casualties
At the end of a Wave, each commander has the opportunity to evaluate his losses. And war, though honorable and glorious, is deadly and unpredictable. It is a quick way to die, so tread carefully when you wade into rivers of blood.

A force takes 2k2 Wounds at the end of the Wave, depending on their armor. Those in light or ashigaru armor reduce their Wounds by -1k1, and those in heavy armor reduce their Wounds by -2k2. Carapace applies as well. Battle Actions may also increase or decrease the Wounds suffered. All of this is in addition to any Wounds taken during the Wave, such as during a duel.

A force is composed of individuals, or Brutes, or both. Wounds taken by individuals (those noteworthy enough for complete statistics) are taken as normal. It's important to note that a large force likely has a wide variety of such individuals. Registering the Wounds for all of them would be time-consuming and prohibitive, so one needs only to keep track of Wounds for ones relevant to the players and Story. If hey showed up in a duel, were targeted by a similar Battle Action, or are in command, then they're worth keeping track of. Otherwise, don't worry about it. And of course, the player-characters should take their full amount of wounds at every opportunity. No Glory without blood.

Brutes are a different matter. If different elements of the force's Brutes are differently armored, roll separately for each division (non-armored, lightly armored, and heavily armored). Roll twice. The first roll is the percentage of the force too wounded to continue fighting; the second roll is the percentage of the wounded actually killed. Those wounded will be too exhausted, demoralized, or damaged to engage in any further Battles during this Story.

The Next Wave
Once casualties have been calculated, the next Wave begins. Heaven's and Honor's Advantage continue, as does Glory's Advantage unless it changed hands due to a Rallying Cry. Strategy's Advantage is rerolled Wave to Wave, which can fluctuate based on changing morale and strength.

Ending the Battle
The Battle ends when:
  • One commander has the most Advantage during three Waves.
  • Every other force surrenders (to the enemy), cedes victory (to an ally), or is obliterated, leaving only a single force standing victorious.
  • There are no forces left in the Terrain (as all have chosen to Flee or withdrawn to a different Terrain).

Being in a victorious army is considered an Act of Virtue; you gain twice as many Glory Points if you were the commander. If your force surrenders or is obliterated, it is considered an Act of Vice; commanders of such forces lose twice as many Glory Points.

Wednesday, February 15, 2012

What's being worked on.

Currently I'm rereading through Sun Tzu's Art of War to spruce up the Battle rules. Not quite sure what I want to do just yet. I want something similar to Houses of the Blooded, but with less point-and-click authority over the characters. It is right and fits what HotB does (and Blood and Honor, too), but it doesn't the heroic mode of Legend of the Five Rings. And despite all the changes, that is what I'm going for here. I use to use a combination of the old L5R Battle Table rules and the expanded 7th Sea Battle Table rules, but I think this is perhaps too unwieldy.

So, what I'm thinking, is something versatile enough to cover battles between significant numbers of individuals and whole armies. "Significant"? Any number of characters over 49. 49? The largest common Wa is 7 characters. Assuming each faces a full Brute Squad, that's 7 Brute Squads. (6 x 7) + 7 = 49. 50, and you've got 1 non-Wa samurai running around nto doing anything, since only 6 folks can attack one at a time. So 50 looks like a good cutoff number.

There are a few steps before battle begins.

Politics. Who has the greater legal/Honorable high ground?
Divination. Who does Heaven support?
Oratory: Brag about your samurai. Affirm your superiority in prowess.
Terrain/Ground: Figuring out how to sue the terrain to your advantage.
Formation: What kind of formation your "side" has.
Battle: Now you fight.


And other factors. Lots to think on.

Sunday, February 12, 2012

The Duel of Romance

Aha! Finally got a first draft of the Romance rules finished. There's a hefty chunk of the Romance rules from Houses of the Blooded in here, tailored for a Legend of the Five Rings environment.

I only need to work on the Warfare rules next, and then the Basic Rules and Character Creation rules are finished. Except for the Disciplines themselves, of course.


Romance
Love among samurai can be a perilous affair. Yet it occurs with disturbing frequency, as it exemplifies the virtues of Courtesy, Compassion, and even Courage. Samurai worth their honor cannot allow themselves to fear such a glorious passion as love, of course. Anymore than they can resist any other kind of opportunity for honor or glory, any other kind of duel. Thus, Romance becomes a competition where every lover is a fierce duelist.

Even if Romance invariably leads to Doom.

One Romance: You can only have one Romance active at a time, unless some ability says otherwise. And that's Romance, not marriage. Do not assume that in Hachigoku marriage, concubinage, or Romance are at all the same thing. You can certainly have a Romance with your spouse, but that's not necessarily so by any means.

Judgment: Romance begins with a flirtation, a test of wits meant to assess both the interest and worth of both parties. By engaging in some flirtatious banter, or even attempting an impressive use of a High Skill or Bugei Skill, one lover makes an advance. The other chooses whether to express interest and make their own advance. If they don't, that's the end of the Romance. It never gets off the ground. If they do, both lovers make an Awareness roll. The one with the highest roll can decide who Focuses first. If there's a tie, compare Awareness, Void, or Void Points, in that order.

Focus: Now that both lovers are interested, one lover (chosen by the winner of the Awareness roll) must choose to Focus. Each Focus represents an escalating flirtation, a back and forth game of teasing, endearments, poetry, compliments, small gifts. Feel free to get creative. This need not happen in a moment, but can actually extend the length of a Story before a lover calls a Strike, but no longer. The Romance TN begins at 5. If Focusing, the Romance TN raises by +5 (some special abilities may alter the point value; consider each increment a separate Focus). Now the other lover has the opportunity to Focus or Strike. This continues back and forth until one lover calls for a Strike, each Focus raising the Romance TN. 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 a lover calls for a Strike, the other lover makes a Sincerity/Awareness roll (TN 5 + Focuses). It's important to note that the Seduction Emphasis has no role here; such a seduction is a transactional affair, and has no place in starting a true Romance. If this roll fails, the Striking lover has their opportunity to make the roll with the same TN, except removing the last Focus (which usually just means -5, but special abilities may alter that number). If both lovers fail the roll, the Romance never begins. The interest may exist, but the chemistry is all wrong. Neither party may again attempt to initiate a Romance with the other until the Insight Ranks of both parties change.

If either lover succeeds on their roll, the Romance has begun. The first lover to succeed holds the Favor. The Romance has become almost a skirmish between lovers, as each proves their love and garners a reward in turn. The lover holding Favor issues a challenge, tasks that begin as small things and progress: compliments, honorable favors (lessons, permissions, gifts, etc.), dangerous favors (dueling challenges, quests, etc.). The most passionate lovers may even request dishonorable favors. Assassinations. Poison. Betrayal. All for love.

Each time a lover completes a challenge, they gain the Favor in the form a reward. Like the challenges, the reward progresses from small things to more grand or intimate gestures: a smile, a compliment, a gift, a touch on the sleeve, a touch, a caress, a kiss, more...

The Romance sparks, flames, peaks, then fades into ashes over time. The cycle of exchanging the Favor is integral to the life of the Romance, and the Romances strength is measured as an Advantage with Ranks (just like Traits or Skills); both lovers gain a single Romance Advantage, shared between them. The Romance Advantage has a pair of Ranks: Actual and Potential. The Potential Rank is the maximum strength of the Advantage, equal to the number of Focuses made during the duel. The Actual strength begins equal to the lowest Awareness Rank between the two lovers. As each Season passes, the Actual Rank increases by 1 Rank, as long as Favor has been exchanged. If Favor has not been exchanged at least once during the Season, the Actual Rank decreases by 1 Rank. While it is assumed Favor should be exchanged during a Story, a lover can spend a Season Action to determine the exchange occurs sometime during the Season, outside the Story. If the Favor is still exchanged during a Story after spending a Season Action, this merely means that an additional exchange has happened, but the Actual Rank does not increase by 2 Ranks, just the normal 1 Rank.

Once the Romance reaches its Potential maximum, its Actual Rank begins to fade at the rate of 1 Rank per Season, despite the ongoing exchange of Favors. If Favor fails to be exchanged, the Romance loses 2 Ranks that Season. Once a Romance reaches 0 Actual Ranks, it is finished and done. The ashes of Romance hold no power.

The Romance Advantage grants the lovers certain benefits:
  • Favor's Champion: Whenever the lover makes a roll directly involved in answering a challenge issued by their love, they can spend a Void Point to gain a +XkX bonus to the roll, where X is the Actual Rank of the Romance.
  • Heart's Knowledge: Whenever the lover makes a roll directly for or against their lover (such as defending or attacking them), they can spend a Void Point to gain a +XkX bonus to the roll, where X is the Actual Rank of the Romance.
  • Lover's Leap: Whenever their love is in sight and is about to suffer Wounds (but before damage is rolled, if necessary), the lover can spend a Void Point to push their way through the Scene to come to the defense. They take the Wounds on themselves, in full. Nothing stands in the lover's way. Not samurai. Not monsters, nor Fortunes. Nothing. Not even Honor.

A Romance can end before it's time. There are two honorable ways to end a Romance: a lover can complete a challenge and ask for no Favor, signaling the Romance's end, or a lover can gain the Favor and then decline to issue a new challenge, signaling they lost interest in the Romance. At the end fo the Season, the Romance Advantage vanishes.

There are, of course, other ways to end the Romance. Dangerous ways. Dishonorable ways. A lover could fail to complete a challenge, and earn a lover's scorn instead of forgiveness, or a lover could refuse Favor after a challenge's completion. Either of these could because of a whim or as revenge against some wrong. Or, a lover could invoke their love's Doom.

At any time during the Romance, the lover can shout “Doom!” whenever their love makes a roll. Whatever the result, it fails. Utterly. Spectacularly. If it's an opposed roll, the other highest roller gains the effect of Raises equal to the Romance's Potential Rank. The Romance is over.

If a Romance ends with in a dishonorable way, the Romance Advantage becomes the Heartbroken Disadvantage for the lover wronged, and the Heartbreaker Disadvantage for the vengeful lover.

The Heartbroken Disadvantage has Ranks equal to the original Romance's Potential. Every Season it loses a Rank as the heart's wound slowly heals, vanishing when it reaches 0 Ranks. While active, whenever the lover's heartbreak is present or mentioned by name the lover suffers a -Xk0 to all rolls for attempting actions. This lasts for the rest of the Scene, but can be negated for the entire Scene by spending a Void Point. In addition, the heartbreak can spend a Void Point to gain a +XkX bonus when making a roll directly against the lover (as in not being for the lover's benefit). In either case, X is equal to the Disadvantage's Rank. The lover can opt to spend a Season Action and replace the Disadvantage with the Lost Love Disadvantage permanently as they work through the pain and lessen the loss into a long, stable ache.

The Heartbreaker Disadvantage has no Ranks. Anyone making a roll involving a Romance with the heartbreaker gains a +2k2 dice. This includes during Judgment and Focusing, as well as when invoking the benefits of the Romance Advantage. All the benefits. Also, the heartbreaker's Glory becomes Infamy at the end of the Season as awareness of their indiscretion spreads through Hachigoku's courts.

The Glory of Romance: Does Romance gain the lovers Glory and Honor? Not directly. Engaging in Romance does grant Honor and Glory gains as usual for a duel in terms of challenges and victory, but not in terms of Favor. However, the activities that result from chasing and giving Favor often do produce Glory and Honor. Or more often cost Glory and Honor as duty to the Romance and duty to one's superior conflict. Because of the potential danger of Romance interfering with a samurai's duty, public revelation of the Romance loses each lover Honor and Glory Points equal to the Romance's Potential Ranks. Yet, the temptation to announce one's passion is strong, and living in denial would be discourteous and cruel to the Romance. Thus, samurai often attempt to reveal their love through obscure comments or poems that are performed publicly to announce their involvement in a Romance, but veil the name of their lover. Doing so successfully is an Act of Virtue.

Liaison: Romance for samurai, it should be stressed, is not usually marriage. It is not usually sanctified, but merely tolerated. Up to a point. By the definition, adultery is engaging in activity that could produce an illegitimate heir. Until that line is crossed, Romance is relatively harmless as far as most samurai are concerned.

Most.

But once that line is crossed, it ceases being a Romance and becomes a Liaison. The Romance becomes a danger to a marriage. And thus a danger to your daimyo as marriage contracts stand in breach, or perhaps vows of celibacy have been violated. Most samurai understand this and end a Romance before it goes too far.

Most.

Others will risk anything to keep the passion alive. The Romance Advantage is replaced with the Liaison Advantage, if the Romance has reached its Potential already. There is only so much satisfaction to be gained from flirtation. The Liaison functions as a Romance for all intents and purposes—including ending it—except its Rank no longer decreases regardless of Favor or Seasons. As long as both lovers spend a Season Action and acquire a separate Shelter for their trysts, the Liaison continues to exist at its maximum potential. If this condition isn't met, the Liaison once again fades into being a Romance.

Just so we're clear: Sex. The two lovers are having sex. If this bothers your samurai, don't get involved in a Romance. Good luck with that.

Of course, being discovered in a Liaison is dangerous. So dangerous, it's definitely considered an Act of Vice if discovered. So dangerous, it could mean a duel of honor. A duel to the death. From the lover's spouse. From their family. From their daimyo.

Think of the children.

Monday, February 6, 2012

The Duel of Letters

Wahoo, so look some new rules! Here's yet another twist on dueling: Duels of Letters! Based on the letter-writing rules in Winter Court: Kyuden Kakita and a bit of the Debate rules in Houses of the Blooded. Having competing oratory debates in the style of Law & Order, or rather Greek and Roman forums and senates just seemed extremely out of place in Legend of the Five Rings. So here is a serviceable replacement.


Correspondence
A correspondence duel, or a duel of letters as it is sometimes called, is an honored tradition in court. Openly arguing one's point or case in front of your daimyo is one thing—openly defying another in court is quite another. When samurai find themselves at odds in court, and in need of persuading third parties of an argument rather than simply satisfying justice and honor between them as individuals, open debate is out of the question. Inevitably, you would be contradicting a superior, or insulting your daimyo by implying he was not wise enough to heed proper counsel. It also implies a lack of subtlety, cleverness, and courtesy in the questioner.

A courtly tradition has evolved to circumvent these constraints. What in other cultures would be conducted with rhetoric and oral debates is instead channeled into finely crafted letters passed between correspondents. The art of using imagery to imply intent rather than stating it outright is highly praised, as it allows both parties an opportunity to save face if required.

Judgment: Either writer may engage the other in the duel. This requires no outside permission; on the contrary, the entire purpose of the duel of letters is engage in an otherwise outlandish activity in an honorable, unguarded moment. Each writer must make a Politics/Intelligence roll (TN 15) to establish the initial worth of their argument and judge the worth of the other's; Raises may be made for bonus effects as usual, including learning certain facts about the opponent. Each Raise allows the writer to know one of the following additional facts:

Opponent's Oratory Skill Rank.
Opponent's Awareness Skill Rank.
Opponent's Void Ring Rank.
Opponent's Glory Rank.

Focus: Unlike most duels which happen quickly or within a defined timeframe, the duel of letters takes place over an extended scene as the correspondence of the two writers flows back and forth. Optionally, the initiating writer could even spend a Season Action to represent a duel of letters being engaged over the course of an entire Season. It's ramifications and rolls in this case do not take place until the Harvest phase.

Furthermore, the duel may not stay limited to just two participants. Letters written at court are hardly private. They are almost never sealed, and nearly anyone can stop a servant in the halls to read what they bear. In fact, it's expected. Letters communicate the writer's wit and guile to everyone; they do not communicate secrets. Such do not public disagreements become disseminated while appearing private. These other readers can choose to join in the duel, on one side or another. When doing so, the appropriate writer's roll becomes a Group roll, with themselves as the lead. No writer can have more additional proponents than their Glory Rank; while a slew of other writers may begin exchanging letters, only a few are going to be important, articulate, or invested enough to influence the course of the duel, or to be benefited or harmed by their engagement.

The duel's TN begins at 5. After the initial exchange of letters and judgment, the writer with the highest Politics/Intelligence roll decided who Focuses or Strikes first. Each Focus raises the TN by +5, representing another letter carefully written, sent, and circulated, elaborating the writer's stance and arguments. Then the opponent has the option to Focus or Strike. After both writers have Focused, any other writer may join the duel, supporting one side or the other. Unlike the two primary writers, they cannot choose to Strike; they may only Focus, and only once before the opportunity to Focus or Strike returns to the initial writer. If both writers again choose to Focus, other writers can again choose to engage in the duel.

Focusing continues until one of the writers declares a Strike. No writer can Focus more times than he has Void Ring Ranks, although they can spend Void Points to Focus additional times (this cannot be done of using a Season Action to conduct the duel). Certain Skill, Advantage, or Okuden rules may allow you to Focus additional times as well.

Strike: When a writer chooses to Strike, both writers must make Oratory/Awareness rolls. If other writers have joined in, these may be Group rolls. The TN of the roll is 5 + Focuses (from all writers involved). Each writer may also gain a +Xk0 bonus to their rolls, where X is their Glory Rank.

The writer who succeeds against the TN and has the highest roll wins the debate. He gains Honor and Glory Points as normal for winning a duel; those who supported his side with Focuses likewise earn the same amount Glory Points. The writer with the lowest roll loses the appropriate amount of Honor and Glory points for losing a duel; those who Focused on their behalf also lose the same amount of Glory Points. If both writers failed against the TN, they are both considered to have lost the duel. All Honor and Glory Point losses apply, and the original decision stands, or the matter is considered inconsequential. In either case, bringing it up again this Season would be an Act of Vice.

Sunday, February 5, 2012

Dueling: Sumai

An addition to the dueling rules:

Sumai Bouts

Sumai is an ancient art in Hachigoku, one where two competitors pit their strength and resiliency against each other. While this usually is a ritualized sport popular throughout the Empire, it does see occasional use between those who feel a duel of brute force is necessary to settle a matter of honor. Two duelists involved in a sumai bout are called sumatori.

Judgment: A circle is constructed, either on raised tatami mats with straw boundaries or simply drawn in the dirt, and usually measures 15' in diameter. This is the dohyou, where all true sumai bouts take place. A monk or shugenja is asked to officiate, although a shugenja is preferred. Each sumatori may make a Theology/Awareness roll (TN 15), calling on the aid of the kami and praying to banish any oni, gaki, or kansen nearby. The sumatori who succeeds with a higher roll than his opponent gains the Luck Advantage until the end of the bout. If both sumatori succeed on the roll, the circle and its immediate area acts as if the spell Evil Ward had been cast on it for no Raises. This effect lasts until one of three things occurs: the end of the bout, the death of one of the sumatori, or any one other than the two sumatori or the official enters the ring. These preliminaries can be dispensed with if the two sumatori are engaging in an impromptu duel.

The officiating priest announces the beginning of the bout. Each sumatori rolls their Awareness TN 10. Success allows the sumatori to know one fact about his opponent, and Raises can be made to know an additional fact about his opponent per Raise. Facts include:

Opponent's Sumai Skill Rank.
Opponent's Void Ring Rank.
Opponent's Strength Trait Rank.
Opponent's Reflexes Trait Rank.
Opponent's Insight Rank.
Opponent's current Wound Penalties.

At this point, one sumatori may realize clear superiority of the other, and bow out of the bout by stepping outside of the ring. Doing so is not seen as dishonorable, since avoiding unnecessary violence is commendable. The other sumatori is then considered the de facto victor.

Focus: Assuming both continue with the bout, the sumatori with the highest Awareness roll 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 sumatori begins with a TN to be Hit of 5. The chosen sumatori 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 sumatori has the opportunity to Focus or Strike. This continues back and forth until one sumatori 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 sumatori calls for the Strike, his opponent has the opportunity to strike first. The foe rolls Sumai/Strength (TN 5 + Focuses). If successful his opponent is thrown or pushed out of the sumai ring. If unsuccessful, the sumatori who called for the Strike can make a Sumai/Reflexes roll with the same TN; success on this roll means he has dodged the charge and counterpushed his opponent out of the ring.

With either a successful attack or counterpush, damage is rolled as normal for barehanded damage, +Xk0, where X is the number of Focuses. Since most sumai bouts are for competition, it is considered dishonorable to intentionally inflict grievous harm upon your opponent, but not necessarily illegal. You lose 1 Honor Point every time you keep the highest damage die in sumai competition. If you kill an opponent on purpose in a bout, you are banned from official competition for life.

If both the initial attack and counterpush are unsuccessful, the match becomes a standard Skirmish combat using the Sumai Skill. Any moves other than the four Basic Forms of sumai are considered illegal and will disqualify the offending sumatori, though only the officiating priest may make that call.

Both duelists gain Honor and Glory Points as appropriate.

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.