Tuesday, December 29, 2009

Setting details as our campaign gets started

 

It is a time of great tension and unease.

It is spring in the sixth year of the reign of Hantei Jian-mei, known as Hantei the XXXVII.

One year ago, large ships from a land known as Utrecht landed in Crane lands.  These strange, red-haired and pale-skinned people were welcomed into the Empire by the Emperor, despite the advice and misgivings of several ministers and local daimyo.

During the last Winter Court, held at the Imperial Palace, Hantei Jian-mei issued a Decree of Friendship, mandating that all Clans allow passage of the nanbanjin throughout the Empire.  The Lion clan have politely asked for additional time to prepare Lion lands and to consider the implications of having strangers around Lion military formations.  By the end of Winter Court the Crab, Crane, Phoenix, Scorpion and Unicorn Clans have openly declared full support of the Decree.  The Minor Clans are too politically weak to fully delay or refuse an Imperial decree but only the Mantis are responding positively. 

The Dragon Clan delegate had vanished from Court the evening before the declaration of support was due, claiming sudden illness.  Attempts to secure a declaration from the Dragon after Court have been unsuccessful.

The Nanbanjin are under the charge of two individuals.  The first is Captain Jan von Hoygens, the military leader and commander of the fleet of ships that are currently moored in Golden Sun Bay.  He is advised by Father Adolphus von Richtenhopfer, the lead priest of the Faith.

Captain Hoygens is a man in his mid-to-late 40's with blue eyes and bright red hair and a trimmed Utrecht-style beard (thin along the jaw, full goatee).  He seems very confident and bold, if uncouth and bad-mannered.  He is commonly seen dressed in his silvered armor, with a straight sword and a pistol at his side.  Since arriving, he has refused to adopt Rokugani custom and continues to wear his foreign clothing.

Father Adolphus is an older man, possibly in his 60's.  His hair is white and tonsured and kept short and his eyes are grey.  He is also fat - not horribly so, but more than most Rokugani.  Unlike Captain Hoygens, Father Adolphus has adapted to local Rokugani custom and wears saffron robes, befitting his status as a monk, which is how he describes his clerical position in the Faith. 

The Imperial Capital and the East and North hub villages are now filled with gaijin goods and gaijin people and gaijin ships.  Most of the nanbanjin crew have been relegated to Mura Higashi Chushin, East Hub Village.  East Hub already had a less than honorable reputation, as it is a commonly frequented by ronin and mercenaries and merchants - the foreign crew is kept in the Eta quarter and seems quite happy with the arrangement.  The few officers and officials that came with the nanbanjin (like Hoygens and Adolphus) are housed in Otosan Uchi, in the diplomatic quarter.

During Winter Court, several Phoenix shugenja and diplomats had their first chance to speak freely with Father Adolphus, who has quite quickly become adept at the Rokugani language.  While most of the discussion was held behind closed doors with the Emperor, Clan Champion Shiba Ujimitsu suffered a great loss of face when Isawa Tsuke, the Elemental Master of Fire and well-known Phoenix philosopher, angrily left the conference and refused to continue the discussion.

The Lion and Crane are nearly at war.  Despite several overtures of peace including a fostering of children, tensions remain incredibly high.  Most of the attention is on the rich farmlands near the borders, lands which have been fought over for hundreds of years.  Years ago, the Lion made great advances into Crane territory, capturing several villages and farms.  But those losses were reversed by Crane maneuvers during court - maneuvers which cost the Lion more land than they would have gained.  During the last Winter Court, Lion general Akodo Akoro was courted by the Crane as they sought to find peace.

The Unicorn and the Scorpion continue to argue over the actual position of Sunset Bay Village, the only useable port for trade on the western side of Rokugan.  Currently, the Scorpion maintain control of the village, but Unicorn diplomats state they have Imperial records showing the village is actually located in lands they now control.  During the last Winter Court, Clan courtiers were seen discussing possible concessions to allow Unicorn merchants and samurai to have more advantageous access to the port. 

The Crab clan is rumored to be facing a shortage of both rice and jade, the mineral which can protect a man from the corrupting influence of the Shadowlands.  At Winter Court, Crab diplomats from the Yasuki family of the Crab attempted to negotiate increased trade with several clans.  Diplomats noted that discussion with the Crane seemed to be very difficult, even though the Crane have a surplus of rice and barley this year.  Unicorn offers to provide an increased amount of grain to the Crab seem to be hung upon the disposition of Sunset Bay Village and whatever concessions they would have to make to the Scorpion.

On the Islands of Spice and Silk, the Mantis are becoming quite fanatical in their belief in the superiority of their current leader, Yoritomo.  Several Mantis samurai have even begun to unofficially use his name as their family name. 

Sunday, December 27, 2009

Emerald Magistrates and the Imperial Law

One of the many sayings attributed to Shinsei is that laws are only required when people lack the appropriate compassion to act properly. Monks teach that if everyone could reach enlightenment, laws and the legal system would become completely unnecessary due to all actions being proper and intrinsically correct.

Most people in Rokugan are still pretty far from enlightenment, though.

Local law is judged by Clan and Family magistrates – in Doji lands, local Doji samurai and peasants are judged by Doji lords. There are “courts” which can hear matters and tricky problems can be presented to higher and higher persons until the Champion of the Clan becomes involved. Great and Minor clans are expected to manage the lands over which they have dominion. But what happens when Clans come into conflict, or one Clan accuses another of violating Imperial law?

The office in charge of maintaining Imperial Law is the Emerald Champion and his Emerald Magistrates. The post of Emerald Champion was first recognized during the Second Century of the Empire. While other famous samurai had the authority of the office, the name of the office was officially recognized when Doji Hatsuo was appointed to the office after winning a Tournament to prove he had the greatest skills and abilities. Since that time, a Tournament has always been used to determine who fills the vacant position when the current Champion dies or retires.

The Emerald Champion and his samurai, the Emerald Magistrates, are drawn from many clans. Historically, the Champion’s post has been filled mostly with Lion and Crane samurai, but all clans have samurai who have served as Magistrates. The idea of a cross-Clan force is to allow the application of Imperial Law without the appearance of favoritism or bias – but that has not always been the case.

Emerald Magistrates are empowered to enforce Imperial Law, acting as an extension of the Emperor’s will. They have a form of diplomatic immunity, allowing them to travel throughout the Empire. While Clans can refuse passage, to do so is seen as an admission of guilt if the Magistrates are investigating a possible breach of Imperial Law. This power of enforcement makes even an average Magistrate a force to be reckoned with. They are often the target of manipulation, bribery and coercion and are expected to be men and women of the highest honor to resist such temptations.

The current Emerald Champion is Doji Imotsuri, who has held the post for less than a year. He was appointed by the current Emperor, Hantei Jian-mei, after he won the Tournament of the Emerald Champion by besting Bayushi Kaneka, roundly considered to be one of the best swordsmen in the Empire. Imotsuri was able to anticipate and counter the “Bayushi Feint”, one of the most powerful hidden techniques taught by that ryu-ha.

Doji Imotsuri is a member of a vassal family of the Doji – his actual family name is Idega, though is permitted to use the Doji surname as a matter of honor. He is from Ryuku and his place of birth has made him very unpopular. While no one can dispute his victory in the Tournament, several believe that the post should be filled by a proper samurai with proper ancestry. Behind his back, he is known as “Pechin”, the term for samurai in the Ryukan language. It is not spoken as a term of endearment.

Imotsuri does not cut the dashing, remarkable figure usually associated with a samurai in such a position, either. He is smaller than the average Rokugani and squat, slightly bowlegged. He is older and weathered – to many, he looks like a fisherman, a peasant. His hair is white and mostly missing and he wears a short goatee. No one is sure if he dies his hair or if the color is a product of age.

Friday, December 25, 2009

Player Handout

Welcome to the Emerald Empire!

Here's some quick catch-all information you may find useful - a quick update to how my Rokugan is different from that presented in the main book, useful skills, what is Bushido, etc.

Our "base" setting will be the one described in the 3rd Edition Revised core book. All families, schools, spells and techniques are available for your use, with some minor changes.

The Unicorn have an additional family, the Shinjo, who have another School. The events of the canon story removed them from the game, but they're still around in my game. If you wish, I have rules for their Techniques and family bonuses. The leader of the Unicorn in my game is a Shinjo, Shinjo Yokatsu. Also, the Utaku family will be using their original name, the Otaku. There's no real game mechanics for this, I just cringe at the overuse of the "U" sound in Japanese names. Utaku is just stupid.

The campaign map is changing. My Rokugan is an island, surrounded by smaller islands to the East, South and North. To the West is a mainland continent, home to several civilizations including the lands known as the Burning Sands, the Ivory Kingdoms and a kingdom of my own creation called Shen-zou, based on "Middle Kindgom" China. Shen-zou has had a heavily influence on the Empire.

The Western Shore of Rokugan is mostly sheer cliffs, broken by only one useable bay, Sunset Bay Village. The Scorpion and Unicorn are in almost constant struggle over this valuable port that trades with Shen-zou.

Aside from those changes, the map is mostly intact, with positions of major clans holding true. The "shape" of territory wouldn't be the same if you were to draw the map, but for our purposes, that makes no major difference.

Naval ships are more common since there is so much more coastline. Mantis ships, operating out of the islands of Spice and Silk are the most common ships. Phoenix, Crane, Unicorn and Scorpion vessels are somewhat common. The Lion and Dragon have no naval tradition, since they have landlocked provinces in the center of Rokugan. Large-scale naval battles remain rare.

Our story starts shortly after the arrival of foreigners to Rokugan, the Nanbanjin, Southern Barbarians. They are from the nation of Utrecht, far to the East of Rokugan. Most simply call them "Koho" which means red-hair because of the common feature they seem to share. Several hundred years ago, gaijin came to Rokugan which resulted in a war and their expulsion. These Koho seem to know their history and have shown up with several offerings and gifts. The current Emperor, Hantei Jian-mei, has welcomed them to the Imperial Capital, Otosan Uchi.

The Koho arrived from the southeast, passing the Islands of Silk and Spice and landing on Crane lands on the eastern coast. They are currently being harbored in Crane ports, dealing with Crane merchants and chasing after Crane women.

Needless to say, this new arrival has caused some contention in Rokugan. Here's a quick rundown of how the Clans tend to feel:

The Crab show an admiration for the advanced shipbuilding skills of the Koho and also seem interested in their weaponry. They have not advanced any particular emotion towards the new arrivals, simply curiosity.

The Crane seem to be welcoming to the nanbanjin. However, the public face of hospitality seems to be covering internal strife over the matter - the Daidoji in particular seemed conflicted, according to rumors.

The Dragon, as usual, are cryptic and seemed determine not to interfere.

The Lion are in complete opposition to the Koho. They have no interest in their culture, language, weaponry or religion. Akodo Arasou, the current Daimyo of the Lion, has banned all nanbanjin from travelling in Lion lands.

The Phoenix are very cautious, but the Isawa family is vocal about their opposition. They believe the Koho should be removed, and quickly.

The Scorpion seem very eager to learn all they can about the new visitors and help them enjoy themselves in Rokugan.

The Unicorn are happy to meet new people and learn new things, comparing their collected tales over their own travels with what the Utrecht travelers have found.

The Mantis are simply eager for more trade.

These gaijin bring two things with them that have caused so much concern. The first is the flintlock musket, the second is the Faith.

The Faith is the religion of the nation of Utrecht and conflicts with Rokugani belief over two major points - Those of the Faith believe in resurrection, rather than reincarnation and they believe that the world is to put to the service of man, rather than man having a place in the Celestial Hierarchy. These two points mean any discussion between a priest of the faith and a Rokugani Monk or Shugenja is nearly impossible to keep civil.

The musket could revolutionize warfare, but several samurai believe that using one sullies one's honor. As of yet, no Rokugani armed force has yet adopted the use of firearms.

Character Creation -

Your characters will be samurai, regardless if you will be a warrior, courtier or shugenja. You are nobility, servants to local rulers called daimyo, who are servants to bigger daimyo, who are servants to Daimyos of entire families, then entire clans, then the Emperor. As nobility, you are expected to be able to act with decency and humility and honor.

As part of your character's behavior, you will have to decide how they view Bushido, the Way of the Warrior, the code of honor samurai are believed to/expected to follow. There are seven tenants to the Code:

Honesty - Gi

Courage - Yu

Compassion - Jin

Courtesy - Rei

Honor - Meyo

Sincerity - Makoto

Duty - Chugo

On your character sheet, you have a stat called Honor. It is measured in Ranks from 1-5, which each Rank made up of ten points. Honor is the stat we use to track how well your character follows Bushido and is determined by your starting school. Some game rules reference Honor, forcing you to roll your rank like another trait. Daidoji Techniques, for example, allow them to use their Honor in place of a trait for some rolls. You can also call upon your Honor once per session - if you flub a critical roll, you can roll your Honor to try one last time to make it. However, if you loose, you will loose an entire rank of Honor!

Glory is your fame inside the Empire. As you adventure (and brag about them), you'll rack up Glory points, ten points to each Rank. Glory is ranked from 1-10. Samurai love glory. They love earning it, having it, bragging about it. Do you have to? No. It's a staple of samurai drama, but you do not have to chase Glory if you do not wish to.

Important skills - Your school will provide a set number of skills, while also allowing you to pick up some of your own choosing. If your school does not provide these skills, you may want to consider picking them up:

Etiquette - Politeness is very, very important in Rokugan. You will be rolling this skill quite a bit and while you can use it unskilled, that is a very dangerous option in certain situations.

Medicine - the skill which allows you to reduce and remove Wounds, your hit points in the l5R system.

Mediation and Tea Ceremony - You have the option of using Void points to boost rolls and to activate certain techniques and abilities. These are refreshed by getting a good night's sleep or by using these skills. Meditation allows you to recover 2 points per successful use, Tea Ceremony allows everyone involved in a successful ceremony to regain one point.

In addition, a person capable of performing the Tea Ceremony well is happily welcomed everywhere in the Empire - and they will be expected to show their skills.

Defense - useful in combat, makes you harder to hit.

Know the School - You select a school that you have studied (For example, Akodo). If someone uses that school and you can identify it, you will receive several benefits in both social rolls and in combat against this person. It's not a definite path to victory, but can provide a bit of an edge.

Legend of the Five Rings – Patch 1.01

The latest patch notes can always be found at http://houseofjadeleaves.blogspot.com/

New Skills

Iaijutsu is now used more frequently outside of Dueling, which no longer will be just Iaijutsu duels. The TN to quick-draw is lowered to 15. You may use a Reflex/Iaijutsu roll to set the TN of a Surprise roll, instead of the normal Agility/Stealth or Awareness/Deceit roll.

Mastery Benefits are as follows:

Rank 3 - the TN to quick-draw is now 10.

Rank 6 - You made add half of your Iaijutsu skill to your Initiative totals (round up).

Rank 10 - If attacked on your Turn, you may spend a Void Point and use your Action before your attacker strikes you to attack them first. You must have an attack action available and even if you kill your attacker, their attack still lands if they meet your Target Number to be Hit. This uses your action for the Turn, unless you have another attack action available, in which case you may take it as normal (with all wound penalties applied).

Intimidation - This skill uses Awareness as its primary linked Trait. The target number is often the target's Willpower x5. This skill can only be used to Intimidate one target at a time. Success allows a character to bully and cower a target, coercing them to agree to a suggestion or request. This is very rude behavior and is a dishonorable way to act in almost every situation - but it can be very effective. Targets who are Intimidated may make an Honor roll to resist. This is considered a Bugei skill.

Mastery benefits:

Rank 3 - Successful use of this skill causes Fear 1 in the target

Rank 7 - Successful use now causes Fear 2

Rank 10 -Successful use now causes Fear 3

Sumai – A hand-to-hand skill that more closely resembles a form of wrestling than jujutsu. Used by few samurai and a version, stripped of its lethality, is used by sumotori in their wrestling contests.

Mastery benefits:

Rank 3 – Your opponent must make an additional Raise to knock you down. You may use a Free Raise to knock someone down with this skill.

Rank 6 – While Grappling, you receive a Free Raise for all Grappling –related rolls

Rank 10 – While Grappling, you receive three Free Raises to either gain or maintain control of a Grapple.

New Advantages/Disadvantages

There are three new locations at play inside the Empire – the ancient lands of Shen Zhou, the smaller islands of Ryuku off the coast of Rokugan and the foreign nation of Utrecht. Each of these locations provides new Advantages and Disadvantages selectable upon character creation.

Shen Zhou - The Middle Kingdom, ancient mainland culture. Just like in the real world, Shen Zhou has had a great influence upon Rokugan. The religion of the Fortunes arose their and spread to the Empire, along with the first true martial arts. Trade is still ongoing and several countrymen can be found inside the Empire at any one time. Some of them are renowned swordsmen and men of martial skill.

Disadvantage: Shen Zhou - 2pts.

You are from Shen Zhou, a wanderer who has decided to call Rokugan home. Though their has been trade and communication between Rokugan and the Middle Kingdom for several hundred years, you are not Rokugani and you can expect that fact to be used against you.

Advantage: Shen Zhou training - 4pts.

You have received training in a martial school from the Middle Kingdom. This allows you to purchase one of the following skills: Mai Chong, Sang Kauw, Vajra, or Shen Zhou Spear technique. Buying this Advantage allows you to incorporate your new weapon into your existing School’s techniques, unless those techniques specifically require a sword. Spending the points in this Advantage gives you the Skill of your choice at Rank 1, which can then be raised normally. In addition, this makes you immune to the Know the School skill, even if your opponent would normally be able to Know your School, because of your introduction of an unknown element into the mix.

Ryuku - the Islands of Ryuku lie to the Southwest of Rokugan. They are not easily accessible, as one must sail either from the only port on the Western side south, or from the East, south around the Crab Cliffs, to reach them. They are/were an independent kingdom with their own culture, language and identity that stays close to but deviates slightly from the Rokugani norm. It’s impossible to tell a Ryukan by looking at them - but Rokugani believe they can tell the difference by their bad behavior and crude language. Anyone assumed to or proved to be Ryukan is looked down upon.

Disadvantage: Ryuku Ancestry 2pts.

You are either Ryukan by birth or one of your parents is/was from the Ryukan islands. If discovered, you will be treated differently and your Glory will not be as recognized by some.

Utrecht - The nation East of Rokugan, over the sea. Harbingers of change, bringing new religion, ideas and weapons to Rokugan.

Disadvantage: Utrecht native 10pts.

You are Nanbanjin, barbarian, outsider. You are considered unruly, uncouth and stupid. Rokugani natives are appalled at your behavior, your speech, your manners and even your odor. Many consider you to be slightly better than an animal and completely incapable of understand Rokugani customs and language. You, of course, are in a land that follows bizarre rules that always seem to change with a people who say they respect truth but only lie to each other. Everything you do is wrong in their eyes and you are most often at a complete loss as how to make it right. While you have significant drawbacks, you can try to turn them on their ear by finding your place in Rokugani culture - if you do so, your place in history will be forever remembered - but you will never be Rokugani.

Advantage: Flintlock pistol or musket - 2pts or 4pts

You have acquired an Utrecht pistol (2pts) or a musket (4pts) and the Firearms skill at one point, which may be raised normally. Flintlock pistols are a 4k2 weapon and muskets are a 5k3 weapon which completely ignores armor. Reloading takes two rounds, but can be reduced to one round with a Agility/Firearms roll at TN 25. This Advantage may only be purchased by Crane characters at the start of the campaign.

House Rules

Raises:

Free Raises may be used to add +5 to any roll. In some rules this is referred to as using a Raise to "Lower an opponent's TNtBH." This is erroneous - you are not lowering their TN, you are adding +5 to your roll. This can ONLY be done with a Free Raise and can be done on any action you would be able to apply a Free Raise on.

You may Raise a number of times equal to your Void on any Trait or Ring roll, or up to the number of times equal to your Void OR your Skill rating on a Skill roll. Free Raises are not counted as part of this limitation. Thus, if you have a Kenjutsu skill of 5 and have 2 Free Raises to apply, you could achieve a maximum of 7 Raises on that roll - 5 is the Maximum for your Skill, 2 are Free.

Kata:

Kata will not be used in our campaign. Please refrain from spending points during character creation on kata. No NPCs will be using kata.

Combat:

Drawing a weapon is considered to be an action that takes the full round unless you can make a successful iaijutsu roll, in which case it is a free action, allowing you to attack in the same round.

Attacking from prone requires either two raises or an iaijutsu roll can be made as your attack roll. Either option returns you to a standing position, in the Attack Posture.

Delaying your turn inside of a Combat Round:

A character may Delay his action if he does not wish to act. He may act immediately AFTER another character normally. Example - Bayushi Bob is waiting for Kakita Ken to show hostile intent before acting. Bayushi Bob has won Initiative - he may delay his action until after Kakita Ken has acted, then act IMMEDIATELY after, before the NEXT CHARACTER in Initiative order has his Turn.

If a Delaying character wishes to PREEMPTIVELY ACT before a character below him in Initiative order, he may do so by making a Contested Battle/Perception roll against that character. If the Delaying character wins, he acts before the declared action is attempted. If he fails, he acts after, just as if he had delayed normally.

Example: Bayushi Bob is waiting for Kakita Ken to declare hostile intent before he acts. He Delays during his Turn. Kakita Ken, who has lower Initiative, declares his action on his Turn - "I attack the Scorpion Daimyo!" Bayushi Bob would like to stop this from happening. He makes a Contested Perception/Battle roll with Kakita Ken. If Bayushi Bob wins, he may act BEFORE Kakita Ken does on Kakita Ken's turn. If Bayushi Bob looses, he will act AFTER Kakita Ken on Kakita Ken's turn, as he Delayed his action until Kakita Ken's turn. Kakita Ken's player MUST continue with the Declared action unless he is stopped. If Bayushi Bob wins the Contested Perception/Battle roll, his action may prevent Kakita Ken from attacking the daimyo. If Bayushi Bob fails the roll, Kakita Ken CANNOT change his declared action - you cannot use this rule to "psyche" a character. Your Declared Action must be your Action - Kakita Ken cannot Declare the attack, come to a sudden realization of the forces against him like secret Scorpion attacks and then change his mind to avoid those consequences.

You cannot Delay an action past Initiative Order 0, barring any special exemptions from Techniques, Advantages, etc. Once Initiative Order 0 is over, a Tide of Battle Roll is made and the Turn Order starts over again at the current or adjusted Initiative Order.

Example - Bayushi Bob has a 30 Initiative, Kakita Ken has a 20 Initiative and Shiba Sam has a 10 Initiative. On his Turn, Bayushi Bob can Delay his action, then attempt to act on EITHER Kakita Ken or Shiba Sam's Turns. Kakita Ken can Delay and attempt to act on Shiba Sam's turn. Shiba Sam could Delay, but the Turn Order ends after his Turn, so there is no point in his use of Delay. Once all three of these characters involved in this Skirmish have acted, a Tide of Battle Roll is made, initiative is adjusted, and a new Combat Round begins. Poor Shiba Sam is simply too slow to "get the drop on" Bayushi Bob, barring Tide of Battle or other effects changing their Initiative scores.

Grappling:

Extra Attacks from Techniques are not applicable in a Grapple. You may make 4 Raises as normal to gain an extra action. Each action in this case is resolved independently and in order.

Grappling is initiated with as an attack using your Trait/Unarmed Skill (Agility/Jujutsu or Strength/Sumai) against an opponent's TNTBH minus their armor. Success initiates the Grapple.

Upon a successful Grapple, a Contested roll is made between the Attacker and the Opponent using Trait/Unarmed Skill against Trait/Unarmed Skill. If either has the Grapple Emphasis, they may add it to this roll. The combatant who wins this contested roll gains control of the Grapple.

As a Controller, a combatant may:

Do his normal unarmed damage OR do weapon damage if a weapon is involved

Render Unconscious - The Controller may roll his Trait/Unarmed Skill as a contested roll to the opponent's Trait/Unarmed skill. If the Controller wins 3 consecutive rolls over 3 consecutive rounds, he renders the opponent Unconscious.

Disarm - The Controller engages in a Contested roll using his Trait/Unarmed Skill against the Opponent's Strength + Weapon skill. If he succeeds, he disarms his foe and the weapon lands within five feet of the grapple. If he succeeds by +10, he gains control of the weapon. If he succeeds by +15 or more, he may attack the Opponent with the weapon as well as gain and retain control of the weapon.

Restrain - The Controller prevents the Opponent from moving or acting.

Throw - The Controller may Throw the opponent, inflicting normal unarmed damage. The Opponent lands 5 feet away.

Each round, the Opponent may fight to either gain control of the Grapple or escape the Grapple. On his turn, the Opponent engages in a Contested roll with the Controller just as when the Grapple was initiated - Trait/Unarmed Skill vs. Trait/Unarmed Skill. The winner becomes the Controller and may choose to End the Grapple or use any of the options open to the Controller during his next Turn.

Dueling:

Samurai who engage in an official, one-on-one duel use the following rules to start said duel. Once the first blows are exchanged, combat becomes a normal Skirmish, following all of the normal combat rules detailed in the main rulebook.

Dueling starts with:

Show me your stance - the samurai drop into a stance, often shifting from one stance to another stance as part of the duel - this is to both determine your opponent's level of skill and to disguise your own.

Both samurai make a Perception/Kenjutsu roll - this roll can be replaced with Iaijutsu, per the Way of the Crane Technique. If you have the Know the School Skill and have determined the School of your opponent ahead of time, you may add your Rank in that Skill to this roll. The TN of this roll is 15. Those who beat this TN can determine the Kenjutsu Skill, Iaijutsu skill, School, Rank, Reflexes or Agility of his opponent. For each Raise made, the samurai can learn one additional item.

Observers may also make this roll for either or both combatants. If they choose to learn about both, two rolls must be made, one for each participant.

At this point, a samurai can concede without loosing, if he so wishes.

Each samurai then may choose to either Intimidate his opponent or Focus, he may not do both.

To Intimidate, roll Awareness/Intimidation at a TN equal to your opponent's Willpower x5. You may Raise on this roll. Success increases your TNtBH by +5. Each Raise also increases your TNtBH by +5. The Fear effect caused by the Mastery bonuses of Intimidation do not apply to this specific roll.

To Focus, roll Willpower/Kenjutsu (Crane may replace with Iaijutsu, per WoTC) at a TN equal to your opponent's Awareness x5. You may Raise on this roll. Success increases your roll to hit your opponent by +5. Each Raise also increases the total of your attack roll by +5.

At this point, a samurai can concede if he so wishes, but he will be considered the looser of the duel and will be admitting his opponent is the better swordsman.

At this point, if the samurai wish to continue, a special Initiative roll is made. If the samurai starts the duel with his sword sheathed, his roll will be Agility/Iaijutsu (Mirumoto may replace with Kenjutsu, as normal). If the samurai chooses to start the duel with sword unsheathed, it is an Agility/Kenjutsu roll (Kakita-trained characters replace with Iaijutsu per WoTC).

Combat reflexes will not apply to this roll.

The winner of this Initiative roll attacks his opponent, using his Agility/Kenjutsu (or Iaijutsu, for Crane characters) at his normal TN including any armor, plus the amount added via Intimidation. If you Focused, add your Focus total to your roll. You may Raise on this roll as you would any other attack roll. School Techniques apply to this roll.

If you successfully hit, you may roll damage, if you wish. You may also refrain from rolling damage, if this is not a duel to the death or to first blood. Samurai "dueling" with boken or shinai need not actually strike each other to know who won. You may also roll and keep only your lowest dice, if you choose to limit damage, as in a first blood duel. You may increase damage as you would with any other roll. If you choose to use Void to increase damage on this roll - 1 point for an additional 1k1 damage - you are not limited to using only 1 Void. You may use as many Void points as you wish to increase the damage you roll. If your opponent survives and desires to strike back, he makes an attack roll against you suffering all wound penalties you have inflicted. If he strikes, he rolls damage if he so chooses and may also increase with Void, 1k1 per point, for as many points as he has.

If you miss, your opponent attacks you, with the same rules. If you go first and miss, you do not get a chance to strike back at your opponent.

If both of you miss, or both of you strike and are still standing, this becomes a normal Skirmish, with Initiative order set by the Agility/Weapon Skill roll. If one or both parties are not Wounded, they may roll for Tides of Battle as normal.

Weapons other than swords can be used to duel (though it is unorthodox and may be dishonorable to some). Simply replace Kenjutsu or Iaijutsu with the appropriate weapon skill.

Characters are considered to be in the Dueling Posture from when they engage in Show Me Your Stance until the end of the duel or until their first round of Skirmish combat, at which point they will declare their Postures in Initiative order.

Magic:

Innate Ability - Turning a spell into an Innate Ability still costs experience, however these Innate Abilities are now included into your Insight Total, just like your Skills. Sense, Commune, Summon or any other Innate Ability granted to a shugenja at character creation do NOT count towards this total.

Counterspell:

Counterspelling is no longer a Contested roll.

In order to Counterspell, you must:

Be Delaying your action.

Have a Spell Slot Available.

Be Aware that a Spell is being cast.

Upon deciding to Counterspell, you must determine what Element is being used to cast the Spell. You may either Guess or make a Intelligence/Spellcraft roll at a TN equal to the TN needed to cast the Spell you are countering (10 + (Mastery Level of the Spell x 5) ). If you use the Spellcraft option, your TN to Counterspell increases by +10. If you fail this roll, you may guess, but the +10 to your TN still applies.

The TN is equal to the normal number needed to cast a Mastery Level of the spell being cast, plus the Spellcraft penalty if it applies and you MUST Raise a number of times needed to bring the casting cost of the spell down to one Turn - each Raise adding +5 to the TN as normal. Free Raises can be used to offset this.

If you successfully meet that TN, the Counterspell counts as a Element spell of the Element opposed to the Spell you are Countering, with a Mastery level equal to the Spell you are Countering. You must be able to cast a spell at this Mastery level or the Counterspell will fail.

Elemental Counters: Air and Earth Counter each other, Fire and Water Counter each other, Void Counters Void.

Example: Isawa Isaac his a 30 Initiative, Kuni Katie has a 20 Initiative. Isawa Isaac chooses to Delay his turn in order to attempt to Counterspell Kuni Katie.

On Initiative Order 20, Kuni Katie attempts to cast Fires From Within, a Fire Spell with a Mastery level of 2. She makes her roll as normal, because if Isawa Isaac fails, her spell will go off as normal. She rolls a 25, beating the TN of 20 to cast a Mastery level 2 spell. We'll assume she made no raises, and used the full duration of 2 turns to cast the spell.

Isawa Isaac is aware a spell is being cast, but he is not sure which Element it will be - it's hard to guess what an unpredictable or unknown shugenja may use. Isawa Isaac decides to use his Spellcraft to determine the Element. He rolls his Intelligence/Spellcraft against the TN needed to cast the spell - in this case, it's a 20. He makes it with a 25 - now, he knows it's a Fire Spell, which is countered by Water. He also knows he has a Water spell slot available.

Isawa Isaac's TN to counter this spell is :

20 (The TN based on the Mastery Level of the spell) +10(for using his Spellcraft) +5 (the Raise he needs to use to reduce the Casting time from 2 rounds to 1 round) for a total of 35.

If Isawa Isaac's Counterspell is successful, he will consume one of his water spell slots and Kuni Katie's spell will not function. Kuni Katie will have used her action for her Turn to cast the spell, but that spell was Countered. She still uses a spell slot and her Turn is over.

What would happen if the Mastery Level was too high for Isawa Isaac to cast? Let's say he is capable of casting Mastery Level 4 spells and Kuni Katie decides to unleash Tempest of Fire, a Mastery level 6 Fire spell. Isawa Isaac would make his attempt as normal until after his roll - at that point, the Mastery Level of the spell is known and Isawa Isaac's attempt fails. He still consumes a spell slot of the Element he is using to Counter - Water, in this example, but the massive Spell being used is simply too powerful for him to alter or stop.

Counterspelling is difficult and these numbers grow ridiculous as the Mastery level increases. It is recommended to spend Void on these rolls unless you are very confident of success.

For example: To Counter Kuni Katie's Tempest of Fire, the TN using Spellcraft to identify the Element needed to counter would be at least:

40 (TN based on Mastery Level) +10 (Spellcraft) + 25 (Five Raises needed to reduce casting time to one Turn) for a total of 75.

In addition, when casting a Spell, you may use Raises to Fortify the Spell. Any Shugenja who attempts to Counter your Spell must make a number of Raises equal to those you used to Fortify the spell, in addition to those needed to reduce the casting cost. This is known as Empowering a Spell.

Per our above example: Kuni Katie attempts to cast Fires from Within, but knows Isawa Isaac will most likely attempt to Counter her. She uses two Raises to Fortify her spell, making her own TN 30 (20 Mastery Level, plus 2 Raises at +5 to the TN each) which she beats. That would make Isaac's final roll to Counterspell 45 - the above total, plus the two Raises he would need to Empower his Counterspell.

Finally, to completely bake your brain - Counterspell can be Countered, if another Shugenja is available who can meet these rules.

Example: Yogo Yuri the Scorpion Shugenja asshole has a Initiative of 30, Isawa Isaac has an Initiative of 20, Kuni Katie has an Initiative of 10. Yogo Yuri knows that Kuni Katie is most likely going to try to destroy someone he hates with a spell, but he also knows Isawa Isaac will most likely try to counter it.

Yogo Yuri Delays his action to Isawa Isaac's turn, who Delays his Turn until Kuni Katie's Turn. Kuni Katie declares her desire to cast her Fire Spell, Fires from Within and makes her roll.

At that point, Isawa Isaac attempts to Counter, making his Counterspell a Mastery Level 2 Water Spell.

Yogo Yuri, Scorpion Asshole, then Counters Isawa Isaac's Counter - he will be casting a Mastery Level 2 Fire spell - he is Countering Isaac's Counterspell, which is a Water spell, because it is Countering a Fire Spell.

If Kuni Katie had chosen to use Raises to Fortify her spell, Isawa Isaac would have to meet those Raises in order to Counter her. However, Yogo Yuri does NOT have to meet those Raises - Isawa Isaac's attempt to Empower his spell DOES NOT Fortify it against any other Counterspell attempts. If Isaac wanted to, he could voluntarily use Raises to Fortify his Counterspell, in which cause Yogo Yuri, Scorpion Asshole, would also have to Raise in order to Empower his Counterspell to match Isaac's Raises.

Free Raises can be used on any of these Raises - to offset casting time, Fortify or Empower.

It is rumored that deep within Phoenix lands, a single spell-counter-counter-counter-counter-counter-counter-counter-counterspell skirmish that started when the Empire began is still being calculated and rolled by the GM and Players involved in this spell-related circle-jerk wankery.

Saturday, December 19, 2009

Scheduling Character Creation

I know that at least two people are solid on the 26th, we’ve got one maybe, so I’m going to state we’ll aim to create characters this coming Saturday, December 26th.  We’ll start between 7-7:30pm and we’ll discuss and create characters, no actual gameplay.

Tuesday, December 15, 2009

Character Creation Quickie

 

Just a quick note.

 

Shadowlands-specific character concepts won’t fit very well in this campaign.  That means things like Kuni Witch-Hunters and so on would be a bad fit – you’re not gonna have much to do.

 

Also, the Spider clan is a bit iffy.  I’m not going to say “No” right off the bat, but I’ll need a good idea why someone from an “evil” Clan would be journeying with other samurai.

Saturday, December 12, 2009

Juijutsu, Sumai, Sumo?

I could seriously spend hours talking about hand-to-hand combat skills and techniques displayed in old-school Japanese combat arts – called koryu bugei in Japanese.

But that’s really boring to most people, so I won’t.

In an effort to keep it simple in-game, let me explain how hand-to hand combat works in L5R. The skill “jujitsu” encompasses all of a samurai’s hand-to-hand training in our game. It teaches your character how to grapple, strike, disarm and destroy an opponent with his hands and his body (yes, his whole body).

I’m also reviving a skill called sumai, which is best translated as “wrestling”. Sumai tends to focus on grappling, throwing and entangling. Most samurai no longer study sumai instead trusting to the destructive skills of juijutsu.

My Rokugan also includes Sumo, who practice a version of sumai that has had the lethality largely removed so it can be used in a competitive context. A pissed-off sumotori is still dangerous however – getting a hard push-slap from a man who weighs several hundred pounds and trains daily on how to use that same move to push a several-hundred pound man out of a ring is not a pleasant experience.

So, what kind of awesome things can your characters do with their bare hands ? I present to you a demonstration of several koryu bugei techniques from nine ryuha that compose the Bujinkan Taijutsu system – this is what samurai look like in hand to hand combat.

I hope this inspires you to feel cool about your characters.

Iaijutsu – the Art of the Duel

sugino_01

Iaijutsu is the art of drawing a katana from the sheath, striking a target and returning the blade to the sheath, the saya, in one, clean movement. Historically, it was known as battojutsu and was practiced in several ryuha (martial schools) that taught kenjutsu as it allowed the swordsman to make an effective draw regardless of spacing or position. Sensei Yoshio Sugino is demonstrating a rising draw from a seated position in this picture, a technique included in the Katori Shinto-ryu school.

In Legend of the Five rings, we have slightly historical/slightly fictional idea of the Iaijutsu Duel. Two samurai stand slightly apart, showing their stance, swords sheathed. They Focus, then there’s a sudden strike, and one or both parties is almost always dead. That’s a little different from a traditional duel.


Here’s a video to show what I mean – one of the best examples of actual samurai dueling on film, I believe.

You can see in this representation, the samurai start with swords out, unsheathed and there’s more room to charge.

I’m bringing this up because of a conversation I had with Jeremy last night about the wonkiness of the Iaijutsu rules inside of L5R. The Crane Clan are the undisputed masters of the Iai duel. Getting into a duel with a kenshinzen of the Kakita School is almost suicide in-setting. Their Techniques (okuden) focus on the duel, making them devastating opponents. Because the Crane have the ear of the Emperor, this style of dueling has become accepted as the proper way to handle matters of honor between samurai.

However, this tends to kill player enthusiasm for iaijutsu duels. If you’re not a Crane, dueling isn’t your prefered medium and your character tends to do much better if the fight starts with your sword out. If you are a Crane, you want to push people into a duel, rather than a traditional swordsmanship fight.

In-game, Kenjutsu and Iaijutsu are two different skills. That means for most characters, in order to be skilled swordsmen, you have to pump character and experience points into two skills. The Crane get a pass at this, as their first okuden allows them to substitue their Iaijutsu skill for the Kenjutsu skill whenever they want as do the Dragon - their Mirumoto ryuha, a contemporary and opposing school, allows the bushi to substitue their kenjutsu skill for their iaijutsu skill whenever they want.

But that leaves your non-Crane or non-Dragon character in the position of having to pump points into two skills with no real advantages and, in my opinion, creates an odd feeling in-setting where other ryuha simply can’t compete in the duel.

I don’t think that’s right at all.

So, the question becomes – what do we want to do about this? Jeremy suggested removing Iaijutsu duels from my version of Rokugan completely – something I’m not adverse to at all. The Crane school techniques provide benefits outside of the duel, so it wouldn’t destroy that school’s effectiveness in combat. Duels would more closely mirror the actual, historical truth, rather than a highly fictionalized version of it, while still allowing the “flavor” of the schools in the fight to shine through – Crane would still be amazingly fast, starting with their swords sheathed; Dragon bushi would still be unnerving and unpredictable with their two-swords school.

What do you want to do about it, as players? Would you like to keep Iaijutsu duels in place, are they a favored part of the setting? Would you mind replacing them with a one-on-one fight? Do you have another suggestion? Comment here or hit my inbox on facebook or just bring it up the next time I see you – let’s figure out what we want to do with this part of Rokugani culture.

Setting a Time for Character Creation

I don't believe the 19th will work because of Shaun having to work. That leaves us three dates, the furthest I'd like to set character creation because I'm eager to get this off the ground.

The first date is December 26th, I'm assuming there may be family commitments that get in the way. I will be free that day and if I'm not the only one I'd be happy to do it on that day, I'm just not expecting it till I hear from you guys.

The next option is January 2nd. I work that day, I'll be home around 5pm or so. If you don't mind getting a later start, that will work for me.

The farthest date I'd like to set it would be January 9th.

Inside those three dates, is there one that would for you guys?

Welcome of the House of Jade Leaves

I've just determined that Facebook isn't really where I want to post my updates, since they restrict the amount of characters you can use in a profile post.

I'll be using this space to present handouts, rules changes, errata, setting changes and also to discuss which days are available for gaming.

We can also use this space for character interaction, stories and other suck geeketry.

Welcome!