Dueling Mechanics

Iaijutsu Dueling

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Challenge:
Each participant assumes the Center Stance Each opponent rolls for initiative
Center:
• Take no actions this round gain benefits for next round
• Next Round: + 10 to Initiative for duration of combat
• Next Round: add + 1K1 + Void Ring to total of one roll

Phase One: Assessment
• Roll Iaijutsu (Assessment) + Awareness vs. TN of 10 + opponents Insight Rank x 5. If successful reveal any one of the following about your opponent:
o Void
o Void Point’s Available
o Reflexes
o Iaijutsu Skill
o Any Iaijutsu Emphases
o Current Wound Level

An additional item can be revealed for each Raise.

• If the Assessment Roll exceeds opponent’s roll by 10 or more, regardless of information gained, gain a bonus of + 1K1 on the next steps Focus Roll.
• At this point either duelist may concede defeat.

Phase Two: Focus
• Make a Contested Iaijutsu (Focus) + Void Roll; if one duelist beats the other by 5 or more he makes the First Strike.
o For every increment of 5 he beat his opponents roll gain a Free Raise to the strike roll in round three.
• If neither opponent beats the other’s roll by 5 then a simultaneous “Kharmic Strike” occurs.

Phase Three: Strike
• The Duelist that won First Strike makes an Iaijutsu + Reflexes attack roll. (Apply any Focus Free Raises)
o The TN to hit an opponent in an Iaijutsu Duel is Reflexes x 1 + Armor and any applicable Dueling Techniques.
o Resolve wounds.
• After first duelist strikes, second duelist goes (unless duel was to first blood), assuming he is still alive, adjust attack roll for Wound penalties. OR
• If a “Kharmic Strike” occurs then attack rolls are made simultaneously. The cause of the duel is considered dropped. OR
• If the Strike phase ends without a death, and it is not to first blood, then it becomes a standard skirmish, using the beginning initiative roll.

Taryu-jiai Duels

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Challenge:
Each participant assumes the Center Stance Each opponent rolls for initiative
Center:
• Take no actions this round gain benefits for next round
• Next Round: + 10 to Initiative for duration of combat
• Next Round: add + 1K1 + Void Ring to total of one roll

Phase One: Assessment
• Roll Spellcraft (Taryu-jiai)/+ Awareness vs. TN of 10 + opponents Insight Rank x 5. If successful reveal any one of the following about your opponent:
o All Elemental Affinities.
o All Elemental Deficiencies
o The value of Ring of your choice (may be chosen multiple times).
o The opponent’s Spellcraft skill.
o All Spellcraft Emphases
o Void Points available
o Current Wound Level.
An additional item can be revealed for each Raise.

• If the Assessment Roll exceeds opponent’s roll by 10 or more, regardless of information gained, gain a bonus of + 1K1 on the next steps Focus Roll.
• At this point either duelist may concede defeat.

Phase Two: Focus
• Roll Contested Spell Casting Rolls using an Elemental Ring of their choice: roll dice equal to Insight Rank + Ring and keep and dice equal to Ring. Affinities and Deficiencies apply to this Spell Casting roll, but only shugenja with the Ishiken-Do Advantage may select the Void Ring for this roll; if one duelist beats the other by 5 or more he makes the First Strike.
o For every increment of 5 he beat his opponents roll gain a Free Raise to the attack roll in round three.
• If neither opponent beats the other’s roll by 5 then a simultaneous “Kharmic Strike” occurs.

Phase Three: Strike
The shugenja who won first strike makes an attack roll Spellcraft (Taryu-jiai)/Trait; the Trait used in this check is the mental Trait associated with the shugenja’s chosen Ring (Willpower for Earth, Intelligence for Fire, etc).

TN to hit is the physical Trait associated with opponent shugenja’s chosen Ring x 5 + any applicable Dueling Techniques. Also + 5 if the Element chosen is in opposition to the opponents chosen Element.

The attack deals XkX wounds if successful, where X is equal to the shugenja’s chosen Ring.
• After first duelist strikes, second duelist goes (unless duel was to first blood), assuming he is still alive, adjust attack roll for Wound penalties. OR
• If a “Kharmic Strike” occurs then attack rolls are made simultaneously. The cause of the duel is considered dropped. OR
• If the Strike phase ends without a death, and it is not to first blood, then it becomes a standard skirmish, using the beginning initiative roll.

Dueling Mechanics

Rokugan: Shadow Rising caeads