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1.

Duels
a. Set the terms
i. Objective
1. First strike, incapacitate, to the death, etc.
2. What weapons and fighting styles are allowed
3. Types
a. Iaijutsu Duel
i. To first blood or to the death
ii. Only katan and wakizashi are permitted
iii. Samurai begins with blades sheath
iv. First blood is inflicted on critical strike
b. Sparring
i. To incapacitation
ii. Training weapons, blunted weapons
c. Warrior’s Duel
i. To defeat
ii. Any weapons, few regulations
iii. Inflict unconscious condition, kill them, inflict Dying, or
get them to yield
d. Taryu- Jiai
i. To incapacitation
ii. Shugenja duel
iii. Fought primarily, sometimes physical strikes
ii. At the start of any round, a character can concede, but will be expected to fulfill
terms
1. Victor can change terms in the name of the Bushido tenet of
Compassion
b. Initiative
i. TN 1 Meditation plus Focus ( Air + Fire )
c. Staredown
i. Each character receives strife equal to the number of the round.
ii. Each character not Compromised may bid additional strife to increase initiative
for that round.
d. The Finishing Blow
i. When a character beomces Compromised, or unmasks during a duel, their
opponent can immediately execute a finishing blow.
1. Interrupts target
2. Inflicts critical strike with severity equal to two times the deadliness of
weapon, plus bonus successes.
3. If two happen simultaneously for any reason, the one with lower honor
executes first.
e. Actions
i. Calming Breath
1. As a Support action ( if your strife and/or fatigue is greater than half
your composure ), you remove 1 strife and/or fatigue.
ii. Center
1. As a Support action in Void stance, roll a number of Skill dice equal to
your ranks in the skill you choose and reserve any number of those dice.
2. The next time you make a check using the chosen skill, you may replace
any number of rolled dice with the reserved dice.
iii. Predict
1. As an Attack or Scheme action, you may secretly select Air, Earth, Fire,
or Water and record it.
2. When the opponent next chooses their stance, reveal your selection.
a. If it matches, they receive 4 strife and must choose a different
stance
iv. Prepare Item
1. As a Support action, you prepare one item for use, ready a weapon, or
stow an item.
v. Strike
1. As an Attack action, make a TN 2 Martial Arts check.
a. On a success, you deal physical damage to the target equal to
the base damage plus your bonus successes.
vi. Unique Action
1. As an action, you make a skill check to attempt a task.

Scoring
Feat Score
Achieved your objective +6 Points
Struck the enemy first +3 Points
Inflicted fatigue on the enemy +1 Point per Fatigue
Inflicted on or more critical strikes on the enemy + Points equal to severity of highest critical strike
(after reductions)
Killed the enemy (duel to the death only) 14 Points
Unmasked -2 Points
Caught cheating Automatic Loss

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