Dojo

The kenjutsu dojo is a building behind the main house. As you approach you can clearly hear the sounds of practice, of the snap of bamboo, the practiced tone of kiai in your sensei's voice. Very quickly you enter the dojo, bow to the shrine, remove your zori sandals, take up a bokuto, and begin your kata.

Here is where you learn the basics of combat for Saisho. Make sure you have your character sheet and dice ready. The first thing you learn is that your Skill Groups and your Weapon determine how many dice you get to roll. For beginners, bokuto count as training weapon and do not offer a bonus. They are still very deadly in the right hands, however. Nozomu has 1 skill point in Kenjutsu and 1 skill point in Athletics. This gives him 2 dice to roll against opponents. Next, your Attributes are used to modify the roll. In the case of melee combat, wielding the bokuto, you use your Body bonus number, in this case 5. This reads as:

2d + 5

Meanwhile your opponent also has dice to use against you. Enemy dice function slightly differently in that their roll is static, does not get modified. Sometimes you will see something like "2d" which means you roll 2 dice for your opponent, or you will see "33 + 2d" which means you roll 2 dice for your opponent and your opponent has 2 additional dice that read 3 on each one.

The goal of combat is for you to beat your opponent's dice. You get to choose which of your dice face off against which of your opponent's. The higher number is a hit. Two matching numbers is a block where no hits are scored. Additionally, the number corresponds to a location on the health chart which also represents a part of your body. In contrast, the dice of your opponent represent their health. As you score hits on your opponent, their total dice pool diminishes until they are too weak and you defeat them.

Let's watch Sensei Matsumoto as he instructs Senpai Rikasa. (Place your mind in Rikasa as she faces off against her opponent, as he will be your opponent next.)

Rikasa's Melee is 2d + 3 and Sensei Matsumoto's is 136 + 2d. That means she will have to last against him for a number of rounds until she can wear him down or she will be too injured to continue.

She rolls a 2 5 against his roll that becomes 1 3 3 5 6. Her 3 Ability points allow her to improve her roll so that she has 5 5, or 4 6 by adding them into what she rolled. She knows, however, that his 1 will attack her Men which is very vulnerable. The Men is the face area of the body. She only has a single health box at her 1 position, which means she can only get hit there once. If she gets hit again, she immediately falls unconscious. She uses the 2 to defeat the 1 which scores a hit. That means in the next round Sensei will not be using the 1 die. She also uses the 5 to knock out one of the 3s. 3 is Kote, which is the hands, and she can only get hit there twice before she becomes disarmed. Even though her 5 is higher than his 3 by two points, it still only counts as a single hit, but for the next round his 1 and 3 have been eliminated. She can choose if it was his static 3 or the random die. Before this round is over, the remaining attacks by Sensei, 3 5 6, become hits she takes, one to the legs, one to the hands, and two to the body (as shown on the Health chart). The Do is the easiest target but can also take the most damage before you get knocked unconscious. When Kote and Ashi are reduced to zero, you take penalties to your abilities. Their training continues, with Rikasa wounded but still rolling her 2d + 3 and Sensei not rolling 6 + 2d, but is over all too soon, as it is now your turn to face Sensei.

Use your bokuto to defeat Sensei Matsumoto ( 136 + 2d )

Keep training until you have defeated him. (You will get healing once either he or you are defeated)

Then INTERRUPTION!

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