My L5R Campaign

Tests of Might

Two samurai attempting to kill each other with swords is honorable. Two samurai attempting to throw each other out of a ring is entertaining. But for some reason, two samurai attempting to knock each other unconcious is barbaric.

Despite this, such tests of unarmed combat are popular among the Crab and Unicorn, as well as many ronin and small pockets of Akodo, Matsu and Mirumoto. Although rarely, if ever, used as a method to resolve official duels, these tests of might are often the result of challenges made when neither party desires their lords to know of the event. Occassionally in Crab and Unicorn lands, such matches are arranged and used as entertainment, very similar to boxing matches in modern western society.

Tests of Might

In all of the following rules, Jiujutsu is referred to as the skill to use. If the character has some sort of specialized unarmed combat skill, such as Mizu-do, substitute that for Jiujutsu without penalty.

A test of might is a very simple form of challenge. The two combatants make a series of contested Jiujutsu/Agility rolls to strike each other. Each time a combatant makes a successful strike, he makes a damage roll of (Strength)K1. This continues until one (or both) of the combatants are knocked unconcious ("Down" or below) or one concedes to the other.

As these types of challenges are already considered barbaric by most, there are few rules to speak of. Unlike sumai competitions, raises may be used by the combatants if they so desire. The most common reason for a raise is to increase the number of damage dice kept.

Damage dealt in such contests is not meant to be lethal. As a result, the samurai involved will need a number of hours rest equal to the number of Wound Levels they received (for a samurai knocked out, this is how long it will take for him to wake up) and afterwards they will only retain an equal number of Wounds (not Wound Levels).