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Valency's Fencing Rules

Started by valency, August 12, 2013, 07:58:59 AM

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valency

As danbuter requested, these are the fencing rules to the combat system of my homebrew system, along with the basic rules of the combat system itself (since they integrate together.)

BTW -- I license these rules as creative commons CC BY-NC-SA (attribution non-commercial share-alike) under the Australian version of the license ( http://creativecommons.org/licenses/by-nc-sa/3.0/au) if any issues of ownership arise.

The rules look complicated but the basic rules are actually quite simple and do duels fairly quickly and painlessly -- multiple combatants get a bit more complicated, but still workable.  From my playtesting this system really produced action that feels like real fencing, or at least a real movie fencing. Sorry for any unclarity.

Statistics
   Every character needs the following statistics: base attack, base defense, initiative bonus (important in this system) damage modifier, and hit points.

Use 1d10 for initiative, d6s for damage, and 1d20 for everything else,

The initial game this combat system was designed for had five stats – Intelligence, Will, Physique, Agility, and Reflexes. Characters did not gain HP per level, but could take Specials (just our name for Feats) to gain additional HP from time to time (specifically, the Tough special.) The base stat for attack was Physique, Defense was Agility, and Initiative (and Ranged Attack) was Reflexes.

For a D20 like-system, eg D&D 3.x/4.x, I suggest calculating characters stats using the following formula

Base Attack Rating = 5 + Strength Modifier + (Base Attack Bonus/2) (round down)
Base Defense Rating = 5 + Dexterity Modifier + (Base Attack Bonus / 2) (round up)
Inititiative modifer: (Dexterity Modifier + Any initiative bonuses) / 2 rounding up
Hit Points = As is, or for a realistic game, fixed at 2xconstitution + 2x the maximum of one class's hit points die. Eg Barbarian with 15 con = 54 HP.
Damage modifier: As normal.

Ignore armour class and multi-attacks. Armour provides a fixed damage soak in this system.

Damage was very simple:
Short dagger: 2d6
Long Dagger or Shortsword: 3d6
One-handed Sword (rapier, sabre, broadsword etc): 4d6
Two-handed sword: 5d6

Bookkeeping

For duels, you won't need to do any bookkeeping. But for larger combats, you will need: A sheet of paper marked in rows from 1 to 20, the initiative board, and named or numbered tokens – just buy a couple of sheets of coloured cardboard, and cut out in rectangles. Write "ready" on one side, and "acted" on the other, and give one to each player, who writes their character's name on both sides. The GM creates one for each opponent in pencil (eg, "Orc #1) and just erases and reuses them for each combat.

Melee Combat Rules


Initiative

At the beginning of combat, each team rolls 1d10. Each individual participant then adds their initiative bonus to their team's roll and places their token on the initiative board at that location.

The action phase then starts at the first (highest) character on the initiative board, and then moves in order from the highest initiative score to the lowest. When (as will usually be the case) more than one character has a token on the same score, characters on the player character's team have priority and act before other characters on the same score. Within teams, the order of action of characters with the same initiative score is decided by the leader of that team (or by the GM.) However, once settled at the beginning of combat, the initiative order may not be changed by anyone arbitrarily during play. Once decided, initiative order can change, but only according to the rule for gaining tempo. (See below).

Rounds
A round represents a short time period, approximately 2 seconds. Every round, a character can take exactly one action. An action can be a defensive action, a non-combat action, or an offensive action.
A character may take a non-combat action or an offensive action when his action phase comes round. A character, provided he is not surprised, may take a defensive action at any time he is attacked, whether this attack comes from an offensive action, or by any other means. He does not need to wait for his phase before taking this action. However, defensive actions still consume one action. Therefore, any time a character makes a defensive action in a round, he loses the opportunity to make a non-combat or offensive action when his action phase arrives in that round.

When a character takes his action early by using a defensive action, his initiative token is turned over on the initiative board to remind everyone that his action has already been consumed.
All combat actions have an attack rating and a defense rating. Purely offensive actions do not have a defense rating. Purely defensive actions do not have an attack rating. However, most offensive actions and some defensive actions have both a defense rating and an attack rating.

The defense rating of the character's current action, whether offensive or defensive, is used to resist any and all attacks made against that character in the current round. A character never "uses up" his defense rating – it applies to all physical attacks made against that character in a round.

The attack rating of the character's current action may be used to make one or more attacks in that round, according to the attack description. Multi-attack offensive actions exist only in the advanced rules. Offensive actions take place when declared in that character's action phase.

Defensive actions with an attack rating include special manouvers such as shield-bash, riposte, blade-grab, blade-break, entangle, bind and defensive grapple. These take effect when the defensive action is declared.

To resolve an attack:

The basic system is a roll-under system. In fact, it's a lot like blackjack – you want to roll as high as possible, but under the target number. If you go over, you miss.

The character making the attack declares the type of attack, and then rolls 1d20. If the result is less than or equal to that character's attack rating for that attack, the attack succeeds. This does not necessarily mean the attack hits. A successful attack may still be defended by the target using a defensive action.

If the attack roll is higher than the attack rating, the attack misses. The character's action is spent. The character that has been attacked is given the opportunity to declare a defensive action. If he takes a defensive action, that action is resolved, otherwise, the action phase moves to the next character in line.

If the attacked character declares a defensive action (for melee attacks, this always takes place after the attacker rolls to strike) that character rolls 1d20 and compares it to his defensive rating for that action. If the roll is equal to or under the defensive rating, the attack becomes a miss if it isn't one already. If the roll is greater than the defensive rating, the defense fails instead, and the attack becomes a hit.

Gaining tempo:

A character on the defensive, who is lower down on the initiative order than the attacker, may gain tempo on an attacker. Gaining tempo allows a character to flip the roles of attacker and defender.
If he is using a defensive action that permits it, and the defense roll is equal to or under the defense rating, but over the attacker's attack roll, then the character can declare he is gaining tempo. Swap the positions of the initiative tokens of attacker and defender on the initiative board. Make sure you turn both over to indicate both have taken their action for that round. The tokens remain in that order until another successful gain tempo.

Gaining tempo is also available to a character on the offensive, if the character being attacked has a higher initiative order than the attacking character. If the attacker's strike roll is successful, compare it with the defensive roll. If the attack roll is higher, the attacking character may gain tempo. Additionally, if the attack becomes a hit, the attacking character automatically gains tempo.

Damage

If the attack hits, roll damage for the attack. Damage is given by the damage chart for each weapon. All damage is made by six sided dice. Roll the number of six sided dice indicated and sum the total, adding the attacker's damage modifier. This is the number of hit points of damage.

Damage may be modified by armour protection. In the basic rules, armour protection is a fixed value that soaks up a certain amount of damage every attack. Subtract the character's armour soak from the damage, and then deduct the remainder from the hit points of the character that has been hit.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

#1
This example was badly wrong in the initial posting -- sorry! I wrote it up today and got the names all mixed up!

Example


Fortinbras and Gildenstern are fighting a duel in rapier-and-dagger style. Fortinbras has but one attack: sword slash+dagger parry, which has an attack rating of 9 and a defense rating of 11, and one solitary defense: double-blade parry, which has no AR and a defense rating of 12. Gildenstern also has only one attack: sword thrust+dagger parry, which has an attack rating of 13 and a defense rating of 7, and one defense: double-blade parry, which has no AR and a DR of 9. Both assailants have the same initiative modifier of +2 and 36 hit points.

Round one

For initiative, Fortinbras rolls 1d10 to get 5+2=5, and Gildenstern rolls 1d10 to get 3+2=7. So Gildenstern will act first – since he has weak defenses, it is good that he is on the offensive.

Gildenstern declares his sword-thrust attack, and rolls 1d20. He scores a 7, less than the AR of 13 for a successful hit. Fortinbras sensibly declares a double-blade parry, and rolls 1d20 = 5. This is less than his defense rating of 12, so the attack is made to fail. Unfortunately, it is also lower than Gildenstern's attack roll, so he does not have the opportunity to gain tempo. Both characters have taken their action, so the round ends and Fortinbras is stuck on the defensive.

Round two

Pressing his attack, Gildenstern declares the same attack and succeeds with a 3. Fortinbras rolls a 12 for his double blade defense (against DR 12). The attack is warded off and because he rolled higher, Gildenstern can now gain tempo. The initiative tokens are swapped and the round ends.

Round three.

Now acting first in the round, Fortinbras declares his slash attack. He rolls 17, which is a fail. Gildenstern would be allowed to declare a defense in order to attempt to gain tempo, but this is pointless in this case. Instead, he does nothing. With Fortinbras's action spent, the action phase passes to Gildenstern. Attacking, he rolls an 11.

Fortinbras uses his dagger parry defense from his slash action, and rolls a 10, under his DR of 11. The attack is successfully defended, but as Gildenstern, attacking second in the round, outrolled Fortinbras and has a lower initiative order, he can elect to gain tempo. He does so.

Round four.

Back to acting first, Gildenstern attacks and rolls a 14, for a miss. Fortinbras takes his action phase, attacks, and rolls a 9, just equal to his AR of 9. Gildenstern attempts to defend, but rolls a 9, which is more than his current defense DR of 7. The attack hits. Fortinbras's rapier does 4 dice of damage, and so he rolls 4d6 to get 12 points of damage. As neither character is wearing armour, Fortinbras deducts 12 hit points from his total, leaving 24 left.

Since he hit, Fortinbras is entitled to take tempo again, and does so. He is readying another attack when Gildenstern's second steps in to stop the duel – first blood has been scored and honour has been satisfied. Fortinbras is triumphant in four rounds.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

Next up: Special moves, including defensive counterattacks, and rules for different fencing styles.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

Special die rolling rules

Note that in either defense or attack, a roll of 1 is always a success.  A roll of 19 or 20 is always a fail.

In the homebrew system, you could spend Fate Points to get re-rolls. If your game has a Luck stat or similar, you could allow something similar.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

danbuter

I've only skimmed so far, as I'm on my way to work, but this looks very cool!
Sword and Board - My blog about BFRPG, S&W, Hi/Lo Heroes, and other games.
Sword & Board: BFRPG Supplement Free pdf. Cheap print version.
Bushi D6  Samurai and D6!
Bushi setting map

jadrax


valency

#6
Basic Attacks

There are two basic attacks. Characters receive these with proficiency with any weapon --- or even without proficiency. Although they have equivalent stats, with the advanced armour rules some types of armour perform better against cuts than thrusts, or vice versa. Additionally some weapons are better suited to a cut or a thrust attack.

Cut

A cut or slashing attack.

Attack Rating: AR +0. Damage: Normal (Weapon Base + Character Damage Modifier) DR: As either of the two Basic Defenses.

Thrust

A thrust, an attempt to run through the opponent.

Attack Rating: AR +0. Damage: Normal (Weapon Base + Damage Modifier) DR: As either of the two Basic Defenses.

Basic Defenses

All characters get the basic defense of void. Additionally, any character gets the Parry defense with any weapon with which they have proficiency. Each defense has a defense rating which is equal to the base defense rating of that character plus or minus some modifier.

Void (also called Dodge).

Defense Rating: Base DR - 2.

Voiding an attack -- this is simply the historical fencing term for avoiding an attack by dodging out of the way!  All characters may void attacks. Voiding does not require a weapon proficiency, or that you even be armed. However, it involves footwork, so it does require that the character can move their feet.

Parry

DR: Against the first attack: Base DR +0, against further attacks, Base DR -2 (as Void).

Parry, also called ward, deflection, or block  -- an attempt to intercept an attack with a part of your weapon, or your hand or arm. In western fencing, parries are typically done with the "flat of the strong".

To parry, you must have something to parry with. This must be a weapon if you are trying to parry a weapon attack. If it's an unarmed attack (see unarmed and grappling rules) you may parry with your arms. (An "unarmed weapon block" is a Special move that some characters may take.)

Parry has a superior DR to Void because a parry also incorporates dodging and footwork. A parry is really a combination parry/void defense.

The standard parry gives you only one parry in a round. It allows you to parry only the first attack you use this defense against.  Additional attacks made at you in a round (eg by multiple attackers) are defended against as Voids. Multi-parry removes this restriction.

Advanced Defenses

These are taken as Specials, or as part of specific combat styles. In a Class/Level system, allow characters to select these as Feats.

Multi-parry

This is not actually a defense in itself, but modifies the standard Parry so that you may parry any and all attacks made against the character in a round, not simply the first one you use a Parry defense against.

Riposte

DR -- as Defense selected
AR -- as Attack selected

This is a quick counterattack to a physical attack, that involves transitioning from a Defense to a Counterattack within the same action phase. I'm afraid the discription is more complicated than they play as because they are combination moves, but they are actually fairly simple. They are "advanced" moves so they exist outside the basic rules.

Riposte can be used with both Basic Defenses, and with any other Defense whose description permits it. When used with Void, it's called a Void-Riposte, and used with Parry, it's a Parry-Riposte.

The Counterattack chosen can be one of the Basic Attacks, or any other move that states it's compatible with Riposte.

There are three different kinds of Ripostes. Each is a different Special.

Parry-Riposte (Riposte Dui Tempo)

DR: as of the defense selected
AR: as of the attack selected -2.

Riposte dui tempo means “counterstrike in two time periods.” This is a maneuver in which you first make a standard defense against an attack.  If your defense is successful you may make an immediate counterattack against only the first attacker you use Parry-Riposte against in a round, without waiting for an action phase and a spare action. Although it's called "Parry-Riposte", you may use it with a Void if you like.

The counterattack is a separate attack action that takes place in the same action phase as the initial attacker. Make a standard attack roll as normal for that attack (including the opportunity for the counter-attacker to gain tempo ). The character receiving the counterattack may in turn defend as normal using the DR of his declared attack action. (Note that, in all riposte maneuvers, to avoid circularity, the initial attacker cannot counter-counter attack!)

The AR of a Riposte is slightly lower than normal because the counter-attacking character has the disadvantage of not being able to pick the exact moment to attack, but is simply responding to another's attack. Without this penalty, having (or gaining) tempo would be unimportant.

Strike-Parry (Riposte Mezzo Tempo)


AR: Special, see below
DR: As defense selected (Parry or Void)

Riposte Mezzo Tempo means “counterstrike within (a unit of) time.” This is a parry-riposte maneuver in which defense and counterattack occur in the same motion, in the same tempo as the attacker's strike. In other words, the defender simultaneously or in one smooth motion knocks the attacker's blow aside, and attempts to drive his own attack home.

In game terms, when you declare riposte mezzo tempo, roll 1d20 to defend as normal. If you successfully defend and also roll high enough to gain tempo (and choose to do so), you may make an immediate counterattack only against the first attacker you use Strike-Parry against in a round. You do not need to make a roll to strike. The counterattack will hit automatically unless the target of the counterattack can defend it. The defender against the counterattack can, as normal, defend, including gaining tempo right back.

This may also be used with Void.

Stopping blow (“Stop in time”)

This is a counterattack which pre-empts the attacker's strike altogether, by striking first. It might be thought of as “zero-time”.

A stop may be directed at a leading part of the attacker's body, or may simply be a rapid lunge or cut that anticipates the attacker's strike and gets in first.

When you declare a stopping blow, you do not get to roll a defense against the attacker's strike. You completely forfeit the right to defend against the attacker's strike. It therefore is of little use unless the attacker rolls a miss for his initial attack, or you don't mind taking damage to get the opportunity to immediately attack back.

Simply evaluate the resuls of the initial attacker's strike, then the defender makes an immediate counterattack roll. Do not apply any effects of damage to this attack -- it is considered to be happening simultaneously with the initial attack. The counterattacking character automatically gains tempo and the counterattack may be defended against as normal by the counterattackee, including the opportunity to immediately gain tempo back.

The counterattacking character receives his chosen defense (Parry or Void) with other attacks made against him in the round, but not the attack made by the character he is counterattacking against.

Multi-Riposte

This is a powerful special that permits you to optionally make a counter attack in retaliation to every attack launched against you in a round, not merely the first. You are not required to, and can use your Active Defense instead. This is very powerful against multiple attackers.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

Ok, that looks clear as mud to me, so next, I'll write an example of how Ripostes are supposed to work. They really aren't that complicated.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

#8
First here are the rules for different fencing techniques. We tried to give each style and weapon its own personality with its own strengths and weaknesses.

Sword Proficiencies

Treat each of these as a proficiency, in a D20 style system

Proficiency: Rapier

A rapier refers to many things, but in this game refers to a light court sword optimized for thrusting attacks.

With a rapier, you are +1 to make thrusting attacks, +0 to Parry. However, a rapier has blunt edges and is not weighted for cutting. Cutting attacks inflict 1d6 damage only.

Proficiency: Broadsword

In this game, any broad-bladed one-handed straight sword. Balanced between thrusting, cutting and parrying: +0 modifier to Cut, Parry and Thrust.

Proficiency: Sabre
Any long one-handed curved sword. You are +2 to make slashing attacks using this weapon, but -1 to Parry and Thrust with the weapon.

Proficiency: Long Sword

A straight two-handed broad bladed sword. Weighted for both cutting or thrusting. The superior speed of this weapon (due to being two handed) makes this +1 to cut, thrust and parry, but you have the disadvantage of losing your off-hand.

Proficiency: Katana (or two-handed sabre)

Actually any curved two handed sword. Fast and very effective cutter: +2 to cutting attacks, +0 to Thrust and Parry.

Proficiency: Short-sword

A long knife or short-sword. Its lighter weight and faster maneuverability makes it a good parrying weapon: +1 to parry using this weapon.

Two handed fighting styles

Sword and Buckler

The combination of a one handed sword and a small shield. The shield is the primary parrying weapon, backed up by the sword. The sword is the primary offensive weapon, which can be supplemented by the buckler, particularly if it's a piked buckler. Sword and Buckler fencing was one of the most popular forms of fencing for centuries.

Provides the following Special moves:

Buckler Parry

Defense: DR + 2
AR: As attack

Using the Buckler to parry enhances the DR of the standard Parry by +2, whether used in attack or defense.

Sword and shield parry (defense)

Defense: DR +4
No AR

This is an all-out defensive move. You cannot Riposte, but you are +4 to defend when you defend with both sword and shield in a round.

Double thrust (attack)
Attack: Standard AR+2
Defense: Void at -2.

This is an all-out attack that can be made only with a piked buckler. You may not parry (but may Void) in the same round as you make this attack, and you receive +2 to strike on top of your AR for your normal thrust attack. Inflicts damage equal to the most damaging weapon used in the attack.

Shield Bash (attack)
Attack: Standard AR.
Defense: Standard parry (including shield parry)

In close quarters, you can use your shield instead of Pommelling in attack (see Grappling.)

Sword and dagger (short-sword)

A style of fighting involving a sword in the main hand and “dagger” (a long knife or short sword) in the other.

A popular style in both West and East. In the West, there was the standard combination of a rapier and long dagger known as the main gauche (French for “left hand”, ie, the weapon of the left hand). In the Japan, it was the combination of the Katana and Wakizashi (long sword and short sword), known as the Daishō (“big-little.”)

Provides the following Special moves:

Dagger Parry

Defense: Base DR +1
Attack: As attack selected

You may use the main gauche to parry with. Adds +1 to your parry DR, in attack or defense.

Double-blade parry  (defense).

Defense: Standard DR +3
Attack: None

This is an all-out defensive move. You cannot Riposte, but you are at +3 to defend when you defend with both sword and main gauche in a round.

Double blade attack (attack).
Attack: Standard AR+2
Defense: Void at DR-2.

This is an all-out attack (thrust or cut). You may not parry (but may Void) in the same round as you make this attack, and you receive +2 to strike on top of your AR for your normal attack. Inflicts damage equal to the most damaging weapon used in the attack.

Off hand attack (attack)

AR: As dagger
Defense: As Parry (including dagger parry)

In close quarters, you can use your main gauche to stab or cut with with instead of Pommelling in attack (see Grappling.)

Sword and Baton

A very similar style to Sword and Dagger in which a short baton is used instead of a dagger in the off hand.

Exactly the same moves as Sword and Dagger, but using a Baton as the off hand weapon. (Damage for Batons: 3d6 crushing, wooden baton, 4d6 crushing, metal baton.)

Sword and Cloak

The swashbuckling combination of a sword and a heavy cloak, net, or sack.

Cloak deflect

Defense: Base DR
Attack: As attack, if any

Uses the cloak to deflect an attack away. A Standard Parry.

Cloak entangle (defense)

Defense: Base DR -3.
Attack: No AR (other than the entangle effect.)

A difficult maneuver. An attempt to entangle an attacking weapon in the cloak. If your defense roll succeeds and is higher than the attack roll, the attacker's weapon is successfully entangled. It cannot be used to attack or defend with while entangled. For the entangling character, keeping a weapon entangled is a free action. For the attacker, to disentangle a weapon he must make a successful thrust attack, but this attack does not hit or inflict any damage, it's purely to disentangle the weapon. If successful, the defender may resist with a free entangle roll – if higher than the thrust attack roll, the weapon remains entangled. The attacker give up on the entangled weapon, and simply ready another weapon as a non-combat action.

Hoodwink (attack)

Attack: Base AR -4
Defense: Standard Parry (main hand weapon only).

In close quarters, you may use the cloak to hoodwink someone (ie, blind them with the cloak.) A difficult attack, but if successful, the hoodwinked person is -6 to all combat moves, and must make a grappling roll to free themselves (similar to the disentangle roll above – see grappling.)
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

jadrax

Baton damage seems a bit high?

valency

Almost done: This afternoon I'll post an example of using Riposte next (as in real fencing, they are central to fighting) and then armour and grappling, and we'll be done.

Note that anything beyond the basic attacks and defenses is optional, so if you want to ignore Counterattacks, Special Moves and Grappling, you are entitled to do so.

Also, I've found, as usual, that my notes are a good deal less clear than I thought they were, so I'm happy to rewrite anything that looks confusing. Typical for a homebrew system, they kinda assume you already know the game.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

Quote from: jadrax;680418Baton damage seems a bit high?

True. I think batons started as 2d6 wooden/3d6 metal, but then we decided to beef up crushing weapons at one point. Feel free to beef them down again.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

valency

Oh yeah, should mention:

Miniatures, Grids, Positioning and multiple attackers


If you are using miniatures, combat takes place on a square grid battle grid with square bases. I played each square equals two paces/five feet. There is no facing -- characters are assumed to be spinning and twirling around to meet attacks like movie characters seem to find so easy to do.

You can attack any character that you are square (north south east west) adjacent to, but not diagonally adjacent. Hence, no character can be attacked by more than four attackers at a time. "Back to the wall" or "back in a corner" has no effect except it  reduces the number of opponents that can gang up on you to three (two or one if you have wingmen.) There are no special rules or penalties for multiple attackers, but multiple attackers can be hard to deal with if you don't have a riposte!

If you aren't using miniatures, just play that no more than four attacking characters can gang up on one single character, or three if he has support from one flank, or two if he has support on both flanks, one less than this if his back is guarded by a wall.
 
Base movement was 5 steps + Agility Mod, but feel free to use D&D movement and battle grid rules. The rules for Attacks of Opportunity when leaving melee or crossing a square adjacent to an enemy were essentially D&D 3.5.

I had three classes of enemies: Bosses (equivalent to Player Character Stars), Henchmen (equivalent to NPC sidekicks) and Mooks.

Henchmen-class enemies have only the standard attacks and defenses. They don't get special attacks, can't riposte, and don't receive the 2x multiplier for hit points -- this is reserved for Player Characters and Bosses. You also have mooks, which are even cheaper than henchmen -- they just die after one hit.
"I agree on the Kender issue. Kender genocide  is not a crime."
--  Osric Worbridge

jadrax

This might be better off moved to 'Design, Development, and Gameplay' so it doesn't get lost.

danbuter

Except that no one reads that forum.
Sword and Board - My blog about BFRPG, S&W, Hi/Lo Heroes, and other games.
Sword & Board: BFRPG Supplement Free pdf. Cheap print version.
Bushi D6  Samurai and D6!
Bushi setting map