AvarielAvenger
First Post
TFO: Exactly. That's too powerful, and it also negates another Clans bonus, so it's a bad idea, in my opinion. Anyway.
Possible Mantis Clan bonuses:
The Hand Of Osono-Wu:
The Mantis Clan rival the Dragon Clan in wielding two blades at once, but their style is far more offensive in it's approach.
Either of the following would work, in my opinion:
Same as the Dragon Clan, but they take a -4 to defense and no negative to attack instead of -2 each.
A +1 attack bonus given to all NPCs.
Luck Of The Storms:
The Mantis clan is extraordinarily lucky, having survived where they should not have, becoming a Major Clan, and thriving where others would fall.
Bonus: Any time a random effect is generated (Storms, earthquakes, etc.) it is a benefit to the Mantis Clan. Should a Storm, for example, occur, it would hinder the enemies of the Mantis Clan far more than hindering the Mantis.
Or perhaps an earthquake would occur before a battle, weakening the defenses of a target the Mantis Clan is about to attack. And so on. The DM would roll a % to see if a random effect is generated, and if one is, it benefits the Mantis.
Master Mercenaries:
The Mantis Clan works for other Clans in Rokugan often, and they gain great prestige and money from this. Each turn, the Mantis Clan generates a randomly generated bonus number of PL, (say 5-20) from the mercenary work they have been doing.
Master Smugglers:
The Mantis Clan smuggles many exotic spices, weapons, and even the new "technology" often to their islands, and from this they have gained a great amount of advancement in a shorter span of time than the other clans.
Bonus:
The Mantis Clan starts with 10 bonus IR, and generates a free additional number of IR each turn, to be determined by the DM. This IR is assigned either to the Mantis Clan itself, or the Sea/Islands they hold.
Possible Mantis Clan bonuses:
The Hand Of Osono-Wu:
The Mantis Clan rival the Dragon Clan in wielding two blades at once, but their style is far more offensive in it's approach.
Either of the following would work, in my opinion:
Same as the Dragon Clan, but they take a -4 to defense and no negative to attack instead of -2 each.
A +1 attack bonus given to all NPCs.
Luck Of The Storms:
The Mantis clan is extraordinarily lucky, having survived where they should not have, becoming a Major Clan, and thriving where others would fall.
Bonus: Any time a random effect is generated (Storms, earthquakes, etc.) it is a benefit to the Mantis Clan. Should a Storm, for example, occur, it would hinder the enemies of the Mantis Clan far more than hindering the Mantis.
Or perhaps an earthquake would occur before a battle, weakening the defenses of a target the Mantis Clan is about to attack. And so on. The DM would roll a % to see if a random effect is generated, and if one is, it benefits the Mantis.
Master Mercenaries:
The Mantis Clan works for other Clans in Rokugan often, and they gain great prestige and money from this. Each turn, the Mantis Clan generates a randomly generated bonus number of PL, (say 5-20) from the mercenary work they have been doing.
Master Smugglers:
The Mantis Clan smuggles many exotic spices, weapons, and even the new "technology" often to their islands, and from this they have gained a great amount of advancement in a shorter span of time than the other clans.
Bonus:
The Mantis Clan starts with 10 bonus IR, and generates a free additional number of IR each turn, to be determined by the DM. This IR is assigned either to the Mantis Clan itself, or the Sea/Islands they hold.