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(IRR) The Rokugan IR (Thread 4)
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<blockquote data-quote="Creamsteak" data-source="post: 283545" data-attributes="member: 552"><p><span style="font-size: 22px"><strong><u> Power Levels </u></strong></span></p><p>A power level is the basic measurement of power in the IR. There are different representations of a power level, but for the purposes of the IR, all power levels are considered equal. Power levels represent combat strength. It is important to understand the variety of Power Levels that exist in order to best understand the game.</p><p></p><p>Some power levels represent entire military units with thousands of men. Some power levels represent the strength of a small group of elite soldiers. Other power levels represent only a fraction of the power of a great individual.</p><p></p><p>Character Levels as Power Levels</p><p>1 PL = 12,800 1st level commoners wearing padded armor, a wooden shield, and a simple weapon</p><p>1 PL = 6400 1st level warriors wearing studded leather, a wooden shield, and a martial weapon</p><p>1 PL = 320 1st or 2nd level characters wearing ashigaru armor and wielding a martial weapon</p><p>1 PL = 160 3rd or 4th level characters wearing ashigaru armor and wielding a martial weapon</p><p>1 PL = 80 5th or 6th level characters wearing light or medium armor and with some masterwork weapons</p><p>1 PL = 40 7th or 8th level characters wearing medium or heavy armor and with many masterwork weapons</p><p>1 PL = 2 8th or 9th level characters wearing standard equipment for their levels</p><p>1 PL = 1 10th – 14th level character wearing standard equipment for his/her level</p><p>2 PL = 1 15th – 19th level character wearing standard equipment for his/her level</p><p>3 PL = 1 20th – 24th level character wearing standard equipment for his/her level</p><p>4 PL = 1 25th – 29th level character wearing standard equipment for his/her level</p><p>+1 PL for every 5 levels after 25th</p><p></p><p>Creature Hit Dice as Power Levels</p><p>4 PL = One creature with 65-80 HD</p><p>3 PL = One creature with 49-64 HD</p><p>2 PL = One creature with 33-48 HD</p><p>1 PL = One creature with 25-32 HD</p><p>1 PL = 2 creatures with 17-24 HD each</p><p>1 PL = 4 creatures with 9-16 HD each</p><p>1 PL = 80 creatures with 7-8 HD each</p><p>1 PL = 160 creatures with 5-6 HD each</p><p>1 PL = 3,200 creatures with 3-4 HD each</p><p>1 PL = 6,400 creatures with 1-2 HD each</p><p>+1 PL for every 8 HD after 80th</p><p></p><p>Power Levels as Resources</p><p>1 PL = 32,000 Gold Pieces</p><p>1 PL = 80 Masterwork Katanas</p><p>1 PL = 64 Pounds of Mithral</p><p>1 PL = 48 Pounds of Adamantium</p><p>1 PL = 8 Pearls of Power (2nd Level)</p><p>1 PL = A Single +6 Weapon</p><p></p><p>Power Levels as Enhancements or Damage (for 1 character)</p><p>1 PL = 128 Temporary Hit Points</p><p>1 PL = 64 Points of Strength</p><p>1 PL = 32 Bonus Hit Dice (d8s)</p><p>-1 PL = 16 Damage Dice (d6s)</p><p>-1 PL = 8 Negative Levels </p><p><span style="font-size: 22px"><strong><u> Industrial Ratings </u></strong></span></p><p>Industrial ratings represent the rate of production available to a power. Your IR for each city, town, clan family, and other unit represents the rate at which new units are trained, and new resources acquired and refined. A power that can successfully put together a strong IR will have the advantage of a strong PL backing.</p><p></p><p>Large cities and powerful families have high IR ratings, representing how fast you can produce new PL. The chart below lists the rate at which a particular IR rating will generate PL.</p><p></p><p>Industrial Ratings and PL</p><p>1 IR = 1 PL per turn</p><p>3 IR = 2 PL per turn</p><p>6 IR = 3 PL per turn</p><p>10 IR = 4 PL per turn</p><p>15 IR = 5 PL per turn</p><p>21 IR = 6 PL per turn</p><p>28 IR = 7 PL per turn</p><p>36 IR = 8 PL per turn</p><p>45 IR = 9 PL per turn</p><p>55 IR = 10 PL per turn</p><p>x (1/2x + 0.5) = IR requirement</p><p>x = PL per turn </p><p></p><p>You can improve the Industrial rating of anything that already has an Industrial rating. Simply paying a certain amount of PL in order to advance a territories IR will help to improve your economy and military at the same time.</p><p></p><p>PL and Industrial Ratings</p><p>3 PL = +1 point to IR up to IR 55</p><p>6 PL = +1 point to IR up to IR 210</p><p>10 PL = +1 point to IR up to IR 465</p><p>15 PL = +1 point to IR up to IR 820</p><p>20 PL = +1 point to IR up to IR 1275</p><p></p><p>You can create new territories by paying a 25 PL initial Fee. This territory has an initial IR rank of 1.Forming new cities is not as profitable as fortifying those that already exist, however in the long run it can be a great bonus.</p><p></p><p>Creating New Locations</p><p>25 PL = Initial IR 1</p><p>31 PL = Initial IR 3</p><p>40 PL = Initial IR 6</p><p>52 PL = Initial IR 10</p><p>67 PL = Initial IR 15</p><p>85 PL = Initial IR 21</p><p>* Secret Locations can be created before the game begins for 10 PL, but this MUST be handled through Email.</p><p> </p><p><span style="font-size: 22px"><strong><u> Advancing Your Civilization </u></strong></span></p><p>Culture, science, and power do not flow in the same hands. Developing your Civilization allows you to advance in both cultural and intellectual terms. Players with high ratings in Advanced Civilization will have incredible new ideas to use, based on the year they have advanced into.</p><p></p><p>In order to determine the number of years a player advances during a turn, you must spend a certain amount of PL. The chart below shows how many years you advance for a particular PL expenditure. All players begin with their society being considered that of the year 1500.</p><p></p><p>Civilization advancement</p><p>1PL = 1 year</p><p>3 PL = 2 years</p><p>6 PL = 3 years</p><p>10 PL = 4 years</p><p>15 PL = 5 years</p><p>21 PL = 6 years</p><p>28 PL = 7 years</p><p>36 PL = 8 years</p><p>45 PL = 9 years</p><p>55 PL = 10 years</p><p>x (1/2x + 0.5) = PL investment required</p><p>Where x = the number of years of advancement </p><p></p><p>After a certain number of years have been advanced, a player may choose to take a research feat. The first level in each feat only takes 10 years to reach. All following levels require an additional 10 years of research.</p><p></p><p>The Schools are the most important aspect of advancing your civilization. All of the schools are detailed below.</p><p></p><p>Biology</p><p>Taking Biology as a Research Feat provides your Power with a bonus related to medicine and healing. Powers with the highest ratings in biology can learn how to truly remove taint; something that magic alone is not able to do, without destroying the mind or the body of the subject. Research into Biology is both magical and mundane. Some of these powers are beneficial for certain players, while being pointless for others.</p><p></p><p>1st Rank: Your Power gains 5% taint resistance. Your power also gains 10% resistance against common diseases, like the flu.</p><p>2nd Rank: Your power gains 10% taint resistance. Your power also gains 20% resistance against common diseases.</p><p>3rd Rank: Your power gains 15% taint resistance. Your power also gains 30% resistance against common diseases.</p><p>4th Rank: Your power gains 20% taint resistance. Your power also gains 40% resistance against common diseases.</p><p>5th Rank: Your power gains 25% taint resistance. Your power also gains 50% resistance against common diseases. Your Power also gains 10% resistance against uncommon diseases, like the plague.</p><p>6th Rank: Your power gains 30% taint resistance. Your power also gains 60% resistance against common diseases. Your Power has 20% resistance against uncommon diseases.</p><p>7th Rank: Your power gains 35% taint resistance. Your power also gains 70% resistance against common diseases. Your power has 30% resistance against uncommon diseases.</p><p>8th Rank: Your power gains 40% taint resistance. Your power also gains 80% resistance against common diseases. Your power has 40% resistance against uncommon diseases.</p><p>9th Rank: Your power gains 45% taint resistance. Your power also gains 90% resistance against common diseases. Your power has 50% resistance against uncommon diseases, and 10% resistance against magical disease (like red-death).</p><p>10th Rank: Your power gains 50% taint resistance. Your power also gains immunity against common diseases, 60% resistance against uncommon disease, and 20% resistance to magical disease.</p><p></p><p>Earth Science</p><p>Earth Science involves geology, physics, construction, chemistry, and other sciences in the IR. Research into this field is both magical and mundane. The benefit of this research is that your power gains additional Industrial Rating Points, allowing some powers to both research, and build up their IR rating at the same time.</p><p></p><p>Note: These affects stack.</p><p>1st Rank: Your power gains 1 point of IR for each territory with at least 1 point already. </p><p>2nd Rank: Your power gains 2 points of IR point of IR for each territory with at least 1 point already.</p><p>3rd Rank: Your power gains 2 points of IR point of IR for each territory with at least 1 point already.</p><p>4th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already.</p><p>5th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already.</p><p>6th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already.</p><p>7th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already.</p><p>8th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already.</p><p>9th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already.</p><p>10th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already.</p><p></p><p>Mathematics</p><p>The Field of Mathematics is a great field to use if you want to gain years of advancement quickly. This research is solely mundane, providing you with greater and greater wealth of knowledge.</p><p></p><p>1st Rank: Your power advances 5 additional Years.</p><p>2nd Rank: Your power advances 5 additional Years.</p><p>3rd Rank: Your power advances 5 additional Years.</p><p>4th Rank: Your power advances 5 additional Years.</p><p>5th Rank: Your power advances 5 additional Years.</p><p>6th Rank: Your power advances 5 additional Years.</p><p>7th Rank: Your power advances 5 additional Years.</p><p>8th Rank: Your power advances 5 additional Years.</p><p>9th Rank: Your power advances 5 additional Years.</p><p>10th Rank: Your power advances 5 additional Years.</p><p></p><p>Astronomy</p><p>Astronomy goes beyond the stars to include the study of divine power. Players who focus on this field will gain the ability to grant their armies the ability to know when and if an attack is coming. Though this protection is only triggered moments before an attack, it makes players who focus on this field resistant to surprise attacks. This research is both Magical and Mundane.</p><p></p><p>Note: This concerns actual attacks, not attacks committed by NPCs, PCs and other 1-man armies.</p><p>1st Rank: Your power gains a 10% (rather than the usual 5%) chance to know a surprise attack is coming, or if a player is spying on your power. There is also a passive bonus to espionage provided through this information.</p><p>2nd Rank: Your power gains a 15% insight.</p><p>3rd Rank: Your power gains a 20% insight.</p><p>4th Rank: Your power gains a 25% insight.</p><p>5th Rank: Your power gains a 30% insight.</p><p>6th Rank: Your power gains a 35% insight. </p><p>7th Rank: Your power gains a 40% insight.</p><p>8th Rank: Your power gains a 45% insight.</p><p>9th Rank: Your power gains a 50% insight.</p><p>10th Rank: Your power gains a 55% insight.</p><p></p><p>Agriculture</p><p>Agriculture improves your powers ability to support a large army. Normally you must have an IR score of at least 1/5th of your total PL in order to feed your army. If your army is not fed, regular army units will drop out of your army (from your weakest and least experienced units first), reducing your total PL to suitable levels. Advancing your agriculture reduces the risk of having starvation, by improving the amount of food you can create. Normally each IR point supplies 5x its value in food, but as you improve agriculture, this becomes a non-issue. Research into this is both magical and mundane.</p><p></p><p>1st Rank: Your Agriculture score is 6x your total IR.</p><p>2nd Rank: Your Agriculture score is 7x your total IR.</p><p>3rd Rank: Your Agriculture score is 8x your total IR.</p><p>4th Rank: Your Agriculture score is 9x your total IR.</p><p>5th Rank: Your Agriculture score is 10x your total IR.</p><p>6th Rank: Your Agriculture score is 11x your total IR.</p><p>7th Rank: Your Agriculture score is 12x your total IR.</p><p>8th Rank: Your Agriculture score is 13x your total IR.</p><p>9th Rank: Your Agriculture score is 14x your total IR.</p><p>10th Rank: Your Agriculture score is 15x your total IR. </p><p><span style="font-size: 22px"><strong><u> Artifacts </u></strong></span></p><p>Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created.</p><p></p><p>Offensive Bonus Costs</p><p>+1 Character Bonus = 720,000 gold</p><p>+2 Character Bonus = 980,000 gold</p><p>+3 Character Bonus = 1,280,000 gold</p><p>+4 Character Bonus = 1,620,000 gold</p><p>+5 Character Bonus = 2,000,000 gold</p><p>+1 Army Bonus = 5,120,000 gold</p><p>+2 Army Bonus = 5,780,000 gold</p><p>+3 Army Bonus = 6,480,000 gold</p><p>+4 Army Bonus = 7,220,000 gold</p><p>+5 Army Bonus = 8,000,000 gold</p><p></p><p>Defensive Bonus Costs</p><p>+1 Character Bonus = 360,000 gold</p><p>+2 Character Bonus = 490,000 gold</p><p>+3 Character Bonus = 640,000 gold</p><p>+4 Character Bonus = 810,000 gold</p><p>+5 Character Bonus = 1,000,000 gold</p><p>+1 Army Bonus = 2,560,000 gold</p><p>+2 Army Bonus = 2,890,000 gold</p><p>+3 Army Bonus = 3,240,000 gold</p><p>+4 Army Bonus = 3,610,000 gold</p><p>+5 Army Bonus = 4,000,000 gold</p><p></p><p>Artifacts are created by spending the PL you generate from your IR scores. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost.</p><p></p><p>Artifacts can be created Long-term or Short-term depending on the resources available. Your investments into artifacts are totaled for the lists, but what you created or are creating is not listed. </p><p><span style="font-size: 22px"><strong><u> Epic Magic </u></strong></span></p><p>Epic spells are loosely based on the Epic Level Handbook for them. All spells are subject to DM discretion. If you don’t know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.</p><p></p><p>Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.</p><p></p><p>Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing affects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 283545, member: 552"] [Size=6][B][U] Power Levels [/U][/B][/Size] A power level is the basic measurement of power in the IR. There are different representations of a power level, but for the purposes of the IR, all power levels are considered equal. Power levels represent combat strength. It is important to understand the variety of Power Levels that exist in order to best understand the game. Some power levels represent entire military units with thousands of men. Some power levels represent the strength of a small group of elite soldiers. Other power levels represent only a fraction of the power of a great individual. Character Levels as Power Levels 1 PL = 12,800 1st level commoners wearing padded armor, a wooden shield, and a simple weapon 1 PL = 6400 1st level warriors wearing studded leather, a wooden shield, and a martial weapon 1 PL = 320 1st or 2nd level characters wearing ashigaru armor and wielding a martial weapon 1 PL = 160 3rd or 4th level characters wearing ashigaru armor and wielding a martial weapon 1 PL = 80 5th or 6th level characters wearing light or medium armor and with some masterwork weapons 1 PL = 40 7th or 8th level characters wearing medium or heavy armor and with many masterwork weapons 1 PL = 2 8th or 9th level characters wearing standard equipment for their levels 1 PL = 1 10th – 14th level character wearing standard equipment for his/her level 2 PL = 1 15th – 19th level character wearing standard equipment for his/her level 3 PL = 1 20th – 24th level character wearing standard equipment for his/her level 4 PL = 1 25th – 29th level character wearing standard equipment for his/her level +1 PL for every 5 levels after 25th Creature Hit Dice as Power Levels 4 PL = One creature with 65-80 HD 3 PL = One creature with 49-64 HD 2 PL = One creature with 33-48 HD 1 PL = One creature with 25-32 HD 1 PL = 2 creatures with 17-24 HD each 1 PL = 4 creatures with 9-16 HD each 1 PL = 80 creatures with 7-8 HD each 1 PL = 160 creatures with 5-6 HD each 1 PL = 3,200 creatures with 3-4 HD each 1 PL = 6,400 creatures with 1-2 HD each +1 PL for every 8 HD after 80th Power Levels as Resources 1 PL = 32,000 Gold Pieces 1 PL = 80 Masterwork Katanas 1 PL = 64 Pounds of Mithral 1 PL = 48 Pounds of Adamantium 1 PL = 8 Pearls of Power (2nd Level) 1 PL = A Single +6 Weapon Power Levels as Enhancements or Damage (for 1 character) 1 PL = 128 Temporary Hit Points 1 PL = 64 Points of Strength 1 PL = 32 Bonus Hit Dice (d8s) -1 PL = 16 Damage Dice (d6s) -1 PL = 8 Negative Levels [Size=6][B][U] Industrial Ratings [/U][/B][/Size] Industrial ratings represent the rate of production available to a power. Your IR for each city, town, clan family, and other unit represents the rate at which new units are trained, and new resources acquired and refined. A power that can successfully put together a strong IR will have the advantage of a strong PL backing. Large cities and powerful families have high IR ratings, representing how fast you can produce new PL. The chart below lists the rate at which a particular IR rating will generate PL. Industrial Ratings and PL 1 IR = 1 PL per turn 3 IR = 2 PL per turn 6 IR = 3 PL per turn 10 IR = 4 PL per turn 15 IR = 5 PL per turn 21 IR = 6 PL per turn 28 IR = 7 PL per turn 36 IR = 8 PL per turn 45 IR = 9 PL per turn 55 IR = 10 PL per turn x (1/2x + 0.5) = IR requirement x = PL per turn You can improve the Industrial rating of anything that already has an Industrial rating. Simply paying a certain amount of PL in order to advance a territories IR will help to improve your economy and military at the same time. PL and Industrial Ratings 3 PL = +1 point to IR up to IR 55 6 PL = +1 point to IR up to IR 210 10 PL = +1 point to IR up to IR 465 15 PL = +1 point to IR up to IR 820 20 PL = +1 point to IR up to IR 1275 You can create new territories by paying a 25 PL initial Fee. This territory has an initial IR rank of 1.Forming new cities is not as profitable as fortifying those that already exist, however in the long run it can be a great bonus. Creating New Locations 25 PL = Initial IR 1 31 PL = Initial IR 3 40 PL = Initial IR 6 52 PL = Initial IR 10 67 PL = Initial IR 15 85 PL = Initial IR 21 * Secret Locations can be created before the game begins for 10 PL, but this MUST be handled through Email. [Size=6][B][U] Advancing Your Civilization [/U][/B][/Size] Culture, science, and power do not flow in the same hands. Developing your Civilization allows you to advance in both cultural and intellectual terms. Players with high ratings in Advanced Civilization will have incredible new ideas to use, based on the year they have advanced into. In order to determine the number of years a player advances during a turn, you must spend a certain amount of PL. The chart below shows how many years you advance for a particular PL expenditure. All players begin with their society being considered that of the year 1500. Civilization advancement 1PL = 1 year 3 PL = 2 years 6 PL = 3 years 10 PL = 4 years 15 PL = 5 years 21 PL = 6 years 28 PL = 7 years 36 PL = 8 years 45 PL = 9 years 55 PL = 10 years x (1/2x + 0.5) = PL investment required Where x = the number of years of advancement After a certain number of years have been advanced, a player may choose to take a research feat. The first level in each feat only takes 10 years to reach. All following levels require an additional 10 years of research. The Schools are the most important aspect of advancing your civilization. All of the schools are detailed below. Biology Taking Biology as a Research Feat provides your Power with a bonus related to medicine and healing. Powers with the highest ratings in biology can learn how to truly remove taint; something that magic alone is not able to do, without destroying the mind or the body of the subject. Research into Biology is both magical and mundane. Some of these powers are beneficial for certain players, while being pointless for others. 1st Rank: Your Power gains 5% taint resistance. Your power also gains 10% resistance against common diseases, like the flu. 2nd Rank: Your power gains 10% taint resistance. Your power also gains 20% resistance against common diseases. 3rd Rank: Your power gains 15% taint resistance. Your power also gains 30% resistance against common diseases. 4th Rank: Your power gains 20% taint resistance. Your power also gains 40% resistance against common diseases. 5th Rank: Your power gains 25% taint resistance. Your power also gains 50% resistance against common diseases. Your Power also gains 10% resistance against uncommon diseases, like the plague. 6th Rank: Your power gains 30% taint resistance. Your power also gains 60% resistance against common diseases. Your Power has 20% resistance against uncommon diseases. 7th Rank: Your power gains 35% taint resistance. Your power also gains 70% resistance against common diseases. Your power has 30% resistance against uncommon diseases. 8th Rank: Your power gains 40% taint resistance. Your power also gains 80% resistance against common diseases. Your power has 40% resistance against uncommon diseases. 9th Rank: Your power gains 45% taint resistance. Your power also gains 90% resistance against common diseases. Your power has 50% resistance against uncommon diseases, and 10% resistance against magical disease (like red-death). 10th Rank: Your power gains 50% taint resistance. Your power also gains immunity against common diseases, 60% resistance against uncommon disease, and 20% resistance to magical disease. Earth Science Earth Science involves geology, physics, construction, chemistry, and other sciences in the IR. Research into this field is both magical and mundane. The benefit of this research is that your power gains additional Industrial Rating Points, allowing some powers to both research, and build up their IR rating at the same time. Note: These affects stack. 1st Rank: Your power gains 1 point of IR for each territory with at least 1 point already. 2nd Rank: Your power gains 2 points of IR point of IR for each territory with at least 1 point already. 3rd Rank: Your power gains 2 points of IR point of IR for each territory with at least 1 point already. 4th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already. 5th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already. 6th Rank: Your power gains 3 points of IR point of IR for each territory with at least 1 point already. 7th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already. 8th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already. 9th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already. 10th Rank: Your power gains 4 points of IR point of IR for each territory with at least 1 point already. Mathematics The Field of Mathematics is a great field to use if you want to gain years of advancement quickly. This research is solely mundane, providing you with greater and greater wealth of knowledge. 1st Rank: Your power advances 5 additional Years. 2nd Rank: Your power advances 5 additional Years. 3rd Rank: Your power advances 5 additional Years. 4th Rank: Your power advances 5 additional Years. 5th Rank: Your power advances 5 additional Years. 6th Rank: Your power advances 5 additional Years. 7th Rank: Your power advances 5 additional Years. 8th Rank: Your power advances 5 additional Years. 9th Rank: Your power advances 5 additional Years. 10th Rank: Your power advances 5 additional Years. Astronomy Astronomy goes beyond the stars to include the study of divine power. Players who focus on this field will gain the ability to grant their armies the ability to know when and if an attack is coming. Though this protection is only triggered moments before an attack, it makes players who focus on this field resistant to surprise attacks. This research is both Magical and Mundane. Note: This concerns actual attacks, not attacks committed by NPCs, PCs and other 1-man armies. 1st Rank: Your power gains a 10% (rather than the usual 5%) chance to know a surprise attack is coming, or if a player is spying on your power. There is also a passive bonus to espionage provided through this information. 2nd Rank: Your power gains a 15% insight. 3rd Rank: Your power gains a 20% insight. 4th Rank: Your power gains a 25% insight. 5th Rank: Your power gains a 30% insight. 6th Rank: Your power gains a 35% insight. 7th Rank: Your power gains a 40% insight. 8th Rank: Your power gains a 45% insight. 9th Rank: Your power gains a 50% insight. 10th Rank: Your power gains a 55% insight. Agriculture Agriculture improves your powers ability to support a large army. Normally you must have an IR score of at least 1/5th of your total PL in order to feed your army. If your army is not fed, regular army units will drop out of your army (from your weakest and least experienced units first), reducing your total PL to suitable levels. Advancing your agriculture reduces the risk of having starvation, by improving the amount of food you can create. Normally each IR point supplies 5x its value in food, but as you improve agriculture, this becomes a non-issue. Research into this is both magical and mundane. 1st Rank: Your Agriculture score is 6x your total IR. 2nd Rank: Your Agriculture score is 7x your total IR. 3rd Rank: Your Agriculture score is 8x your total IR. 4th Rank: Your Agriculture score is 9x your total IR. 5th Rank: Your Agriculture score is 10x your total IR. 6th Rank: Your Agriculture score is 11x your total IR. 7th Rank: Your Agriculture score is 12x your total IR. 8th Rank: Your Agriculture score is 13x your total IR. 9th Rank: Your Agriculture score is 14x your total IR. 10th Rank: Your Agriculture score is 15x your total IR. [Size=6][B][U] Artifacts [/U][/B][/Size] Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created. Offensive Bonus Costs +1 Character Bonus = 720,000 gold +2 Character Bonus = 980,000 gold +3 Character Bonus = 1,280,000 gold +4 Character Bonus = 1,620,000 gold +5 Character Bonus = 2,000,000 gold +1 Army Bonus = 5,120,000 gold +2 Army Bonus = 5,780,000 gold +3 Army Bonus = 6,480,000 gold +4 Army Bonus = 7,220,000 gold +5 Army Bonus = 8,000,000 gold Defensive Bonus Costs +1 Character Bonus = 360,000 gold +2 Character Bonus = 490,000 gold +3 Character Bonus = 640,000 gold +4 Character Bonus = 810,000 gold +5 Character Bonus = 1,000,000 gold +1 Army Bonus = 2,560,000 gold +2 Army Bonus = 2,890,000 gold +3 Army Bonus = 3,240,000 gold +4 Army Bonus = 3,610,000 gold +5 Army Bonus = 4,000,000 gold Artifacts are created by spending the PL you generate from your IR scores. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost. Artifacts can be created Long-term or Short-term depending on the resources available. Your investments into artifacts are totaled for the lists, but what you created or are creating is not listed. [Size=6][B][U] Epic Magic [/U][/B][/Size] Epic spells are loosely based on the Epic Level Handbook for them. All spells are subject to DM discretion. If you don’t know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell. Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn. Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing affects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion). [/QUOTE]
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(IRR) The Rokugan IR (Thread 4)
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