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Fortune And Winds
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<blockquote data-quote="Psion" data-source="post: 2009447" data-attributes="member: 172"><p><strong>Fortunes & Winds</strong></p><p></p><p><em>Fortunes & Winds</em> is a sourcebook for the <em>Rokugan</em> setting describing the various spirit realms (i.e., planes) of the Rokugan cosmology. As with many L5R supplements since the publication of <em>d20 Rokugan</em>, <em>Fortunes & Winds</em> is a dual statted book with <em>d20 System</em> and <em>L5R 2nd edition</em> statistics. This review is concerned primarily with the d20 aspects of the book.</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>Fortunes & Winds</em> is a 112 page perfect-bound book priced at $24.95.</p><p></p><p>The cover of the book has the look of ricepaper bound in blue cloth, similar to prior books in the series. The cover depicts a coiled bright orange dragon, illustrated by Jeremy Jarvis.</p><p></p><p>The interior of the book is black-and-white. The interior illustrations are by Cris Dornaus. The art is somewhat sparse in the book, and much of what is in there is recycled from other <em>Rokugan</em> books.</p><p></p><p>The interior text density is very good and the fonts are clear and readable. The book is printed on a heavy bond paper, making it seem thicker than the page count indicates.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p><em>Fortune & Winds</em> has an introductory chapter and ten numbered chapters. The introductory chapter is actually pretty meaty, containing quite a bit of material. Each of the ten numbered chapters details one of the ten <em>spirit realms</em>.</p><p></p><p>One of the central mechanics used in <em>Fortune & Winds</em> is <em>control</em>. Control operates very much like <em>taint</em>. In fact, the effects of the taint are a specific instance of control; taint is the control exercised by the sprit realm of Jigoku, the realm of evil. Control accumulates points and ranks like taint does and has effects on characters that reflect the realm. However, the effects of control of other realms is distinct to each realm. The influences of other realms is not so difficult to shed as the taint of Jigoku is, though.</p><p></p><p>The introductory section mentions that some realms offer bonus spells similar to the way that taint does, but no other part of the book offers any sort of indication that this system is actually used.</p><p></p><p>The introductory section provides a few new templates (for denizens of various realms), a few new feats, and rules for playing shapeshifters (such as kitsune and tanuki) as player characters. This last bit is very extensive and possibly the most adaptable feature of the book.</p><p></p><p>All shapeshifters have some common characteristics, and the selection of specific race provides some additional abilities as well as "spirit points." The character can also voluntarily take on a class level modifier to improve gain more spirit points. Spirit points can be used to purchase special abilities. The abilities are somewhat like feats in that some have prerequisites and level requirements, but they can give the shapeshifter supernatural or spell-like abilities.</p><p></p><p>There is a drawback to playing shapeshifter. The character must select a number of taboos in order to remain in the mortal realm, and every 5 levels they must take on more taboos.</p><p></p><p>The ten realms covered in the book are:</p><p><strong><em>- Jigoku:</em></strong> The realm of evil. This interface of this realm with the mortal world is well known: the shadowlands.</p><p><strong><em>- Gaki-do:</em></strong> The realm of hungry spirits. Spirits of mortals drawn into this realm are forced into the shape of Gaki, and cannot pass on to other realms until their hunger is sated.</p><p><strong><em>- Sakkaku:</em></strong> The realm of mischief. The home of a number of mischievous spirits, and the realm brings out the same in characters who visit the realm.</p><p><strong><em>- Meido:</em></strong> The realm of waiting. This is the realm where spirits wait to be judged while passing to the afterlife.</p><p><strong><em>- Yomi:</em></strong> The realm of blessed ancestors. This is the realm where spirits of mortals who have lived an honorable life dwell.</p><p><strong><em>- Tengoku:</em></strong> The celestial heavens. This is where powerful beings like fortunes, dragons, and other divine creatures dwell.</p><p><strong><em>- Chikushudo:</em></strong> The realm of animals. Spirits of animals dwell here, and mortal visiting acquire a more bestial aspect.</p><p><strong><em>- Toshigoku:</em></strong> The realm of slaughter. This realm is the destination of spirits soldiers that die in hopeless battle or those who are bloodthirsty and vengeful. Toshigoku is a realm of eternal conflict.</p><p><strong><em>- Yume-do:</em></strong> The realm of dreams. This is where mortals visit when they dream. The equivalent of "alternate universes" exist within Yume-do. Those who tarry too long in Yume-do can become less real, and must slumber longer in the real world.</p><p><strong><em>- Ningen-do:</em></strong> The realm of mortals. This is the basic world of the Rokugan campaign setting. Ningen-do exercises a strong pull on its denizens from other realms; the only way for denizens to permanently escape is by death.</p><p></p><p>Each chapter contains details on the denizens of various realms (including new creatures and prestige classes), the control of the realms, means of resisting control, effects on magic in the realm, proximity of the realm to other realms, and adventure hooks related to the realms.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>This book is probably best for Rokugan completists or those who are interested in planar adventuring in an L5R game. Much of the book is background material on the various realms of the Rokugan cosmology and many be of little use outside that venue. The control mechanic and the shapeshifter player race mechanics have the most promise for use outside of Rokugan, as well as opening up possibilities for a more mythic and fantastical <em>Rokugan</em> game.</p><p></p><p>Of the material is mechanics related, there is a slant towards the <em>L5R 2e</em> material; many of the creatures that were already defined for <em>d20 Rokugan</em> (in <em>Oriental Adventures</em>, the <em>Rokugan Campaign Setting</em>, or <em>Creatures of Rokugan</em>) are defined here for <em>L5R 2e</em> players. This in combination with the narrow subject matter and expense of the book may make this a less ideal purchase if you don't forsee a use for it in your campaign.</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2009447, member: 172"] [b]Fortunes & Winds[/b] [i]Fortunes & Winds[/i] is a sourcebook for the [i]Rokugan[/i] setting describing the various spirit realms (i.e., planes) of the Rokugan cosmology. As with many L5R supplements since the publication of [i]d20 Rokugan[/i], [i]Fortunes & Winds[/i] is a dual statted book with [i]d20 System[/i] and [i]L5R 2nd edition[/i] statistics. This review is concerned primarily with the d20 aspects of the book. [b]A First Look[/b] [i]Fortunes & Winds[/i] is a 112 page perfect-bound book priced at $24.95. The cover of the book has the look of ricepaper bound in blue cloth, similar to prior books in the series. The cover depicts a coiled bright orange dragon, illustrated by Jeremy Jarvis. The interior of the book is black-and-white. The interior illustrations are by Cris Dornaus. The art is somewhat sparse in the book, and much of what is in there is recycled from other [i]Rokugan[/i] books. The interior text density is very good and the fonts are clear and readable. The book is printed on a heavy bond paper, making it seem thicker than the page count indicates. [b]A Deeper Look[/b] [i]Fortune & Winds[/i] has an introductory chapter and ten numbered chapters. The introductory chapter is actually pretty meaty, containing quite a bit of material. Each of the ten numbered chapters details one of the ten [i]spirit realms[/i]. One of the central mechanics used in [i]Fortune & Winds[/i] is [i]control[/i]. Control operates very much like [i]taint[/i]. In fact, the effects of the taint are a specific instance of control; taint is the control exercised by the sprit realm of Jigoku, the realm of evil. Control accumulates points and ranks like taint does and has effects on characters that reflect the realm. However, the effects of control of other realms is distinct to each realm. The influences of other realms is not so difficult to shed as the taint of Jigoku is, though. The introductory section mentions that some realms offer bonus spells similar to the way that taint does, but no other part of the book offers any sort of indication that this system is actually used. The introductory section provides a few new templates (for denizens of various realms), a few new feats, and rules for playing shapeshifters (such as kitsune and tanuki) as player characters. This last bit is very extensive and possibly the most adaptable feature of the book. All shapeshifters have some common characteristics, and the selection of specific race provides some additional abilities as well as "spirit points." The character can also voluntarily take on a class level modifier to improve gain more spirit points. Spirit points can be used to purchase special abilities. The abilities are somewhat like feats in that some have prerequisites and level requirements, but they can give the shapeshifter supernatural or spell-like abilities. There is a drawback to playing shapeshifter. The character must select a number of taboos in order to remain in the mortal realm, and every 5 levels they must take on more taboos. The ten realms covered in the book are: [b][i]- Jigoku:[/i][/b] The realm of evil. This interface of this realm with the mortal world is well known: the shadowlands. [b][i]- Gaki-do:[/i][/b] The realm of hungry spirits. Spirits of mortals drawn into this realm are forced into the shape of Gaki, and cannot pass on to other realms until their hunger is sated. [b][i]- Sakkaku:[/i][/b] The realm of mischief. The home of a number of mischievous spirits, and the realm brings out the same in characters who visit the realm. [b][i]- Meido:[/i][/b] The realm of waiting. This is the realm where spirits wait to be judged while passing to the afterlife. [b][i]- Yomi:[/i][/b] The realm of blessed ancestors. This is the realm where spirits of mortals who have lived an honorable life dwell. [b][i]- Tengoku:[/i][/b] The celestial heavens. This is where powerful beings like fortunes, dragons, and other divine creatures dwell. [b][i]- Chikushudo:[/i][/b] The realm of animals. Spirits of animals dwell here, and mortal visiting acquire a more bestial aspect. [b][i]- Toshigoku:[/i][/b] The realm of slaughter. This realm is the destination of spirits soldiers that die in hopeless battle or those who are bloodthirsty and vengeful. Toshigoku is a realm of eternal conflict. [b][i]- Yume-do:[/i][/b] The realm of dreams. This is where mortals visit when they dream. The equivalent of "alternate universes" exist within Yume-do. Those who tarry too long in Yume-do can become less real, and must slumber longer in the real world. [b][i]- Ningen-do:[/i][/b] The realm of mortals. This is the basic world of the Rokugan campaign setting. Ningen-do exercises a strong pull on its denizens from other realms; the only way for denizens to permanently escape is by death. Each chapter contains details on the denizens of various realms (including new creatures and prestige classes), the control of the realms, means of resisting control, effects on magic in the realm, proximity of the realm to other realms, and adventure hooks related to the realms. [b]Conclusion[/b] This book is probably best for Rokugan completists or those who are interested in planar adventuring in an L5R game. Much of the book is background material on the various realms of the Rokugan cosmology and many be of little use outside that venue. The control mechanic and the shapeshifter player race mechanics have the most promise for use outside of Rokugan, as well as opening up possibilities for a more mythic and fantastical [i]Rokugan[/i] game. Of the material is mechanics related, there is a slant towards the [i]L5R 2e[/i] material; many of the creatures that were already defined for [i]d20 Rokugan[/i] (in [i]Oriental Adventures[/i], the [i]Rokugan Campaign Setting[/i], or [i]Creatures of Rokugan[/i]) are defined here for [i]L5R 2e[/i] players. This in combination with the narrow subject matter and expense of the book may make this a less ideal purchase if you don't forsee a use for it in your campaign. [i]-Alan D. Kohler[/i] [/QUOTE]
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