(IRR) The Rokugan Industrial Revolution (Thread II)


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Creating New Toys,
The Industrial Revolution has its basis on improving your economy, technology, and efficiency through your Industrial Rating. Because this IR rating takes precedence over everything but your current Power Level, the focus of the game will lean towards developing the most civilized and efficient nation. However, efficiency is no match for the power of an artifact or an epic level spell.

But how does a nation afford such insanely high level spells? The highest-level characters are only in the 20’s. The wealthiest clans have most of their money invested in more immediate gains. Training and Equipment are what gives each power its PL. Training, which is a form of experience points, and Equipment can be converted to gold.

That is why I have worked up a really simple system for crafting an epic magic and items. The basis of the game allows for a few mild artifacts like the clan-swords to exist, but there is still expansion. That expansion is costly, and this rule should explain how to do it.



Creating Epic Level Spells,

The IR assumes that you have the ability to cast 9th level magic, and maybe a few casters who can make meta-magic 10th or 11th level spells. These spells are drowned out by the power, and creation, of epic spells.

To create an Epic Level spell, you need an IR score. The higher your IR score, the better your chances of getting a spell quickly. Every Turn, when you send in your template, you should include any notes on where your PL generated from your IR score is being spent. If you don’t designate where it is going specifically, I will handle your generated PL normally by adding PL generated to the region it was generated in.

First, describe your epic spell to the best of your ability. If you have an ELH, I recommend you use the tables inside that book in order to provide me with quick, accurate, and good information. Designate that you are spending PL gained from IR on some, or all of your powers as specifically as possible.

At the end of the turn, if none of the territories that were generating IR were damaged, you should get your expected results. However many points of gold and experience you spent on your epic level spell will be noted, however no players will know anything about it without successfully spying on your power.

Once you have met all the pre-requisites to acquiring your ELS, you can cast that spell any time that you meet the requirements listed for it. Mitigating factors are allowed, but things like experience lost when casting the spell will apply directly to IR terms. You are allowed to cast the once for every 10 levels of your PC, per turn. The spell will be more dramatic than a mere 300d6 damage from Vengeance of God, you will likely obliterate entire forces with some of the higher level epic spells.

However, one side note –worthy of mention: is that the spell craft check applies. The spell craft DC is translated into the % failure for the spell. If your spell fails, you burn that attempt. Your PC’s level is subtracted from the spell-craft level, and as you may be able to tell, only PC’s are allowed to handle Epic Spells. In other words, if your level 30, and the DC is 75 (75% chance to fail) you only have a 45% chance to fail.



Example of Creating an Epic Spell, (might confuse you without an ELH, but you should be able to coast through)

Assume Sollir has 300 IR points, spread out over different territories. Assume he is creating the Epic Spell, Eclipse. Assume he normally would gain 200 PL per turn, but he decides to only gain 100 PL this turn, and turn 100 PL into gold and xp for creating a spell.

1 PL = 50 xp + 1000 gp
100 PL = 5000 xp + 100000 gp

If the turn is stagnant for Sollir, he will have 5,000/15,200 xp and 100,000/378,000 gp. His 8 days will of course be met by the end of a turn.

Next turn he increases at the same rate, and the turn after that he continues.

In 3 turns he has 15,000/15,200 xp and 300,000/378,000 gp.

In his fourth turn, he tries to skim off the top and reduces his expenditure to 78 gained PL.

In 4 turns he has completed his Epic Spell. For IR terms, I will multiply his radius x200 to make the spell truly significant. Now, wherever Daigotsu is, he has a 1000 Mile Solar Eclipse. His armies run about completely free from the Sun when near their leader. Darkness looms over the world, 4 turns of work had to be dedicated, however. Maybe if he worked faster he would have had it earlier. Maybe if he worked faster, someone would have attacked him out of nowhere, and defeated his plan.



Creating an Epic Artifact

In IR terms, Artifacts made before the start of the game will be considered +6 and cost 10 starting PL points (a significant, but efficient, loss; in my opinion).

To create an Epic Artifact, you use the same rules as applied to Epic Spells, but with some minor modifications to costs. Basically, +x/+x for attack and defense cost different amounts, based on my synopsis of the ELH. Also, for artifacts, I am allowing cumulative efforts. If the three shadowlands powers, or five clans, or whatever; if you agree to work together on one artifact, I am allowing it. Even if it is a +3 Army artifact, that will affect all three player’s armies if they are involved in the exact same battle (radius for artifact with an Army Bonus is 100 miles x Bonus). We are also assuming all artifacts take at least one full year to create.

Remember 1 PL gained from IR = 1,000 gold



To create a +Defense Weapon or Armor, the costs are tabled below.

Character Bonus
Bonus = cost (PL turned to gold)
+1 = 1,000 gold (1 PL)
+2 = 4,000 gold (4 PL)
+3 = 9,000 gold (9 PL)
+4 = 16,000 gold (16 PL)
+5 = 25,000 gold (25 PL)
+6 = 360,000 gold (360 PL)
+7 = 490,000 gold (490 PL)
+8 = 640,000 gold (640 PL)
+9 = 810,000 gold (810 PL)
+10 = 1,000,000 gold (1,000 PL)
+11 = 1,210,000 gold (1,210 PL)
+12 = 1,440,000 gold (1,440 PL)
+13 = 1,690,000 gold (1,690 PL)
+14 = 1,960,000 gold (1,960 PL)
+15 = 2,250,000 gold (2,250 PL)
*The List continues, but I’m bored

Army Bonus
Bonus – cost (PL turned to gold)
+1 = 1,210,000 gold (1,210 PL)
+2 = 1,440,000 gold (1,440 PL)
+3 = 1,690,000 gold (1,690 PL)
+4 = 1,960,000 gold (1,960 PL)
+5 = 2,250,000 gold (2,250 PL)
*The List continues, but I’m bored



To create a +Attack Weapon or Armor, the costs are tabled below.

Character Bonus
Bonus – Cost (PL turned to Gold)
+1 – 2,000 (1 PL)
+2 – 8,000 (8 PL)
+3 – 18,000 (18 PL)
+4 – 32,000 (32 PL)
+5 – 50,000 (50 PL)
+6 – 720,000 (720 PL)
+7 – 980,000 (980 PL)
+8 – 1,280,000 (1280 PL)
+9 – 1,620,000 (1620 PL)
+10 – 2,000,000 (2000 PL)
*The List continues, but I’m bored

Army Bonus
Bonus – Cost (PL turned to gold)
+1 – 2,420,000 (2420 PL)
+2 – 2,880,000 (2880 PL)
+3 – 3,380,000 (3380 PL)
+4 – 3,920,000 (3920 PL)
+5 – 4,500,000 (4500 PL)
*The List continues, but I’m bored

Note: No +Army Artifacts can be bought with PL sacrifices from your Cap. You can see why in my system. I do believe that only one has been claimed, and that was recently, since Avarial dropped his original one. You can make anything with up to +6 total, as a character bonus by dropping 10 from your PL cap.

Oh, and don’t forget that you can buy character bonus items for regular units, but you must buy one item for each PL of units. So in other words, you can pay 3 PL to get a +1/+1 added to a single PL of regulars.
 

The only problem I forsee is that the Shadowlands basically has no starting IR, giving them a little disadvantage when it comes to epic spells or artifacts, although only a few epic shadowlands items were forged throughout its history.

Also, perhaps a bonus/discount for researching epic spells to the Phoenix?

Edit-ACK! Perhaps its because the boards are crawling...but...we lost our avatars... :(
 
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I'm going to have to say that since there are 3 shadowlands players, and all thier PL caps should get filled up, I think it is a non-issue that you have such a low IR. The only one that might not be sided with you is Tarrasque, who hasn't been to vocal yet.

Of course your 100 PL artifact could be something important already, but you need to tell me something about it so I can figure that out... wanna-these-days...


Oh, and I'm not updating the lists for a while. I'm bored of it. Just bored. I'll do it again when my "move" is over, but for now... bored.
 

I already emailed you the 'beta' version of my item that I wanted before I saw these rules, its a little overpowered methinks, tell me which abilities I could prolly keep tho (in email, of course).

Also, I may have missed this on the PL Chart, but what PL would the Kolat Agents and the temple that they have would be? :)
 

Sollir Furryfoot said:
Also, I may have missed this on the PL Chart, but what PL would the Kolat Agents and the temple that they have would be? :)
The Hidden Temple, which is beside the Hidden Dojo in the Hidden Village. And some people will think I'm kidding...:)
 

Black Omega said:

The Hidden Temple, which is beside the Hidden Dojo in the Hidden Village. And some people will think I'm kidding...:)

Lol, it's a village of about 200 or so people utterly loyal to the Kolat...

It's not the village, temple or dojo that are so important, but the Oni's Eye, a massive crystal sphere some six feet in diameter.

Through it, one can scry anywhere, on anyone, wards be damned. It cannot be used indefinately, so the masters must ration its use. The Phoenix Ishiken may, possibly, have a spell that would hide them from the eye, but if this is true they would not know it.

The eye also sheds 'tears'. These tears allow the user of the eye to scry on and communicate (two-way, but must be initiated by a user of the Eye) with the holder of a tear. The tears in no way can be traced back to the eye.

The Oni's Eye is perhaps the only contender for a 100 PL artifact (with Isawa's Last Wish). It is in the Hidden Temple, of course, The village as a whole is perhaps PL 1: IR 1, with the stipulation that if you start raising either your IR or PL you have a chance of being uncovered (90% chance it's the Phoenix). So, don't :-p

---

For the Kolat as a whole, you would have to buy each master as a seperate 'army', and then the masters themselves, I would imagine.
 
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I can't afford all of them yet, but as an advance claim

I claim all 10 Kolat Masters (NPCs, 2 PL each, 20 PL total, ? race, ? class+10 levels of Kolat Agent)

and the Hidden Temple next to the Hidden Dojo in the Hidden Village, PL 1 IR 1

And reserve the Oni's Eye...as my major artifact for 100 PL depending on how my other artifact does...
 
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Notice:

I've decided to change my PC and my style of play. I don't think simply observing until attacked will be effective given the kind of game this is. I am keeping my former PC as the simple Dragon Clan Champion now.

I am also claiming four artifacts. This should save Creamsteak some work, as I previously claimed three artifacts and thirty PL would've had to have been taken away from various groups with my previous set-up. I am now at a total of 110 PL since I am claiming 40 PL of Artifacts. A total of 10 PL goes to the lottery because of this decision. I will be deciding what to drop momentarily.

My new PC is:

Kaltaron The Great. (Gaijin). Ranger level 20. Wields two Sai against most opponents, uses a Staff against Undead, and carries a number of Daggers to use for ranged attacks.

Kaltarons Sais, Staff and Daggers are all Artifacts.

D&D Statistics: The Sais Of Sky And Earth: +6 Keen, Ghost Touch, Acid Blast, Lightning Blast Sais.

The Staff Of Final Death: +6 Greater Disruption (DC 25) Final Death Staff. (Custom Enchantment, Final Death. Undead slain by a weapon with the Final Death enchantment are destroyed forever, and cannot come back through any means.)

The Daggers Of Endless Pain: +6, Returning, Keen, Piercing, Triple Throwing Daggers.

IR Statistics:

Sais Of The Sky And Earth:

Both Sais give +4/+2 bonus to Attack/Defense for Kaltaron, totaling +8/+4.

The Staff Of Final Death:

The Staff gives a +3/+3 bonus to Attack/Defense for Kaltaron.

The Daggers Of Endless Pain:

The Daggers give a +4/+2 bonus to Attack/Defense.

The total bonus to Kaltarons Attack and Defense through these artifacts is +15/+9.
 

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