(IRR) The Rokugan Industrial Revolution (Thread II)

Here is my new list of claims with my new Power Level of 110:

Player Character:

Kaltaron The Great, Ranger 20.

Artifacts: The Sais Of Sky And Earth, The Staff Of Final Death, The Daggers Of Endless Pain.

Clan Familes And Shadowlands Groups:

Togashi (Inkyo/'Tattooed Monk-ise zumi'/Honor 2) Daimyo: Togashi Hoshi (Male Unique Half-Dragon Sam 5/Swordmaster 10/Monk 5) PL 10 : IR 28
Hitomi (Monk/'Tattooed Monk-kikage zumi'/Honor 1) Daimyo: Hitomi Kagetora (Male Sam 9/Monk 10) PL 9 : IR 23
Kitsuki (Samurai/Honor 3) Daimyo: Kitsuki Mizuochi (Male Sam 13) PL 3 : IR 3
Mirumoto (Samurai/Dragon Swordmaster/Honor 2) Daimyo: Miromoto Uso (Male Sam 9/Swordmaster 8) PL 7 : IR 14
Tamori (Shugenja/Honor 2) Daimyo: Tamori Shaitung (Female Shu 16) PL 6 : IR 11
Gakuon Province PL 5 : IR 1
Yamastuke Province PL 5 : IR 1



NPCs:


Togashi Hoshi, Dragon Clan Champion, Male Unique Half-Dragon Samurai 5/Swordmaster 10/Monk 5.

Togashi Sakai: Male, Samurai 19, PL 2. +4 Jade Strike Katana, +3 Jade Armor. (+1 Attack, +1 Defense Item.)

Togashi Irashi: Male, Rogue 7/Shadow Scout 7, PL 1.

Kitsuki Oranochi: Male, Rogue / Ninja Spy 7, PL 1.



Territories In The Northeast Of Rokugan

Kyuden Hitomi (Palace) PL 6 : IR 4
Shiro Tamori (Castle) PL 7 : IR 5
Shiro Kitsuki (Castle) PL 7 : IR 5
Heibeisu (City) PL 3 : IR 4
Heigen Ryo Kokoro (Dragon Heart Plain) PL 3 : IR 0
Shiro sano Chujitsuna Shinpo (Castle) PL 7 : IR 5
Nemui Kaminari Yama (Sleeping Thunder Mountain) PL 3 : IR 0
Hinanbasho sano Mitsu Shimai (Shrine) PL 6 : IR 2
Kyodai na Taiyo (The Great Fall) PL 1 : IR 0
Shiro Chuda (Ruins) PL 3 : IR 1
Shiro sano Chujitsuna Shinpo (Castle) PL 7 : IR 5
Shiro Mirumoto (Castle) PL 7 : IR 5


Those are my total territories, NPCs, Clans/Groups, and items. I'll explain why I have all of these and why I don't have all the provinces in my character history.
 
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Hi, all! :)

Well, I'v got a few suggestions for what the ancestral feats could do, if you don't mind.
I certainly don't mind, but I wasn't really looking for in-game effects, but for a nice feat to take. Your input looks good, though. :)
One problem is that it would be hard to decide which armies' PL would consist of more than half of shugenja - except for the Elemental Legions.

Actually, it's accessible to both the Dragon and the Phoenix. I considered this feat myself.
Yes, it is accesible for both, but the ancestor described is Agasha, who founded the original Dragon shugenja school. The only reason that it is listed as a Phoenix feat is the fact that the Agasha defected from the Dragon clan to the Phoenix clan during the rule of Miromoto Hitomi.

Hmmm. Well, I have no idea what the outsiders are in Rokugan.
Many Shadowlands creatures, most notably many oni, are outsiders. Of course, there are also aberrations, oozes, monstrous humanoids, etc... among the Shadowlands monsters - even a fey! (Though few would say that the Great Sea Spider has somehing fey-like ;))



It seems that I must keep stressing that a +1/+0 or +0/+1 already is a formidable bonus and does REALLY much more.
You all (Avariel in specifique) seems to miss the % change that is involved with +x/+x modification. A +1/+1 is HUGE in change, in the 3rd real IR at the end we had +5/+4 and that was after half a year of playing and at the start Gnomes +2/+1 armies were kicking but. Small +x/+x changes like +1/+0 have huge effects but alot seem to miss that.
I'm not guilty! ;)
However, I would like to point out that AvarielAvenger's suggestions for my ancestor feats seem to be mostly in line with creamsteak's example - Power Attack - Shadowlands.


Creamsteak - The rules for magic and artifacts look good so far! :)
I do think that I will have the ELH at the time the IR starts, but if not, I think I can describe my ideas well enough.
I have one problem, though - my PC, Shiba Tsukune, is a Samurai, and cannot cast spells! I would assume that, if I cast an epic spell, that the levels of Shiba Tsukue are simply used as an abstraction of the levels of the actual casters?


Also, if it is allowed, I'll use the Void Disciple prestige class as the basis of my clan's benefit. :)
 

Knight Otu: Indeed, I based most of the bonuses I came up with on Creamsteaks original example. That was a flat +1/+1, so I thought that would be the general type of bonus Clans would be getting from ancestral feats. I reduced my recommendations for your ancestral feats slightly since the Crabs ancestral feat is only useful against one group of creatures in Rokugan.

Anyway. As I recall, you could have epic spells cast whatever class you were. I think you actually had your followers do it. I know that Oerthblood, for example, was created by thousands of casters working together. So the Phoenix Clan should be one of the prime clans for casting epic spells, given the number and power of their Shugenja.
 

Knight Otu: Also, my recommendation for an Ancestral Feat bonus would be to choose whichever you think fits how your PC will lead the Phoenix Clan the best.

If you think your PC is going to work on getting the Clan to work better together, take the Spellcaster Support Ancestral Feat. If you think your PC is going to try to take the Phoenix Clan to the head of the Clans and become the leading Clan of the Empire, take the Great Diplomat Ancestral Feat.

And so on. The Ancestral Feat of your Clan should be based on how your PC will be leading them, in my opinion. If none of the options presented seem suitable, why not come up with a custom feat? I'm sure Creamsteak wouldn't mind. After all, doubtlessly our own PCs will have just as great an effect on our Clans as those great leaders who came before us.
 

My whole goal as moderator was to drop as many rules as possible, for the sake of clarity of play. I have tried to provide everyone with enough control, that they can easily formulate a strategy. One player will try and build up his IR so he can get the most PL. Another will build up IR, but will try to manufacture goods to trade for money for an artifact. Yet another will silently construct the most devestating magic. One last one will focus on his NPCs and PC instead of his army, trying to rely on speed and short strikes to win.

I, as a player, would be the guy with 20 NPC's, a PC, +1/+1 or +2/+2 artifacts on all NPC's, and a +6/+6 total on my PC. I would target clans with lots of artifacts and aim to snipe out leaders, take thier prized possessions, and retreat to my fortress.

I would hide artifacts, and trade them to players for valuable items. I wouldn't plan on winning the IR, but I would be a survivor. I would buddy up with whoever is most convenient, and focus on never having any permanent attachments to them.

That is how I would play this IR. The rules I have given you all to look at allow you to do this.

But, I would also have traps, incredibly dense traps. Unavoidable by anything less than uncanny luck. I would never be where I tell the players I am. I would never let anyone but the moderator know where I stashed your artifacts I stole.

These are things I am not writing rules for. I will give you all the instruments to fight the numbers war. I will give you some basic commands on how to handle things. I won't tell you how to strategise, how to out-wise your enemies and win victory from the hands of defeat. I know everyone here knows how to do these things, and I know that everyone here is going to surprise me.

I just felt that I should post this. This IR is slowly becoming rules intensive, but I want you all to know that the only time I'm going to care about rules is in the most basic sense. I won't tell you that you cannot try something. I will tell you when something doesn't work, but you can always try.

The gods are PL 20, +20/+20. You could try to kill them. I won't stop you. YOu will need a minimum of 40 PL to kill a god. Your chances? With normal units your chances are slim. 1/6 to the fourtieth power. 20 attacks would get deflected automatically. You would have to hit with 20 more. Your chances improve if you have artifacts, or some kind of idea. The rules, the combat rules, would kill you. But what is to stop you from outsmarting the gods?

Eh... it's just a rant, but I want you all to understand that the rules are only there to give you a tool. To give you a grasp, but not the weapons. The weapons are "up here" (points at his head), all the rules are is the space between your palm and the hilt of your sword. If you simply Min/Max in this game... you are so screwed. You are incredibly screwed. You are going to be obliterated. But, if you are clever, even if you don't know the rules at all, you will still win.
 

Good idea Avarial... for those of you that want to, you could create a new feat based on your PC (if they are custom).

But remember, I'm not necessarily using anyone's Ideas. I'm just going to consider them. I need more time yet, to develop exactly what adds flavor to the game. For instance, If I gave the Crane a Flat +2/+2 bonus to all thier NPCs and PC, because they are "better duelers" I think that the only flavor you would get is that Crane NPCs are better. So I'm still thinking, and I need more time. I might not have your unique bonus/disadvantage type stuff till the day before turn 0. I also won't be updating the lists till my trip is done. When I do get back, I'm considering setting the PL cap again... at like 150 instead of 130.
 


Your the expert. I thought there was a Lord Sun and Lady Moon (or maybe I just gender crossed them?). If that's not true, than ignore that part and consider it for something else.
 


Eh, all I know is that I was just siting an example of a nearly impossible task.

40 PL at +5 could kill the stats I listed above... racking up an incredible cost to fight against.

80 PL at +2 would have about a 50% chance of pulling it off.

240 PL at +0/+0 would have about a 25% chance of pulling it off.

I was just thinking about the odds of killing 20 regenerative PL with normal units... it's almost impossible without artifacts of really high value. Also, you would want some epic level spells just in case they had them (likely if we were talking about a higher level dragon or a god).

Just siting examples... Another example of a difficult fight would be trying to kill PL 10 +10/+10 creatures that a player can summon 3/turn of... that would be possible as an epic spell, though I think the DC would be around 300 or so...
 

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