(IRR) The Rokugan IR Introduction (Thread 3)

Hmmmm then I'll start to have to come up with artifacts to fill my lowly 150 PL cap. But first lets see if this will get allowed or not.

And creamsteak I still think it is SUPER strange how you base family PL on the Daimo's of the families/clans. Since you made the Centipede clan one of the most powerfull(lol) and it is 2 times as powerfull as the Mantis (re lol)

But if AA is correct, don't start with the list again, just post what is wrong and I'll correct it and you can still take over my list after I fix that. At least that way I'll know what I posess, and I'd like it if you'd keep it in my format as well.
 
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Unicorn: Can take a +5/-5 for 1 round each turn

Errr, Creamsteak, I feel very ungrateful, but I don't like it very much.
Three reasons:
1. Rage isn't distinctive of the whole Unicorn clan. I'd like it more on a special unit.
2. The "once a turn" bit. I'd like it more if it was less powerful and more frequently useful. (Or it is that possible that if I have a 10 PL army, five rage and five not (and rage later in the turn)?)
3. I'm not sure it is balanced with surprise rounds. It would drive me to be sneaky, which isn't my nature.

Let's say that if I can't find another one that convinces you, I'll keep this one.

Can anyone help me find a suitable substitute?


P.S. Little poll: Would you like Black Omega to join us?
I'd REALLY like!
 

Heh. Well, I don't know much about the Unicorn other than the fact they have great calvarly and like horses. I don't even know what their PrC is. If you give me more information on them, I can come up with more feats. For now, though, here are two calvarly related feats:


Speed Of The Wind:

The Unicorn Clan possess the greatest and fastest horses in the land, and their riders are skilled at pushing them to their utmost to reach their destinations.

Bonus: All Unicorn Clan armies, NPCs and PCs can make a bonus move every round to go twice as far as they normally would be able to. So, a Unicorn Clan army that would normally only be able to traverse through, say, one territory, would be able to traverse through two territories with this feat.

The Charging Hurricane:

The Unicorn Clans calvarly charges are renowned throughout Rokugan for breaking through enemy lines as a hurricane smashes through barriers. Samurai from other clans are scattered to the four winds in the face of the charge of the Unicorn Clans calvarly.

Bonus: All Unicorn Clan armies, NPCs and PCs, may, once a turn/round (DMs call), declare an attack to be a Charging Hurricane, and gain a +1 or +2 bonus (DMs call) to their attack rating.
 

The only universals that the Unicorn have are large, fast horses, and lots of gai(koku)jin blood (gaijin is more of a slang/insult. If a gaijin earns respect, people will call him gaikokujin).

If there is a move limit for armies per turn/round or whatever, the Unicorn should get a 25 or 50% bonus.

Another benefit would be to simply state that all unicorn units are considered mounted... All clans have cavalry, but only the Unicorn are -all- cavalry.
 

Xeriar - PL 150/160
Player Character
Crab Clan Champion: Hida Kuroda (Male Sam 10) PL 1

Clan Families and Shadowlands Groups
Hida (Samurai/Hida Defender/Honor 2) Daimyo: Hida Kuroda (Male Sam 10) PL 1 : IR 1
Hiruma (Ranger/Shadow Scout/Honor 2) Daimyo: Hiruma Masagaro (Male Rng 5, Sam 2, Shadowlands Vet 5) PL 2 : IR 2
Kaiu (Samurai/Siegemaster/Honor 2) Daimyo: Kaiu Umasu (Male Sam 5, Siege 10) PL 5 : IR 8
Kuni (Shugenja/Witch Hunter/Honor 1) Daimyo: Kuni Tansho (Female Shu 18) PL 8 : IR 18
Toritaka (Fighter/Honor 2) Daimyo: Toritaka Tatsune (Male Ftr 4/Sam 2/Rng 1/Shadowlands Vet 7) PL 4 : IR 5
Oga Province PL 5 : IR 1
Kiwase Province PL 5 : IR 1
Jime Province PL 5 : IR 1
Ayo Province PL 5 : IR 1
Gihazo Province PL 5 : IR 1
Doman Province PL 5 : IR 1
Shinda Province PL 5 : IR 1
Himo Province PL 5 : IR 1

Non-Player Characters
Hida Kuon (Male Ftr 5 / Berzerker 5: PL 1) as a general

Territories in the Far South West of Rokugan
Kabe ue no ho ni sa Umi (Wall above the Ocean) PL 3 : IR 0
Aiso ni Ryokosha (Village) PL 1 : IR 1
Watchtower of the East (Tower) PL 5 : IR 3
Nishiyama (Village) PL 1 : IR 1
Sunda Mizu (City) PL 3 : IR 4
Heiwa na Kaze Heigen (Quiet Wind Plane) PL 3 : IR 0
Koten (Village) PL 1 : IR 1
Shio Senyo no Riku (Tidal Landbridge) PL 1 : IR 0
Kawa Sano Saigo No Kamae (River of the Last Stand) PL 1 : IR 0
Yasuki Yashiki (Castle) PL 7 : IR 5
Jinshin Sakana Wan (Earthquake Fish Bay) PL 3 : IR 0
Shiro Hiruma (Castle) PL 7 : IR 5
Shiro Kuni (Castle) PL 7 : IR 5
Kaiu Kabe (Carpenter Wall) PL 3 : IR 0
Kaiu Toge (Carpenter Pass) PL 3 : IR 0
Kyuden Hida (Palace) PL 6 : IR 4
Kenkai Hanto (Lookout Peninsula) PL 1 : IR 0
Kuni Areno (Kuni Wastes) PL 3 : IR 0

Territories in the South West of Rokugan
Kaiu Shiro (Castle) PL 7 : IR 5
Kuda (Village) PL 1 : IR 1
Maemikake (Town) PL 2 : IR 3
Watchtower of the West (Tower) PL 5 : IR 3
Shiro Kaotsuki no Higashi (Castle) PL 7 : IR 5
Kakita Bogu (Village) PL 1 : IR 1
Kamisori sano Yoake Shiro (Castle) PL 7 : IR 5

Territories in the Far South East of Rokugan
Yasuki Hanko (Village) PL 1 : IR 1
Higashiyama (Village) PL 1 : IR 1
Midaki (Village) PL 1 : IR 1

---

I am dropping the following Crane territories:
Kenkai Hanto (Lookout Peninsula) PL 1 : IR 0
Aiso ni Ryokosha (Village) PL 1 : IR 1

And will gain:
Hida Sonoru (Male Samurai 14) as my PC again. Hida Kuroda is still Daimyo, but he has appointed Hida Sonoru to act in his stead off of the Wall. PL 1
Hiruma Masagaro (Male Rng 5, Sam 2, Shadowlands Vet 5) as a general. PL 1
* Bells of the Dead (Shrine) PL 6 : IR 2
* Crab Berserkers (Fighter / Berserker Honor 1) - Leader: Hida Kuon. PL 1 : IR 1

... Three left.
 

Creamsteak:

How is dueling going to be handled? From what I've learned of Rokugan, it seems to be a vital part of warfare in the land. Generals often challenge each other to duels (particuarly the Crane) and that often decides the fate of wars instead of battles between armies. Will that be true in the Rokugan IR as well?

Xeriar and Lichtenheart:

Thanks for the information Xeriar. Lichtenheart, I would be happy to have Black Omega play with us, as he seems like a nice fellow, and he knows a lot about Rokugan. Here are two more Unicorn Clan feats, by the way:

Plains Riders:

The Unicorn Clan is comprised almost completely of calvarly, and have little to no footsoldiers. As such, they have become masters of battling in wide open spaces, but have difficulty in more narrow confines.

Bonus: Whenever fighting on terrain like praries, plains, and so on, the Unicorn Clan gains a +1/+1 bonus. However, whenever they are fighting in terrain like canyons, forests, and such, they receive a -1/-1 penalty.


Mind Of The Gaikokujin:

The Unicorn Clan is more open and receptive to new ideas, thanks to the influence they have from spending time outside of Rokugan, and as such they have welcomed the new technology, and have learned to use it with more ease than any other clan.

Bonus: The Unicorn recieves any of the following, at the DMs discretion: 2-5 bonus technological feats of their choice at the start of the game.

The ability to advance twice as fast than the other Clans, so the Unicorn Clan could, for example, advance 30 years if they spent the neccessary PL instead of 15.

Ability to research technological feats at twice the speed.
 



I've wanted Black Omega to play for a while. I'm not sure whether he wants to play or not so far. I really don't know what he could still claim up, but I'm sure someone could get creative about it...

I'll try and answer everything ASAP, but I am running off a slow IP, and I need to disassemble this computer and pack up to go to a hotel today. Everything after this post = catch up work for me. Try and keep the questions to a minimum (or let other players answer them for you) since I'm completely computer crippled after this.

Well I leave you all the option to actually use the normal Iaijutsu Duel rules if you want. Since nobody is doing characters as stat blocks, you can wait till that point and then do up the stat-block maximizing for Dueling. Ummm... and you could also just attack them right-out and see the results on normal attack/defend rolls. I'm not going to develop any extra rules for dueling, however, I've got one to add.

If you want to attempt an actual Duel, then here is the deal: The winner gives his army a +1/+1 Moral bonus, the loser gives his army a -1/-1 Moral bonus. This is only for the rest of that battle.


I'll try and work on feats.


TFO,

I'm not sure what your talking about now... but I guess I can put your lists in in place of mine. I'm assuming that I don't need to edit anything on the main list for this to work, right? If this solves your claims issue, then so be it...
 

The special units from Rokugan that belongs to Unicorn was:


Battle Maidens (Female horsewomen)
Special: Special ability nullify any special ability of the unit they are fighting. These women ran over the most powerful undead in the lands - Yogo Junzo.

Ki-Rin wardogs (Ki-rin beastmaster and Ki-rin)

Shinjo's Thunder (No-dachi weilding calvary that may force one more turn from their enemy)

Moto Chargers (No-dachi calvary in light armor)

Moto Fanatics (Crazy yari wielding infantry that runs along side the Moto chargers)


Those are the really special units that belong to Unicorn.
 

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