(IRR) The Rokugan IR Introduction (Thread 3)

Actually, speaking of which that is probably a very good Unicorn clan advantage:


Horseback - The Uncorn clan make attacks at fleeing units. This may be used once per combat.


Example:
Say Scorpion clan Black cabal attacks Unicorn clan samurai unit. And I state my forces will retreat at 50% catualies.

Rounds go by
Scorpion gets to 50% catualties and declares I flee!
Makes its normal attack.
Unicorn Declares Horseback!

Next Round
Scorpion attempt to retreat
Unicorn gets free fleeing attack!

Combat over.
 
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Creamsteak:

Alright. See you when you finish your move. :)

Macbrea: Thanks.

Here are the last Unicorn Clan bonuses I'll make up for a day or two:

Maidens Grace:

The Battle Maidens of Clan Unicorn are renowned for taking away the powers of their opponents, and they are one of the greatest advanatages the Unicorn Clan possesses in any combat.

Bonus: The Unicorn Clan may negate the special abilities of any units and/or NPCs while in combat with them, which effectively reduces their PL by a fourth. So, if this is done to a PL 4 NPC, they would only have 3 PL to use if the special ability is used.

Conversely, the Unicorn Clan could possibly the negate the special bonuses of other Clans, but I think that would be a problem as many of the bonuses (like the Crabs) are too specific for that to be use.

Berserkers Rush:

The Unicorn Clan may declare a Berserker Rush at any opponent once per turn/round/battle (DMs call), sending their men surging forth at an enemy with unparalleld ferocity.

Bonus: The Unicorn Clan, when using this ability, attack as if they were at twice their PL for the first attack. In other words, a 5 PL Army using this ability would attack as a 10 PL Army, and get 5 extra attacks by doing so.


Alright, I might come up with more later, but for now I'll wait and see if Lichtenheart really likes any of the proposed feats.
 


Oh, if anyone wants to read a very good treaties on society in Rokugan. This site has a very good write-up on it.

http://members.tripod.com/~darklib/aq/culture.html

It might help for purposes of teaching someone that isn't used to the settings formalities. Or exactly, what is right and wrong in the setting. It might be alittle too detailed in some parts but it could explain a few things for someone that isn't familiar with the culture at all.
 

*Lord Kalataron casually slams both his feet onto the table, yawns and picks at his teeth with one of his Sai as he rolls his eyes. It's good to be a Gaijin, baby. ;)

Seriously, I am not memorizing an entire social code just for this game, and furthermore, with a group of Druids now controlling the Capital of the Empire, and a Gaijin leading the Dragon Clan, I don't think things are the same in the Empire anymore. :)
 

Suggestions for clan bonuses:

Crab- +1/+1 vs. Shadowlands, +0/+1 vs. everyone else (Due to their clan known for wearing heavy armor.

Kolat- Some sort of Subtle Diplomatic Subversion ability/bonus, aka, Kolat Sleepers. (These are created by one of the masters spending a month with a captured subject talking about their philosophies-according to Rokugan)

Note to Creamsteak about Kolat Masters-Merchants of Rokugan has all the names (at least) of all 10 Kolat Masters, 1 of which I know is the Hidden Tiger which is the most reclusive of them all, and another seems to be the Ox Clan Daimyo (from what TFO says) Xeriar, would you mind typing up their names and a small description? (You're the only one I know who has the book lol), or anyone else who has it.

Though, lets all agree on 1 ability/group of related abilities per clan, elsewise this gets too confusing.
 

Actually,I think we should limit our bonus abilities to one per player, otherwise people will start just claiming numerous Clans instead of territories, armies and NPCs just for the bonuses.

I also think the Crab should only get their bonus against the Shadowlands, and if they do get another bonus, it shouldn't be as powerful as a +1 to defense.

The bonuses people are getting are mostly specific bonuses that either aren't that powerful (though this perhaps isn't the case with the Lion Clan) or have some kind of trade-off involved, and I think it should stay that way.
 


Sollir Furryfoot said:
Suggestions for clan bonuses:

Crab- +1/+1 vs. Shadowlands, +0/+1 vs. everyone else (Due to their clan known for wearing heavy armor.

If he were rolling d10's, both Crab and Dragon would get +0/+1 'by the books'.

But not all Crab wear heavy armor, and not all Crab that do are free of the penalties. Since he is rolling d6's I don't think the Crab should get that kind of permenant edge.

Speaking of armor, Moto and some Kuni shugenja do wear it. It typifies their uncultured style, of course :-)

One note on the site Macbrae pointed out:
When sitting, swords should be set down to the right, with the hilts pointing away from the host. If they are placed to the left, they are easier to draw, indicating hostility and suspicion, while pointing the hilts toward the host might be interpreted as lack of respect (if you thought he was any good with a sword, would you place yours where he could get at them?). Oh, and it should be pointed out that almost all Rokugani are right-handed, or at least trained that way. There isn't a single bushi who fights with his left hand in the whole Empire, except rarely in the Scorpion Clan.

Dairya was left-handed, and he was no Scorpion. Phoenix Isawa, in fact.
 

HI, I think my final claims are going to look something like this (I'll come up with some names later):


NEW CLAIMS:

NPC: (14th level Shugenya) PL 1
NPC: (14th level Shugenya) PL 1
NPC: (14th level Ninja) PL 1
NPC: (14th level Samurai) PL 1
NPC: (14th level Ninja) PL 1
NPC: (14th level Samurai) PL 1
NPC: (14th level Samurai) PL 1
NPC: (14th level Shugenya) PL 1

Player Character: (Male Courtier 19) PL 2

Honour Guard (the elite bodyguard of my PC) PL 8 : IR 16

New PL total 165

----------------------------------------------------------
old claims:

Serpenteye - PL 147/170

NPC: Lion Clan Champion: Matsu Nimuro (Male Sam 15) PL 2

Artifacts
Golden Doom, +3/+3 weapon (katana)

Clan Families and Shadowlands Groups
Akodo (Samurai/Akodo Champion/Honor 3) Daimyo: Akodo Ginawa (Male Sam 15/Ftr 3) PL 8 : IR 18
Ikoma (Courtier/Honor 3) Daimyo: Ikoma Sume (Male Court 7/Sam 9) PL 6 : IR 21
Kitsu (Shugenja/Honor 2) Daimyo: Kitsu Juri (Male Shu 16) PL 6 : IR 21
Matsu School (Berzerker/Matsu Rager or Lion's Pride/Honor 2) Daimyo: Matsu Ketsui (Female Sam 7/LionPride 8) PL 5 : IR 15
Etsu Province PL 5 : IR 1
Ibe Province PL 5 : IR 1
Mukano Province PL 5 : IR 1
Hozemon Province PL 5 : IR 1
Sasaryu Province PL 5 : IR 1
Korjima Province PL 5 : IR 1
Kaitomo Province PL 5 : IR 1
Ami Province PL 5 : IR 1
Kintani Province PL 5 : IR 1

Territories in the West of Rokugan
Meiyo Gisei (City) PL 3 : IR 4
Shiranai (City) PL 3 : IR 4
Kyuden Ikoma (Palace) PL 6 : IR 4
Bishamon Seido (Shrine) PL 6 : IR 2
Kenson Gakka (Castle) PL 7 : IR 5
Kyakuchu (Village) PL 1: IR 1
Kitsu Tombs (Shrine) PL 6 : IR 2

Territories in the East of Rokugan
Eiyu ni Suru (Village) PL 1 : IR 1
Ken Hayai (Castle) PL 7 : IR 5
Rugashi (Village) PL 1 : IR 1
Oiku (Village) PL 1 : IR 1
Foshi (City) PL 3 : IR 4
Renga (Village) PL 1 : IR 1
Ninkatoshi (City) PL 3 : IR 4
Tonfajutsen (Town) PL 2 : IR 3
Shiro Akodo (Castle) PL 7 : IR 5
Shiro no Yojin (Castle) PL 7 : IR 5
Kaeru (City) PL 3 : IR 4
Shiro Matsu (Castle) PL 7 : IR 5



_______

edited level and PL for NPCs
 
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