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(IRR) The Rokugan IR Introduction (Thread 3)
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<blockquote data-quote="Creamsteak" data-source="post: 266417" data-attributes="member: 552"><p><strong><span style="font-size: 22px">Creating a Power </span></strong></p><p></p><p><u><strong><span style="font-size: 15px">Definition of Terms </span></strong></u></p><p>There are many different terms that are used in the IR. Only two of these terms are exclusive and not easily understood for their meaning.</p><p></p><p>1) Industrial Rating (IR): Your score in this category represents the development of a family, clan, city, or province.</p><p></p><p>2) Power Level (PL): Every significant unit a player commands has at least one rank in this score. This score represents the combat strength in every army, hero, and god in Rokugan.</p><p></p><p><u><strong><span style="font-size: 15px">Example of Creating a Power </span></strong></u><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Every player in the Industrial Revolution has some kind of influence on the game, and most of this influence comes from the powers that player claims.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1) Making a Normal Claim: The lists post (the first post in every thread) contains a variety of different powers to claim. To make a normal claim, you simply need to post that you are doing so. For example, here is a claim for a clan:</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">2) Making a Custom Claim: Not every single power in Rokugan is on the lists. In order to do that, the lists would have to nearly double in length. Also, many players want to create their own groups and powers in the game. In order to do this they simply need to make a custom claim.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Note: William Ronald was a player in the 3rd IR, and wrote many speeches that influenced the game.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">3) Dropping a Claim: Sometimes you make mistakes, it happens to EVERYBODY. Also, sometimes you want one thing more than another. If this is the case, you can drop your claim. To drop a claim, just tell somebody.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Note: Sanctus Punitor was my PC in the 3rd IR.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"><strong><u>Characters and Levels </u></strong></span></span></p><p><span style="font-size: 15px">Every Player in the Industrial Revolution has a character. Characters can be leaders, but they do not have to be. A character represents your style and attitude of playing the game. Most players also have many Non-Player characters (NPCs) that have slightly less influence on the campaign.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1) Player Characters (PCs): Player characters, and the players that play them, are the most influential things on a campaign. Through these people, we play. Player Characters are exceptional individuals that can do more than any other type of unit in the IR. They have the ability to move about freely, traveling through the fastest means possible, such as teleportation and pass-wall spells. PCs are also insured for life. They can be wounded, injured, and disgraced, but they are protected from death, imprisonment, subversion, and similar acts.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">2) Non-Player Characters (NPCs): Other important and powerful individuals exist I Rokugan. Some of these individuals play a direct roll in the game. These members of clans and other groups that are going to be part of the IR are called NPCs. NPCs have the abilities of a Player Character, but are definitely not insured. </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">3) Gaining Levels: PCs and NPCs are rated in power based on their character level. Any character of 10th level that is considered a PC or NPC has a power level of 1 point. Every additional 5 levels a PC or NPC gains an additional Power Level. Characters gain levels for good Role-playing and Victories. Role-Playing Levels are subject to the opinions of other players and the moderator, but are still quite ample. Combat awards are based on the difficulty of a fight, and the amount of PL that an NPC destroys.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><span style="font-size: 22px"> Actions to take before a Turn </span></strong></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"><strong><u> Templates </u></strong></span></span></p><p><span style="font-size: 15px">Every turn, before the actual day it begins, every player fills out a simple form and submits it to the moderator. This form shapes your Powers turn, and is the basis for beginning a turn in the IR.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Template Sample </span></p><p></p><p></p><p>Notes:</p><p>I expect to be attacked by Sollir. I know that he plans to attack me this turn and I am getting ready for it.</p><p></p><p>The actual format for a template is handed out immediately before submissions begin.</p><p></p><p><strong><u><span style="font-size: 15px"> Industrialization </span></u></strong></p><p>Industrialization is the process of improving your powers economy, civilization, production ability, and training processes. This ability increases your IR, and provides you with additional PL every turn.</p><p></p><p>1) What IR Does: In every territory that a player controls that has an IR rating, you generate at least one PL next turn. How much PL you generate is based on your IR rating in that territory. If your IR rating is at least 1 –you generate 1 PL. If your IR rating is 3 (1+2), you generate 2 PL. If your IR rating is at least 6 (1+2+3), you generate 3 PL. The best way to find out exactly how much IR you need to generate a certain amount of PL is to use this equation:</p><p></p><p></p><p></p><p>2) How do you raise IR: While constructing your template, you must assign a certain amount of PL to Industrialization. For every 5 PL you set aside for this purpose, you can raise the IR rating of any territory, province, city, army, or other faction that has an IR Rating –by one point. </p><p></p><p><strong><u><span style="font-size: 15px"> Research </span></u></strong><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Research is part of industry, and players have the option of advancing their society through research. Research is an important part of the Industrial Revolution. All research benefits are passive, but they all provide some kind of improvement to your power.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1) How to Research: During your template, you can assign a certain amount of PL to research. All players begin with their society being considered that of the year 1400. In order to gain one year of advancement, you only need to invest 1 PL. However, in order to advance beyond one year, you must spend more PL. If you wish to advance 2 years, you must set aside 3 PL. To advance 3 years, you must set aside 6 PL. The equation below will suffice to figure out how much PL you must set aside to get a certain number of years of advancement.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">2) Benefits to research: This IR does not consider technological weapons an advancement that increases your ability to damage your opponents simply by having it. This IR relies on you to creatively use your devices in order to improve your chances. Advancement represents the year in which you can draw technology from. A player with weapons from the year 1880 can build cannons to blast away castle walls from almost a full mile away. Though there is no enhancement such as +x/+x, your abilities to creatively use technology help you in the IR. Also, there are a number of passive benefits given to players with high technology ratings. After 10 years of advancement, your power can claim one passive feat. Every 10 years your power can claim one more feat. Some feats are only good for certain powers, and there are five categories of feats to choose from. They are listed and described below.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Biology</span></p><p><span style="font-size: 15px">Taking Biology as a Research Feat provides your Power with a bonus related to medicine and healing. Powers with the highest ratings in biology can learn how to truly remove taint; something that magic alone is not able to do, without destroying the mind or the body of the subject. Research into Biology is both magical and mundane. Some of these powers are beneficial for certain players, while being pointless for others.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1st Rank: Your Power gains 5% taint resistance. Your power also gains 10% resistance against common diseases, like the flu.</span></p><p><span style="font-size: 15px">2nd Rank: Your power gains 10% taint resistance. Your power also gains 20% resistance against common diseases.</span></p><p><span style="font-size: 15px">3rd Rank: Your power gains 15% taint resistance. Your power also gains 30% resistance against common diseases.</span></p><p><span style="font-size: 15px">4th Rank: Your power gains 20% taint resistance. Your power also gains 40% resistance against common diseases.</span></p><p><span style="font-size: 15px">5th Rank: Your power gains 25% taint resistance. Your power also gains 50% resistance against common diseases. Your Power also gains 10% resistance against uncommon diseases, like the plague.</span></p><p><span style="font-size: 15px">6th Rank: Your power gains 30% taint resistance. Your power also gains 60% resistance against common diseases. Your Power has 20% resistance against uncommon diseases.</span></p><p><span style="font-size: 15px">7th Rank: Your power gains 35% taint resistance. Your power also gains 70% resistance against common diseases. Your power has 30% resistance against uncommon diseases.</span></p><p><span style="font-size: 15px">8th Rank: Your power gains 40% taint resistance. Your power also gains 80% resistance against common diseases. Your power has 40% resistance against uncommon diseases.</span></p><p><span style="font-size: 15px">9th Rank: Your power gains 45% taint resistance. Your power also gains 90% resistance against common diseases. Your power has 50% resistance against uncommon diseases, and 10% resistance against magical disease (like red-death).</span></p><p><span style="font-size: 15px">10th Rank: Your power gains 50% taint resistance. Your power also gains immunity against common diseases, 60% resistance against uncommon disease, and 20% resistance to magical disease.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Earth Science</span></p><p><span style="font-size: 15px">Earth Science involves geology, physics, construction, chemistry, and other sciences in the IR. Research into this field is both magical and mundane. The benefit of this research is that your power gains additional Industrial Rating Points, allowing some powers to both research, and build up their IR rating at the same time.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Note: These affects stack.</span></p><p><span style="font-size: 15px">1st Rank: Your power gains 1 point of IR to all areas with at least 1 point already.</span></p><p><span style="font-size: 15px">2nd Rank: Your power gains 1 points of IR “ “.</span></p><p><span style="font-size: 15px">3rd Rank: Your power gains 3 points of IR “ “.</span></p><p><span style="font-size: 15px">4th Rank: Your power gains 3 points of IR “ “.</span></p><p><span style="font-size: 15px">5th Rank: Your power gains 5 points of IR “ “.</span></p><p><span style="font-size: 15px">6th Rank: Your power gains 5 points of IR “ “.</span></p><p><span style="font-size: 15px">7th Rank: Your power gains 7 points of IR “ “.</span></p><p><span style="font-size: 15px">8th Rank: Your power gains 7 points of IR “ “.</span></p><p><span style="font-size: 15px">9th Rank: Your power gains 9 points of IR “ “.</span></p><p><span style="font-size: 15px">10th Rank: Your power gains 9 points of IR “ “.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Mathematics</span></p><p><span style="font-size: 15px">The Field of Mathematics is a great field to use if you want to gain years of advancement quickly. This research is solely mundane, providing you with greater and greater wealth of knowledge.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1st Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">2nd Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">3rd Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">4th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">5th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">6th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">7th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">8th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">9th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px">10th Rank: Your power advances 5 additional Years.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Astronomy</span></p><p><span style="font-size: 15px">Astronomy goes beyond the stars to include the study of divine power. Players who focus on this field will gain the ability to grant their armies the ability to know when and if an attack is coming. Though this protection is only triggered moments before an attack, it makes players who focus on this field resistant to surprise attacks. This research is both Magical and Mundane.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Note: This concerns actual attacks, not attacks committed by NPCs, PCs and other 1-man armies.</span></p><p><span style="font-size: 15px">1st Rank: Your power gains a 10% (rather than the usual 5%) chance to know a surprise attack is coming.</span></p><p><span style="font-size: 15px">2nd Rank: Your power gains a 15% insight.</span></p><p><span style="font-size: 15px">3rd Rank: Your power gains a 20% insight.</span></p><p><span style="font-size: 15px">4th Rank: Your power gains a 25% insight.</span></p><p><span style="font-size: 15px">5th Rank: Your power gains a 30% insight.</span></p><p><span style="font-size: 15px">6th Rank: Your power gains a 35% insight. </span></p><p><span style="font-size: 15px">7th Rank: Your power gains a 40% insight.</span></p><p><span style="font-size: 15px">8th Rank: Your power gains a 45% insight.</span></p><p><span style="font-size: 15px">9th Rank: Your power gains a 50% insight.</span></p><p><span style="font-size: 15px">10th Rank: Your power gains a 55% insight.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Agriculture</span></p><p><span style="font-size: 15px">Agriculture improves your powers ability to support a large army. Normally you must have an IR score of at least 1/5th of your total PL in order to feed your army. If your army is not fed, regular army units will drop out of your army (from your weakest and least experienced units first), reducing your total PL to suitable levels. Advancing your agriculture reduces the risk of having starvation, by improving the amount of food you can create. Normally each IR point supplies 5x its value in food, but as you improve agriculture, this becomes a non-issue. Research into this is both magical and mundane.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">1st Rank: Your Agriculture score is 6x your total IR.</span></p><p><span style="font-size: 15px">2nd Rank: Your Agriculture score is 7x your total IR.</span></p><p><span style="font-size: 15px">3rd Rank: Your Agriculture score is 8x your total IR.</span></p><p><span style="font-size: 15px">4th Rank: Your Agriculture score is 9x your total IR.</span></p><p><span style="font-size: 15px">5th Rank: Your Agriculture score is 10x your total IR.</span></p><p><span style="font-size: 15px">6th Rank: Your Agriculture score is 11x your total IR.</span></p><p><span style="font-size: 15px">7th Rank: Your Agriculture score is 12x your total IR.</span></p><p><span style="font-size: 15px">8th Rank: Your Agriculture score is 13x your total IR.</span></p><p><span style="font-size: 15px">9th Rank: Your Agriculture score is 14x your total IR.</span></p><p><span style="font-size: 15px">10th Rank: Your Agriculture score is 15x your total IR.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Long Term Actions </span></u></strong></span></p><p><span style="font-size: 15px">Some actions cannot be completed in one turn (1 year). These actions are considered long-term and should be shown to the moderator before a turn begins. These actions may involve long-term PL investment, and are mostly subject to player creativity and player dedication.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><span style="font-size: 22px"> Actions to take During a Turn </span></strong></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> In Character Actions </span></u></strong></span></p><p><span style="font-size: 15px">Role-playing posts are considered IC actions. These actions make the IR a role-playing game, and give the game it’s creative feeling. Post In-Character reactions as often as you can, but don’t try and rush yourself. Players are willing to wait for you to get around to a response.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Preparations </span></u></strong></span></p><p><span style="font-size: 15px">Reinforcing a castle, distracting your enemies, starting to research the source of the gods’ divinity, and all other things that are considered preparations for something, should be posted to the boards, unless it is secret from other players. If it is secret, email the moderator to take your acts into consideration. Some of these actions can be taken before a turn actually begins, but most of them fall under “Actions to take During a Turn.”</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Taking Actions </span></u></strong></span></p><p><span style="font-size: 15px">Raiding a fortress, stealing an artifact, starting combat, and similar acts that directly affect other players are considered to be actions you must take during a turn. These actions should always be posted, and clearness helps.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Enjoying the Game </span></u></strong></span></p><p><span style="font-size: 15px">The world is yours to make it. Enjoy the game, because you have just as much control over it as everyone else. This game is about truly being able to role-play on an epic scale, without all the extra rules that can get in the way. This is the home of the uber-munchkin, the drama-queen, the fearless samurai, and the loyal ally. This is your world to make it, I will try and make that as true as I can. –Creamsteak</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><span style="font-size: 22px"><strong> How Combat Works </strong></span></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Surprise Rounds </span></u></strong></span></p><p><span style="font-size: 15px">The surprise round occurs if a player truly attacks out of nowhere. Everyone has a 5% chance of avoiding this (improvable through research) and PCs are immune. During a surprise round, only one side makes attack rolls, and the opposing side rolls defense.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> 1st Normal Round</span></u></strong></span></p><p><span style="font-size: 15px">During a normal round, two or more powers are involved in a fight. The moderator rolls one 6-sided die as an attack and a defense for every PL that is involved. Any roll of 6 or greater results in an attack. Next, both sides roll defense. All rolls of 6 or greater count as a defense, and blocks attack on a 1 for 1 basis. However, attack rolls that are higher than 6 require a defense that is higher than 6. </span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> 2nd Normal Round (and others)</span></u></strong></span></p><p><span style="font-size: 15px">The moderator gives a summary without actually stating any numbers for either player. After a summery is made, players can continue to fight it out, change their style and tactics, retreat, or anything else they can really do. Damage is dealt, and if the players continue to battle, the moderator will roll again.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px">Combat as a Whole </span></u></strong></span></p><p><span style="font-size: 15px">Sometimes having specific targets, like certain NPCs, PCs, cities, and castles can aid your side. These specifics are taken into account, and the moderator takes these things into consideration. The more thought out a plan, the better the results.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><span style="font-size: 22px">Combat Statistics </span></strong></span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Attack Rolls </span></u></strong></span></p><p><span style="font-size: 15px">Attack rolls, and attack bonuses are used to score damage on your opposition. Simply enough, getting good attack rolls is important to destroying someone else’s army. The minimum roll to get a successful attack is 6, meaning that normal armies score hits about 1/6th of the time, unless in the presence of a great leader, artifact, or some kind of encouragement or equipment that gives them an improved fighting capacity is there. Player characters get an automatic +3 attack bonus, and NPCs get an automatic +2 attack bonus.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px"> Defense Rolls [Size]</span></u></strong><span style="font-size: 15px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px">Defense rolls, and defense bonuses are used to reduce the damage of another player’s attack. The minimum roll to get a successful defense is 6, meaning that normal armies defend 1/6th of the time, unless there is something in their presence that permits them better defense, like a castle, artifact, fighting alongside a great leader, or some other kind of improvement. PCs get an automatic +3 defense, and NPCs get an automatic +2 defense.</span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"><strong><u><span style="font-size: 15px">Special Circumstances </span></u></strong></span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px">Traps, Castle Walls, Artifacts, and unique circumstances or strategies are reflected in a battle. The moderator takes anything that is known, and can affect a battle, under consideration. Shadowlands powers are under the constant special circumstance that they are able to taint many people that they kill, gaining a 5% chance of subverting any PL that they damage. The Nezumi, are immune to that subversion, and are quite capable of fighting against it. These are the things that affect the game that are not as simple as +x/+x, and these can have far more drastic affects.</span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px"><strong><u><span style="font-size: 15px">Favorable and Unfavorable Conditions </span></u></strong></span></span></p><p><span style="font-size: 15px"><span style="font-size: 15px">Sometimes battles are worse for reasons that are not simply attributed to plotting and combat. A rainstorm on a combat day can make battle muddy, and almost impossible for different units. Earthquakes can cause catastrophic casualties to troops on both sides. Favorable and Unfavorable conditions play a role in the game, and sometimes these things are unavoidable.</span></span></p></blockquote><p></p>
[QUOTE="Creamsteak, post: 266417, member: 552"] [B][Size=6]Creating a Power [/Size][/B][Size=6][/Size] [U][B][Size=4]Definition of Terms [/Size][/B][/U][B][Size=4][/size][/B][Size=4][/Size] There are many different terms that are used in the IR. Only two of these terms are exclusive and not easily understood for their meaning. 1) Industrial Rating (IR): Your score in this category represents the development of a family, clan, city, or province. 2) Power Level (PL): Every significant unit a player commands has at least one rank in this score. This score represents the combat strength in every army, hero, and god in Rokugan. [U][B][Size=4]Example of Creating a Power [/Size][/B][/U][B][Size=4][/size][/B][Size=4] Every player in the Industrial Revolution has some kind of influence on the game, and most of this influence comes from the powers that player claims. 1) Making a Normal Claim: The lists post (the first post in every thread) contains a variety of different powers to claim. To make a normal claim, you simply need to post that you are doing so. For example, here is a claim for a clan: 2) Making a Custom Claim: Not every single power in Rokugan is on the lists. In order to do that, the lists would have to nearly double in length. Also, many players want to create their own groups and powers in the game. In order to do this they simply need to make a custom claim. Note: William Ronald was a player in the 3rd IR, and wrote many speeches that influenced the game. 3) Dropping a Claim: Sometimes you make mistakes, it happens to EVERYBODY. Also, sometimes you want one thing more than another. If this is the case, you can drop your claim. To drop a claim, just tell somebody. Note: Sanctus Punitor was my PC in the 3rd IR. [Size=4][B][U]Characters and Levels [/U][/B][/size][B][U][/u][/B][U][/U] Every Player in the Industrial Revolution has a character. Characters can be leaders, but they do not have to be. A character represents your style and attitude of playing the game. Most players also have many Non-Player characters (NPCs) that have slightly less influence on the campaign. 1) Player Characters (PCs): Player characters, and the players that play them, are the most influential things on a campaign. Through these people, we play. Player Characters are exceptional individuals that can do more than any other type of unit in the IR. They have the ability to move about freely, traveling through the fastest means possible, such as teleportation and pass-wall spells. PCs are also insured for life. They can be wounded, injured, and disgraced, but they are protected from death, imprisonment, subversion, and similar acts. 2) Non-Player Characters (NPCs): Other important and powerful individuals exist I Rokugan. Some of these individuals play a direct roll in the game. These members of clans and other groups that are going to be part of the IR are called NPCs. NPCs have the abilities of a Player Character, but are definitely not insured. 3) Gaining Levels: PCs and NPCs are rated in power based on their character level. Any character of 10th level that is considered a PC or NPC has a power level of 1 point. Every additional 5 levels a PC or NPC gains an additional Power Level. Characters gain levels for good Role-playing and Victories. Role-Playing Levels are subject to the opinions of other players and the moderator, but are still quite ample. Combat awards are based on the difficulty of a fight, and the amount of PL that an NPC destroys. [B][Size=6] Actions to take before a Turn [/Size][/B] [Size=4][B][U] Templates [/U][/B][/Size] Every turn, before the actual day it begins, every player fills out a simple form and submits it to the moderator. This form shapes your Powers turn, and is the basis for beginning a turn in the IR. Template Sample [/Size] Notes: I expect to be attacked by Sollir. I know that he plans to attack me this turn and I am getting ready for it. The actual format for a template is handed out immediately before submissions begin. [B][U][Size=4] Industrialization [/Size][/U][/B][U][Size=4][/size][/U][Size=4][/Size] Industrialization is the process of improving your powers economy, civilization, production ability, and training processes. This ability increases your IR, and provides you with additional PL every turn. 1) What IR Does: In every territory that a player controls that has an IR rating, you generate at least one PL next turn. How much PL you generate is based on your IR rating in that territory. If your IR rating is at least 1 –you generate 1 PL. If your IR rating is 3 (1+2), you generate 2 PL. If your IR rating is at least 6 (1+2+3), you generate 3 PL. The best way to find out exactly how much IR you need to generate a certain amount of PL is to use this equation: 2) How do you raise IR: While constructing your template, you must assign a certain amount of PL to Industrialization. For every 5 PL you set aside for this purpose, you can raise the IR rating of any territory, province, city, army, or other faction that has an IR Rating –by one point. [B][U][Size=4] Research [/Size][/U][Size=4][/size][/B][Size=4] Research is part of industry, and players have the option of advancing their society through research. Research is an important part of the Industrial Revolution. All research benefits are passive, but they all provide some kind of improvement to your power. 1) How to Research: During your template, you can assign a certain amount of PL to research. All players begin with their society being considered that of the year 1400. In order to gain one year of advancement, you only need to invest 1 PL. However, in order to advance beyond one year, you must spend more PL. If you wish to advance 2 years, you must set aside 3 PL. To advance 3 years, you must set aside 6 PL. The equation below will suffice to figure out how much PL you must set aside to get a certain number of years of advancement. 2) Benefits to research: This IR does not consider technological weapons an advancement that increases your ability to damage your opponents simply by having it. This IR relies on you to creatively use your devices in order to improve your chances. Advancement represents the year in which you can draw technology from. A player with weapons from the year 1880 can build cannons to blast away castle walls from almost a full mile away. Though there is no enhancement such as +x/+x, your abilities to creatively use technology help you in the IR. Also, there are a number of passive benefits given to players with high technology ratings. After 10 years of advancement, your power can claim one passive feat. Every 10 years your power can claim one more feat. Some feats are only good for certain powers, and there are five categories of feats to choose from. They are listed and described below. Biology Taking Biology as a Research Feat provides your Power with a bonus related to medicine and healing. Powers with the highest ratings in biology can learn how to truly remove taint; something that magic alone is not able to do, without destroying the mind or the body of the subject. Research into Biology is both magical and mundane. Some of these powers are beneficial for certain players, while being pointless for others. 1st Rank: Your Power gains 5% taint resistance. Your power also gains 10% resistance against common diseases, like the flu. 2nd Rank: Your power gains 10% taint resistance. Your power also gains 20% resistance against common diseases. 3rd Rank: Your power gains 15% taint resistance. Your power also gains 30% resistance against common diseases. 4th Rank: Your power gains 20% taint resistance. Your power also gains 40% resistance against common diseases. 5th Rank: Your power gains 25% taint resistance. Your power also gains 50% resistance against common diseases. Your Power also gains 10% resistance against uncommon diseases, like the plague. 6th Rank: Your power gains 30% taint resistance. Your power also gains 60% resistance against common diseases. Your Power has 20% resistance against uncommon diseases. 7th Rank: Your power gains 35% taint resistance. Your power also gains 70% resistance against common diseases. Your power has 30% resistance against uncommon diseases. 8th Rank: Your power gains 40% taint resistance. Your power also gains 80% resistance against common diseases. Your power has 40% resistance against uncommon diseases. 9th Rank: Your power gains 45% taint resistance. Your power also gains 90% resistance against common diseases. Your power has 50% resistance against uncommon diseases, and 10% resistance against magical disease (like red-death). 10th Rank: Your power gains 50% taint resistance. Your power also gains immunity against common diseases, 60% resistance against uncommon disease, and 20% resistance to magical disease. Earth Science Earth Science involves geology, physics, construction, chemistry, and other sciences in the IR. Research into this field is both magical and mundane. The benefit of this research is that your power gains additional Industrial Rating Points, allowing some powers to both research, and build up their IR rating at the same time. Note: These affects stack. 1st Rank: Your power gains 1 point of IR to all areas with at least 1 point already. 2nd Rank: Your power gains 1 points of IR “ “. 3rd Rank: Your power gains 3 points of IR “ “. 4th Rank: Your power gains 3 points of IR “ “. 5th Rank: Your power gains 5 points of IR “ “. 6th Rank: Your power gains 5 points of IR “ “. 7th Rank: Your power gains 7 points of IR “ “. 8th Rank: Your power gains 7 points of IR “ “. 9th Rank: Your power gains 9 points of IR “ “. 10th Rank: Your power gains 9 points of IR “ “. Mathematics The Field of Mathematics is a great field to use if you want to gain years of advancement quickly. This research is solely mundane, providing you with greater and greater wealth of knowledge. 1st Rank: Your power advances 5 additional Years. 2nd Rank: Your power advances 5 additional Years. 3rd Rank: Your power advances 5 additional Years. 4th Rank: Your power advances 5 additional Years. 5th Rank: Your power advances 5 additional Years. 6th Rank: Your power advances 5 additional Years. 7th Rank: Your power advances 5 additional Years. 8th Rank: Your power advances 5 additional Years. 9th Rank: Your power advances 5 additional Years. 10th Rank: Your power advances 5 additional Years. Astronomy Astronomy goes beyond the stars to include the study of divine power. Players who focus on this field will gain the ability to grant their armies the ability to know when and if an attack is coming. Though this protection is only triggered moments before an attack, it makes players who focus on this field resistant to surprise attacks. This research is both Magical and Mundane. Note: This concerns actual attacks, not attacks committed by NPCs, PCs and other 1-man armies. 1st Rank: Your power gains a 10% (rather than the usual 5%) chance to know a surprise attack is coming. 2nd Rank: Your power gains a 15% insight. 3rd Rank: Your power gains a 20% insight. 4th Rank: Your power gains a 25% insight. 5th Rank: Your power gains a 30% insight. 6th Rank: Your power gains a 35% insight. 7th Rank: Your power gains a 40% insight. 8th Rank: Your power gains a 45% insight. 9th Rank: Your power gains a 50% insight. 10th Rank: Your power gains a 55% insight. Agriculture Agriculture improves your powers ability to support a large army. Normally you must have an IR score of at least 1/5th of your total PL in order to feed your army. If your army is not fed, regular army units will drop out of your army (from your weakest and least experienced units first), reducing your total PL to suitable levels. Advancing your agriculture reduces the risk of having starvation, by improving the amount of food you can create. Normally each IR point supplies 5x its value in food, but as you improve agriculture, this becomes a non-issue. Research into this is both magical and mundane. 1st Rank: Your Agriculture score is 6x your total IR. 2nd Rank: Your Agriculture score is 7x your total IR. 3rd Rank: Your Agriculture score is 8x your total IR. 4th Rank: Your Agriculture score is 9x your total IR. 5th Rank: Your Agriculture score is 10x your total IR. 6th Rank: Your Agriculture score is 11x your total IR. 7th Rank: Your Agriculture score is 12x your total IR. 8th Rank: Your Agriculture score is 13x your total IR. 9th Rank: Your Agriculture score is 14x your total IR. 10th Rank: Your Agriculture score is 15x your total IR. [B][U][Size=4] Long Term Actions [/Size][/U][/B][U][/U] Some actions cannot be completed in one turn (1 year). These actions are considered long-term and should be shown to the moderator before a turn begins. These actions may involve long-term PL investment, and are mostly subject to player creativity and player dedication. [B][Size=6] Actions to take During a Turn [/Size][/B] [B][U][Size=4] In Character Actions [/Size][/U][/B][U][Size=4][/size][/U][Size=4][/Size] Role-playing posts are considered IC actions. These actions make the IR a role-playing game, and give the game it’s creative feeling. Post In-Character reactions as often as you can, but don’t try and rush yourself. Players are willing to wait for you to get around to a response. [B][U][Size=4] Preparations [/Size][/U][/B][U][Size=4][/size][/U][Size=4][/Size] Reinforcing a castle, distracting your enemies, starting to research the source of the gods’ divinity, and all other things that are considered preparations for something, should be posted to the boards, unless it is secret from other players. If it is secret, email the moderator to take your acts into consideration. Some of these actions can be taken before a turn actually begins, but most of them fall under “Actions to take During a Turn.” [B][U][Size=4] Taking Actions [/Size][/U][/B][U][/U] Raiding a fortress, stealing an artifact, starting combat, and similar acts that directly affect other players are considered to be actions you must take during a turn. These actions should always be posted, and clearness helps. [B][U][Size=4] Enjoying the Game [/Size][/U][/B][U][/U] The world is yours to make it. Enjoy the game, because you have just as much control over it as everyone else. This game is about truly being able to role-play on an epic scale, without all the extra rules that can get in the way. This is the home of the uber-munchkin, the drama-queen, the fearless samurai, and the loyal ally. This is your world to make it, I will try and make that as true as I can. –Creamsteak [Size=6][B] How Combat Works [/B][/Size] [B][U][Size=4] Surprise Rounds [/Size][/U][/B] The surprise round occurs if a player truly attacks out of nowhere. Everyone has a 5% chance of avoiding this (improvable through research) and PCs are immune. During a surprise round, only one side makes attack rolls, and the opposing side rolls defense. [B][U][Size=4] 1st Normal Round[/Size][/U][/B] During a normal round, two or more powers are involved in a fight. The moderator rolls one 6-sided die as an attack and a defense for every PL that is involved. Any roll of 6 or greater results in an attack. Next, both sides roll defense. All rolls of 6 or greater count as a defense, and blocks attack on a 1 for 1 basis. However, attack rolls that are higher than 6 require a defense that is higher than 6. [B][U][Size=4] 2nd Normal Round (and others)[/Size][/U][/B] The moderator gives a summary without actually stating any numbers for either player. After a summery is made, players can continue to fight it out, change their style and tactics, retreat, or anything else they can really do. Damage is dealt, and if the players continue to battle, the moderator will roll again. [B][U][Size=4]Combat as a Whole [/Size][/U][/B] Sometimes having specific targets, like certain NPCs, PCs, cities, and castles can aid your side. These specifics are taken into account, and the moderator takes these things into consideration. The more thought out a plan, the better the results. [B][Size=6]Combat Statistics [/Size][/B] [B][U][Size=4] Attack Rolls [/Size][/U][/B] Attack rolls, and attack bonuses are used to score damage on your opposition. Simply enough, getting good attack rolls is important to destroying someone else’s army. The minimum roll to get a successful attack is 6, meaning that normal armies score hits about 1/6th of the time, unless in the presence of a great leader, artifact, or some kind of encouragement or equipment that gives them an improved fighting capacity is there. Player characters get an automatic +3 attack bonus, and NPCs get an automatic +2 attack bonus. [B][U][Size=4] Defense Rolls [Size][/Size][/U][Size=4][/size][/B][Size=4] Defense rolls, and defense bonuses are used to reduce the damage of another player’s attack. The minimum roll to get a successful defense is 6, meaning that normal armies defend 1/6th of the time, unless there is something in their presence that permits them better defense, like a castle, artifact, fighting alongside a great leader, or some other kind of improvement. PCs get an automatic +3 defense, and NPCs get an automatic +2 defense. [B][U][Size=4]Special Circumstances [/Size][/U][/B] Traps, Castle Walls, Artifacts, and unique circumstances or strategies are reflected in a battle. The moderator takes anything that is known, and can affect a battle, under consideration. Shadowlands powers are under the constant special circumstance that they are able to taint many people that they kill, gaining a 5% chance of subverting any PL that they damage. The Nezumi, are immune to that subversion, and are quite capable of fighting against it. These are the things that affect the game that are not as simple as +x/+x, and these can have far more drastic affects. [B][U][Size=4]Favorable and Unfavorable Conditions [/Size][/U][/B] Sometimes battles are worse for reasons that are not simply attributed to plotting and combat. A rainstorm on a combat day can make battle muddy, and almost impossible for different units. Earthquakes can cause catastrophic casualties to troops on both sides. Favorable and Unfavorable conditions play a role in the game, and sometimes these things are unavoidable.[/size][/size] [/QUOTE]
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