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(IRR) The Rokugan IR Introduction (Thread 3)
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<blockquote data-quote="AvarielAvenger" data-source="post: 266887" data-attributes="member: 5351"><p><span style="font-size: 12px"><strong>Creamsteak:</strong></span></p><p></p><p>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?</p><p></p><p>Xeriar and Lichtenheart:</p><p></p><p>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:</p><p></p><p>Plains Riders:</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p>Mind Of The Gaikokujin:</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Ability to research technological feats at twice the speed.</p></blockquote><p></p>
[QUOTE="AvarielAvenger, post: 266887, member: 5351"] [size=3][b]Creamsteak:[/b][/size][b][/b] 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. [/QUOTE]
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