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(IRR) The Rokugan IR Introduction (Thread 3)
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<blockquote data-quote="Creamsteak" data-source="post: 271263" data-attributes="member: 552"><p>As of right now, this is where everyone's special abilities stand. I think that most players have given me the OK for these powers to take affect for them. Minor Clans (exception being the fox) are excluded from having a major power for now, but they might get a minor advantage if and when they pop into my head.</p><p></p><p>Crab: +1/+1 against the Shadowlands</p><p>Crane: Double Attacks during surprise rounds</p><p>Dragon: -25% to artifact construction costs</p><p>Fox: +20% to espionage and +20% to counter espionage</p><p>Lion: +1 PL per territory per turn (minimum IR of 1 required)</p><p>Mantis: -20% to costs for Advancing your Industrial Ratings</p><p>Nezumi: Immune to taint, +0/+1 against Shadowlands</p><p>Phoenix: -25% to epic spell costs</p><p>Scorpion: +20% to Diplomatic Subversion and +20% to Espionage</p><p>Unicorn: Attack of Opportunity against retreating foes</p><p>Shadowlands: 10% chance to subvert defeated enemies</p><p>Bloodspeakers: +20% to Diplomatic Subversion and -10% to costs for creating an epic level spell</p><p></p><p>Everyone can overview these and Tell me what you think (TMWYT). The only changes are the Unicorn and Mantis as of right now. To review what these mean...</p><p></p><p>Mantis: Your new power lowers the cost of raising your IR. Instead of setting aside 5 PL to raise your IR 1 point in one territory of your choice, you only have to pay 4 PL to raise your IR 1 point in one territory. This mirrors the lion clan ability slightly. I think that adds a little bit of interest to the game... TMWYT</p><p></p><p>Unicorn: Your unit can run down a scattered or retreating enemy, gaining one last attack round. Sort of like having a reversed surprise round. It sort of mirrors the opposite of the crane advantage -which is interesting... TMWYT</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 271263, member: 552"] As of right now, this is where everyone's special abilities stand. I think that most players have given me the OK for these powers to take affect for them. Minor Clans (exception being the fox) are excluded from having a major power for now, but they might get a minor advantage if and when they pop into my head. Crab: +1/+1 against the Shadowlands Crane: Double Attacks during surprise rounds Dragon: -25% to artifact construction costs Fox: +20% to espionage and +20% to counter espionage Lion: +1 PL per territory per turn (minimum IR of 1 required) Mantis: -20% to costs for Advancing your Industrial Ratings Nezumi: Immune to taint, +0/+1 against Shadowlands Phoenix: -25% to epic spell costs Scorpion: +20% to Diplomatic Subversion and +20% to Espionage Unicorn: Attack of Opportunity against retreating foes Shadowlands: 10% chance to subvert defeated enemies Bloodspeakers: +20% to Diplomatic Subversion and -10% to costs for creating an epic level spell Everyone can overview these and Tell me what you think (TMWYT). The only changes are the Unicorn and Mantis as of right now. To review what these mean... Mantis: Your new power lowers the cost of raising your IR. Instead of setting aside 5 PL to raise your IR 1 point in one territory of your choice, you only have to pay 4 PL to raise your IR 1 point in one territory. This mirrors the lion clan ability slightly. I think that adds a little bit of interest to the game... TMWYT Unicorn: Your unit can run down a scattered or retreating enemy, gaining one last attack round. Sort of like having a reversed surprise round. It sort of mirrors the opposite of the crane advantage -which is interesting... TMWYT [/QUOTE]
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