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(IRR) The Rokugan IR (Thread 4)
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<blockquote data-quote="Creamsteak" data-source="post: 283554" 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><strong><u><span style="font-size: 15px"> Long Term Actions </span></u></strong></p><p>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.</p><p></p><p><strong><span style="font-size: 22px"> Actions to take During a Turn </span></strong></p><p></p><p><strong><u><span style="font-size: 15px"> In Character Actions </span></u></strong></p><p>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.</p><p></p><p><strong><u><span style="font-size: 15px"> Preparations </span></u></strong></p><p>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.”</p><p></p><p><strong><u><span style="font-size: 15px"> Taking Actions </span></u></strong></p><p>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.</p><p></p><p><strong><u><span style="font-size: 15px"> Enjoying the Game </span></u></strong></p><p>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</p><p></p><p><span style="font-size: 22px"><strong> How Combat Works </strong></span></p><p></p><p><strong><u><span style="font-size: 15px"> Surprise Rounds </span></u></strong></p><p>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.</p><p></p><p><strong><u><span style="font-size: 15px"> 1st Normal Round</span></u></strong></p><p>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. </p><p></p><p><strong><u><span style="font-size: 15px"> 2nd Normal Round (and others)</span></u></strong></p><p>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.</p><p></p><p><strong><u><span style="font-size: 15px">Combat as a Whole </span></u></strong></p><p>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.</p><p></p><p><strong><span style="font-size: 22px">Combat Statistics </span></strong></p><p></p><p><strong><u><span style="font-size: 15px"> Attack Rolls </span></u></strong></p><p>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.</p><p></p><p><strong><u><span style="font-size: 15px"> Defense Rolls [Size]</span></u></strong><span style="font-size: 15px"></span></p><p><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></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px">Special Circumstances </span></u></strong></span></p><p><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></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong><u><span style="font-size: 15px">Favorable and Unfavorable Conditions </span></u></strong></span></p><p><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></p></blockquote><p></p>
[QUOTE="Creamsteak, post: 283554, 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] [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] [/QUOTE]
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