(IRR) The Rokugan IR Turn 0 (OOC Thread)


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Important new info

The Lortmills – About 2000 miles across the ocean, primarily to the North of Rokugan, there is a tiny continent populated by Gnomes. They have spent most of their lives peacefully living in quaint villages spread out across the semi-mountainous territory they come from. They have never encountered any outside influence, and so they have developed freely from normal interference. These gnomes are unique, in that they are exceptionally skilled at the use of machinery, and are very limited in the use of most magic. They sometimes are illusionists, but much more rarely than in a traditional DnD campaign setting. For the most part, they are scientists as they call themselves. Though actual renaissance science h

The Empire of Suel – 2000 miles to the West of the Empire, there is a kingdom that has only formed in the last few hundred years. The region is often misty, black, and quite swamped. The majority of the people living here are inherently evil, because of the dreary environment they have always lived in. There is plenty of slave trade that goes on here, and until recently it has been uncontrolled. For the most part this country has had absolutely no effect on the Emerald Empire, focusing itself on the inside. Just recently a new leader has replaced the last, as an angelic figure now rules over this dim region.

Gnomeworks, you start off with 120 PL, and 12 Locations with 10 IR each. That produces roughly 48 PL/turn, so you’re set.

MR_Draco, you start off with 120 PL, and 12 Locations with 10 IR each. That produces 48 PL/turn.

Rhialto, you start off with the same.

Janos, you start off with 2 more locations with 10 IR each, and 20 more PL.

Anyone who wants to claim artifacts loses 10 PL and 1 location.

Anyone who I didn’t include (these are off-map players) should inform me, since I’m doing this all from memory.

Every one of you players is about 2000 miles away from the Empire. You all will know a few days early when someone is approaching you by sea. They will know if you do the same.

If any of you want the excel template, email me and I’ll add you to the mailing list for it.

The Rokugan players have the advantage of having Trading somewhat easier to accomplish, so that should balance off the fact that on average the outside players produce 10 more PL/turn. Here are my current ideas for Clan based advantages for the outside powers:

The Lortmills – Gain a bonus research feat every 30 years, limited to research feats with only the science descriptor.
The Suel Empire – Gain a bonus research feat every 30 years, limited to research feats that contain the arcane descriptor.
The Empire of the Priest Kings – Gain a bonus research feat every 30 years, limited to research feats that contain the divine descriptor.
The People of the Burning Sands – Gain a bonus research feat every 40 years.

(I’ll need opinions on these, of course.)
 
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7,7,16,5,18, lottery results

Let's see...

Knight Otu, you increase by 20.

Janos, you increase by 10.

Serpenteyes, you increase by 10.

TFO, you increase by 10.

These have not been marked on the turn 1 lists yet, but I'd like everyone to do a self-claims-check, and for those of you with un-named npcs or territories, if you would name them, that would help me feel more finalized about the lists.
 


Exellent. :)

I spend my 10 PLs on an artifact:

+2 attack/+0 defence, defensive uncanny escape.

--

I've forgotten the combat rules. Could you add them to the rules post?
 
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Serpenteye said:
Exellent. :)

I spend my 10 PLs on an artifact:

+2 attack/+0 defence, defensive uncanny escape.

--

I've forgotten the combat rules. Could you add them to the rules post?

/me shrugs.... I'll see if I can un-burry them...
 


You know what would be hilarious? If Redwing doesn't post in the next few days, guess who gets to play the Dragon Clan again?

Is this my 3rd, or 4th time?

Edit: And I still have the template I did a months ago for the Dragon! Oh yeah... double points...
 
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How Combat Works

Surprise Rounds
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.

1st Normal Round
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.

2nd Normal Round (and others)
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.

Combat as a Whole
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.
 

Moi, ie. Festy Dog, is dropping:

Crab Clan Champion: Hida Kuroda (Male Sam 10) PL 1

and i'd like to pick up:

Kainakata Getsu (Sohei 14/ Honur 3) Male, Human, LG, PL 1
Kainakata Inikata (Ranger 10/ Shadow Scout 4/ Honour 3) Female, Human, LG, PL 1
Isawan Mahatra (Shaman 14/ Honour 2) Male, Human, NG, PL 1
Janu Geitana (Rogue 10/ Ninja Spy 4/ Honour 1) Female, TN, PL 1

Geitana is Mishica's sister, and when there are situations in which Akira's negotiations and honurable tactics won't work Mishica operates behind her husband's back and gets Geitana to perform favours for them.
 

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