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

Attention to a person who should shortly read an IC mail from me:

I accidently used the wrong name as a greeting. This was in no way intended. Please read the message with your character in mind. :)
 

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Creamsteak, I quote you from the IR in Rokugan Thread 3 (I added the bold parts). I'll include the whole post, as to not put things grossly out of context:

Just a little run-down of possible (not confirmed) clan-based advantages/disadvantages:

Crab: +1/+1 against the Shadowlands
Crane: Double Attacks during surprise rounds
Dragon: -25% to artifact construction costs
Fox: +20% to spying and resisting scrying
Lion: +1 PL per territory per turn (minimum IR of 1 required)
Mantis: +1/+1 during Naval Battles
Nezumi: Immune to taint, +0/+1 against Shadowlands
Phoenix: -25% to epic spell costs
Scorpion: +20% to diplomatic subversion and spying
Unicorn: Can take a +5/-5 for 1 round each turn
Shadowlands: 10% chance to subvert defeated enemies
Bloodspeakers: +20% to diplomatic subversion and -10% to costs for creating an epic level spell

Why are these my current picks?

Crab: Duh, it's about half of many crabs life... I was also considering an advantage to fortresses or something, but I dropped it in favor of just this.

Crane: They are the masters of dueling, and are still quite courtly... I was stuck between giving NPCs advantages, and giving diplomatic subversion advantages. I dropped both when I thought of the Iaijutsu skill that allows two cuts in one strike. That sort of inspired me to give them two attacks if they ever successfully surprise someone.

Dragon: I half chose this because of Avarial's style of play he is hinting at, and I half chose it because dragons=treasure=artifacts... Both of which show a relation to this.

Fox: I'm not sure what Kal's style is, but at first I was thinking of adding PL from the plane of animals each turn. Or an advantage while fighting in that plane. Later I considered that fox's hide in dens, and yet they are still quite agile hunters. They can hide well, and they hunt well... hmmm... that's how I came up with my answer.

Lion: I was thinking immunity to fear, and similar things. Then I thoght about it, and changed it to focusing on the once huge Lion armies. Of course, it also reflects some of Serpenteyes style of play from the last IR.

Mantis: I like the Mantis Clan having the strongest Navy. I also was thinking of the mantis in a rougish light. I finally decided to lean towards the navy in the end.

Nezumi: Since no faction is all-nezumi, I thought the advantage shouldn't be too powerful. I made them quite good at what they do, but not infinitely good at it. I focused on racial traits, but then again just immunity was kind of lame, so I added the bonus in as well.

Pheonix: Well... magic. That's the only thought I had on this matter. I also considered some of the feats and stuff, but magic is the whole primary factor.

Unicorn: I was stuck here at first, then I decided to focus on the rage instead of the horse/unicorn thing. The Rage type affect will probably end a fight in one round, however it only works once per turn. This is obviously the most combat-strong ability, so it had to have the drawbacks I listed. Basically with a -5 defense you have no chance of blocking while you rage.

Shadowlands: We discussed 5% before, but I decided they need more punch than that. 10% sounds slightly more reasonable, so I took it up. They also are immune to taint, but it's not really a special ability.

Bloodspeakers: Aimed for the ability to create epic spells (though normally not the nice kind) almost as good as the pheonix clan, but they also get that diplomatic subversion bonus, which if played right could steal a characters NPC deck.

First, for these players, you take a look at their style and then decide what to give them.

Second, you tell me: "There's nothing I know about the People of the Burning Sands. Play them as you like." And suddenly I'm stuck with a bunch of Paladins (which I *hate*), Nomads (I can live with that) and desert people (being a synonym for barbarians, I presume, which I *hate*).

Third, I get a "very useful" clan bonus: "Protection from the Elements (resists natural weather affects), and +50% to resist common and rare disease." yay! If I wanted that kind of protection, I'd research friggin' Biology and Medicin, and that was one of the two areas in which I was not gonna spend any points. Go figure.

Fourth, The Forsaken One has changed his clan bonus into something that is quite good.

[Yeah, I know, I'm bitching, I'm whining. But how would you feel when suddenly you're stuck with a faction that is soooo unlike you...and then there are people who give you one of the 3 most sucky clan boni. Now don't take all this too seriously, I just want a clan bonus I *am* going to use...]


My normal email adress is: Rom_Arendonk@yahoo.com. Please use that one, instead of the Hotmail one. Thanks.
 
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Trade is one of the specials noted in the mantis entry and it was one of the original ideas but it was kinda taken with the 4 PL per IR instead of 5 but when I started about trading (what resulted in the current rule) we changed it into this. So mine fits perfectly well with the clan.

And you might just want to adapt to you bonus instead of the bonus adapting to you but I must agree the bonusses are useless, they don't even include taint if that was so a 50% taint resis it would be great but now it's worthless unless someone spends their epic research on common plagues. SO I suggest cream changes it but the 20% off year advance is really really really powerfull just as the -20% to artifact costs and 25% of epic spells, they are relaly gonna pay off I'm afraid but that's where sweet talk and alliances come in handy :D

(Btw u hate everything but necromancers, maybe a evoker can go through as well but for the rest.. =] I got something else then I bargained for and I ajust, everybody ajusts. Try it, might discover some new cool stuff instead laways (and then really always in your case exept 1 clerc) the same.)
 

Forske, you know how limiting I think fighters are. I did play that Githyanki fighter once, remember, but that sucked. Everything sucks without magic. But's that's just my take on it.

My bonus is something like a race that has a +1 luck bonus on saving throws: with some money you can achieve better results (buy a luckstone +2). It might be good for a while, but eventually, it's useless.
 
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If you think there is something that fits your style, I'd like a suggestion. For instance, the only things I can remember you doing last IR, is having red goo for a +x/+y modifier to battle. I can't think of anything I can draw from that.

There was also an incident involving emailing Mr. Draco out of game information, which there is meta, not IC. Because it was Meta, I can't derrive something from it.

Then there is dropping your red goo the second it became dangerous. That is also something I can't derive a bonus from, because sadly I'm not including Red Goo.

You probably did a lot through Emails with Edena, but since I don't have that information, I don't know anything about your style.

Tell me about your style.

In Serpenteyes case, he was a master of development and control. Combine the development Angle with the Lion Clan (who has the largest armies in Rokugan, most of the time) and I thought his advantage was exceptionally well fitting.

In Avarial's case, He was buying tons of artifacts. He loved them. It was easy to determine his desire for -% cost to artifacts. I also feel that it seems semi-appropriate for the Dragon.

Help me, to help you.
 

I'm a defensive player. I used Red Goo in case someone would attack, so I'd have the +x/+y. I dropped it because it was dangerous. I never attacked. I did a lot of research. I summoned Boccob's Avatar to learn me 10th and 11th level magic.

This IR, I will be defensive too. I'll sit quietly and research my ass off. And then, I will use my spell / research advantage to gain something.

If I tell you that I play Blue / White counter / destroy decks with magic, then you know my style...

Previous IR I was becoming quite a good spy, except that Edena kinda screwed all my plans...all my plans were "too little, too late", and that kinda sucked...:(

And CS, the part that I shared kinda was IC...
 
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The Forsaken One said:
I think I'll be original and make my ruler as ugly as possible =]

That would be original if your thought of your last IR PC as an attractive insect. Vaeregoth was a lot of things but I never thought she was "cute as a bug" :D

I guess I give my PCs good looks because as leaders they need a high charisma and beauty is a part of the stat (in humanlike creatures).
 


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