(IRR) The Rokugan IR Turn 0 Thread

Artifacts
Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created. Artifacts are created by spending the PL you generate from your IR scores. Every 1 point of PL you generate each turn can be turned into gold (36000 pieces) if you ever wish to. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost. You can pay for an artifact over many turns if you choose.

Offensive Character Bonus Costs
+1 Character Bonus = 720,000 gold
+2 Character Bonus = 980,000 gold
+3 Character Bonus = 1,280,000 gold
+4 Character Bonus = 1,620,000 gold
+5 Character Bonus = 2,000,000 gold
+6 Character Bonus = 2,420,000 gold
+7 Character Bonus = 2,880,000 gold
+8 Character Bonus = 3,380,000 gold
+9 Character Bonus = 3,920,000 gold
+10 Character Bonus = 4,500,000 gold

Offensive Army Bonus Costs
+1 Army Bonus = 5,120,000 gold
+2 Army Bonus = 5,780,000 gold
+3 Army Bonus = 6,480,000 gold
+4 Army Bonus = 7,220,000 gold
+5 Army Bonus = 8,000,000 gold
+6 Army Bonus = 8,820,000 gold
+7 Army Bonus = 9,680,000 gold
+8 Army Bonus = 10,580,000 gold
+9 Army Bonus = 11,520,000 gold
+10 Army Bonus = 12,500,000 gold

Defensive Character Bonus Costs
+1 Character Bonus = 360,000 gold
+2 Character Bonus = 490,000 gold
+3 Character Bonus = 640,000 gold
+4 Character Bonus = 810,000 gold
+5 Character Bonus = 1,000,000 gold
+6 Character Bonus = 1,210,000 gold
+7 Character Bonus = 1,440,000 gold
+8 Character Bonus = 1,690,000 gold
+9 Character Bonus = 1,960,000 gold
+10 Character Bonus = 2,250,000 gold

Defensive Army Bonus Costs
+1 Army Bonus = 2,560,000 gold
+2 Army Bonus = 2,890,000 gold
+3 Army Bonus = 3,240,000 gold
+4 Army Bonus = 3,610,000 gold
+5 Army Bonus = 4,000,000 gold
+6 Army Bonus = 4,410,000 gold
+7 Army Bonus = 4,840,000 gold
+8 Army Bonus = 5,290,000 gold
+9 Army Bonus = 5,760,000 gold
+10 Army Bonus = 6,250,000 gold

Examples of Other Bonuses
Engraves Epic Spells: +10
Control Weather: +9
Calling: +8
Suicidal Burst: +7
Scry: +6
Lucky: +5
Uncanny Escape: +4
Automatic Subversion: +3
Turning: +2
Taint: +1

Engraves Epic Spells
Offensive Army Bonus: All offensive epic spells can be cast an additional 5/turn.
Defensive Army Bonus: All defensive epic spells can be cast an additional 5/turn.
Offensive Character Bonus: The wielder can cast all offensive Epic spells 1/turn.
Defensive Character Bonus: The wielder can cast all defensive Epic spells 1/turn.

Control Weather
Offensive Army Bonus: The wielder can create constant offensive 9th level weather affects anywhere there is PL under his control.
Defensive Army Bonus: The wielder can create constant defensive 9th level weather affects anywhere there is PL under his control.
Offensive Character Bonus: The wielder can create any offensive weather desired to affect anyone in his immediate vicinity.
Defensive Character Bonus: The wielder can create any defensive weather desired to affect anyone in his immediate vicinity.

Calling
Offensive Army Bonus: The wielder can move his Armies freely from any location under his control, to any location where a battle involves PL under his control.
Defensive Army Bonus: The wielder can move his Armies freely from any location under his control, to any location under his control.
Offensive Character Bonus: The possessor of this artifact can make an additional 10-attack rolls/turn spread out however he chooses.
Defensive Character Bonus: The possessor of this artifact can make an additional 10 defense rolls/turn spread out however he chooses.

Suicidal Burst
Offensive Army Bonus: All units under the players control can be sent to Suicide combat. Such units get three +20 attack rolls, but die immediately.
Defensive Army Bonus: All units under the players control can commit suicide to put up three +20 defense rolls, but die immediately.
Offensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 attack rolls at +20 each.
Defensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 defense rolls at +20 each.

Scry
Offensive Army Bonus: Player gains Flawless Scry 1/turn or Good Scry (50%) 5/turn.
Defensive Army Bonus: Players power gains immunity to Good Scry, and 50% chance to resist Flawless Scry.
Offensive Character Bonus: Player can Good Scry 1/turn.
Defensive Character Bonus: Player gains immunity to scrying for one individual.

Lucky
Offensive Army Bonus: Your army makes two different sets of attack rolls each round, and gets the better one.
Defensive Army Bonus: Your army makes two different sets of defense rolls each round, and gets the better one.
Offensive Character Bonus: The bearer gets to make 5 sets of attack rolls each round, and takes the best one.
Defensive Character Bonus: The bearer gets to make 5 sets of defense rolls each round, and takes the best one.

Uncanny Escape
Offensive Army Bonus: Your army can prevent anyone from fleeing you in combat, unless they have Uncanny Escape (defense).
Defensive Army Bonus: Your army can flee at any point from a battle free of worry.
Offensive Character Bonus: The wielder of this artifact can prevent any 8 PL of units from fleeing him per PL under his control.
Defensive Character Bonus: The wielder of this artifact can flee even if slain 1/turn.

Automatic Subversion
Offensive Army Bonus: Your power can subvert enemies defeated by you at least 50% of the time.
Defensive Army Bonus: Your power is immune to subversion and gets a +1/+1 against powers that use taint.
Offensive Character Bonus: This item subverts the bearer to serve a certain power without fail.
Defensive Character Bonus: This item prevents this unit from being subverted and provides a +3/+3 against powers that use taint.

Turning
Offensive Army Bonus: All Units fighting against your power have a 10% chance to flee in terror and a 5% chance to join your cause.
Defensive Army Bonus: Your power can stop all enemies turning attempts without fail.
Offensive Character Bonus: All Units that directly confront this character have a 25% chance to flee in terror if their individual PL is less than that character, and the character has a 10% chance to convert units that would flee to his aid.
Defensive Character Bonus: This character is not subject to turning.

Taint
Offensive Army Bonus: If you choose, your power can use Maho to raise defeated foes as servants after defeating them, with a 10% chance per PL. If your power is a shadow lands power, you gain +5% to your normal subversion.
Defensive Army Bonus: Your power negates Maho and taint and causes a -25% chance to such subversion tactics.
Offensive Character Bonus: This character gains a 10% subversion chance to defeated foes. Shadow lands powers get a +5%.
Defensive Character Bonus: This character cannot be tainted by any means.
 
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Epic Magic
Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.

Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.

Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).

How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells. Some notable things that can change any spell:

Permanency: Spells become permanent, but 5 x the DC.
Engraved: This spell can be shared with others, but 2 x the DC.
Double the Range: Add 2 to the DC.
Double the Area: Add 4 to the DC.

The Moderator is just going to have to learn how to do epic spells really quick J.

Spell Seeds:

Afflict
Enchantment (Compulsion) [Feat, Mind-Affecting]
Base DC 14

Animate
Transmutation
Base DC 25

Animate Dead
Necromancy [Evil]
Base DC 23

Armor
Conjuration (Creation) [Force]
DC 14

Banish
Abjuration
Base DC 27

Compel
Enchantment (Compulsion) [Mind-Affecting]
Base DC 19

Conceal
Illusion (Glamer}
Base DC 17

Conjure
Conjuration (Creation)
Base DC 21

Contact
Divination
Base DC 23

Delude
Illusion (Figment)
Base DC 14

Destroy
Transmutation
Base DC 29

Dispel
Abjuration
Base DC 19

Energy
Evocation [Acid, Fire, Electricity, Cold, or Sonic]
Base DC 19

Foresee
Divination
Base DC 17

Fortify
Transmutation
Base DC 17

Heal
Conjuration (Healing)
Base DC 25

Life
Conjuration (Healing)
Base DC 27

Reflect
Abjuration
Base DC 27

Reveal
Divination
Base DC 19

Slay
Necromancy [Death]
Base DC 25

Summon
Conjuration (Summoning)
Base DC 14

Transform
Transmutation
Base DC 21

Transport
Transmutation [Teleportation]
Base DC 27

Ward
Abjuration
Base DC 14

These four Mitigating Factors I think are correct for the IR:
Backlash 1 PL of damage -2 to Epic DC
Burn 1 Character Level -5 to Epic DC
Increase Casting Time to 1 day -20 to Epic DC
Increase Casting Time 1 additional day -2 to Epic DC
 
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Crab: +1/+1 against the Shadowlands, +10 IR/turn
Crane: Double Attacks during surprise rounds, +30% to resist Diplomatic Subversion.
Dragon: -25% to artifact construction costs, +0/+1 to defense rolls made while defending mountainous terrain.
Fox: +20% to espionage and +20% to resist Diplomatic subversion, Rolls defense twice on any retreat and gets the better result.
Lion: +1 PL per territory per turn (minimum IR of 1 required)
Mantis: First Strike during Naval Battles, and +5% to trade treaties
Monkey: Immune to common disease, +20% to resist espionage and Diplomatic subversion
Nezumi: Immune to taint, Immune to disease, +0/+1 against Shadowlands
Phoenix: -25% to epic spell costs, can use epic spells one additional time per turn.
Scorpion: +30% to Espionage and Diplomatic Subversion, Special Agent Attack 1/turn (Random known target NPC is slain)
Unicorn: Attack of Opportunity against retreating foes, -10% to artifact construction costs
Shadowlands: 10% chance to subvert defeated enemies, Immune to Taint and Disease, +20 PL/turn.
Bloodspeakers: +20% to Espionage Diplomatic Subversion and -10% to costs for creating an epic level spell
Burning Sands - Protection from the Elements (resists natural weather affects), and +50% to resist common and rare disease.
 
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Taint
Taint is the force of corruption that can turn your units into horribly disfigured zombies and truly dangerous Akutenshi. Your power can control tainted units and cure them with epic spells designed to do just that. Initially, only Shadowlands powers can control tainted PL. Taint is accumulated by failing to prepare for combat with tainted powers, or though the use of Maho Magic. You will be informed if your power has any tainted PL, including information on how many PL and how much taint.

Taint Effects
Taint 1 = No Effect. Units with this taint score are likely sick, but not dangerous.
Taint 2 = No Effect. Units with this taint score are likely very sick, but not dangerous.
Taint 3 = No Effect. Units with this taint score are diseased, but not dangerous.
Taint 4 = Units under this affect suffer a -1/-1 penalty, and are exceptionally ill.
Taint 5 = Such units are Blighted, and suffer a -2/-2 penalty.
Taint 6 = Taint as deep as this causes units to refuse to work for most powers.
Taint 7 = This is almost to the point of true corruption, such units fight back unless restrained.
Taint 8 = Forces with this much taint are under the affects of complete madness, and will attempt to get to the nearest power that can control them.
Taint 9 = Horribly, such units will seek to join the nearest player that can control them.
Taint 10 = People under this degree of taint must be killed or will join the shadow lands (cannot be cured because they will try to resist healing spells).

Examples of Epic Spells to counter taint:
Cure Taint (25 PL)
Conjuration (healing)
Spell-craft DC: 65
Components: V, S, DF
Casting Time: 100 Days
Range: 25 Creatures
Target: 25 Creatures
Duration: Instantaneous
Saving Throw: Yes (Harmless, see text)
Spell Resistance: Yes (Harmless)
To Develop: 17 PL and 12 Days
Factors: Seed: Heal (DC 25), Destroys Taint (+20 DC), Increase to 25 Targets (+240 DC). Mitigating Factors: Increase casting time 10 minutes (-20 DC), Increase casting time 100 days (-200 DC).

This Healing spell restores 25 PL of tainted units (up to taint 9) to complete health. The casting time is 100 days, limiting any power to casting this spell, at most, 3/turn. Also, if a power's PL falls below 100 (preventing that power from casting any epic spells) then this spell automatically fails.

Control Taint (25 PL)
Enchantment (Compulsion) [Mind-Affecting]
Spell-craft DC: 1380
Components: V, M
Casting Time: 1 minute
Range: 25 Creatures
Target: 25 Creatures
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 345 PL.
Factors: Seed: Compel (DC 19), Seed: Contact (DC 23), Increase to 50 Bonds (+24 DC), Ignores Language (+4 DC), Compel to commit any action (+10 DC), Increase to 25 Targets (+240 DC), Make Permanent (x5). Mitigating Factors: Increase casting time to 10 Minutes (-20 DC), Increase Casting Time to 100 Days (-200 DC).

This spell allows a player to take steal of up to 25PL from any player they choose, including tainted PL. This power also has the advantage of making that player into a beacon for other players tainted PL to flock to. PL that has recently reached taint scores of 8, 9, or 10 within your general region will join your service, and serve you willingly (they do not count against the 25 PL total for tainted power stolen from another power). This power can be cast by any power with at least 1281 PL. If a power is reduced below this total before the casting time is complete, the spell automatically fails.
 
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This is a link to much official information. We are starting immediately after Toturi's death. Turn 0 will summarize what each player chooses to do with thier faction in the months following Toturi's death.

We deviate from the story from there. We write our own future for Rokugan. I will control the four winds, and I will decide how they will act towards the world pending your player's actions. This is our game. I also will control the Naga if they wake for any reason.
 
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And the INDUSTRIAL REVOLUTION BEGINS

News just reached you. The Emperer was slain. The Emperess is missing. The entire Empire is without an official ruler, and an Oni is suspect. The world is in greater danger than you can imagine. Many of the sources for this danger are yet to reveal themselves. Strange new powers exist, suddenly, and without warning.

What is left is you, and your Clans. Your Hoards. Your Provinces. You write this future, and you control it. The Kami alone are not a match for the true power you wish to possess.

I leave it to you to decide the outcome of the events that unfold from this game. The world isn't in the hands of writers anymore, it's in the hands of leaders. I don't know what else to say. I have no control over what you decide, only over where the limits are.

This thread is open.
 
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"The Emperor is dead. Long live the Emperor." Toshiro repeated once again as he paced trough his bedchamber, his usual calm replaced by irritation and deeply hidden fear. His wife knelt demurely by the bedside, sensing his mood she kept quiet.

He left the chamber and swiftly passed trough the corridors to the Great Hall of the Clan, the order had already gone out for the lords of the families to assemble and they would be arriving by means of magic any time now. He could easily travel that way himself but he prefered to walk, he still needed time to gather his thoughts.

The Daimyo of the Lion Clan entered the Hall, sat down on his silvered throne and watched the leading members of the families enter. Akodo Ginawa, Ikoma Sume, Kitsu Juri, Matsu Ketsui and the provincial governors of the vast territories under his rule, their faces were calmly disciplined but some of them betrayed fear, unease and excitement in their gestures and posture. They looked at him to guide their hearts.

"We stand at the brink," he spoke in a calm but powerful voice, "the brink of war, change, a new age. The Emperor is dead but the Empire must live on. Many will look upon the death of the Emperor and see an opportunity for them selves to gain power, they will gaze at the throne with greed and envy and do anything to conquer it. The laws of succession will meen less than brute and ruthless power, all honour will be thrown to the winds unless someone acts to protect the Empire. That has always been the task of the Lion Clan."
"But we cannot, and we will not, stand alone against the vultures. We have allies in deed and in purpose. Any clan that supports the peace in the Empire is our friend, any who puts justice and law above their own interests is our ally. Let it be known that I invite all the Clans of Rokugan to alliance and trade and that I invite all their Daimyos to come to Otusan Ushi to discuss the matter of the succession and determine who is the rightful Emperor of Rokugan. Let us hope that loyalty and reason will prevail."


The invitation is sent to all.
_
 

( OOC- Sparrow Clan Champion: Suzume Yogaski Samurai 14 PL 1 (Lawful Good) Forgot to change this when I dropped the Sparrow, should be changed to Kitsune Yogaski Samurai 14 PL 1 (Lawful Good).)

Kitsune Ryosei is sitting in the main room of her dwellin when the news arrive, she immediately sends word to call her family members and allies to council.

*************************************

Kitsune Ryosei enters a large hall, within there are 2 nezumi, 9 humans dressed in the way of the Fox clan (4 females and 5 males), and one person wearing the robes of an Imperial overseer.

Ryosei speaks

" It seems the dark times have come, the emperor is dead, and a great deal of trouble seems to be coming, there will be strife amidst the clans I fear."

One of the male Fox stands, his only distinctive feature a staff clasped firmly in hand

"I fear you are right, but I think it is the time for diplomacy."

"I concur" Ryosei says. "Perhaps you could make some investigations, Nezune ? Your influence in the Capital and the Imperial Lands will perhaps add some weight to your words."

An ancient Nezumi stands and speaks

" Beware, the Shadows will seee thiss weakness and they will come. Be ready for them! I failed my people once before but I shall not fail again!"
 

Bayushi Nori looks about the red teak wood floored room with deep yellow paper walls. A black and white board sits between him and the elderly samurai. The faint sound of foot steps can be heard walking down the hall. Suddenly, his Shoshi advisor mentions the letter he recieved earlier from his younger cousin Soshi Mako. Nori looked over the letter to see its obtuse comments written upon it.

-----"Cherry blossums aloft"
--"Fires burn rotted lands anew"
------"both rest in ashes"

Nori glances at Soshi Kanman and nods, "Time must go on, and the waters must flow. Your kinsman shall do their jobs admirably."

Looking up at the sound of the door sliding open, Nori makes notice of his younger brother Bayushi Kanmen entering the room.

"The sea fairing kin will not be happy with your aquirement."

Kanmen nods, "They weren't using it anyways. Maybe, it shall serve us better in the coming conflict then it did them."

Nori looks at the katana and waves it off, "Do with it as you wish, I do not want it laying about our castle to tempt them into attacking."

Nori moves the a small pebble on the Go board between him and the elder Shoshi. "Bayushi takes the northern territory."

Shoshi nods, "A bold move, it could get us in trouble. But I will make it so."

Bayushi Kamnen nods and walks from the room.
 
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