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The Quintessential Samurai
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<blockquote data-quote="Simon Collins" data-source="post: 2009898" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>The Quintessential Samurai is the eleventh in Mongoose Publishing's Collector series, which focuses on new or existing core classes.</p><p></p><p>The Quintessential Samurai is a 128-page mono softcover book costing $19.95. Margins, font size and white space are all acceptable and the format is similar to previous books in the Collector series, with the exception of the flavour text, which is presented in an oriental-style font that is rather small. Art is average to good, whilst writing style and editing are both good.</p><p></p><p>Character Concepts</p><p>As with other books in the series, The Quintessential Samurai begins with character concepts, personality and behavioural hooks that come with a minor rule-related bonus and penalty:</p><p>* Ancestral Honour: worships ancestors, gains and loses honour more easily than normal</p><p>* Ashigaru: raised to samurai status from peasant stock, with more freedom but less honour</p><p>* Dragon Family: from families with supposed draconic ancestry, with greater social influence and responsibility</p><p>* First Born: noble heir, who is easily accepted into martial schools but must keep his identity secret in public</p><p>* Ill-Fated: doomed and depressed, can gain a once-off +4 bonus per day at cost -1 penalty all next day</p><p>* Lowborn: gained samurai status through wealth rather than birth, can use gp to pay way, but lower honour</p><p>* Nameless: orphan brought up in monastery, with free multiclassing to monk but lower ki</p><p>* Spirit Touched: otherworldly influence allows limited Knowledge skills as class skills whilst restricting others</p><p>* Untouchable: secret past of servitude allows profession and craft skills as class skills but dishonoured if past discovered</p><p></p><p>The Samurai And Prestige Classes</p><p>The Samurai 20-level class resembles the fighter class but gains access to certain fighting styles instead of bonus feats at certain levels, particularly related to sword combat. The samurai is restricted to lawful alignment and gains 4 skill points per level. These fighting styles are discussed in more detail later in the book. The remainder of the section is dedicated to samurai-style prestige classes:</p><p>* Bodyguard - 5-level PrC that is sworn to protect someone, usually decided by the samurai's lord</p><p>* Delegate - 5-level ambassador and seneschal with own lands</p><p>* Information Broker - 5-level expert in wheeling and dealing on behalf of his lord</p><p>* Overseer - 5-level PrC who leads a small group of samurai</p><p>* Paragon - ultimate samurai with special combat powers. 5-level PrC.</p><p>* Protector - guardian of the lord's lands, 5 levels</p><p>* Ronin - masterless wandering samurai who become mercenaries with honour (5 levels)</p><p>* Slayer - 5-level PrC, assassin-style samurai</p><p></p><p>Samurai Feats</p><p>Over 25 different feats are provided in this section in relation to samurai. The most interesting feats pertain to the use of ki (spiritual energy used to fuel extraordinary combat manoeuvres and other magical abilities) and the different levels of sword school styles (which are dealt with in more detail later in the book).</p><p></p><p>Tricks Of The Trade</p><p>Some guidelines on artistic competition in such arts as poetry, painting, etc., collecting trophies of battle, deadly iaijutsu sword duels, psychological intimidation, mounted dodge, getting one's mount back on its feet after falling in battle, tattooing, and non-verbal communication with mounts.</p><p></p><p>Tools Of The Trade</p><p>Looks at the mixed pairing of the katana and the wakishazi swords, the armour of the samurai (from the elaborate helmets or kebuto, to the utilitarian shin-guards or sune-ate), tools such as battle fans (which allow communication in the din of battle), various bows and arrows, accessories, and various magical armour qualities (mostly manipulating ki in some way).</p><p></p><p>Master And Servant</p><p>This section begins with the role and history of the samurai (including a sidebar discussing alternate histories) before taking a more detailed look at Honour and its role in the world of the samurai. Honour is measured on a scale from 1 to 20 and can be won or lost dependent on martial prowess, duty to his lord (daimyo), and social influence. It can also be influenced by how closely the samurai follows his personal code of honour. The section ends with further discussion on the loss of honour, ritual suicide in the face of total honour loss, and the relationship between honour and a masterless samurai.</p><p></p><p>Sword Schools Of The Samurai</p><p>The section looks at finding and joining a sword school (combat schools which teach specific samurai sword combat techniques). It goes on to introduce the concept of combination attacks, a concept that is similar to the combination attacks offered in Second World Simulations' "Masters Of Arms" - essentially, the samurai can perform a series of combat manoeuvres, part of which may ordinarily attract an AoO, but in this case does not as it is part of the total manoeuvre. These combination attacks are powered by ki and, in turn, those samurai with more honour gain greater access to ki to fuel their combination attacks. Seven fighting styles are described, each with four tiers, and each tier has three special attacks. These special attacks can be combined between tiers (with certain limits) to create a unique combination attack. They can also be combined with movement and non-samurai feats (such as Whirlwind Attack) to create further combinations. The special attacks include some great flavour names such as Impaling Lotus Stem (does permanent ability damage with a critical hit) as well as more mundane descriptions such as Fluid Disarm (which allows the samurai to disarm the opponent as a free action with a bonus to the attacker if the samurai fails). The sword school is somewhat reminiscent of the fighting styles in FFG's "Path Of The Sword". </p><p></p><p>Amongst The Courtiers</p><p>Since samurai must be adept socially as well as in combat, this section provides an innovative 'social combat' system, which mirrors physical combat in many ways with Social AC, Social Hit Points, Social AoO's, and social influence powers that rely on skills to achieve social effects such as blackmail, bribes, and flirting. There is advice for the GM on how to run and interpret these social combats and for running multiple combatants.</p><p></p><p>Mythic Blades - The Katana</p><p>This section takes an in-depth look at the samurai's sacred weapon, the katana - including a step-by-step guide to each part of the katana, forging a katana, and providing some special qualities for use with samurais' katanas in a fantasy setting.</p><p></p><p>Shiro - Castles Of The Daimyo</p><p>This section looks at the location, construction, and staff of a castle of the samurai's daimyo (lord) including an events table that describe what happens when a ronin builds a castle too close to the lands of a daimyo.</p><p></p><p>After the designer's notes (with a useful bibliography), the book ends with a glossary, rules summary, index, and character sheet for the samurai.</p><p></p><p>Conclusion:</p><p>An extremely well researched and interesting look at the samurai with a number of innovative rule systems that could be used outside the limitations of the samurai and their standard oriental setting. I particularly liked the social combat system, the relationship between honour and ki, the deadly iaijutsu sword duels, and the combination attacks with their sword schools. The only difficulty I found with the book was with the organisation of the information - I had to read through 3/4 of the book to finally understand the relationship between honour and ki, whilst these concepts were necessary to gain an understanding of feats, classes, and the role of honour discussed previously. I felt that the standard layout of the Quintessential guides actually restricted the information given in the book and it would have been better outside the limitations applied to it by the standard formatting.</p><p></p><p>Note: Despite the penalties applied to many of the special techniques taught by the sword schools, the combination attacks seem very powerful and playtesting by the GM is recommended before introducing them to their game.</p><p></p><p>Definitely one of the best in the Quintessential series so far, if not the best.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009898, member: 9860"] This is not a playtest review. The Quintessential Samurai is the eleventh in Mongoose Publishing's Collector series, which focuses on new or existing core classes. The Quintessential Samurai is a 128-page mono softcover book costing $19.95. Margins, font size and white space are all acceptable and the format is similar to previous books in the Collector series, with the exception of the flavour text, which is presented in an oriental-style font that is rather small. Art is average to good, whilst writing style and editing are both good. Character Concepts As with other books in the series, The Quintessential Samurai begins with character concepts, personality and behavioural hooks that come with a minor rule-related bonus and penalty: * Ancestral Honour: worships ancestors, gains and loses honour more easily than normal * Ashigaru: raised to samurai status from peasant stock, with more freedom but less honour * Dragon Family: from families with supposed draconic ancestry, with greater social influence and responsibility * First Born: noble heir, who is easily accepted into martial schools but must keep his identity secret in public * Ill-Fated: doomed and depressed, can gain a once-off +4 bonus per day at cost -1 penalty all next day * Lowborn: gained samurai status through wealth rather than birth, can use gp to pay way, but lower honour * Nameless: orphan brought up in monastery, with free multiclassing to monk but lower ki * Spirit Touched: otherworldly influence allows limited Knowledge skills as class skills whilst restricting others * Untouchable: secret past of servitude allows profession and craft skills as class skills but dishonoured if past discovered The Samurai And Prestige Classes The Samurai 20-level class resembles the fighter class but gains access to certain fighting styles instead of bonus feats at certain levels, particularly related to sword combat. The samurai is restricted to lawful alignment and gains 4 skill points per level. These fighting styles are discussed in more detail later in the book. The remainder of the section is dedicated to samurai-style prestige classes: * Bodyguard - 5-level PrC that is sworn to protect someone, usually decided by the samurai's lord * Delegate - 5-level ambassador and seneschal with own lands * Information Broker - 5-level expert in wheeling and dealing on behalf of his lord * Overseer - 5-level PrC who leads a small group of samurai * Paragon - ultimate samurai with special combat powers. 5-level PrC. * Protector - guardian of the lord's lands, 5 levels * Ronin - masterless wandering samurai who become mercenaries with honour (5 levels) * Slayer - 5-level PrC, assassin-style samurai Samurai Feats Over 25 different feats are provided in this section in relation to samurai. The most interesting feats pertain to the use of ki (spiritual energy used to fuel extraordinary combat manoeuvres and other magical abilities) and the different levels of sword school styles (which are dealt with in more detail later in the book). Tricks Of The Trade Some guidelines on artistic competition in such arts as poetry, painting, etc., collecting trophies of battle, deadly iaijutsu sword duels, psychological intimidation, mounted dodge, getting one's mount back on its feet after falling in battle, tattooing, and non-verbal communication with mounts. Tools Of The Trade Looks at the mixed pairing of the katana and the wakishazi swords, the armour of the samurai (from the elaborate helmets or kebuto, to the utilitarian shin-guards or sune-ate), tools such as battle fans (which allow communication in the din of battle), various bows and arrows, accessories, and various magical armour qualities (mostly manipulating ki in some way). Master And Servant This section begins with the role and history of the samurai (including a sidebar discussing alternate histories) before taking a more detailed look at Honour and its role in the world of the samurai. Honour is measured on a scale from 1 to 20 and can be won or lost dependent on martial prowess, duty to his lord (daimyo), and social influence. It can also be influenced by how closely the samurai follows his personal code of honour. The section ends with further discussion on the loss of honour, ritual suicide in the face of total honour loss, and the relationship between honour and a masterless samurai. Sword Schools Of The Samurai The section looks at finding and joining a sword school (combat schools which teach specific samurai sword combat techniques). It goes on to introduce the concept of combination attacks, a concept that is similar to the combination attacks offered in Second World Simulations' "Masters Of Arms" - essentially, the samurai can perform a series of combat manoeuvres, part of which may ordinarily attract an AoO, but in this case does not as it is part of the total manoeuvre. These combination attacks are powered by ki and, in turn, those samurai with more honour gain greater access to ki to fuel their combination attacks. Seven fighting styles are described, each with four tiers, and each tier has three special attacks. These special attacks can be combined between tiers (with certain limits) to create a unique combination attack. They can also be combined with movement and non-samurai feats (such as Whirlwind Attack) to create further combinations. The special attacks include some great flavour names such as Impaling Lotus Stem (does permanent ability damage with a critical hit) as well as more mundane descriptions such as Fluid Disarm (which allows the samurai to disarm the opponent as a free action with a bonus to the attacker if the samurai fails). The sword school is somewhat reminiscent of the fighting styles in FFG's "Path Of The Sword". Amongst The Courtiers Since samurai must be adept socially as well as in combat, this section provides an innovative 'social combat' system, which mirrors physical combat in many ways with Social AC, Social Hit Points, Social AoO's, and social influence powers that rely on skills to achieve social effects such as blackmail, bribes, and flirting. There is advice for the GM on how to run and interpret these social combats and for running multiple combatants. Mythic Blades - The Katana This section takes an in-depth look at the samurai's sacred weapon, the katana - including a step-by-step guide to each part of the katana, forging a katana, and providing some special qualities for use with samurais' katanas in a fantasy setting. Shiro - Castles Of The Daimyo This section looks at the location, construction, and staff of a castle of the samurai's daimyo (lord) including an events table that describe what happens when a ronin builds a castle too close to the lands of a daimyo. After the designer's notes (with a useful bibliography), the book ends with a glossary, rules summary, index, and character sheet for the samurai. Conclusion: An extremely well researched and interesting look at the samurai with a number of innovative rule systems that could be used outside the limitations of the samurai and their standard oriental setting. I particularly liked the social combat system, the relationship between honour and ki, the deadly iaijutsu sword duels, and the combination attacks with their sword schools. The only difficulty I found with the book was with the organisation of the information - I had to read through 3/4 of the book to finally understand the relationship between honour and ki, whilst these concepts were necessary to gain an understanding of feats, classes, and the role of honour discussed previously. I felt that the standard layout of the Quintessential guides actually restricted the information given in the book and it would have been better outside the limitations applied to it by the standard formatting. Note: Despite the penalties applied to many of the special techniques taught by the sword schools, the combination attacks seem very powerful and playtesting by the GM is recommended before introducing them to their game. Definitely one of the best in the Quintessential series so far, if not the best. [/QUOTE]
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