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Author Topic: [Setting conversion] Rokugan  (Read 14416 times)
Dhampire
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« Reply #165 on: September 11, 2010, 08:19:17 AM »

IIRC, there's a Seven Samurai style story in Rokugan, where 7 Ronin (which is really what all the Samurai in that movie were) defended a village against bandits.

There are also the Khadi, immortal sorcerers who have removed their hearts.  Not quite vampires, but way nasty beings.  Thankfully, they are rare.  Also for GMs, thankfully, most who have the ritual performed on them do not get to keep their own heart, thus putting them at the whim of their master.
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« Reply #166 on: September 11, 2010, 08:57:22 AM »

Excellent.  Smiley
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« Reply #167 on: September 11, 2010, 09:57:42 AM »

Nice. Bet it would be really cool to do a Seven Samurai type adventure with your Ronin etc defending a town vs Oni or Kenku.  Smiley

Kenku tend to be solitary, and, whilst not exactly friendly, they aren't very antagonistic either. They're nearly extinct and just want to be left alone. Oni are VERY tough opponents - i'd tend toward a bakemono swarm, led by an Ogre with an Oni putting them up to it at a safe distance.
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Morgenstern
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« Reply #168 on: September 13, 2010, 07:54:38 AM »

A little preview of the battlefield rules I'm cooking Smiley. This covers the Hida school (RPG and some common CCG personality benefits). I've seperated out the berserkers who will get their own very seperate feat chain.

BASIC COMBAT FEATS
Iron Mountain Basics
The crab wears its shell well.
Prerequisites: Base Attack Bonus +1 or higher
Benefit: You suffer no armor check penalties from wearing moderate or full armor. You also gain an advanced action.
The Mountain does not Move (Initiative Action): After taking melee or subdual damage, if you are wearing moderate or full armor you may make a Fortitude save (DC equal to the damage before DR or resistances). With success, the damage you take after DR and resistances drops to exactly 1 (and any special effects from the attack are still felt). You may take this action a number of times per scene equal to the number of Basic Combat feats you have

Iron Mountain Mastery
Persistence is your favorite virtue.
Prerequisites: Alignment (Crab Clan), Iron Mountain Basics
Benefit: The lower of your Strength or Constitution rises by 1. You also gain a trick.
Belligerence (Battlefield and Dueling trick): You may add your Strength modifier or Constitution modifier to this check instead of your lowest attribute modifier.

Iron Mountain Supremacy
Your tireless example inspires your troops to fight on.
Prerequisites: Iron Mountain Mastery, Blunt forte
Benefit: The lower of your Strength or Constitution rises by 2. All troops under your command gain +1 Force each.

« Last Edit: September 13, 2010, 08:26:15 AM by Morgenstern » Logged

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« Reply #169 on: September 13, 2010, 08:03:33 AM »

We need those distinctions done, or at least a rough cut - I think the ancestor rules will key to them Smiley.
« Last Edit: September 13, 2010, 08:08:23 AM by Morgenstern » Logged

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« Reply #170 on: September 13, 2010, 12:48:34 PM »

A little preview of the battlefield rules I'm cooking

Tease.

I think the ancestor rules will key to them Smiley.

The what now?
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« Reply #171 on: September 13, 2010, 01:19:29 PM »

http://www.le-scriptorium.com/uploads/file/Aides_de_jeu/Mastercraft/l5r_conversion_guide.pdf

Added these last feats and adjusted the honor values accordingly. I can't wait to see what you've planed for large scale battles and ancestors! Hell I need to find some time to tackle these Specialties!  Lips Sealed
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« Reply #172 on: September 13, 2010, 06:06:42 PM »

I some ways I'm slightly annoyed to have finally come up with a workable mass combat system - I wrestled with the concept quite a while working on FantasyCraft. Unfortunately I was trying to make it non-setting specific and kept crashing and burning almost at the first step: assessing armies. Universal fantasy armies still give me shakes and occasional nose bleeds (I tried, I really did).

Cribbing troop types and some other concepts from the CCG and wedding those to the dueling Confrontation rules has things starting to come together. Still gonna take a few days to build the tables, but I'm hopeful that the core dynamic is sound. Possibly even fun - if you're in to minigames. This is most definitely a mini-game. Hooking it back to NPC types could bring on those shakes again  Undecided. If anything the risk is to have too many feats and benfits point to the Battlefield Confrontations because so much of the CCG material points that direciton.

In the Talent description I would list Base Honor first. It lends it a certain amount of weight fitting in the setting, and it lets people who intend to borow the Talents without using the Honor rules ignore it more easily because its not burried in the middle of the bullet points Grin. I would also call out that it's Base Honor - players can still set themselves one level higher or lower.

In the description of Military renown, you can probably eliminate a duplicate by adding "Family Daimyo" at 10 and bumping Daimyo down one.
« Last Edit: September 13, 2010, 06:15:16 PM by Morgenstern » Logged

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« Reply #173 on: September 13, 2010, 06:19:29 PM »

You can directly tie the Seven Samurai to the Rokugan Great clans, I'd have to see it again, but 5 out of 7 are plain as day when you watch it in that mindset.

We also used to play an imagination game with how would a member of each clan or family deal with the test of the guy behind the doorway ready to swing on you as you enter.

("The Crab walks in oblivious to the threat, gets conked on the head, ignores the blow, and gut punches his attacker before proceeding in without further concern or coment on the attack.")
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« Reply #174 on: September 13, 2010, 06:26:11 PM »

What did the other clans do?
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« Reply #175 on: September 13, 2010, 06:41:17 PM »

I don't remember all of the variations we came up with Smiley.

The Bayushi jauntily strolls through the doorway seemingly unconcerned, but as the attacker begins to swing he finds the point of an upthrust wakizashi glinting just below his jaw where he will impale himself if he tries to continue the downwards stroke. Raising his eyes to the Scorpion's face he finds a knowing smirk that says "I've had your job before. Keep practicing." The wakizashi is gone in a smoothly practiced motion and negotiations can begin.
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« Reply #176 on: September 18, 2010, 03:10:04 AM »

Phoenix Clan Talents

Phoenix
You are dedicated to peace, but resolute in the application of violence.
[2] • Attributes: +2 to lower of Intelligence or Wisdom
[0] • Base Speed: 30 ft.
[1] • Arrow Cutting: You gain the Arrow Cutting trick.
[1] • Enlightened Resolve: Your maximum Resolve rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
[3] • Fortunate: You gain the Fortunate feat.

Agasha
You are versatile and canny, if a little insular…
[1] • Attributes: +2 Intelligence, -2 Charisma
[0] • Base Speed: 30 ft.
[1] • Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
[2] • Sharp Mind: You gain 1 additional skill point per level.
[3] • Well Rounded: You gain the Well Rounded feat.

Asako
You are a walker on the Path of Man.
[2.5] • Attributes: +2 Wisdom
[0] • Base Speed: 30 ft.
[-0.5] • Aloof: Your error range on Impress and Sense Motive checks increases by 2 when targeting anyone who doesn’t share your Origin.
[1] • Enlightened Medicine: Your maximum Medicine rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
[1] • Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
[1] • Inquisitive Mind: You gain 2 additional interests.
[2] • Last Chance: You may spend and roll 2 action dice to boost any save.

Isawa
Your words carry weight on a great many things.
[1] • Attributes: +2 Intelligence, -2 Constitution
[0] • Base Speed: 30 ft.
[2] • Celebrated: Your Legend increases by 2.
[1] • Enlightened Spellcasting: Your maximum Spellcasting rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
[3] • Favored Classes: Choose either Priest or Sage. If you have at least 1 level in that class, you gain the next level’s class abilities. You gain no other benefits from the next level such as skill points, vitality, base attack bonus, saves, etc. If you reach level 20 in your chosen class, you instead gain a bonus feat from any tree.

Shiba
Your contemplative exterior hides a surprising stubborn streak.
[1] • Attributes: +1 Wisdom
[0] • Base Speed: 30 ft.
[1] • Basic Combat Expert: You are considered to have 2 additional Basic Combat feats for any ability based on the number of Basic combat feats you have.
[2] • Step In: Once per combat, you may choose to receive all of 1 attack’s damage on an adjacent character. Your Damage Reduction and Damage Resistance apply normally.
[2] • Tenacious Spirit: You gain 1 additional vitality per level.
[1] • Warding Strike: You gain the Warding Strike trick.
« Last Edit: September 20, 2010, 12:22:43 PM by glimmerrat » Logged

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« Reply #177 on: September 18, 2010, 03:10:25 AM »

Apologies for the delay. I've been busy...
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« Reply #178 on: September 18, 2010, 04:29:38 AM »

Someone bring me my whip!

Wink

No, seriously, great work. I have been myself way too busy lately. One thing, though: Phoenix totals 8 points.
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« Reply #179 on: September 18, 2010, 06:48:12 AM »

Phoenix totals 8 points.

Sorted.
« Last Edit: September 18, 2010, 01:30:39 PM by glimmerrat » Logged

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