Author Topic: [Setting conversion] Rokugan  (Read 27710 times)

Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #255 on: January 27, 2011, 06:10:50 AM »
Sorry, small delay as I deal with some insanity relating to my old car. I'll try to put up the completed bundle for the week by late friday :).

(I'm also mulling over the math for bonus paths - stay tuned!)
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Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #256 on: January 27, 2011, 10:01:10 PM »
Orochi week - round 2

Ok, this I'm pretty pleased with ;D.

TERRAIN FEATS

Reef-Breaker Basics
None can stand against the fury of the storm for long!
Prerequisites: Personal Lieutenant (Orochi)
Benefits: You gain a +4 bonus to Swim checks and add the Path of the Orochi to the Paths associated with your alignment (if any). Your Orochi’s natural attacks inflict double damage on all scenery and objects.

Reef-Breaker Mastery
Here's the secret: grab on tight and don’t let go!
Prerequisites: Reef-breaker Basics
Benefits: You may hold your breath for a number of minutes equal to your Constitution score and are immune to turning by Orochi. Your Orochi’s Threat Level increases by 1 (maximum 20).

Reef-Breaker Supremacy
No matter how this ends, it will be glorious!
Prerequisites: Reef-Breaker Mastery
Benefits: You may replace your Orochi lieutenant without paying the reputation cost if your Orochi dies during a dramatic scene. Your Orochi may pay 1 action die to turn Medium-sized or smaller folk, and may do so any number of times per scene.
« Last Edit: January 28, 2011, 07:31:06 PM by Morgenstern »
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Mister Andersen

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Re: [Setting conversion] Rokugan
« Reply #257 on: January 27, 2011, 10:14:58 PM »
Which raises the question of which flavour of Oriochi you went with.

Also, Captains with Orichi are going to be sick -- and if I read this correctly a straight Captai will effectively have have a TL 15 sidekick at level 14
« Last Edit: January 27, 2011, 10:18:01 PM by Mister Andersen »

Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #258 on: January 27, 2011, 10:29:46 PM »
Which raises the question of which flavour of Oriochi you went with.

I'm planning to create a hybrid utilizing some of the tricks and ideas showcased in the two suggested here (yes, lifeline is fiendish). Hopefully my try will be posted along with the path tomorrow to wrap up Orochi week :). Mechanically either of the ones offered earlier should be sound with this feat chain.

Quote
Also, Captains with Orochi are going to be sick -- and if I read this correctly a straight Captain will effectively have have a TL 15 sidekick at level 14

I had the captain gamebreaker carefuly in mind - "Number One" sets the Lt's threat level to to CL -1, so the Orochi with this feat chain would be equal to you CL. The max 20 verbage is just future proofing against something unforseen comming down the pipe later. The +5 XP is really just evening thimgs up a bit since this chain does not typically contribute to the Personal Lieutenant feat (except for those lucky captains).

Edit: In the end I reasigned the feats to the terrain tree to avoid the issue and balance out the strong class choices to go along with this theme to include Scouts as much as Captains and Lancers (amusingly, courtiers also rock as Storm Riders... "You have a good point, but a friend of mine wishes to raise an objection... *RAAAARRRRR!*")
« Last Edit: January 30, 2011, 04:50:43 AM by Morgenstern »
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Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #259 on: January 30, 2011, 04:00:36 AM »
Week of the Orochi - Round 3

I use a slightly exploded stat block for ease of reading :).

Sidebar: The Orochi
Orochi are spectacular sea serpents freed from the spirit realms by secret Mantis magic. While they are sometimes turned loose without supervision, they are far more effective when paired with a brave human rider who can both sooth and direct their fury for the benefit of the clan.

When an Orochi is taken as a Personal Lieutenant, the player character must be eligible to select a lieutenant worth at least 65 XP. Further, the Orochi may only be improved as outlined in the Advancement section until the player may choose/create a lieutenant worth up to 100 XP. Beyond that, the player may improve the statistics of his Orochi as he sees fit (with GM approval, of course).

Orochi (Huge Beast Swimmer - 65 XP)
Attributes: Str 14, Dex 10, Con 16, Int 8, Wis 8, Cha 8
Size H (1x6, Reach 2)
Speed 50 ft. Swim; 20 ft. ground
Statistics: Init II; Atk IV; Def IV; Res IV; Health V
Skills: Competence I; Athletics V, Notice III, Survival III
Qualities: Aquatic II, feat (Rage Basics), impaired senses (hearing, scent), lumbering, monstrous defense I, tough I
Attacks/Weapons:
“Great Jaws” Bite I + Grab (dmg 1d12+2 lethal, threat 18–20; grab)
“Thrashing Bulk” Slam I (dmg 1d10+2 lethal, threat 20)
“Whipping tail” Tail Slap I (dmg 1d12+2 lethal; threat 20)
“Down the Hatch!” Swallow I (dmg 2d8+2 lethal)
Advancement:
70 XP – Gain Qualities: Cagey I, Fortunes of War I, grueling combatant
75 XP – Gain Qualities: Fearless II, sterner stuff
80 XP – Health VI; Gain Quality: Feat (Rage Mastery); Gain Attack: “Crushing Mass” Slam I (dmg 1d10+2 lethal, threat 20)
85 XP – Competence II; Gain Qualities: knockback, never outnumbered
90 XP – Gain Quality: Lifeline
95 XP – Gain Quality: Tough II
100 XP – Gain Qualities: Cagey II, Damage defiance (unarmed), Fortunes of War II
Treasure: 1T (Non-lieutenant Only)
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Mister Andersen

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Re: [Setting conversion] Rokugan
« Reply #260 on: February 09, 2011, 06:38:44 PM »
More Card of the Day!

Next week should be a theme week, but this was another random draw from the pile :).

GEAR FEATS

Gempuku Ceremony
The day you first swore fealty to you lord was a celebration that will be long remembered!
Prerequisites: Level 1 Only, Alignment (any)
Benefit: You receive a weapon from your lord or family (either a katana or a weapon of the same type as your alignment’s ritual weapon) with up to 2 essences of your choice and a maximum total Reputation value of 15. This weapon is a Prize.
Choose a base class. As long as you have more levels in that base class than any other base class, the Disposition of any character sharing your alignment increases by 2 and you may keep 1 additional weapon as Prize without it counting against the number of Prizes you may keep.

Paired Jitte, acid damage + greater npc quality (rend). A pseudo 2-weapon style (effectively a double hit or hit/disarm technique), the acid damage representing the lingering effects of precisely aimed blows

Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #261 on: February 09, 2011, 09:30:03 PM »
Nice. Scorpion rough-housing :).
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aegis

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Re: [Setting conversion] Rokugan
« Reply #262 on: August 16, 2011, 04:19:18 AM »
Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
I didn't realize it was such a long time ago! Anyway, as I recently read the fourth edition of L5R, I was drawn to this excellent setting again. And if I started working on it again, I wanted to finish the conversion guide during these holidays. And since I have a non-English-speaking friend who was very interested in it as well ...

Well, to sum up, I've finished a 31-page guide in French. It re-uses many of the ideas we've written down here, simplifies a few, and sadly eliminates quite many options that were just taking too much space (including the very nice but countless family Talents). I'm considering using it as a starting point, a "minimal package" to play the game. Then, it can be enhanced with an "expanded guide" which will contain more options and details. I'll try to re-translate it into English asap, so that you guys can use it - and improve it - too.  :)

Coyote0273

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Re: [Setting conversion] Rokugan
« Reply #263 on: October 13, 2011, 06:45:38 PM »
How was the translation coming, Aegis? I've got some friends who might be interested in this setting if it was done.

aegis

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Re: [Setting conversion] Rokugan
« Reply #264 on: October 16, 2011, 12:58:03 AM »
On hold for now. I have a few things to finish first, including MassCraft v2.0, and then it's next on my list.

Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #265 on: September 27, 2015, 06:36:58 PM »
  Card of the Day~



  A Lion’s Roar
  The Lion believe that honor succeeds where the dishonorable stumble.
  Prerequisites: Honor 3+
  Benefit: When you hit a character with equal or lower Honor you may shout out your battlecry. If you do roll 1d6 twice, keeping the lower result. You suffer that much subdual damage that cannot be reduced or resisted and gain a bonus to your damage roll equal to that much + your Honor.
  Battlefield: You gain a trick.
  Roaring Lion (Reliable Battlefield Trick): You carry out a strike with a Force equal to your Honor. Add +2 Force if you have the Tactician feat. You become spent.
« Last Edit: September 28, 2015, 12:01:35 AM by Morgenstern »
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Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #266 on: September 28, 2015, 02:29:44 PM »
Card of the Day~



Skeletal Troops
Undead Infantry (250)
Force: 2
Traits/Strategies: Fear 3; -2 Respect penalty
Glory/Cost: 1/2
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Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #267 on: September 29, 2015, 02:53:08 PM »
Card of the day~



Plague Zombies
Undead Infantry (500)
Force: 4
Traits/Strategies: Fear 3, -4 Respect penalty
Glory/Cost: 0/5
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Morgenstern

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Re: [Setting conversion] Rokugan
« Reply #268 on: September 30, 2015, 10:31:55 AM »
Card of the day~




DEATH-MONGER
  Seed Class
  The Death-Monger is a grim warrior gone too far down dark paths. A paragon of personal ferocity and unpredictable violence, the Death-Monger is bound to amass a stunning kill count... among foes and friends alike. Those he slays come to serve him even after death, a rotting, shambling army of dammed souls.

  Party Role: Combatant/Campaigner. You are a brute with an undead edge. Fearsome in personal combat, you also amass a horde of the unliving to serve you in larger battles.

  Class Features
  Favored Attributes: Constitution
  Class Skills: Acrobatics, Athletics, Bluff, Intimidate, Notice, Resolve, Ride, Tactics
  Skill Points: 4 + Int modifier per level
  Vitality: 12 + Con modifier per level
  Starting Proficiencies: 6

Core Ability
  Black Beast: Your Constitution rises by 2 and you may add your Constitution modifier in place of your Strength modifier when making melee and unarmed damage rolls. However, you may not keep any form of armor as a prize.

Class Abilities
  Death Rage: At Level 1, after each successful hit with a single-target melee or unarmed attack you make you must repeat that attack on a second, different character if possible using the same attack check, tricks if any, and damage roll results. These repeat attacks gain +1 reach and do not trigger additional repeat attacks. If there are no enemies or bystanders within reach choose a target from amongst your allies within reach. If you spent Edge or action dice on the initial attack, those effects also apply to the repeated attack.
  Also, your Force increases by +4 but any time you lose a battle or win a battle where you army had less than double the other army’s Force at the end of the battle, all troops in your command are slaughtered.
  The Black Touch: At Level 2, you gain the undead type and cannot have non-undead units in your command. You begin each scene with your maximum Wounds and each time you kill an enemy or bystander you recover wounds equal to your Constitution modifier. You also gain a unit of plague zombies for your command without reputation cost. This unit immediately reforms or is replaced after each battle at no cost.
  (You are immune to diseases, poisons, and sneak attack damage unless the source specifically affects Undead. You do not recover Wounds over time without being healed/repaired. Damage from 'shadow' effects heals you and healing from 'light' effects damages you. While you may eat, you gain no benefits from food or drink. You do not age, sleep, or breathe.)
  Bone March: At Level 3, each time you kill a folk character you gain a standard skeleton I as a companion to maximum number of companions equal to your class level (see page 116). The skeleton has no equipment save that which you provide. The skeleton acts entirely according to your wishes while in your line of sight and will take no other actions except to return to your presence when not so controlled. If it cannot do so within a number of minutes equal to your class level it crumbles to dust. You also may add any number of skeleton troops to your command without Reputation cost (up to the maximum number of units your command may include). These units immediately reform or are replaced after each battle at no cost.
  Unmasking the Fear: At Level 4, you may turn non-undead up to twice per scene. Afterwards you may continue to turn non-undead by spending 2 action dice each time you do so. You also gain a trick.
  Berserker’s Charge (persistent fear battlefield trick): Reduce the Force of an enemy leader by your force (minimum 0).
  The Dark Road Back: At Level 5, your Force increases by +1 and the companions created with your Bone March ability are now skeleton II’s . Once per adventure if your teammates have your body at the end of a scene in which you died you cheat death without penalty.

Table CotD.1: The Death-monger
Lvl  BAB  Fort  Ref  Will  Def  Init  LS Lgnd  Abilities
 1    +1   +2    +2   +0    +0   +1   +0   +1  Black Beast, Death Rage
 2    +2   +3    +3   +0    +1   +1   +0   +1  The Black Touch
 3    +3   +3    +3   +1    +1   +2   +1   +2  Bone March
 4    +4   +4    +4   +1    +2   +2   +1   +2  Unmasking the Fear
 5    +5   +4    +4   +1    +2   +3   +1   +3  The Dark Road Back


« Last Edit: October 14, 2015, 05:15:24 AM by Morgenstern »
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Valentina

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Re: [Setting conversion] Rokugan
« Reply #269 on: September 30, 2015, 01:26:58 PM »
That's fascinating.

Hmm, I'm curious though as to how Death Rage works if the Death Monger is mounted?
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