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Monkey Bloke

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  1. Sympathetic Energies allows a caster to spread a persistent invocation effects from one target to another target(s). Spending two opportunity allows the caster to spread a condition instead of a persistent invocation effect. Dying is a condition. Should there be limits to the conditions that can be transferred, or can this invocation be used to transfer any condition? That feels very powerful.
  2. One of the players in my game came up with a question we couldn't see an obvious answer for in the rulebook. Using Cloak of Night he turned his character invisible, but asked what the effect of this was in terms of combat. Assuming he succeeds well enough to be invisible for two rounds, what happens when he attacks an enemy? The Choosing Targets out of Range box on page 253 mentions "a lack of visibility" and advises that the invisible character cannot be targeted except by the spending of opportunity subject to GM call, with no solid advice i could find about spends to see someone that is invisible. The other option would be to look at the obscuring rules and either use, or maybe ramp up the most extreme option in obscured. Is there something I've missed? Has anyone dealt with this question at their table?
  3. On the heritage table on page 96 of the core book there are a few options that will give the PC a (possible missing) family heirloom. Depending on the dice roll this might be a weapon, armour, a boat etc.). The tables advises that the player choose an item quality, and the GM choose and item quality for it. So assuming the PC chooses a positive quality for the weapon(I'll talk about weapons since that is the specific item I was dealing with, but I assume this applies to other items too), let's say Resplendent (as one of my players did) or something similar, how have other GMs handled picking the other quality. It feels like my options are: 1) Give the PC a super-weapon by adding another complimentary quality, such as Ceremonial or Sacred. (which feels like it makes this heritage table option way better than the options where a PC gets a rank in a random skill). 2) Be a **** about it and give it a horrible quality such as Unholy, Forbidden or Cumbersome. (which feels like it is actively trying to ruin a characters heritage, or worse, a players fun). 3) Roll a dice and make the decision random (which likely hits one of the above options, but absolves me of blame). Since there are only 15 or so qualities, and many oppose each other, there isn't a lot of subtle nuance there. What qualities have GMs added to items, and how did it end up? In my instance, I took the cowards way out and rolled (and threw out the first result as not suitable, so it wasn't COMPLETELY random), so we ended up with a Crane clan sword with the Resplendent and Snaring qualities. We took snaring to be a long silk ribbon usually wrapped around the hilt that can be whipped out to snare an opponent's weapon).
  4. I'm not sure if this deserves a separate topic, but it's about the same thing so... Honour, Glory (and err... Status?) In adapting the NPCs I've started pondering the Honour, Glory and Status of them. In 1st edition they only had Honour and Glory, where Glory encompasses both social rank and fame. Honour was ranked from 1 to 5, with 0.1 point increments. It seems simple enough to double the 1st ed score, and check the 1st ed table on page 59 and the 5th ed table on page 302 to make sure it feels correct. That doesn't feel like an issue (please correct me if I'm missing something that could impact this). Glory was a 1 to 10 scale in 1st edition, and probably maps to Status more than Glory in 5th edition. Shosuro Hyobu has a glory of 6 in 1st edition, and while Status 60 is listed a provincial governor rather than city governor on page 305 of the 5th edition core book, I can accept the governor of Ryoko Owari, one of the largest and most wealthy cities in Rokugan being considered more important than most city governors. That said, her son who is the head of the Thunder Guard has a glory of 5, and her daughter, a courtier and socialite has a glory of 6 also. As for the 5th edition Glory rank, I'm assuming I'll need to eyeball it based on character description. Should I take influence from the 1st ed glory rank? Does anyone have any words of advice or wisdom for setting glory on NPCs? Am I overthibking this entirely? Should I simply look at the descriptions on the tables in the 5th edition core book and say "that looks about right"? While that approach isn't wrong, I'd like to remain true to the characters, hence looking at the old stats.
  5. Thanks for the information and suggestions everyone, it will allow a player in my game to play the character he wants to without everyone needing to play stupid to justify it. Nice.
  6. I'm just starting running a game and I have a PC who is a Bayushi Infiltrator. Being a sneaky shinobi the player wants to have some suriken hidden about his person, which seems legit for the character. My question is what happens if/when the other PCs see that this guy is secreting shuriken about his person. I understand that shuriken are the favoured weapon of a shinobi, and that shinobi are completely illegal (to the point that a samurai being proven to be a shinobi is a death sentence, right?). Is there a rational a samurai could give to carry shuriken that would allay suspicion? What about if that samurai is a Bayushi Courtier? And if that courtier is found carrying secreted shuriken into a meeting with important local samurai? In Dungeons & Dragons you have the well-work trope of the Paladin being 'distracted' while the rogue goes off and does his not-strictly-lawful activities. With most of the L5R PCs have a code of honour that is very strict, how do people dance that line of allowing one player to engage in the activities their character can do, while not making the rest of the party look like fools?
  7. I'm assuming that my game will likely involve a PC disguising himself, so I'm primarily looking at this from that position. If we take the spell out of the equation, I can see a performance roll to disguise oneself, with the TN being the vigilance score of an observer (with the effect that as the PC continues to move around and see multiple people while in the disguise, the check result becomes a 'TN' for the NPCs' vigilance). Other than being faster to apply, if the spell requires the same performance check is it different from any other disguise? At that point all the mechanics listed in the spell are removed and it's simply a fast disguise. Taking a hypothetical situation, if a PC wishes to use the spell and infiltrate a governer's estate, how would you model that? Cast the spell, TN3. Assuming the PC needs to talk his way past a guard, an advisor, an elite Yojimbo and the governor themself (with escalating Vigilances from 2 to 5?). Would you make an initial performance check to determine how good the overall disguise is? Or call for a new check for each meaningful interaction? If the NPCs vigilance exceeds the PCs performance check, I'd assume they find something off and get to make a sentiment check to see through the disguise. I guess in that case the spell becomes a second chance to avoid discover that a mundane disguise would not provide. I think this post might be me convincing myself in slow-time. 😁
  8. I'm @Bazakahuna's (long suffering 😁 ) GM, so while he is probably deciding if it's a worthwhile invocation for his Soshuro Inflitrator, and how likely he is to be seen, while I need to know at what point an NPC should be making the check to see through it. I agree with @nameless ronin that Vigilance should be the gauge by which people are passively seeing through the invocation, or at least identifying that there is something that requires more active inspection (as per the action in the invocation, An observer must resist with a TN 4 Sentiment check (Earth 5, Fire 2) to notice something amiss from your appearance alone) In terms of the Vigilance score needed to notice something is amiss, I have a few ideas and am not sure which way to lean. First is the same level and the TN of the invocation itself (3), meaning a Vigilance of 3 is needed to suspect something is wrong. Next is the base TN of the sentiment check (4) , meaning a Vigilance of 3 is needed. Finally is tying it to the school rank of the caster, like in some School Techniques, making the vigilance needed school rank +1. This has the effect of making the ability almost impenetrable at higher ranks and I am inclined to go with a fixed number. Looking at the NPCs I find the trained ashigaru and humble peasant have a vigilance of 2, the loyal bushi and scholarly shugenja have a vigilance of 3 and the seasoned courtier has a vigilance of 4. This leads me to think that vigilance 3+ is the sweet spot for spotting something that requires closer inspection.
  9. I believe that is the case. As far as i am aware, spending a downtime scene indulging your passion can clear strife, no test involved. EDIT - I stand corrected by @nameless ronin below.
  10. I did read through this section, but it only discusses changing the TN based on approach. I think @nameless ronin's suggestions dovetail with what I was thinking. Thanks for the information.
  11. Hi all, I started running the Topaz Championship scenario from the beginner game tonight, but using PCs that the players had made themselves, and hit a few snags. The thing that really struck me is that I can't find any guidance in the core rulebook about adjusting check difficulties based on PCs actions. Obviously I can see the TN table, but is adjusting the TN the usual response for the PC trying to leverage a situational advantage in a check? There is lots of information about modifying dice, but focused on the PCs advantages and disadvantages on the character sheet. I can't find anything situational. I guess what im asking is: if a PC is attempting a check, and finds a clever way to improve their likelyhood of success, what options is it best to apply as a GM? Should I adjust the TN? Allow them to reroll dice as if they had a relevant distinction? (Change the number of dice they can reroll depending on circumstance)? Allow them to roll additional dice? (Ring or skill dice?) Allow them to keep additional dice? Allow them to place a dice with a specific result? Something else? What are the advantages and disadvantages of these approaches? What potholes do I need to look out for if I start tinkering in this way? Thanks all.
  12. That's cool! Frustratingly she isn't statted in 1st edition, so we can't compare and see how FFG did it. Thanks everyone for the advice given, it'll help a lot. @Tonbo Karasu it would be good to share notes and ideas for using Ryoko Owari in this edition.
  13. I will start running L5R this weekend, and while I intend to ease people in with the beginner box and then 'in the palace of the emerald champion', my intention is to adapt the material from the excellent 1st edition City of Lies box set that I have in pdf. The superb selection of NPCs and their secrets and intrigues is a real strength of City of Lies, but I am now faced with 50+ NPCs, of which about half have printed stats in first edition rules. Some seem simple enough to convert, I feel I could just use the same ring and skill values for the Thunder Guard and they would function just fine. Others I could probably use the sample NPCs in the core book for (with some tweaking occasionally), Asako Kinto fits the scholarly shugenja profile pretty well. But some NPCs are pretty edge-case. Let's take Ample as an example. He is a large, kinda slow, ronin, muscle-for-hire type. In 1st edition this was modelled by the following rings and stats: Earth 5 Water 1 - Strength 4 Fire 1 - Agility 3 Air 2 Void 1 I feel I can pretty much import his skills and special ability wholesale, but how would people model the water/strength and Fire/agility divide? I guess it's easy enough to take the rings as they are, but should I attempt some advantages and disadvantages, or other NPC abilities to use him to best effect? Of course I don't intend to centre my campaign around Ample (as large as he is), so what other general advice do people have for adapting older material? Any pitfalls I need to avoid? Thanks for any help.
  14. This might be more me not understanding, but I think it's a typo: On page 95 in the section 19. What is your character's personal name? It states "In the Rokugani style, the character is typically addressed by their family name (chosen in Question 18)" The family (and therefore family name?) is chosen in question 2. Question 18 deals with an ancestor's name. I could be misunderstanding something here though.
  15. On page 6 it advises that a chart on page 23 will show you how to use regular D6s and D12s. That chart appears on page 25, not 23.
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