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About Collinsas

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  • Birthday 12/31/1989

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  1. These look repaints fantastic. I was looking to repaint my rebels to look like separatists and this is about how I imagine how the would look.
  2. The 4th edition of the L5R RPG’s Corebook has a small section on page 37 that covers most of your question: In my experience, the material from this sidebar has been used as the baseline for how to deal with gender-roles across a few different editions of the game. As for as what to expect for customs governing inheritance, if memory serves one of the 4th Edition 'Imperial History' books (IH2, I think) mentions that the Emerald Throne tends to pass on to the Emperor’s eldest male heir unless the emperor has specified otherwise. In the chapter on Iron Rokugan, they give the example of an emperor passing on, and his eldest son takes the throne only to abdicate in favour of his sister. When looking at the other Great Houses, I would probably say that in families where the family’s founder is male they would more likely than not employ patrilineal inheritance, although with families founded by female heroes you might see them favour the eldest eligible heir regardless of gender. Although you might be able to argue that the Matsu might prefer Matrilineal succession, the only outright instance of a Matrilineal family in Rokugan I can think of is the Utaku. The only reason I would not infer that the Matsu are not also a Matrilineal family like the Otaku/Utaku are the fair number of male daimyōs that I remember seeing in previous iterations of the setting. P.S: I love the idea of adding a Winter Phase to the game like Pendragon's, I wanted to incorporate something similar in the form of the One Ring's Fellowship Phase where the group can gain New Skills, New Patrons, and Establish and Improve Holdings. The Fellowship Phase is very similar in concept to the Winter Phase, albeit in a more streamlined package.
  3. No, it should be ok using the explorers edition. All of the differences between the two are available as a free PDF anyway.
  4. I would recommend Savage Worlds, specifically look for their cyberpunk source book 'Interface Zero 2.0'.
  5. I could only hope, but I am leaning towards that not being the case. I think an Android RPG unlikely simply because FFG is currently doing so much that the resources may not be available for an Android RPG.
  6. The preview article made the books sound like it was rather comprehensive write up on the setting, perhaps it would make a useful book for Interface Zero/Savage Worlds.
  7. Given that much of the rest of their fiction can be found there I don't see why they wouldn't.
  8. I've been hoping to see FFG put a book like this out for some time! Although I must admit I am very disappointed to see that this won't be the start of an Android RPG or even an rpg book at all I am very pleased to see another product that explores this IP!
  9. That's a great question, I never got into the CCG but I loved the RPG and have collected every book from each of the editions! If we do see an FFG L5R I hope we see names like John Wick and Ree Soesbee (even if she gets hyperbolic about how great the crane are) on the cover.
  10. FFG's art is normally beyond comparison, but in this case I believe they are simply just reusing the art created for the original Spanish version of the Game published by Edge Entertainment.
  11. I feel in some cases that 'Legendary Actions' can be a bit more balanced and thematic than simply giving the Nemesis additional initiative passed. That having been stated both approaches I feel are perfectly valid; in some cases I do see giving a nemesis an addition activation as suitable legendary Action (although a 2 cost action for most NPC, like the Dragon's wing attack). On the perspective of balance, adding addition passes to a Hutt Lord is not nearly the same as allowing a Sith Lord to make use of additional initiative phases. As for the being thematic; The 'Legendary Actions' also allow a nemesis to take more "Fluffy" but mechanically suboptimal choices during its active turn that make the encounter more interesting and still keep the encounter challenging to the players. They also aid in adding verity to major combat encounters, so that engaging with Darth Vader feel mechanically distinct from fighting another generic "Inquisitor", in addition to the narrative flair that a GM adds to the fight. Granted Solo boss encounters are uncommon so this isn't a massive problem, but it can arise from time to time. On 'Lair Actions' Diversion Architect has the right of it; Lair Actions are environment focused, more even more specificity they come into play when you are fighting something on its home turf. A prime example of adapting this into Star Wars is looking at 'Empire', where Luke is fighting Darth Vader in a location that Vader has selected: so example lair actions would be attempting to freeze Luke in Carbonite, steam blasting into the area obscuring Luke view, etc... With both of these, I agree that Despair Icons could be used to provide similar effects, although the issue with that as 'Whafrog' pointed out is that even if the GM is trying to add red dice are hard to come by, and so by extension Despair.
  12. In answer to your response though it may be useful if post the the text of Lair and Legendary actions from the free downloadable basic monster rules, to help provide the background for my question. "Legendary Actions: A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It isn’t required to use its legendary actions, and it can’t use legendary actions while incapacitated." "Lair Actions: If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), the creature can use one of its lair action options, or forgo using any of them that round." The following is an example clipped out of the 'Adult Red Dragon' from the same free PDF: "Legendary Actions: The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." "Lair Actions: On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated." Here is a link to the PDF on WotC's site for more info: http://media.wizards.com/2014/downloads/dnd/DMDnDBasicRules_v0.1.pdf#page=8
  13. Both the GM screens for Age and Edge give great pointers for helping Power up Nemesis level opponents. That having been said for some encounters I feel like I want for a little more than 'minion ablative wounds' & 'Extra Initiative slots for a nemesis based on the number of players'... I think the "Lair" and "Legendary Actions" action rules from 5e work can with very easily be ported over with little fuss, but can anyone help me brainstorm good/thematic "Lair" and "Legendary Actions" for Star Wars Nemeses. Thanks, -Collinsas
  14. Thank you for your reply, and you make a fair point. Although I feel that the lack of scale consistently is likely going to be with any boardgame. I am trying to find the scale that most approximates the games figures.
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