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  1. I feel a whole lot of empathy for Sotorii now, and I also find it fascinating that the italicized inner monologue, here speculated (possibly correctly) to be from some other source (a kansen or something) are extremely similar to the real world phenomenon of intrusive thoughts. Of course, even if there is no kansen involved, in medieval times mental disorders were sometimes thought to be the result of possession, and in a world where possession is a very real danger just having intrusive thoughts could lead to a susceptibility for possession - you can't tell when the thoughts are your normal intrusions or when they come from a legitimate spirit. Sotorii also isn't that far off in his conclusions on Daisetsu's reactions. While he exaggerates their meaning, the base interpretation isn't wrong. Daisetsu already sees Sotorii as an intellectual inferior, and legitimately does not want to spend time with him. Re: Daisetsu's weakness. A lot of this mess is due to his personal weaknesses, even if it isn't in the way that Doji Satsume thinks. Even in the modern world, the way he spoke to Sotorii was rude and uncalled for. Sotorii's reaction clearly escalated the situation, but Daisetsu was not being as perceptive when it comes to Sotorii's motives as he should have been, and the way he responded didn't help. But then, they're both teenagers in situations that a modern person can't really understand. None of this is an excuse for Sotorii, but I can empathize with him while condemning his actions.
  2. A possible way of it shaking out, that may not have been considered. While the Scorpion get a lot of obvious power through Daisetsu, what with Shoju being named regent and all, he also seems like he may be harder to manipulate in the long run, while Sotorii is the perfect blend of bullheaded and oblivious to be (theoretically) easy to manipulate. What if, once the edict goes into effect, the Scorpion are able to subtly implicate Daisetsu in Hantei XXXVIII's mysterious death? They indirectly provide Shahai with a "healing tea," which of course she gives to Daisetsu, who then serves it to his father. When it turns out to be poison, the Scorpion can create enough gossip to imply that Daisetsu did it on purpose, which both makes people trust him less, and shatters his trust in Shahai. This leads to Daisetsu stepping down, letting Sotorii take the throne. It's overly convoluted, even for a Scorpion plot, and I honestly don't think Shoju would be alright with it, but it could be interesting.
  3. Take this with a grain of salt, but according to Wikipedia, Daisho actually just describes a long sword (daito) and short sword (shoto) worn together. It's mentioned that a tachi and a tanto were a popular pairing, but it's just one possibility. A Chokuto and Tanto pairing might work, particularly if you want to emphasize that this is before curved blades were widespread - plus the tachi is primarily a horseback weapon, and having it be the primary weapon implies things about warfare which may or may not be true.
  4. Let me clarify what I said before. I didn't mean that the Scorpion don't have a good army, or that they only solve problems in the courts. However, they are not associated with bushi in the way that any of the other clans are. While they are not the least militant great clan (that distinction likely goes to either the Dragon or the Phoenix), the other not as militant clans have very distinct bushi traditions within the clan. If anything, I would place the Scorpion at about the halfway point from most to least militant. The order goes something like: Lion, Crab, Unicorn, Scorpion, Crane, Dragon, Phoenix, with plenty of wiggle room. However, the Crane and Dragon have families that are renowned for their dueling prowess, almost to the exclusion of all else (Kakita and Mirumoto, respectively) while the Kami of the Phoenix's defining trait was his willingness to lay down his life to protect Isawa, a trait that his family has strongly inherited. By contrast, one of the Kami Bayushi's most famous acts was... declining to fight. In a suitably badass way, but the point stands. In the setting's history, the Scorpion do not have a particularly notable heritage for bushi. Yes, they did amazing things in an alternate future, but they haven't impressed the Crab by defending against the second Festering Pit, they didn't conquer Otosan Uchi (even if briefly) All this being said, count me as one eagerly anticipating a Bayushi bushi school. I just don't think it's that big of an oversight in the corebook.
  5. As a long time fan of L5R who nonetheless has hardly played it (CCG or RPG) I actually feel like they came to an elegant solution with this book. I suspect that they came to the "Each family has one school" decision extremely early on (which likely influenced the story to make the Kaito family - with the Agasha still in the Dragon clan, it's the best solution) and it leads to a good introduction of the core of each family's identity. The decision to have the Bayushi Manipulators, leaving the Scorpion without any bushi school, is also interesting and teaches you something about them. They do not go to war in the traditional way. Yes, they have bushi. Yes, they have an army. But that is not how they fight. Unlike the other clans, they don't seek to appear militarily strong - they'd always prefer to use tricks to get their way. Everything about the clan reinforces this, down to the names: Manipulator, Infiltrator, and Illusionist. Even the Yogo Wardmasters play to the Scorpion image by guarding the clan's secrets. Every clan works like this, and it's one of the reasons that I'm happy they got rid of the generic school names (Shiba Bushi doesn't tell you anything, but Shiba Guardian already starts showing you what the school is about) Something that may have worked well and I haven't seen brought up: Why didn't they just make the Bayushi Manipulator both courtier and bushi? Perhaps switch out one of the Shuji for a Kata, rework the curriculum a bit to allow for more martial development (more Martial Arts and Tactics entries, a few more kata) and you'd have a school that is can be effective either way, but still represents the Scorpion well. Even losing a pure courtier school isn't a bad thing - the Scorpion are always misleading you and running multiple plans at once, after all.
  6. I wonder how many people are eligible for it? I'm crossing my fingers, regardless.
  7. I doubt each major family will get their own school, for the simple reason that the Clans have different numbers of families. While overall it isn't dire, in the corebook I would expect each Clan to have an equal number of schools. I'd wager that it's four per clan, plus a few minor clans (probably including the Mantis) and at least one non-Dragon Monk school.
  8. Massive amounts of fluff for a setting I love? I'm in. I also love that the rumors are titled "Contested Truths." It's such a minor and yet very flavorful detail.
  9. Talandar

    Raw Is Genesys

    Just had a thought: if you spread out the combat skills (Say, Grappling (Cunning), Power (Brawn), High-Flying (Dexterity), Submission (Intellect), Striking (Brawn? Dexterity?)) you could either have a built in Rock-Paper-Scissors dynamic, or have it be built into the talents. For built in: Power > Grappling, which means you can defend against Grappling moves using your full Power, including Brawn. I'd have to draw it out, but it would look something like the Rock/Paper/Scissors/Lizard/Spock layout. For Talents, have something like this: Skilled Defense Tier: 1 Activation: Passive Ranked: Yes Choose a wrestling style you are skilled at defending with. At each rank, choose a style that you can defend against using your defensive style's full dice pool.
  10. Talandar

    Raw Is Genesys

    Alignment: All wrestlers (along with Managers, etc) has an additional stat called Alignment. The alignments are Face and Heel. This is chosen at character creation. It costs 2XP OR a significant action (Triumph or Despair) to change alignment. Heat: The measure of how over a wrestler is, Heat is generated by moves that excite the crowd, whether they are positive or negative. When spending Advantage, all Talent gain the option of gaining Heat at a rate of 1-1. If the action is against their alignment, as determined by the table, they have to spend extra advantage. If it is a slight departure, the rate is 2-1. A more serious departure could be 3-1. Heat can be spent to add boost dice at a rate of 1 die for two Heat. Alternately, they can remove threat dice at the same rate. Not playtested or thought through very thoroughly, but it seems like it won't affect bookkeeping too much. The main issue I see is it has a real snowball effect, but that isn't necessarily a bad thing. It definitely needs playtesting to iron out the kinks, though.
  11. Talandar

    Raw Is Genesys

    I think it partially depends on how kayfabe you're being. If you're treating it as real, I don't have much to add. However, breaking kayfabe opens up the possibilities. Almost any social skill can be used, in addition to athletics and brawl, because you're effectively rolling against the audience, not your opponent.
  12. I really like the idea of two characteristics per color. White: Presence for the leadership part, Willpower for the divine part. Blue: Intellect for the knowledge part, Cunning for the illusion and tricksy part. Black: Cunning for the subverting laws, Willpower for the horrific and demonic part. Red: Presence for emotions, Cunning for fire/lightning/earth. Green: Brawn for the physical might, Willpower for the natural knowledge. Colorless spells don't really exist outside of the Eldrazi (the ones that do are artifacts or Ugin related, and Ugin probably has his own OP school of magic) and devoid, and devoid spells still require one of the five colors. The GM and the player will have to agree on which characteristic to use for each spell cast, using the above as guidelines: Red (Presence) probably can't be used for Attack spells, but it falls perfectly with Boost and Curse. Conjure it depends on the color and what you're summoning. And while summoning is not a particularly common ability in the lore, keep in mind that Lilliana almost exclusively uses Conjure to summon zombies (Cunning) forgoing most other uses of black mana, while Nissa frequently uses Willpower to summon elementals. In Theros, Nissa very prominently summons soldiers to fight a hydra and an archon in the final battle. It's just that planeswalkers can't summon specific people - it's archetypes, generally, and they are formed out of mana (with the general exception of zombies) I would add a new skill: Planeswalk. This can only be used by planeswalkers, and the difficulty is determined by how specific the planeswalk is. If they're just trying to leave the plane, no difficulty dice are needed. Going to a specific plane is difficulty one, a specific area (roughly city sized) is difficulty 2, and anything more specific than that is difficulty 3. You can get boost dice for going somewhere you've already been, following someone else, or targeting a specific person you know well (as seen in the latest story) but setback dice can be added due to environmental factors - are you in combat? Is your target moving? How's the weather? All of this is supposed to represent that it's easy to planeswalk but harder to aim it.
  13. Talandar

    Mistborn setting?

    The biggest thing is figuring out how the metallic arts work. Weirdly, Allomancy is by far the easiest to do. Having Allomancy basically amounts to getting permissions to doing certain things (pushing and pulling metal, etc.) which are just outgrowths of other skills. Therefore, burning metals just gives bonuses to those skills - the primary issue is what kind of bonuses, and how to track when you have metal to burn. Their are a few outliers (Nicrosil and Chromium has weird effects on the target, Copper and Bronze effect each other, Gold, Electrum, and Atium have unique and, in the case of Atium, overpowering effects) but granting bonuses works as a baseline. Playtesting needs to be done, but a cost like 50 might be good for five rounds worth of metal? Atium costs 500 at least for one rounds worth. When you burn a metal (a reflexive action) you get its effects until the beginning of your next turn. I'd put each pair of metals as a skill (Iron/Steel, etc.) that give boost dice equal to the skill to appropriate task when you're burning the appropriate metal. Bronze (Willpower) lets you sense allomancy being used, opposed by Copper (Will). Duralumin, Nicrosil, and Chromium do not have skills because they work differently. Duralumin and Nicrosil doubles all other metals currently being burned for the current round, but then no metal is left afterwards. Chromium simply wipes out whatever metal they currently have on a successful Brawl attack that deals no damage (take two setback die if you want to punch them instead of just touching them). I have no clue how to do Cadmium and Bendalloy. Gold is primarily a storytelling device, and doesn't really need its own skill. Electrum gives boost die to physical skills. Atium gets its own section, because it's really ridiculously powerful. When you burn Atium, you get two upgrades to all physical skill checks. When you flaring it through Duralumin and Nicrosil has its own special effects, but at minimum it gives you four upgrades and you get to see all the future paths for a brief moment. Hemalurgy is an evil skill that can take abilities from those it kills and grant them to others, lending it more towards the realm of plot device. Feruchemy is the one I have the most trouble placing. My best guess is that you give yourself setback dice on particular rolls to build up charges - one setback for one round is a charge. Then you can spend any number of charges for that many boost dice on an skill check. This is the trickiest one to represent, no matter what, especially when you bring Twinborn into it.
  14. Off the top of my head, and probably horribly unbalanced: Grappling Master 10XP May take a Grapple action when engaged with an opponent. Brawl, difficulty 3. If you succeed, the opponent cannot disengage on their next turn unless they succeed at an opposed Brawl check.
  15. I adore this monster so much. Resilience could be an option. It's not your skill or strength, it's how long you can hold out. After all, gummy candy isn't very strong (unless it's cold). Have to succeed at a Resilience roll to get to the hide, then Athletics to bust through the skin. Alternately, a harder resilience roll to go out the *ahem* back door
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