ludo199
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ludo199 reacted to Avatar111 in Actually RIP this time L5R 5th ed (2018-2020)
Why slide under the rug the fact that they are cancelling future development of their RPG lines ? Isn't it something that should be known ?
At this point, if they don't come out to contest the rumor.
I feel like hiding that rumor (fact?) from the consumers is a bit too corporate friendly.
If there is any hope of a continuity, in whatever form it can take, I feel it is better to let the rumor keep going and let the fans come up with their own actions and make their voices heard on the subject instead of just possibly silently letting it die.
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ludo199 reacted to ajtheronin in Actually RIP this time L5R 5th ed (2018-2020)
I mean, at this point I can only buy more dice. 😂
But yeah, keeping the conversation going in social media or other forums is key. Keep it positive, though.
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ludo199 reacted to sndwurks in Actually RIP this time L5R 5th ed (2018-2020)
Well, that was egg on my face.
Being said, Katrina has been somewhat cagey in what she has been saying publicly. She is confirming that she told people that FFG is planning on winding down its development of RPGs going forward, sometime in the next six to nine months. Apparently, my reputation does interfere a little bit here, since I do actually approach reporting on L5R as journalism, and people at FFG are very careful what they say in my presence (which was honestly WEIRD when Tyler at Worlds started to say something, looked directly at me, stopped, and told people to talk to ME about it)?
Still, I think it is important that Katrina is the one who is breaking this story. Katrina very much loves L5R, and has never struck me as someone who deliberately misleads the community. If she has said this, it is because it is not against any NDA, and she feels it is important to we know this. However, development =/= production.
What this means is that FFG has no plans to make further supplements for their RPG lines. Giving production time in the industry, there could be one or two more supplements on their way for release in June or August, but after that, nothing. There are any number of reasons for this. Closing out marginal lines of profit is one. Having to switch printers and not being able to afford the new one is another. But we cannot view this in a vaccuum. Asmodee North America has had two CEOs in three years, and still has not announced the new CEO after Andrew Navarro left. It shuttered an unsuccessful studio (Fantasy Flight Interactive), but has opened three more subsidiary companies which WOULD have been under FFG previously but aren't. Atomic Mass Games is making miniatures, which WAS something FFG was doing. Aconyte Books is making novels, which WAS something FFG was doing. Gamegen!c is making game bling for Keyforge, which WAS something FFG was doing.
What does this mean for us, the community of L5R players?
This means that now is not the time for hope, but a time for action. Seriously. If you like L5R RPG? Go out and buy Path of Waves. Get on social media and make noise. Make a ruckus in a public space that the business people behind Asmodee North America and FFG can see. But do not expect ANA / FFG to change what they are doing.
They are no longer developing the RPG. But as long as there is money to be made? They will keep it in print. And who knows? Maybe they are looking to open a user-created paid content platform like Genesys Foundry. Maybe they are planning on opening an entire RPG studio to handle their (non-Star Wars) RPG lines. Maybe this is the end of this version of the RPG. Luckily, the game is still out there, and this community still exists, and we CAN keep it alive.
For the time being, though, get comfortable with the mystery of L5R RPG's fate. We have no idea what is going to be coming next, and we won't until it gets here.
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ludo199 got a reaction from vargrmoon in The Big Bad Thread of Homebrews
Thank you for your answer. I was MJ on the 4th edition and changing edition is a little disturbing.
But I followed your advice and thought of something like this:
Power of the Mountain (School Ability): When the character take damage due to a environment (fall, temperature, crush, etc.) and make a Fitness check, all Opportunities result count as a Success.
Here I wanted to use the mountain survival side of badgers.
Badger's Claw (Mastery Ability): Once per scene, during the Initiative rollat the start of a Skirmish, you can use a Void Point and play at last. During the first turn, your opponent can't defend against the damage and take a critical strike.
For this one, I used your advice, while staying on my basic idea (a powerful attack in a left or double).
What do you think ?
I also work on the Wasp Clan, and I took what you said
#MinorClan #WaspClan #School
Wasp Clan
Ring Increase: +1 Air
Skill Increase: +1 Martial Art (Ranged)
Status: 22
The Wasp Clan has the greatest archers in the Empire, and feared by all the criminals of Rokugan. Originally, Tsuruchi betrayed, retook the castle that had been his birthright slaughtering all within. In the ensuing uproar, Tsuruchi presented his case to Emerald Champion. was declared innocent of any wrong doing and was given leave to create his own minor clan. Tsuruchi's followers had long since given him the nickname "Little Wasp", so there was little debate over the name for their new clan.
Tsuruchi Family
Rings: +1 Air or +1 Fire
Skill Increases: +1 Martial Art (Ranged), +1 Fitness
Glory: 37
Starting Wealth: 5 Koku
The Tsuruchi family, dedicated its existence to hunt down the criminals of all the empire, thanks to the bow. They even defined their own code of bushido (because their actions were not in agreement with the bushido). The family's holdings were almost exclusively nestled within the Spine of the World Mountains, slightly north of the Sparrow and Kitsune lands. They were generally infertile, being either the barren rock of the mountains and their foothills, or dry sandy flatlands.
What does your character know?
All Wasp Clan characters have a greater awareness of the following topics:
You have a strong grasp of the politics within Wasp lands, as well as general information of the clan's major cities. You have solid knowledge of Rokugan's judicial system, the best-known criminals, and how to track them. You know everything about bow and arrow. What does Bushido mean to your character?
The tsuruchi have developed their own code of honor, which was not entirely in accord with the code of Bushido. Its main precepts are Duty and Loyalty (Chugi), and Justice.
But Compassion (Jin) is the least used, especially towards criminals.
Tsuruchi Bounty Hunter School (Bushi)
Tsuruchi Bounty Hunter School taught the way of the bow to the exclusion of all else (including the sword). Tsuruchi snapped his own blade in half with his foot, and his followers were bid to do the same. saying it was a symbol of an impossibly limiting code of conduct. Students of Tsuruchi's technique were capable of amazing feats with a bow, the least of which included firing multiple shots at once or even firing several shots in the space of time it would take a lesser archer to ready a single attack. A Bounty Hunter took on any bounty from any legal authority, to be paid only on completion of their task. They did not question whether or not the people they hunt down deserved to die.
Rings: + Air, +1 Void
Starting Skills (Choose 5): +1 Fitness, +1 Governement, +1 Martial Art (Ranged), +1 Meditation, +1 Sentiment, +1 Skulduggery, +1 Survival
Honor: 27
Techniques Available: Kata, Rituals, Shuji
Starting Techniques:
Kata: Hawk’s Precision, Striking as Air
Way of the Wasp (School Ability): You can increase or decrease the Deadliness of an attack you make with a yumi or daikyu by up to your School Rank. Additionally, Yumi and Daikyu have a Range of 1 to 5 while you wield them.
Starting Outfit: Concealed armor, wakizashi (short sword), yumi (bow), quiver of arrows, calligraphy set, knife, club, Traveling pack.
Rank 1
Schoolar Skills / Skill Group
+1 Martial Art (Ranged) / Skill
+1 Survival / Skill
+1 Tactic / Skill
Rank 1 Kata / Technique Group
♦ Pelting Hail Style (Kata) / Technique
Whispers of Court (Shuji) / Technique
Rank 2
Martial Skills/ Skill Group
Governement/ Skill
Skulduggery / Skill
Smithing / Skill
Rank 1-2 Kata / Technique Group
Disappearing World Style (Kata) / Technique
Feigned Opening (Shuji) / Technique
Rank 3
Trade Skills/ Skill Group
Martial Art (Ranged) / Skill
Commerce / Skill
Governement / Skill
Rank 1-3 Air Shuji / Technique Group
♦ Pin the Fan (Kata) / Technique
♦ Breath of Wind Style (Kata) / Technique
Rank 4
Artisan Skills / Skill Group
Skulduggery / Skill
Fitness / Skill
Survival / Skill
Ranks 1-4 Kata / Technique Group
♦ Soul Sunder (Kata) / Technique
Eye of Wasp* / Technique
Rank 5
Martial Skills / Skill Group
Martial Art (Ranged) / Skill
Smithing / Skill
Tactic / Skill
Ranks 1-5 Kata / Technique Group
Prey on the Weak (Shuji) / Technique
♦ Skulk (Ninjustu) / Technique
Rank 6
Wasp's Sting (Mastery Ability): You can use 1 Void point to use one effect:
If the target does not move (and if it is in range), the arrow will hit it for sure. The Martial Arts (Ranged) check determines the damage bonus. If the target hides behind a simple protection (thin wooden board for example), the arrow can pass through and reach its target without reducing the damage. Or Ignore up to 2 points of the target’s physical resistance. You can shoot 3 arrows maximum at the same time(like you shoot 1). Each arrow shoot requires a roll, and even Opportunity give a bonus for the next. You reload your bow immediately after shooting. This allows you to withdraw on the next turn. * Eye of Wasp (Wasp Only) Rank 4
-Activation: Once per scene as a Support action, if you know a ennemi is near but you do not know its position. You may make a TN 2 Air Ring check to reper the location of a hidden target.
-Effect: If you succeed, you can detect the location a possible target. The more successful you are, the more accurate your analysis is.
I know there is a ninjutsu technique, but I think it's a good match for the wasp and the fact that they have their own code of honor.
For the Mastery Abilitie: I especially wanted the wasps to be fun with their bow and can make hallucinating stuff. But I think there are things to improve on the rule.
So, what do you think ?
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ludo199 reacted to MonCalamariAgainstDrunkDriving in Shadowlands Taint as Ranks
I like 5e, but as others have noted, FFG has removed a lot of the bite from the Shadowlands Taint. I'd like to try out some homebrew rules that make it something a little closer to what it was in previous editions. Here are some thoughts I just cobbled together. Let me know what you think.
Shadowlands Taint
This becomes a 0-100 scale, like Glory, Honor, and Status. You gain a Shadowlands Taint disadvantage at 10 and another every 20 points beyond it (30, 50, 70, and 90). I'm not sure yet at what point a character becomes too tainted to be playable; I'm likely to leave that to GM discretion.
Shadowlands Taint Resist checks
Every two weeks, a character with 1 or more Shadowlands Taint points must make a TN 4 Fitness or Meditation check. They can use any ring for the check, as long as they don't have a Shadowlands Taint disadvantage associated with the ring. If they pass, they stave off the corrupting influence of the Shadowlands for a little longer. If they fail, they gain a number of Shadowlands Taint points equal to four times their shortfall. If this increase in points causes them to gain a new Shadowlands Taint disadvantage, it must be in the ring they used for the check.
Afflicted
Scratch the last paragraph of the Afflicted entry (about making a check or getting the Shadowlands Taint disadvantage). Add the following to the Effects section:
An Afflicted character must make Shadowlands Taint Resist checks as though they had Shadowlands Taint points, even if they have none.
Time Spent in the Shadowlands
At the end of each day spent in the Shadowlands, a player must roll a Fitness or Meditation check to resist acquiring Shadowlands Taint. They can use any ring for the check, as long as they don't have a Shadowlands Taint disadvantage associated with the ring. On the first day, the TN is 1. Increase the TN by 1 if they have an open wound (by GM discretion, but a good starting point is a wound from the last 24 hours that caused the Bleeding, Unconscious, or Severely Wounded conditions). Increase the TN by 1 if they have the Afflicted condition. If they pass, increase the TN by 1 for the next check to resist the Shadowlands Taint in this way. For every two bonus successes, they can go one day without needing to make a check. If they fail, they gain a number of Taint points equal to four times their shortfall (but the TN for the next check is not increased).
Example: Hiruma Do is scouting in the Shadowlands. At the end of the first day, he rolls to resist the Shadowlands Taint. Because it’s only been one day, the TN is 1. He gets three successes. Having two bonus successes means he doesn’t need to roll at the end of the second day. On the third day, he’ll roll against a TN of 2. If on the third day he had an open wound or was Afflicted, the TN would be 3. If he had an open wound and was Afflicted, the TN would be 4.
Maho
Every time a character performs a Maho technique, they gain Shadowlands Taint points equal to four times the rank of the technique plus the number of strife kept. These Taint points are acquired, even if the Maho fails. Every Maho technique also gains the following new opportunity:
[opp+]: Reduce the number of Taint points gained from using this technique by the number of opportunity kept this way. This cannot reduce the Taint points acquired below 1.
Finger of Jade
A finger of jade absorbs 10 points of Taint that its bearer would otherwise acquire. It will only absorb half (rounded down) of the Shadowlands Taint points if they were acquired willfully, such as through the use of Maho.
Tea of Jade Petals
If tea of jade petals is consumed, a player suppresses the effects of one Shadowlands Taint disadvantage for 24 hours. If tea of jade petals is used in a Tea Ceremony, add the following effect and new opportunity:
Effect: Each target suppresses one Shadowlands Taint disadvantage of their choice, plus an additional Shadowlands Taint disadvantage for each bonus success.
[2 opportunity]: Each target adds one kept [success] die to the next roll they make to resist acquiring Shadowlands Taint made within the next 24 hours.
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ludo199 got a reaction from sndwurks in The Big Bad Thread of Homebrews
Go for fun, I post a minor clan that I created.
https://docs.google.com/document/d/17XYhIbqATWzzxzOiXb4VUCJ5F4BcyPQOHWW-XFounIE/edit?usp=sharing
The Octopus clan whose samurai are freak, also called "the yokai people"
The Sekushi family was an old part of the Unicorn, but during their journey they assimilated some tradition to modify their bodies, and thus to create "Body Art".
The purpose of the clan is to make people accept differences in an ultra-conservative society.
I had a lot of fun imaging and writing this clan. I started from the idea: "if the unicorn was to go further than Burning Sand". So I was inspired by many people and tribes around the world (mainly Africa and Asia), their tradition, and Body Art. I wanted to give them a deliberately sensual and exaggerated side.
Ps: My English is of a relatively average level (it's not my original language) so I think there will be a lot of fault. Otherwise, do not hesitate to comment.
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ludo199 reacted to Avatar111 in Courts of Stone, a new sourcebook
Quick review of the book;
Lore is good, castles, courts and such. First half of the book is extremely solid.
Deer clan is awful. Just, uninspired. (The parts about meridians and Kiho while the school itself doesn't have any Kiho is a good representation of how bad it is)
Aside the deer clan schools, the other new schools do what they should do. Not all perfect but generally ok.
New gear is fun. A few mistakes or oddities in the mechanics but it is a decent addition.
New techniques, some are very well done, others are just badly designed or worded. All in all its ok, there are at least 50% of them that are sharp.
Gm's advices on courts and shinobi is great. I think it explains well how to design games for L5R. Put a lot of work into a cast of npc. Also some good general tips for the flow of the game.
Details on the Courtesy tenet is nice.
Titles are.. titles. I never thought of them as well implemented mechanically and never liked how they require xp out of school ranks. But as RP potential for added flavor, they can help. Titles are a missed opportunity in term of game design, but just having names/lore on them is a plus.
Talking about opportunities, the new tables for spending opportunities are just unnecessary bloat. Not sure these will see play in most games, but maybe with very experienced groups that are ok with added mechanical options on each checks.
Bonds... Again with the XP need. Not a fan, do not think they are worth it or add anything to the game. But, for RP purpose, you can probably find interesting stuff in there and use some of the mechanical effects as "special abilities" given throughout campaigns to add flavor between two characters. Especially between pc and npc that got latched on, interacted with a lot. I see it more as a RP tool than a "progression system".
Setup a court in 7 steps. Unnecessary and just weird. Basically a mini game of character (npc) creation. Could be interesting as a session 0 with the right group, maybe.
Other; the book is full of small mistakes and reeks of a lack of polish.
End comment; a hit and miss book. Clearly shows that L5R is handled a bit randomly. Whenever they write lore while taking stuff from the older lore it is well presented and fun, but whenever they try new things mechanically or with the setting, it is not very good. Passable at best.
If it continues like this, this game will become an amalgam of weird rules and interactions that will be best played by choosing which part you want or not. As taking everything will just make for a disaster.
Read it for; the castle lore, the crane clan lore, the new schools, techniques, gear and very few extremely solid gm's advice hidden under many unpolished and random stuff.
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ludo199 got a reaction from Hida Jitenno in The Big Bad Thread of Homebrews
Go for fun, I post a minor clan that I created.
https://docs.google.com/document/d/17XYhIbqATWzzxzOiXb4VUCJ5F4BcyPQOHWW-XFounIE/edit?usp=sharing
The Octopus clan whose samurai are freak, also called "the yokai people"
The Sekushi family was an old part of the Unicorn, but during their journey they assimilated some tradition to modify their bodies, and thus to create "Body Art".
The purpose of the clan is to make people accept differences in an ultra-conservative society.
I had a lot of fun imaging and writing this clan. I started from the idea: "if the unicorn was to go further than Burning Sand". So I was inspired by many people and tribes around the world (mainly Africa and Asia), their tradition, and Body Art. I wanted to give them a deliberately sensual and exaggerated side.
Ps: My English is of a relatively average level (it's not my original language) so I think there will be a lot of fault. Otherwise, do not hesitate to comment.
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ludo199 got a reaction from neilcell in Sparrow Homebrew
Bushi, Courtier or both ?
Thank you for your work.
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ludo199 reacted to Hida Jitenno in The Big Bad Thread of Homebrews
Initial thought: Analyse is an Air approach, but you have it tied to a Water check. I'd suggest changing the check to an Air one. Also given that their Clan/Family/School doesn't give Water, it's a little strange to make their school ability dependent on that Ring.
Personally, I'm very surprised by the addition of gunpowder/teppo to the clan; seems out of nowhere. If it fits your Rokugan, and you really want blackpowder in your game, then I'd suggest splitting it into a different school.
Making Unbreakable weapons (which makes the Katana a Rarity 13 weapon) is already pretty incredible when anyone else has to spend 8 (!!) XP to get that effect; in comparison, most techniques cost 3. Not to mention you can do it for any item? So unbreakable armor then makes a 0-2 Critical a not-critical. I can use shattering parry without drawback. It's pretty powerful to give to a brand-new, fresh-from-the-childhood character.
I'd also suggest a misfire/backfire rule with the blackpowder weapons. They are somewhat infamous for that unreliability, but you've given them no drawback save for a longer loading time. I'd suggest specifying the reloading actions is a Support action, to negate a Water stance calming breath/reload. Also, does it have to be 5 consecutive actions? Can I Water stance: fire the gun then start reload, next turn strike one-handed and reload, etc x3, then have a loaded pistol at the end of it? I'd be more specific with the prepare requirement.
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ludo199 reacted to Hida Jitenno in Courts of Stone, a new sourcebook
Thank you! I saw that in Courts and thought "wait, did I miss that in Shadowlands?" But I didn't go back to check.
I mean the wiki definitely has their mons, but I agree it's strangely inconsistent, and the sourcebooks would have been a good spot for all of them.
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ludo199 reacted to sndwurks in Index of Clans / Families / Schools / Titles
This thread / post is to provide a one stop index of currently published Clans, Families, and Schools so that people know where to pick them up. Please do not include actually published rules in this thread, so we are not infringing on FFG's sales / access and stuff. If something is a free online DLC, however, please feel free to embed the link. A lot of these are going to have "Pg XX" references at present as I do not have the Core Rules in front of me. I will be correcting them as I have those. Special Thanks to @DangerBob for writing up several of these!
Great Clans
Crab Clan (CR, pg 42) Hida Family (CR, pg 49) Hida Defender School (Bushi) (CR, pg 57) Hiruma Family (CR, pg 49) Hiruma Scout School (Bushi, Shinobi) (CR, pg 58) Kaiu Family (CR, pg 49) Kaiu Architect School (Artisan, Courtier) (CelR, pg 84) Kaiu Engineer School (Artisan, Bushi) (CR, pg 59) Kuni Family (CR, pg 49) Kuni Purifier School (Shugenja, Bushi) (CR, pg 60) Kuni Warden School (Monk) (Sds, pg 91) Yasuki Family (CR, pg 49) Yasuki Merchant School (Courtier) (CR, pg 61) Yasuki Yojimbo School (Bushi) (CoS, pg 98) Crane Clan (CR, pg 43) Asahina Family (CR, pg 50) Asahina Artificer School (Shugenja, Artisan) (CR, pg 62) Asahina Envoy School (Courtier) (CelR, pg 81) Daidoji Family (CR, pg 50) Daidoji Iron Warrior School (Bushi) (CR, pg 63) Daidoji Spymaster School (Courtier, Shinobi) (CoS, pg 90) Doji Family (CR, pg 50) Doji Bureaucrat School (Courtier) (CoS, pg 91) Doji Diplomat School (Courtier) (CR, pg 64) Kakita Family (CR pg 50) Kakita Duelist School (Bushi, Artisan) (CR, pg 65) Kakita Swordsmith School (Artisan, Courtier) (Sds, pg 89) Dragon Clan (CR, pg 44) Agasha Family (CR, pg 51) Agasha Alchemist School (Shugenja) (CelR, pg 80) Agasha Mystic School (Shugenja) (CR, pg 66) Kitsuki Family (CR, pg 51) Kitsuki Investigator School (Courtier, Bushi) (CR, pg 67) Mirumoto Family (CR, pg 51) Mirumoto Taoist Blade School (Bushi, Monk) (Sds, pg 92) Mirumoto Two-Heavens Adept School (Bushi) (CR, pg 68) Togashi Order (CR, pg 51) Togashi Chronicler School (Courtier, Monk) (CoS, pg 97) Togashi Tattooed Order (Monk) (CR, pg 69) Lion Clan (CR, pg 45) Akodo Family (CR, pg 52) Akodo Commander School (Bushi) (CR, pg 70) Ikoma Family (CR, pg 52) Ikoma Bard School (Courtier) (CR, pg 71) Ikoma Shadow School (Courtier, Shinobi) (CoS, pg 92) Kitsu Family (CR, pg 52) Kitsu Medic School (Artisan, Bushi) (Sds, pg 90) Kitsu Medium School (Shugenja) (CR, pg 72) Kitsu Realm Wanderer School (Shugenja, Bushi) (CelR, pg 85) Matsu Family (CR, pg 52) Matsu Berserker School (Bushi) (CR, pg 73) Phoenix Clan (CR, pg 46) Asako Family (CR, pg 53) Asako Inquisitor School (Courtier, Shugenja) (Sds, pg 88) Asako Loremaster School (Courtier) (CR, pg 74) Isawa Family (CR, pg 53) Isawa Elementalist School (Shugenja) (CR, pg 75) Kaito Family (CR, pg 53) Kaito Shrine Keeper School (Monk) (CR, pg 77) Kaito Spirit Seeker School (Bushi, Shugenja) (CelR, pg 83) Shiba Family (CR, pg 53) Shiba Artist School (Artisan) (CoS, pg 94) Shiba Guardian School (Bushi, Courtier) (CR, pg 76) Ishiken Initiate School (Sage, Shugenja) (CelR, pg 82) Scorpion Clan (CR, pg 47) Bayushi Family (CR, pg 54) Bayushi Deathdealer School (Bushi, Shinobi) (CoS, pg 89) Bayushi Manipulator School (Courtier) (CR, pg 78) Shosuro Family (CR, pg 54) Shosuro Infiltrator School (Shinobi, Courtier) (CR, pg 79) Shosuro Shadowweaver School (Shugenja, Bushi, Shinobi) (CelR, pg 87) Soshi Family (CR, pg 54) Soshi Illusionist School (Shugenja, Courtier, Shinobi) (CR, pg 80) Yogo Family (CR, pg 54) Yogo Preserver School (Shugenja) (Sds, pg 95) Yogo Wardmaster School (Shugenja) (CR, pg 81) Unicorn Clan (CR, pg 48) Ide Family (CR, pg 55) Ide Trader School (Courtier) (CR, pg 82) Iuchi Family (CR, pg 55) Iuchi Meishodo Master School (Shugenja, Artisan) (CR, pg 83) Moto Family (CR, pg 55) Moto Avenger School (Shugenja) (Sds, pg 93) Moto Conqueror School (Bushi) (CR, pg 84) Shinjo Family (CR, pg 55) Shinjo Outrider School (Bushi, Courtier) (CR, pg 85) Utaku Family (CR, pg 55) Utaku Battle Maiden School (Bushi) (CR, pg 86) Utaku Stablemaster School (Bushi, Sage) (CelR, pg 88) Minor Clans
Mantis Clan (MCDLC, pg 4) The Families of the Fleet (MCDLC, pg 4) Storm Fleet Sailor (Bushi) (MCDLC, pg 5) Storm Fleet Tide Seer (Shugenja) (MCDLC, pg 6) Tortoise Clan (GMK, pg 8 ) Kasuga Family (GMK, pg 8 ) Kasuga Smuggler School (Courtier) (GMK, pg 9) Falcon Clan (Sds, pg 87) Toritaka Family (Sds, pg 87) Toritaka Phantom Hunter School (Shugenja) (Sds, pg 94) Mazoku's Enforcer Tradition (Bushi, Sage) (DTDLC, pg 24) Deer Clan (CoS, pg 88) Shika Family (CoS, pg 88) Shika Matchmaker School (Courtier, Shugenja) (CoS, pg 95) Shika Speardancer School (Bushi, Shinobi) (CoS, pg 96) Centipede Clan (CelR, pg 79) Moshi Family (CelR, pg 79) Moshi Sun Sentinel School (Bushi, Shugenja) (CelR, pg 86) Miscellaneous
Imperial Families (EE, pg 228) Miya Family (EE, pg 229) Miya Cartographer School (Artisan, Courtier) (EE, pg 232) Miya Herald School (Courtier) (EE, pg 233) Otomo Family (EE, pg 230) Otomo Schemer School (Courtier) (EE, pg 234) Seppun Family (EE, pg 231) Seppun Astrologer School (Shugenja, Artisan) (EE, pg 235) Seppun Palace Guard (Bushi) (EE, pg 236) Spirits Kitsune Impersonator Tradition (Courtier, Shugenja) (EE, pg 239) Champions of Days Gone Tradition (Bushi) (DTDLC, pg 25) Ronin Peasant Family (CR pg 306) Worldly Ronin School (Bushi, Courtier) (CR pg 87) Mercenary Ninja Training (Shinobi) (CoS, pg 93) The Wandering Blade (Bushi) (PoW pg 48) Student of the Talon (Bushi, Shinobi) (PoW pg 49) Treasure Hunter (Courtier, Bushi) (PoW pg 50) School of Leaves (Shinobi, Courtier) (PoW pg 51) Voice of the Wilds (Shugenja, Courtier) (PoW pg 52) Artisan of the Roads (Artisan) (PoW pg 53) Mystic of the Mountain (Monk, Courtier) (PoW pg 54) Brotherhood of Shinsei Fortunist Monk Order (Monk) (EE pg 237) Shinseist Monk Order (Monk) (EE pg 238) Kolat Kolat Saboteur Conspiracy (Shinobi) (EE pg 240) Ujik-Hai Ujik Diviner School (Sage) (PoW pg 55) Qamarist Caliphate Qamarist Shield Bearer Tradition (Bushi, Sage) (PoW pg 56) Qamarist Alchemist Tradition (Sage) (PoW pg 57) Ivory Kingdoms Ivory Kingdoms Sage Tradition (Sage, Bushi) (PoW pg 58) Ivory Kingdoms Dancing Blades Tradition (Bushi) (PoW pg 59) Alternative Character Creation Rules
Region (PoW pg 31) Urban Region (PoW pg 32) Rural Farmland Region (PoW pg 33) Sea, River, or Lake Region (PoW pg 34) Forest Region (PoW pg pg 35) Mountain Region (PoW pg 36) Haunted Region (PoW pg 37) Ujik of the Plains of Wind and Stone (PoW pg 39) Qamarists in the Cradle of the World (PoW pg 40) Yodha of the Ghostlands (PoW pg 41) The Sheelavaan of Bhavyatapura (PoW pg 42) Upbringing (PoW pg 43) Craftsperson Upbringing (PoW pg 43) Fallen Noble Upbringing (PoW pg 43) Farmer Upbringing (PoW pg 43) Geisha House Upbringing (PoW pg 44) Hinin Upbringing (PoW pg 44) Hunter or Fisher Upbringing (PoW pg 44) Law Enforcement Upbringing (PoW pg 45) Military Upbringing (PoW pg 45) Ronin Family Upbringing (PoW pg 45) Organized Crime Upbringing (PoW pg 45) Street Urchin Upbringing (PoW pg 46) Temple Upbringing (PoW pg 46) Tradesperson Upbringing (PoW pg 46) Titles
Crab Clan Damned, The (Sds, pg 128) Harvester (Sds, pg 128) Twenty-Goblin Crab (Sds, pg 128) Witch Hunter (Sds, pg 129) Crane Clan Kenshinzen (CoS, pg 130) Seven Fold Palace Acolyte (CoS, pg 131) Phoenix Clan Kyuden Asako Shieldbearer (CoS, pg 130) Emerald Magistrates (CR pg 305) Emerald Magistrate (IPEC pg 35, Errata and FAQ document as well) Ivory Kingdoms Astradhari (PoW pg 187) Ghostlands Warrior (PoW pg 186) General Advisor (EE pg 249) Bond with a Spirit (CelR, pg 140) Castellan (CoS, pg 128) Clan Magistrate (EE pg 249) Covert Agent (CoS, pg 129) Dreaded Enforcer (CoS, pg 129) Daimyo (EE pg 250) Esteemed Negotiator (CoS, pg 129) Gunso (EE pg 250) In Service to a Lord (PoW 185) Master Artisan (CoS, pg 130) Monastic Acolyte (EE pg 251) Moon Cultist (CelR, pg 140) Perfect Land Sect Member (PoW pg 186) Priest (EE pg 251) Spirit Hunter (DTDLC pg 21) Spy (EE pg 252) Winter Court Champion (CoS, pg 131) Yojimbo (EE pg 252) Yoriki (EE pg 253)
References:
Core Rules - CR (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/legend-five-rings-roleplaying-game-core-rulebook/) Game Master's Kit - GMK (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/legend-five-rings-roleplaying-game-gm-kit/) Emerald Empire - EE (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/emerald-empire/) Shadowlands - Sds (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/shadowlands/) Mask of the Oni - MotO (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/mask-oni/) Courts of Stone - CoS (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/courts-stone/) Winter's Embrace - WE (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/winters-embrace/) Path of Waves - PoW (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/path-waves/) Sins of Regret - SoR (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/sins-regret/) Celestial Realms - CelR (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/celestial-realms/) Wheel of Judgement - WoJ (https://www.fantasyflightgames.com/en/legend-of-the-five-rings-roleplaying-game/products/wheel-judgment/) Fields of Victory - FoV (TBD) Blood of the Lioness - BotL (TBD) Writ of the Wilds - WotW (TBD) Into the Palace of the Emerald Champion (https://images-cdn.fantasyflightgames.com/filer_public/54/5d/545d40f0-3e88-406a-ab00-fecd7cea0875/l5r01dlc_adventurecompressed.pdf) - IPEC Mantic Clan DLC (https://images-cdn.fantasyflightgames.com/filer_public/0a/47/0a47cdac-9343-4626-8d2b-1dedb27ebafe/mantis_clan_dlc.pdf) - MCDLC Deathly Turns DLC (https://images-cdn.fantasyflightgames.com/filer_public/de/4f/de4f1c2a-1640-4687-ac88-c3e1d817ec4f/l5r13dlc_deathlyturns_marketing_optimized.pdf) - DTDLC -
ludo199 reacted to The Grand Falloon in 3-Roll Duels?
Before diving in, I think the RAW Dueling rules are pretty good. I wouldn't tweak much about them myself. However, my group is never going to understand them. It's just not gonna happen. Out of 5 players, we have one, maybe two players with a sharp enough understanding of game mechanics to understand why a katana is much better than a tetsubo for a Finishing Blow. When our Hida Defender threw down with the leader of a Lion patrol, he was lucky, and I was generous. Despite some broken ribs, the Lion was not Bleeding, and had I allowed the duel to continue, he would have struck a Finishing Blow the next round. However, my group's eyes were beginning to glaze over, so I called it there.
Obviously, the full Dueling rules aren't for us. At least not most of us, not yet. One-roll duels, on the other hand, are just a bit too swingy. I hate to have Life and Death come down to a single die roll. Also, near as I can tell, the One-Roll Duels don't account for the Iaijutsu techniques, which is just... boooo!
With that in mind, I've been trying to break down a Duel into three steps, hopefully keeping them simple enough. I think I've got a decent framework, but it will need some tweaking to get the numbers to work.
Challenge: This is an Initiative roll, pretty much standard. TN 1 Meditation.
Focus: This is basically an initial Staredown. You can't attack yet, but you can Center or Predict. Predict is now a rolled action (Not sure what the TN should be. 1? 2? Vigilance?), and 2 Opp can be spent to predict an extra stance. This also allows you to spend Opps on the roll, whether successful or not. Characters without an Iaijutsu technique should probably draw their sword, and unless they take a Water stance, won't be able to take another action (assuming it's an Iaijutsu duel).
Strike: You may act as usual at this phase, and the target cannot defend against any attacks. So as long as you hit, you inflict a Critical Strike.
So them's the basics. In a duel to First Blood, things will probably be over after the first strike. After that, I think it should come down to a skirmish, probably keeping the rules for Final Blow and bidding Strife to increase initiative.
There are a lot of little details I haven’t worked out, but overall, what do you think? I realize that basically what I’m doing is removing options, but those options were causing confusion and slowing the game down.
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ludo199 got a reaction from Nheko in The Big Bad Thread of Homebrews
#MinorClan #BadgerClan #School
Badger Clan
Ring Increase: +1 Earth
Skill Increase: +1 Fitness
Status: 25
The founder of the Badger Clan was a powerful Crab warrior who proved his worth in a contest of strength in front of the Emperor. The descendents of the fi rst Badger live on the northern border of Rokugan, and are tasked with guarding the Empire from foreign invasion. The Badger take after their Great Clan cousins, embracing strength at the expense of refinement, and do not accept defeat even in the face of insurmountable odds.
Ichiro Family
Rings: +1 Earth or +1 Void
Skill Increases: +1 Martial Arts (Unarmed), +1 Games
Glory: 33
Starting Wealth: 4 Koku
The Ichiro are rude and coarse in their interactions with the rest of the Empire. They believe in action over words and pragmatics over societal norms. The Ichiro are stocky by nature, and their mountainous lifestyle ensures a heavily muscular frame.
What does your character know?
All Badger Clan characters have a greater awareness of the following topics:
You have a general awareness of the politics of the Crab Clan, Dragon Clan and the minor Clan. You know many basic facts about the Great Wall of the North and the Path of Woe, including how to find food, find shelter. You know the rule of Sumai. What does Bushido mean to your character?
Badger were self-reliant and individualistic people, who did not ask for help and tended to be extremely stubborn. They placed a lot of value on the individual and his personal achievements. The Badger were very competitive and could make contests out of almost anything, usually based upon strength. Two rules of the Bushido are Important for the Badger: Yu (Courage), to face all the dangers that are presented to him, and especially the Chugi, these samurai take responsibility for defending their areas against the invaders and have never failed.
For the badger, which is a very closed clan, the Rei (Courtesy) is quite rare and is considered less important than the rest.
Ichiro Pass Warden School (Bushi)
The founder of the Ichiro Bushi School was a Hida. It is no surprise, then, that the School remains similar to its Crab roots. The school’s philosophy is simple: hit the enemy so hard that he has no time to engage in any fancy tactics.
The Ichiro Bushi School focuses on their love of wrestling and unarmed combat. It emphasizes the power of pure strength in defeating enemies. The Ichiro Bushi uses strength as the answer to almost any problems that may arise. Others may move faster or strike with more precision, but the Ichiro will answer with overwhelming damage.
Rings: +1 Earth, +1 Fire
Starting Skills (Choose 😞 +1 Fitness +1 Games, +1 Labor, +1 Martial Arts (Melee), +1 Martial Arts (Unarmed), +1 Meditation, +1 Medicine, +1 Survival
Honor: 41
Techniques Available Kata, Rituals, Shuji
Starting Techniques: Kata (choose 2): ♦ Lord Hida’s Grip, ♦ Open-Hand Style, Striking as Earth, Striking as Fire
Trancend the Mountain (School Ability):
Starting Outfit: Ashigaru armor, traveling clothes, daishō (katana and wakizashi), 1 blunt weapon, knife, traveling pack.
Rank 1:
Martial Skills / Skill Group
Fitness / Skill
Commerce /Skill
Survival / Skill
Rank 1 Kata / Technique Group
♦ Crescent Moon Style (Kata) / Technique
Stonewall Tactics (Shuji) / Technique
Rank 2:
Trade Skills / Skill Group
Command / Skill
Labor / Skill
Games / Skill
Rank 1-2 Kata / Technique Group
♦ Iron in the Mountains Style (Kata) / Technique
Rushing Avalanche Style (Kata) / Technique
Rank 3:
Martial Skills / Skill Group
Fitness / Skill
Meditation / Skill
Tactics / Skill
Rank 1-3 Kata / Technique Group
Touchstone of Courage (Shuji) / Technique
Weight of Duty (Shuji) / Technique
Rank 4:
Scholar Skills / Skill Group
Martial Arts (Unarmed) / Skill
Martial Arts (Melee) / Skill
Perfomance / Skill
Rank 1-4 Earth Shugi / Technique Group
Crashing Wave Style (Kata) / Technique
Ebb and Flow (Shuji) / Technique
Rank 5:
Martial Skills / Skill Group
Fitness / Skill
Theology / Skill
Survival / Skill
Rank 1-5 Kata / Technique Group
Strinking as Void / Technique
Wolf's Proposal / Technique
Rank 6:
Way of Badger (Mastery Ability): At the start of a skirmish, before Initiative is rolled, you may choose to lower your Initiative total by 20 for the duration of the skirmish. In exchange, you add your Earth Rings to both your attack and your damage rolls for the first two rounds of that skirmish.
That's it, feel free to tell me what you think or make corrections if necessary.
(sorry for my level of English, it's not my native language).
I'll post some more.
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ludo199 got a reaction from sndwurks in The Big Bad Thread of Homebrews
#Title #LionClan #MinorClan #FoxClan #Distinction
Matsu Lion Pride Brawler (Bushi/Courtier)
The Matsu Berserker are the main force of the Lion's army, but the Lion Prides are the most feared, the most prestigious and the most renowned of all the units of the Empire, Formed only by the strongest women warriors of Lion Army. On the battlefield, the Lion's Pride tried to seek out the enemy generals and kill them, destroying the enemy’s battlefield efficiency. Their reputation and their outspokenness is also used during the court, dares to oppose these samurai-ko.
Status Award: +0
XP to Complete: 24
Fury of the Lion (Title Ability): During a skirmish, you need to locate the enemy leader. If you run to the leader ennemy you can make a Fitness (Fire) check, every success add +2 to your armor and every opportunity add +1 to dommage adds 1 point of damage to the target.
Martial Skills
Courtesy
Fitness
Tactics
Rank 1-2 Kata
♦ Battle in the Mind (Kata)
Lightning Raid (Shuji)
Fox Clan
Ring Increase: +1 Fire
Skill Increase: +1 Survival
Status: 29
The Fox Clan is the first and perhaps oldest Minor Clan. The Fox Clan is located next to one of the largest forests in Rokugan, where they were befriended by fox spirits and developed a powerful love for the beauty of nature. Originally, the Fox Clan had a duty to watch and watch the Unicorn Clan (due to their trip to the Burning Sands). Though the Minor Clan is small and has limited resources, the Fox had been forced to hunt for food, an unclean act in Rokugan's society, like the Fox Spirit: Kitsune (shapechangers native to the haunted forests within their lands). Which explains their close relationship with these spirits
Kitsune Family
Rings: +1 Air or +1 Fire
Skill Increases: +1 Theology, +1 Meditation
Glory: 47
Starting Wealth: 4 Koku
The Kitsune family of the Fox Clan was noted for its scholarship, its knowledge of the medicinal properties of plants, and the subtle magic of its shugenja. The Kitsune family also had an alliance of sorts with the kitsune fox-spirits of their homeland, and some said that the samurai have intermarried with the spirits many times over the generations.
What does your character know?
All Fox Clan characters have a greater awareness of the following topics:
You have a general awareness of the politics of the Crane Clan and other Minor Clans, especially your fellow Fox Clan members.
You Know many basic facts about the forest (particularly that are near), and the respect of the nature (les plantes, champignons comestibles,animals, how to make fire, the paths, etc).
You know many basic facts about the Chikusudo and the spirits who live there, especially the Kitsune.
You know the basic knowledge in medicine, injuries, poisoning and plants commonly used to treat them.
What does Bushido mean to your character?
For the Fox clan, Compassion (Yu) is by far the most important, for example healing or assisting someone who is hurt, lost or hungry especially with regard to spirits or animals.
Kitsune Spirit Guide School (Shugenja)
Kitsune Shugenja who had a dangerously strong connection to Chikushudo. With their relationship to nature, shugenja helps those in need.
Rings: +1 Air, +1 Void
Starting Skills (Choose 5): +1 Composition, +1 Courtesy, +1 Games, +1 Labor, +1 Martial Art (Ranged), +1 Medicine, +1 Meditation, +1 Survival, +1 Theology
Honor: 48
Techniques Available: Invocations, Rituals, Shuji
Starting Techniques:
Invocation: Nature’s Touch
Invocation (Choose 1): Call Upon the Wind, Cloak of Night, ♦ Mask of Wind
Rituals: Commune with the Spirits
Essence of Chikushudo (School Ability): When you use the Rituals: "Commune with the Spirits", each opportinity count as a success. Same for actions towards a Chikushodo spirit.
Starting Outfit: Starting Outfit: Sanctified robes, wakizashi (short sword), knife, divination kit, scroll satchel, calligraphy set or tea set, traveling pack.
Rank 1
Artisan Skills
Theology
Medicine
Survival
Rank 1 Fire Invocation
Matsu's Battlecry (Invocation)
Summon Fog (Invocation)
Rank 2
Scholar Skills
Labor
Composure
Meditation
Rank 1-2 Air Invocation
Divination (Rituals)
Artisan’s Appraisal (Shuji)
Rank 3
Trade Skills
Martial Art (Ranged
Sentiment
Courtesy
Rank 1-3 Air Shuji
Vapor of Nightmares (Invocation)
Fury of Osano-wo (Invocation)
Rank 4
Social Skills
Fitness
Theology
Meditation
Rank 1-4 Fire Invocation
All Arts Are One (Shuji)
False Realm of the Fox Spirits (Invocation)
Rank 5
Scholar Skills
Survival
Composition
Medicine
Rank 1-5 Air Invocation
Sensational Distraction (Shuji)
Rouse the Soul (Shuji)
Rank 6
(Mastery Ability): (Don't Know, Any Idea?)
Child of Chikusudo (Fire) [Distinction]
Types: Physical, Spiritual
Effects: The following apply to you:
You can use the Shapeshifter Ability.
Because of your dual nature, your human form is imperfect. These flaws will be discussed with the GM.
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ludo199 got a reaction from sndwurks in The Big Bad Thread of Homebrews
Thank you for your answer. I was MJ on the 4th edition and changing edition is a little disturbing.
But I followed your advice and thought of something like this:
Power of the Mountain (School Ability): When the character take damage due to a environment (fall, temperature, crush, etc.) and make a Fitness check, all Opportunities result count as a Success.
Here I wanted to use the mountain survival side of badgers.
Badger's Claw (Mastery Ability): Once per scene, during the Initiative rollat the start of a Skirmish, you can use a Void Point and play at last. During the first turn, your opponent can't defend against the damage and take a critical strike.
For this one, I used your advice, while staying on my basic idea (a powerful attack in a left or double).
What do you think ?
I also work on the Wasp Clan, and I took what you said
#MinorClan #WaspClan #School
Wasp Clan
Ring Increase: +1 Air
Skill Increase: +1 Martial Art (Ranged)
Status: 22
The Wasp Clan has the greatest archers in the Empire, and feared by all the criminals of Rokugan. Originally, Tsuruchi betrayed, retook the castle that had been his birthright slaughtering all within. In the ensuing uproar, Tsuruchi presented his case to Emerald Champion. was declared innocent of any wrong doing and was given leave to create his own minor clan. Tsuruchi's followers had long since given him the nickname "Little Wasp", so there was little debate over the name for their new clan.
Tsuruchi Family
Rings: +1 Air or +1 Fire
Skill Increases: +1 Martial Art (Ranged), +1 Fitness
Glory: 37
Starting Wealth: 5 Koku
The Tsuruchi family, dedicated its existence to hunt down the criminals of all the empire, thanks to the bow. They even defined their own code of bushido (because their actions were not in agreement with the bushido). The family's holdings were almost exclusively nestled within the Spine of the World Mountains, slightly north of the Sparrow and Kitsune lands. They were generally infertile, being either the barren rock of the mountains and their foothills, or dry sandy flatlands.
What does your character know?
All Wasp Clan characters have a greater awareness of the following topics:
You have a strong grasp of the politics within Wasp lands, as well as general information of the clan's major cities. You have solid knowledge of Rokugan's judicial system, the best-known criminals, and how to track them. You know everything about bow and arrow. What does Bushido mean to your character?
The tsuruchi have developed their own code of honor, which was not entirely in accord with the code of Bushido. Its main precepts are Duty and Loyalty (Chugi), and Justice.
But Compassion (Jin) is the least used, especially towards criminals.
Tsuruchi Bounty Hunter School (Bushi)
Tsuruchi Bounty Hunter School taught the way of the bow to the exclusion of all else (including the sword). Tsuruchi snapped his own blade in half with his foot, and his followers were bid to do the same. saying it was a symbol of an impossibly limiting code of conduct. Students of Tsuruchi's technique were capable of amazing feats with a bow, the least of which included firing multiple shots at once or even firing several shots in the space of time it would take a lesser archer to ready a single attack. A Bounty Hunter took on any bounty from any legal authority, to be paid only on completion of their task. They did not question whether or not the people they hunt down deserved to die.
Rings: + Air, +1 Void
Starting Skills (Choose 5): +1 Fitness, +1 Governement, +1 Martial Art (Ranged), +1 Meditation, +1 Sentiment, +1 Skulduggery, +1 Survival
Honor: 27
Techniques Available: Kata, Rituals, Shuji
Starting Techniques:
Kata: Hawk’s Precision, Striking as Air
Way of the Wasp (School Ability): You can increase or decrease the Deadliness of an attack you make with a yumi or daikyu by up to your School Rank. Additionally, Yumi and Daikyu have a Range of 1 to 5 while you wield them.
Starting Outfit: Concealed armor, wakizashi (short sword), yumi (bow), quiver of arrows, calligraphy set, knife, club, Traveling pack.
Rank 1
Schoolar Skills / Skill Group
+1 Martial Art (Ranged) / Skill
+1 Survival / Skill
+1 Tactic / Skill
Rank 1 Kata / Technique Group
♦ Pelting Hail Style (Kata) / Technique
Whispers of Court (Shuji) / Technique
Rank 2
Martial Skills/ Skill Group
Governement/ Skill
Skulduggery / Skill
Smithing / Skill
Rank 1-2 Kata / Technique Group
Disappearing World Style (Kata) / Technique
Feigned Opening (Shuji) / Technique
Rank 3
Trade Skills/ Skill Group
Martial Art (Ranged) / Skill
Commerce / Skill
Governement / Skill
Rank 1-3 Air Shuji / Technique Group
♦ Pin the Fan (Kata) / Technique
♦ Breath of Wind Style (Kata) / Technique
Rank 4
Artisan Skills / Skill Group
Skulduggery / Skill
Fitness / Skill
Survival / Skill
Ranks 1-4 Kata / Technique Group
♦ Soul Sunder (Kata) / Technique
Eye of Wasp* / Technique
Rank 5
Martial Skills / Skill Group
Martial Art (Ranged) / Skill
Smithing / Skill
Tactic / Skill
Ranks 1-5 Kata / Technique Group
Prey on the Weak (Shuji) / Technique
♦ Skulk (Ninjustu) / Technique
Rank 6
Wasp's Sting (Mastery Ability): You can use 1 Void point to use one effect:
If the target does not move (and if it is in range), the arrow will hit it for sure. The Martial Arts (Ranged) check determines the damage bonus. If the target hides behind a simple protection (thin wooden board for example), the arrow can pass through and reach its target without reducing the damage. Or Ignore up to 2 points of the target’s physical resistance. You can shoot 3 arrows maximum at the same time(like you shoot 1). Each arrow shoot requires a roll, and even Opportunity give a bonus for the next. You reload your bow immediately after shooting. This allows you to withdraw on the next turn. * Eye of Wasp (Wasp Only) Rank 4
-Activation: Once per scene as a Support action, if you know a ennemi is near but you do not know its position. You may make a TN 2 Air Ring check to reper the location of a hidden target.
-Effect: If you succeed, you can detect the location a possible target. The more successful you are, the more accurate your analysis is.
I know there is a ninjutsu technique, but I think it's a good match for the wasp and the fact that they have their own code of honor.
For the Mastery Abilitie: I especially wanted the wasps to be fun with their bow and can make hallucinating stuff. But I think there are things to improve on the rule.
So, what do you think ?
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ludo199 got a reaction from Nheko in The Big Bad Thread of Homebrews
#Title #LionClan #MinorClan #FoxClan #Distinction
Matsu Lion Pride Brawler (Bushi/Courtier)
The Matsu Berserker are the main force of the Lion's army, but the Lion Prides are the most feared, the most prestigious and the most renowned of all the units of the Empire, Formed only by the strongest women warriors of Lion Army. On the battlefield, the Lion's Pride tried to seek out the enemy generals and kill them, destroying the enemy’s battlefield efficiency. Their reputation and their outspokenness is also used during the court, dares to oppose these samurai-ko.
Status Award: +0
XP to Complete: 24
Fury of the Lion (Title Ability): During a skirmish, you need to locate the enemy leader. If you run to the leader ennemy you can make a Fitness (Fire) check, every success add +2 to your armor and every opportunity add +1 to dommage adds 1 point of damage to the target.
Martial Skills
Courtesy
Fitness
Tactics
Rank 1-2 Kata
♦ Battle in the Mind (Kata)
Lightning Raid (Shuji)
Fox Clan
Ring Increase: +1 Fire
Skill Increase: +1 Survival
Status: 29
The Fox Clan is the first and perhaps oldest Minor Clan. The Fox Clan is located next to one of the largest forests in Rokugan, where they were befriended by fox spirits and developed a powerful love for the beauty of nature. Originally, the Fox Clan had a duty to watch and watch the Unicorn Clan (due to their trip to the Burning Sands). Though the Minor Clan is small and has limited resources, the Fox had been forced to hunt for food, an unclean act in Rokugan's society, like the Fox Spirit: Kitsune (shapechangers native to the haunted forests within their lands). Which explains their close relationship with these spirits
Kitsune Family
Rings: +1 Air or +1 Fire
Skill Increases: +1 Theology, +1 Meditation
Glory: 47
Starting Wealth: 4 Koku
The Kitsune family of the Fox Clan was noted for its scholarship, its knowledge of the medicinal properties of plants, and the subtle magic of its shugenja. The Kitsune family also had an alliance of sorts with the kitsune fox-spirits of their homeland, and some said that the samurai have intermarried with the spirits many times over the generations.
What does your character know?
All Fox Clan characters have a greater awareness of the following topics:
You have a general awareness of the politics of the Crane Clan and other Minor Clans, especially your fellow Fox Clan members.
You Know many basic facts about the forest (particularly that are near), and the respect of the nature (les plantes, champignons comestibles,animals, how to make fire, the paths, etc).
You know many basic facts about the Chikusudo and the spirits who live there, especially the Kitsune.
You know the basic knowledge in medicine, injuries, poisoning and plants commonly used to treat them.
What does Bushido mean to your character?
For the Fox clan, Compassion (Yu) is by far the most important, for example healing or assisting someone who is hurt, lost or hungry especially with regard to spirits or animals.
Kitsune Spirit Guide School (Shugenja)
Kitsune Shugenja who had a dangerously strong connection to Chikushudo. With their relationship to nature, shugenja helps those in need.
Rings: +1 Air, +1 Void
Starting Skills (Choose 5): +1 Composition, +1 Courtesy, +1 Games, +1 Labor, +1 Martial Art (Ranged), +1 Medicine, +1 Meditation, +1 Survival, +1 Theology
Honor: 48
Techniques Available: Invocations, Rituals, Shuji
Starting Techniques:
Invocation: Nature’s Touch
Invocation (Choose 1): Call Upon the Wind, Cloak of Night, ♦ Mask of Wind
Rituals: Commune with the Spirits
Essence of Chikushudo (School Ability): When you use the Rituals: "Commune with the Spirits", each opportinity count as a success. Same for actions towards a Chikushodo spirit.
Starting Outfit: Starting Outfit: Sanctified robes, wakizashi (short sword), knife, divination kit, scroll satchel, calligraphy set or tea set, traveling pack.
Rank 1
Artisan Skills
Theology
Medicine
Survival
Rank 1 Fire Invocation
Matsu's Battlecry (Invocation)
Summon Fog (Invocation)
Rank 2
Scholar Skills
Labor
Composure
Meditation
Rank 1-2 Air Invocation
Divination (Rituals)
Artisan’s Appraisal (Shuji)
Rank 3
Trade Skills
Martial Art (Ranged
Sentiment
Courtesy
Rank 1-3 Air Shuji
Vapor of Nightmares (Invocation)
Fury of Osano-wo (Invocation)
Rank 4
Social Skills
Fitness
Theology
Meditation
Rank 1-4 Fire Invocation
All Arts Are One (Shuji)
False Realm of the Fox Spirits (Invocation)
Rank 5
Scholar Skills
Survival
Composition
Medicine
Rank 1-5 Air Invocation
Sensational Distraction (Shuji)
Rouse the Soul (Shuji)
Rank 6
(Mastery Ability): (Don't Know, Any Idea?)
Child of Chikusudo (Fire) [Distinction]
Types: Physical, Spiritual
Effects: The following apply to you:
You can use the Shapeshifter Ability.
Because of your dual nature, your human form is imperfect. These flaws will be discussed with the GM.
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ludo199 reacted to Nheko in Creating a minor clan character?
The Falcon Minor Clan will be included in the upcoming Shadowlands book.
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ludo199 got a reaction from Shinjo Koetsu in Multiple Attempts at a Daidoji Harrier
I really like what you with the first attempt. (but i think your school ability should be in rank 6).
Thank you.
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ludo199 reacted to sndwurks in The Big Bad Thread of Homebrews
@ludo199 - Excellent start, and I'll definitely go through this with a fine toothed comb later. Two quick notes:
You have no School Ability listed Your Mastery Ability is a direct copy of the 4th Edition Rank 5 of the Badger School, which uses rules which are no longer applicable. For a School Ability, I would probably emphasize the hardy, reliable athleticism of the Badger Clan and their overpowering might. My suggestion: "Power of the Mountain: Once per scene, you may reduce the cost of Opportunities needed to inflict the Immobilized or Prone condition as part of an attack on an opponent at Range 0. When making a Fitness check, you may add a Ring die showing the Opportunity symbol as a Kept Dice." This allows them to grab and knock down opponents who are not in the Earth Stance more easily, and also makes them better at athletic actions as well as more versatile while soaking Critical Strikes.
For a Mastery Ability, you might want keep to the feel of the first ability by having it be something activated while rolling Initiative at the start of a Skirmish. I would recommend making it cost a Void point. More than that, I would have to think on for a bit.
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ludo199 got a reaction from sndwurks in The Big Bad Thread of Homebrews
#MinorClan #BadgerClan #School
Badger Clan
Ring Increase: +1 Earth
Skill Increase: +1 Fitness
Status: 25
The founder of the Badger Clan was a powerful Crab warrior who proved his worth in a contest of strength in front of the Emperor. The descendents of the fi rst Badger live on the northern border of Rokugan, and are tasked with guarding the Empire from foreign invasion. The Badger take after their Great Clan cousins, embracing strength at the expense of refinement, and do not accept defeat even in the face of insurmountable odds.
Ichiro Family
Rings: +1 Earth or +1 Void
Skill Increases: +1 Martial Arts (Unarmed), +1 Games
Glory: 33
Starting Wealth: 4 Koku
The Ichiro are rude and coarse in their interactions with the rest of the Empire. They believe in action over words and pragmatics over societal norms. The Ichiro are stocky by nature, and their mountainous lifestyle ensures a heavily muscular frame.
What does your character know?
All Badger Clan characters have a greater awareness of the following topics:
You have a general awareness of the politics of the Crab Clan, Dragon Clan and the minor Clan. You know many basic facts about the Great Wall of the North and the Path of Woe, including how to find food, find shelter. You know the rule of Sumai. What does Bushido mean to your character?
Badger were self-reliant and individualistic people, who did not ask for help and tended to be extremely stubborn. They placed a lot of value on the individual and his personal achievements. The Badger were very competitive and could make contests out of almost anything, usually based upon strength. Two rules of the Bushido are Important for the Badger: Yu (Courage), to face all the dangers that are presented to him, and especially the Chugi, these samurai take responsibility for defending their areas against the invaders and have never failed.
For the badger, which is a very closed clan, the Rei (Courtesy) is quite rare and is considered less important than the rest.
Ichiro Pass Warden School (Bushi)
The founder of the Ichiro Bushi School was a Hida. It is no surprise, then, that the School remains similar to its Crab roots. The school’s philosophy is simple: hit the enemy so hard that he has no time to engage in any fancy tactics.
The Ichiro Bushi School focuses on their love of wrestling and unarmed combat. It emphasizes the power of pure strength in defeating enemies. The Ichiro Bushi uses strength as the answer to almost any problems that may arise. Others may move faster or strike with more precision, but the Ichiro will answer with overwhelming damage.
Rings: +1 Earth, +1 Fire
Starting Skills (Choose 😞 +1 Fitness +1 Games, +1 Labor, +1 Martial Arts (Melee), +1 Martial Arts (Unarmed), +1 Meditation, +1 Medicine, +1 Survival
Honor: 41
Techniques Available Kata, Rituals, Shuji
Starting Techniques: Kata (choose 2): ♦ Lord Hida’s Grip, ♦ Open-Hand Style, Striking as Earth, Striking as Fire
Trancend the Mountain (School Ability):
Starting Outfit: Ashigaru armor, traveling clothes, daishō (katana and wakizashi), 1 blunt weapon, knife, traveling pack.
Rank 1:
Martial Skills / Skill Group
Fitness / Skill
Commerce /Skill
Survival / Skill
Rank 1 Kata / Technique Group
♦ Crescent Moon Style (Kata) / Technique
Stonewall Tactics (Shuji) / Technique
Rank 2:
Trade Skills / Skill Group
Command / Skill
Labor / Skill
Games / Skill
Rank 1-2 Kata / Technique Group
♦ Iron in the Mountains Style (Kata) / Technique
Rushing Avalanche Style (Kata) / Technique
Rank 3:
Martial Skills / Skill Group
Fitness / Skill
Meditation / Skill
Tactics / Skill
Rank 1-3 Kata / Technique Group
Touchstone of Courage (Shuji) / Technique
Weight of Duty (Shuji) / Technique
Rank 4:
Scholar Skills / Skill Group
Martial Arts (Unarmed) / Skill
Martial Arts (Melee) / Skill
Perfomance / Skill
Rank 1-4 Earth Shugi / Technique Group
Crashing Wave Style (Kata) / Technique
Ebb and Flow (Shuji) / Technique
Rank 5:
Martial Skills / Skill Group
Fitness / Skill
Theology / Skill
Survival / Skill
Rank 1-5 Kata / Technique Group
Strinking as Void / Technique
Wolf's Proposal / Technique
Rank 6:
Way of Badger (Mastery Ability): At the start of a skirmish, before Initiative is rolled, you may choose to lower your Initiative total by 20 for the duration of the skirmish. In exchange, you add your Earth Rings to both your attack and your damage rolls for the first two rounds of that skirmish.
That's it, feel free to tell me what you think or make corrections if necessary.
(sorry for my level of English, it's not my native language).
I'll post some more.
