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  1. Hi @CalmEyE , I had a look and I think I fixed the issues you found - they arose because I hadn't tested properly whether everything worked when there was no existing save - thanks for finding that issue so I could resolve it. Should work ok now! If not, please make a screenshot (again!) and I'll have a look at it. @Avatar111 it was initially supposed to be just a skirmish tracker to keep track of initiative and enemy stances easily, but I added features that should make it generate fairly varied and hopefully flavourful NPCs with a minimum of clicks. It only goes up to rank 3 samurai at the moment, because I wanted to have more actual play experience with the ruleset before making up stats/skill ranks for rank 4 or 5 npcs as I don't really know what the stats of an average rank 4 should look like - but my group's pcs are going to start at rank 1 so I shouldn't need to have stats for any rank 4+ npcs for a while yet. I believe you have done a fair bit of GMing of this edition Avatar111, do you think the rank 2 and 3 samurai options would present a fair challenge level for a party of pcs of the same rank - assuming equal numbers of combatants?
  2. I didn't put the font files in the folder *facepalm* Should look a bit nicer and have fewer cryptic random letters hanging around with the fonts available. Not sure why the errors are happening, I tried on a friend's computer too and it worked normally... I'll have a look in the morning and maybe figure it out. Thanks for all your help CalmEyE - I really appreciate it. Can you tell me which options were selected when it gave the error? Which archetype, template, clan and school were used?
  3. Hi CalmEyE, thanks for the screenshot! With the NPC saving issue, please try redownloading the data, javascript, GMScreen html file, and style files and putting them in the same directory. I can’t see why it shouldn’t save, it looks like it is having trouble initialising an object so I have tried rephrasing the javascript slightly in case that helps! If that does not help, as a second resort, try entering “npc={}” (without quotes) into the console. Just below where the error messages you showed me were, there should be a little arrow pointing right – put the cursor just after the arrow and enter “npc={}” then try hitting the save button again. Let me know if either of these things works or if it is still not doing it! The names are randomly generated, if you click on the word ‘Name’ it will generate a new name. Looks like there is a second issue with the fonts not loading. There are two fonts that need to be in the same directory as the main files – both come from the google drive I linked to – which will allow the symbols for things like successes and opportunities to display properly.
  4. Deleted accidental post
  5. Thanks for letting me know!! If you build it in the npc builder, then hit save, it should (theoretically!) show up in the library. Could you hit ctrl + shift + j then take a screenshot of the console messages, i will try to identify and fix.
  6. Whoops - yes the link would help...
  7. I think @Avatar111 and @Franwax expressed some interest in a tool to make NPCs quickly and easily. I have put together a few lines of javascript that I'm going to use to track NPCs, NPC stances in skirmishes, maybe even generate semi-random NPCs on the fly. I made it for myself, but if it can be useful to others that is a bonus. To use, download all files in the directory to the same folder then open 'GMScreen' in chrome. I have not tested in other browsers. It is not completely finished yet, still in a beta state, I still need to iron out a few issues with the Animal and Creature archetypes. If you find bugs, or if something does not seem to be working correctly, it would be very kind if you could please take a screenshot of the screen, then press CTRL+Shift+i and take a screenshot of that screen too, and send the screenshots to me, so that I can find and fix the bug. The NPC builder lets you select archetypes from a preloaded set, based on the archetypes in the Core Book. For human NPCs, a template (based on the templates in the Core book) can be applied that modifies rings and skills and adds advantages and disadvantages, then a clan and school can be chosen which add a ring increase and add some more advantages and disadvantages. Hit ‘save NPC’ and look in the library for that character. Hit ‘add to skirmish’ to add the NPC to the ‘skirmish tracker’.
  8. Are there any changes to the Taint rules so that if you are tainted in one ring it will over time spread to the others? Any Tainted powers, like spikes popping out, extra eyes, acid blood etc? I found the Taint rules in the Core Book to be a bit basic, was hoping they would develop it a bit more in this book. Also, did they give us any new Mahos?
  9. I made some stance counters for my players, should make it easier to keep track of who is in what stance. Really simple to make, and my players tend to get a kick out of using tokens so should go over well. Plus I get to say "Show me your stance!" I also made some software to keep track of badguy stances and initiative, and npcs in general, because it seemed silly to make a whole second batch of 5 tokens per badguy in skirmish.
  10. If the weapon categories were a bit more balanced then splitting up the weapon skill by these might be a good idea. Means that even if a player only has one Melee skill, he can have the 'best of both worlds' where he has a range of different weapons he has access to but he can't just pick up any bizarre thing and be able to use it like a pro. I think in many situations this won't affect very much in play though, so I don't know it could accomplish what you are looking for, Kaiju. If your duelist player chooses swords, then he just uses his sword skill every day for duels and skirmishes and I guess he could look sadly at the rochin and timbe that were dropped by the Mantis that he just beat up, but generally it wouldn't change much for him. If you split Melee into Iaijutsu and Skirmishing, then that might do what you are looking for. (If you feel like Kakitas are a bit weak, then let them use their Iaijutsu in skirmishes like they could in previous editions, and if you want to make Mirumotos more OP then let them use their Skirmishing skill in duels). This would mean that not every bushi who can swing a tetsubo is great at dueling, and not every duelist is great in a brawl.
  11. How about for each rank of Melee, your player can pick one weapon she has mastered, where the full skill is used, and all other weapons are used at one skill rank lower? So at Rank 3 melee, three melee weapons are mastered but anything else is used with two skill dice? I'm leaving Melee as it is in my game, but I am adding a 'Dark Theology' (Unless I can think of a better name, I hope I can think of a better name) skill which covers things like shadowlands lore, maho knowledge, diagnosing Shadowlands Taint, kansen, forbidden lore, oni and so on. I think that would distinguish the sort of lore you might go to the Isawas for and the sort you want to consult a Witch Hunter for, and it would help to make things like maho effects seem even more outside the natural order and alarming. ("You got three successes on Theology? Ok, you are absolutely certain that what you've just seen is not possible to accomplish by calling on the kami, they just don't work like that--this is, this is something else...")
  12. Thanks for the in depth discussion! I think that if one of my players tried this because he was a flimsy courtier who couldn't get a yojimbo to step up for him, and didn't want to be chopped up by a bushi who outmatched him martially, I'd allow it once for a creative idea... But if it looked like he was going to make a habit of it, I'd put a stop to it pretty hard. I don't really want the duel paradigm in my Rokugan to devolve into courtiers decreeing each other back and forth, and I am sure that in-game the masters at the Kakita Academy would have some issue with their lovely sport getting loopholed into a really boring activity.
  13. Lady Doji's Decree (Crane) (Void) [Shuji Rank 2] Activation: Once per game session as an action, you may make a Courtesy (Void) check targeting a number of characters up to your school rank. The TN of this check is equal to the vigilance of the character with the highest status among your targets. Effects: If you succeed, your targets cannot perform Attack actions targeting you. This effect persists for one round, plus additional rounds equal to your bonus successes, or until you perform an Attack action . New Opportunities Void *: Choose one additional target with status lower than your first target per * spent this way. Void * *: Your targets also cannot perform Scheme actions targeting you . Apologies if these are dumb questions or if they has been asked before. If Doji Ren is in a duel, and has higher initiative than his opponent Bayushi Kyo, can he activate Lady Doji's Decree and prevent Kyo from trying to stab him? If he gets 3 bonus successes, does this mean Kyo can't do anything to him for the next three rounds - not even Predict to try to make Ren strife out? Ren would have ample time to Center himself and figure out the perfect strike. If Ren strifes out, does Lady Doji's Decree prevent Kyo from making a Finishing Blow? Is it actually dishonourable for Ren do this? Second question: It seems like thematically, this technique can only be used on opponents who can hear and understand the technique user. If Ren does it in a room of deaf people, do they suffer the effect? What if he uses it on a pack of boars (who are able to hear him)? Do the deaf people stop attacking? Do the boars?
  14. I am going to be GMing a 5th Edition game soon, and I wanted to have a bank of advantages and disadvantages which are thematic for each clan that I can draw on quickly to make flavourful NPCs which reinforce the clan roles. I have based some of these on the existing advantages and disadvantages from the core book, and others from advantages and disadvantages from previous editions. Would appreciate any extra ones that come to mind, especially for Phoenix, Imperial and Mantis which I didn’t have many good ideas for. CRAB Advantages: Inured to Horrors (Fire) [Scholar, Martial; Mental] Large Stature (Earth) [Martial, Trade; Physical] Experienced against the Shadowlands (Earth) [Scholar, Martial; Mental] Blood of Osano-Wo (Earth) [Martial, Trade; Spiritual] Famously Courageous (Fire) [Martial, Social; Interpersonal] Disadvantages: Shattered by Horrors (Fire) [Martial; Mental] Bluntness (Air) [Social; Interpersonal] Shadowlands Taint (Earth) [Martial, Social; Curse, Physical, Spiritual] I don't get this art... (Water) [Social, Artisan; Interpersonal] Old Battle Wound (Water) [Martial, Trade; Physical, Injury] CRANE Advantages: Height of Fashion (Fire) [Artisan, Social; Interpersonal] Owed Favours (Water) [Social; Interpersonal] Dedicated Artiste (Fire) [Artisan, Social; Interpersonal] In On The Good Gossip (Water) [Social; Interpersonal] Unflappable Poise (Air) [Social; Interpersonal] Disadvantages: Accustomed to Luxury (Earth) [Martial, Social, Trade; Interpersonal] Perfectionist (Water) [Any; Physical, Mental] Pacifist (Fire) [Martial; Mental, Physical] Vanity (Air) [Social; Mental] Purple Mist of Entitlement (Fire) [Social; Interpersonal] DRAGON Advantages: Mysterious Personage (Void) [Social; Interpersonal] Ambidextrous (Air) [Martial; Physical] Friend of the Brotherhood (Water) [Social; Interpersonal] Perceptive Mind (Air) [Scholar, Social; Mental] Level Headed (Earth) [Martial, Social; Interpersonal, Mental] Disadvantages: Ascetic (Void) [Social; Mental] Head in the Clouds (Void) [Social; Mental] Irresponsible Personage (Earth) [Social; Interpersonal] Rumors of Worldly Attachments (Void) [Social; Interpersonal] Detached and Aloof (Water) [Social; Interpersonal, Mental] LION Advantages: Keen Genealogist (Earth) [Scholar; Mental] Sworn to Bushido (Earth) [Social; Interpersonal] Intense and Sincere! (Fire) [Social; Interpersonal] Famed for a Valiant Battle (Water) [Social; Interpersonal] Disadvantages Hot-Tempered (Water) [Social: Mental] Painfully Honest (Air) [Social: Mental] Idealistic (Air) [Social: Mental] Old War Wound (Air) [Martial, Trade; Physical, Injury] Craves Glory (Earth) [Social; Interpersonal] PHOENIX Advantages: Fukurokujin’s Blessing (Fire) [Scholar; Mental, Spiritual] Lateral Thinking (Fire) [Scholar; Mental] Just and Idealistic (Earth) [Social; Interpersonal] Brilliant Theorist (Fire) [Scholar; Mental] Widely Versed in Esoteric Lore (Fire) [Scholar; Mental] Disadvantages: Drawn to the Flame (Fire) [Scholar; Mental] Hypercompetitive (Water) [Social; Mental] Stodgy Traditionalist (Fire) [Scholar, Social; Mental] Knows Better Than You (Water) [Scholar, Social; Mental] Always Has An Opinion (Water) [Scholar, Social; Mental] SCORPION Advantages: Dangerous Allure (Fire) [Social; Physical, Interpersonal] Keeper of Secrets (Void) [Social, Scholar; Mental, Interpersonal] Underworld Contacts (Water) [Social; Interpersonal] Trained in Poisons (Water) [Scholar; Mental] Heartless (Water) [Social; Interpersonal] Unmemorable Face (Earth) [Social; Physical, Interpersonal] Disadvantages: Whispers of Treachery (Air) [Social; Interpersonal, Infamy] Whispers of Shady Dealings Has Beloved Family (Fire) [Social; Interpersonal] Distrustful (Void) [Social; Interpersonal] Vengeful When Slighted (Earth) [Social; Interpersonal] UNICORN Advantages: Wily Trader (Water) [Trade, Social; Interpersonal] Expert Rider (Water) [Trade, Martial; Physical] Friendly and Gregarious (Water) [Social; Interpersonal] Way of the Land (Water) [Trade, Martial; Physical] Widely Traveled (Water) [Scholar, Trade; Mental] Famously Compassionate (Water) [Social; Interpersonal] Disadvantages: Gaijin Heritage (Fire) [Social; Mental, Interpersonal or Physical] Materialism (Void) [Social; Mental] Moto Curse (Void) [Social; Mental, Curse] No Time For Etiquette (Air) [Social; Interpersonal] Bad with Animals (Water) [Social; Interpersonal, Infamy] MANTIS Advantages: Seasoned Seafarer (Water) [Trade, Scholar; Mental, Physical] Hero of the People (Earth) [Trade, Social; Interpersonal] Surefooted (Air) [Martial; Physical] Disadvantages: Minor Clan Samurai (Air) [Social; Mental, Interpersonal] Whispers of Avarice (Air) [Social; Mental, Interpersonal] IMPERIAL Advantages: Blessed Lineage (Void) [Social; Spiritual] Resourceful Bureaucrat (Air) [Scholar, Social; Interpersonal, Mental] Powerful Connections (Water) [Social; Interpersonal] Disadvantages: Naivete (Air) [Social; Mental] Spoiled (Water) [Social; Interpersonal]
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