Wednesday, June 8, 2011

Great Clans Previews

Great Clans

So Great Clans, the third supplement to be released for 4th Edition comes out soon. So what can you expect from Great Clans? Well it's an in depth look at the clans. More so than what we saw in the Core book and Emerald Empire. The clans history, out look and knocks and knacks are explored.

Great Clans features new mechanics. You will see some location information about important clan holdings. A look at individual clan traditions. The book also includes NPC's from the clans history (the NPC's in my previews are not in the book and are not canon).

For new players to the game this sourcebook will provide you with details that help you flesh out your character. Combined with Emerald Empire you'll be able to be brought up to speed on the setting. For veteran players the book contains little gems and nuggets of new info. I learned a few new things from reading the Scorpion chapter and I've been playing the game for a long time now. There's also the added bonus that I no longer need to toss all my Way of and Secret of books into my bag before going off to game.

The mechanic's featured helped to round out the clans more. There are more Ancestors and even the addition of Vassal families.

Next week I'll start clan previews.

Tuesday, May 31, 2011

Inside Look


Lion Shadows
By
Kakita Seigi

Rokugan's favorite 007 is back! And while the Ikoma Spymasters have decided to change their name to the more menacing Lion's Shadow, their ability to deal with violence and intrigue in a cool and suave manner has not. The school is now a Tier 2 bushi school for 4ED, but now offers a powerful courtier/bushi hybrid to players and GMs alike.

The school overall is designed to provide a jack of all trades approach. The first two techniques have been reduced from their original incarnation, but neither are less potent in the current 4th Edition environment. But it is not until the Ikoma makes School Rank 3 that the underhanded ninja action really starts to show. By sacrificing one's honor to use subversive tactics, the Ikoma increases his ability to strike at foes in combat and in court. The latter two techniques only cement this position. An Ikoma Lion's Shadow is effective both in combat and social situations, but will likely be shown up by a dedicated bushi or courtier. To defeat each them, a savvy Ikoma will fight underhandedly and place each opponent in a situation that puts them at a maximum disadvantage just like their namesake Ancestor.

The Ikoma Lion's Shadow can also become decent duelists if played right. They don't have all the awesome techniques like the Kakita and Mirumoto Bushi, but they do have the social skills to manipulate the situation in their favor. The Rank 1 technique is probably the only technique that offers a direct bonus in a duel. However, the Rank 5 technique, if it's used before an iaijutsu duel, also gives an interesting defense to the Ikoma. Sure, the Ikoma may lose the Focus roll and his opponent may be striking first, but with a hefty penalty to their Strike roll the Ikoma's opponent may likely miss (especially if the Ikoma spends a Void Point to enhance his Armor TN). And if you have a very generous GM that lets you take Iaijutsu for your last School Skill (instead of the High or Low Skill), the Rank 2 technique will help cement you in the ranks of the dedicated duelists.

Great Advantages for the Ikoma Lion's Shadow are:
*Perceived Honor: *Sigh* Yeah, it's awesome being 007, but you're also a Lion Samurai. And living within an ultra-honorable clan, this advantage allows the Ikoma to fuel his Rank 3 without having another Lion gut you because of your occasional indiscretion (of course in the Clan's service mind you).
*Prodigy: Combined with your Rank 2, you'll be getting an awesome +2k0 bonus to help you succeed your base TNs on school skills. Not too bad at all if I may so Mr. Bond.

Monday, May 30, 2011

Inside Look


Shinjo Bushi
By
Kakita Seigi

This bad boy school is finally back by popular demand! Thus, we introduce the Shinjo Bushi as our first featured school for Emerald Empire. The Shinjo school specializes in mounted warfare like its cousin schools in the Unicorn Clan. However, this iconic school is also decidedly distinct in that a major portion of the school's techniques emulate combat skills learned by the Unicorn during their travels in the Burning Sands: parrying and riposting. This eccentric combat style can provide the Shinjo Bushi with some unique tactics to throw off their opponents. For example, perhaps one of the more subtle aspects of the Rank 4 technique is that a Shinjo Bushi can enter combat in the Defense Stance, but if attacked the Shinjo can riposte after an opponent's attack and then enter the Attack Stance. This tactic results in a Shinjo Bushi that can still utilize their first Turn to make attacks in the Attack Stance, despite already having benefited from the Defense Stance before the Shinjo's first Turn. This can be quite useful if the Shinjo Bushi is fighting faster opponents or if the Shinjo wants to wager that this tactics can result in a third attack on the first turn. The Rank 2 technique also has its perks, since the Shinjo's parry forces the Shinjo and his opponent into a Contested Agility roll. A Contested Agility roll is a fairly rare roll and it will typically strip an opponent of any combat advantages he might have garnered from his techniques or skill.

However, melee combat is not just this school's specialty. Instead, most Shinjo Bushi are skilled at horse-archery like their cousins in the Utaku Battle Maiden school. Combined with the Rank 1 technique, a Shinjo Bushi can make for an excellent marksman. And fortunately for you toxophilites out there, you also have the option of taking the Shinjo Scout path to replace the more melee-oriented Rank 2 technique. This path is also great for any Shinjo Bushi suffering from insatiable wanderlust!

Now the third major theme of the Shinjo Bushi is the Way of the Ki-Rin. Some outsiders have often mused that Shinjo Bushi tend to be very lucky in combat. But the Unicorn know better --- their cousins in the Shinjo Bushi school are "dancing with the Fortunes." You see the Unicorn Clan is quite right when they say that the Shinjo are not just being lucky. Instead, Shinjo Bushi are actually enhancing and prolonging their ability to spend Void Points, akin in many ways to a Shiba Bushi. For example, the Rank 1 Technique of the Shinjo Bushi can result in an extremely potent bonus, since the technique can potentially more-than-double the effectiveness of spending a Void Point for a +1k1 bonus. Thus, when playing a Shinjo Bushi, the optional School Skill should be chosen very carefully. Will it be the Battle Skill? Or perhaps the Stealth skill? And fortunately for the Shinjo Bushi, the Shinjo Bushi Rank 5 technique also makes it much easier to spend Void Points to fuel the Rank 1 technique.

Useful Advantages for the Shinjo Bushi are:
*Chosen By the Oracles (Void): This advantage helps improve the Shinjo's chances of making the Void Ring Roll to activate the Rank 5 technique, especially if the character is activating the technique when on foot.
*Friends of the Elements (Fire): As mentioned above, the Contested Agility Roll is pretty rare. Thus, a Shinjo Bushi can gain a notable advantage on this roll by buying this advantage.

Still here

Yes we are still here. Real life swamped me but we got two articles in the works and in a few weeks I'll be starting up previews for Great Clans. So stay tunned folks :)

Friday, March 25, 2011

Great Clans


So several things going on all at once that I'm sure folks may find intresting and good for the RPG. :)

The cover for Great Clans has been previewed.

Todd has announced that shipping for Emerald Empire has begun.

And finally Shawn has confirmed that the title of the next book will be Book of Air. Stay tuned for future developments on that.

Saturday, March 5, 2011

Emerald Empire Previews - Doji Magistrate


Now I know what you're thinking, Dace is on some kind of Law and Order marathon on USA. Or was it TNT. At any rate no, that's not the reason why the second school I'm previewing is a magistrate school.

This time I wanted to talk about some of the design changes that would occur with 4th Edition and the Doji Magistrate helps to illustrate this very well. Now in the beginning the Design Team stated that not everything would come back into 4th Edition the same way it was in previous editions. Everything would be broken down and reworked and re-looked at. The Doji Magistrate is one such school.

Martial arts and good ole hand to hand combat is a favorite of L5R. It's part of that great Asian theme. Most clans have their own unique form of martial arts and the Crane are no different. The Crane practice an art called Mizu-Do.

Mizu-Do or the Way of Water was created by Crane artisans. It focused mostly on throws and joint locks. Mizu-Do's flowing form was incorporated into the Doji Magistrate school. In my opinion I think we achieved the overall goal of representing Mizu-Do in a new and interesting way for 4th Edition that players should love.

Doji Magistrate [Bushi]
The Doji family is dedicated to protecting its lands and people from all threats, an expression of the Crane Clan’s devotion to the Virtue of Compassion. Consequently, they maintain this school to teach their bushi techniques of law enforcement and peace-keeping. Although generally less famous for their
deeds, the Doji family’s magistrate tradition actually predates their more sensational counterparts in other clans by centuries. The Kitsuki family, the Soshi Magistrates, and even the Emerald Magistrates were not created until well after the Doji tradition had been in place for a very long time. In fact, it is often against the Doji that other such schools are measured, although this is not a conscious comparison.

Despite the name of the school, in actuality only a minority of its students are actually appointed as clan magistrates―students are far more likely to serve as yoriki, assisting other magistrates, or simply as guards patrolling the borders and maintaining law and order in cities and towns. Still, those who are trained in this school are often among the first to receive an appointment when a magistrate position becomes available, and it is not uncommon for many Doji to serve in the ranks of the Emerald and Jade magistrates as well.

Rank Five: The Willow in the Storm
In their final lesson, Doji Magistrates are taught to maneuver around their opponents, redirecting their energy and defeating them with their own momentum. You may spend a Void point during the Reactions stage of a skirmish Round to force anyone who attacks you on the next Round to subtract
their Air Ring from each of their dice. (Dice which explode have their final total reduced.) This technique cannot be activated or used while you are in the Full Attack stance or the Center stance.

Sample NPC

Doji Kyoko – Emerald Magistrate

Doji Kyoko holds the title of Head Emerald Magistrate in Ryoko Owari. A position that she inititally thought was a great honor to have. Over the years however Kyoko has had her doubts about the honor of the position. She sometimes wonders who she offended to get this post. When Kyoko was first assigned to Ryoko Owari she saw it as her chance to clean up the city and extend a bit of Crane influence at the same time.

As the years have gone by however Kyoko has seen enforcing the law at times as an almost futile exercise. She still does her duty, but the enthusiasm she once held for the job has died out. Between Scorpion plots, Mantis smuggling and ronin activities Kyoko has started to wonder if there is any point to having a strong Emerald Magistrate presence in the city.

But worst of all Kyoko has noticed that the job has given her gray hairs. And that won't do at all.

Despite Kyoko's misgivings about her job she has meet with success. She has sussesfully rooted out corruption with in the Emerald Magistrates office. The Merchant's District and Tear Drop Island has also seen a sharp drop in overall crime as well.

Doji Kyoko
School/Rank: Doji Magistrate 4
Air: 3
Earth: 3
Fire: 4
Water: 3
Void: 4
Glory: 4
Status: 5 (Emerald Magistrate)
Honor: 5.7

Skills: Calligraphy 2, Courtier 4, Defense 4, Etiquette (Conversation) 4, Horsemanship 2, Iaijutsu 3, Investigation (Search, Notice) 5, Jiujutsu 5, Kenjutsu 4, Knives (Jitte) 4, Polearms 4 Sincerity (Honesty) 4

Techniques: Temper Steel with Honor, Flowing Like Water, Breath of the Law, Flowing Like Air

Advantages: Clear Thinker (3), Precise Memory (3) Social Position (24)
Disadvantages: Idealistic (2)

Tuesday, February 22, 2011

Emerald Empire Previews - Soshi Magistrate

One of the things I enjoy playing as far as concepts go are magistrates and legionaries. While I don't get to play them as often as I like a fair number of concepts and important NPC's I design for games comes from those professions.

The magistrate is one of the more common themes to play with. It makes it easier to get multi clan parties to work together. Which brings us to today's preview. Law and Order in Rokugan were for the most part created by the Crane and the Scorpion. While the Crane take the vast majority of the credit one shouldn't forget the Scorpion's role in setting up the current legal system.

For years Scorpion players had been hoping to get a magistrate school to honor the contributions of Soshi Saibankan. A strong magistrate theme in the CCG also helped push this desire along. And now with 4th Edition it's finally here.

Soshi Magistrate [Bushi]
The Soshi magistrate school is descended from a set of techniques taught to the yoriki of Soshi Saibankan during his many years as a judge, and some rumors claim the first three techniques were invented by Saibankan himself. Whether this is true or not, the school remains the principle method the Scorpion use to educate those who must maintain order within their lands―magistrates, yoriki, city guards, and border patrols. Like many such schools, the Soshi Magistrate school teaches a mixture of armed and hand-to-hand techniques, allowing its students to suppress brawls and defeat
lethal bandits with equal skill.

Rank One: The Face of Justice
The Soshi Magistrates are trained to control their environment through a mixture of fear and force, intimidating even the most violent street gang with ease. You gain a +1k0 bonus to the Intimidation skill; when you use it against someone of lower Status Rank than yourself, the bonus is +2k0 instead. You also gain a +1k0 damage bonus with melee attacks.

Sample NPC:

Bayushi Kenzo – Imperial Legionnaire

Kenzo has risen swiftly through the ranks of the Imperial Legions. Many with in the Imperial bureaucracy feel it is only a matter of time before he is given command of his own legion. Kenzo grew up in Ryoko Owari and comes from a long line of Scorpion who served their clans as magistrates. As a youth he swiftly picked up the fine art of dueling, and a reputation for engaging in illegal duels.

As an officer in the Imperial Legions Kenzo has proven himself to be a capable if not unorthodox leader. His tactics are some what questionable by the standards of most of his contemporary officers but that's to be expected from a Scorpion.

While many attribute Kenzo's rise in the Imperial Legions to be typical Scorpion political maneuverings the real reason is far more simpler and far less sinister. Shortly after his gemmpuku Kenzo was on assignment in Lion lands where he became reacquainted with an old child hood friend, Ikoma Kotone. The two swiftly rekindled their friendship which developed into love. Kenzo was sent back to Scorpion lands but made Kotone a promise. He would do everything in his power to gain enough prestige to arrange for their marriage.

Kenzo's current command duties have placed him in charge of legion investigations. It is his job to oversee the investigation of crimes committed against the Imperial Legions. Or crimes committed by imperial legionaries.

Bayushi Kenzo
School/Rank: Soshi Magistrate 3
Air: 3
Earth: 3
Fire: 3
Water: 3
Void: 4
Infamny: 3
Status: 5 (Chui in the Imperial Legions)
Honor: 2.1

Skills: Athletics 3, Battle 3, Calligraphy (Scorpion Cypher) 3, Defense 4, Ettiquette 3. Games (Go) 2, Iaijutsu (Focus) 5, Intimidation (Control) 5, Investigation (Notice) 3, Jiujutsu 3, Kenjutsu 4, Lore: Underworld 2

Techniques: The Face of Justice, Rise to Meet the Challenge, The Magistrates Cut

Advantages: Kharmic Tie: Ikoma Kotone (3) Luck (3)Social Position (24)
Disadvantages: Infamous (Non Sanctioned Duels), True Love (Ikoma Kotone)