Hachigoku はちごく 八国: A reworking of the Legend of the Five Rings RPG from both a setting and system viewpoint. I do not claim any ownership of L5R; this is purely a not-for-profit exercise in fun. And you're invited.

Thursday, August 9, 2012

Draft: The Asako Teishin and the Bayushi Teishin.

Alright, here's the first two Teishin Basic Disciplines with Okuden and everything (except for Outfit, unfortunately; I'll probably do that last for everyone): the Asako Teishin and Bayushi Teishin.



Asako Teishin Gakuen


Basic Discipline: Asako Teishin

Uji/Profession: Asako Teishin
Benefit: +1 to any Mental Trait
Honor: 3
Skills: Calligraphy, Etiquette, Law, Lore, Medicine, Oratory
Outfit:

Okuden
Rank 1, Temple of the Soul: A thirst for learning fortifies the soul. When making any contested Social Skill roll, you can spend a Void Point to use your highest Lore Skill in place of whatever Skill is normally called for. In addition, you gain Free Raises equal to your Discipline Rank on all Lore Skill rolls.

Rank 2, From the Ashes: The great books of Hachigoku offer myriad paths to renewal. Whenever you lose Honor or Glory, you can lower the loss by rolling Lore/Void. If the loss is only of Honor or Glory Points, the TN is 5 x the loss. If the loss is one of Ranks, the TN is 20 x the loss. By spending a Void Point, you can attempt to mitigate the loss of another individual as well.

Rank 3, Wisdom of the Ages: Your deep study into philosophy grants you keen insight. You gain an additional Season Action every Season that can only be spent to increase your Mental Trait Ranks or Lore Skills. Alternatively, you can spend this Season Action to increase the Mental Trait Ranks of someone close to you, such as a superior, direct subordinate, Wa comrade, immediate family member, or Lover.

Rank 4, Voice of the Universe: The ebb and flow of universal harmony protects you, and those who heed your advice. After conversing with an individual for ten minutes, offering advice, historical examples, and metaphysical arguments, you grant the individual a bonus on all Social Skill roll totals equal to your highest Lore Skill. Additionally, you always know if you are being targeted (even if only by association) by a Vendetta.

Rank 5, Invincible Mind: Your innermost thoughts are locked in a fortress, and you can sense kindred seekers of wisdom. When anyone attempts to use a Social Skill roll or magic to make you reveal information you would rather not (including any attempt to “read” a Trait, Skill, Quality, or similar statistic), you can spend a Void Point to automatically make the attempt fail. Also, after spending at least an hour in an individual's presence, you can spend a Void Point to know all Lore Skills and Emphases the individual knows, and their Ranks.


Bayushi Teishin Gakuen


Basic Discipline: Bayushi Teishin

Uji/Profession: Bayushi Teishin
Benefit: +1 Intelligence
Honor: 1
Skills: Etiquette, Investigation, Oratory, Sincerity, Tantojutsu, Underworld Lore
Outfit:

Okuden
Rank 1, Masks Become Truth: People believe illusions quicker than they do truth. When making any Politics roll, you can use your Sincerity in place of Politics. You can still benefit from Politics Emphases according to your Politics Rank. Also, whenever you cause an individual to lose Honor Points, you increase the loss by your Discipline Rank.

Rank 2, Shallow Waters: You can see what others hide beneath the surface. After spending at least ten minutes in conversation with an individual, you can make a contested Intelligence roll against them to learn of any Disadvantages they posses that are not obvious or well-known. You learn of a Minor Disadvantage first, chosen by the GM. With each Raise, you learn an additional Disadvantage. You cannot attempt to learn more until the next Scene. For each Disadvantage you know an individual possesses, you gain a Free Raise on all contested Social rolls against the individual.

Rank 3, The Poisoned Gift: The tradition of gift-giving is a deadly weapon in your hands. When involved in a Vendetta, you can spend a Vendetta Action to give the enemy a Granted Disadvantage. You cannot give an enemy the same Disadvantage twice, and any given Disadvantage disappears at the end of the following Season. Also, whenever someone in your presence loses Glory Points, you can increase the loss by your Discipline Rank with a contested Sincerity/Intelligence roll against the target's Awareness.

Rank 4, Scrutiny's Sweet Sting: The Scorpion, tradition says, gives and takes in equal measure with a bitter sense of justice. When involved in a Vendetta, you can spend a Vendetta Action to remove a Granted Advantage from the enemy for the following Season. Your quick tongue can likewise remove the thrill of adhering to Bushidio. You may make an Oratory/Awareness roll whenever someone in your presence earns Glory or Honor Points to negate the gain, with a TN 10 x the Honor Rank of the target.

Rank 5, Bayushi's Mask: You swim in the waters of deceit without detection. You lose no Honor when involved in a Vendetta, or when taking any action directly against a Vendetta enemy. Further, any Advantage you remove with a Vendetta Action is lost permanently. Finally, when making a Sincerity roll you succeed automatically, with no Raises except Free Raises. If it is a contested roll, you must spend a Void Point to succeed automatically.


Wednesday, August 8, 2012

The Vendetta

Seriously could not sleep until I finished whipping this up tonight. Some serious business for your teishin to get down to.



Vendetta

The courts of Hachigoku, where daimyo rule and their whim is law, where secrets kill, where the only true armor you keep is your honor and wits, are as dangerous as any battlefield. Here a campaign of whispers and insinuations may test the loyalty of your staunchest allies and puts those closest to you in danger. This occurs when simple disagreement, argument, and political maneuvering gives way to a ruthless quest for the ruination of the another's reputation, or worse. The target finds himself enmeshed  within a Vendetta.

And he might succumb to a lust for vengeance himself.

Much like a Battle, a Vendetta is an overarching conflict, bigger than a single Scene or even Story. Unlike a Battle, most of the action takes place offstage, before, between, and after the Stories themselves. While a Battle tests the physical and strategic might of small or large forces, the Vendetta tests the wits and reputation of its contestants and those closest to them. Some Vendetta occur at the instigation of a wronged or cruel samurai intent on destroying something more important than a samurai's life. The enemy is out to destroy his honor and sense of duty. Most occur at the behest of a superior, using the Vendetta as yet another weapon in his faction's arsenal to protect itself or further its aims. Untangling the various strands of a Vendetta to discover the true face of your enemy is a demanding task.

Some players may not wish to engage in such an abstract form of social combat. If vengeance or orders to take down their daimyo's enemy demand such tasks, they would prefer to micromanage the operation and engage the target directly. That's perfectly fine. They may just want to walk up to the object of their ire, challenge them, and finish them in a duel. Or manipulate someone else into doing so. Again, perfectly fine. They might want to consider, however, the chance that the target is a better duelist than themselves or a surrogate. They might want to consider the dangers of so openly involving themselves in a quest for vengeance, in terms of reputation and retribution.

And if it's at the daimyo's request, the consequences of revealing the daimyo's hand. Of allowing others to see you barreling through enemies to achieve his goals. That might fit some uji. It defintely would anger others.

More importantly, if you micromanage a Vendetta yourself, you will be either waiting for chance opportunity or demanding the spotlight of the game for your vengeance. One isn't much fun for you; the other may not be fun for everybody else.

“Certainly, no samurai fears death. But all men fear suffering.” So said Shinsei. The dead do not suffer in this life, and the Vendetta is about suffering. If a pound of flesh is taken, the Vendetta demands a soul as payment.

As a samurai loses friends, lovers, family, duties, and finally reputation... then he will know pain. Then he will suffer.

When you no longer fear tarnishing your Honor, keeping your hands clean is simple. Refined. Cultured. Civilized.

Here's how Hachigoku carries out a Vendetta.

Declaration
First you must select a target. You can only target characters with Namae status; there's no point wasting you vengeance and ruthlessness on unnamed Yowamushi.

This may be a personal enmity, or merely business. If it's business, your superior requested you make the target's life miserable, for whatever reason. He may or may not reveal that reason to you, trusting you to serve your faction to your utmost. If it's personal, you'll need to ask your superior for permission with a Politics/Awareness roll (TN 10 x the Glory Rank of the target). If you succeed, the Vendetta can progress as normal.

If you fail the roll your superior denies your petition, but you can still embark upon the Vendetta. Doing so in defiance of your superior costs you an Honor Rank. After all, going against the wishes of your superior is highly dishonorable.

If you do not have a superior, then engaging in a Vendetta is a highly personal and costly affair. You're committing to engage in underhanded dealing, with no restraint and for purely selfish ends. You lose an Honor Rank in this case, too.

There is a way to negate the Honor loss: declare to your target you're coming after him. This doesn't have to be an upfront, personal conversation. It doesn't even have to be public. In fact, declaring ti publicly would be shameful, and certainly violate the tenet of Courtesy at the very least. Vendetta is about cloaking your steel in silk, as the Bayushi say. Be subtle, but clear. Write a letter. Perform a play, with obvious allusions to the target. Beat them in a duel, but refuse to draw blood, letting them know quietly that your victory will be much, much more costly than to them than mere blood.

The important thing is that the target know he's embroiled in a Vendetta. If there's any doubt, you have not negated the Honor loss.

A target who knows his peril may choose to retaliate by announcing his own Vendetta. In this case, he does not need to convince his superior or lose an Honor Rank to initiate his own Vendetta.

All of this needs to be done during a Story or at the end of a Season. If at the end of a Season, you must spend a Season Action, one that was otherwise dedicated at the beginning of the Season, nursing your grudge, gathering conspirators, perhaps negotiating with your superior, and even cleverly revealing your intentions to the victim. Whatever it was originally spent for is canceled.

One more thing: a Vendetta is a consuming exercise, even if it remains at the fringes of your activity during a Story. You cannot pursue more than a single Vendetta at any one time.

Vendetta begins.


Gather Your Force
At the beginning of the Season, you first need to gather your conspirators in the Vendetta together. There's no need to prosecute a Vendetta all alone. However, there are limitations on who can assist you. There are two broad categories of who can join your Vendetta “force.”

The first are your close associates. These can only be characters of Namae status as well, and are limited to immediate family members, a Lover, an Ally, or a member of your Wa. Those who participate in your Vendetta cannot draft others into actively participating as well; an Ally of an Ally cannot help out, nor can the Lover of a Wa comrade.

The second group may be Namae or Yowamushi. These are your subordinates, up to and including anyone who owes you their direct fealty. There must be a direct line of subordination, however. These cannot just be samurai “on loan” to your service by another, although they may be personally assigned to aid you, such as a yojimbo or political advisor. The subordinates of your Namae conspirators cannot involve themselves either, unless they too are yours.

Yes, any subordinate. Those who wish to embark on a Vendetta against a daimyo are either brave or foolhardy in the extreme.

The size of your force is limited by your Glory + Awareness.

All those who participate in your Vendetta are also legitimate targets for any retaliation by the Vendetta's victim.


Gather Your Spies
Once you gather your force, it's time to start digging up the details of your target's life. You probably already know certain facts about the target, but this is a chance to know more, and how to best utilize that information. Even how to defend yourself from retaliation. In a testimony-based culture, other people are the best source of information, of course.

“Foreknowledge cannot be gotten from ghosts and spirits, cannot be had by analogy, cannot be found out by calculation. It must  be obtained from people, people who know the conditions of the enemy.”
Sun Tao, The Art of War

At the beginning of the Season you must spend Season Actions to employ spies. These spies are not just hired hands. They represent the various types of contacts and correspondence gained by meetings, conversations, gifts, favors traded, or other less honorable methods you may have at your disposal.

They probably don't include ninja. Probably.

Each member of your force must spend at least 1 Season Action procuring one of Sun Tao's Five Spies, although they can spend more. You are required to spend at least 1 Season Action, of course, and any one who declines to spend a Season Action is no longer part of the force.

If your target is aware of your Vendetta against them and engages in their own Vendetta against you, then all known members of their force become legitimate targets as well. Even if not engaged in a Vendetta, any known member's of an enemy's Wa are considered enemies as well. It's only a matter of time, really, before the Wa becomes involved.

The Local Spy: Local spies know the home territory of the target. These are often lower caste citizens of an area, who are more attentive to their surroundings than their samurai masters assume. The information they transmit it broad but still helpful.

Each local spy grants you a +1k0 bonus to your Vendetta roll at the end of the Season.

The Inside Spy: Inside spies are close to the target, including everyone from household servants and yojimbo to close friends and family members. They follow the web of interactions that compose the target's life.

Each inside spy grants you the name and description of a target's Ally, Lover, Dependent, Servant, or Wa comrade. The spy can also grant you the name and description of someone the target holds under the Blackmail Quality.

The Reverse Spy: The reverse spy is not originally yours. This spy was sent by your enemy, but through bribery, coercion, or overwhelming humanity has been brought to your side, unbeknownst to their original employer. Spending a Season Action to recruit a reverse spy does not automatically grant you one; it only changes a spy sent by the enemy into one of yours. Thus you spending a Season Action for one at the beginning of the Season reserves a spot for a reverse spy at the end of the season, a spot only filled if someone else (likely the target) has initiated a Vendetta against you. The order in which the spot fills is determined by the importance of the enemy spy in the following order: local spy, inside spy, dead spy, then finally living spy. Once the enemy spy becomes a reverse spy you gain their original benefit for yourself.

In addition, any reverse spy reveals whether or not the enemy is aware of your Vendetta and has launched one of his own against you and your force. He reveals the name of every member of the enemy's force. If your target is aware of your Vendetta against them and engages in their own Vendetta against you, then all the members of their force become legitimate targets for Vendetta Actions.

If no one sent any spies against you, the Season Action spent reserving this spot is wasted. You cannot, it should be noted, attempt to recruit reverse spies outside of Vendetta activity, holding them in reserve as a possible defense against the unknown.

The Dead Spy: It takes a particularly ruthless person to recruit a dead spy. These spies do not return. They feed false information to the enemy at the cost of their own life, or are otherwise sent to gather information or commit sabotage with little to no hope of rescue or escape.

Each dead spy grants you the name and rank of any one Holding the target can leverage.

The Living Spy: Living spies are those who are sent out by you, loyal to you, and return with the most sensitive information. Their dedication and skill at ferreting out the enemy's most hidden faults and darkest secrets is uncanny. While any spy can be recruited by your force, only you can recruit living spies.

Each living spy grants you 2 Free Raises to your Vendetta roll at the end of the Season.


Story Effects
Now you go on about your business, enjoying your Stories. There's no guarantee you will come into contact with your Vendetta. In fact, for several reasons it might be best you manage to avoid each other.

But the Fortunes are fickle.

If you do encounter your Vendetta enemy (or enemies) in the course of the Story, and they are aware of your activities against them, they gain a Free Raise on all contested rolls involving you. Whether they are aware or not, the trickle of information flowing in about them grants you a Free Raise in all contested rolls involving them.

If either of you die during the course of the Story, or are otherwise incapacitated, the Vendetta doesn't end immediately. Schemes have been set in motion that will run their course without your direct guidance, or even the need for a definite target.


Vendetta Actions
At the end of the Season, after all other Season Actions have resolved, the fruits of your Vendetta are harvested. Yes, even if you or the enemy are dead. A Vendetta does not respect the grave.

You make a Vendetta roll. This is a contested roll against the enemy, using your Politics/Awareness versus their Etiquette/Awareness. You may make Raises, with each Raise granting you an additional Vendetta Action.

If you win the Vendetta roll, you can execute a number of Vendetta Actions against the enemy. You can also attempt to disguise your involvement (and your conspirators) by making a contested Sincerity/Intelligence roll versus their Investigation/Intelligence. If you win that, the enemy is aware of the effects of the Vendetta Actions, but remains unaware of their true source, although they may suspect a Vendetta was launched against them. If you lose the second roll, your machinations are revealed, and you lose 1 Glory Rank.

If you fail the Vendetta roll, you gain no Vendetta Actions. The information you gained is still yours to keep, however, and you can still make the contested roll to conceal your involvement.

Vendetta Actions include:

Bonus Effect: You can establish facts about an enemy equal to your Awareness as if they were bonus effects created by Raises.

Change Blackmail to Ally: You can free one individual the enemy has power over through the Blackmail Quality from their insidious influence. The document is lost, the damning witness silenced, the fraudulent claim exposed... any number of ways out of dishonor and insult are discovered. In thanks, the former victim of blackmail becomes your Ally.

Destroy Ally's Trust: You can sow dissension between the enemy and a comrade he has through the Ally Quality. This Ally is lost, and while the relationship may later be mended, they can never be made Allies again. You have twisted the dagger too deep.

Destroy a Romance: Not all love can survive meddling. You lay enough hints of disinterest or infidelity, if not outright bribery or other enticement, to cause the enemy's Lover abandon the relationship. If only one Vendetta Action is spent, the Romance ends honorably. If two Vendetta Actions are spent on this effect, the Romance ends dishonorably.

Kill or Steal Dependent: You can choose to arrange the death of an enemy's Dependent, or instead bring them into your control, either as a hostage or, if you're truly cruel, by enticing them into your protection and poisoning them against their former defender.

Kill or Steal Servant: You can choose to arrange the death of an enemy's Servant, or instead bring them into your service through bribery, charisma, or even seduction.

Lower Glory Rank: You directly attack the Glory of your enemy, spreading tales of cowardice and dishonor (which may or may not be true), lowering their Glory Rank by 1.

Lower Holding Rank: This can only be done if you have sent a dead spy. Target a Holding that the enemy can leverage and lower its Rank by 1.


The Vicious Cycle of a Vendetta
The Vendetta has ended for a Season. But of course, this may not be the end. The enemy may not have suffered enough, either by your own estimation or the judgment of your superior. Or the enemy may have discovered your role in his misfortunes, and vowed to repay you in kind.

If your superior orders you to end the Vendetta, for whatever reason, but you continue, you face the same dilemma as before the whole affair began, and the same consequences for your choice. Whether or not you continue a Vendetta likewise places no limitation on the enemy engaging in one against you.

If you refuse to engage or continue in a Vendetta as ordered, lose 1 Honor Rank. Any competent daimyo will not waste his time pressing the issue. Any competent daimyo, at least.

Finally, the most important aspect of the Vendetta may be its flexibility. It may not necessarily represent a bitter cycle vengeance. It can also approximate a long-running criminal investigation or accusation, an intense trade war between rival merchants, or even tense, drawn-out diplomatic negotiations between warring factions. Each act of damage and each relationship fundamentally altered is another koku laid down at the high stakes game of dice being played between over Glory in Hachigoku.

Play your game. Play your opponent. Play to win.

Monday, August 6, 2012

Some Notes On Teishin

Doing a lot tinkering and NPC development, but there are Teishin notes coming along too. Here's a peek.

Some of the things about Teishin Disciplines have undergone changes to Trait benefits and Skills, and even what's here isn't final. It's just the working info. I'm not going to do outfits, either, until the Okuden are set.

A general idea of the Teishin is one of politics. We tend to say "courtier" in English, but what does that really mean in an L5R sense, a Japanese sense, and then finally a Hachigoku sense?

In L5R the courtier had a slow development. Most appeared in 1st Ed. books written after the core rules (Way of the Crane: Doji Courtier; Way of the Scorpion: Bayushi Courtier, Shosuro Butei; Way of the Dragon: Kitsuki Magistrate; Way of the Crab: Yasuki Merchant; and the Otomo Seiyaku and Miya Shisha from the two Winter Court books). Some were too powerful; at about mid-level, lying to a Kitsuki Magistrate was nigh impossible. Some were overly complex; playing a Doji Courtier without the Favor Table open in front of you was pretty tricky. And some gave the setting fantastic flavor, but were mechanically worthless. Omoidasu and Merchant, I'm looking at you. Shawn Carmen was right: having a Rank 1 ability to acquire a frying pan is pretty silly.

2nd Ed. took a stab at fixing things by fleshing out some of the old Schools with new rules or perspective (Kitsuki Investigator School, Ikoma Battle-Crier Path), and gave the Phoenix some badly needed court muscle (Asako Courtier). But most were left alone, leading to mechanical power shifts or still leaving your MErchant with his frying pan. Most importantly, they were still scattered throughout the supplements. The idea that honor and court life are important setting elements, painstakingly stressed in the core books, was not translated into core mechanics and options for players. Always a problem.

3rd Ed. fixed that. All the major clans got a Courtier School alongside its Bushi and Shugenja Schools. Finally, some respect. They were pretty good, too. 4th Ed. kept up the standard.

The problem is that they don't really interact with the core rules themselves. You'd think they would. The combat rules are synergised with the Bushi; magic rules are synergised with the Shugenja. But Courtiers were synergised with... court rules? Social rule? Legal rules? They don't even interact with Honor and Glory much, two subsystems begging for their touch. Of course, given that the rules by 3rd Ed. were little more than long lists of charts, it's not surprising designers were reluctant to encourage characters who manipulated those rules too far. Courtiers would fast become master Mathematicians, and then they'd all be dominated by Kaiu, I'm sure.

So, I thought, what does being a courtier mean? Stirring oratory isn't exactly encouraged in Hachigoku (or Rokugan, really), because for a player that would mean getting your way publicly, in spite of what others want. That's pretty anti-social, in Hachigoku. Do you want to publicly disagree with your daimyo? Do you want to encourage disharmony in others?

Of course not.

Unless you're Bayushi, perhaps, but I digress.

So what are Teishin? If I recall correctly (I'm not looking it up right now), I chose the word for being a close translation of "Politician." That's what a Teishin is, a politician in service to his daimyo. They are the ones who make or break alliances, administer and govern, promote honor and glory. The cultural and social agents of the daimyo. They aren't just "guys who hang out in the daimyo's digs all day."

Mechanically, they play merry hell with Honor and Glory. They love Social rolls, sure, but there will also be a Social Battle analog (I haven't worked that up yet, but I need to look back at some late-era 7th Sea stuff for ideas). And Season Actions, Qualities, and Holdings. They love that stuff. The bushi rushes into combat, the shugenja casts spells, but the Teishin work behind the scnes, in the space between Stories. That's where they make or break you.

So, here are some crib notes for the Teishin. I include "foci", which is a placeholder for Okuden. It gives you some idea of where that Discipline is going.


Asako Teishin Gakuen

Basic Discipline: Asako Teishin

Uji/Profession: Asako Teishin
Benefit: +1 to any Mental Trait
Honor: 3
Skills: Calligraphy, Etiquette, Law, Lore, Medicine, Oratory

Foci: Lore, Law, Duel of Letters


Bayushi Teishin Gakuen

Basic Discipline: Bayushi Teishin

Uji/Profession: Bayushi Teishin
Benefit: +1 Intelligence
Honor: 1
Skills: Etiquette, Investigation, Oratory, Politics, Sincerity, Tantojutsu

Foci: Dishonor, Give Disadvantages, Remove Advantages


Doji Teishin Gakuen


Basic Discipline: Doji Teishin

Uji/Profession: Doji Teishin
Benefit: +1 Awareness
Honor: 3
Skills: Calligraphy, Etiquette, Law, Oratory, Politics, Sincerity

Foci: Honor, Give Advantages, Remove Disadvantages


Ikoma Teishin Gakuen


Basic Discipline: Ikoma Teishin

Uji/Profession: Ikoma Teishin
Benefit: +1 Intelligence
Honor: 2
Skills: Athletics, Battle, Etiquette, Kenjutsu, Oratory, Politics

Foci: Battle, Duels, Glory


Kakita Artisan Gakuen


Basic Discipline: Kakita Artisan

Uji/Profession: Kakita Teishin
Benefit: +1 Agility
Honor: 2
Skills: Artisan, Athletics, Calligraphy, Etiquette, Oratory, Performance

Foci: Art, Patronage, Peace


Kitsuki Teishin Gakuen


Basic Discipline: Kitsuki Teishin

Uji/Profession: Kitsuki Teishin
Benefit: +1 Perception
Honor: 2
Skills: Etiquette, Games, Investigation, Law, Meditation, Underworld

Foci: Investigation, Bonus Effects, anti-Trouble


Miya Teishin Gakuen


Basic Discipline: Miya Teishin

Uji/Profession: Miya Teishin
Benefit: +1 Reflexes
Honor: 3
Skills: Athletics, Bajutsu, Etiquette, Investigation, Law, Oratory

Foci: Glory, Peace, Defense


Otomo Teishin Gakuen

Basic Discipline: Otomo Teishin

Uji/Profession: Otomo Teishin
Benefit: +1 Willpower
Honor: 2
Skills: Commerce, Games, Investigation, Law, Politics, Sincerity

Foci: Conflict, Holdings, Infamy



Shosuro Butei Gakuen

Basic Discipline: Shosuro Butei

Uji/Profession: Shosuro Teishin
Benefit: +1 Awareness
Honor: 1
Skills: Athletics, Etiquette, Performance, Oratory, Sincerity, Stealth

Focus: Impersonation, Inspiring, Spying


Yasuki Merchant Gakuen

Basic Discipline: Yasuki Merchant

Uji/Profession: Yasuki Teishin
Benefit: +1 Stamina
Honor: 1
Skills: Commerce, Etiquette, Law, Nofujutsu, Politics, Sincerity

Foci: Commerce, Holdings, Travel

Thursday, August 2, 2012

NPCs: Developing Stat Blocks

The cool thing about working on a project on your own time at your own pace with no set schedule is jumping from one part to another when something being worked on feels stale.

So I've been working on the NPC section. First I statted up Bushi Yowamushi for each Basic Discipline, Path Discipline, and a couple of Advanced Discipline. Then I started translating the major Kuge characters from old L5R books.

Here's Hida Kisada. He's a frigging MONSTER. But then, he's the Great Bear, and pretty much the upper limit for most NPCs.


Hida no Hida Kisada, Hida Daimyo, “The Great Bear”

Rings: Air 3, Earth 9, Fire 5, Water 3 (Strength 6), Void 4

Skills: Athletics 10: Active Defense 10k5 + Free Raise, Battle 8 (Logistics): 8k3 + Free Raise, Etiquette 4: 3k3+6, Hunting 8 (Traps): 8k3 + Free Raise, Jiujutsu 10: 10k5+9 + Free Raise (Damage: 7k1+9, 8k2+9 vs. Taint), Kenjutsu 9: 10k5+9 + Free Raise (Katana Damage: 9k2+9, 10k3+9 vs. Taint), Kyujutsu 5: 5k3+9 + Free Raise (Yumi Damage: 3k2+9, 4k3+9 vs. Taint), Law 6: 6k5 + Free Raise, Lore (History) 7: 7k5 + Free Raise, Politics (Mon Heraldry) 4: 3k5+6, Sincerity (Intimidation) 8: 7k3+6 + Free Raise (7k6+14 + Free Raise if Intimidating), Shadowlands Lore 10 (Ogre, Oni, Strategy): 10k5 + Free Raise, Subojutsu (Tetsubo) 10: 10k6+9 + Free Raise + ignore armor (Tetsubo Damage: 8k3+9, 9k4+9 vs. Taint), Sumai 10 (Dance, Grapple): 10k5+9 + Free Raise (Damage: 7k1+9, 8k2+9 vs. Taint), Theology (Shintao) 5: 5k5 + Free Raise

Qualities: Brash (resist being insulted: Honor Roll TN 20), Clear Thinker (lie or confuse you: -1k0), Crab Hands (Bujutsu Skill rolls: +1k0), Large (melee damage rolls: +1k0; non-Bugei social rolls: -1k0), Permanent Wound (+0 Wound level filled), Strength of the Earth (Wound Penalties +Earth dice)

Honor: 2, Glory: 9, Insight: 334, Insight Rank: 9, Initiative: 4k4, TN to be Hit: 33 (no armor), 43 (heavy armor), Carapace: 9, Fear: 9 vs. Taint

Discipline Ranks: 9 (Hida Bushi 5: + Earth to attack/damage rolls; no heavy armor penalties; spend 1 VP, Earth roll to ignore Wounds; +1 attack; +1 Battle Action if outnumbered; spend Action to prepare for automatic retaliation; spend 1 VP to take Actions at Down, Out, or Dead) (Defender of the Wall 3: Tainted foes do not have exploding 10's; +1k1 damage vs. Taint; + Earth x 2 to TN to be Hit; +1 attack vs. Taint) (Raikuto Sumatori: Focus equal to Strength in Sumai duel; + Strength to Social Skill roll totals)

Wounds: 18 (Filled); 36 (-0k0); 54 (-0k0); 72 (-0k0); 90 (-0k0); 108 (Down); 126 (Out); 144 (Dead)

Scary, ne? But the funny thing was, I developed this format after a much clunkier, way too much info and space-consuming inferior one for the Yowamushi.

Here's a Yowamushi in old format.

Shiba Bushi (TR 2)

Honor: 3
Skills: Defense, Kenjutsu, Kyujutsu, Meditation, Theology, Yarijutsu
Initiative: 2k2
TN to be Hit: 10 (no armor), 15 (light armor)
Katana: Attack 3k2+2/Damage 3k2+2
Wakizashi: Attack 3k2+2/Damage 2k2+2
Naginata: Attack 3k2+2 (4k2+2 in first round)/Damage 2k3+2
Yumi: Attack 3k2+2/Damage 4k2+2
Unarmed: Attack 1k2+2/Damage 1k1+2
Active Defense: 3k2
Battle: 1k2

Okuden
Rank 1, Way of the Phoenix: The insight and wisdom of the Phoenix flows through you. You gain a bonus to your attack and damage roll totals equal to your Void. In addition, you add your Honor Rank to the number of Wounds each Wound Level can hold.

Looks pretty simple, until you up the Threat Rating and add more Okuden or, Fortunes forbid, some Qualities. Then you get...

Shiba Shireikan (TR 5)

Honor: 3
Skills: Defense, Kenjutsu, Kyujutsu, Meditation, Theology, Yarijutsu
Initiative: 5k5
TN to be Hit: 25 (no armor), 30 (light armor)
Katana: Attack 6k5+5 + Free Raise/Damage 3k2+5
Wakizashi: Attack 6k5+5 + Free Raise/Damage 2k2+3
Naginata: Attack 6k5+5 + Free Raise (6k5+5 in first round)/Damage 2k3+5
Yumi: Attack 6k5+5/Damage 4k2+5
Unarmed: Attack 1k5+5/Damage 1k1+5
Active Defense: 6k5 + 4 Free Raises
Battle: 1k4

Okuden
Rank 1, Way of the Phoenix: The insight and wisdom of the Phoenix flows through you. You gain a bonus to your attack and damage roll totals equal to your Void. In addition, you add your Honor Rank to the number of Wounds each Wound Level can hold.

Rank 2, One With Nothing: The calm of the Void guides your movements. When on Full Defense, you can spend a Void Point to gain Actions in the Phase equal to your Discipline Rank. These Actions cannot be spent to make attacks, but do not end your Full Defense unless you wish. In addition, you can spend as many Void Points on enhancing a roll as you wish, up to your Void Ring.

Rank 3, A Single Life: Your life does not belong to you; it belongs to the service and protection of others. When on Full Defense, instead of the normal benefits, you can spend an Action to intercept any attack against someone within melee range; the target of the attack becomes you, blocking the original attack with your body. This is not considered a use of the Guard maneuver. In addition, you gain Free Raises on all Defense Maneuver rolls equal to your Discipline Rank.

Rank 4, Everywhere and Nowhere at Once: The Void moves your weapon where it needs to be. When you spend an Action to make an attack, you can also make an additional attack.

So now I get to have fun returning to the Yowamushi and re-editing everything to look more like Hida Kisada Format. So a Yowamushi looks more like this:

Akodo Bushi (TR 2)

Skills: Bajutsu: 3k2, Battle: 3k2, Etiquette: 3k2, Kenjutsu: 3k2 + ignore armor or Free Raise (Katana Damage: 3k2), Kyujutsu: 3k2 + ignore armor or Free Raise (Daikyu Damage: 5k2), Lore: 3k2

Honor: 3; Glory: 1; Initiative: 2k2; TN to be Hit: 10 (no armor), 15 (light armor), 20 (heavy armor)

Discipline Ranks: 1 (Akodo Bushi 1: ignore armor or gain Free Raises = Discipline Rank on attack rolls)

Wounds: 4 (-0k0); 8 (-1k0); 12 (-2k0); 16 (-3k0); 20 (-4k0); 24 (-5k0); 28 (Down); 32 (Out); 36 (Dead)

(Sure, Yowamushi don't need Wound Levels, but if you're player spends a VP to graduate them into full Namae status, it helps to have it handy. We'll talk about the differences between Yowamushi and Namae characters later.)

Tuesday, July 31, 2012

Draft: Ronin Advanced Disciplines

While I'm going through and giving the Teishin chapter some research, I thought I'd hand over some Advanced Disciplines for Ronin while you wait. Pretty neat, ne?



Ronin Advanced Disciplines


Advanced Discipline: Veteran Bushi

Uji/Profession: Bushi
Requirements:
Rings: Fire 3, Water 3
Skills: Athletics 3, Battle 3, Kenjutsu 3, Kyujutsu 3, Yarijutsu 3
Qualities: Crab Hands
Special: Must have survived at least 2 Battles.

Okuden
Cunning of the Wolf: The wolf survives not by force, but cunning. You can spend a Void Point to add +Xk0 to any Bugei Skill roll, where X is your Intelligence.

Strike of the Wolf: The wolf uses its whole body to attack. When you spend an Action to make an attack, you can also make an additional attack.

The Wolf Survives: A wolf adapts to its terrain. When making a Bugei Skill roll you can trade dice rolled for dice kept at a 2 for 1 rate; a 9k3 roll could become a 7k4 roll, or even a 5k5 roll.


Advanced Discipline: Veteran Gambler

Uji/Profession: Teishin
Requirements:
Rings: Air 3, Fire 3
Skills: Athletics 3, Commerce 3, Etiquette 3, Games 3
Qualities: Luck
Special: Must have a Glory Rank of 2 or more.

Okuden
Play Your Game: Every game is a duel. When playing games using the Games Skill, you may choose to make the game a duel. Treat it as an Iaijutsu duel, replacing “Iaijutsu” with “Games” in all instances. There is no damage roll, nor are there any Honor gains. In fact, if money is wagered, the duel is an Act of Vice. If both duelists fail their Strike rolls, they keep trading opportunities to make rolls against each other, the TN lowering to the last Focus. The victor gains Glory Points equal to their Games Skill and negates any Glory losses from playing the game. The loser doubles all Glory losses from the game.

Play Your Foe: True players don't worry about the odds; they play the person across the table. You can spend a Void Point while playing a game to learn any of your opponent's Traits or Rings. You also can spend a Void Point to defeat any attempt to learn your own Traits and Rings using Skills or Okuden; chiefly supernatural abilities cannot be so blocked.

Fortunes' Favored: When you lay a wager, the Fortunes favor you. You can spend a Void Point to reroll any contested Skill roll once.


Advanced Discipline: Veteran Kenshi

Uji/Profession: Bushi
Requirements:
Rings: Fire 3, Void 3
Skills: Etiquette 3, Iaijutsu 3, Kenjutsu 3
Qualities: Balance
Special: Must have survived at least 2 Iaijutsu duels.

Okuden
Eyes of the Wolf: A keen-eyed wolf studies his prey. When in a duel or skirmish, you can spend an Action to study an opponent, gaining a +1k0 bonus to your next attack roll against them. You can study the opponent even when in Full Defense, but lose the bonus after your attack. During a duel, each Focus counts as an Action spent studying.

Jaws of the Wolf: A wolf does not lose his prey easily. When rolling for damage, you may spend a Void Point to double your Strength.

The Wolf Pounces: The wolf chooses when to strike, not the prey. You may spend a Void Point to force an opponent to Strike in a duel or lose their highest Action Die in a Skirmish.


Advanced Discipline: Veteran Yojimbo

Uji/Profession: Bushi
Requirements:
Rings: Air 3, Earth 3
Skills: Athletics 3, Iaijutsu 3, Kenjutsu 3, Yarijutsu 3
Qualities: Combat Reflexes
Special: Must have an Honor Rank of 2 or more.

Okuden
Loyalty of the Pack: A wolf protects the pack. You can designate a number of allies up to your Insight Rank during combat; each ally cannot have attacked or made any hostile threat to you during the combat, and ceases to be an ally if they do so. Each ally gains a +1k1 bonus to all Active Defense rolls.

Tactics of the Pack: A wolf never fights alone. When fighting alongside or defending an ally (including in a duel), you gain a +1k1 bonus to all Skill rolls.

The Pack Survives: A wolf's life belongs to the pack. If an ally within sight is reduced to Down, Out, or Dead, you can spend a Void Point to transfer the Wounds bringing them to that state to yourself by intercepting the attack, drinking the poison, or whatever other means are available.



Tuesday, July 24, 2012

Lil'Bits

Some thoughts that have been running through my head. One bit is a need to realign the Trait Bonuses worked out. I just revised a more elemental based chart. That will be worked out a bit.

Another is a major change to the Defense and Athletics Skill. I'm eliminating Defense, and rolling it all into Athletics. Which means changing all the combat references to Athletics, too. So you still Active Defense, you just use Athletics.

Sunday, July 22, 2012

Draft: Bushi Advanced Disciplines

Tonight, here's a slew of Advanced Disciplines. Almost all of the ones for bushi are here, minus two. The Mirumoto and the Shiba do not have Advanced Disciplines. Yet. The Shiba I have a solid idea for, but I haven't worked out the implications of all the mechanics yet, and I want to look at converting some Spider stuff (which I'm not a fan of) to possibly some other supersecret empire-wide organization...

Think on that.

For the Mirumoto, I know broadly what I want: The Inkyo Kenshi. A swordsman who indulges in kiho use. However, I have yet to contemplate how I'm going to handle kiho and gakusho in particular, so until I write that chapter the Mirumoto will have to wait. Even if I think of something else, I'd rather save it for Phase 2.

I had a general though for the Advanced Dsiciplines: Be specific in setting origin, but not in mechanic origin. So no Advanced Discipline is specific to a single Basic Discipline, just convenient. There are may be more Bayushi-trained Honor's Lesson Tacticians out there, but don't be surprised to find others, particularly Akodo, Hida, or Shinjo. The same could be said for any of them.

Thoughts on the ones I did complete a draft of:

Akodo: They look really strange, don't they? And I worry the extra stuff I slipped in is overpowering for the broad Okuden base they already have. But overall it fits the flavor. Which of course you don't have yet, so here's the vague picture:

At Seven Thunders Seido, a loose order of bushi who revere the original Thunders and hope to emulate their adherence to Bushido and status as heroes congregates. They came singly and slowly over the centuries, vowing to embrace all the ryuu as a unified philosophy. Those who submit themselves to the rigors of both martial and spiritual training by the monks must be chosen by another Disciple, after a period of fasting and meditation. They believe they practice other Okuden by opening themselves up to the guidance of the original Thunders. Their numbers are increasing as Akodo Toturi announced official support after his ascension to daimyo.

Bayushi: I wanted something that would point out how good a cunning general trained by the Bayushi could be. I pictured George Washington. A general who, frankly, wasn't all that great a genius, but was brilliant in conceiving just what a ragtag Continental Congress Army could accomplish, not by winning, but by taking the field and not losing. It was a tricky feat, and he excelled.

Hida: No big surprise there. I tweaked the Defender of the Wall (or the Crab Avenger, as I fondly recall).

Kakita: The Kakita are great duelists and one-on-one fighters because of their speed. But their "one strike" philosophy takes a beating from multiple opponents. And overall I wanted someone to take advantage of Yowamushi rules and decimate them. I picture them as Tai Chi swordsman, flowing through complex moves meant to constantly defend and attack hordes of enemies.

Shinjo: I was having a hard time coming up with something at first. How many ways can you really ride a horse? I thought of using the old Unicorn Magistrate, but there will be plenty of magistrates running around. I though of converting old schools, like the Battle Maiden (but decided they were better as a Path for Phase 2) or the Moto (but decided they have enough uniqueness to justify being their own Discipline in Phase 2). Then I ran across the White Guard. YES. I meshed it with the original Moto School, and I like these crazy religious fanatics wandering around and hoping to wipe out the Dark Moto one day. Lot of potential there.


Akodo Bushi Ryuu

Advanced Discipline: Disciple of Thunder

Uji/Profession: Bushi
Requirements:
Ring: Void 5
Skills: Bajutsu 5, Battle 5, Iaijutsu 5, Kenjutsu 5, Lore 7
Other: You must already know one of the following Okuden: Way of the Crab, Way of the Crane, Way of the Dragon, Way of the Kiirin, Way of the Lion, Way of the Scorpion, or Way of the Phoenix.

Okuden
Rank 1, The Call of Thunder: Your communion with the souls of original Seven Thunders provides you with insight into the different bushi styles famous throughout Hachigoku. Choose two of the following Okuden from another Bushi Discipline that you have not already learned: Way of the Crab, Way of the Crane, Way of the Dragon, Way of the Kiirin, Way of the Lion, Way of the Scorpion, or Way of the Phoenix. By spending a Void Point, you can use one of those two Okuden for the rest of the Scene. You cannot use more than one such Okuden granted by this Discipline at a time; if you activate a second during the Scene, you lose all benefits from the first.

Rank 2: The Strength of Thunder: Your penetration into the mysteries of the Seven Thunders continues. You choose two more Okuden from the list provided in Rank 1 that you can invoke. When you invoke these Okuden by spending Void Points, you can now maintain two at a time, taking whatever benefits are most advantageous.

Rank 3, Thunder Calls to Thunder: You can now awaken the Thunder in other bushi. You choose two more Okuden from the list provided in Rank 1 that you can invoke. By spending a Void Point, you can target another bushi who can now use any Rank 1 Bushi Okuden you know for the rest of the Scene. You cannot target the same bushi twice in a Scene.




Bayushi Bushi Ryuu


Advanced Discipline: Honor's Lesson Tactician

Uji/Profession: Bushi
Requirements:
Traits/Rings: Intelligence 5, Water 4
Skills: Battle 4, Sincerity 7
Qualities: Scorpion's Touch, Tactician
Other: Must have a Glory Rank of 3 or more, and be on good terms with the Bayushi uji.

Okuden
Rank 1, The Better Part of Valor: After reading the original Akodo's Leadership, you understand the role guile plays in warfare, and that victory goes to the cunning, not the glorious. When making any Battle Skill roll, you can use your Sincerity in place of Battle. You can still benefit from Battle Emphases and Mastery Abilities according to your Battle Rank. During a Wave, you can cancel any Battle Action targeting you by spending a Glory Point.

Rank 2, Bayushi's Wager: Deception in war is everpresent; even a crushing defeat can lay the groundwork for later victory. During a Battle, you can spend 2 Glory Points when making a Skill roll to use your Sincerity in place of the actual Skill; you can still access Emphases and Mastery Abilities of the original Skill, though. When rolling for Wounds at the end of a Wave, you may target your force and a number of larger forces up to your Discipline Rank. All forces double the number of dice they roll and keep for Wounds.

Rank 3, Fog of War: The terrain is yours to choose. By spending 3 Glory Points at the beginning of a Battle, you automatically gain the Advantage bonus for the terrain, even if you lose the Advantage of Strategy. During a Wave, you can now cancel any Battle Action targeting anyone in your force by spending a Glory Point.


Hida Bushi Ryuu


Advanced Discipline: Defender of the Wall

Uji/Profession: Bushi
Requirements:
Rings: Earth 4, Water 3
Skills: Battle 5, Defense 5, Shadowlands Lore 5, any two Bujutsu skills at 4
Advantage: Strength of the Earth
Other: Candidate must enter the Shadowlands and return with the head of an oni, ogre, or any Shadowlands beast no smaller than a man.

Okuden
Rank 1, Soul of Jade: Any creature that bears the Taint has earned your wrath. Any creature with the Shadowlands Taint rolling damage against you does not have their 10's explode, and you gain a +1k1 bonus all damage rolls if you are aware of the Taint.

Rank 2, Be the Wall: The spirit of the Kaiu Kabe infuses your flesh. You add your Earth x 2 to your TN to be Hit at all times. Also, when you spend an Action to make an attack against a target you are aware has the Taint, you can also make an additional attack against the same target. If you have an Okuden that already gives you two or more attacks when spending a single Action, you can make two additional attacks against the same target.

Rank 3, Hida's Final Lesson: You gain a supernatural level of toughness. You gain Carapace equal to your Earth, and generate Fear equal to your Earth that affects only those with the Shadowlands Taint.


Kakita Bushi Ryuu

Advanced Discipline: Sword Dancer

Uji/Profession: Bushi
Requirements:
Traits/Rings: Agility 4, Reflexes 4, Water 3
Skills: Athletics (Acrobatics) 4, Iaijutsu 6, Performance (Dance) 4, any Karate Skill 5

Okuden
Rank 1, Stepping Between the Notes: You listen to the rhythm of combat and slip away in the notes your enemies do not hear. When wielding any sword, you reduce the maximum number of human-sized opponents who can attack you at once (normally six) by your Discipline Rank, gain Free Raises to attack any Yowamushi equal to your Discipline Rank, and add your Performance to your TN to be Hit.

Rank 2, Melody of the Blade: Your steel moves to a melody all its own, dancing from one target to the next. As long as you are not immobilized, you have the Highest Initiative Total in any Phase. You can use Performance (Dance) as an Active Defense; if you use it successfully to dodge an attack and are wielding a sword, you may spend a Void Point and immediately attack a foe within melee range, but not the original attacker, without spending an Action.

Rank 3, The Song Remains: You no longer need the blade in your hand to dance with death. You can use all of this Discipline's Okuden benefits and abilities even if you are unarmed. You can now spend Interrupt Actions to make attacks either with a sword or unarmed, and can move up to 10' after any successful attack without spending an Action.

Shinjo Bushi Ryuu

Advanced Discipline: White Rider

Uji/Profession: Bushi
Requirements:
Traits/Rings: Strength 4, Agility 4, Willpower 5
Skills: Bajutsu 4, Theology (Shi-Tien Yen-Wang) 5, any two Bujutsu Skills 5
Advantages: Combat Reflexes, Death Trance
Other: You must swear your soul, but not necessarily your fealty, to the Shi-Tien Yen-Wang. You must have an Honor of 3 or more.

Okuden
Rank 1, Pale Face of Death: The White Riders march into battle with their faces painted deathly white, in honor of the Lords of Death who bless their might. You may spend both a Void Point and an Action to make a Full Attack, producing Fear equal to your Theology until your next Action. Also, you are gifted with a Fine Quality steed who possesses the Death Trance Quality.

Rank 2, Blessings from the Book of Iron: Your faith in the Shi-Tien Yen-Wang is your sword and armor. You add your Theology to all attack and damage roll totals, and to your TN to be Hit at all times.

Rank 3, Vengeance of the Shie-Tien Yen-Wang: The Shi-Tien Yen-Wang grant you victory even in death. When you roll for the Advantage of Heaven in a Battle, you can spend a Void Point to automatically gain the Advantage, as if you won the roll with Free Raises equal to your Honor. When you die, being reduced to Dead, a pure light envelops your body and destroys it utterly. All those within 5' x your Honor take Wounds equal to your total Wounds suffered, unless they have an Honor of 3 or more. If they have the Shadowlands Taint or no Honor at all, they suffer additional Wounds equal to your Honor x 5. All items and equipment near you (including your steed) are destroyed utterly, unless they are nemuranai.