Empire of the Emerald Stars (Legend of the Five Rings)

Setting Info - Personal Combat Gear
I'm just curious, but what's the average/standard equipment for Bushi and Ashigaru in this verse?

This is an important question, and one that I figured deserves a more detailed post. I'll also thread-mark this as a reference that everyone can use. As an explanation, I'm going to give you a list and some details on the basic equipment possessed by an 'average' warrior of one of the Great Clans.

Personal Military Equipment

In the Empire of the Emerald Stars, warfare is understood to consist primarily of ranged combat, with melee playing an important but undeniably supporting role. There are of course exceptions - the Tsuruchi continue to favour ranged combat nigh-exclusively, while the Matsu have developed entire tactical doctrines based around a rapid charge into close quarters with one's foes - but the basic paradigm holds across the length and breadth of space with surprisingly little variation.

All samurai wield weapons and technology based around what the Phoenix know as 'radiant energy'. This refers to a carefully developed process wherein the elemental spirits slumbering in every piece of metal and every thread of cloth are ritually awakened, much in the manner of the nemurani of old. In addition to the spiritual significance of this act, the process of awakening a material's spirit also imbues it with vastly greatly physical capabilities, which can in turn be manipulated and customized by skilled craftsmen. Awakened steel is harder, sharper and lighter than the base metal, for example, and can acquire mystical resonance and additional capabilities with much greater ease than before.

(Awakening an already-extant artifact is a dangerous but extremely effective technique. The Ancestral Swords of the Great Clans have all undergone this process, and are possessed of legendary capabilities in their own right. Ofushikai, the Phoenix Clan sword, is not only capable of stilling an entire battlefield to peace, it also makes the wielder nigh-invulnerable so long as he or she makes no aggressive moves.)

Awakened items are the sole purview of the samurai caste, and peasants caught using them are generally executed on sight with only a very few exceptions.

The Daisho
Every samurai still carries the paired swords of their station, although many consider them more ceremonial items than practical weapons of war. Infused with radiant energy, these blades never lose their edge, and are sharp and hard enough to slice through steel plate with relative ease (assuming the wielder would even be so crude as to use their heirloom items for such a base cause).

Akodo Arms 'Indomitable' X32 Energy Rifle
The favored weapon of the frontline bushi, energy rifles such as this exploit advances in ritual spell casting to produce a fearsome offensive weapon. Ritual prayers have been inscribed into the awakened steel and ceramic frame of the weapon, and when the trigger is pulled the movement of the internal mechanisms brings the prayer-fragments together in a specialized invocation to the kami. This causes the spirits to generate a sharpened sliver of metal within the barrel, after which powerful magnets launch the projectile toward's ones enemies with great speed and accuracy.

The primary advantage of this kind of weapon is the effectively-infinite ammunition - so long as the internal mechanisms are in good condition, the weapon will fire without any need for pause or reload. For an empire that wages war across star systems, such a logistical advantage is of nigh-critical importance.

There are however two major drawbacks - if the internal mechanisms become damaged or dirty, the prayers will not be completed and the weapon will not fire, and it is much more difficult to design a weapon capable of firing more than once per trigger pull. Since this encourages a samurai to take good care of their equipment and perfect their skill with the weapon (rather than just spraying fire wildly), traditional thought in Rokugan holds such flaws as virtues and generally refuses to address them.

There are of course multiple patterns and designs, each intended to fulfil a different role or offer a unique advantage. The Crab often rely on a larger, more rugged version capable of generating shards of jade with which to smite their enemies, for example, while the Tsuruchi possess sniper-rifles capable of striking foes from many miles away.

'Yoroi' pattern armour
Forged primarily from incredibly thin pieces of ceramic plate and awakened metal, this armour is light, flexible and highly resilient to physical trauma. Most suits weigh about as much as a silk kimono and are capable of turning aside a shot from all but the heaviest of ranged weapons, which goes some way towards explaining why melee combat is still possible in Rokugani warfare.

(Of course, getting shot with a rifle will still leave you heavily bruised and potentially suffering from a broken bone or two if you're unlucky, so don't feel too confident).

More advanced armour tends towards utility rather than superior protection, and there is some stigma surrounding anything which might increase survival at the cost of battlefield effectiveness. The Unicorn, for example, clad their elite infantry in speed-boosting armour that allows them to keep up with vehicular transports for short distances and allows them to run up walls, while the Phoenix Clan's Inferno Legion favors armour enchanted to allow survival in the heart of a raging firestorm.
 
Are "musician" or "artisan" valid Samurai professions?

Yes and yes. Remember, bushido isn't just whacking things with a sword. It's art, poetry, spirituality, philosophy, ect. So long it isn't a lowly calling, there are samurai who will follow that calling.
 
Yes and yes. Remember, bushido isn't just whacking things with a sword. It's art, poetry, spirituality, philosophy, ect. So long it isn't a lowly calling, there are samurai who will follow that calling.

Cool, thanks. I'm going to add those two to the list then.

There are however two major drawbacks - if the internal mechanisms become damaged or dirty, the prayers will not be completed and the weapon will not fire, and it is much more difficult to design a weapon capable of firing more than once per trigger pull. Since this encourages a samurai to take good care of their equipment and perfect their skill with the weapon (rather than just spraying fire wildly), traditional thought in Rokugan holds such flaws as virtues and generally refuses to address them.

How willing are Phoenix clan engineers/scientists willing to address these downsides? Have any steps been taken towards greater reliability despite the traditional thought in Rokugan? Are there any Samurai who have eschewed traditional thought with regard to the internal mechanisms of the X32 and have made modifications at their own expense?
 
Perhaps things are not so dire as you first imagined after all.
Empires will rise, fall, and rise again, planets shall wheel past in their orbits until the jaws of entropy gnaws them to dust, the heavens shall chime with the birthing cries of new stars, and thunder with their dying swansongs ere the misplaced optimism of these words meet their equal.
 
@Maugan Ra - various oddities...

- It seems odd that the Elemental Master are all taking roles as Magistrates. Isawa Genji is pretty clearly a Courtier, and Isawa Hisana looks more like a Bushi, and I suspect that some of the others could be moved around as well. Is this an artifact of when you were calling that role "Shugenja"?

More a legacy of the fact that Shugenja, especially those as learned and powerful as the Elemental Masters, are capable of doing damn near anything. Magistrate is the Void-associated role, and can undertake tasks normally restricted to any of the other four roles, though individual 'magistrates' might show a preference for one kind of task or another.

- It seems downright bizarre that the Asako have as many Bushi as the Shiba, as many Sages as the Shiba, and only one more Courtier than the Shiba. Seems like the traits could use some mucking with. The Shiba should be heavy on the Bushi and Diamyo, light on the Courtier and Sage. The Asako should be the opposite, with low Diamyo, probably decent-to-high Magistrate (Asako Inquisitor!), and almost no Bushi, but at least as much courtier as the other two combined (if not more) and a healthy touch of Sage. The Isawa should be light on the Bushi, lighter on the courtiers, middling on the Diamyo, with a decent helping of Magistrates and Sages. Okay, some of the specifics might have changed, but the families absolutely have areas of comparative specialty, and that should be reflected in their stats and hero numbers. For that matter, if we trimmed down the overall number of characters per family, we might be able to fit in the Agasha. That would be cool.

This is where family special rules will be coming in, yes. The current values are place-holder numbers while I toy with various different rules designed to represent the focus of each family a little better.

The Agasha are a Dragon family, however, since the point of divergence was the Second Day of Thunder and Hitomi didn't get corrupted and go insane, driving them off.

Also, in response to improving provinces... don't give us more legions/ships/whatever. Instead, say that improving the province improves the stats on their legions/fleets/whatever. Less bookkeeping.

Interesting. I mean there's already a kind of restriction there in the number of units you can have of each 'tier', based on the Learning score of your provinces, so that will stay. It's mostly that I want to be able to give an answer when someone asks 'so what does increasing Prosperity do?'

Side note: I get the impression that everyone follows "Summer" and "Winter" as per Rokugan Because It's Tradition. Wars between starships aren't going to care so much about snowstorms, but everyone stops the fighting anyway, because the society was built on it and hasn't changed. Assaulting your foe in the Winter would be *rude*. There's probably been an appropriate Imperial Edict or few on the matter.

This is exactly right.

It didn't use to be this way, but then there was a conflict between the Lion and the Crab which spilled over to include the rest of the Clans that changed things. It was called the Alliances War, and it raged for thirty solid years, eventually doing enough damage that the Emperor called it a draw and forbade the Clans from continuing to fight.

Nowadays war between different factions of Rokugani follows the seasonal cycle of Rokugan itself (which will also form the basis of the turn structure for this quest). War against non-Rokugani, especially on those worlds thoroughly corrupted by Jigoku, are much less restricted.
 
Last edited:
Of course, Shiba Hiraku is a very different character when he *hasn't* just been thrust into the role of Phoenix Clan Champion, but it is what it is.
Definitely, circumstance was a large factor in his character, but there's still enough to create a decent supporting character there.

[X] Shiba Hiraku: An upstanding practioner of Bushido, and beloved by the Ashigaru and Bushi alike who serve under him, for all his merits is a somewhat poor Phoenix, and he'd be the first to admit it. Rikugunshokan of the Elemental Legions, he is a fierce warrior known among the other Great Clans, militaristic and proactive for all his effectiveness he goes against the traditions of his Clan. Dutiful, capable, and loyal- Hiraku is willing to serve in any capacity as his Clan Champion requires. His behaviour has been a source of consternation among the Elemental Masters, and the order to standby as his fellow clansmen and soldiers were fighting against the Unicorn has done little to encourage him.

So hows this? I tried to keep the untraditional nature of Hiraku in mind, recognize some of the issues that might have been brought about by the war with the Unicorn. The idea was to make him capable and loyal, while at the same time establishing some character flaws and conflict. He's supposed to be good at what he does, but that relying on him too heavily might cause issues. If people prefer, I can leave out the last sentence entirely.
 
Interesting. I mean there's already a kind of restriction there in the number of units you can have of each 'tier', based on the Learning score of your provinces, so that will stay. It's mostly that I want to be able to give an answer when someone asks 'so what does increasing Prosperity do?'
here are my thoughts on correspondences between a states attributes and the attributes of units raised there.

power -> only learning (better tech = more shooting)
mobility ->learning (faster cars)+ prosperity (more money = more vehicles per person)
honour -> piety (bushido in general) and (maybe) law (less so, duty in particular)
espionage -> law and culture
endurance -> learning (better tech = not dying), piety (mental fortitude), and prosperity (logistics)

have limits based on unit type, or maybe bonuses based on unit type. or maybe both
 
@Maugan Ra you told us about ground weapons but hat about fleets? what are the standard arms for ships?

Oh man I have so many thoughts about void combat and space ships. That'll take a while to go over.

Just as an example, most Rokugani void-ships tend to feature long and slender designs. This is because their FTL tech involves opening a portal that requires significantly greater infrastructure and power the larger it gets, so ships that are too wide simply won't fit.
 
Oh man I have so many thoughts about void combat and space ships. That'll take a while to go over.

Just as an example, most Rokugani void-ships tend to feature long and slender designs. This is because their FTL tech involves opening a portal that requires significantly greater infrastructure and power the larger it gets, so ships that are too wide simply won't fit.
I suppose I will just have to wait patiently for that background update then.
 
Oh man I have so many thoughts about void combat and space ships. That'll take a while to go over.

Just as an example, most Rokugani void-ships tend to feature long and slender designs. This is because their FTL tech involves opening a portal that requires significantly greater infrastructure and power the larger it gets, so ships that are too wide simply won't fit.
magneto-hydrodynamic jade cannons!!!
 
[X] The Mantis Clan. If you are of an adventurous mind, there are few better places to enjoy yourself than the world of New Kalini, the this year the Emperor has a great desire for such adrenaline-fueled pastimes.

NPC:
[X] Asako Eiji: Despite being an Asako, Eiji trained at the Shiba Bushi (Yoyimbo) school and acted as your Yoyimbo for the past Months while you were Daimyo. He is young, impressionable, ever-cheerful, knows when to be silent, takes Bushido and its tenants seriously enough to contemplate them in long hours of meditation and, occasionally, has profound and deep wisdom to share. He is also a purist in combat, understanding the tactical need of ranged weaponary, but always preferring and falling back onto his Daisho unless circumstances force him otherwise. He is probably not the strongest fighter even amongst the Phoenix, but he is a close friend. Even if another is chosen as personal Bodyguard, the Champion may want to keep Eiji around for missions of importance.
 
...and now I find myself thinking... build enough characters of a given kind, and the family theme starts to skew. Are the Shiba all massively honorable? If so, I could see some potential for bitterness wrt the Isawa engineer who so damaged them with his dishonor. For that matter, I could see them taking a massive lesson from this about the importance of honor in all things, and the associated importance of keeping a closer eye on the Isawa.


Ship design...
I'm seeing the Unicorn with fleets of smaller ships, possibly a carrier-based philosophy. They tend to swarm their foes, using high-mobility fightercraft to strike where the foe is weak.

The Mantis run larger ships with powerful lightning-guns, strengthened by the power of their shugenja.

The Lion specialize in troop-carriers - they prefer to fight in person, and when forced into combat in space, almost invariably go for ramming and boarding actions (indeed, their most popular mid-range ship is designed explicitly to ram-then-board). They also maintain a number of smaller escort vessels - not nearly as many as the Unicorn, but enough to distract and harry long enough for the larger assault boats to come to grips with the foe.

The crab ships, by comparison, are enormous, ponderous things with quite a lot of armor, and powerful weapons that make up for any slowness or inaccuracy with area effect. As far as personal gear, they recognize that there is a stigma attached to having armor beefed up for additional toughness, shrug, and do it anyway.

Crane vessels would be beautiful, elegant, agile, with shielding that guides attacks to just miss, leading to a sort of "Dancing through the raindrops" effect. Their shipboard weapons are incredibly precise, but tend not to have particularly good power or ROF - they can plink off shots that slowly disable and then cripple their foe, but it takes time and effort to line up anything like a kill shot, and their focus on evasion means that if something *does* land, their ability to take the hit is somewhat lacking.

The Scorpion vessels are hard to spot, and hard to target. They have excellent ECW and ECCW, the next best thing to cloaking, and a fondness for torpedos. Hunting a Scorpion vessel is harrowing work. Often, the first sign of them is the ping of multiple torpedo locks. Of course, all of that comes at a price. If you can manage to burn through the fog, their mobility and evasion are mediocre, and their durability is poor. The use of torpedoes also means that they have limited stamina - even if you never find them at all, if you can fend off their attacks for long enough, eventually they'll run dry. It leads to interesting tactical decisions for the Scorpion commander - get too close, and you're more likely to get spotted, locked, and hit. Stay too far away, and the torpedoes are too easy to evade or shoot down. Worth noting that the Scorpion often customize their torpedoes to the navy that they expect to be fighting. A well-prepared Scorpion striking unexpectedly from stealth can be deadly almost no matter who you are. Dark rumors also speak of even quieter boarding torpedos, crammed full of stealth, that allow the Scorpion to infiltrate ninja on board mid-transit with no one the wiser. A saboteur thus infiltrated cannot move too quickly or openly, but over time, what they can do will cripple the vessel, killing it slowly.

The Dragon vessels are weird. They tend to be midrange, multirole ships. Rather than armor (decent but not amazing) or evasion (likewise) they focus their defenses on ore active measures - shooting attacks out of the sky, or blocking them with a particular form of point-defense shielding. They're also all deeply customized, and generally have a decent shugenja contingent aboard, with overbuilt reactors providing power to a variety of special projects. You never really know *what* tricks a given Dragon vessel is going to pull out until it does.

The phoenix vessels... there is a dichotomy. The majority of their ships are on the small side. They're extraordinarily well-designed and well-built, with highly trained crew. They can outfight anything of their size or crew contingent. They're also easily outnumbered by the larger, cheaper, more populous craft of... well, basically any of the other major clans. The few (very few) larger ships, however, are Different. Referred to as the Worldbreakers, these vessels are designed to contain and make full use of the sheer number and force of Shugenja that the Phoenix can bring. The raw power of these vessels is frankly horrifying, with almost absurdly powerful shields, and mystic attacks that are said to reach out and swat entire fleets out of the sky. The Phoenix do not bring these vessels to battle often, however - partly because they do not wish to visit that horror upon the other clans, and partially because if they were often deployed, the other clans would have to design and field counters to them. Losing even one of the great ships would be crippling to the clan, simply from the sheer number of shugenja who would die with the ship.
 
The Lion specialize in troop-carriers - they prefer to fight in person, and when forced into combat in space, almost invariably go for ramming and boarding actions (indeed, their most popular mid-range ship is designed explicitly to ram-then-board). They also maintain a number of smaller escort vessels - not nearly as many as the Unicorn, but enough to distract and harry long enough for the larger assault boats to come to grips with the foe.

The Lion specialize in being the best at absolutely everything.

Other people like to complain that you can't specialize in everything, that's not what specialization means.

The Lion just sneer at them for being inferior warriors and carry right on being the best at everything.

That said, interesting thoughts on the designs and strategies favored by each Clan. It's worth noting, however, that most fleets are based around a strong core of commonly shared designs. Those designs can be customized to a degree, and the ratio in which they occur and how they're used tends to vary, but at the end of the day there's a kind of unity of design that is apparent across all of their fleets.

It's kind of like kenjutsu. Every Clan has their own way of fighting, their own tricks and techniques that emphasize different tactics and means of approaching an enemy, and if you watch two different samurai run through their katas you can probably tell whether they're from different clans or not. Despite that, however, everyone is still using a katana.
 
The Lion specialize in being the best at absolutely everything.

Other people like to complain that you can't specialize in everything, that's not what specialization means.

The Lion just sneer at them for being inferior warriors and carry right on being the best at everything.

That said, interesting thoughts on the designs and strategies favored by each Clan. It's worth noting, however, that most fleets are based around a strong core of commonly shared designs. Those designs can be customized to a degree, and the ratio in which they occur and how they're used tends to vary, but at the end of the day there's a kind of unity of design that is apparent across all of their fleets.

It's kind of like kenjutsu. Every Clan has their own way of fighting, their own tricks and techniques that emphasize different tactics and means of approaching an enemy, and if you watch two different samurai run through their katas you can probably tell whether they're from different clans or not. Despite that, however, everyone is still using a katana.

Except the Crab, who club your head in with a tetsubo. :V
 
[X] The Lion Clan. The Emperor desires something traditional this year, where he might hold court as did his ancestors of old, and a visit to New Rokugan seems just the thing.
 
This is also your chance to come up with interesting and useful NPCs to fill the ranks of your character roster. I have 63 spots to fill, after all, and while I will be coming up with a fair number of my own it's always a good idea to encourage player investment. So if you can provide a name and two of three lines of background and character notes for a potential NPC from one of the Phoenix families, please do so! There's no need to vote on each-other's entries, though working together to come up with interesting and complimentary combinations is highly encouraged - I will pick the ones I like and fill in any and all gaps that remain afterwards with my own ideas.

Which characters does your Clan count among their most important and powerful samurai?
[ ] Write in
I don't mind making one up but what insight ranks? These are powerful samurai so they are clearly not IR1 however how are you setting the scales? Should we be aiming for IR 8, full school and advanced school?
 
I don't mind making one up but what insight ranks? These are powerful samurai so they are clearly not IR1 however how are you setting the scales? Should we be aiming for IR 8, full school and advanced school?

I'm not looking for outright character sheets here, mind. Stuff like insight rank and precise skills and attributes aren't going to be coming into this. What matters is what makes them stand out from a population ten million strong.

I just want a name and a couple of lines of background; a paragraph at most.
 
Hmm, main challenge there is to avoid recursive tech acceleration rush/number chase. Similarly, if you want meaningful decisions, having them in a visible tree makes picking the optimal path too straightforward, and we'd just bandwagon one route to max. Likewise, there needs to be some degree of exclusivity, to reflect the attention of researchers drifting.

I can think of a few points:
-Research requires Inspiration, some event, precedent, or observation that makes pursuing it possible.
--Inspiration is ranked. The more advanced the research, the higher the rank of the inspiration needed to commence it. Naturally, the inspiration has to be related to the item pursued.
--Inspiration expires if unused. Mainly to avoid hoarding the stuff/increasing management backlog. Higher ranked ones last longer.
--You spend Inspiration twice, once to initiate it, once to complete it if your research roll falls below the minimum threshold. This could mean that a research item is simply stuck if you roll poorly, until you acquire the appropriate idea to break through the roadblock.
--You can gain Inspiration for existing technology and equipment from simply utilizing them and discovering a failing or exceptional specimen as a basis for improvement.(aka, unlocked by critical successes or failures in relevant actions)
--You can gain Inspiration in general by trade, exploration, etc.
--You are awarded Inspiration from critically succeeding on a research item. No jumping past the tech tree on a few early crits, you just get the Idea...which you must then work on.

-Two main modes of research
--Pure Theory. This one is basically research done solely to increase the rank of a given Inspiration, or to attempt to convert an Inspiration to another category. No immediate rewards with difficulty based on the rank, but on a success, you upgrade the Inspiration. On a critical success, you upgrade it AND get a new one. Critical failure consumes the Inspiration you're using.
--Application. This one produces meaningful, generally circumstantial gains. Basically "all your pieces are in place, now to fit them together". Completion allows you to begin roll out or building a prototype.

It's certainly an interesting system, and I'll almost certainly stick with the 'you must have a valid source of inspiration to research something' idea, but I'm probably not going to mechanize the system into specific points or such-like. The idea of the Quest mechanics is to keep things relatively simple, after all.

Might just break down the research options into a series of broad tiers, come to think of it. Low tier research provides situational bonuses, and is just as applicable to 'look into Lord Kakita's personal history so we know what to expect from him' as it is 'design a weapon that works better against a certain type of foe'. Mid-Tier research would upgrade existing units or technologies, making rolls involving them easier in some way. High-tier research would open up entirely possibilities or revolutionize an existing field of endeavour in some way.

Hmm. Worth thinking about.
 
Mmm, there probably needs to be implementation caps for a given path as well, past which you need to add tradeoffs, or move it up to the next cost category for production/maintenance/operation difficulty.

Which occurs to me that maintaining high tech units would require VERY well equipped facilities(which requires high spiritual and technological quality worlds), so most people would send for Phoenix yards to service their elites.

But mainly we really do need pure science research to justify later stuff, or we'd do major developments too fast.
Think 6 years of a pure science research, which then unlocks 6x 2 year applied science developments into practical fields.
 
Last edited:
As far as research... let's look at narrative. We are a highly technological society that has been a highly technological society for some time. Technological advances are important, and going to war with gear that's decades old will cost you, but from a narrative standpoint, war hasn't actually changed much in the past century. We want to have researchers, and we want the researchers to matter (especially since that's supposed to be an area we're particularly good in) but we don't necessarily want the research to change the world all by itself. So...

- Minor tech develoment: yes. Putting a bit of focused research into getting a situational bonus on a particular thing. That's absolutely in-genre, and plausible.

- Moderate tech development: the ever-moving Cutting Edge. For this one, everything that you might do has a tech rating. Whenever you hit a contested roll, you compare the tech ratings, and give some appropriate bonus per point (bonus differs based on how important advanced tech is to that particular thing). Every decade or so, everyone's tech rating in everything drops by one, to keep the numbers reasonable. Higher tech ratings in various things do count as a trade good, and may be treated as such. This is why installing a bunch of new agricultural improvements can give you an edge in commercial warfare, but we somehow keep having more or less the same numbers of peasants in the fields, year after year. Higher levels of research means that you tend to stay a few notches ahead of the competition, but it's basically the same few notches. Increasing that differential meaningfully means putting in *major* additional investment.

- World-shaping tech development: As in Rokugan Proper, this comes from Plot, and requires Inspiration. The classic example is being attacked by an out-of-context problem, which you then manage to kill, examine, and experiment on. Opportunities to acquire Inspiration can also come up as events (and will generally cost something). It's one of the reasons the Phoenix are out there exploring so hard - they're looking for something that they can leverage tech-wise.

Other thought: how to handle prosperity. Make it like Koku in the Card Game. Every turn, you have a quantity of MegaKoku (or whatever) based on the aggregated Prosperity of your provinces. Assume that this is after upkeep. Anything that you might wish to do during the turn that requires resources comes out of that pool. Any resources not spent in this way go away at the end of the turn, and you get a fresh batch then. I dunno. Maybe you don't want to track resources like that.

Other Other thought: Rolled and kept dice. Have various provinces produce various amounts of various resources (Military, Spiritual, Intrigue, Commerce, and Learning, or something like that). Many provinces might only produce one or two of these, and undeveloped provinces won't produce a whole lot of anything. When we want to do something during our turn, we decide how much resource to spend (against a difficulty that you set which may or may not be known), and that determines how many dice we roll/keep. It also gives an idea of how we're approaching the problem. Trying to capture a citadel with a bunch of Intrigue and some Learning is a very different prospect than doing it with a bunch of military, some spiritual, and some Commerce. You can also add heroes for their trait bonuses. Additionally, there are ways to invest one or more dice into things for the long-term. This can give you some nice effects, but it locks up those dice on a more or less permanent basis.
 
@Sirrocco
@veekie
Regarding technology, it would be important, in my opinion, to be able to capture the way scientific knowledge continually builds upon itself. While World-shaping technologies often come from some sort of "spark of Inspiration", that "spark" often demands loud arguments about how crazy the idea is, long nights hacking away at the theory and the math, before finally cracking the damn thing and then spending another couple of years experimenting and testing. There are exceptions like the Manhattan Project, which pulled the atomic bomb out of its ass in less than three years, but even that was built off of many years of prior knowledge and was helped along by the ludicrous concentration of talent and expertise (Enrico Fermi, J. Robert Oppenheimer, and Richard Feynman stand out in my mind, but there were many others). A scientific development system should take into account this process, where scientists from many places contribute to the state of the art by publishing their research, and it's only by building piece by piece on top of those who came before you that any sort of great revolution in science and/or technology can be accomplished.

Also money. The Manhattan Project got a ludicrous amount of money to do its work, and the amount of funding shoved into a project should be reflected in some way by the speed that the project accomplishes milestones.
 
Last edited:
Alright let me try and make an NPC if I do something wrong please tell me I don't know the format.

[X] Kuni Kenshin

Quite possibly the one most prolific Kuni Witch hunter in the history of Rokugan if only by sheer numbers, Kuni Kenshin has combated the forces of Jigoku and other spirit realms across dozens of world, destroying a countless number of threats across a career several decades long which has cemented him a reputation as the premiere combatant of such threats. Called by some "the most feared samurai alive" He carries himself with a cold and unyielding focus and a natural aura of fear as he carries out his work with a pragmatism remarkable even amongst the Crab often bringing bloodshed in his wake as he destroys the threats he seeks even if he must sometime be forced to use dishonorable methods for a noble goal. Regardless of his reputation he is the first on the mind of many to call on when the threats of the spirt realms must be fought and for good reason for none can question his reputation or effectiveness.

The main thing you've done wrong is that the character you wrote is a Crab, not a Phoenix.
 
Back
Top