Glory of the Emerald Empire (Legend of the 5 Rings Quest)

Well the Kata I mentioned which I had when I played a Hida Bushi (interestingly enough also from the Hiruma family...) was Shell of Stone which doubles the TN to be Hit provide by your armor or your Defense Skill whichever is higher but reduces your Initiative.
In 3ed it required you to either be a Rank 1 Hida Bushi or a Rank 2 Hiruma Scout and cost 2xp... no idea what it costs in 4ed... Anyway I liked it since it builds up nicely on the Hida Tankiness... (in Sosuke's case it would increase his TN to be hit form 20 to 30... making him significantly harder to hit...)
 
Well the Kata I mentioned which I had when I played a Hida Bushi (interestingly enough also from the Hiruma family...) was Shell of Stone which doubles the TN to be Hit provide by your armor or your Defense Skill whichever is higher but reduces your Initiative.
In 3ed it required you to either be a Rank 1 Hida Bushi or a Rank 2 Hiruma Scout and cost 2xp... no idea what it costs in 4ed... Anyway I liked it since it builds up nicely on the Hida Tankiness... (in Sosuke's case it would increase his TN to be hit form 20 to 30... making him significantly harder to hit...)

with TN 30 we would be near impossible to hit for anyone with 3 agility or lower, unless they are getting extra dice from somewhere. This seems like a really good kata to pick up.
 
Yeah... "double armor TN" sounds a whole lot shinier to me than "one extra unkept die on damage" even with a hit to initiative. We don't care if they swing first as long as they miss.

That is basically what strength does in melee combat, right?
 
with TN 30 we would be near impossible to hit for anyone with 3 agility or lower, unless they are getting extra dice from somewhere. This seems like a really good kata to pick up.
Yep it's pretty much one of the best early Crab Kata arround. It's not as useful against high level opponents who are sure to strike us because in High level combat Initiative becomes the god stat (especially since I think we don't get the Mountain does not move* which is a shame since that's my favourite school technique...) and combat usually is decided by who strikes first (although our increased Health mitigates this somewhat...) It's also useless against those damn Matsu who can just ignore whatever armor you're wearing... (unless that got changed as well in 4ed...)


*The Mountain does not move is the old 3rd ed Hida Rank 2 school technique and allows one to spend Void and roll Earth vs. the damage you just received. If you suceed that damage never happend. It's pretty cool but unfortunately I think 4ed nerfed it...
 
Here is that Kata now. Sadly, it's kinda nerfed. Even so, it's still pretty decent.

Book of Earth said:
The Strength of the Mountain
Ring Mastery: Earth 3
Schools: Hida Bushi, Hiruma Scout, Shiba Bushi, Daidoji Iron Warrior
Effect: When this Kata is activated, you reduce your Initiative Score by an amount up to your Earth Ring. (This cannot reduce your Initiative below 0.) This Initiative penalty lasts until you deactivate the Kata. While this Kata is in effect, your Armor TN is increased by the same amount.

Also, just wanted to say that you do get "The Mountain Does Not Move." That's still the Second Level Hida Bushi Technique. Only now it grants you Reduction equal to your Earth Ring. A bit of a nerf, yeah, but still not bad.
 
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Here is that Kata now. Sadly, it's kinda nerfed. Even so, it's still pretty decent.



Also, just wanted to say that you do get "The Mountain Does Not Move." That's still the Second Level Hida Bushi Technique. Only now it grants you Reduction equal to your Earth Ring. A bit of a nerf, yeah, but still not bad.
What about Stance of the Wall...
It gave +5 TN to be Hit and a free raise against any opponent who'd moved during the turn in return for halving movement as well as forbiding forward movement... (This is incredibly useful when you have a bunch of Crabs all trained in this Kata standing a few meters apart against an incoming wave of Enemies... not so much when the enemy doesn't actually come to you but well that's not usually a problem the Crabs have... and since we can aparently end and start kata's as a free action... well they probably changed that whole movement thing cause it really wouldn't mesh with the system...)
 
Looked around and I couldn't find it in any of the books. I'm pretty sure it doesn't exist in 4th edition.
 
What about Stance of the Wall...
It gave +5 TN to be Hit and a free raise against any opponent who'd moved during the turn in return for halving movement as well as forbiding forward movement... (This is incredibly useful when you have a bunch of Crabs all trained in this Kata standing a few meters apart against an incoming wave of Enemies... not so much when the enemy doesn't actually come to you but well that's not usually a problem the Crabs have... and since we can aparently end and start kata's as a free action... well they probably changed that whole movement thing cause it really wouldn't mesh with the system...)
Simple action not the same as free action.
 
All right, people. Voting ends 10:00 Thursday evening. If you want to vote on how to spend Sosuke's experience points, you need to do it before then. If you have questions, don't be afraid to ask. I'll answer anything, or someone in the thread more familiar with the system will.

Also, just a general announcement. When the Quest starts up again, I'll only be updating once a day. I know it's pretty cool having a Quest update twice on average in a 24 hour period, but I don't think I'll be able to keep up that pace considering my updates tend to be on the large side. I will, however, do my level best to update once a day. I'm pretty sure I can manage that.
 
I'd say go aim for Rank 2 posthaste, because Reduction is amazingly good and every little bit helps with the intensely lethal L5R ruleset. Hida Bushi for life, yo.
 
Interesting discussion. I'm certainly looking forward to seeing what wins the vote tomorrow evening.

But while we wait, I thought I'd share a bit of lore with those less familiar with L5R. Gather around, boys and girls, and I will tell you how the world was made. It was not from goodness and light or anything of that nature. No, all that exists was born of three sins…

In the beginning, before the universe was created, there was only Nothing. The Nothing that existed before the birth of all things was aware, and at some point during its timeless existence, it realized it was alone - and this experienced Fear. This unprecedented emotion was the first Sin, and created one third of the world. The realization of Fear also created in the Nothing a sense of loneliness and a desire for a companion. These sensations were the second Sin, Desire, and created the second third of the world. And when the Nothing realized what it had done, it experienced regret and a wish to unmake what it had mistakenly created. This was the third Sin, Regret, and it created the final portion of the world, completing it and ending the Nothing's existence.

The newly-made universe was chaotic and formless at first, like an egg whose white and yolk had been intermixed. Slowly, the primal elements of creation seeped through the empty universe, and the energies pooled, with the heaviest sinking to the bottom and creating different layers of reality. Above was the Celestial Heavens, while below the mortal realm was born, as were the various spirit realms and, finally, Jigoku, the Realm of Evil.

In the wake of the Nothing came three entities whose names have never been known by any living creature, mortal or divine, since that time. When they are spoken of at all, they are simply known as the Three Gods Whose Names Cannot Be Spoken. These three gods looked upon the new realms, particularly the mortal world, and recognized it must be given form and purpose, an act beyond their means. In order to give shape to the universe, the three gods sacrificed themselves to give birth to a single man and woman, two divine beings who could do what the three before could not, and being order to existence. Thus were born the Sun goddess and the Moon god.

Lady Sun and Lord Moon looked down upon the mortal world and were perplexed by its formlessness. Ultimately, they realized they could only give form to what existed there by giving names to all the things that could be found in the mortal realm. They entered the mortal realm and named it, and in doing so, they created names for themselves; Lady Sun became Amaterasu, and Lord Moon became Onnotangu. They began to name all they found there, such as stones, trees, deer, and all other things imaginable.

As the two gods walked the mortal world, Onnotangu noticed something Amaterasu did not: a tiny scrap of the primordial darkness that had once comprised the Nothing. Intrigued and deceptive, Onnotangu chose to not name this particular bit of existence, and did not bring it to Amaterasu's attention. In doing so, he allowed the living shadow to slink away and hide itself, where it would grow powerful as the world aged, and one day threaten the existence of the universe itself. Of course, Onnotangu could not know at the time that his act would have such dire consequences.
 
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[x] Plan: Harder, Better, Smarter, Stronger.
-Heavy Weapons 5 (Rank 5: Use of a heavy weapon confers one Free Raise toward use of the Knockdown Maneuver)
-Athletics 3 (Rank 3: Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character's Water Ring by 1 instead of 2)
-Investigation 3 (Rank 3: A second attempt to use the Search Emphasis may be made without an increase in the original TN)
-Lore: Nezumi
 
For what it's worth, Plan: Harder, Better, Smarter, Stronger gives us a total of 4 insight points. That's 1 per 3 exp, which isn't all that hot (indeed, it's less efficient, insight-wise, than buying both str and perception, or both Reflexes and Awareness). It also... well, it gives some interesting Mastery benefits, but they're all really situational. We could decide to make knockdown a significant part of our combat style, in which case that part would be pretty broadly applicable, but it's less useful than it seems - as highly skille opponents will be hard enough to hit that we might not want to go for knockdown even with the one free raise, and particularly weak opponents basically go down in a single hit anyway. The athletics only matters if we are in difficult terrain and also care about combat mobility. The Investigation... First it requires that we care about an investigation. Then it requires that we fail at the first Search Emphasis roll (what does that even do?) and want to try again regardless. The Lore: Nezumi is flavorful and in character, but I honestly cannot think of a situation where we'd find it useful. Any Nezumi we deal with are going to be allied, and if we're dealing with them, we'll generally be able to ask.

Basically, it's a grab bag full of not terribly useful stuff, and it'll delay us getting our next insight rank. The most useful part of it is moving our heavy weapons to-hit roll from 7k3 to 8k3, which still isn't huge.
 
Investigation is Notice remember?
AKA the stuff that lets us find shit and not get ambushed, so for that it is very useful.
 
Mostly finding stuff. Which if we're say trying to find tracks to go kill that ogre that stole our kid or wife could be useful. I consider it worth taking, clearly.

Although I went with Plan: Damn he's fast as I like having more armor TN
 
Mostly finding stuff. Which if we're say trying to find tracks to go kill that ogre that stole our kid or wife could be useful. I consider it worth taking, clearly.

Although I went with Plan: Damn he's fast as I like having more armor TN
Sure - it's potentially useful... just like better mobility on rough ground is potentially useful. I'm just saying that it's really *very* situational, given who we are, and the sorts of challenges we're likely to face.
 
Given the shadowlands are hellscape, being able to move fast over broken ground isn't that situational. Neither is being able to pick out where the traps are when looking for something there.

But I really shouldn't argue for a plan I'm not even backing.
 
Let's have a little more lore for all you who don't know the setting so well! You've all read how the world was made, but what of the Nothing that came before creation? What was it doing while Onnotangu and Amaterasu gave names to all that exists? How did it feel?

Let's find out.

In the beginning, there was Nothing. But this was not merely a void or an emptiness. It was truly Nothing – an utter lack of matter, of space, even of time. There was no form or substance and yet this Nothing was whole and complete. It was perfect.

At some point, however, the Nothing developed awareness. Why this happened is probably the greatest of all mysteries, but it was the genesis of everything that came afterward. The Nothing became aware of itself and, since it was perfect and complete, realized that this was and always would be the full extent of its awareness; it could only be aware of itself, for there was nothing else. Faced with this fundamental truth, the Nothing experienced its first emotion. It felt Fear, because it was truly alone.

After Fear came the Nothing's second emotion. It felt Desire – a Desire for companionship so it would no longer be alone. Such was the intensity of this Desire that for the first time a turmoil arose within the Nothing. It became less than whole and complete. It became imperfect.

This led to the Nothing's third and final emotion. It felt Regret. It had made itself imperfect and diminished itself. However, as is the way of Regret, this realization came too late.
From the swirling imperfection something new had been born. This new thing was substance. At first this substance was simple and chaotic, but it quickly evolved and became ordered, forming the Heavens and the earth and all the spirit realms, and finally fractionating into the five basic elements of Earth, Air, Fire, Water, and Void. Out of this primal creation appeared the three Gods With No Name, and from them in turn came the first two Fortunes. One was brash, proud, and fearless. This was the first man, who would be named Onnotangu, the Moon. The other was patient, cautious, and humble. This was the first woman, who would be named Amaterasu, the Sun. Together, Onnotangu and Amaterasu set about organizing and naming the world, the elements, and all of the things in it. Naming each thing was critical, because it locked that thing into its particular combination of substance and form, making it permanent and real.

The Nothing raged against this inexorable growth of its own imperfection, but realized it was powerless to overtly prevent it. Worse, as Onnotangu and Amaterasu continued naming all of the things in the world, the Nothing realized that it too would eventually be consumed by this ongoing creation. Desperate, the Nothing fled into the shadow cast by Onnotangu from Amaterasu's light. Hidden, it waited and watched, plotting the unmaking of creation and the return of its own formless and empty perfection. Because it was so hidden, the Nothing escaped being named.
 
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