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JAUNDICE CHING CHONG BLOODBATH FINAL

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Aug 2nd, 2016
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  1. DAIMYO NAME: Your clan name and your adult given name, in that order.
  2. CLAN: Your clan of origin and whether or not you are a Vassal to an existing Great Clan. Being a Vassal gains you additional forces to call upon and protection from your Lord and his allies.
  3. BACKGROUND: Your upbringing, your goals, who you are and why you do what you do. Your background will determine your honor, your starting forces and your traits.
  4. DOMAINS: The provinces you hold. Provinces are rated 1-5, with 1 representing an almost defenseless backwater and 5 representing a highly developed, highly fortified province. Pick from one of the provinces with black squares.
  5. HONOR: Your Honor rating, from 0 (Honorless) to 6 (Incorruptible). Honor affects diplomacy, the threshold for critical failures/successes, and the interactions with the people of your domains. Honor is determined by your background and your actions throughout the game.
  6. FORCES: Your standing forces. These are divided up between you and your generals, if you have any, or can be stationed without a general at a specific province.
  7. FAMILY: Brothers, daughters, sons. Sons (first) and brothers (second) can take up leadership of the clan if your Daimyo is killed, and can also lead parts of your army into battle. Daughters can be married off to other clans to solidify alliances, or traded as hostages to ensure a peace treaty is kept. You can have up to three relatives; taking fewer relatives gives you more Abilities.
  8. ABILITIES: Your personal skills and talents. You start with 2 abilities chosen from the list.
  9. AGENTS: Monks, inspectors, ninja and courtiers bound to your cause.
  10. TRAITS: Unique bonuses and penalties determined by your background.
  11.  
  12. SPEARS give defensive bonuses and bonuses against CAVALRY. Having more bows gives you MISSILE SUPERIORITY. SOHEI are weak against missiles.
  13. ASHIGARU: 1. Ashigaru Spears, Ashigaru Bows, Ashigaru Matchlocks
  14. SAMURAI: 5. Yari Samurai, Katana Samurai, Bow Samurai, Matchlock Samurai
  15. SOHEI: 10. Naginata Sohei, Yumi Sohei
  16. MOUNTED: 15. Spear Cavalry, Bow Cavalry, Sword Cavalry
  17. HERO: 20. Variable. Special bonuses.
  18.  
  19. HONOR
  20. The more honor you have, the more you are penalized for dishonorable actions and the more restricted you are in word and deed. The less honor you have, the easier it is to levy judicial penalties against you, but dishonorable acts mean less when you are already a disgusting knave.
  21. INCREASE HONOR BY: Acting with restraint, showing courtesy, being merciful, keeping your word in the face of adversity, especting your lessers and superiors, winning duels, conducting yourself without subterfuge or skullduggery.
  22. LOWER HONOR BY: Raiding and pillaging, showing disrespect to your lesser and superiors, taking the easy path to victory, dishonoring treaties and pacts, executing hostages, consorting with the Nanban or using Nanban technology.
  23. 6 - Incorruptible. You are a paragon of righteousness and nobility, to be sure. Courtier actions against you have a much higher chance to fail. You have reduced public order penalties. Natural 98s and 99s are considered Natural 100s. You cannot use Ninja. You cannot pillage or raid. You cannot use underhanded tactics. You cannot refuse an honorable duel from an equal or superior opponent (but at least you can still have a yojimbo fight in your stead). A natural 3 or 2 is considered a Natural 1.
  24. 5- Highly Honorable. You hold yourself to a rigorous standard of honor and bushido. Courtier actions against you have a higher chance to fail. You have reduced public order penalties. Natural 99s are treated as natural 100s. You cannot use ninja. You cannot use underhanded tactics. A natural 2 is considered a Natural 1.
  25. 4- Honorable. You are an individual of honor and principle, and your deeds reflect this. You have reduced public order penalties. Courtier actions have a slightly higher chance to fail.
  26. 3- Sufficient. You are as honorable as one would expect-- surely, to strive for higher is a sign of arrogance. You have no bonuses or penalties.
  27. 2- Questionable. You have a reputation for ruthlessness and betrayal that is not exactly unfounded. You gain a bonus to ninja actions. Lawmaker actions against you have a slightly higher chance of success.
  28. 1- Despicable. Some wonder whether you are fit for your office. Truly, you are touched with some sort of degeneracy. You gain a bonus to ninja actions. You gain a bonus to raiding. You gain a bonus to underhanded tactics. Lawmaker actions against you have a higher chance of success. You cannot recruit Monks or Sohei.
  29. 0 - Honorless. Perhaps you have comitted great atrocities, gone back on your word many times, or sold out to the virtues and practices of the barbarian Nanban. Whatever the cause, you are a rabid dog who keeps his station by bribery and force. You gain a bonus to ninja actions, raiding, underhanded tactics and bribery. Lawmaker actions against you have a high chance of succeeding. You cannot recruit Monks, Sohei or Courtiers.
  30.  
  31. AGENTS
  32. Monks are holy men, capable of soothing an angered populace or inciting unrest in enemy lands. Monks can give sermons to your troops to increase morale.
  33. Inspectors are lawgivers, able to imprison enemy agents and levy sanctions against opponents. They can also bribe enemy troops or, in exceptional cases, enemy generals.
  34. Ninja are assassins, rogues and outlaws, able to sabotage enemy forces, spy on troop movements, and assassinate enemy agents, family members, and generals, even daimyo. Ninja actions are performed in secret.
  35. Courtiers are political figures and verbal duelists, defending the clan from courtly intrigues and paving the road for diplomatic measures to be made.
  36.  
  37. ABILITIES:
  38. [Commander] - +10 to battles where you direct your men without leaping into the fray yourself.
  39. [Strategist] - +10 to attempts to gain the advantage before and during combat.
  40. [Warrior] - +10 to personal combats; your General unit is worth 25 instead of 15.
  41. [Aggressor] - +5 to battles where you are on the offensive.
  42. [Defender] - +5 to battles where you are on the defensive.
  43. [Poet] - +5 to diplomacy. Writing kickass haikus may give you bonuses to certain rolls.
  44. [Kyujutsu] - It is easier to recruit bow units. Bow units have a +.2 modifier to their force. This doesn't apply to cavalry.
  45. [Kenjutsu] - It is easier to recruit sword units. Sword units have a +.2 modifier to their force. This doesn't apply to cavalry.
  46. [Bojutsu] - It is easier to recruit spear units. Spear units have a +.2 modifier to their force. This doesn't apply to cavalry.
  47. [Bajutsu] - Cavalry units have a +.2 modifier to their force.
  48. [Siegemaster] - +10 to fighting siege battles.
  49. [Siegesmith] - You can construct and recruit Siege Units-- Mangonels, Firebomb Throwers, Cannons, Fire Rockets.
  50. [Banzai] - You can order your men into a Banzai Charge once per battle, increasing their force and making their morale temporarily unbreakable. Banzai can only be used when on the offense or counterattacking. Requires Warrior.
  51. [Hold Firm] - You can order your men to fight defensively once per battle, increasing their morale and force.
  52. [Second Wind] - Fatigue penalties are lessened for your army. Requires Strategist.
  53. [Rallying Cry] - You can rally your men, improving their morale for one round of combat.
  54. [Stand and Fight] - You assume a dismounted, immobile defensive position, boosting your army's overall force. You are vulnerable to attack in this position. Requires Commander.
  55. [Drillmaster] - Ashigaru are worth 1.5 force.
  56. [Bushido Scholar] - Samurai are worth 5.5 force.
  57. [Iaijutsu] - +15 to personal combats.
  58. [Navigator] - Increased mobility to ships and fleets.
  59. [Forced Marching] - Increased mobility on land.
  60. [Raider] - Increased loot and damage done from pillaging, looting and costal raiding. You must have an honor of 2 or lower to use this ability.
  61. [Architect] - It is easier to build up and maintain infrastructure.
  62. [Repression] - Public order penalties are reduced across your domain.
  63. [Merchantility] - Increased income and benefits from trading and income.
  64. [Sincere] - +10 to diplomatic matters where you are obfuscating, bending or fabricating the truth.
  65. [Law Scholar] - +2 to diplomatic relations. Recruiting inspectors is easier. Enemy inspector actions are of less severity.
  66. [Shadow Connections] - It is easier to recruit ninja. You have a higher chance of intercepting enemy espionage actions.
  67. [Courtly Knowledge] - It is easier to recruit courtiers. Enemy courtier actions are of less severity. +2 to diplomatic relations.
  68. [Nanban Knowledge] - It is possible for you to try and negotiate, even trade, with the Nanban barbarians. You must own a coastal province to have this ability.
  69. [Monastic Links] - Warrior Monks are worth 10.5 force. Monks are easier to recruit.
  70. [Mediator] - +10 to negotiating peace treaties, ceasefires and hostage exchanges.
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