L5R Newbie Part VII - Introduction to the Unicorn Clan
Finally we get to the Unicorn Clan. These are generally regarded as uncouth thugs throughout the Empire and semi-Gaijin even though they have been back inside the Empire for ages. They are one of the three most directly military clans (the others being Lion and the Crab) and are very much a wild card clan.
Comparison - Another easy one. The Unicorn are cavalry users and basically represent fast (usually light) cavalry in the same manner as the Mongol Hordes (Moto) or the cavalry forces of the Middle East around the time of the Crusades (Shinjo, Utaku).
Important Locations
Shiro Moto - Primary Castle of the Moto this has obvious Gaijin design principles in its construction.
Hitsu Mori - Important as the location where Shono killed his girl. Also looks a tip.
Hmm a stable for four horses. This will be an ideal Unicorn outpost
The Sand Road Not a building but a road! made of sand! (the Unicorns spend many seconds thinking up innovative names for things). Important as controlling this trade route (to Gaijin!!) provides a lot of revenue for the Clan
And this is how you 'floss'
Important Characters
Shinjo Altansarnai - The Unicorn clan Champion who was betrothed to a Lion clan member and decided against it thus leading to the current war between the two clans.
Shinjo Shono - The current heir apparent he has been steadily dropping into depression as the story progresses. Having to potentially cut your betrothed into little pieces will do that to a man (notably I don't think we have had 'actual' confirmation that she is dead as opposed to seriously wounded) during a battle deliberately fostered by the Lion clan. Shinjo is one of the lead characters in the Unicorn Novella 'Across the Burning Sands' where he carelessly looses one of his eyes (again).
Moto Chagatai - Chags was one of the most feared characters in old5r due to his card being a horrifically overpowered mess. In this arc he is the Khan of the Moto and appears to have some desire to become the Unicorn clan Champion as opposed to Shono. Since he actually managed to become 'Shogun' in the last arc I would not put it past him.
Chags from old5r with art from the wonderful Michael Kommark
Chags bears a strong resemblance to another fictional character and is often as popular as.
RPG
Thematically the Unicorn clan should favour movement and adaptability to it is unsurprising that the character additions just for being in the Clan are +1 water ring and +1 in the survival skill.
For families we then have
Ide Family - +1 Earth or +1 water plus additional skills +1 commerce and +1 Courtesy
Iuchi Family - +1 Air or +1 Void plus skills +1 Meditation and +1 Theology
Moto Family - +1 Earth or +1 Fire plus extra skills +1 Command and +1 Survival
Shinjo Family - +1 Fire or +1 Water plus skills +1 Sentiment and +1 Survival
Utaku Family - +1 Earth or +1 Fire plus +1 Survival and +1 Tactics
The Unicorn have three mainly combat facing families in the Moto (most Mongolian!), Shinjo and Utaku (famed in the past for 'Battle Maidens' almost Amazonian skilled fighters)
Ide Trader School - Courtier
Though most name for fighting as horseman they also have a considerable reputation as Traders and the Ide family therefore represent this side of the Clan along with what little political savy they posses.
Starting Ring increases are +1 Air and +1 Water. Five start skills can then be chosen from +1 Commerce, +1 Courtesy, +1 Games, +1 Labor, +1 Martial Arts (Ranged), +1 Medicine and +1 Survival
Start honor is a reasonable 45 and the upgrade path can pick from the default courtier type of Kata,, Rituals and Shuji
Is he 'buying' the gold covered spyglass or 'selling' it so other clans can use three as one just wont do (stupid rules)
For starting techs this school gets one default Shujiu
Tributaries of Trade - This is a Scheme and Support action with TN1 Commerce Water that once per scene allows you to have previously obtained a relevant item. On Success any item with a rarity equal or lower than one plus bonus successes (note that the school ability applies) can be obtained (and still must be paid for). *+ can be also spent to reduce the cost by 1/4 for each point spent (the minimum cost is 1/4 is three or more is spent). This is a bit like a similar Scorpion ability which allows represents the schools cleverness in planning ahead.
and can then pick one from
Cadence - When making a Social (Air) check opportunity can be spent to convey a secret message that alters the meaning of what you are saying to another who also possess the technique. Two opportunity allows the same targeting someone who does not posses the technique.
Shallow Waters - This helps out social water checks targeting characters and allows opportunity to be spent to either learn one item or thing the target desires or for two to learn the targets Ninjo.
Finally the School ability is 'Vendor of Strange Wares' this is interesting as it allows the school member to ignore the 'forbidden' when acquiring or handling items. This is basically foreign items or illegal items (gaijin pepper) or anything else not correctly imported. Using one of these publically would cause an automatic three glory loss. So this initially does a good job of covering the Unicorns more 'relaxed' attitude to external items/contact. Additionally when buying items their rarity drops by the school rank making them cheaper/more easily accessible and when selling it increases. Again doing a lovely job of representing a canny trader.
Equipment - No 'show' here with just Travelling clothes, Wakizashi, Yumi (bow) and a Unicorn Warhorse - these will be common for clan members and are bascically more like what we regard as horses. Most horses in Rokugan are more like ponies in size. To 'stat' the war horse take the default pony remove the Skittish disadvantage and choose any one warrior advantage. It also gets +4 endurance +4 composure and an extra military rank...
Iuchi Meishodo Master School (Shugenja, Artisan)
This is the Unicorns Shugenja school and as opposed to (most) other Shugenja schools the Unicorn practice something instead called Meishodo which involves magic but involves 'naming' the object and not asking the Kami for assistance.
Start Ring increases are in Earth and Water and the three selectable skills are from Aesthetics, Design, Martial Arts Melee, Meditation, Survival and Theology
Starting Honor is a lowish 40 - no doubt caused by the suspicion Meishodo is held in and the upgrade tree is the default Shugenja one of Invocations, Rituals and Shuji. Note that even though the way the invocation is cast is descriptively different there is no actual divergence and that some of the Invocations will reference Kami that the player should (mentally) replace with whatever they are doing with the spell instead..
The player gets to choose two Invocations from
Grasp of Earth - As an attack action our valiant Shugenja can make a TN2 Earth Theology check targeting someone at 0-2 range. Success summons (summons? Causes??) cracks in the earth to appear with each target suffering supernatural damage equal to the caster earth ring and must also resist with a Tn4 fitness (Air 2 Water 5) check or be knocked prone. (Prone prevents movements greater than one range band and makes the prone person more at risk from some special attacks). One opportunity can be spent so that each target which fails the resist fitness check is also immobilised (cannot move at all and more usefully change stance). Plus one opportunity can be spent to reduce the damage to zero (perhaps the Shugenja is stopping someone they have been asked to rescue who is mistakenly running). My article on Shugenja combat did involve the use of this Invocation see here
though note that since it was prepared no dice were rolled but that also meant no opportunity could be gained to get that immobilised status. Interesting potential disadvantage with preparation.
Jurojins Balm - Another support action with a TN1 Theology targeting one at 0-1. Success augments the targets fortitude meaning that TN resist checks of passion/disease are decreased by two (to a minimum of one) and the target also cannot get drunk. Effects last until the end of the scene. A single opportunity can make the resist check also apply to the more dangerous Maho, otherworldly beings or defiled terrain. Another opportunity makes it last twenty-four hours instead. Finally, two opportunity can 'mend' the target removing passions and the dying condition! It also removes symptoms of diseases until the end of the scene This is a surprisingly useful invocation that would need a cunning plan to increase its usefulness.
The Rushing Wave - This is a movement action requiring a TN2 Theology Water check targeting one person at 0-1 range who needs to be near a large body of water (stream, large pond, lake etc). Success during a Skirmish forms a rushing water spout that propels the target who may immediately move one range band plus any bonus successes. If used during a narrative or downtime when the character is on water (in a ship or small boat and not swimming) then this doubles their speed through water.
They get everyone's favourite starting Ritual - 'Commune with the Spirit' so in time honoured fashion I will just repeat the text (again). A downtime activity that allows the character to gain information or relevant assistance dependant on the gift token i.e a water check taking an Elemental gift could allow the caster to use a water Kami to cross a small river, or to make it rain briefly. Lots of opportunities with all the results of this.
That's a lot of arrows fired very close together. Fortunately he was just washing his hair.
For Shuii they also get a single choice from the following list
Ancestry Unearthed - This is an Earth ability using Scholar or Social skills Extra opportunity can be spent to find out one sworn oath the target family took in the past and whether it has been broken or ‘bent’. Two opportunity allows the Iuchi to know one secret the target family would prefer to be forgotten or perhaps even tried to bury. Finally three! Opportunity allows the Shugenja to know something the target does not know concerning their own ancestry.
Well of Desire - this technique is basically bribery and low grade blackmail. Rokugan is a very ordered society and the giving of gifts often implies returning of favours so by accepting a gift the recipient is obligated to the giver. This ability means that the recipient has to suffer a glory loss to refuse a gift from the Iuchi. Plus if the gift is one the recipient would desire than they also suffer strife equal to the rarity of the good plus school rank to refuse. This can introduce a win/win for the player in that either the target accepts the gift and is therefore obligated to potentially provide a favour (there is a reduced TN on a relevant next check for this person by the items rarity) or has refused and loses respect and potentially gets compromised allowing other avenues of approach in the social conflict situation.
Finally the School ability is 'The Way of Names' This is a downtime activity involving a TN2 Design check using any ring. Success binds a spirit to an inanimate vessel that then creates a Meishodo talisman for a single Invocation from the selected ring element. While owning this Talisman any time the related invocation is cast the caster can lower the TN by 1. Interestingly you can also give this Talisman to another Shugenja who can also use it for that Invocation AND lower its TN by one. If done in this way though it only lasts a number of times up to your school rank.
School members may have numerous Talismans (up to their school rank) but only one for each specific Invocation.
Equipment - A bit more showy these have Travelling Clothes, Ceremonial Clothes a Wakizashi and any one weapon of rarity six or lower. Finally they also have a Unicorn Warhorse (see above for description)
Moto Conqueror School (Bushi)
The Moto are the wilder of the Unicorns military clans and most like the Mongol hordes in both appearance and approach. Thus they are also treated with both fear and contempt by most of the rest of Rokugan.
Ring increases for this school are Fire and Water and the five skills can be picked from Command, Fitrness, Performance, Martial Arts Melee, Martial Arts Unarmed, Survival and Tactics.
Starting honor is a Scorpion like 35 and the tech upgrade tree is pure Bushi with Kata, Rituals and Shuji.
Unusually they don't get starting Kata but instead some powerful starting Shuji choices. They pick one from
Lightning Raid - A level two technique. Once per scene as an attack & movement action the character may make a TN3 Command Fire check targetting any number of peeps (or a single formation in a mass battle). If successful then all the targets increase their initiative by the characters fire ring plus bonus successes until the next round starts. Plus if this is successful in a mass battle then one enemy leader's cohort gets panic equal to your fire ring plus bonuses - probably showing the disruption these aggressive fast tactics are causing on both sides. This also provides opportunity spends of * - in a Skirmish immediately strike and * in a mass battle immediately assault against a chosen enemy leader.
and
Slippery Manouevers - Another rank 2 Shuji. this is a movement & support TN2 command water check targeting any number of friends in a skirmish (as with the previous you can also target a cohort in a mass battle). If successful the character can choose some terrain they can see and all targeted can immediately move a range band towards it. Any attack checks against the targeted peeps inside this terrain count as being in obscuring terrain. (Obscuring increases attack TNs by 1 and blocks visibility two range bands from the edge). Unlike the previous this effect lasts until the end of the scene. Opportunity can then be spent to allow each target to leverage this terrain more effectively making any TN's increase by two and not 1 (one target per bonus opportunity spent).
All these Unicorns have Unicorn horns. As do the horses. They do know that we know that they are not magic ponies?
They get the safety Shuji 'All in Jest' - with this when making a (water) commerce or Courtesy or Performance check the character can spend opportunity to regain one honor per opportunity spent. Naturally you need to have lost honor by carrying out the action.
and their School ability is 'Swirling Desert Wind' - when they use an Attack action in a skirmish or mass battle they may spend extra opportunity as so * Choose another enemy that you can see who is not the current target, if that enemy attacks you then their TN's are increased by your school rank until your next turn..Useful when outnumbered.
Equipment - Travelling Clothes, Concealed Armour, Daisho, Yumi (bow) two knives and a Unicorn Warhorse.
Shinjo Outrider School (Bushi, Courtier)
This particular school represents the lighter armed scouts trained to assist the primary armed forces.
Starting ring increases are in earth and fire. Five skills then come from Commerce, Martial Arts Melee, Martial Arts Ranged, Medicine, Skulduggery, Survival and Tactics.
Considering the skill emphasise the initial honour level is a low 40 and the upgrade tree is default Bushi with Kata, Rituals and Shuji.
Though the school has 'courtier' in the title that must really indicate a 'potential' as the starting techs are all Kata's
The character gets to choose one of two Strikings..
Striking as Fire - Use opportunity to increase the severity of any critical strike made with that attack.
Striking as Water - Use opportunity to reduce your opponents armor resistance until the end of your next round.
The less constipated looking Shono. So presumably from before when he killed/almost killed his betrothed.
They also automatically get 'Lady Shinjo's Speed' - which is not a reference to a Scorpion drug type.
This is a downtime action requiring a TN2 Survival Void check and if successful allows the character to move to a destination really quickly (taking half the normal required time). If required one other character may travel with them at the same speed.. Opportunity can be spent for others as well to join you though they have to have their own mounts. Thematically this is using the Shinjo's horse with two (poor horse if you pick a Crab giant).
The School ability is 'Born in the Saddle' - this is a once per scene event where before rolling dice you can say you are directing your horse (what with? carrots? paddles? a stern talking to?) to aid you though you have to describe a suitable way of doing so so its not as simple as it seems,
Starting Gear includes Ashigaru armor along with travelling clothes. A daisho (though you can pick a katana or scimiter to go along with the Wakizashi) a Yumi (bow), knife and a Unicorn Warhorse. (see everyone else in the clan)
Utaku Battle Maiden School (Bushi)
This is a specialist cavalry school and a very elitist one. They only take actual Utaku family members (so it would need an exceptionally forgiving gm to allow out of family members of the school.
Default ring increases are in Air and Earth and the five initial skills can be chosen from Command, Fitness, Government, Martial Arts Melee, Meditation, Smithing and Survival.
They are very well regarded so have a high starting honor of 50. Upgrade tech is the default of Kata, Rituals and Shuji.
The character gets to choose one from the following Kata
Crescent Moon Style - When performing a Guard action extra opportunity options open up. When someone at range 1-2 attacks the guarded target you can instantly strike with a readied melee weapon against that person. The protection lasts until the end of your next turn or until the your character strikes.
Iron Forest Style - When using a polearm in melee (Yari, Naginata etc) you can spend opportunity to spin the weapon in such a deadly fashion that the area in range ( normally two for these weapons) counts as Dangerous terrain with one target blocked per opportunity spent. If that character wants to move towards you (say to get into Katana range) then they must pass a TN4 Fitness check (Air2, Water 5) and if unsuccessful cannot move. This lasts until the end of your next phase. This was used by a Daidoji in my basic combat walk through here.
My, she's either lost her fancy pretend Unicorn hat or, more likely, could not fit one over all that hair.
Then get's the automatic Kata 'Warrior's Resolve' - This is a once per scene support action where you may spend a single void point to remove fatigue matching your honour rank (which I believe relates to the table on page 302 so for a stating Utaku with an honour of 50 they would recover three fatigue from this action).
The School ability is 'Heroic Charge' which can operate when you succeed in an attack action and it allows you to add bonus successes equal to the number of range bands moved this round (up to your school rank). So basically prioritising running around (and later riding around). It also applies in a mass battle or duel IF you are mounted (makes a strange duel). In these cases as long as you are mounted you always count as having moved range bands equal to your school rank.
Starting Gear - These are well armoured with Lacquered Armor, ceremonial clothes, a Daisho (as with the other Unicorn you can have a Scimitar instead of Katana), Yari (spear), Yumi (bow) and a knife. Finally they get the best horse currently in the game the 'Utaku Steed' - These have 2 more endurance than the Unicorn warhorse, 2 more composure than the same and a huge 3 martial and social ranks. It is also armoured (physical 4) and can assist in combat (as with the assist rules on page 26). All in all a very impressive creature.
Moto Avenger School (Shugenja)
The Shadowlands book introduced the 2nd Shugenja school for the Unicorn and these are dedicated to hunting down the corrupted Moto of the Shadowlands.
Default ring increases are in Air and Earth and the three skills can be selected from Courtesy, Culture, Martial Arts Melee, Sentiment, Survival and Theology.
Honor is average at 44 and the upgrade tree is unusually specific with Air and Earth Invocations only (most Shugenjas school allow them to specialise in whatever they fancy, this obviously means the school recognises advancement in some very specific areas). along with the standard Rituals and Shuji.
Starting Techs are set so no choice. For Invocations we have
Grasp of Earth - A fighty invocation. This is an Attack TN2 Theology Earth targeting a single peep at 0-2 range. On success cracks appear in the Earth and the target suffers supernatural damage equal to the Earth ring and gets to resist with a TN4 Fitness (Air2, Water 5) or be knocked prone. Prone makes the person much slower (1 range band a turn) and a little more at risk from some special attacks.
Tempest of Air - This is TN3 Air Theology attack action targeting everyone at range 2-3. If successful everyone in that range band is hit by supernatural gusts that do damage equal to the caster air ring and must all resist with a Tn4 fitness (Earth 5, Fire 2) or become disorientated (which adds two to any TGN checks involving movement and support). *+ can be spent to that everyone who fails the fitness check is also pushed back one extra range band for every point spent. This was also used in the Shugenja fight here
Shuji
Ancestry Unearthed - This is an Earth ability using Scholar or Social skills Extra opportunity can be spent to find out one sworn oath the target family took in the past and whether it has been broken or ‘bent’. Two opportunity allows the Moto to know one secret the target family would prefer to be forgotten or perhaps even tried to bury. Finally three! Opportunity allows the Moto Avenger to know something the target does not know concerning their own ancestry.
Honest Assessment - As a support TN2 Courtesy Earth check the character can try and learn the weakness of a character. If successful they can find a known disadvantage and that character cannot apply that disadvantage to checks. This is basically helping out. So if someone is small stature then this can prevent them getting disadvantaged when lifting something heavy (the Moto is 'advising' how to mitigate the disadvantage basically). *+ can repeat this for additional disadvantages per point spent and Two opportunity reduces the TN of the targets next skill check whilst using the ring the disadvantage is attached to by two! That last is the killer use to this so the Moto is basically the most accurate and helpful character school in all Rokugan.
Dammit why cant' I get a signal. I knew that Invocation was dodgy - damn Crab traders
Finally the School Ability is 'Hands of Earth and Sky', which sounds like an Aha album. When the character performs an invocation that successfully targets at least one person then they can nourish or drain that person. If nourish then the caster takes fatigue matching their school rank and they can remove fatigue from the target to the same amount. Drain does the opposite (so for people you don't like). This is not a restricted ability so you can drain life force like a vampire for as much as you want!
Starting Gear -For a Shugenja it has travelling clothes and unusually Ashigaru Amor - probably because the people they are hunting tend to be heavily armed and well trained warriors along with a finger of jade (Shadowlands protection - again required) and a Wakizashi.
All in all am interesting thematic house.
CCG
Unicorn had it bad at the beginning of the LCG as none of their themes worked correctly and their Champion sucked. Apparently she was heavily nerfed at the last minute and her ability originally read something along the lines of 'win a battle and kill any opposing character anywhere'. Which would have vastly upgraded her from 'sucks' to 'utterly overpowered'. I always disliked Unicorn in the CCG as firstly their power level was wrong 'Unicorn characters tend to be more expensive than other clans characters as they have the powerful cavalry ability' but tied it with, 'oh look since Unicorn characters are so expensive lets give them more money from their Stronghold/ holdings to compensate' - which seems to defeat the object of making them pay more for 'cavalry'. Then even the theme seemed wrong. So what they have cavalry - a Phoenix Shugenja can click his fingers and magically move their army. Or the Mantis can sail faster than the Unicorn can ride, or the Crab have a bloody big wall (dont get me started on the Unicorn returning from the Burning Sands and apparently riding 'over' the wall). Anyway old5R irritations aside Unicorn had it tough for the first year until they finally received a decent push with their pack and more recent sets. They are now the only clan that can easily storm 2-3 provinces in a single turn and, if lucky, take the Stronghold turn two. It doesn't always work and it is a very gambling approach to the game but they do now have some powerful decks and cards.
Weaknesses - They tend to over-use conflict cards and buy people cheap so they can swarm. This means that if you can survive the first two rounds you will be able to match them then dominate them.
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