Thursday, October 20, 2011

Frankenstein's Ishiken

So I wanted a place to ramble a bit about my current Frankenstein's Monster - a Void shugenja for the L5R RPG. I'm running a campaign now that just switched over to being a magistrate dealie. The players were previously an all-Crab party dealing with Crab lands being overrun by the current storyline problems, and I decided to drop a Black Scroll on their laps for a laugh. Anyway, that's wrapped up and they decided that though they enjoyed their first characters, they wanted to branch out some and I offered to start a newer campaign with characters that were possibly the descendents, students, associated of the previous characters. These characters would be given 90xp (+10 if they were players from the previous campaign).

I was talking to Elo-Brian about this, and he was jiving with the thematic flavor of the Phoenix - stoic masters of ridiculous power that they are reluctant to use. He also wanted to make a shugenja, so I decided to talk to him a little about what each element was good for. Now, at the time, I was still sort've in the mind set that Air had some of the best utility spells for social settings for things such as divination and manipulation. I told him that realistically, the biggest toolbox is going to be a Void shugenja with strong access to Air spells (either through a Air affinity or a high Air ring), BUT, I had already seen about 100 Void/Air and Void/Fire shugenja. What I had always wanted to see in play was a Void/Water shugenja, for various reasons.

Brian was kind enough to humor me and I explained to him what he needed to do, statwise to get this guy going. First, you have to go with the Isawa school, because it's the only one that allows you to pick any Affinity (so it's the only way to get a Void affinity), but you also get no deficiency. That is super important and I'll get to that in a second. Second, you need to pick a family that gives you a water-related bonus. Thankfully, the Agasha somehow get a Perception bonus despite being a Fire shugenja family. But even if you don't like the Agasha, you can pick a Shiba and be a super weird exception to the family of bushi (they also get Perception).

Since the Isawa school grants you +1 Int, you have a pretty quick jump to 3 Water, 3 Fire, and 3 Void (this wouldn't work at rank 1). Brian opted to go ahead and hit 4 Void, which is a pretty big XP dump, but for this character it really works since you can abuse the holy fuck out of your Void Ring and Void Points. The only problem is that it leaves a very small amount of XP for skills, since you have to blow 6 on the Ishiken-do advantage. Even after recovering 10 points of disadvantages, skills are gonna suffer a little. So really the choice was blow 24 points on Void 4 or have 24 points for skills. It's something of a toss up, since you're going to have a shit ton of Void to blow when it matters and some spells to help.

So this is where you play with the mechanics. Due to the need to have a good Water Ring for some ridiculous water combos later, you have a good Strength. Due to getting +1 Int from the school and wanting to push up another Ring to have another strong element to cast, you now have 3 Agility. You have now accidentally stumbled upon a competent melee shugenja if you focus on disabling and not killing (which, incidentally, fits with the Phoenix pacifist stance). Bo of Water gives you a free raise for knockdowns (and you'll get another at Staves 5, making every attack a possible knockdown), and with a 3 Agi and 3 Str, you can now get people into a grapple with Jiujutsu and maintain it relatively consistently.

Of course, bushi will have higher Agi or Str (if not both), but they don't get an infinite goddamned Void pool, now do they?

This is where the spells come in and really make the damned thing ridiculous. I told Brian he had his starting spells (3, 2, 1, and 1 of any given element), then three he would choose as spells "gained" after his character's rise to Rank 2 (so any three spells he could cast at Rank 2), and then his 3 Rank 2 spells. It's important to note that with no Deficiency, your potential spell list becomes goddamned amazing. But you also have Importune, which is the ultimate "I have some downtime, so now I can cast any spell" mechanic.

So for spell selection, I suggested -

Rank One Character Creation Spells - 3 Void, 2 Water, 1 Fire, 1 Earth

3 Void (Rank 1 or 2): Drawing the Void, which allows you to cast a Rank 1 spell and recover 3 Void Points (given his stats), or 4 if you're feeling froggy and Raise three times (twice, due to getting a Free Raise on any Void spell). Touch the Emptiness, which is a nice quick combat spell that confers the statusfuck of Daze. Altering the Course, letting you blow as many Void Points per roll as you like. Which is kind of ridiculous especially when combined with Drawing the Void, which allows you to temporarily have more Void Points than your actual Ring.

2 Water (Rank 1): Bo of Water, for a good standby weapon that will eventually turn into Excalibat. Path to Inner Peace, the standard healing spell. Yup.

1 Fire (Rank 1): This was a toss up between Fires of Purity, which deals damage whenever the target attacks or is attacked, causing a ridiclous amount of damage overall, or Never Alone, which is sort've like a Bless that works even out of combat.

1 Earth (Rank 1): Earth's Stagnation, making one or more targets useless piles of inaccurate, slow moving non-threats.

Then three spells he could cast at Rank 2 (So Ranks 1-3 of Void, Rank 1-2 of anything else):

Moment of Clarity (Void Rank 3): The ability to just assume Rank 4 (or higher, as your Void increases) in a skill has endless usefulness. Combined with the ability to blow a shit ton of Void on a single skill roll (per the previous Void combo) means you can essentially make master-level rolls on any one skill roll a couple times a day.

Kharmic Intent (Void Rank 3): You share your Void pool with another target, letting them draw from your ridiculous Void, and/or you can use their points, which you will put to potentially better use.

Rejuvenating Vapors (Water Rank 2): Shugenja can cast a number of spells per Element per day equal to their Ring in that Element. They then get a pool of "any spell" slots equal to their Void Ring per day. This spell will refresh that once per day.

Reversal of Fortunes (Water Rank 1): For three rounds, a target simply rolls twice on any given roll and picks the better roll. There is no point at which this is not handy.

Soul of Stone (Earth Rank 1): This grants a huge bonus to avoid mental coercion and manipulation, which will be pretty handy for a socially driven campaign.

Benten's Touch (Air Rank 2): As mentioned, this will be a very talky-centric campaign, what with the law and all. Giving out 1k1+2 to social skill rolls is going to be damn useful.

Now, that's a pretty standardized toolbox for a shugenja to have. This doesn't even abuse one of the most abusable Water spell combos in the game Silent Waters, which allows you to store a spell on yourself to activate later as a Free action, and Sympathetic Energies, which is already ridiculous when used with Silent Waters, but doubly good since most of the Void's best spells are self-only buffs. Being able to move spell effects off yourself to others is great, and then you realize that Importune, which allows you to get temporary access to any spell you could cast but haven't learned is a skill roll. Since you have no deficiency, the spells you can choose from to Importune are much more than most Shugenja. And you can have all the Void in the world to spend on that roll.

So you can potentially drop two spells - I suggest Bo of Water and probably Soul of Stone, to get those. But without Bo of Water, you can spend less time worrying about combat (sticking to Jiujutsu), and free up some skill points you would have put in Staves.

I'm not sure which setup I like better, but I'm personally leaning towards the latter one. I'm probably going to end up making this character as well and playing it in a game Kim is running.

1 comment:

  1. I am stumbling on this post in 2019 as I am playing my first L5R game, and I had the same build in mind with one or two tweaks. I am currently rank 2, thanks for confirming that this build is monstruous indeed :).

    I decided to boost void to 4, air and fire to 3, while the other rings are lagging behind at 2.

    - The advantage "sage" is pretty ridiculous and you are basically done with knowledge rolls with a high fire ring and an infinite void pool.

    - I picked 3 levels on Kenjutsu and Iajutsu. The idea is a fighter/mage build, and this is really efficient, provided you cast "altering the course" just before the fight. You can make ridiculous attack rolls and max the number of raises. I picked the Bishamon's blessing to add to make up for the poor strength. Pick a Katana or scmitar and hack anything into pieces in one round.

    - I don't have access yet to level 3 spells, but once I will get there, this is really going to be out of control. WIth Silent waters (water 3), store Hungry blade (Fire 3), or Tempest shield (Air 3), and in the first round of the fight, you either become a living blender with 45 average damage per hit or an untouchable Matrix hacker with a ND of 40+ (and this can even be boosted to 50 by a void point!).

    The idea is not to pick all self boosting spells, but rather to be quickly operational, as fights are usually swift and deadly. If you pre cast Altering the course, store Hungry blade with silent waters, and draw void at the first round of the fight (which you will start first because you can get initiative bonus with a void point), you are going to have lots of fun.

    - If someone duels you, you discover that with 3 Iajutsu, and a strong air and void ring, you become pretty much better than your standart bushi (kakita excluded of course). The ability to spend void point on each roll builds up a fair advantage, and no bushi should underestimate the strength of a void manipulator.

    - If your GM allows it, pick the level 4 Kiho related to the void dragon. It basically allows you to level up one of your ring, traits included. This is a kharmic kiho and can be used any time out of combat.

    - Meditation 3 is great to get some additional void points, even if void becomes your bread and butter once you get VOid 4 and Rejuvenating vapors

    - Use the rest of your XP to pick some one level of all the court skills. And now, you are suddenly on par with the most subtle court masters. With air 3, a well used VOid kiho boosting your intuition, Benten's touch (and Benten's blessing if you want to add to the cheesiness), and a void point, you are suddenly making 8g6 Etiquette rolls, proving yourself more cunning and convincing than a Crane negociator.

    And I haven't mentionned the cheesiest combos, and I am not using them in game because it can be really broken and I don't want my GM and other players to be concerned about it. Here is one of them. It has to be made in the proper order:

    - Chose the "prodigy" advantage (unlimited number of raises)
    - Alter the course
    - Draw the void to get up to 9 void points (you will spend all of them in the next two rolls)
    - Cast Silent waters
    - Cast Katana of fire asking for twelve raises and blow all your void points on the incantation roll (you can exceed 10d10)

    => you have just stored a Frankenstein blade doing 10k3 damage

    The other way to play this character is, as someone pointed out in another tread, to build a crazy support character that acts like an infinite void battery. Aside from Kharmic intent, there is a KIho allowing you to transfer additional void points. Using the water combo, you can transfer your Frankenstein ability to alter the course on your allies, along with the void pool :D


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