The Left Hand's Path - Crane Story Paths

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Which of the will receive your vote?

Path 1 - To Do What We Must
25
38%
Path 2 - The Left Hand of the Emperor
11
17%
Path 3a - Salvation in the Colonies
4
6%
Path 3b - Salvation in Rokugan
25
38%
 
Total votes: 65

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Daidoji Maseru
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Re: The Left Hand's Path - Crane Story Paths

Postby Daidoji Maseru » Mon Jun 15, 2015 8:19 am

He is saying that a military-defensive concept is kind of a blend of a crab-lion thing. I'm assuming.

I'm still very much in favor of To Do What We Must. I think we have more to worry about than farmers and peasants and I really do not want to become the great clan version of the Sparrow clan, especially with Jigoku raining down upon us. I am very much against the clans thinking us cowards for not standing with them against the dark tide that is coming. Our honor depends on the image we convey to others, this is why the harriers were destroyed, if we forgo that, we might as well choose new clans to represent.

Many people have said that they do not like option 1 because it is not a "peaceful path", I will argue that the identity of the Crane is that we are actually one of the most militaristic clans. We fight on many different fronts. The most obvious is that in just the history of the card game, we have had more wars than any other clan: against the Lion, against the Mantis, against each other... we fought the Crab three times; twice over the Yasuki... Our courtiers have been trained to fight wars in the courtroom, with just as many consequences and risks as the samurai on the field. The Asahina are a small part of our clan, and even they have conflict within them, for you could not maintain their reserved lifestyle without harsh choices (and as someone with an MFA, I can tell you that art isn't all 'happy little trees'.) We fight because we are the clan with the most to fight for, to protect the culture, to protect our honor and standing which we have worked hard to maintain. We fight because we are one of the clans with the most to lose (and I say that knowing the Mantis paths, the Mantis may have lost numbers, but we are in danger of losing our identity).
Case Lopez / Daidoji Maseru
Collector of Ujis
To Do What We Must

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Asahina Genichi
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Re: The Left Hand's Path - Crane Story Paths

Postby Asahina Genichi » Mon Jun 15, 2015 8:57 am

Crane Clan * Shugenja * Monk * Duelist * Tactician * Sohei

Repeatable Interrupt: After a card is targeted, bow a spell to raise or lower the target's force by the spell's gold cost.

"The Daidoji are not the only defenders of the Doji."

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Kakita Shiro
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Re: The Left Hand's Path - Crane Story Paths

Postby Kakita Shiro » Mon Jun 15, 2015 9:13 am

So if you didn't like any of the player created paths or the initial ones presented, why didn't you compose one of your own? Just sayin'.
Bushi. Artisan. Duelist. Magistrate. Hatamoto.


Doji Kitako
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Re: The Left Hand's Path - Crane Story Paths

Postby Doji Kitako » Mon Jun 15, 2015 9:26 am


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Daidoji Maseru
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Re: The Left Hand's Path - Crane Story Paths

Postby Daidoji Maseru » Mon Jun 15, 2015 10:29 am

Last edited by Daidoji Maseru on Mon Jun 15, 2015 10:40 am, edited 1 time in total.
Case Lopez / Daidoji Maseru
Collector of Ujis
To Do What We Must

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Kakita Shiro
Daimyo
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Re: The Left Hand's Path - Crane Story Paths

Postby Kakita Shiro » Mon Jun 15, 2015 10:36 am

Bushi. Artisan. Duelist. Magistrate. Hatamoto.


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Daidoji Tacticus
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Re: The Left Hand's Path - Crane Story Paths

Postby Daidoji Tacticus » Mon Jun 15, 2015 10:47 am

Ceterum autem censeo Otomines esse delendam.

Player of Asahina Umeko at Winter Court IV

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Daidoji Maseru
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Re: The Left Hand's Path - Crane Story Paths

Postby Daidoji Maseru » Mon Jun 15, 2015 11:04 am

Case Lopez / Daidoji Maseru
Collector of Ujis
To Do What We Must

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Daidoji Maseru
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Re: The Left Hand's Path - Crane Story Paths

Postby Daidoji Maseru » Mon Jun 15, 2015 11:18 am

Case Lopez / Daidoji Maseru
Collector of Ujis
To Do What We Must

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Asahina Genichi
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Re: The Left Hand's Path - Crane Story Paths

Postby Asahina Genichi » Mon Jun 15, 2015 8:10 pm

Crane Clan * Shugenja * Monk * Duelist * Tactician * Sohei

Repeatable Interrupt: After a card is targeted, bow a spell to raise or lower the target's force by the spell's gold cost.

"The Daidoji are not the only defenders of the Doji."


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