Secrets of the Crane Review -- September 4, 2003

By Joe G Kushner, Staff Reviewer

Available from FRP Games



Oriental Adventures: Secrets of The Crane (d20)

Retail $24.95 Sale $19.95

Secrets of the Crane
Edited by D. J. Trindle
Published by Alderac Entertainment Group (AEG)
96 b&w pages, $24.95

Sizing up the Target
Secrets of the Crane is the new 'splatbook' that details 'paragons of honor and civility' for the L5R setting using dual mechanics for the 2nd edition Legend of the Five Rings system and the d20 system. Like other books in the series, it uses a black cover with a member of the clan on the front stretching to the back.

First Blood
If you're familiar with this style of book, you know what to expect. Some fiction between each chapter, "Silk and Steel", some background, NPCs, magic items, feats and other game mechanics that relate to the Crane Clan. It uses the standard two-column layout with blue ink for the L5R 2nd edition rules and black ink for d20 rules. One page is used for the OGL and the same page for the Open Game Content. It uses a page for the table of contents and another page for the credits. In short, it's almost exactly like other "Secrets" book. If you like those books, you'll like this one. If you don't, then this one isn't going to change your mind.

But what if you've never read one of these supplements?

Critical Hits
The book begins with some of the day to day details of the Crane clan under the board section of Customs of the Crane Clan. How are births celebrated? Surprisingly for the Crane, it's a small series of events as the Crane wish to avoid attracting any evil spirits. What events take place at the gempukku? The book puts it best, "The Crane do not practice the traditional gempukku ceremony - the Crane define the traditional gempukku ceremony. Other important topics like courtship, marriage, war, and even retirement get a few brief paragraphs.

The history of the Crane section takes up a little more than three pages with a focus on ancient events not well known as well as more modern events taking place in the recent card and novel storylines. As someone who doesn't play the card games and doesn't keep up with the fiction (currently on Four Winds book two!), these sections provide updates that while specific to the Crane, are helpful to an out of touch 1st edition player coming back for seconds.

Of great reference use is the Complete Crane Technique Feat List. It has the Feat name, Prerequisite and Location. The new feats in this section include Eternal Vigilance, providing the user the ability to draw his katana as a free action at any time, even when surprised, as well as the Speed of Death, allowing the user to switch Dexterity Modifier for Strength on katana and wakizashi attacks and lastly, Strike at the Heart, giving the user an attack of opportunity against those who ready an action against him. New courtier abilities are included allowing a Crane player to customize his character even more.
The real meat of the book comes from the different families and the of vassal families that serve. The first five chapters cover the Asahina, Daidoji, Doji, and Kakita, and Yasuki families. Each family starts off with major holdings, minor holdings, extra-territorial holdings, important NPC's and mechanics. The mechanics include Ancestors, Feats and Prestige Classes (PrC). The Daidoji introduce the Heavy Regulars, warriors with extra fighting prowess and the Trading Council, noble merchants who handle the 'dirty' affairs of money that are normally left to the heimin. The Doji include the Empress' Guard, an elite sentinel whose current mission is guarding Toturi Tsudao, the current Empress.

Important people are listed with abbreviated stats (name, profession, class and level) while after the holdings, adventure hooks are listed. Important NPCs of each family are fully listed and often illustrated, with detailed background and full game stats for both L5R 2nd edition and d20. The Vassals are listed by name with background, game stats like favored class, starting honor, class skills and starting family. For example, the Tsume family is a vassal of the Doji family with a favored class of Samurai, 2 starting honor, Battle as a class skill, and a masterwork yari for equipment, while the Katogama family have Sense Motive as a class skill, with other statistics identical.

One of the benefits of this abbreviated format is that the adventure seeds are easy to use and customize. These hooks are like the old Hook, Line & Sinker from Kingdoms of Kalamar and Palladium games where you get a Challenge, Focus and Strike. Take a situation where the characters investigate tomes found in Ice Fish Village. The characters discover a forgotten grave that contains the first Yasuki, giving them a potent tool with Crab and Crane Clans and the players will have to walk a fine line between the two.
In addition to new feats, magic items and crunchy abilities, you get a secret, hidden place to use them. Like the Phoenix book has Gisei Toshi, the oldest city of Rogukan, and the Lion have the Kitsu Tombs, the Crane have Shiro Giji. This old shrine hides the Cran'es dojo and training grounds that only a few Daidoji bushi and samurai are even aware of. It's a military compound that can be used as a place under siege from enemies after being discovered or as a base of operations for allies of the Daidoji family. It's a short section with a map and some details but could use it's own module or resources behind it.

The last section, Behind the Veil, ties the hidden secrets of the Crane together. It starts off with the Great Sea Spider, the lord of the kumo, a race of creatures that hail from Chikushudo, the Realm of Animals. These spiders feed on others and grew powerful when drawing mortal sustenance but were unprepared for rivals like the gaki. Dying, the creature had to bind itself to the hatred that the Daidoji family had for the Yasuki family that sought to join the Crab and thus, ancient hatred powers another near unstoppable beast.

Information on the Emerald and Jade Champions is also provided with a new Dojo, the Blue Chrysanthemum including social and training benefits, as well as a new feat for Emerald Magistrates.

Those looking for a twist have the False Hoturi, returned to life by Fu Leng, this madman has enough power to topple all but epic characters. Another foe, Yokubo, the Nightmare of the Crane, is given game stats. This creature is the Onisu of Desire, stealing honor and dignity, something that the Crane value above almost all else.

Critical Misses
It's hard to note obvious problems with this book because it has a specific focus and does its job well. Some of the editing was a little off and another round of proofreading would've helped. In one instance, there is a magic item, Lady Doji's Tears, that have no mechanical effect but stats are listed for both game systems anyway, word for word. Some older players may be shocked at the vast changes in the setting due to the new timeline and some may want more mapped details about the military encampment.

The book, while more pricey than others of its size, is on heavy stock paper. The problem comes when comparing it to hardcover books of the same price with more pages. I wish there were more maps. The major and minor holdings are described, but maps are better. Using the interior covers would be a nice touch as well.

Coup de Grace
Like other books in the series, the Secrets of the Crane looks at minute elements of the Crane while trying to gloss over information that's already been in the market. If you're looking for background and details for your Crane character or a GM looking for more background information for your campaign, Secrets of the Crane is for you.

The Critic's Rating: (Maximum 5 pts. per category)

*Open Game Content: 3.0 (All game mechanics with limited licensing)
*d20 Compliance: 4.0
*Originality: 4.0
*Playability: 3.5 (GM/Player)
*Value for the Dollar: 3.5

Overall Score: 4.0
Final Grade: B+