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Technology Information:


Legend of the Five Rings 4th Edition RPG (L5r)

Legend of the Five Rings 4th Edition RPG (L5r)

Product Type: Book

Product Price: $59.99

Manufacturer: Alderac Entertainment Group

Purchase

Reviews

Rating: 5 / 5
Date: 2010-08-29
Summary: "Excellent update to the now classic game"

Reworked streamlined rules, excellent layout, good value for my money and unexpectedly good copywriting leads me to give this core book top marks.


Rating: 5 / 5
Date: 2010-08-16
Summary: "A Great Update to a great game"

I am very glad that I picked up the 4th edition of L5R. The book is beautiful with evocative art, and fortunately, the writing and rules back up the high production value.


Rating: 5 / 5
Date: 2010-08-06
Summary: "Just plain great"

The layout and look of this book is fantastic! The mechanics are nicely revised where they needed to be and the clarifications are good. I just think this book is really one of the best RPG books/games out there today, way far and beyond big production book companies like WoTC. Just a superior product all around.


Rating: 5 / 5
Date: 2010-07-25
Summary: "A great book for new players of L5R and previous players alike."

The book starts with the traditional foreword for people that don't play RPGs and this is their first one, with some other parts for returning players, fairly short and to the point.

The book is then separated into 5 "books", Air being Setting info, Earth being basic general mechanics, Fire being character creation, Water being optional advanced mechanics, and Void being the GM chapter.

This book has helped resolve one of my largest complaints in L5R, where the setting and culture fluff is overall spread through out the core book and some of the details and nuances can get lost without a thorough reading. The Air Chapter completely fixes that, being full of basic overarching info about how the society of Rokugan works with some history information. I honestly feel that I could have a new player read the book of air alone, and they would have a sufficient grasp of Rokugani customs and history and would not feel lost. This is important, because L5R chooses to focus on the social aspects of roleplaying and not so much the hack and slash of other settings, as in L5R combat by default is pretty lethal. It also paints the world in broad, full brushstrokes, which does mean some detail is lost, but this leaves the world open for individual interpretation without adhering to a canon storyline.

The Earth Book is straightforward explanation of the pure basics of the system and how it works, and is the shortest chapter in the book. This is a GOOD thing, as you have all the basic mechanic info in one concise and straightforward place. I feel it explains the process of Target Numbers and the Roll and Keep system thoroughly enough that minimal confusion would occur even with people who have never played an RPG before.

The Fire Book is the character creation chapter, and is fairly robust. It includes the basic info on how many points compose a character, how to spend initial points, and how to spend XP gained later. It also holds the 8 basic clans of L5R, and 4 schools (or classes) for each clan. Each clan is given one melee (bushi), one Magic (Shugenja), and one diplomat (Courtier) school, and a fourth school that helps further expand the flavor of the clan. In -most- cases this is a melee variant, with the Lion, Crab, Unicorn, and Crane getting additional bushi schools that fit the theme overall of the clan. The Mantis gets the game's only dedicated archer school, the Scorpion get a Ninja school, the Dragon get their tattoo monks, and the Phoenix get another magic school. The book then details the various skills of the setting, seperated into seperate categories based on how the typical rokugani views them. IE, Calligraphy, being viewed as a cultural skill, is a "High" skill, athletics is a "Bugei" or warrior skill, Craft being a "Merchant" skill, and Poison being a "Low" (or criminal) skill. There is then a list of Advantages and Disadvantages, which are basically perks or penalties you can choose to help flesh out your character. Advantages give a benefit and cost creation points, Disadvantages cause a penalty and give you extra points to use. There's finally a list of spells for each element and an explanation of the magic system, and an equipment list.

The Water Book includes additional character creation and system options. It includes additional "Minor" Clans with one school each and a brief fluff section explaining the clan's founding and purpose, 4 "Imperial" schools for characters that may be tied to the emperor, rules for playing a Ronin, or clanless character, or a monk character, and an explanation of a possible "Mass Battle" system. It adds further details to the 8 basic clans with advanced schools and alternate "Rank" paths, where you essentially choose a different ability for a "Rank" (or level, in more common RPG terms) than what your school would normally allow. It also includes systems for Maho, (or Blood Magic something that's a huge no-no in Rokugan), Kiho which are a hybrid of the spells of the magic classes and abilities of the melee classes that are primarily used by monks, and rules for Shadowlands taint infection.

Finally, the Void Book includes things for the Game Master including how to create adventures, lists of basic plot possibilities, an atlas of geographic locations, and a few basic creatures to threaten your Player Characters with. L5R being a social game foremost, the list of creatures is fairly small, and there's going to be a new supplement book with more options in the near future.

I could honestly say I could play multiple campaigns and not just sessions out of the core book alone, without the need for additional supplements, and it also does not contradict or devalue any previous books I have purchased for previous editions fluff wise, due to the decision to paint the story with broad strokes. Sure, the clans do suffer a extremely short explanation of their own individual histories and view points, but I feel I can still use my 1st Edition clan specific books for more info without major retooling or history rewriting. The mechanics however, would need to be retooled, which is natural for changes in RPG editions.

The layout of the book is well done, the editing is well done to the point there's no memorable mistakes (for those who have purchased L5R books in the past, this is a huge improvement), and the page quality seems fairly nice, with glossy full color pages. It's construction honestly reminds me of a high quality high school yearbook. I only say this as I do not buy a -lot- of books, and this is meant as a compliment, the yearbooks I'd be comparing it to are still intact and in good condition 15 years later, so it gives me hope the book won't just fall apart in a few months.

Overall, I think it's a great book and well worth the price.


Rating: 5 / 5
Date: 2010-07-24
Summary: "Best.Version.Yet"

This new edition is a must have for anyone who is truely dedicated to ensuring the best possible game/story for their players. While the artwork is stunning, what pulled me in was the mechanics, steamlined and universal, so groups will free to explore the world, and GM's will not feel hampered to be schackeld by the massive history of the Card game (which is interesting for many of those players forget that while that history may not be as complete in this version, most of the Card game history has been retconned by the Story team and is no longer cannon) To give an example, I knpow a wonderful storyteller who was too fearful to ever try to run a game of L5R under 3rd edition because of the mass of information needed. With the mechanics and story simplified, He felt the urge to finally contribute and allow for a wonderful time for his players by having the freedom to explore his world of L5R. I am the better for it. Now somethings could possibly still be improved, but all in all the changes made will allow with just the base books groups to create and imagine thier own Rokugan, thier own stories, and their own tragic endings. In the end, is that not what RPG's are about?

I love also the section on the difference in wester/eastern storytelliung. This,joined with the section on Game mastering tools, allows for this version to be extremly helpfull to any newcomes to the game to dive in and explore. I mean, seriously, who needs 500 pages of just background history and think that is all necessary to be memorized in order to play? A main book should give the basics, the mechanics, and let the rest fall upon imagination. This book simply does this wonderfully.

Aagin, for the mechanics, the GM assitance, and the streamline qualities, I give this 5 stars