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==Changes from Wild Talents & Optional Rules== ===Chakra=== Shinobi power their jutsu with Chakra, a trait derived from a character's spiritual and physical training/prowess. Each shinobi possesses a base Chakra pool equal to 5x his or her (Body+Command). This trait effectively replaces willpower. Base Will may be spent in the standard fashion to gain additional Chakra. Unlike willpower, Chakra recovers at a rate of one per round inside of combat and will normally recover completely after a short rest. Activating any jutsu requires Chakra to be bid. ====Spending Chakra==== Chakra is the defining resource of the source material. Shinobi with larger amounts of it are simply able to do more than those with less. To reflect this Chakra may be spent, at a rate of two for one, to buy hard dice for any single round. Chakra must be spent in this fashion when actions are declared and a player may only spend twice his or her character's base will per round. For uncontested actions this will result in an automatic success with a minimum width of one. Hard dice bought in this fashion are removed as normal from the pool when penalties are incurred. In this way penalties may be bought off with chakra. ===Damage=== Named characters in ''Naruto'' are amazingly resilient. To reflect this all damage, regardless of source, will be considered shock. All powers that would normally inflict shock and kill use the Limited Damage flaw and now only inflict shock. Obviously this will result in a situation where many weapons that would seem to be more dangerous will inflict a similar amount of damage as far less impressive weapons. Weapons in the series are far more often props and foci for jutsu than anything else though, so this seems appropriate to me. ====Weapons==== Equip your character with any of the weapons appearing below. {|border="0" cellpadding="0" width="100%" | <b>Weapon</b> || <b>Damage</b> || <b>Wounds</b> || <b>Armor</b> || <b>Skill</b> || <b>Notes</b> |- | Bo || W+2 || 4 || 2 || Weaponry || +1d Spray |- | Jitte || W+1 || 3 || 4 || Weaponry |- | Jo || W+1 || 3 || 2 || Weaponry |- | Kama || W || 3 || 3 || Weaponry |- | Katana || W+1 || 4 || 4 || Weaponry || W+2 when used with two hands |- | Kiseru || W+1 || 4 || 3 || Weaponry |- | Kunai || W || 2 || 3 || Weaponry || Range 1/10 |- | Kusari-Gama || W+1 || 5 || 3 || Weaponry |- | Kyoketsu Shogi || W+1 || 3 || 3 || Weaponry || 15' rope |- | Manriki-Gusari || W+1 || 3 || 3 || Weaponry |- | Masakari || W+1 || 5 || 3 || Weaponry |- | Nagnata || W+2 || 5 || 3 || Weaponry |- | Nekode || W+1 || 2 || 2 || Brawl |- | Ninjato || W+1 || 4 || 4 || Weaponry |- | No-Dachi || W+2 || 5 || 4 || Weaponry || PEN 1 |- | Nunchaku || W+1 || 3 || 2 || Weaponry || +1d Spray |- | Ono || W+2 || 5 || 3 || Weaponry || PEN 1 |- | Rochin || W || 3 || 3 || Weaponry |- | Sansetsu Bo || W+2 || 4 || 2 || Weaponry |- | Shuriken || W-1 || 2 || 3 || Weaponry || Range 1/15; Spray 1 |- | Tanto || W || 3 || 3 || Weaponry |- | Tekko || W+1 || 3 || 2 || Brawl |- | Tessen || W+1 || 2 || 2 || Weaponry |- | Tetsubo || W+1 || 5 || 3 ||Weaponry || PEN 1 |- | Tinbe || W+1 || 4 || 2 || Weaponry || Shield |- | Tonfa || W+1 || 3 || 2 || Weaponry |- | Wakizashi || W+1 || 3 || 4 || Weaponry |- | Yari || W+2 || 4 || 3 || Weaponry || +1 Initiative |} The vast majority of these weapons are adapted from Colin Chapman's ''[http://www.arcdream.com/pdf/wt_martial_arts.pdf The Complete Martial Artist]''. ====Signature Weapons==== Very few weapons in the series have any real value. They are consistently thrown away, broken, or otherwise discarded in favor of ninjutsu powers. Exceptions to this are characters that rely heavily on one powerful weapon. If you wish your character to have a signature weapon, it is strongly recommended that you purchase it as miracles using the focus flaw. ===Skills=== I will be substituting the following for the standard ''Wild Talents'' skill list. {| border="0" cellpadding="0" width="100%" |- | width="20%" | Academics || width="20%" | Crafts || width="20%" | Investigation || width="20%" | Ninja Art: Taijutsu || width="20%" | Socialize |- | Athletics || Empathy || Larceny || Persuasion || Stealth |- | Awareness || Expression || Medicine || Politics || Subterfuge |- | Brawl || Husbandry || Ninja Art: Genjutsu || Resistance || Survival |- | Computer || Intimidation || Ninja Art: Ninjutsu || Science || Weaponry |} By default any skill may be combined with any stat and a character may attempt any skill roll that he or she does not possess any dice in at -1. Unarmed combat will be resolved using Body+Brawl, armed combat will be resolved with Body+Weaponry. The various Ninja Art skills will come into play to identify the techniques employed by opponents and may be used in conjunction with the Attached flaw for some especially challenging jutsu. ====Specialization==== For each skill purchased select one narrow area of specialization. All rolls falling under this area gain +1. Additional specializations may be purchased as stunt dice. ===Like Dice Cancel=== Per page 21 of ''Essential Edition'', two opponents possessing special dice of the same type will cancel each other out in contested actions. ===Easier Multiple Actions=== Per page 21 of ''Essential Edition'', roll the larger dice pool on all multiple actions. If only one set is rolled, it must be applied to the action for the larger pool. Penalties are still applied. As per the normal multiple action rules, special dice must be applied to the action for the pool rolled.
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