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* ASSIGN STATS: Divide 72 points among the six stats however you like, or pick one of the sets from page 9 and assign each score to one statistic.
 
* ASSIGN STATS: Divide 72 points among the six stats however you like, or pick one of the sets from page 9 and assign each score to one statistic.
 
  
 
=== STEP 2: Calculate Derived Attributes ===
 
=== STEP 2: Calculate Derived Attributes ===
  
  
'''Hit Points, Willpower Points, Sanity Points''', '''Breaking Point''' and '''Damage Bonus''' are derived from stats. They represent physical and mental resilience.
+
'''Hit Points, Willpower Points, Sanity Points''', and '''Breaking Point''' are derived from stats. They represent physical and mental resilience.
  
 
* HP = (STR + CON) ÷ 2, rounded up.
 
* HP = (STR + CON) ÷ 2, rounded up.
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* SAN = POW × 5.
 
* SAN = POW × 5.
 
* BP = SAN - POW
 
* BP = SAN - POW
* Damage Bonus from STR score: 1-4 = -2, 5-8 = -1, 9-12 = 0, 13-16 = +1, 17-18 = +2
 
 
 
=== STEP 3: Select Archetype ===
 
 
What does your Protagonist do for a living (or just to stay alive)? Archetype dictates what skills your Protagonist has, his or her basic resource level, and the number of Bonds he or she possesses.
 
 
 
=== STEP 4: Calculate Resources Rating ===
 
 
The Resources rating is a number between 0 and 20 that reflects the Protagonist’s social status and access to valuable or useful equipment or supporters. A Protagonist’s base Resources rating is dictated by his or her Archetype, however during later steps, you can sacrifice other potential bonus skills in favor of a higher Resources score; conversely, you can agree to drop Resources rating of 0 (entirely without social standing or wealth) and receive additional skills.
 
 
 
=== STEP 5: Define Bonds ===
 
 
Bonds indicate the strength of relationships with the most important people and communities in your Protagonist’s life. — like a spouse, child, a long-time travelling companion, or a local community of people. Bonds help Protagonists resist mental trauma — but as your Protagonist’s life falls apart under the stress of the adventuring life, Bonds deteriorate.
 
 
There are two types of Bonds – bonds with individuals and bonds with an entire community. The latter reflect the Protagonist’s standing as part of the community and his or her ability to influence the group.
 
 
* Each Individual Bond has a value that starts equal to your Protagonist’s Charisma (CHA).
 
* Each Community Bond has a default value equal to half the Protagonist’s Resources rating, however during creation of the Protagonist the player may elect to sacrifice potential skills in favor of a higher value. Conversely, the player may elect to take a Community Bond with a value of 1 (lowest possible social standing) and receive additional skills.
 
  
 
== Archetypes ==
 
== Archetypes ==
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The following Archetypes are appropriate for Japan-era games of occult investigation. They don’t cover every possible character type but focus on likely protagonists in mystery and investigation tales. The GM is encouraged to develop other archetypes to cover other character types suggested by players.
 
The following Archetypes are appropriate for Japan-era games of occult investigation. They don’t cover every possible character type but focus on likely protagonists in mystery and investigation tales. The GM is encouraged to develop other archetypes to cover other character types suggested by players.
 
=== Archetypal Skills ===
 
 
Each Archetype has a predefined kit of skills with scores that replace the default skill ratings. This represents the baseline training, experience, and education for that Archetype.
 
 
Once the Archetype has been chosen, the player can then add up to 10 bonus skill point picks, adding 20% each time to either Archetypal skills or other skills. The player can also trade in Bonds or Resources for more bonus skill picks, or sacrifice these to raise Bonds or Resources. No skill can be raised higher than 80% at this stage.
 
  
  
=== Archetypal Resources ===
 
 
The value of the Starting Resources in the Archetype is the lowest value in that Archetype. The player can trade in other bonus skills or Bonds to raise this figure.
 
 
A character with a particular Archetype can be assumed to have the basic equipment for that Archetype (court robes for a Noble, sword and light armour for a Warrior, etc.)
 
  
  
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'''BONDS:''' 3
 
'''BONDS:''' 3
 
  
 
=== Clergy / Spiritual Leader (So, bozu, kannushi) ===
 
=== Clergy / Spiritual Leader (So, bozu, kannushi) ===
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'''BONDS:''' 4 (including one community bond at rating 12)
 
'''BONDS:''' 4 (including one community bond at rating 12)
 
  
 
=== Healer/Leech (Isha) ===
 
=== Healer/Leech (Isha) ===
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'''BONDS:''' 3
 
'''BONDS:''' 3
 
  
 
=== Hunter(Matagi) ===
 
=== Hunter(Matagi) ===
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'''BONDS:''' 3
 
'''BONDS:''' 3
 
  
 
=== Merchant (Akindo) ===
 
=== Merchant (Akindo) ===
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'''BONDS:''' 4 (including one community bond at rating 14)
 
'''BONDS:''' 4 (including one community bond at rating 14)
 
  
 
=== Noble (Kuge, Buke, Daimyo) ===
 
=== Noble (Kuge, Buke, Daimyo) ===
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'''BONDS:''' 4
 
'''BONDS:''' 4
 
  
 
=== Scribe/Official (Shugo, Jito) ===
 
=== Scribe/Official (Shugo, Jito) ===
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'''BONDS:''' 2
 
'''BONDS:''' 2
 
  
 
=== Soldier (Bushi, samurai, ashigaru)  ===
 
=== Soldier (Bushi, samurai, ashigaru)  ===
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'''BONDS:''' 4
 
'''BONDS:''' 4
 
  
 
=== Thief / Gambler (Kokunin, ronin, teika, otokodate) ===
 
=== Thief / Gambler (Kokunin, ronin, teika, otokodate) ===
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{|
 
{|
| '''Skills and Base Ratings'''
+
| '''>> Skills and Base Ratings'''
 
|
 
|
 
|-
 
|-
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Base Rating: 10%
 
Base Rating: 10%
  
A knowledge of how bureaucracies work and what kinds of records, paperwork, tallies, etc. it invariably generates. Use it to sift through detailed ward records or house accounts to find that one quirky point that just doesn’t seem to fit the usual pattern. It’s also used as part of official administrative duties.
+
A knowledge of how bureaucracies work and what kinds of records, paperwork, tallies, etc. it invariably generates. Use it to sift through detailed parish records or guild accounts to find that one quirky point that just doesn’t seem to fit the usual pattern. It’s also used as part of official administrative duties.
  
Use this skill to rapidly navigate your way adeptly through administrative records to find what’s important. Note that this skill is primarily about interpreting information you have; if you need to actively go out and track down tallies, records, etc. that would be covered by the '''Research''' skill.
+
Use this skill to rapidly navigate your way adeptly through administrative records to find what’s important. Note that this skill is primarily about interpreting information you have; if you need to actively go out and track down ledgers, records, etc. that would be covered by the '''Research''' skill.
  
 
==== ''Alertness'' ====
 
==== ''Alertness'' ====
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Base Rating: 20%
 
Base Rating: 20%
  
Alertness detects danger. Use it to hear a bow being strung, to see the shadow on the other side of a shoji screen, to spot a concealed item hidden under a kimono, or to catch someone who is trying to escape notice using Stealth.
+
Alertness detects danger. Use it to hear a crossbow being cocked, to understand the mumbling on the other side of a wall, to spot a concealed item hidden under a jerkin, or to catch someone who is trying to escape notice using Stealth.
  
 
==== ''Appraise'' ====
 
==== ''Appraise'' ====
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• Land safely in a fall of up to three yards.
 
• Land safely in a fall of up to three yards.
  
• Hit a target with a thrown rock or put a javelin exactly on target.
+
• Hit a target with a thrown knife or put a javelin exactly on target.
  
 
• Catch something without warning, such as catching a dropped glass globe.
 
• Catch something without warning, such as catching a dropped glass globe.
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Base Rating: 30%
 
Base Rating: 30%
  
Evading danger through instinct and reflexes. Use Dodge to avoid an attack. Against Missile Weapons and catapulted rocks, Dodge is only useful to get to cover.
+
Evading danger through instinct and reflexes. Use Dodge to avoid an attack. Against Missile Weapons and catapulted rocks, Dodge is only useful to get to cover (see '''DODGING RANGED ATTACKS''' on page 47).
  
 
==== ''Drive'' ====
 
==== ''Drive'' ====
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Insight obtains information about a person — especially information the subject would rather conceal — through observation, conversation, or examining patterns of behavior and relationships. Use Insight to recognize signs of dishonesty from verbal cues and body language, gauge attitude and intentions, cultivate sources of information about a subject, determine what it would take to get a subject to cooperate, or recognize clues of what a subject wants to conceal.
 
Insight obtains information about a person — especially information the subject would rather conceal — through observation, conversation, or examining patterns of behavior and relationships. Use Insight to recognize signs of dishonesty from verbal cues and body language, gauge attitude and intentions, cultivate sources of information about a subject, determine what it would take to get a subject to cooperate, or recognize clues of what a subject wants to conceal.
  
Insight can notice signs of mental illness but Reassure would be needed to assist with a specific malady. A subject who deliberately tries to deceive your Protagonist can attempt an opposed test comparing their Persuade against your Protagonist’s Insight.
+
Insight can notice signs of mental illness but Reassure would be needed to assist with a specific malady. A subject who deliberately tries to deceive your Protagonist can attempt an opposed test comparing their Persuade against your Protagonist’s Insight (see '''OPPOSED TESTS''' on page 47).
  
 
==== ''Knowledge (Type)'' ====
 
==== ''Knowledge (Type)'' ====
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Base Rating: 0%
 
Base Rating: 0%
  
The study and treatment of injury and illness. Use it to diagnose the cause of an injury, disease, or poisoning, identify abnormalities such as toxins or diseases, identify the cause and approximate time of death, identify a dead person’s last meal, or prescribe proper long-term care. By comparison, First Aid keeps a patient alive until healing is possible.
+
The study and treatment of injury and illness. Use it to diagnose the cause of an injury, disease, or poisoning, identify abnormalities such as toxins or diseases, identify the cause and approximate time of death, identify a dead person’s last meal, or prescribe proper long-term care. By comparison, First Aid keeps a patient alive until healing is possible. (See '''HEALING''' on page 47).
  
 
==== ''Melee Weapons'' ====
 
==== ''Melee Weapons'' ====
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Base Rating: 10%
 
Base Rating: 10%
  
The study of the supernatural as understood by human traditions, including things like magick, folklore, and secret societies. Use Occult to practice sorcery, to examine and deduce the intent of a ritual, or to identify occult traditions, groups, grimoires, tools, symbols, or legends.
+
The study of the supernatural as understood by human traditions, including things like magick, folklore, and secret societies. Use Occult to examine and deduce the intent of a ritual, or to identify occult traditions, groups, grimoires, tools, symbols, or legends.
  
 
==== ''Peoples'' ====
 
==== ''Peoples'' ====
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Changing another’s deeply held decision or desire. Use Persuade to get your Protagonist’s way when the subject is so stubborn, what your Protagonist wants is so valuable, or the deception is so flagrant that Charisma isn’t enough.
 
Changing another’s deeply held decision or desire. Use Persuade to get your Protagonist’s way when the subject is so stubborn, what your Protagonist wants is so valuable, or the deception is so flagrant that Charisma isn’t enough.
  
With Persuade, your Protagonist might convince a witness that what she saw was innocuous and not unnatural, talk a ward head into helping you cover up an outbreak to avoid a mass panic, or draw useful information out of an unwilling subject. This skill also allows your Protagonist to resist persuasion and interrogation in opposed Persuade rolls.
+
With Persuade, your Protagonist might convince a witness that what she saw was innocuous and not unnatural, talk a compound leader into helping you cover up an outbreak to avoid a mass panic, or draw useful information out of an unwilling subject. This skill also allows your Protagonist to resist persuasion and interrogation in opposed Persuade rolls (see '''OPPOSED TESTS''' on page 47).
  
 
==== ''Pilot (Type)'' ====
 
==== ''Pilot (Type)'' ====
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You cannot use Reassure on yourself.
 
You cannot use Reassure on yourself.
 +
 +
Using Reassure to aid someone who suffered exposure to Unnatural forces might cost the reassuring character SAN; see '''THREATS TO SAN''' on page 41.
  
 
==== ''Regional Lore (Type)'' ====
 
==== ''Regional Lore (Type)'' ====
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Base Rating: 10%
 
Base Rating: 10%
  
The ability to find specific information in a large repository or buried in files, records, or scrolls. Use this skill to navigate a jumbled archive of ancient scrolls, pull out buried details in account records, or otherwise locate whatever relevant information lies buried.
+
The ability to find specific information in a large repository or buried in files, records, or scrolls. Use this skill to navigate a library catalogue system, pull out buried details in account records, or otherwise locate whatever relevant information lies buried.
  
 
Note that this is different to the Scavenge skill, which is used to locate physical resources or items rather than information.
 
Note that this is different to the Scavenge skill, which is used to locate physical resources or items rather than information.
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The world is full of useful items, although most people don’t know where to go looking for the good stuff. Use this skill to loot a battlefield or locate valuable resources like food and water. Anyone can find items in places where they are likely to be found (e.g., food in a larder); use this skill to find things in places where nobody else would think to look.
 
The world is full of useful items, although most people don’t know where to go looking for the good stuff. Use this skill to loot a battlefield or locate valuable resources like food and water. Anyone can find items in places where they are likely to be found (e.g., food in a larder); use this skill to find things in places where nobody else would think to look.
  
Depending on the game setting and the scarcity of the item being sought, the difficulty of Scavenge tests and the quality of the items unearthed by successful rolls may vary.
+
Depending on the game setting and the scarcity of the item being sought, the difficulty of Scavenge tests and the quality of the items unearthed by successful rolls may vary. See '''SCROUNGING''' starting 36.
  
 
Note that efforts to rummage for information rather than items is handled by the Research skill instead.
 
Note that efforts to rummage for information rather than items is handled by the Research skill instead.
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Base Rating: 10%
 
Base Rating: 10%
  
Knowledge of the natural world. Use it to plan an expedition, predict weather, recognize when fauna or flora are unusual, use the environment to gather other information, or find food, water, and shelter. Each type of Survival is its own skill. Common types are Mountains, Urban, Wilderness.
+
Knowledge of the natural world. Use it to plan an expedition, predict weather, recognize when fauna or flora are unusual, use the environment to gather other information, or find food, water, and shelter. Each type of Survival is its own skill. Common types are Desert, Jungle, Tundra, Urban.
  
 
==== ''Swim'' ====
 
==== ''Swim'' ====
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Self-defense. A fight between untrained combatants often involves more shoving and shouting than real violence. Use Unarmed Combat to hurt or kill an opponent with your Protagonist’s bare hands (or feet, elbows, teeth, or head).
 
Self-defense. A fight between untrained combatants often involves more shoving and shouting than real violence. Use Unarmed Combat to hurt or kill an opponent with your Protagonist’s bare hands (or feet, elbows, teeth, or head).
 +
 +
= Combat =
 +
 +
The basic mechanics of combat do not vary much between different localizations of Cthulhu Eternal, but each has its own tables of weapons and armor as well as elaborations which cover unique forms of conflict or weapons technology.
 +
 +
== Attack Skills ==
 +
 +
For the Japan setting, the following skills are used for combat attacks:
 +
 +
• Use '''Missile Weapons''' for a primitive firearm if these exist in your setting;
 +
 +
• Use '''Missile Weapons''' for other aimed weapons (e.g., bow or crossbow);
 +
 +
• Use '''Athletics''' for a thrown weapon;
 +
 +
• Use '''Melee Weapons''' for a hand-to-hand weapon;
 +
 +
• Use '''Unarmed Combat''' for a punch or kick.
 +
 +
== Weapons for Japan settings ==
 +
 +
== Table of Example Weapons ==
 +
 +
The tables below summarize some representative weapons and vehicles that characters might have access to. Note that while the concept of LETHAL DAMAGE still exists, it is primarily applied to explosives, poisons, or siege engines (like catapults or mangonels).
 +
 +
Also, this setting does not have a specific skill for Ranged Weapons – characters who are firing crossbows etc .should use the Missile Weapons skill to aim such weapons, while thrown weapons use Athletics as a combat skill.
 +
 +
{|
 +
| >> Melee Weapons
 +
|
 +
|-
 +
| Sample Weapons
 +
| Damage
 +
|-
 +
| Bare hands and feet
 +
| 1D4–1*
 +
|-
 +
| Kick from heavy boot
 +
| 1D4*
 +
|-
 +
| Tanto, hatchet, jo, sai
 +
| 1D4*
 +
|-
 +
| Wakazashi, kama, hand axe
 +
| 1D6*
 +
|-
 +
| Katana, yari, bo
 +
| 1D8*
 +
|-
 +
| Tachi, ono
 +
| 1D10*
 +
|-
 +
| Nodachi, tetsubo, naginata
 +
| 2D6*
 +
|}
 +
 +
*Damage bonus is added for this weapon
 +
 +
{|
 +
| >> Ranged Weapons
 +
|
 +
|
 +
|
 +
|-
 +
| Sample Weapons
 +
| Skill
 +
| Damage
 +
| Base Range
 +
|-
 +
| Daikyu
 +
| Missile Weapons
 +
| 2D6
 +
| 200 yards
 +
|-
 +
| Hankyu
 +
| Missile Weapons
 +
| 1D8
 +
| 100 yards
 +
|-
 +
| Shuriken
 +
| Athletics
 +
| 1D3*
 +
| 20 yards
 +
|-
 +
| Thrown Spear
 +
| Athletics
 +
| 1D8*
 +
| STR×5 yards
 +
|}
 +
 +
*Damage bonus is added for this weapon
 +
 +
{|
 +
| >> Explosives
 +
|
 +
|
 +
|
 +
|-
 +
| Sample Weapons
 +
| Placement Skill
 +
| Damage
 +
| Base Range
 +
|-
 +
| Incendiary catapult shot
 +
| Military Training
 +
| Lethality 20%
 +
| 2 yards
 +
|}
 +
 +
== Armor for Japan settings ==
 +
 +
{|
 +
| Armor
 +
| Armor Rating
 +
|-
 +
| Heavy Robes or Leather Jerkin
 +
| 1
 +
|-
 +
| Do-Maru Armor
 +
| 3
 +
|-
 +
| Wall or thick door
 +
| 5
 +
|-
 +
| Full suit of Yoroi Armor
 +
| 5
 +
|-
 +
| Thick wall, rubble, or moderate rock; siege shield
 +
| 10
 +
|-
 +
| Reinforced wall, big rock, or earth embankment
 +
| 15
 +
|}
 +
 +
== Healing in Dark Age settings ==
 +
 +
A doctor can attempt a '''Medicine''' test once per week. If treatment succeeds, the patient recovers 1D4 HP. This is doubled with a critical, while a fumble inflicts 1D4 HP damage. At the Game Moderator’s discretion, having worn-out tools or poor quality medicines may incur a penalty.
 +
 +
== Poisons and Diseases ==
 +
 +
The rules governing the damage inflicted by poisons and diseases don’t vary between localizations, but the specific list of available toxins and infections is guided by the technology and knowledge prevalent in the setting. The table below gives some examples to augment the basic list of common, naturally-occurring poisons.
 +
 +
{|
 +
| >> Manufactured Poisons
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| Poison
 +
| Entry Route
 +
| Speed
 +
| Lethality
 +
| Symptoms
 +
| Antidote?
 +
|-
 +
| Antimony
 +
| Contact
 +
| 1D6 hours
 +
| 10%
 +
| Pain, diarrhea, cramping
 +
| No
 +
|-
 +
| Prussic Acid (Hydrogen cyanide)
 +
| Inhalation or Ingestion
 +
| 1D6 turns
 +
| 20%
 +
| Asphyxiation
 +
| No, but some treatments
 +
|-
 +
| Strychnine
 +
| Inhalation, Ingestion, Contact
 +
| 10+1D10 minutes
 +
| 10%
 +
| Convulsions, paralysis, asphyxiation
 +
| No
 +
|}
 +
 +
{|
 +
| >> Sample Diseases
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| Disease
 +
| Route
 +
| Speed
 +
| CON Test Penalty
 +
| Damage
 +
| Symptoms
 +
| Cure
 +
|-
 +
| Bacterial meningitis
 +
| Airborne
 +
| 1D6 days
 +
| –40
 +
| 1D4
 +
| Stiff neck, nausea, confusion
 +
| No; treatment includes lumbar puncture and induced vomiting.
 +
|-
 +
| Bacterial pneumonia
 +
| Inhalation
 +
| 1D6 days
 +
| None
 +
| 1D6
 +
| Cough, fever, chills
 +
| No
 +
|-
 +
| Cholera
 +
| Ingestion, especially unclean water
 +
| 2+1D3 days
 +
| None
 +
| 1D6
 +
| Watery diarrhea, cramps, vomiting.
 +
| No; treated through rehydration
 +
|-
 +
| Gangrene
 +
| Dirty wounds
 +
| 1D6 days
 +
| –20
 +
| 1D4
 +
| Discoloration, oozing, numbness
 +
| Bromine injections, excision, or amputation
 +
|-
 +
| Plague
 +
| Flea bite (bubonic plague), inhalation (pneumonic plague)
 +
| 1D6 days
 +
| None
 +
| 1D6
 +
| Fever, chills, lymph node swelling, coughing (if pneumonic), shock
 +
| No
 +
|-
 +
| Smallpox
 +
| Exposure to infected person
 +
| 2D6 days
 +
| –40
 +
| 1D6
 +
| Fever, vomiting, ulcers, rashes, scabs
 +
| No
 +
|}
 +
 +
== Additional Combat Rules for Japan settings ==
 +
 +
== Optional Spot Rules for Weapons ==
 +
 +
There’s a staggering variety of personal Melee and Missile Weapons and weaponry. Their usefulness in adventures may be limited, of course, depending on who or what the Protagonists face.
 +
 +
The primary game statistics relating to different types of weapons may be found on the Example Weapons Table. The availability of any class of weapon will be dictated by resources available in the locality, local traditions, etc.
 +
 +
The many lists of weapon types, damages, etc., created for other d100 or other RPGs can easily be tapped for this setting – there are many options and most are easily rejigged, if not already compatible.
 +
 +
What follows are some spot rules for Protagonists who have access to common Japan era weapons.
 +
 +
=== Concealing Weapons ===
 +
 +
Knives and coshes can be concealed under ordinary clothing. Someone deliberately looking for a concealed weapon can attempt an '''Alertness''' test to spot it. A Ninja folding bow or especially big knife means a +20% Alertness bonus.
 +
 +
If a Protagonist is wearing a heavy cape, he or she can attempt to conceal a hankyu bow, or a larger hand weapon (e.g., a hatchet or katana) and incur no Alertness bonus.
 +
 +
There’s no way to conceal a spear or other large melee weapon.
 +
 +
=== Hand-to-Hand Weapons ===
 +
 +
Unarmed attacks, like punching, kicking, and strangling, use the '''Unarmed''' Combat skill. All melee weapons use the '''Melee Weapons''' skill.
 +
 +
=== Ranged Weapons and Reloading ===
 +
 +
Ranged weapons that are aimed and loosed (e.g., bows) use the '''Missile Weapons''' skill. All such weapons require some kind of ammunition (arrows) and are useless if the supply is exhausted. Ranged weapons that are thrown (e.g., spears) use '''Athletics''' skill.
 +
 +
The Protagonists may have easy access to a range of different Missile Weapons. These require reloading, but times differ according to the type of weapon. For a simple bow, it would take one turn to ready a new shot after firing; the readied arrow would be fired in the next turn.
 +
 +
=== Weapon Specialization ===
 +
 +
Any Protagonist who already has a weapons skill can sacrifice points from that skill, or any other skill, to specialize exclusively in a particular weapon. They automatically gain a +1 damage bonus in that weapon, plus access to any special capabilities that weapon has. Some examples of such weapons are as follows.
 +
 +
{|
 +
| Weapon
 +
| Skill
 +
| Damage
 +
| Special capability
 +
|-
 +
| Tessen
 +
| Melee Weapons
 +
| 1D3
 +
| Defend: all parries and defensive moves get +20%
 +
|-
 +
| Kusari-fundo
 +
| Melee Weapons
 +
| 1D4
 +
| Entangle: with success, instead of damage, do STR vs STR to immobilize
 +
|-
 +
| Kusarigama
 +
| Melee Weapons
 +
| 1D6
 +
| Entangle: with success, instead of damage, do STR vs STR to trip
 +
|-
 +
| Sodegarami
 +
| Melee Weapons
 +
| 1D8
 +
| Entangle: with success, instead of damage, do STR vs STR to immobilize
 +
|-
 +
| Thrown Spear
 +
| Melee Weapons
 +
| 1D8*
 +
| STR×5 yards
 +
|}
 +
 +
Without
 +
 +
= Equipment and Resources =
 +
 +
Protagonists’ efforts to scrounge for scarce supplies or items, or attempt to solve problems by combining items with jury-rigging, use the following. The primary mechanical differences lie in the specific skills used.
 +
 +
For Protagonists in Japan games:
 +
 +
• Attempts to '''scrounge gear/supplies''' from likely locations in the environment – tests against the '''Scavenge''' skill.
 +
 +
• Attempts to '''jury-rig''' a contraption – tests against '''Craft skill specializations or Mechanics (at the GM's discretion)'''.
 +
 +
== Vehicles ==
 +
 +
The table below provides some examples of the types of vehicles common to Japan.
 +
 +
=== Speed ===
 +
 +
Vehicles in Japan all fall into the category of Surface Vehicles, regardless of whether they travel on land on water.
 +
 +
When comparing Surface Vehicles, however, there is a range of different vehicle speeds. A vehicle with a ‘Fast’ rating grants a +20% bonus to any '''Drive''' or '''Pilot''' test to pursue or escape. A ‘Slow’ vehicle incurs a −20% penalty instead, while a ‘Very Slow’ vehicle attracts a -40% penalty. An ‘Average’ rating confers no modifier.
 +
 +
A vehicle that’s notorious for poor handling or that’s in bad shape might counts as ‘heavily worn’ or ‘junk’ (see above) at the GM’s discretion.
 +
 +
=== Some Example Vehicles ===
 +
 +
{|
 +
| >> Example Vehicles
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| Vehicle Type
 +
| Description
 +
| Hit Points
 +
| Armor
 +
| Speed
 +
|-
 +
| Coach
 +
| Two-wheeled, drawn by 2+ horses harnessed as a team
 +
| 20—25
 +
| 2
 +
| Average
 +
|-
 +
| Wagon, Horse-Drawn
 +
| Four-wheeled vehicle for cargo; drawn by a team
 +
| 20—25
 +
| 1
 +
| Slow
 +
|-
 +
| Water Vehicles
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
| Barge
 +
| Long boat hauled along rivers by horses
 +
| 30
 +
| 4
 +
| V. Slow
 +
|-
 +
| Wherry
 +
| Ferry rowed by oarsmen, c.5 passengers
 +
| 20
 +
| 1
 +
| Average
 +
|}

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