|
|
|
|
|
|
Posted: Mon Jan 01, 2018 9:21 pm
Once you have functional understanding of the basics, you are most likely ready to go out into the world and get started. However, as you encounter various situations in combat, it will become necessary you become acquainted with the more complex notions in our system. Indeed, learning and mastering these concepts will first make sure you follow what opponent's and allies are doing, as well as opening up your playbook to additional strategies.
In this section, we will list more complex notions, such as mastering movement, understanding status effects and mastering escort techniques to maximize your efficiency while defending high value personnel.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 01, 2018 10:02 pm
|
|
|
|
|
|
|
|
|
Posted: Tue Jan 16, 2018 7:42 pm
PROTECTING IN COMBAT
When people think of ninjas, the first activities that come to mind are assassination and infiltration. However, one of the most common type of mission for which shinobis are hired in the Naruto universe are escort missions. Basically, some loaded noble wants to be kept safe while traveling on dangerous roads.
To be even remotely efficient in such missions, you will have to learn how to protect a target (people or object) either to take damage for it or deflect attacks.
1. Shielding a target
The simplest way of defending a target: you throw your body between it and the attack.
Doing so requires no AP, and does not require a defensive stance.
The mechanic for it is also very straightforward: If your character's Dodge is higher than the incoming attack's roll, your character may take damage from any attack aimed at the defended target that their [Dodge] beats.
2. Defensive stance mechanics
Placing your character in defensive stance is tantamount to protecting a target as it provides two significant benefits:
- Your character may deflect any attack aimed at the defended target through usual deflection mechanics. - No melee attack can be aimed directly at the defended target once it is being covered, unless the attacker moves around cover (see basic combat mechanics).
Note that all attacks that were launched at a target before your character moved into position will hit their intended target unless your character either takes the blow or deflects the attack. It is only after your character has moved into defensive position that enemies will no longer be able to attack the covered character directly.
3. Moving into range and shifting to a defensive stance
The basic defensive maneuver consists in placing your character between the attackers and their target. Of course, doing so prevents your character from moving from its spot as any opening could leave the payload vulnerable.
Shifting into a defensive stance costs 1 AP.
It is important to note that the same AP cannot be used to move to the target's location and to turn into defensive position, doing so requires 2 AP.
4. Identifying which attacks may be defended
Your character can defend the target from any attack that was aimed at them between the target's last turn and your character's current turn.
5. Deflecting an attack aimed at the defended target
This principle is fairly simple as it basically works in the exact same manner as when trying to deflect an attack aimed at your character.
If your character is in defensive stance of a target, they may attempt a deflection for the same AP cost and according to the same formula as any deflection. Refer to the Basic Combat Mechanics section for more details on this subject.
If your characters fails the deflection, the attack will hit the defended target.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jan 18, 2018 7:19 pm
HIDING AND SNEAKING
What is more shinobi 101 than lurking in the shadows? Stealth is, indeed, the signature asset of the classic ninja and, as such, its importance necessarily translates into our game system. Learning how to use stealth will provide many advantages in combat, such as hiding while you recover your chakra or mental health, breaking line of sight to set up a sneak attack or to avoid combat altogether.
1. Breaking Line of Sight and Going into Hiding
Now, if your character is standing in front of an enemy, they can't simply "decide" to go into hiding. Anyone with half a brain will see them leave and know exactly where they went.
Therefore, going into hiding will first require breaking the line of sight, which can be done in any one of the following situations:
a. Not be actively engaged by any opponent (not be the last person attacked by an opponent since their previous turn and no one in melee range). b. Have actively broken the line of sight with a technique. c. Have taken advantage of a distraction before being engaged again by an opponent (usually through tactics).
The most common jutsu used to distract an enemy long enough to go into hiding is the kawarimi, although massive techniques that are either very flashy or alter the terrain may be enough to do so. In any case, if a technique breaks line of sight will be mentioned in its description.
Once line of sight has been broken, the character can go into hiding for 1 AP.
2. Hiding
Keeping your presence hidden from an enemy is the first and most obvious way to use stealth. Basically, any character actively hiding will remain out of their enemy's line of sight so long as they do not meet its Hiding Difficulty Check with a Perception Check.
Therefore, a hiding character has a constant Hiding DC that opponents must meet:
Hiding DC = 10 + Level + Dex Mod + 1 per 5 in Stealth
Keep in mind that certain areas or jutsus might influence characters' Hiding DC (fog, darkness, etc.)
3. Finding a Hidden Character
All characters have some basic awareness of their surroundings which will necessarily get keener as their experience as a shinobi grows. To reflect this, your character will automatically locate all hidden enemies whose Hiding DC is lower than their Basic Awareness Rating.
Basic Awareness Rating (BAR) = Level + Wis Mod
On top of passively scanning an area, if a character's BAR is too low to automatically spot an enemy, they may spend 2 AP to actively look for a target. Your character must therefore beat Hiding DC of a character with a Perception Check:
Perception Check = d20 + Level + Wis Mod + 1 per 5 in Perception
Note that certain skills and abilities might influence Perception Checks (Chakra Sensor, Blindness, etc.).
Also, It might seem obvious, but the fact that one member of a group has spotted an enemy does not automatically mean that all members of the group have spotted them. To warn others to an enemy's location, a character must spend 1 AP. A character whose location has been revealed is no longer considered in hiding to anyone and must break line of sight again to go back into hiding.
4. Sneak Attacks
Along with recovering and running away, the main use of going into hiding is setting up sneak attacks. Of course, while all attacks are dangerous, one coming while unprepared from an unseen enemy significantly more so. While not all attacks can be used as sneak attacks, those that can will receive significant benefits from being used from hiding:
1. Add 1 per 5 in Stealth to the attack roll; 2. Rolling a natural 19 or 20 will be a critical hit; 3. Chance to attack an opponent while their weapons aren't drawn, reducing the options for deflection;
All attacks, special techniques and jutsus need to explicitly mention the possibility of being used as a sneak attack in their details for it to be possible. Otherwise, using a technique that is too loud or flashy will immediately reveal the character's position and ruin any element of surprise.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jan 23, 2018 8:52 pm
ESCAPING
At some point in a fight, it is possible a character may realize they are in over their head. When that happens, they will be confronted with the choice of either facing their end head on; or say screw this and bolt. While running away will forfeit all experience that might have been earned for this specific fight, it may be the wisest solution if the only other option is passing out and failing a mission.
NOTE: Not all fights will have the option of running away. While certain opponents like beasts or bandits might leave you alone if you flee fast enough, characters that are specifically after your character such as bounty hunters will usually pursue you to the ends of the earth!
1. RUNNING AWAY
The most obvious way of escaping combat: you turn around and run like hell. Of course, if your character is physically hurt or facing much faster enemies, this may seem somewhat futile. Nevertheless, in some cases, this might be the only option your character has.
Ap Cost
Running away attempt uses up one complete Attack Turn (minimum 4 AP), no matter the number of AP you might have saved up for that turn.
Step One: Getting Clear of Attackers
Once you've decided to run away, the first step is bolting at least fast enough for an opponent not to be able to simply move in your way. This translates in our system in minimally besting their basic combat speed, determined by their dexterity.
Running away therefore requires that you initially make one successful athletics check:
Athletics Check: d20 + Level + Str Mod + 1 per 5 in Athletics
Your Athletics Check needs to beat the Difficulty Check determined by the following formula:
Athletics DC = 10 + Opponent's Level + Opponent's Dex Mod
Once you've rolled your Athletics Check, two scenarios might present themselves:
a. Your character passes the DC against all opponents, initiating chasing mechanics (see below);
or
b. Your character fails the check against one or all of the opponents. If that happens, opponents against whom the Athletics check was not successful may simply use 1 AP to move in your way and prevent you from escaping. If they choose not to cut you off, consider the check passed against them.
Note that while attempting to run away, your character is still vulnerable to ranged attacks and jutsus. Also, any attack that would trip, trap or immobilize your character that successfully connects will necessarily make your escape attempt fail.
Step Two: Chasing
Once you've announced you were running away and passed your Athletics check against your opponents, so you managed to blast past them. In the following turn, every opponent who is not tied down, held or otherwise immobilized, can attempt a chasing roll to initiate a footrace. Like running away, chasing down an opponent requires a full Attack Turn (minimum 4 AP).
The roll to chase down an opponent is the same as to run away:
Athletics Check: d20 + Level + Str Mod + 1 per 5 in Athletics
Once all opponents attempting to intercept have made their rolls, the final step is initiated in the escapist's next Attack Turn.
Step Three: Escaping
Once all opponents attempting to intercept have made their chasing check (Athletics), you will need to see if your character can outrun them in a footrace.
To do so, you roll an Athletics check to measure against your opponent's:
Athletics Check: d20 + Level + Str Mod + 1 per 5 in Athletics
Once you've rolled your Athletics check, one of two results will occur depending on the result:
a. You've beaten every opponent's Athletics check: You've successfully escaped.
b. One more opponents had a higher Athletics check than yours: Your character was intercepted and failed to run away, lose this Attack Turn and resume normal combat.
Note that running away forfeits any experience that might have been accumulated during this encounter. Any item looted or thieved is, however, preserved.
2. SNEAKING AWAY
A more inconspicuous way to escape combat is to sneak away without giving your opponent a chance to chase you down. This option is better suited to more discrete characters who might not be strong enough to outrun someone but agile enough to avoid detection.
Step One: Going into Hiding
This might seem obvious, but, to even attempt sneaking away, your character must be hiding. Refer yourself to the section about hiding and stealth to learn how this can be done.
Ap Cost
Once your character is hidden, attempting to sneak away uses up one complete Attack Turn (minimum 4 AP), no matter the number of AP you might have saved up for that turn. Since sneaking away required oine full Attack Turn, you cannot attempt to sneak away in the same turn your character went into hiding.
Step Two: Sneaking Away
Once your character begins its escape, it will try to get farther and farther away from the engagement area without attracting attention. To determine how skillfully it skulks away, you must roll a Stealth check:
Stealth Check: d20 + Level + Dex Mod + 1 per 5 in Stealth
Contrarily to running away, sneaking away does not leave your character vulnerable unless it is spotted. See next section to know what happens in this situation.
Step Three: Avoiding Detection
As your character is escaping, all opponents can attempt to find it in their following Attack Turn. Of course, to look for your character opponents have to be aware it is missing from the battlefield. To that end, having diversions such as bunshins or genjutsu can greatly increase your chances of sneaking away.
If the are aware that your character is missing, opponents can roll Perception Checks to try and find it:
Perception Check = d20 + Level + Wis Mod + 1 per 5 in Perception
In the same manner as when trying to find an opponent hiding in combat, every Perception Check requires 2 AP.
Step Four: Escaping
Depending on the strength of all opponents' Perception Checks, two outcomes may occur:
a. If no one managed to spot your character: you've escaped.
b. If anyone spotted your character: you've failed to sneak away, resume combat normally with your character no longer in hiding.
Note that sneaking away forfeits any experience that might have been accumulated during this encounter. Any item looted or thieved is, however, preserved.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Jan 27, 2018 6:35 pm
Status Effects While in combat, certain techniques may haver various effects on your character or on your opponent. To save on space, instead of detailing in each technique's description what the exact effect entails, you will sometimes see a very succinct description such as "critical hits cause helpless effect for 3 turns. Of course, if you are unfamiliar with the notion of being "helpless", this description does little to help. Therefore, you may refer to this section to understand how to apply these effects. Bleeding: Character takes -5 HP per turn for determined duration or until bleeding wound is healed. Severe Bleeding: Character takes -10 HP per turn for determined duration or until severe bleeding wound is healed. One Armed: Character cannot dual wield weapons, can only perform jutsus requiring hand seals if they have the one handed seal skill and cannot wield two handed weapons unless they are strong enough to wield them single handed. One Eyed: Character suffers a -5 penalty on all attack rolls (except AoE), dodge, and counters. One Legged: Character suffers a -5 penalty on all physical attack rolls, dodge, and physical counters. Blinded: Character suffers a -10 penalty on all physical attack or ninjutsu rolls (except area of effect), dodge, counters, and awareness. Character cannot perform aimed attacks (at specific body parts). Character must roll an awareness check against all enemies at the beginning of the turn to know their positions (10 + Enemy's Dex Mod + 1 per 5 in Stealth). Broken Leg: Character takes -5 HP per turn until splinted or treated. Treat character as One Legged until healed. Broken Arm: Character takes -5 HP per turn until splinted or treated. Treat character as One Armed until healed. Cracked Rib Cage: Character takes -5 HP per turn until treated. Blunt attacks to center of mass (non aimed attacks) cause 25% increased damage until healed. Burned: Character has advanced burns (second or third degree). Loses -1 HP per round in which they take action until treated. Burning: Character's equipment is actively ablaze and burning its wearer. Character takes -10 HP per turn until doused or extinguished. Dazed: Character receives -20 penalty to all rolls during that round. Frostbite: Character loses -3 Hp per round and receives a penalty of -5 to all rolls requiring movement. Helpless: Occurs when the character cannot defend itself by any means (eg. unconscious, paralyzed). Attacks against Helpless characters always hit and always deal critical damage. Immobilized: Character cannot move from its spot. It can still twist, turn and, in some cases, move its arms, but not much more. Remove Dex Mod from Dodge. Knocked Down: Occurs when characters are knocked to the ground. Character loses -4 to their attack rolls and Dodge/Reflex. Standing up requires 1 Action Point or character can be helped up for 1 AP of a friendly character.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|