Ninja Strike!
[OK! so if you are here, you read the announcement. THANK YOU. so, here it is! go ahead and post any thoughts or comments. if you have any questions, post them and i will answer them and amend this little thing here to address the question (to avoid it in the future ^..^) OK HERE WE GO!]
(shi*hikitsuri*shi)
3d6 system
a roll of 3 is an auto-fail
a roll of 18 is an auto-hit
Attack/Defense (action, reaction)
Attacker rolls 3d6 and adds attack bonus
then defender rolls 3d6 and adds defense bonus
tie goes to defender
Melee attacks use a base modifier of Body
Ranged/Magic attacks use a base modifier of Mind
Mana regenerates at 1 point per hour of rest
Health regenerates at 3 points per hour of rest
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starting Magi:
Body: 3
Mind: 5
Mana: +2 levels
Create/Manipulate
Deflect
Dispell
Telekenesis
Affinity for ONE element
Affinity for Wooden Staff
2 starting spell slots
1 set of Reinforced Robes
1 wooden staff
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starting Battle Magi:
Body: 4
Mind: 4
Mana: +1 level
Health Points: +1 level
Create/Manipulate
Deflect
Dispell
Affinity for ONE element
Afinity for ONE weapon
1 starting spell slot
1 starting skill slot
1 set of Reinforced Robes
1 starting weapon (of affinity)
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starting Fighter:
Body: 5
Mind: 3
Health Points: +2 levels
+1 level in Melee
+1 level in Block/Parry
Afinity for TWO weapons
2 starting skill slots
1 set of Rough Leather
1 starting weapon (of affinity)
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starting Ranged:
Body: 3
Mind: 5
Health Points: +1 level
+1 level in Ranged
+1 level in Dodge
+1 level in Kensei
+1 level in Deception
Afinity for ONE weapons
2 starting skill slots
1 set of Rough Leather
1 starting weapon (of affinity)
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Elements:
Fire
Water
Wind
Earth
Darkness
Light
Others allowed at GMs discrecion
Second Element affinity: 2 points (mind req. 10)
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25 points starting
Called Shot: -4 to dice roll
Shooting while Moving: -4 to dice roll
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Mana: 4/lvl
Attirbutes: 3/lvl
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Body Specializations
Melee: 2/lvl
Focus Damage: 4/lvl
+5 damage per hit per level
Block/Parry: 2/lvl
Requires blocking/parrying impliment
Health Points: 3/lvl
+25 points per level
Athletics: 1/lvl
Acrobatics, Sports
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Mind Specializations
Ranged: 2/lvl
Dodge: 2/lvl
Deception: 1/lvl
Bonus to hide your body language
Kensei: 2/lvl
Bonus to Awareness, read body language, called shots
Memory: 1/lvl
Artisan: 1/lvl
Bonus to succeed in artisan crafts/activities
Wilderness Survival: 1/lvl
Bonus to outdoor survival techniques
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1 skill slot per Body over 3 (+1 at 4, +2 at 5, etc)
Skills: (2 points per)
Quick Draw
Aim (+2 to hit for each turn used to aim.) static.
Double Attack (can hit with two weapons at once, or strike once at two nearby opponent) (separate roll for each attack)
Steady Hand (penalties for shooting while moving reduced by 3)
Ambidexterity (can dual wield one-handed weapons)
Weapon Afinity (increases Weapon Afinity by ONE per time taken)
Sprint (The character is one and one-half times faster than average. Top running speed is Body Stat x 6 mph)
Strength (the character is blessed with magical strength, able to lift half a ton and gives +10 to melee damage) Costs two spell slots.
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1 spell slot per Mind over 3 (+1 at 4, +2 at 5, etc)
Spells: (2 points per)
Create/Manipulate:
At will creation or manipulation of your element. (mana cost: 0)
Deflect:
Defensive spell, Block = Mind x2 (Cannot be combined with physical Block/Parry bonuses) (mana cost: 1)
Dispell:
Defensive Spell, Chance to Ignore Magic. Match or Beat attack roll (roll = 3d6+ Mind) (mana cost: 1)
Telekenesis:
Able to manipulate the world's energy without invoking your element directly, you can move objects. Line of sight. 0-99 lbs (mana cost: 0), 100-199 lbs (mana cost: 1), 200-299 lbs (mana cost: 2), 300-499 lbs (mana cost: 3), 500-749 lbs (mana cost: 4), 750-1,000 lbs (mana cost: 5)
Telekenetic Mending:
Using unelemented force, you clamp veins, suture cuts, and seal wounds. Requires touch. Heals 10 Health per Mana spent.
Teleportation:
Traveling the veins of magic coursing over the planet can be harsh, but quick. Bloodstones are placed along these lines, beacons of energy used as navigation points and 'recharge' rest stops along the turbulent mageway, granting mages in the viciity of a Bloodstone x5 Mana Regeneration (5 mana per hour of rest). A mage may teleport himself and companions between known Bloodstones. (mana cost: 2 per person) After reaching Mind 10, a Mage can carry a fragment of a Bloodstone and teleport himself from any point on Forever to a known Bloodstone.
Embument:
Enhance your personal weapons with your element. +5 damage (mana cost: 1), +15 damage (mana cost: 2), +30 damage (mana cost: 3)
Weapon Creation:
Create a weapon made entirely of your element. 5 damage, +2 to attack rolls (mana cost: 1) 10 damage, +4 to attack rolls (mana cost: 2) 15 damage, +6 to attack rolls (mana cost:3) 20 damage, +8 to attack rolls (mana cost: 4)
Force Armor:
Create a magical suit of armor, air tight. (no chance of bypassing armor). 30 ap (mana cost: 1) 60 ap, Can't Cast Spells (mana cost: 2) 90 ap, Can't Cast Spells, -4 to Dodge, Block/Parry (mana cost: 3)
Self-Centered Aoe:
Bolts and Blades of your element pulse outward from your body in a 360* circle, Armor Bypassing. 8 damage, 4 foot radius (mana cost: 1) 16 damage, 8 foot radius (mana cost: 2) 24 damage, 12 foot radius (mana cost: 3) 32 damage, 16 foot radius (mana cost: 4)
Bolt Aoe:
A missle of your element hurls forth, flying to your target and detonating, sending shards of elemental energy out in a 360* circle, Armor Bypassing. 6 damage, 8 foot radius, 20 foot range (mana cost: 2) 10 damage, 10 foot radius, 30 foot range (mana cost: 3) 16 damage, 12 foot radius, 40 foot range (mana cost: 4) 22 damage, 14 foot radius, 45 foot range (mana cost: 5) 35 damage, 16 foot radius, 55 foot range (mana cost: 6) 42 damage, 18 foot radius, 65 foot range (mana cost: 7) 50 damage, 20 foot radius, 70 foot range (mana cost: 8)
Bolt:
A single fist-sized ball of your element hurls from your hand to your target, +2 to attack rolls. 12 damage, 20 foot range (mana cost: 1) 20 damage, 30 foot range (mana cost: 2) 32 damage, 40 foot range (mana cost: 3) 45 damage, 45 foot range (mana cost: 4) 70 damage, 55 foot range (mana cost: 5) 85 damage, 65 foot range (mana cost: 6) 100 damage, 70 foot range (mana cost: 7)
Bolt Straffe:
Multiple fist-sized orbs of your element hurl from your hands towards your targets, 10 damage per bolt (make a separate roll for each target). 3 bolts, 10 foot range (mana cost: 3) 5 bolts, 20 foot range (mana cost: 4) 6 bolts, 25 foot range (mana cost: 5) 8 bolts, 30 foot range (mana cost: 6) 9 bolts, 35 foot range (mana cost: 7) 11 bolts, 40 foot range (mana cost: 8) 12 bolts, 50 foot range (mana cost: 9)
Flight:
Channeling your control of your element, you are able to create lift, sending you soaring through the air. Mind x4 mph for 1 hour (mana cost: 1), Mind x10 mph for 2 hours (mana cost: 2), Mind x30 mph for 4 hours (mana cost: 3), Mind x70 mph for 8 hours (mana cost: 4)
Element Form:
You convert your entire body (and equipment) into your element. (Mind req. 10). Duration: 20 minutes per Mana spent
Golem:
By pumping your mana into a construct of your element, it comes alive, obeying your commands. (mana cost: 7) {the caster regains 6 mana after golem is dismissed}
Body: 6
Mind: 1
Level 4 Health (160 hp)
Level 3 Embument
Follows SIMPLE commands
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Items in this area can be purchased for 20g per AP listed, through a donation to the guild.
Post an 'Order' in the Marketplace Armory
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Armor Protection (AP) = The ammount of damage the armor can still absorb before it is Destroyed
I.E. Shannon is wearing undamaged Full Plate, which affords her armor protection (ap) of 100 damage
Keith rolls a 15 with a +10 (5 body, 5 melee) totaling 25, beating Shannon's block roll of 11 with a +8 (5 body, 3 block)
The attack succecfully hits, but does not beat the armor's ap of 100, so the armor absorbs the damage
After three successful hits by Keith, Shannon's armor has been knocked down to 25 ap. Keith's roll of 16 with +10 (5 body, 5 melee) totalling 26 beats Shannon's block roll of 13 +8 (5 body, 3 block) totaling 21. Keith's hit is successful, and, because his roll of 26 beats Shannon's current AP of 25, the hit ignores her armor and does the 25 damage (10 from Katana, +5 from body, +10 from lvl 2 Focus Damage) directly to her Health Points.
(Shields do not suffer damage unless being specifically targeted)
Armors
Reinforced Robes:
AP 15
Rough Leather:
AP 25
-2 to dodge
Studded Leather:
AP 35
-4 to dodge
Chain Maile:
AP 50
-6 to dodge
Splint Maile:
AP 65
-8 to dodge
Half Plate:
AP 80
-10 to dodge
Full Plate:
AP 100
-12 to dodge
Shields
Leather Bracers:
Durability 15
Hands-Free
-2 to block
Buckler:
Durability 40
Hands-Free
Small Shield:
Durability 50
+1 to block
-1 to dodge
Kite Shield:
Durability 65
+2 to block
-2 to dodge
Tower Shiled:
Durability 75
+4 to block
-4 to dodge
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Armor can be repaired after a fight for 1 gold per point of AP
Every repair takes 5 ap from the overall
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“Damage” is how much damage the weapon inflicts. The character’s Body (for melee) or Mind (for ranged) value will be added to this number to determine total attack damage.
Melee Weapons
Gauntlets
Damage 5
Battle Axe
Damage 10
Baton or Club
Damage 5
Parry
Wooden Staff
Damage 4
Reach
Trip
Metal Staff
Damage 8
Reach
Trip
Bokken (wooden sword)
Damage 5 (One-Handed)
Damage 10 (Two-Handed)
Parry
Broadsword
Damage 10
Parry
Knife
Damage 5
Concealable
Naginata (bladed staff)
Damage 10
Reach
Trip
Nunchuku
Damage 5
Yari (spear)
Damage 8
Reach
Throwable
Whip
Damage 5
Reach
Trip
Concealable
Wakizashi (short sword)
Damage 10
Concealable
Parry
Katana (long sword)
Damage 10 (One-Handed)
Damage 15 (Two-Handed)
Parry
No-Dachi (masamune)
Damage 15 (One-Handed)
Damage 20 (Two-Handed)
Parry
Body Req. 7
Ranged Weapons
Unless otherwise stated, Ranged weapons have a range of 450 feet.
Bows
Crossbow
Damage 10
Slow
Dai-Kyu (long bow)
Damage 10
Guns
Light Pistol
Damage 5
Concealable
Short Range
Heavy Pistol
Damage 10
Concealable
Short Range
Body Req. 4
Hunting Rifle
Damage 10
Two-Handed
Sniper Rifle
Damage 15
Two-Handed
Accurate
Shotgun
Damage 15
Two-Handed
Spreading
Limited Shots(6)
Short Range*
Double-Barreled Shotgun
Damage 15 (One Barrel)
Damage 30 (Both Barrels)
Spreading
Limited Shots (1)
Short Range
Body Req. 4
Blaster Pistol
Damage 8
Concealable
Penetrating
Blaster Rifle
Damage 16
Two-Handed
Penetrating
Rocket Launcher
Damage 30
Area-Effect
Inaccurate
Penetrating
Limited Shots(1)
Long Range
Slow
Static
Body Req. 7
Thrown Weapons
Grenade
Damage 15
Area Effect
Penetrating
Concealable
Limited Shots (1)
Short Range
Shuriken
Damage 5
Concealable
Limited Shots (4)
Short Range
Thrown Knife
Damage 5
Concealable
Limited Shots (1)
Short Range
• Short Range
This attack is only usable at fairly close range (effective range of about 50 feet).
• Medium Range
An ordinary attack is assumed to have an effective range of about 500 metres.
• Long Range
This Ability extends the range to 4 miles.
• Accurate
The attack is unusually accurate giving a +2 bonus to Attack rolls
• Area Effect
This is an attack, like an explosive blast, that affects not only the direct target, but also anyone in the immediate area. All affected characters are allowed a Defense roll (diving for cover, swerving out of the way), but a successful Defense is not enough to escape completely. Unless the character has some way to rapidly escape the area of effect (such as Flight activated or the Acrobatics skill), he or she still takes half damage from the attack (round down). Characters and mecha that can shield themselves with very solid objects or terrain in the vicinity may avoid damage completely (GM’s discretion) on a successful Defense roll. This represents the character ducking or moving behind cover. The GM will decide whether an object or person is within the area of effect, and may assume the area radius, in metres, is equivalent to one-third the weapon’s damage.
• Concealable
If built as a Hand Weapon or Personal Gear, this means it is small enough to be used with one hand and concealed under clothing. Most pistol-sized or knife-sized weapons are Concealable.
• Penetrating
Armors and Shields only stop half the damage points inflicted against an attack with this Ability.
• Reach
Weapons with this advantage can be used to strike people up to 6 feet away, and can be used to keep attackers at bay. A successfully blocked attack from these weapons pushes the defender to 5 feet away if the attacker's Body is higher than the defender's
• Spreading
This type of attack spreads to cover an expanding area like a cone of energy or a spray of projectiles or energy bolts. The defender receives a +1 penalty to his or her Defense roll. Multiple adjacent targets in the attack path may also receive damage if they are lined up or in a dense formation, up to a maximum of one extra target for every 15 points of weapon damage.
• Inaccurate
The attack is not as accurate as normal ones, and imposes a -2 penalty to all Attack rolls.
• Limited Shots
The attack is only usable for (x) rounds, after which it runs out of ammunition and must be reloaded (reloading takes one round).
• Slow
The attacker must use one combat action to aim, charge, load the weapon, or perform some other necessary activity before each attack.
• Static
The attack cannot be used while the character is moving. This could be due to a need for precise aim or total concentration. the user may not even make Defense rolls on the round a Static attack is used.
Ninja Strike!
[there we go! so, what do you think?]
(shi*hikitsuri*shi)
