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Basic Game Mechanics

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ele360
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PostPosted: Tue Jun 11, 2013 9:48 pm


Basic Game Mechanics: This section of the rule book is used to provide the context for which much of the guilds system will apply. It also includes the main stats which will effect a Shinobi's growth as status in the ninja world.



Chakra:
"Every living being possesses some measure of chakra, no matter how small. It represents the life energy of a being, the fuel of the soul. The more chakra an individual has, the stronger he has the potential to become."

*Chakra is divided into two parts: Chakra Pool (CP) and Chakra Skills (CS)

Chakra Skills (CS):
"The skill aspect of chakra is divided into four parts: Chakra Focus, Genjutsu, Ninjutsu, and Taijutsu."

Chakra Control serves a character the most in that it represents his ability to mold and control the flow of chakra in his body. A character with no ranks in this skill cannot tapinto his chakra reserve to gain extra energy. Chakra Control techniques tend not to beoffensive or defensive, but rather perform sometimes gravity-defying feats such aswalking up walls or on water.

Genjutsu serves a character the most in that it alters the perception of reality in a creature, causing illusions, and sometimes deadly hallucinations. Genjutsu also serves to identify illusions cast by another to avoid being caught in them, or to gain bonuses in resisting them.

Ninjutsu serves a character the most in that it allows him to blow plumes of flames, heal wounds or simply vanish without a trace. It is the most basic shinobi skill and benefits the most from strong chakra control.

Taijutsu serves a character the most in that it focuses the most on the character's physical strengths rather than how many techniques it possess, or how good his chakra control is. Although at its root, Taijutsu represents hand-to-hand combat, all forms of physical and non-mystical combat arts are represented by this skill.

Skill threshold allows a character to perform techniques without making a check as part of the technique's perform requirements.
PostPosted: Wed Jun 12, 2013 8:03 am


Chakra Pool

The Chakra Pool of a character essentially represents much energy it can expend on techniques or supernatural abilities before running out, and is represented by a set number that grows as the character advances in level, gains new abilities or ability score increase. A character has a reserve of chakra to supplement his chakra pool called simply the Chakra Reserve. The Chakra Control skill is crucial for any character who wishes to tap into that reserve and make the most of his abilities.



Chakra Pool: A heroic character's chakra pool is 2 chakra per level, doubled at first level. A character whose Constitution score is high enough gains a certain amount of bonus chakra depending on his Constitution score. A character with levels in an ordinary class does not gain this bonus chakra.
Your Constitution score grants you bonus chakra equal to your Con modifier × your character level or hit dice. A Constitution modifier of 0 or less results in no bonus chakra.

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Chakra Reserve: A heroic character gains 2 chakra reserve every level. That chakra reserve replenishes normally while he rests (see Chakra Recovery below). Ordinaries only gain 1 chakra reserve that does not increase with levels.

Nonheroic Characters: A nonheroic character or creature does not gain chakra reserve, and while bonus chakra from a high Constitution score, feats and abilities is applied normally, the final result is halved. Some abilities, such as the Rare subtype, can grant nonplayable creatures an increased chakra pool.

Chakra Pool and Nonabilities: A creature without a Constitution score, such as an undead or a construct, does not have a chakra pool or reserve unless explicitly specified otherwise. If so, it uses its Wisdom score to determine the amount of Chakra it has.

Chakra Signature: Every creature with a chakra pool has its own chakra signature. It is embedded in its genetic code and is proper to its owner; every chakra signature is unique, no matter how slight the variation. Chakra Signatures can be modified with abilities or technique, though those are few and far in-between.

Abilities that disguise one's appearance, such as Henge no Jutsu, do not change a creature's chakra signature unless explicitly specified. After death, a creature's chakra and chakra signature fades and quickly disappears.

Though some things, such as aging or a dramatic growth in ability, may slightly alter a Chakra Signature, it typically remains recognizable to those familiar to it. A creature who can Sense Chakra remembers Chakra Signatures like a dog would scents, or humans would sights.

Generally, one can identify whether or not the signature is human, demonic, animal or simply alien.

ssAntonio
Vice Captain


ssAntonio
Vice Captain

PostPosted: Wed Jun 12, 2013 8:18 am


Chakra Recovery
Once a character experiences a loss of chakra, it recovers when resting in the same manner as it would hit points. A character's chakra pool is recovered fully after an evening of rest (approximately 1900 Words).

A character recovers his chakra reserve at a rate equal to his character level every evening of rest. Bed rest does not affect the rate at which a character recovers his chakra reserve. A character whose chakra reserve is 0 suffers from chakra depletion (see below).


Low Reserve: A character whose chakra reserve is reduced below 50% is fatigued until his chakra reserve is over that threshold again. If the character's reserves were depleted during an encounter, the fatigue does not take until the encounter ends. If the chakra reserve falls below one-quarter (25%), even during an encounter, the character is immediately fatigued.

Ingesting a soldier pill will allow the character to negate fatigue from low reserves.

No Chakra: When a character's chakra pool reaches 0, its chakra reserves are instantly reduced to 0 as well to replenish his chakra pool back to 1, and it suffers chakra depletion (see below).

If the character takes chakra damage while at 0 chakra, the chakra damage is doubled and taken from his hit points instead.

A character with chakra pool 0 can only take a single move or attack action every round, and cannot run or charge. Ability damage or drain cannot lower a character's chakra pool below 1.

A character whose maximum chakra pool reaches 0 suffers Constitution damage instead (or Wisdom, if the character has no chakra score or the Will Over Flesh feat).

Chakra Depletion
When a character's chakra reserve is 0, it suffers from chakra depletion until it recovers fully. While in chakra depletion, the character is exhausted until his chakra reserve recovers to the 50% threshold, when it is fatigued until it recovers fully.

In addition, the character only recovers one-quarter of his chakra pool every night during chakra depletion. Complete bed rest doubles that amount.
A character suffering from chakra depletion does not regain chakra when taking a short rest. Chakra reserve recovery coming from a source other than normal rest does not alleviate chakra depletion.
PostPosted: Wed Jun 12, 2013 11:12 am


Chakra Damage
When a character takes chakra damage, he risks suffering chakra depletion (see above). There are other ways in which chakra pool can go up or down, as described below.


Chakra Coils Damage: This type of damage is very rare and difficult to cure. Chakra Coil Damage lowers the character's current and total chakra pool and chakra reserves.

Temporary chakra coil damage heals at the rate of 1 point per 1000 words of complete bed rest, unless aided by a medical ninjutsu technique. Permanent chakra coil damage does not heal naturally and requires the aid of specific techniques or methods.

Temporary Chakra and Bonus Chakra: Temporary increase of the relevant ability score does not increase the character's chakra pool, unless explicitly states in the ability.

Temporary chakra does not increase the chakra pool but instead serves as a buffer for it. It is generally spent first. If a temporary effect that directly increased the character's chakra pool fades, the character's chakra pool is not reduced below 1 when it does. The character cannot have more than his maximum chakra pool in temporary chakra at any one time.

Bonus Chakra or Chakra Reserve permanently increases a character's maximum chakra pool or reserve.

ssAntonio
Vice Captain


ssAntonio
Vice Captain

PostPosted: Wed Jun 12, 2013 12:11 pm


Elemental Chakra Nature

All living beings are born with a specific elemental chakra nature determined at birth.
That chakra nature allows the character to perform elemental Ninjutsu of a certain subtype and greater resistance against that same type. There are 5 chakra types a character can have: Earth, Fire, Lightning, Water and Wind and many combinations between the five. Each chakra type, called nature, is defeated by another, and so on.

When a character gains a specific elemental nature transformation, he becomes able to learn, perform and copy Ninjutsu techniques of that subtype. For instance, a character who gains the fire nature transformation is able to learn and perform Katon Ninjutsu.
Furthermore, the first elemental nature transformation gained at the 1st level is called an affinity, while the nature transformations gained at 11th, 16th, and 21st level afterwards provide no additional benefits than enabling the character to perform a broader range of techniques; an ability that requires or refers to an elemental affinity refers to that nature transformation. See the table below for details.
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Learn Bonus: This column represents the bonus gained to Learn checks gained from the elemental affinity only.

Energy Resistance:
This column represents the energy resistance conferred by the elemental affinity. See the table below for details.

Nature Transformations:
This column serves as a marker for the character's progression in acquiring new elemental nature transformations. The character gains an elemental affinity at 1st level, then a secondary nature transformation at 11th, 16th and 21st level.
Each new elemental nature transformation requires a number of words of training in relevance to the level it was obtained at to be used (1100 words at the 11th level, 1600 words at the 16th level, etc.)
Each element has a weakness and a specific descriptor it is strong against. For example, a character with the wind affinity would gain penalties to saves against techniques with the fire descriptor.

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Weak/Strong against: An elemental affinity is always strong against another affinity, and weak against another. The "weak against" column notes the affinity which the character will suffer a chakra nature penalty from a chakra-based attack with the appropriate descriptor.

The "strong against" column notes the affinity which will cause other characters to suffer a chakra nature penalty from a chakra-based attack with the appropriate descriptor. The element a character is strong against also determines what energy resistance he gains. A fire-natured character would gain wind resistance.

A secondary nature transformation does not grant particular strengths or weaknesses.

A chakra-based form of attack that strikes an object created by chakra which the attack is strong against deals normal damage, regardless of the normal damage penalty for that energy type (see below).

Chakra Nature Penalty: A chakra nature penalty, as mentioned above, is a -2 penalty to saving throws against a chakra-based attack of the specific descriptor.

Descriptor: This column notes the descriptor associated with the specified affinity, for the purpose of powers, spells, techniques and determining energy resistance. Fire affinity grants wind resistance, for example, but wood affinity does not grant energy resistance.

Ice and Wood Elements: These two special elements can only be obtained by selecting special feats or bloodlines. These elements are combinations of other elements and do not have a specific weakness or
strength.

Hyouton
Prerequisite:
Primary elemental affinity (water or wind), can only be taken at 1st level, heroic character.
Benefit: You gain an elemental affinity to Ice as well as Water or Wind (whichever you didn't select as your primary elemental affinity). Your Ice affinity may replace your primary elemental affinity, which is then downgraded to a normal affinity.

You do not gain elemental affinities from levels.

Mokuton
Prerequisite:
Primary Elemental Affinity (Earth or Water), can only be taken at 1st level, heroic character.
Benefit: When gaining a secondary elemental affinity to earth or water (whichever you didn't select as your primary elemental affinity), you also gain a Mokuton affinity.

Chakra Resistance
Chakra resistance is the ability to negate all effects of a chakra-based technique—although not all techniques are affected by chakra resistance. In the simplest sense, chakra resistance counts as a Defense score that technique users must pass to affect a resistant creature.

To affect a creature with chakra resistance with a technique, the origin of the technique must make a level check (1d20 + character level) against the creature's chakra resistance score. If the check fails, the technique does not affect the creature. Chakra resistance is always active and does not require the creature's attention to function, meaning it will work even if he is not aware of the threat.

Only techniques and spell-like abilities that allow the use of techniques are affected by chakra resistance; extraordinary abilities, supernatural abilities, spells and powers are not.

Techniques originating from objects are also affected by chakra resistance, but mystical effects such as the extra damage of a cold snap enhancement seal is not. Some techniques also ignore chakra resistance, namely Taijutsu techniques, see below.

A creature can choose to freely lower its chakra resistance as part of an swift action that does not provoke an attack of opportunity. Once the chakra resistance has been lowered, it remains down until the creature's next turn. At the beginning of the creature's next turn, it can choose to keep its chakra resistance down as an swift action that does not provoke an attack of opportunity.

A creature's chakra resistance does not interfere with its own abilities. For example, a creature with chakra resistance attempting to use a Medical ninjutsu technique is not hampered.

Chakra resistance cannot be shared and does not stack. Use whichever source of chakra resistance is strongest given the circumstances of the attack.

Applying Chakra Resistance: As a general rule, chakra resistance applies to spell fueled completely by chakra, such as a great gout of flame. The Techniques chapter contains a specific entry for each technique that allows you to determine whether or not chakra resistance applies.

Area Techniques:
In the case of area techniques, chakra resistance only protects a single creature. If a creature in the lot has chakra resistance the origin of the technique fails to pass, only that creature is protected from the technique.

Effects: Effects techniques do not always generate effects that are affected by chakra resistance. For example, techniques that create a simple weapon allow a creature to attack another creature with chakra resistance normally. Summoned creatures are also able to attack a creature with chakra resistance normally.

For lingering and ongoing effects with a duration, chakra resistance is only checked once. If the origin successfully rolls against chakra resistance, the resistant creature will always be affected by the technique; otherwise, the creature will always be protected. This only applies to that instance of the technique. If the technique is used again, chakra resistance must be checked as well.

Chakra resistance can protect a creature from techniques that have already been used. For instance, if the creature steps within a square that was set on fire by Amaterasu, chakra resistance is checked. If the origin fails, the creature is not damaged by the fire.

Chakra resistance does not generally apply to effects that fool the senses, unless it directly interacts with the creature. The Kakusu Nioi technique, which allows the character to hide his scent, will not trigger chakra resistance, but Funran no Jutsu which can disable the Scent ability would.
Finally, chakra resistance applies only if the effect is forming. If the end result of a technique is to create a stone wall, a creature with chakra resistance cannot simply touch it to disrupt it if it has already formed.

Resolving Chakra Resistance: Chakra resistance negates the effect of a technique on the resistant creature, but it cannot remove or negate a chakra-based effect, such as most Genjutsu, from another creature. Against a lingering effect, a failed check against chakra resistance allows the resistant creature to ignore the effects of the technique, but others continue to be affected normally.
PostPosted: Wed Jun 12, 2013 12:38 pm


THE BASICS
Dice Notation

These rules use the following die notations:

* d4 = four sided die
* d6 = six sided die
* d8 = eight sided die
* d10 = ten sided die
* d12 = twelve sided die
* d20 = twenty sided die
* d% = percentile dice

Die rolls are expressed in the format:

[#] die type [+/- modifiers]

Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."
Rounding Fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
Multiplying

Sometimes a special rule makes you multiply a number or a die roll. As long as you're applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3).

Basic Task Resolution System

These rules assume a standardized system for determining the success or failure of any given task. That system is:

d20 + Modifiers vs. Target Number

The Modifiers and Target Number are determined by the type of task.

If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

A "natural 20" on the die roll is not an automatic success. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise.

Modified Game Mechanics

This section contains all the basic game mechanics of the d20 Modern system that were modified or simply taken out, as well as important elements of the Naruto d20 system.

Energy Damage
Four new types of energy damage were added to the Naruto d20 system, earth, water, wind and holy damage.
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Earth damage is common to the Doton ninjutsu subtype and Earth dragons. Water is common in Suiton ninjutsu and Water dragon, and finally Wind damage is common in Fuuton techniques and Wind dragons.

Holy damage is a very uncommon type of damage found only in very few techniques, and techniques enhanced by special feats or abilities.

Each of the new damage type has an energy resistance equivalent of the same name, that acts in the same way energy resistance would for typical damage types.

Wind damage deals normal damage against object with hardness; holy damage deals half damage, while earth and water deal one-quarter damage against objects with hardness.

Learn

This element is essential in the learning and mastering of techniques, though it can be employed elsewhere also. Learn checks are made to learn, develop, create and master techniques.

To make a Learn check, the character rolls 1d20 + character level + relevant ability modifier. The learn bonus presented in a creature's description does not include relevant ability modifier, but includes any bonus to Learn checks the creature may have, such as Chakra Affinity, Genius Nin or Grand Master.

A character can take 10 but not take 20 when making a Learn check.

Learning Techniques:
The process of learning a technique is explained in details in Techniques section. The character must succeed a number of times based on the technique's complexity rating, and each attempt takes a number of words relevant to the technique's rank.

Starting Techniques:
During character creation, the player does not typically roll Learn checks. Most characters start with 1d4 techniques, plus 1 per level. Typically, the character gains the three basic Ninjutsu as bonus techniques, so long as it has ranks in the Ninjutsu skill: Bunshin no Jutsu, Henge no Jutsu and Kawarimi no Jutsu.

ssAntonio
Vice Captain

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~: Rule Book

 
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