SHINOBI : Origins - General Rules
Downtime
A downtime is a block 6 hour block of free time that can be taken in a town or out exploring. It is up to each individual player to choose how to spend a downtime. If multiple players are taking a downtime together, one character may assist another for +1 Dice but this sacrifices the assisting characters downtime. Some common ways to spend a downtime are Resting, Shopping, Crafting, Repairing, Learning a jutsu, Foraging, and Working. Resetting your load can be done for free at the beginning or end of a downtime in addition to your chosen activity.
Resting
By taking a downtime to rest a character usually adds two ticks to their personal healing clock. Chakra is restored depending on the comfort level of the rest. An exposed rest such as sleeping outside without a tent or bedroll only restores 2 Chakra. Rugged resting requires camping supplies or basic shelter and restores 4 Chakra. Comfortable resting requires a bed indoors without the elements as a factor and restores 6 Chakra. In some situations you may be able to restore additional chakra by taking a rest in a place known for its comforting effects such as a hot spring or high end inn or taking time to relax with a good meal, listening to a musical performance, or taking a hot bath. These accommodations may offer 8 or 10 Chakra but usually cost 1 to 2 gold.
Hunger and Thirst
Traveling consumes a Necessity of trail rations and water each day and an additional unit of animal feed / animal if there is not suitable grazing available. Each day you go without eating you must make an Endure test to avoid taking the Level 1 Harm "Hunger" which can only be removed by eating. Failing the test gives you the harm while passing the test costs chakra equal to 6 - your result.
Each day gone without water calls for a similar Endure test to avoid the Level 1 Harm "Thirst" which can only be removed by drinking. It operates in the same way.
Animals that go without feed take ticks to their health clock automatically each day.
Each day gone without water calls for a similar Endure test to avoid the Level 1 Harm "Thirst" which can only be removed by drinking. It operates in the same way.
Animals that go without feed take ticks to their health clock automatically each day.
Selling to Markets
As part of a shopping downtime in a market or with access to a merchant you may sell equipment. The standard selling price to a market is 1/2 of the items value. If you have an item valued at 1 Gold, you'll have to sell two of them to receive 1 Gold back.
Shopping
Going to a market to trade items usually requires a downtime. A commerce roll can be made to determine if something specific is available. The roll may be modified with more or less dice if you or the GM deem the item more or less common in this location. The more specific your search is, the more dice reductions on the roll. If an item is available it can usually be purchased at market price but increased effect to Commerce tests can allow you to get a deal, usually at 1g / effect beyond 2 to a minimum cost of 1g. One downtime spent shopping allows you to search for one specific specific item or any number of mundane items that would be available at most locations.
Scroll Shopping
When specifically looking to buy scrolls, the GM should follow this procedure.
- The player specifies what nation the scroll they are hoping for is from
- The player may specify a jutsu description at -2 dice
- Modify the Commerce roll with + or - dice depending on assumed availability
- Roll Commerce and determine result of effect:
Effect 1 - 1 scroll is available from a random nation (Roll 1d20)
Effect 2 - 1 scroll of this nation is available
Effect 3 - 1 scroll of the requested nation is available
Effect 4+ - additional Effect 1 result for each Effect above 3
Nation List
1- Light 6- Earth 11- Beast 16- Spirit
2- Gravity 7- Grass 12- Bone 17- Demon
3- Lightning 8- Wind 13- Metal 18- Sand
4- Dragon 9- Fire 14- Ice 19- Sound
5- Water 10- Cosmic 15- Shadow 20- Poison
- Determine the primary Skill of the Justu
Roll 1d5 to determine Skill Set
Roll 1d6 to determine Skill
- Come up with a Jutsu name and description that fits the nation and relates to the primary Skill. The shopping player should not suggest any results.
- Determine cost
Of this nation - 4g
Of a neighboring nation - 5g
Of a distant nation - 6g
- The player specifies what nation the scroll they are hoping for is from
- The player may specify a jutsu description at -2 dice
- Modify the Commerce roll with + or - dice depending on assumed availability
- Roll Commerce and determine result of effect:
Effect 1 - 1 scroll is available from a random nation (Roll 1d20)
Effect 2 - 1 scroll of this nation is available
Effect 3 - 1 scroll of the requested nation is available
Effect 4+ - additional Effect 1 result for each Effect above 3
Nation List
1- Light 6- Earth 11- Beast 16- Spirit
2- Gravity 7- Grass 12- Bone 17- Demon
3- Lightning 8- Wind 13- Metal 18- Sand
4- Dragon 9- Fire 14- Ice 19- Sound
5- Water 10- Cosmic 15- Shadow 20- Poison
- Determine the primary Skill of the Justu
Roll 1d5 to determine Skill Set
Roll 1d6 to determine Skill
- Come up with a Jutsu name and description that fits the nation and relates to the primary Skill. The shopping player should not suggest any results.
- Determine cost
Of this nation - 4g
Of a neighboring nation - 5g
Of a distant nation - 6g
Learning Jutsu
As a downtime action, players can attempt to learn jutsu from scrolls they have in their possession. This is usually done with an Education test but the GM may allow for other skills to be rolled at a penalty. When the player fills a four clock they have learned the jutsu and record it on their character sheet. They may dispose of the scroll or keep it to aid in teaching others but it will no longer hold any value to shops. If learning in a town that has a dojo, the player may spend gold in exchange for effect to fill the clock faster. Learning a scroll in the nation of its origin grants a bonus die on the roll. If learning a Jutsu from a teacher who already knows it allows the teacher to make an Inspiration test, or similar roll at the GMs digression, adding a bonus die to the student's Education test per effect rolled. Once a Jutsu is learned it cannot be altered unless it is completely relearned after the alterations are made via Scroll Craft.
Modifying Jutsu
Modification Scrolls are items that change the effects of a jutsu to make them more powerful. Jutsu can be altered without the use of these special scrolls but doing so doesnt increase the jutsus power. Any type of alteration to a jutsu must be done before it is learned. This is usually a Scroll Craft test on a four clock. Once the clock has been filled the jutsu can then be learned as usual with another four clock. Modifying a jutsu you have already learned means you must make the modification rolls and then make the learning rolls again.
Foraging
Foraging allows you to collect resources from the environment. This could be hunting, fishing, mining, rummaging through trash, or literal plant foraging. The player makes a single roll on a skill of their choice while the GM may modify the roll based on availability of resources in the area and the strategy used to obtain them. You may spend load to use beneficial equipment or use jutsu to gain dice or effect. You collect resources valued at 1 Gold / Effect. It is the GMs decision whether the player finds multiple low valued resources or fewer higher valued ones.
Working
A task that is usually only available in town, Working allows a character to earn gold by performing a single skill test of their choosing. The player can choose to work using any skill they can justify. The GM may impose + or - Dice to represent a skill that is in high or low demand. The GM can also limit what types of jobs can be done in any given location. You may spend load to use beneficial equipment or use jutsu to gain dice or effect. Your efforts count as ticks on a four clock. You are rewarded with 1 Gold each time you fill the clock. You can carry over successes until you travel to another town or change jobs. If you take on dishonorable work such as pick pocketing, prostitution, or gambling, you may increase your effect by 2 at the cost of 1 tick of Honor. Similarly you may attempt dangerous or strenuous work such as guard duty in a crime ridden city, hard labor, or beast hunting to gain +2 effect at the cost of a Lvl 1 Harm or 2 Chakra; the GMs choice.
Crafting
Crafting is performed on a four clock to create a single item. One component must be spent to craft an item for every 2 of its gold value. The components used determines the descriptors of the created item. Components are valued at 1 Gold for standard components like iron ore, wood, and herbs. More expensive components allow for more beneficial descriptors such as light weigh magnesium ore, hard wood, and sleeping herb. The value of a component that has been turned into a crafted item is 2 higher than the cost of its combined components. A craftsman can make an item Fine by recrafting it and spending an additional 2 components to make it but the item must already exist first. This means two 4 clocks must be completed; one to make the item and another to make it Fine. Repairing a damaged item requires a craftsman spend 1 component of the same type and fill a 2 clock to make the repair. Repairing a broken item takes 2 components and a 4 clock to restore it to normal condition.
Using Jutsu outside of Combat
Justu can be used any time but cost 1 Chakra / use outside of combat. Rolls to use them are made as down time rolls without consequence and have the effect rate below.
1-3 - 1 Effect
4-5 - 2 Effect
6 - 3 Effect
Crit - 4 Effect
1-3 - 1 Effect
4-5 - 2 Effect
6 - 3 Effect
Crit - 4 Effect
PVP Tests
In situations where one player is making a test against another, The initiating player describes their action and the GM determines the appropriate defensive Skill that the defending player must roll. Both roll and compare their Effects as if making a downtime roll. The player with the lower Effect subtracts their value from the other players Effect value then takes the remaining Effect as a condition imposed by the initiating player.
Honor
Honor is a measure of your characters reputation for staying true to the way of the Shinobi, also known as the Shinobi Oath. This oath is taken by all Shinobi upon reaching the rank of Genin. It promotes the aspects of morality, lawfulness, bravery, respect, and duty. At heart the title of Shinobi makes you a freelance defender of all people for fair payment. Your duty is to serve those who hire you on for missions while staying mindful of the oath. You may be hired as a mercenary to fight in a war but if you are on the side of injustice you will lose honor for your actions. Those who remain both morally good and lawful should see their Honor increasing.
A characters Honor determines how NPCs treat them and what NPCs may recognize them. It also determines the difficulty of missions a character is permitted to accept. It can be staked to aid in persuasion. Finally it can be maxed out at 10 to gain Glory.
Gaining and Losing Honor
Characters gain or lose 1 tick of Honor / difficulty level for completing most missions. Losing Honor only comes into play if the way the mission was completed went directly against the Shinobi Oath. You can also gain Honor by going out of your way for multiple downtimes to exhibit edicts of the oath at little or no gain to yourself. Helping NPCs for no reward, giving to the poor, and offering your downtimes to aid your allies without payment all add 1 tick to a four clock to gain 1 Honor. In the same fashion, losing Honor works the same way. Each time you steal, lie, slander, or take an action against the oath, you take a tick on a four clock to lose 1 Honor. If you have an active clock to gain 1 Honor, going against the oath would first have to remove all ticks from that clock before starting the clock to lose 1 Honor.
NPC Interactions
Characters with little to no Honor are not seen as untrustworthy or evil. They are just not well known for their deeds. As your Honor increases, NPCs who appreciate your accordance with the oath will be more likely to recognize you and trust you, especially in areas directly affected by your accomplishments. As your Honor falls into the negatives you will gain a reputation for your misdeeds and trust from others may not come so easily. Fall far enough out of Honor and offended powers may even hire honorable Shinobi to bring you to justice. Regardless of your fluctuating Honor, you are expected to show respect to those above your station. It would be disrespectful for a Genin with high Honor to disobey the commands of a Chunin or Jonin even if their honor was lower. All Shinobi are also expected to exhibit respect and courtesy towards nobility such as clan leaders who usually will not hold Shinobi rank.
Using Honor to Accept Missions
To accept a mission of higher difficulty, your Honor comes into play. The Party Leader acquires a mission based on their positive or negative honor. Negative Honor is called Dishonor and allows you to accept unsavory or illegal missions like assassinations, smuggling runs, and heists with unjust or immoral intent. No Honor is staked when you accept a mission that requires Dishonor and these missions decrease all participants Honor when completed but may offer slightly higher rewards. Missions that use positive Honor require that Honor be staked upon accepting the mission and will be lost by the Party Leader if the mission is failed. The Party Leader can be any member of the party and the rest of the party is allowed to participate in the mission alongside them regardless of their Honor in most cases.
Mission Difficulties
Honor 0 - Simple
Honor +/-1-3 - Moderate
Honor +/-4-6 - Advanced
Honor +/-7-9 - Dangerous
Honor +/-10 - Deadly
Staking Honor
You can voluntarily stake Honor in any situation where having more trust between you and someone you are trying to persuade benefits you as long as the opposing party values the Shinobi Oath. For every 2 Honor staked, you gain +1 Die or +1 Effect on the roll. When you do this you are making a promise that if broken, causes you to lose the Honor you staked. Staked Honor should be recorded on the character sheet. You may stake Honor against up to 3 Parties at a time before you'll need to fulfill your promises and avoid getting a reputation for "all talk and no action".
Glory
Whenever your honor is at 10 you have Glory. A character with Glory may use it once / session to add 3 dice to a roll after rolling but before accepting the results. Spending your Glory does not decrease your Honor and you may use it again next session as long as your Honor remains at 10.
A characters Honor determines how NPCs treat them and what NPCs may recognize them. It also determines the difficulty of missions a character is permitted to accept. It can be staked to aid in persuasion. Finally it can be maxed out at 10 to gain Glory.
Gaining and Losing Honor
Characters gain or lose 1 tick of Honor / difficulty level for completing most missions. Losing Honor only comes into play if the way the mission was completed went directly against the Shinobi Oath. You can also gain Honor by going out of your way for multiple downtimes to exhibit edicts of the oath at little or no gain to yourself. Helping NPCs for no reward, giving to the poor, and offering your downtimes to aid your allies without payment all add 1 tick to a four clock to gain 1 Honor. In the same fashion, losing Honor works the same way. Each time you steal, lie, slander, or take an action against the oath, you take a tick on a four clock to lose 1 Honor. If you have an active clock to gain 1 Honor, going against the oath would first have to remove all ticks from that clock before starting the clock to lose 1 Honor.
NPC Interactions
Characters with little to no Honor are not seen as untrustworthy or evil. They are just not well known for their deeds. As your Honor increases, NPCs who appreciate your accordance with the oath will be more likely to recognize you and trust you, especially in areas directly affected by your accomplishments. As your Honor falls into the negatives you will gain a reputation for your misdeeds and trust from others may not come so easily. Fall far enough out of Honor and offended powers may even hire honorable Shinobi to bring you to justice. Regardless of your fluctuating Honor, you are expected to show respect to those above your station. It would be disrespectful for a Genin with high Honor to disobey the commands of a Chunin or Jonin even if their honor was lower. All Shinobi are also expected to exhibit respect and courtesy towards nobility such as clan leaders who usually will not hold Shinobi rank.
Using Honor to Accept Missions
To accept a mission of higher difficulty, your Honor comes into play. The Party Leader acquires a mission based on their positive or negative honor. Negative Honor is called Dishonor and allows you to accept unsavory or illegal missions like assassinations, smuggling runs, and heists with unjust or immoral intent. No Honor is staked when you accept a mission that requires Dishonor and these missions decrease all participants Honor when completed but may offer slightly higher rewards. Missions that use positive Honor require that Honor be staked upon accepting the mission and will be lost by the Party Leader if the mission is failed. The Party Leader can be any member of the party and the rest of the party is allowed to participate in the mission alongside them regardless of their Honor in most cases.
Mission Difficulties
Honor 0 - Simple
Honor +/-1-3 - Moderate
Honor +/-4-6 - Advanced
Honor +/-7-9 - Dangerous
Honor +/-10 - Deadly
Staking Honor
You can voluntarily stake Honor in any situation where having more trust between you and someone you are trying to persuade benefits you as long as the opposing party values the Shinobi Oath. For every 2 Honor staked, you gain +1 Die or +1 Effect on the roll. When you do this you are making a promise that if broken, causes you to lose the Honor you staked. Staked Honor should be recorded on the character sheet. You may stake Honor against up to 3 Parties at a time before you'll need to fulfill your promises and avoid getting a reputation for "all talk and no action".
Glory
Whenever your honor is at 10 you have Glory. A character with Glory may use it once / session to add 3 dice to a roll after rolling but before accepting the results. Spending your Glory does not decrease your Honor and you may use it again next session as long as your Honor remains at 10.
Combat Rules
Initiative and Enemy Difficulty
When combat begins the GM will call for the players to make an initiative order. The GM will decide the primary Skill and a secondary Skill as a tie breaker. The Players compare the dots in their Primary Skills to determine turn order, using the dots in their secondary Skills as the tie breaker. The enemies have turns within the turn order depending on their threat level.
An average enemy or group of enemies shares a number of turns equal to or less than the number of players and can use a turn each time a player rolls for their action or at the end of the round if they have remaining actions. If the player rolls a 6 or crits, the enemy loses a turn without imposing a consequence.
A harder enemy or group of enemies share a number of turns equal to the number of players and can use a turn each time a player rolls for their action, before a player rolls if they take more than 10 seconds to decide what to do, or at the end of the round if they have remaining actions. If the player crits, the enemy loses a turn without imposing a consequence.
A very difficult enemy or group of enemies share a number of turns equal to or greater than the number of players, usually not exceeding 2x the number of players. The enemy can use a turn at the start of the round, each time a player rolls for their action, before a player rolls if they take more than 10 seconds to decide what to do, or at the end of the round if they have remaining actions. If the player triple crits (rolls 3 sixes) the enemy loses a turn without imposing a consequence.
An average enemy or group of enemies shares a number of turns equal to or less than the number of players and can use a turn each time a player rolls for their action or at the end of the round if they have remaining actions. If the player rolls a 6 or crits, the enemy loses a turn without imposing a consequence.
A harder enemy or group of enemies share a number of turns equal to the number of players and can use a turn each time a player rolls for their action, before a player rolls if they take more than 10 seconds to decide what to do, or at the end of the round if they have remaining actions. If the player crits, the enemy loses a turn without imposing a consequence.
A very difficult enemy or group of enemies share a number of turns equal to or greater than the number of players, usually not exceeding 2x the number of players. The enemy can use a turn at the start of the round, each time a player rolls for their action, before a player rolls if they take more than 10 seconds to decide what to do, or at the end of the round if they have remaining actions. If the player triple crits (rolls 3 sixes) the enemy loses a turn without imposing a consequence.
Starting Position
Usually when combat begins the GM will call for Position rolls. This can be lead by a leader or rolled separately but each player will need to roll. The GM chooses a skill that best suits the narrative to establish position. Some examples would be, Stealth if the party is triggering an ambush, Search if the party is being ambushed, or Tactics if both parties are aware of combat beginning, but the GM has flexibility here possibly calling for Finesse for a combat taking place on a rocking ship, or Search for combat starting in a thick fog.
The result of the roll determines each players starting position.
1-3 - Desperate
4-6 - Risky
Crit - Controlled
The result of the roll determines each players starting position.
1-3 - Desperate
4-6 - Risky
Crit - Controlled
Holding your Turn
A player cannot hold their turn to act later in the round. Instead players are encouraged to make use of Set Up Teamwork Actions and Defensive Actions, both of which offer benefits that extend until your next turn.
Rushing an Action
On your initiative, you may speak freely, move about 30-50ft, and make a single Skill Test to perform an action. You may rush to perform an additional action at the cost of reducing your position, paying 2 chakra, or suffering an automatic consequence. The player decides what cost to pay. Doing so does require an additional Skill test that comes with its own consequence.
Movement
A player can move a set distance at no cost each turn based on their load.
Light - 50ft
Normal - 40ft
Heavy - 30ft
Overloaded - 10ft
They can choose to move that distance a second time in their turn instead of taking an action. Using a Jutsu to enhance your movement usually doubles your movement rate.
Light - 50ft
Normal - 40ft
Heavy - 30ft
Overloaded - 10ft
They can choose to move that distance a second time in their turn instead of taking an action. Using a Jutsu to enhance your movement usually doubles your movement rate.
Load
Accessing your Load in combat works as it does in free play. It does not cost your action to equip or exchange items in your Load. Using an item such as drinking a potion or throwing a paper bomb does costs your action.
Taking Action
The core of the combat system revolves around the Action Roll. On your turn, you describe exactly what your character is trying to do and the effect they are hoping to achieve. The player also decides which skill they are using to do this and may be asked to explain how that skill makes sense in the situation. The GM then imposes a penalty of less dice or less effect if they do not agree that the skill being used is the best for the job and may offer their opinion for a more appropriate skill at no penalty but the player can still choose to roll their choice as long as it is reasonable. The GM can even rule that the skill being used will have no effect if the chosen skill is unreasonable such as using Handle Animal to swing a greatsword.
Sometime a player may use multiple Jutsu to perform a single action such as using Wind Stride to reach a distant enemy, followed by Breathless Strike to deal damage. The player makes a single skill roll and can only apply modification benefits from 1 of the Jutsus used. This decision must be made before any dice are rolled for the action.
If two Justu are used that use effect against clocks the player must divide their total successes as they choose between the tasks their action is completing. For example, you could use Mind Rend Jutsu on a nearby target while using Flurry Fist on a target in melee, You could gain the +1 Effect from the Flurry Fist use and make a single roll for Mentalism. The result is a total effect of 3. You choose to put 2 effect towards stunning the enemy with Mind Rend while still dealing 1 effect of damage to the enemy in melee.
Sometime a player may use multiple Jutsu to perform a single action such as using Wind Stride to reach a distant enemy, followed by Breathless Strike to deal damage. The player makes a single skill roll and can only apply modification benefits from 1 of the Jutsus used. This decision must be made before any dice are rolled for the action.
If two Justu are used that use effect against clocks the player must divide their total successes as they choose between the tasks their action is completing. For example, you could use Mind Rend Jutsu on a nearby target while using Flurry Fist on a target in melee, You could gain the +1 Effect from the Flurry Fist use and make a single roll for Mentalism. The result is a total effect of 3. You choose to put 2 effect towards stunning the enemy with Mind Rend while still dealing 1 effect of damage to the enemy in melee.
Action Roll Results
Once you roll for an Action, take your highest die result to determine the total effect.
1-3 - No effect
4-6 - 2 Effect
Crit - 3 Effect
If your action allowed you to gain additional effect, it is added after the roll and you must score at least a 4 to add additional effect.
What you get out of your effect was determined by your wording when you made the action roll. Any unspecified goal for results is up to the GM to decide how it is spent. Common ways to spend effect are
Damage - Add 1 tick to the enemies health clock / effect
Disarm - Spend 2 effect to restrict an enemies use of an attack until they spend a turn to undo it
Disable - Spend 2 Effect to grant +2 Dice to defensive rolls to players who defend against the disabled attack
Specific Defense - Spend 2 effect to grant +2 Dice against a specific type of attack until your next turn
Broad Defense - Spend 2 effect to grant +1 Dice to all defensive rolls until your next turn
Impose Worse Position - Spend 2 effect to give all others +1 Dice to effect an enemy until your next turn
Increase Position - Spend 2 effect to increase position 1 step
Create Weak Spot - Spend 2 effect to give all others +1 Effect against an enemy until your next turn
Debuff - Spend 2 successes grant a +1 Dice bonus to defensive rolls to players who are targeted by the debuffed enemy
Heal - Add 1 tick to a healing clock / effect
Restore Chakra - Recover 1 Chakra / 2 effect
Charge an Action - Add 1 to the effect of a specified action next turn / 2 effect
1-3 - No effect
4-6 - 2 Effect
Crit - 3 Effect
If your action allowed you to gain additional effect, it is added after the roll and you must score at least a 4 to add additional effect.
What you get out of your effect was determined by your wording when you made the action roll. Any unspecified goal for results is up to the GM to decide how it is spent. Common ways to spend effect are
Damage - Add 1 tick to the enemies health clock / effect
Disarm - Spend 2 effect to restrict an enemies use of an attack until they spend a turn to undo it
Disable - Spend 2 Effect to grant +2 Dice to defensive rolls to players who defend against the disabled attack
Specific Defense - Spend 2 effect to grant +2 Dice against a specific type of attack until your next turn
Broad Defense - Spend 2 effect to grant +1 Dice to all defensive rolls until your next turn
Impose Worse Position - Spend 2 effect to give all others +1 Dice to effect an enemy until your next turn
Increase Position - Spend 2 effect to increase position 1 step
Create Weak Spot - Spend 2 effect to give all others +1 Effect against an enemy until your next turn
Debuff - Spend 2 successes grant a +1 Dice bonus to defensive rolls to players who are targeted by the debuffed enemy
Heal - Add 1 tick to a healing clock / effect
Restore Chakra - Recover 1 Chakra / 2 effect
Charge an Action - Add 1 to the effect of a specified action next turn / 2 effect
Consequences
The consequence of your action roll is determined by your Position
Controlled
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - your may withdraw the action or choose to succeed but decrease your position to Risky
1-3 - you fail and suffer a minor consequence
Risky
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - you succeed but suffer a standard consequence
1-3 - you fail and suffer a standard consequence
Desperate
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - you succeed but suffer a severe consequence or,
- suffer a standard consequence that costs 1 chakra to defend or,
- suffer a standard consequence and a minor consequence that cannot be defended
1-3 - you fail and suffer a severe consequence or,
- suffer a standard consequence that costs 1 chakra to defend or,
- suffer a standard consequence and a minor consequence that cannot be defended
Terrible
Crit - you succeed at +1 effect
6- you succeed at 2 effect
4-5 - you succeed but suffer a severe consequence that costs 1 chakra to defend or,
- suffer a standard consequence that costs 2 chakra to defend or,
- suffer a standard consequence and a standard consequence that cannot be defended
1-3 - you fail and suffer a severe consequence that costs 1 chakra to defend or,
- suffer a standard consequence that costs 2 chakra to defend or,
- suffer a standard consequence and a standard consequence that cannot be defended
Then the GM will roll on the chart below to determine the consequence. In some cases they may choose a specific consequence when facing more difficult enemies.
Roll 1d6
1- Reduced Effect (-1 Effect)
2- Worse Position (-1 Position Step)
3- Lost Opportunity (The approach and skilled used wont work anymore)
4- Complication (A new problem emerges)
Minor - 1 tick on clock
Standard - 2 ticks on clock
Severe - 3 ticks on clock
5-6- Harm (damage is dealt)
Minor - level 1 Harm
Standard - level 2 harm
Severe - level 3 harm
Controlled
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - your may withdraw the action or choose to succeed but decrease your position to Risky
1-3 - you fail and suffer a minor consequence
Risky
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - you succeed but suffer a standard consequence
1-3 - you fail and suffer a standard consequence
Desperate
Crit - you succeed at +1 effect
6 - you succeed at 2 effect
4-5 - you succeed but suffer a severe consequence or,
- suffer a standard consequence that costs 1 chakra to defend or,
- suffer a standard consequence and a minor consequence that cannot be defended
1-3 - you fail and suffer a severe consequence or,
- suffer a standard consequence that costs 1 chakra to defend or,
- suffer a standard consequence and a minor consequence that cannot be defended
Terrible
Crit - you succeed at +1 effect
6- you succeed at 2 effect
4-5 - you succeed but suffer a severe consequence that costs 1 chakra to defend or,
- suffer a standard consequence that costs 2 chakra to defend or,
- suffer a standard consequence and a standard consequence that cannot be defended
1-3 - you fail and suffer a severe consequence that costs 1 chakra to defend or,
- suffer a standard consequence that costs 2 chakra to defend or,
- suffer a standard consequence and a standard consequence that cannot be defended
Then the GM will roll on the chart below to determine the consequence. In some cases they may choose a specific consequence when facing more difficult enemies.
Roll 1d6
1- Reduced Effect (-1 Effect)
2- Worse Position (-1 Position Step)
3- Lost Opportunity (The approach and skilled used wont work anymore)
4- Complication (A new problem emerges)
Minor - 1 tick on clock
Standard - 2 ticks on clock
Severe - 3 ticks on clock
5-6- Harm (damage is dealt)
Minor - level 1 Harm
Standard - level 2 harm
Severe - level 3 harm
Defending against Consequences
Sometimes the consequence rolled is better defended than taken. if you choose to defend the GM will call for a specific defensive skill to be rolled. The result costs you chakra equal to 6 minus the result. If you crit you restore 1 chakra. Defense can always be used against Harm results and always relies on the 5 defensive skills (Analyze, Evade, Resist, Endure, and Block). If you would rather make a defensive roll with a defensive skill other than the one called for you may do so at the expense of 3 chakra.
Sometimes you may want to defend against consequences other than harm. In these situations it is up to the GM to decide if the effect can be defended and if so, what skill will be needed. Defending non-Harm consequences is not restricted to defensive skills. Some examples would be a Athletics to defend a Lost Opportunity of being disarmed, Finesse to defend a Worse Position of being tripped, or Stealth to defend a Complication of the guards being alerted. The option to choose a different skill to defend with is not available in situations where a non-defensive skill is being called for.
Sometimes you may want to defend against consequences other than harm. In these situations it is up to the GM to decide if the effect can be defended and if so, what skill will be needed. Defending non-Harm consequences is not restricted to defensive skills. Some examples would be a Athletics to defend a Lost Opportunity of being disarmed, Finesse to defend a Worse Position of being tripped, or Stealth to defend a Complication of the guards being alerted. The option to choose a different skill to defend with is not available in situations where a non-defensive skill is being called for.
Taking Harm
As you take Harm, it is logged on your character Harm chart according to the level at which it was received. If your chart is empty, the Harm is logged in the same box as its level. If there is no available box at that level, meaning you have already taken harms of that level, you must record it in the box of the next available level higher. These harms should be recorded as specific injuries sometimes specific to parts of the body. The penalties to the right of the injury come into play if that injury would hamper your action.
If you receive a Harm and have no place to record it, You die.
If you receive a Harm and have no place to record it, You die.
Reducing Harm with Armor
Anytime you take Harm you may spend Load to equip armor. Armor is either Light, Medium, or Heavy, costing 1, 2, and 3 Load respectively. Once you spend for the armor you may use it to negate any level Harm you take. Light armor can negate a single Harm, Medium can negate 2 instances of harm, and Heavy can negate 3 instances of Harm. Once depleted, armor cannot protect against harm until you take time to reset your load. This can be done in addition to any other downtime activity and must be declared at the beginning or end of the downtime. In some cases enemies may choose to damage your armor directly instead of you. Each level of effect spent this way deals 1 tick to the armor's 4 clock of durability. After 2 ticks the armor is damaged and no longer grants any special effects it may offer. After 4 ticks it is broken. Repairing Damaged armor costs 1 resource of the same type as the armors composition but repairing completely Broken armor requires 2 resources. Damaged armor does not give a -2 dice penalty like other equipment.
Chakra Depletion
As you defend yourself and rush actions your chakra will be depleted. You can deplete all 10 dots and still act normally but if something would cause you to deplete a chakra that you do not have, you fall unconscious and awaken when the GM feels it cinematically appropriate. You awaken at 1 Chakra with the Level 1 Harm Drained. If defending Harm caused your chakra to become depleted beyond 10, you reduce the incoming Harm level by 1 and fall unconscious. This may cause you to die anyway.
Teamwork Actions
Teamwork actions can be taken out of turn order as a free action. You must be able to describe how you aid the ally without moving but you are able to use Jutsu and equipment you have spent load for. You may perform any number of Teamwork actions each round. You must declare if you are using teamwork before dice are rolled. The options are:
Assist an ally why is performing an action
Cost - 1 Chakra
Benefit - Ally gains +1 Dice on the roll
Defend an ally who is taking a consequence
Cost - You make the defensive roll or take the incoming effect
Benefit - The ally is no longer subject to the consequence
Setup for a follow through
Cost - You use your action in a way to declare how a follow through action that round from an ally would be beneficial
Benefit - The ally who follows through may add +1 Dice or +1 Effect on their action
Lead a group action
Cost - Anytime you and at least 1 other ally are asked to make the same roll, you may Lead a Group Action. All involved players roll and the only result counted is the best one. The Leader takes 1 chakra depletion / player that does not roll at least a 4. This includes the leader themselves.
Benefit - All players involved in the lead action are treated as rolling the best result rolled.
Assist an ally why is performing an action
Cost - 1 Chakra
Benefit - Ally gains +1 Dice on the roll
Defend an ally who is taking a consequence
Cost - You make the defensive roll or take the incoming effect
Benefit - The ally is no longer subject to the consequence
Setup for a follow through
Cost - You use your action in a way to declare how a follow through action that round from an ally would be beneficial
Benefit - The ally who follows through may add +1 Dice or +1 Effect on their action
Lead a group action
Cost - Anytime you and at least 1 other ally are asked to make the same roll, you may Lead a Group Action. All involved players roll and the only result counted is the best one. The Leader takes 1 chakra depletion / player that does not roll at least a 4. This includes the leader themselves.
Benefit - All players involved in the lead action are treated as rolling the best result rolled.
Critical Abilities
Whenever you score a natural critical (roll at least two sixes) on an action or defensive roll in combat, you activate your Critical Ability. This is a passive effect that applies to you and all allies and lasts until every ally and enemy has acted once under the conditions of your ability. Once you choose the effect of your critical ability, it remains locked until you rank up, at which point you may change it to do something different. Critical Abilities do not activate outside of combat or on rolls made to determine starting position.
Crafting / Healing Clocks in Combat
Usually crafting things and healing takes downtime actions but with the help of jutsu, you may be able to repair, craft, and heal in combat. When performed in this way you use the Combat Effect Rate to determine how much crafting or healing you are able to do.
1-3 - 0 Effect
4-6 - 2 Effect
Crit - 3 Effect
An item that is damaged in combat will usually have a 4 clock of durability. It becomes damaged when it receives 2 ticks and broken at 4 ticks. Damaged equipment can be used at -2 dice and Broken equipment cannot be used until repaired. A roll to repair it in combat removes the ticks applied through damage and destruction. As always repairing a Damaged item in or out of combat costs 1 resource of the same type as the items composition but repairing a Broken item requires 2 components.
Creating an item by spending resources creates a single item each time a 4 clock is filled. The most common use for this is potions which replenish health and chakra based on the value of the resources spent. The average expendable herb costs 1 Gold and can be used on its own to give +2 effect on a roll made to heal ticks on a healing clock. When two of these are made into a potion it creates a new expendable that heals 4 ticks on a healing clock or restores 2 chakra. This effect is decided at the time of creation by the crafter. You may carry over unneeded effect levels within the same combat, Just as you may carry them over in consecutive downtime actions used to craft multiples of the same thing.
Healing without crafting in combat requires special jutsu to actually effect healing clocks. With Survival and Education you are still able to manipulate Harm effects like stop bleeding, slow the spread of a poison, or wake up an unconscious ally. Jutsu that heal in combat will have to go about it magically or allow you to work extremely fast if using mundane means. All progress made with healing in combat is put towards filling the targets healing clock and does allow for carry overs just like healing outside of combat.
1-3 - 0 Effect
4-6 - 2 Effect
Crit - 3 Effect
An item that is damaged in combat will usually have a 4 clock of durability. It becomes damaged when it receives 2 ticks and broken at 4 ticks. Damaged equipment can be used at -2 dice and Broken equipment cannot be used until repaired. A roll to repair it in combat removes the ticks applied through damage and destruction. As always repairing a Damaged item in or out of combat costs 1 resource of the same type as the items composition but repairing a Broken item requires 2 components.
Creating an item by spending resources creates a single item each time a 4 clock is filled. The most common use for this is potions which replenish health and chakra based on the value of the resources spent. The average expendable herb costs 1 Gold and can be used on its own to give +2 effect on a roll made to heal ticks on a healing clock. When two of these are made into a potion it creates a new expendable that heals 4 ticks on a healing clock or restores 2 chakra. This effect is decided at the time of creation by the crafter. You may carry over unneeded effect levels within the same combat, Just as you may carry them over in consecutive downtime actions used to craft multiples of the same thing.
Healing without crafting in combat requires special jutsu to actually effect healing clocks. With Survival and Education you are still able to manipulate Harm effects like stop bleeding, slow the spread of a poison, or wake up an unconscious ally. Jutsu that heal in combat will have to go about it magically or allow you to work extremely fast if using mundane means. All progress made with healing in combat is put towards filling the targets healing clock and does allow for carry overs just like healing outside of combat.