Ninja Scroll-type Game
Basically
This is a pvp(vm) GMless game.
Character Creation
You have 3 core stats:
Brutal is for how hard you can hit, how many hits you can take,
how direct you are in a conversation
Quick is how hard you are to hit, how deftly you can strike
your opponent, how wily a conversant you are
Weird is how abhumanity protects you from harm, how you can
twist reality to your will, how canny a conversant you are
Either d6 -3 or simply assign.
If you assign, the range ought to be from -2 to 3, and the
average should be no more than 0.
One of these stats is your favored stat. Is your Ninja characteristically brutal, quick or weird. “FS”
That is: if your FS is
Weird, then you likely attack in a weird way – maybe with magic, or wires or
bugs that shoot out of your back or something.
These in turn generate the 5 secondary stats :
Defense
is 3 + Quick + Armor
Health
if Brutal is 1 or
greater:
is 6 +
d6
if Brutal is less than
1:
Is 3 +
d6
Melee
is FS + Brutal
Ranged
Is FS + Quick +Weapon
Movement
is FS in yards. You can move this direction anywhere in a 3d
plane as long as you end your movement in steady footing. Unsteady footing
requires a Quick check.
Jutsu
You also have a Jutsu. Using it awards 2x your level XP.
Your Jutsu can:
Boost one of the
above secondary stats by your FS; can be used 1/session
Swap one of the
above for the other for a turn; can be used 3/session
Apply a Status Effect
to the next melee or ranged attack; can be used 2/session
Heal yourself or
an ally for 1+ (d3 x your level) damage; can be used 2/session
Your Jutsu also has a theme.
All Jutsu you acquire will be on the same theme. The theme will be situationally useful and should include two status
effects (for example, a swamp jutsu might have slowing and poisonous
effects). Jutsu also always start in opposition
to one other Jutsu. Declare this during character creation (literally: this Jutsu
opposes your Jutsu here). Opposition should be thematically appropriate. Killing your arch enemy (Ninja with opposed Jutsu) comes with bonus XP. After this victory you need not pick another opposed Jutsu, though you can.
CHARACTER SHEET
Ninja Name
|
Player Name
|
||||||||
Brutal
|
Health
|
Armor
|
Jutsu
|
||||||
Quick
|
Defense
|
||||||||
Weird
|
Melee
|
Weapons
|
|||||||
Level
|
Ranges
|
||||||||
XP
|
Movement
|
||||||||
Ugly as shit, I know.
Resolution
Checks are rolled
d6 + appropriate stat against the below:
Checks
|
|
#
|
Check Difficulty
|
-1
|
Any human could do it
|
0
|
Most humans could do it
|
1
|
Requires some minor skill or luck
|
2
|
Requires quite a lot of skill or luck
|
3
|
Requires expertise or an enormous amount of luck
|
4
|
Requires high levels of expertise
|
5
|
Requires hyper-competence
|
6
|
Require near-superhuman ability
|
7
|
Requires super-human ability
|
8
|
Miraculous
|
9
|
Nigh Impossible
|
10+
|
Power Level 5,000!
|
The table determines the Check Difficulty. The table assigns a difficulty and someone writes it down. This is the difficulty associated with this sort of check forever hence, until adjusted by a table vote. Disagreements
break to the winner of a tourney of RPS.
Opposed Checks
are rolled using the appropriate stat while the opponent rolls d6 + FS.
Combat & Movement
Initiative
At the start of every turn, each player rolls d6 + Quick for
each of their Ninja. This is establishes the order of play for that turn. In a
single turn a Ninja may:
1. Move up to twice its movement speed;
2. Move up to its movement speed AND: (a) make a
melee or (b) range attack or (c) use a Jutsu;
3. As above but foregoing moving (ie, remaining
stationary + (a), (b) or (c) above); or
4. Make a melee attack AND a ranged attack
Attacking
Roll d6 + Melee or d6 + Ranged to attempt to hit a target,
depending on the attack. If your roll meets or exceeds the target’s defense, it
hits, otherwise it misses.
Cover affords a
situational +2 to Defense against Ranged Attacks while a
Superior Position affords
a situational +2 to Ranged Attacks
Anything you can see through, attack through counts as
cover. Higher ground counts as a superior position.
Damage
Brutal + Weapon Damage for Melee weapons
Quick + Ammo Damage for Ranged weapons
Effects
Rolling a natural 6 on an attack or using the appropriate
type of Jutsu applies a status effect.
Bleeding characters
take 2 damage each turn until healed.
Poisoned
characters take 1 damage each turn until the game session ends.
Slowed characters
move at half speed and suffer -1 to their Initiative rolls
Stunned characters
cannot act until they take a turn to steady themselves (which takes a full
turn)
Advancing & Death
Death
A Ninja at 0 to -2 health cannot act unless healed.
A Ninja dies when they are reduced to -3 Health.
A Ninja’s corpse may be looted for half its XP, at a rate of
10 XP x looting Ninja’s level/ a turn. The looting Ninja must be on top of the dead
Ninja’s corpse. Looting can be done by ally Ninja, Ninja from opposing teams,
Ninja controlled by the same player.
Advancing
Buying a new level or a new character costs 10 XP x level of
bought advance/Ninja.
Killing a Ninja or
Monster grants you 1 XP x their Level + 1.
Killing a Ninja with an opposed Jutsu grants you a 2 XP x their level bonus as you revel in the gore of your slain arch enemy.
At even levels
increase a core stat by 1 (max 4) or
your health by 2
At odd levels
increase health by 1
At every third level
either double the amount of times you can use a Jutsu you already know or pick
a new Jutsu.
Equipment
This whole section is handwavey and bullshit until I can think about this more.
Armor
Adds to your defense by x
Armor 1
Paper armor, leather over key areas, an impromptu shield
Armor 2
Leather armor
Armor 3
Wood armor, lacquer armor
Armor 4
Some supernatural shit. the skin of a rock demon, the hide of a dragon, something like that. Mostly just monsters have this.
Weapons
Subtle
Weapons for strangulation and slow dismemberment: wires, traps, toxins injected via tentacles or globules of venomous bile.
-2 to hit, d2 ongoing damage (once it hits, may be maintained on future turns by using the attack/jutsu portion of attacker's turn, ongoing damage ignores defense)
Small Melee
Weapons, usually one-handed, used on an adjacent enemy like fists, daggers, swords, whips, chains, etc.
d3 damage
Huge Melee
Weapons used with two hands, require Brutal 2 to use. Stuff like tree trunks, huge metal rods, enormous swords, mauls, boulders.
d6 damage, +1 to hit
Ranged
Weapons, usually two-handed, that fire projectiles. Requires Quick 0 to use effectively. May accurately hit up to twice attacker's movement speed (minimum 4 squares). After that, -1 to hit for every square further away.
Ammo:
Arrows and bolts: d3 damage
Ridiculous Ranged
Weapons, always two-handed, that fire enormous projectiles. Requires Brutal 1 and Quick 0 to sue effectively. May accurately hit up to twice attacker's movement speed (minimum 4 squares). After that, -1 to hit for every square further away.
Ammo:
Ballista Bolts, Explosive pots, etc: d6 damage
Monsters
Still figuring this out.
Likely controlled by an opposing Ninja in lieu of having their Ninja move. Effectively sit there like traps to farm. Maybe move on set patterns (though this is likely too complicated).