• No results found

Dropping out

In document Shinobigami Draft (Page 46-49)

7 - Climax Phase

7.01 Dropping out

7.02 Flashback

7.03 Death

Characters do not drop out of the Climax Phase merely by taking damage. A character will not drop out until all remaining Life Points are lost.

Each character may take ad-vantage of the Flashback once per game to receive a bonus to either an Action Resolution or gain extra damage on an attack.

To receive a bonus to an Ac-tion ResoluAc-tion, the player must reveal their Secret to everyone before the Action Resolution occurs. They must then direct a short flashback scene relating to the Secret. After this short revelatory scene, the player will

During the Climax Phase, a character drops out as soon as their Life Points are completely lost. This is not character death, though a player may choose to have their character die permanantly. If so, you may choose 1 of the following ac-tions for the dying character to perform at the moment they die.

Keep in mind that dead charac-ters may never return or be used in another session.

Attack: You may use a

• single attack Ninpo and as many support Ninpo as you like; The cost for support Ninpo becomes 0.

Information Sharing: You

• may share any information with 1 character.

then receive a +3 modifier to their next Action Resolution.

To receive a bonus to an attack’s damage, the character must first succeed on an Attack Resolution and their opponent must fail a Dodge Resolution.

The attacking player must then direct a short flashback scene relating to the Secret. After this short revelatory scene, their damage will do 1 extra point of damage.

47

8 - Ougi

Players may use an Ougi at any time according to the description of their Ougi’s type.

An Ougi may be used once per cycle during Drama Scenes and once per round during Combat Scenes.

When an Ougi for the first time, the Ougi’s name and ef-fect is declared and the efef-fect happens automatically.

Once the Ougi takes effect, all characters participating in the same scene may roll an Ac-tion ResoluAc-tion based on Analy-sis. This is called the Insight Resolution.

If the Insight Resolution is successful, the player using the Ougi must share their Ougi Information with the player that succeeded on the Insight Reso-lution. The Ougi Information is part of a character’s Informa-tion, meaning that characters with Emotional Bonds towards the character receiving this In-formation are privy to it as well.

A player may not choose to learn another character’s Ougi after succeeding on an Infor-mation Resolution, however.

When the Ougi Information is received, check off the box in the People Chart on the

charac-ter sheet.

If a character chooses to use their Hidden Skill, the other characters participating in the Scene may attempt an Insight Resolution as though they had used their Ougi.

If a character uses their Ougi, and another character in the same Scene knows that Ougi’s Information, then once the Ougi’s name and effect is declared, an Ougi Break may be attempted.

An Ougi Break is an Ac-tion ResoluAc-tion that completely negates the effect of an Ougi.

In order to use an Ougi Break, the opposing character must be participating in the same Scene.

A character that does not have an Ougi’s Information cannot attempt an Ougi Break.

To use an Ougi Break, the opposing character uses the Ougi’s Hidden Skill in an Ac-tion ResoluAc-tion. If it succeeds, the Ougi has no effect.

48

9 - Ending

Once the Climax Phase has ended, each character has an epilogue before the game ends. During the epilogue, the Master has complete freedom to describe the outcome of the session. A Master may simply describe what happens to each character, or they may even decide on one final cycle where each character has a final scene.

When the epilogue is fin-ished, experience points are tal-lied. To determine the number of experience points received, each player should consult the conditions on the Achievement Chart. If unsure whether or not their character’s actions met these conditions, the Master

9.01 Respec

When the session is com-plete, each character completely restores their Life Points and re-sets all Information. All Prizes and ninja gear are lost. Players may then choose 2 ninja gear to equip their character with be-fore the start of the next session.

Also, between sessions it is possible to choose a character’s skills, Ninpo and Ougi as long as the limits set by a character’s rank is met.

will always have the final say.

As experience points rack up, you may find that your char-acter rises in rank. When this happens, make sure to check the Rank Chart to determine what your character is eligible for.

Achievement Chart

Clan Aim: During this session, completed your clan’s goals or

defeated your clan’s enemy. 1 pt

Survived: Participated in the session all the way to the end of

the Climax Phase without dropping out. 1 pt

Role-play: Stayed true to a character’s Emotion or conviction. 1 pt Prize: Had control of the Prize at least once during the session.

Having control of the Prize from the start doesn’t apply. 1 pt MVP: Each player chooses a single player other than

them-selves that they feel added the most to the session.A player chosen receives this Achievement each time chosen. A player may decline to choose.

1 pt

Mission: Completed the Mission (or Secret Mission if any)

as-signed to the character. 3 pts

49

10 - Scenario

In order to play Shinobigami, the Master must prepare a sce-nario. A scenario consists of an entire session’s worth of story, NPC data and character data.

The following is a step-by-step guide to writing a scenario.

A Scenario Sheet may be found in the back of the book; having a copy in hand will be useful while reading this section.

There are also sample sce-narios found in the back of the book to give novice Masters a feel for how to run a scenario.

Masters running their first game are encouraged to use one of these sample scenarios for their first game.

In document Shinobigami Draft (Page 46-49)

Related documents