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6 - Main Phase

In document Shinobigami Draft (Page 35-40)

The Main Phase is the core phase of the game. The Main Phase typically ends when conditions set by the scenario are met. It is typical to end a Main Phase after a set number of cycles, often 3, or after all Secrets have been revealed.

During the Main Phase, it’s the players’ turn to take charge of moving the game forward.

The rules allow the Scene Play-ers to decide what sort of Scene occurs and what happens in them.

The Scenes of the Main Phase are split into 2 types:

Drama Scenes and Combat Scenes. The Scene Player de-cides which type of Scene they desire for their character.

Scene Chart

2 The scent of blood floods the area. Signs of battle litter the area. Wait--the battle isn’t over yet..!

3 Is this a dream? This all hap-pened in the past. I can’t ever forget what happened...

4 A row of houses stretches out below. You could see the entire city from here, but...

5 It’s so dark, you’d think the world had ended. In the dark-ness, you whisper...

6 You are spending time peace-fully. You almost feel as though you could forget all about the world of shadows...

7 An air of purity drifts through this forest. You can hear the songbirds and feel a cool wind...

8 A terrible crowd. A raucous noise. Chatter both inane and productive fill the air.

9 A strong rain begins to fall.

People are pulling out their umbrellas, hurriedly trying to get out of the rain.

10 A heavy wind blows wildly.

Hair and clothing whip about madly. It feels as something is about to happen...

11 A drunken roar. The sounds of vendors calling to passersby.

The street is lively.

12 The sun smiles down on you.

It’s way too bright out here for someone who belongs in the world of shadows...

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choosing.

Once the atmosphere has been sketched out, the Scene Player then decides which characters will populate the Scene. Extras can be pulled into any Scene with no limita-tion, but player and non-player characters must have the con-sent of their respective players or Master before participating.

choosing.

Once the atmosphere has been sketched out, the Scene Player then decides which characters will populate the Scene. Extras can be pulled into any Scene with no limita-tion, but player and non-player characters must have the con-sent of their respective players or Master before participating.

Next, the Scene Player chooses a suitable time and location for the scene.

Once the time, location and cast has been decided, the Scene Player directs the scene. At this time, the participating players may trade Information (other than Secrets) or ninja gear freely.

At the end of the Scene, The Scene Player chooses between Life Point recovery, receiv-ing Information, or formreceiv-ing an Emotional Bond. The player

then selects the skill that most closely applies to the current scene.

Once the Scene Player has chosen their goal and their skill, a Resolution using the skill is performed. The type of Reso-lution that occurs depends on the Scene Player’s choice; Life Point recovery becomes a Re-covery Resolution, information becomes an Information Reso-lution, and the emotional bond becomes an Emotion tion. On a successful Resolu-tion, the effect of the chosen Resolution occurs. These ef-fects are detailed here.

6.01.1 Recovery Resolution

6.01.2 Information Resolution

On a successful Recovery Resolution, the Scene Player may recover a single Life Point they lost previously in the Ses-sion.

There are 2 kinds of Infor-mation obtainable in a Drama Scene: Secrets and Locations.

On a successful Information Resolution, the Scene Player chooses a single player, then de-cides between the player’s Se-cret or Location. If the charac-ter chosen is an NPC, the Scene Player then receives the infor-mation from the Master; if not, the Scene Player receives the

37 information from the character’s

player. The player receiving the Information then checks off the appropriate box in the People Chart on the character sheet next to the character’s name.

Some characters may have more than 1 Secret. In that case, after a character’s Secret is revealed to another character, the character must declare that they have Secrets remaining.

6.01.3 Emotion Resolution On a successful Emotion Resolution, the Scene Player another character participating in the same Scene.

Both the Scene Player and the player chosen roll 1d6 and consult the Emotion Chart, deciding their characters’

Emo-Emotion Chart

1 Sympathy (+) Doubt (-)

2 Friendship (+) Anger (-)

3 Affection (+) Jealousy (-)

4 Loyalty (+) Contempt (-)

5 Admiration (+) Inferiority Complex (-) 6 Fanatacism (+) Murderous Intent (-)

tional Bond to each other. On each die result, there is both a positive and a negative possibil-ity. Each player may choose between these as they see fit.

Once the Emotional Bond has been determined, it is written in the People Chart on the charac-ter sheet.

Characters that share an Emotional Bond are able to make use of Information Shar-ing, Battle Bursts, and Emo-tional Modifiers.

6.01.3.1 Information Sharing If a character towards whom your character has an Emotional Bond receives Information, your character may automati-cally access that information.

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However, you cannot receive information that was given to that character through an Emo-tional Bond: you must have the Emotional Bond towards a char-acter who received the Informa-tion directly.

You may never share your own Secret.

6.01.3.2 Battle Burst When a character towards whom you hold an Emotional Bond enters combat, you may choose to have your character burst into that combat uninvit-ed. Please see 6.02.11 for more information on Battle Bursts.

6.01.3.3 EmoMod

When a character towards whom you hold an Emotional Bond attempts an Action Reso-lution, you may use your Emo-tional Bond to affect a modifica-tion to the roll. This is known as Emotional Modification, or EmoMod.

If your character has a posi-tive Emotional Bond towards the character, you may give a +1 bonus to the roll; if negative, you may give a -1 penalty to the roll. Your character must be in the same scene in order to use an EmoMod.

EmoMods may be used once per cycle for Drama Scenes and once per round for Combat Scenes.

6.01.4 Other Players Players other than the Scene Player, whose characters are participating in the Scene, may trade ninja gear and Information between each other. You may never reveal your Secret.

39 6.02 Combat Scene 6.02.1 Battlefield

Combat Scenes are scenes depicting a fight between char-acters.

In order to initiate a Combat Scene, the Scene Player must choose a character whose Loca-tion they have checked off in their Person Chart. This is the character with which battle shall be joined.

During this battle, any char-acters that have an Emotional Bond toward either character may enter the scene and join battle at any time. Please see 6.02.11 for more information on Battle Bursts.

The Scene Player may choose a battlefield at the start of battle.

If so, 1d6 is rolled and the Battlefield Chart is consulted.

The combat must occur at the battlefield indicated and each battlefield has its own special set of rules.

Like the Scene Chart for Drama Scenes, each result of the Battlefield Chart is designed to be a framework around which interesting scenes can be constructed.

Battlefield Chart

1 An even field. No effect.

2 In water; a beach, a river, an area flooded with blood. During this battle, all Dodge Checks suffer a -2 modification.

3 A high place; city skyline, treetops, a sheer cliff. During this battle, characters that Fumble lose 1 Life Point at random.

4 Bad weather; wind, hail, rain of missiles, etc. During this battle, the distance on all ninpo are raised by 1.

5 A crowd; a throng of people, a classroom, traffic jam. During this battle, a Fumble occurs on a character’s Plot Number +1 6 Extreme location; space, deep sea, craggy rocks. At the end of

the round, the Game Master rolls 1d6. Any character on the Plot Number equal to the number that is rolled loses 1 Life Point. Any characters that drop out of the scene must roll a 1d6. They then suffer the status ailment from the table that

corresponds to that roll.

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6.02.2 The Flow of Battle

6.02.3 Plot Instead of cycles, Combat

Scenes are divided into rounds.

Combat Scenes proceed in the following manner:

1) Plot

2) Attack Resolution 3) End of the Round

During a Combat Scene that occurs during the Main Phase, anytime a character is dealt 1 Life Point or more damage by another character’s attack or action, the damaged character is dropped from the Scene. As characters drop from the Scene, the last character remaining is declared the winner. If no char-acters are left, then combat ends with no winner. The winner is entitled to receive the spoils of

Each player taking part in the battle must take a 6-sided die in their hand, secretly choose a number between 1-6, and place that number face up under their palm. This action is called Plot and the hidden number chosen by each player is called the Plot Number. Once all participat-ing players have chosen a Plot Number, they simultaneously reveal their Plot Number.

Attacks and actions are then carried out proceeding from the character with the highest Plot Number down.

The rules for Action Reso-lution change as soon as the

ヴェロシティシステム VELOCITY SYSTEM

Preparing the some minis or counters and the Battle Sheet found in the back of the book would be handy for combat.

When Plot Numbers are declared, simply place your mini or counter on the column in which your Plot Number is written.

battle; please see 6.02.12 for more information.

In document Shinobigami Draft (Page 35-40)

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