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1

Clan Correlation Chart

Prevent the resurrection of the Shinobigami Kurama Shin

Clan Collect information about resurrection of Shinobigami Bloodline of Oni Protect Japan’ s national interests Hirasaka Agency Lost Ones

Unbound; fight for their own reasons

Find out others’ secrets Otogi Private

Academy

Accumulate the Ougi of other clans

Hasuba Ninja Army

Hostility

Hostility Players should prepare

them-selves a copy of the character sheet found at the end of the rulebook. Each player should then create their character. Make sure to create your character out of the sight of the other players. Once your char-acter is finished, make sure to have it approved by your Game Master before gameplay begins.

1.01 Character Name

Let’s begin by choosing the character’s name. The world of Shinobigami is contemporary society. However, the charac-ters are also ninja.

1.02 Gender and Age

You may choose any gender and age for your character.

1.03 Character Clan

There are several distinct ninja clans in the world of Shinobigami. Each character belongs to one of these clans. The following 6 clans are repre-sentative of the major powers in this world. Please choose one. Make sure to choose names that reflect this. Be sure to look for an appendix containing a random name chart in a later release.

Translator’s Note:

Though I chose to go with ‘clan’ in this translation,

you can see that very few of these

groups are clans per say. ‘School,’

as in a school of martial arts, may be a better transla-tion, but in this case I decided that

clan felt more... ninja-like.

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2

Hasuba Ninja Army

An ancient ninja army that is constantly

develop-ing new ninja gear. They also continually study the Ninpo of all clans with the aim of making Hasuba

the master of all clans. The various sects within this clan have names such

as Gearteeth Group and Inkpot School, using the words and names of tools.

The leader is the CEO of Yata Heavy Industries,

Kuroshio Hitori.

Hasuba Ninja

Army

Specialty:

Tool

Enmiy: Kurama Shin Clan

Clan

Aim:

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Hasuba Ninja Army

Kurama Shin Clan

Specialty: Body

Enmiy: Bloodline of Oni

Clan

Aim: Prevent the resurrection of the Shinobigami.

Rumored to be the successors of the legendary

Kyouhachi Sword School, these warriors are said to be the patriarchs of several

overwhelming sword-fighting techniques. This clan protects the 6 Divine Treasures that have the power to revive the Shinobigami and are constantly searching for ways to seal them away for good. Their leader is

Mitsuyoshi Yagyu.

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The Lost Ones consist of ninja without ties to the other major factions. Free

ninjas with no loyalties, members of tiny ninja villages and run-aways from the larger clans make

up the bulk of this force. As most of these ninja operate on their own, there

is no recognized leader.

Lost Ones

Specialty: Stealth

Enmiy: Hasuba Ninja

Army

Clan

Aim: Unsworn; fight for their own reasons.

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5 An intelligence agency

whose background lies in the conservative Hirasaka Shinto sect. With their

intricate ties to the government of Japan, they

keep a watchful eyes on the defense of the nation and its interests. The leader of the agency is

also the leader of the Hirasaka Shinto Sect:

Ubume Hirasaka the Wildmaiden.

Hirasaka

Agency

Specialty: Scheme

Enmiy: Otogi Private

Academy

Clan

Aim: Protect Japan’

s national interest.

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6

Though it seems like an ordinary elementary through high school, the academy is actually a spy

agency that administers ninja training to its students. It has ties to many foreign nations. It is said that other schools

have ties to its administration. The leader, Rokaku Arthur Masashige,

serves as the school Principal.

Otogi Private

Academy

Specialty: Strategy

Enmiy: Lost Ones

Clan

Aim: Discover others’

secrets.

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7 These are the descendants

of the oni and tsuchigumo that have inhabited the

land since the days of ancient Japan. Many various creatures such as vampires or werewolves, known as Night Ghosts, also populate this clan. They are the most zealous

power driving the resurrection of the Shinobigami. Their leader is Torihiko

Yatonokami. Bloodline of Oni Specialty: Sorcery Enmiy: Hirasaka Agency Clan

Aim: Collect information about Shinobigami.

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1.03.1 Character Rank

Once your character’s clan has been decided, you must determine your character’s clan rank. All characters begin as Chunin, or the middle rank. This means that all characters begin with 3 skills, 4 Ninpo and 1 Ougi. You can move up in rank to become more powerful as you gain more experience.

1.04 False Identity

You must keep your identity as a ninja a secret. In order to do so, all characters must have a cover that is used in everyday society. If you cannot decide a suitable false identity, you can choose one at random on the Clan Cover Chart found in the appendix.

Rank Chart

Rank Ninpo Ougi Req. XP

Kusa 1 Genin 2 Geninkashira 3 Chunin 4 1 Chuninkashira 5 1 10 Jounin 6 2 20 Jouninkashira 7 2 50 Touryou 8 3 100 Translator’s Note:

Ninpo: “Ninja Arts”; these are the special techniques that your ninja has mastered. I think that many fans of ninja culture are

already familiar with the word, so I kept it as is.

Ougi: “Secret/Esoterica”; these are the final/special techniques of each ninja, similar to a ‘super move’ in a fighting game or a Rider

Kick. There isn’t really a word that works well in English, especially since many Ougi aren’t attacks, per se.

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9 1.05 Conviction 1.06 Skills

All characters have a single defining conviction. If you are having problems role playing, you can fall back on this char-acteristic to decide what course of action your character is most likely to undertake. Please choose from the Six Paths Chart, or roll 1d6 to decide at random.

Next, please choose your character’s skills. These are the techniques and skills that your character is adept at.

The skills are divided into 6 categories, each of which is a specialization of each clan. The skills are introduced in the next few pages.

First, choose 3 skills from your clan’s specializated category. Then completely fill in the white squares to either side of the category’s column (called the gap) with your pen or pencil.

Next, choose 2 additional skills from any category of your choosing.

Make sure to circle all 5 of your chosen skills on the character sheet.

Six Paths Chart 1 Wickedness - “Destroy!” 2 Law - Correct society’s ills 3 Self - Money, fame, power! 4 Emotion - A loved one 5 Loyalty - Your clan or ideal 6 Peace - Happpiness for all!

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Tool

Hasuba Ninja Army

A ninja using skills from this category is able to put tools to use in any

situation.

Engineering: The proficient use of machines or electronic devices.

Pyromancy: The proficient use of fire, flames, and flame-producing effects or items. Hydromancy: The proficient

use of water, walking on wa-ter, anything related to water. Acupuncture: The proficient

use of long, thin items such as needles. Can also be used to tell direction.

Weapon Concealment: Train-ing in the use of clothTrain-ing or everyday items to hide weap-ons.

Clothing: Using clothing to conceal your background or store things.

Rope Use: Proficient use of ropes; throwing, tying, etc. Climbing: Climbing up or

down steep inclines.

Torture: The proficiency use of of devices designed to inflict pain.

Demolition: The proficient use of tools of large scale destruc-tion.

Digging: The use of tools to dig underground.

Body

Kurama Shin Clan

A ninja using skills from this category is capable of incredible movement and

combat abilities.

Riding: Mastery at riding ve-hicles or animals.

Ballistics: Mastery over guns or cannons. Ballistics.

Shuriken: Mastery over the use of the various shuriken. Sleight of Hand: Precise

movements of the hands and detailed writing.

Contortionism: The ability to move and stretch your body, being able to dislocate bones, etc.

Walking: Walking silently or for long distances.

Running: Running at high speed.

Jumping: Jumping incredibly high or far.

Brawling: Hand-to-hand fight-ing. Karate.

Sword: Mastery of swordsman-ship.

Weightlifting: Carrying and lifting heavy things.

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Stealth

Lost Ones

A ninja using skills from this category is a master of the 5 senses and

concealing their presence.

Survival: The ability to survive in harsh weather, underwater, etc.

Infiltration: Infiltrating a hos-tile area.

Escape: Running away from a hostile area.

Interception: Listening through walls, hacking, etc.

Ventriloquism: Making your voice sound as though it were coming from somewhere else. Invisibility: Making one’s body

invisible.

Disguise: Becoming someone else through disguise. Olfaction: Eliminating your

scent; picking up other’s smells.

Multiplicity: Making multiple actions as though your body split into multiple copies. Concealment: Concealing

people, items or informatin. ESP: A sixth sense; percieving

things strictly out of experi-ence, etc.

Scheme

Hirasaka Agency

A ninja using skills from this category is a master of deception and trickery

as well as conversation and guile..

First Aid: Skills related to the medical treatment of illness or injury.

Poison: The skilled use and administration of poison. Sleep: Putting people to sleep. Investigation: Investigation of

things or people.

Bluff: Hiding your true feel-ings; tricking people. Inception: Leaving particular

impressions on strangers. Performance: Performing arts;

dancing, singing, etc.

Seduction: Seducing people us-ing charm.

Manipulation: Making people act the way you want.

Rumourmongering: The art of spreading and creating lies and fabrications.

Finance: Financial skills and money-making ability.

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Strategy

Otogi Private Academy

A ninja using skills from this category has incredible fighting capacity and is

skilled at plotting strategems.

Cooking: The creation of bal-anced and healthy meals. Creature Mastery: The control

of insects and wildlife. Nature: Being able to live in

the mountainside.

Guerrilla: Being able to make proficient use of any battle-field; whether water, man-made buildings or the wilds. Willpower: Power to succeed

when it seems you might panic or lose control.

Strategy: Tactics and strategy; used to improve chances of military success.

Memory: Being able to remem-ber as much as possible. Analysis: Studying the enemy

and seeing how their attacks work.

Encryption: Writing and read-ing in ciphers; decodread-ing ciphers and secret codes. Writing: Proficiency in

ex-pressing yourself through any sort of written word.

Contacts: Having personal connections in normal society and/or the underworld.

Sorcery

Bloodline of Oni

A ninja using skills from this category can call upon ghosts and use magic.

Transformation: Transform-ing the whole or part of your body.

Summoning: Summoning a creature from another world. Necromancy: Controlling the

spirit or body of a dead per-son.

Abjuration: Creating a pro-tective barrier that can keep certain things or beings out. Binding: The ability to seal

supernatural abilities. Word Magic: Utilizing the

in-herent power in words them-selves; word magic.

Illusion: Creation of illusions that deceive people.

Visual Control: Control over the things your eyes are see-ing or have seen.

Clairvoyance; seeing past, future and the present from far away.

Possession: The possession of another body using your own spirit.

Curse: The ability to curse oth-ers..

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13 1.07 Ninpo

Ninpo are the mysterious abilities that ninja are able to use at will. When used in-game, they have special effects that can alter the natural course of the game. There are 3 types of Ninpo: attack, support and equip.

Attack Ninpo are used dur-ing battle; they deal damage directly to the opponent. Support Ninpo has a vari-ety of uses including making combat easier or dealing status ailments to the opponent. If you mix and match these ninpo, you can come up with interest-ing results. However, in order to use multiple ninpo at once, a high Plot value is requried. Equip Ninpo, once chosen, takes effect at all times.

When making your charac-ter, choose 4 ninpo from the following pages to acqurie. Of the 4 ninpo, at least 1 must come from the character’s clan-specific ninpo list. You may not acquire ninpo from any other clan-specific lists.

If a ninpo’s assigned skill is marked as Any or has multiples, you must choose 1 skill when the skill is acquired.

You may not acquire a ninpo

of the same name twice, unless marked with a * symbol. All characters start with the Close Combat ninpo; itdoes not count towards a character’s 4 starting ninpo.

1.07.1 Ninpo Cost

You can use a ninpo of the same name only once per cycle or round of combat.

In addition, all ninpo have a cost written in their information. The lower the cost, the easier they are to use; accordingly, the higher the cost, the riskier they are to use and it becomes more difficult to use multiple ninpo at once.

Please see section 6.02.10 for more information on ninpo cost.

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Attack Ninpo

Close Combat Attack *

Any Attack 1

--Close Combat Attack. If the attack is successful, you may deal 1 close combat damage to the target.

A normal close combat attack.

Cross Cut

Sword Attack 0 1

Close Combat Attack. If the attack is successful, you may deal 2 close combat damage to the target.

A powerful attack with a short range.

Poison Fist

Poison Attack 0 1

Close Combat Attack. If the attack is successful, you may deal 1 close combat damage and the “Paralyzed” status ailment to the target.

An attack with poison coated claws.

Ranged Combat Attack *

Any Attack 2

--Ranged Combat Attack. If the attack is successful, you may deal 1 ranged combat damage to the target.

A normal ranged combat attack.

Blast

Pyromancy Attack 1 1

Ranged Combat Attack. If the attack is successful, you may deal 2 close combat damage to the target.

A powerful ranged combat attack.

Surefire

Ballistics Attack 2 3

Ranged Combat Attack. When the target attempts the Dodge Resolution, they must meet or exceed this attack’s Achievement Value. If the attack is successful, you may deal 1 ranged combat to the target.

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Group Combat Attack *

Any Attack 4

--Group Combat Attack. If the attack is successful, you may deal 1 group combat damage to the target.

A normal group combat attack.

Domination

Creature Mastery Attack 3 4

Group Combat Attack. If the attack is successful, you may deal 1 ranged combat damage and 1 group combat damage to the target.

A normal group combat attack with additional ranged damage.

Phantom Soldier

Illusion Attack 2 4

Group Combat Attack. If the attack is successful, you may deal 1 close combat damage and 1 group combat damage to the target.

A group attack by a phantom army.

Carnage

Any Attack 2

--Close Combat Attack. Choose any characters in range of this attack; they become the tar-gets for this attack. If the attack is successful, you may deal 1 close combat damage to the target. This ninpo is only available to jounin-ranked ninja.

A jounin ninja’s wide area attack.

Kaleidoscope

Any Attack 3

--Ranged Combat Attack. If the attack is successful, you may deal 2 ranged combat damage to the target.

This ninpo is only available to jounin-ranked ninja.

A jounin ninja’s high firepower attack.

Encirclement

Any Attack 5

--Group Combat Attack. Choose any characters in range of this attack; they become the tar-gets for this attack. If the attack is successful, you may deal 1 group combat damage to the target. This ninpo is only available to jounin-ranked ninja.

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Support Ninpo

Take the Hit

-- Support -- 1

You may use this when someone takes damage or loses a Life Point. You may take the damage the character would have taken. You must take the same amount of damage as them (and the damage to the Life Points go to the same Categories if possible).

A ninpo allowing you to take the damage for someone else.

Continuous Attack

-- Support -- 2

You may use this when someone dodges your attack. You may use the same attack ninpo again.

A ninpo allowing you to attack again when your attack failed.

Wind Dancer

Brawl Support -- 4

You may use this when you deal damage to someone. On a successful Action Resolution of this ninpo’s skill, you may use the same attack ninpo again.

A ninpo allowing you to attack again after dealing damage.

Resupply

Finance Support --

--You may use this ninpo when you are the Scene Player of a Drama Scene. On a successful Action Resolution of this ninpo’s skill, you may regain one lost ninja gear. You may not have more ninja gear than you started with.

A ninpo allowing you to regain a ninja tool.

Arrow Catching

Clothing/Sleight of Hand Support -- 1

You may use this ninpo when someone makes a successful ranged attack at someone. On a successful Action Resolution of this ninpo’s skill, that attack fails.

A ninpo allowing you to negate a ranged attack with a long coat, tatami, etc.

Guidance

Running/Performance/AbjurationSupport -- 2

You may use this ninpo at the end of the round. On a successful Action Resolution of this ninpo’s skill, you may change the battlefield to any of your choice. If two people use Guidance in one round, the player who rolled highest chooses.

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Out of Sync

Interception Support -- 1

You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-tion of this ninpo’s skill, you may subtract one from your Plot Value.

A ninpo allowing you to change your footing after hearing your opponent’s hearing.

Resolution

Transformation Support -- 3

You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-tion of this ninpo’s skill, you may add one to your Plot Value.

A ninpo allowing you to change your footing with speed alien even to most ninjas.

Insight

Riding Support -- 1

You may use this ninpo when you enter a battle after the Plot Values have been revealed. On a successful Action Resolution of this ninpo’s skill, you may enter the battle on any Plot Value of your choice.

A ninpo giving you advantageous movement after entering battle.

Savage Song

Word Magic Support -- 2

You may use this instead of an attack when there are no other characters on the same Plot Value as you. On a successful Action Resolution of this ninpo’s skill, you may inflict the “Break-down” status ailment on any character in the battle.

A cursed word disabling your opponent’s ninja gear.

Destruction *

Demolition/Jump/Invisibility/Investigation/Writing/BindingSupport -- 2

You may use this ninpo when someone uses a Support ninpo that uses a skill of the same Category as this ninpo. On a successful Action Resolution of this ninpo’s skill, you may negate the effect of the opponent’s ninpo. If you take this ninpo again, the assigned skill must differ.

A ninpo allowing you to cancel your opponent’s ninpo.

Counter

Acupuncture/Contortionism/Concealment/Sleep/Guerilla/Visual ControlSupport 2 2

You may use this when you successfully dodge an attack. On a successful Action Resolu-tion of this ninpo’s skill and the opponent is within the ninpo’s range, you may deal 1 ranged damage to the character that attacked you.

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Crushing Blow

Any Tool Support -- 1

You may use this before attempting an Attack Resolution. On a successful Action Resolu-tion of this ninpo’s skill, your attack may deal 1 extra damage.

A ninpo allowing you to enhance your attack’s damage.

Assassin

Any Body Support -- 1

You may use this before attempting an Attack check. On a successful Action Resolution of this ninpo’s skill, your next Attack Resolution will be a Special on a roll of 10 or higher.

A ninpo raising the chances of achieving a Special attack.

Body Switch

Any Stealth Support -- 1

You may use this ninpo when attempting a Dodge Resolution. Expend a ninja gear. On a successful Action Resolution of this ninpo’s skill, you successfully dodge the attack. You may use this ninpo even if you have Fumbled this round.

A ninpo allowing you to escape any attack by using ninja gear.

Emotion Manipulation

Any Scheme Support -- 1

You may use this ninpo when your Attack Resolution has succeeded and your opponent has failed their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, choose 1 character targeted by your attack and change their Emotional Bond.

A ninpo allowing you to control your opponent’s feelings.

Strategic Command

Any Strategy Support -- 3

You may use this ninpo when anyone other than yourself attempts an Action Resolution. On a successful Action Resolution of this ninpo’s skill, you may modify that character’s Achieve-ment Value by +/-1.

A ninpo allowing you to support someone’s action.

Plot Restriction

Any Sorcery Support -- 3

You may use this ninpo when your Attack Resolution has succeeded. On a successful Action Resolution of this ninpo’s skill, your opponent, beginning the next round, cannot choose a Plot Value of 3 or higher. At the end of each round, your opponent may attempt an Action Resolution using Will to negate.

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Able-bodied *

-- Equip --

--You have 2 extra Life Point slots. When taking damage, deduct Life Points from these slots first.

You have incredible vitality.

Talented *

-- Equip --

--When choosing this ninpo, choose a corresponding skill. Even if that skill’s Category is disabled, you can still use that skill.

You have burned a particular skill into your body’s memory.

Haze

-- Equip --

--When choosing this ninpo, choose a status ailment. This status ailment will never affect you.

Protection against a status ailment.

Vibrato

-- Equip --

--When this character uses an Ougi, other characters suffer a -1 to their Insight Resolution.

Your Ougi becomes harder to defend against.

Unmovable

-- Equip --

--When attempting an Action Resolution during battle, only a result of your (Plot Value - 1) will result in a Fumble.

This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. It becomes harder for jounin ninja to fumble.

Akasagarbha, The Recepticle of Void

-- Equip --

--When choosing this ninpo, choose the space between 2 Categories. Completely fill in each square in the gap.

This ninpo is only available to jounin-ranked ninjas.

Jounin-ranked magic. Jounin ninja have a broader scope to their versatility.

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Clan Ninpo:

Hasuba Ninja Army

Surprise Attack

Weapon Concealment Support --

--You may use this when you are the Scene Player of a Drama Scene. On a successful Ac-tion ResoluAc-tion of this ninpo’s skill, you may deal 1 close combat damage to another character in the scene. This ninpo cannot be used twice in the same scene against the same opponent.

Cut and tear at your opponent in normal society.

Spider of Darkness

Rope Use Support 2 6

You may use this in battle instead of an attack. Choose a single character within this ninpo’s range. On a successful Action Resolution of this ninpo’s skill, you may deal 1 ranged combat damage. However, Category damaged by this attack is not disabled.

Cut and tear at your opponent using invisible threads, chain and sickle, etc.

Brutal Attack

Torture Support -- 1

You may use this ninpo when you succeed on an Attack Resolution and your opponent fails their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, expend a ninja tool. You may deal 1 extra damage on the attack.

Hit them with a bone-breaking attack, using a ninja tool.

Sunder

Demolition Support -- 2

You may use this ninpo when you have succeeded on an attack and have dealt damage. On a successful Action Resolution of this ninpo’s skill, the target suffers a -2 to all Attack Resolutions for the rest of the battle.

Destroy your opponent’s weapon.

MechaNinja

-- Equip --

--You may now select any ninpo from any clan, even those outside of the Hasuba Ninja Army and its sects (but not hiden ninpo or Enemy ninpo). However, the Assigned Skills for those ninpo become Engineering and the Cost is raised by 1. If the Cost was --, it becomes 1.

Mechanize a part of your body.

Hadesology

-- Equip --

--Whenever you attempt an Action Resolution, you may substitute skills as though the Tool and Sorcery Categories were adjacent.

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Clan Ninpo:

Kurama Shin Clan

Drizzle

Ballistics Attack 2 1

Ranged combat attack. Choose up to two targets within this ninpo’s range. If the attack is successful, you may deal 1 ranged combat damage to the targets.

A gun or shuriken attack that rains confusion on your foes.

Evening Calm

Shuriken Attack 0 2

Close combat attack. When attacking an opponent on the same Plot Value as you, the attacks do not occur simultaneously (unless both characters use Evening Calm). If the attack is successful, you may deal 1 close combat damage to the target.

An attack that is faster than your opponent by a fraction of a second.

Silhouette

Walking Support -- 2

You may use this ninpo during the Plot phase before you have revealed your Plot. On a successful Action Resolution of this ninpo’s skill, choose a character. You start the round ont he same Plot Value as that character.

You follow your opponent as though you were their silhouette.

Heat Haze

Sword Support -- 1

You may use this before your Attack Resolution. On a successful Action Resolution of this ninpo’s skill, your opponent suffers a -2 to their Dodge Resolution.

A shimmering attack that is hard to see coming.

Bloody Determination

-- Equip --

--You may use this when you succeed on an Attack Resolution and your opponent fails their Dodge Resolution. Expend a single Life Point. You may deal 1 extra damage for the attack.

Attack your opponent, overcoming the limits of your own body.

End of the Beginning

-- Equip --

--When you attack a character of a Plot Value higher than you, you deal 1 ranged damage in addition to the attack’s normal effect.

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Clan Ninpo:

Lost Ones

Spiral Formation

Invisibility Attack 0 1

Close combat attack. Choose any characters within this ninpo’s range; chosen characters become the targets for this attack. If the attack is successful, you may deal 1 close combat damage to the targets.

An attack like drawing a spiral that hits all nearby targets.

Scent of Spring

Olifaction Attack 3 4

Ranged combat attack. All characters within this ninpo’s distance on a lower Plot Value than you become the targets for this attack. If the attack is successful, you may deal 1 ranged com-bat damage OR move the target to the Fumble area. You may choose separately for each target.

Control all those downwind by producing an intoxicating scent from your body.

Wandering

Infiltration Support --

--You may use this ninpo during a scene that you are not participating in. On a successful Action Resolution of this ninpo’s skill, you may participate in the scene.

A skill that allows you to be at unexpected places at unexpected times.

Body Double

Ventriloquism Support -- 4

You may use this ninpo when you have been chosen as the target of an attack and there is another character on the same Plot Value as you. On a successful Action Resolution of this ninpo’s skill, you may change the target of the attack to someone else on your same Plot Value.

By confusing the opponent, you can switch their target.

Ninpo Copy

Disguise Support 2 4

You may use this ninpo during a Combat Scene when someone within this ninpo’s range uses a support ninpo. On a successful Action Resolution of this ninpo’s skill, you may use that support ninpo up to 2 times. The second time you use this will make you forget the copied ninpo.

Memorize your opponent’s ninpo and use it.

Shadow Duplicate

Multiplicity Equip --

--You may use this during the Plot phase before you have revealed your Plot Value. On a successful Action Resolution of this ninpo’s skill, you may use 2 dice for Plot. After the revealing of Plot, choose 1 to use as your Plot Value.

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Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Clan Ninpo:

Hirasaka Agency

Poison Cleansing

First Aid Support 1 3

You may use this during a Combat Scene instead of an attack. On a successful Action Resolution of this ninpo’s skill, you may choose 1 character within this skill’s distance and cure 1 of that character’s status ailments.

Cure an ally’s status ailment.

Reticence

Investigation Support --

--You may use this when you have received information from any source. On a successful Action Resolution of this ninpo’s skill, you may choose not to share information with anyone who shares an Emotional Bond with you. Also, all Insight Resolutions targeting you receive -1.

Keeping closely guarded secrets.

Fascination

Seduction Support 3 2

You may use this during a Combat Scene instead of an attack. Choose all characters within this ninpo’s range that have a positive Emotional Bond towards you. Each target character, until hit by you or you drop out of the battle, suffer -1 to all rolls. This cannot be negated.

Use a perfume to make opponents inattentive.

Marionette

Manipulation Support -- 5

You may use this during a Combat Scene when a character with an Emotional Bond towards you begins their turn. On a successful Action Resolution of this ninpo’s skill, you may control that charac-ter’s actions, though you may not use their Ougi or ninja gear. If they take damage this turn, you do, too.

Freely control someone by invading their mind.

Social Battle

Rumourmongering Support --

--You may use this during a Drama Scene when you are the Scene Player. On a successful Action Resolution of this ninpo’s skill, you may choose 1 character whose Location is known to you. You may deal 1 group damage to that character.

Take someone out socially.

Shaken

-- Equip --

--When you attack a character that knows your Secret, you deal 1 ranged combat damage in addition to the attack’s normal effect.

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Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Clan Ninpo:

Otogi Private Academy

Ambush

Strategy Attack 1 1

Group combat attack. The Dodge Resolution for this attack is modified by -2. If the attack is successful, you may deal 1 group combat damage to the target.

Ambush your foes with an attack they’ll never suspect.

Rations

Cooking Support --

--You may use this ninpo during a Drama Scene in which you are the Scene Player. On a successful Action Resolution of this ninpo’s skill, you may choose any characters participating in the scene. Those characters recover 1 Life Point.

The creation of a mysterious food that restores wounds.

Pursuit of Knowledge

Memory Support --

--You may use this ninpo during a Drama Scene in which you are the Scene Player. On a successful Action Resolution of this ninpo’s skill, you may choose 1 of your chosen skills. Change that skill to another, permanently.

Changing skills in the middle of the game.

Diversion

Encryption Support -- 2

You may use this ninpo when someone attempts a Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, randomly choose another skill of the same Category as the Dodge Resolution roll. The Dodge Resolution now uses that skill.

Randomly switch the Dodge Resolution skill.

Tactical Shock

Writing Support --

--You may use this during a Drama Scene in which you are the Scene Player and you have just received a character’s Location. On a successful Action Resolution of this ninpo’s skill, you may enter a Combat Scene with that character.

Go for the kill the instant you find your target.

The Essentials of the Battlefield

Multiplicity Equip --

--When selecting this ninpo, select a battlefield. --When in that battlefield, all rolls receive a +1 modification. Also, all effects of that battlefield do not affect you.

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Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Type Range Cost

Assigned Skill: Effect:

Clan Ninpo:

Bloodline of Oni

Bloody Vortex

Transformation Attack 3 1

Close combat attack. If the attack is successful, you may deal 1 close combat damage to the target.

Changing your blood or a part of your body to attack your foe.

Meteor Shower

Summoning Attack 3 3

Ranged combat attack. All characters within this ninpo’s range become targets. If the attack is successful, you may deal 1 ranged combat damage to the targets.

Summoning hail or meteors.

Vampirism

Necromancy Support -- 1

You may use this ninpo when your attack has successfully dealt damage to an opponent. On a successful Action Resolution of this ninpo’s skill, you regain 1 Life Point.

You steal your opponent’s vitality.

Enlightenment

Clairvoyance Support -- 2

You may use this ninpo when everyone has decided their Plot. On a successful Action Resolu-tion of this ninpo’s skill, choose 1 participating character and choose a number from 1-6. If you correctly guess their Plot Value, they are inflicted with the “Curse” status ailment.

Read your opponent’s mind and seal their magic.

Demonic Rebirth

Possession Support -- 5

You may use this during a battle instead of an attack. Expend a Life Point. On a successful Action Resolution of this ninpo’s skill, you may immediately begin a Drama Scene where you are the Scene Player. However, this scene is a flashback in the past. When this scene ends, the battle continues.

You can recall important moments from the past in an instant.

Imperial Wrath

-- Equip --

--When selecting this ninpo, choose a Category. --When you have lost a Life Point from that Category, you recieve a +1 modifier to all rolls.

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1.08 Ougi

All ninjas have a powerful and secret Ougi ability that must be kept under wraps at all costs. When making a character, you may choose an Ougi technique from the 7 different types. An Ougi can be used once per Drama Scene or once per round of combat.

-Critical hit: This Ougi can be used instead of an attack. Choose 1 character that is 1 Plot Number away or less. That character chooses 4 Skill Categories at random; those Life Points are lost. -Radial Attack: This Ougi can

be used instead of an attack. Choose any characters 3 Plot Numbers away or less. All characters hit by this attack suffer 2 points of damage. Those hit can choose which Art Type/Skill Categories suffer the damage.

-Perfect Success: This Ougi can be used before you roll a Resolution. You succeed on the Resolution. This is not a Special and if an Achieve-ment Value is required, it is treated as 10.

-Immortal Body: This Ougi can be used any time you take damage. You recover Life Points equal to the roll of 1d6 minus the # of times this Ougi has been used dur-ing this game (to a minimum of 0). In addition, any status effects are also healed. -Impenetrable Defense: This

Ougi can be used when any character loses a Life Point. The effect that causes the Life Point loss is nullified. -Resolution Meddling: This

Ougi may be used when another character makes a Skill Resolution. Turn one die into a 1.

-Additional Ninpo: When this Ougi is acquired, choose 2 Attack or Support Ninpo that is available to your character. These Ninpo are treated as being acquired by your char-acter. The Assigned Skills for the Ninpo acquired by this Ougi are the same as this Ougi’s Hidden Skill. When you use the Ninpo acquired by this Ougi, any other char-acters in the same Scene as you can attempt an Insight Check. On a success, those

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characters receive this Ougi’s Information. From that point on, those characters can attempt an Ougi Break against the Ninpo acquired by this Ougi. When such an Ougi Break is successful, the effects of these Ninpo are nullified.

Once you have chosen your Ougi from the 7 types above, make a note on your character sheet. Then, think about which skill most closely fits your im-age of your technique and write it into the Hidden Skill line. This Hidden Skill is now avail-able to your character (so it’s probably a good idea to choose a skill you don’t already have). You should keep this skill and your Ougi a secret until you absolutely need to use them. It is essential to keep them secret. Once you decide your Ougi’s type and Hidden Skill, it’s time to decide on its name. If you cannot think of a suitably dra-matic name, you can roll ran-domly on the Ougi Name Chart that will be released at a later date.

1.09 Ninja Gear

Your character can take 2 items with you during each Scenario. When you first create a character, the gear available to you are:

-Hyourougan: When this is ingested, recover 1 Life Point or 1 status ailment.

-Jintsuugan: Use this when you have rolled the dice in an Ac-tion ResoluAc-tion. Reroll. -Tonkoufuu: Use this when

someone else has rolled an Action Resolution. They reroll.

Once you use an item, it is gone for good.

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1.10 Emotions

This space will be used during the game. During the course of the game, your char-acter will develop feelings to-wards other characters that will affect the outcome of the story. You can do certain actions for characters for whom you hold feelings for. Please check 6.1 Drama Scenes for more infor-mation.

1.11 Experience

This space will be used once the game is completed. It re-cords the achievements of your character and how they have advanced through their clan. Please check 1.3.1 Rank and 9 Session End and Growth for more information.

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29 2.01 Resolution Flow

When an Action Resolution is performed, follow the steps outlined, from 1 to 4.

2 -

Action Resolution

In Shinobigami, whenever a character performs an action for which the outcome is uncertain, an Action Resolution is used to determine if the action is a suc-cess or failure. Action Resolu-tions can also be described as skill checks or challenges. During the game, ninjas should be attempting to perform a myriad of extraordinary feats. They may be trying to figure out someone’s secret or break into a compound riddled with security systems. They may be trying to convince others to join their cause or unwittingly fall into someone’s trap. This is when an Action Resolution is used.

1) Skill Determination The Master determines the skill most suitable to the challenge at hand. There are often situations where the skill will be determined by the rules.

2) Skill Confirmation Each player involved in the Action Resolution con-firms whether or not they

have the determined skill circled on their character sheet.

If a character has the skill circled on their character sheet, they will have a high chance of success. If the character does not have the skill circled, they must use a different skill instead. The player then finds the closest skill on the character sheet to the determined skill: this is the skill they will use. Using the originial skill as a start-ing point, count the number of squares it takes to reach the replacement skill. Each white square inbetween the Categories counts as 1 square, but a square that has been filled in with black does not count.

3) Target Number Confirmation

The target number is the number that a character is trying to meet or exceed when rolling dice; the higher the number, the lower the chances of success will be. If, in 2) Skill Confirma-tion, the character was deter-mined to have the deterdeter-mined skill circled, their target number is 5. If, in 2) Skill

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Confirmation, the character was determined not to have the skill circled, the target number becomes 5 + the number of squares counted to the replacement skill.

4) Roll the Dice

Roll 2d6. If you meet or exceed the number deter-mined in step 3, you succeed in the Action Resolution. If the number rolls below the target number, you have failed.

Action Resolutions are always handled in this manner.

There are 3 circumstances that may alter the way that Ac-tion ResoluAc-tions work, detailed below.

2.02 Modifications

2.03 Special Results

There are certain times when the Action Resolution roll will be modified. When attempt-ing an action that has a higher chance of success, the roll will receive a positive modification. When attempting something with a lower chance of success, the roll will receive a negative modification.

When the roll has been modi-fied, the roll, along with any modifications, must meet or exceed the target number. On a success, the sum of the roll plus

There are two special results that can occur when rolling dice: Fumbles and Specials. or minus any modifications is called the Achievement Value.

Fumble: A Fumble represents a time when a character has failed in an unthinkable manner. During a Resolution, a result on a roll of 2d6 that is the same or lower of a set value is consid-ered a Fumble. This set value is called the Fumble Value. Even if the Achievement Value of a roll meets or exceeds your target number, but is the same or lower than the Fumble Value, that character has Fumbled. During Drama Scenes and during the Plot phase of a Battle Scene, the Fumble Value is 2. At any other portion of a Battle Scene, A character’s Plot Number becomes their Fumble Value.

If the Fumble has occured during a Drama Scene, roll 1d6 to randomly determine a status effect from the Fumble Chart. If the Fumble has occurred dur-ing a Fight Scene, your char-acter will automatically fail on all rolls for the remainder of the combat round.

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Special: A Special represents a character succeeding spec-tacularly in their endeavor. A Special occurs during a Resolu-tion when, on a roll of 2d6, both dice show a 6 (a natural 12). If your character rolls a Special, you may recover either 1 Life Point or recover from 1 status ailment.

If the Master feels that the replacement skill seems unnatu-ral or ill-fitting for any reason, the Master may ask the player to explain how they intend on using the skill in the situation at hand. The player must then ex-plain how they intend on using the skill for the Resolution. If the player explains satis-factorily, the Master should al-low the skill to be used without further question. If the player is unable to think of a way to use the skill, they must use another skill: if the subsequent skill is further away from the chosen skill, the resulting target number will also be higher.

2.03 Master’s Decision

When a character must choose a replacement skill for an Action Resolution, it is pos-sible for a Master to call the validity of the replacement skill into question.

Fumble Chart

1 You feel a bit strange. For the rest of the cycle, all of your Action Resolutions have a -1 modifier.

2 Oh no! You lost 1 ninja tool.

3 You’ve spilt the information! The secret assigned to you for this session is revealed to all characters.

4 You’ve let your guard down! The action fails and you lost 1 Life Point at random.

5 It was a trap! You’ve been caught up in your opponent’s plot and suffer 1 random status effect.

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3 - Session

A single game of Shinobiga-mi is called a session.

A session typically starts with the Master describing the situation. The players listen to the description and think about how their characters would react. A session moves along in this fashion, bouncing between the Master and each player. A single session is broken up into 3 parts: the Introduction Phase, the Main Phase, and the Climax Phase. For more infor-mation on each phase, please read each respective section.

3.01 Session Preparation

There are two kinds of prepa-ration necessary for a game of Shinobigami: the day before and the day of the game. Day Before: By the day before the session, the Master must create the scenario. For more information on scenarios, please see section 10. The Mas-ter must also decide what rank the characters should be.

The players must create their characters for the game. It doesn’t matter if the players use characters from a previous session, as long as they meet the rank decided by the Master.

Day Of: The players gather around a table headed by the Master. The players should have their character sheets checked by the Master. Players should take care to handle their character sheets in such a way that they kept out of sight of the other players.

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4 - Cycle

Cycles are used in Shino-bigami in order to ensure that each player gets an equal part in each session. Basically, each character gets 1 scene per cycle in which they are the main char-acter. The actions available to a character may change depend-ing on the phase of the game. Actions such as consulting with friends or looking around and other easily performed actions can occur without restriction. What constitutes a character’s main action is explained fully in the Main Phase and Climax Phase sections.

To begin a cycle, play usu-ally starts from the player on the Master’s left, with each player their turn in order. Each player’s turn is called a Scene, and the player who is starring in the Scene is called the Scene Player. Once the Scene Player’s turn is finished, play then moves to the next player on their left. If the Master or players so wish, they may change the order in which players take their turns. Once all players have had a Scene, that cycle is over and a new cycle begins.

4.01 Master Scenes

4.02 Completed Actions

The Master may interrupt the player’s scenes with a Mas-ter Scene. During the MasMas-ter Scene it is the Master’s turn; the Master becomes the Scene Player.

During a Master Scene, NPCs important to the scenario may make actions. Other situations for which there are no specific rules may occur with the Mas-ter’s discretion.

When a player completes their Scene, place a die on the illustrated portion of the char-acter sheet. This shows that the player has completed their action for the cycle. A charac-ter sheet without a die on the illustrated portion of the char-acter sheet, on the other hand, shows that the character has yet to complete their Scene. This way it is easy to see which play-ers have yet to complete their actions. Once a cycle begins anew, please remove all dice from the illustrated portions of the character sheets.

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5 -

Introduction Phase

The Introduction Phase is the phase where the players explain how and why they are wrapped up in the event occuring in the scenario. The Introduction Phase is finished after the first cycle.

The Master explains the background of the event to each player and hands out each player’s Secret and Mission. The Mission is the directive that each player must strive to complete by the end of the ses-sion. If the player is successful in completeing their Mission, they receive extra experience points at the end of the session. If they fail, they forfeit those points.

The Secret must be kept hid-den by each player at all costs throughout the session. You must not and cannot voluntarily show the Secret to any other character until forced to do so. The Secret is usually tied to the Mission in some way. Showing your Secret willingly to some-one else is against the Ninja Code and is expressly forbid-den.

The Master is to write the Secret and Mission on the hand-out in each respective portion.

The Secret portion of the hand-out is to be folded over and placed face-down on the table as to remain unseen by the other players.

Each player’s Scene in the Introduction Phase should ex-plain how or why their character is involved in the scenario. A short introduction to the charac-ter and their Mission is usually enough to make an interesting Introduction Scene. Once every player has had their Introduc-tion Phase Scene, the cycle ends and the Main Phase begins.

5.01 People Chart

As players debut in their Introduction Scenes, the other players should write the Scene Player’s name into the People Chart on the character sheet. The players should also write the names of NPCs that appear if the Master designates them as having a Secret.

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35 6.01 Drama Scene

Drama Scenes are scenes depicting a character’s everyday life, investigation, or other non-combat activity.

The Scene Player decides the scene’s mood and creates a rough outline for the scene’s atmosphere by rolling 2d6 and consulting the Scene Table. If a certain result comes up multiple times, or if the Master allows it, the Scene Player may simply describe an atmosphere of their

6 - Main Phase

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

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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.

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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

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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 ファンブルエリア

静止した時間Mundain

0

0 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

幽霊歩きGhost Walk

1

1 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

影走 Shadow Run

2

2 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

思考速度Neuro Speed

3

3 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

音速 Sonic Speed

4

4 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

弾速 Bullet Speed

5

5 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

光速 Light Speed

6

6 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。 ファンブルエリア

死地

超光速F.T.L.

7

7 戦闘シーンでは、フ ァンブルすると、そ のラウンドは判定が できなくなる。

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.

(41)

41 6.02.3.2 Simultaneous Actions

6.02.4 Attacking

If more than one character share a Plot Number, their at-tacks occure simultaneously. For the sake of convenience, the actions are handled first for the player closest to the Master, but in reality these actions are occuring at the same time. For example, take for in-stance characters A and B sitting on the same Plot Number. To make things simple, A takes his actions first, landing an attack on B, who Fumbles his defense. Once the action is finished, B takes his actions as though A’s attack’s hadn’t yet happened. Once all characters on a Plot Number finish their actions, the

A character may make a single attack every round on their turn.

To make an attack, the at-tacking character chooses an attack Ninpo from their Ninpo List and selects a suitable op-ponent. The opponent must be within the range described by the Ninpo, which is the differ-ence between the attacking and defending characters’ Plot Num-bers. As long as the distance is within the Ninpo’s range, the attack can occur.

The player that initiated the attack then uses an Action Reso-lution based on the assigned skill of the Ninpo chosen. This is called the Attack Resolution. If the Attack Resolution is a success, the attacking charac-ter has a chance to damage the opponent. The type of damage dealt will be described in the Ninpo text. If the Attack Reso-lution fails, the attack misses completely.

Once the attack succeeds, the opponent must make an Action character with the highest Plot

Number takes their turn and return to normal at the end of combat. During combat, the Fumble Value of Action Resolu-tions is equal to a character’s current Plot Number. This means that anytime a character rolls equal to or less than their Plot Number during combat has Fumbled: they automati-cally fail any subsequent Action Resolutions for that round. In other words, the higher the Plot Number is, the sooner a character acts, but the easier it is to Fumble.

consequences of the attacks take effect. In this example, if both characters A and B land their attacks, both characters would take damage and fall out of the battle.

References

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