Rules

Rules
  This is a guide and explanation of the rules for this game. It is based off of the Naruto series and is meant to mesh the world of Naruto with TTRPGs. Things are meant to feel or best represent the abilities of that world but also open up avenues to new abilities not seen in the series as well however no characters from the series are present within this world.
  #1: Combat moves in initiative order from highest to lowest.
  #2: Creativity, good roleplaying and character development should be rewarded in some form or another. To reward players give them Inspiration points, ryo or extra combat abilities.
  #3: Death is optional but advised. If a player is uncomfortable with death then this may not be the game for them, however as this is a cooperative game perhaps working together you can come to a compromise.
  #4: Alter things as needed, this system is far from perfect and every table is different, some things may work better for your group. If changes are needed whether it be homebrew, rule changes or altering stats, it is up to GM discretion but any changes should be explained to the party beforehand.
  #5: GM's word is final, if it goes against the system then it is considered a homebrew change but still perfectly acceptable.
  #6: 20's on the die are always a success on skills, saves, checks or attacks.
  #7: Nat 1's are always fails, everyone makes mistakes or gets distracted, things go wrong sometimes and that's not always a bad thing.
  #8: 3 stacks of advantage result in an automatic success, 3 stacks of disadvantage result in automatic failure.
  #9: 2 stacks of resistance grants immunity, 2 stacks of ignoring resistance bypasses immunity.
  #10: Cone or radius abilities affect all, including allies, in that radius.
  #11: If a target is pushed in any direction they will take an extra die of damage for any object, living being or ally they collide with. Any allies or enemies that are hit as a result of this can make a Dex or Pow save to avoid taking a die of damage, however if they fail they are also pushed the remaining distance as well.
  #12: Technique DC calculation is determined by Technique bonus + proficiency bonus, an additional modifier, such as wisdom can be added to techniques according to their abilities. Most techniques use Wisdom, Taijutsu and Kenjutsu typically use the user's Power or Dexterity mods, while Genjutsu, Medical and Puppets use Intelligence.
  #13: Technique clashes are made any time two techniques collide or are in conflict with one another, highest technique DC or score wins and the losing party takes all relevant damage from the winning technique.
  #14: To use abilities other than Kenjutsu or Taijutsu in classification the user must have both hands free in order to properly perform the hand signs, though one can learn one handed seals in order to perform techniques of other types while still wielding a weapon.
  #15: When using a technique an attack roll must still be made equal to your roll + technique bonus and any other relevant modifiers and all targets with an AC lower than your total in the technique range are dealt the damage. If a technique requires a saving throw the targets must have both a higher AC than the attack roll, and pass the save DC in order to fully dodge it or take no damage from the technique. Targets with a higher AC or those that pass the save will take half damage, though failing the save does result in accepting any status effects or conditions that come with it.
  #16: If two players attempt to use an inspiration point on the same roll both points are taken and the GM gets final call on what happens.
  #17: No equipment can be purchased of a higher rank than the player is currently ranked at.
  #18: Kekkei Genkai abilities are limited to the player's current Rank and cannot exceed it.
 
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  Main Actions
  Attack:
  Main techniques:
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  Minor actions
  Skill checks:
  Minor techniques:
  Changing equipment:
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  Reactions:
  Opportunity attacks:
  Reaction techniques:
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  Free actions:
  Talking:
  Dropping items:

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