Naruto Action Adventure Game

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    24-Dec-2015

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Action RPG game system developed and based on the Naruto world using the Fuzion system.

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Naruto: Anime Adventure Game

13 | Page

Naruto: Anime Adventure GameRabaal-Xero

Naruto-Anime Adventure GameCharacteristics:Physique: How strong and healthy you are.Wisdom: How smart, determined, or perceptive you are.Combat:How well you fight.Movement:How far you can move. 1 move = 5 feet, or 1 square.Derived Characteristics:Defense:How tough you are. Defense is subtracted from any damage done to your character. Health:How much punishment you can take before you are knocked out or killed.Skills:BodyAnything to do with physical strength, immune system, ect.MindAnything to do with using your mind, will, or charm.EvasionHow good you are at not getting hit in combat.WeaponHow good you are at using a weapon.TaijutsuPhysical Jutsu and abilities.NinjutsuSpecial Jutsu, like fireballs or lightning.GenjutsuStatus Jutsu, mind control, sleep, paralyze, ect.

Using Skills:When a hero attempts a skill, you roll three 6-sided dice to see if you succeed or not. You combine the result of the roll with a characteristic and a skill to beat the difficulty. The difficulty is determined by the GM assigning the task a value by how hard it is to accomplish.

Difficulty Level:Difficulty RatingNo problem10Easy14Difficult18Hard22Almost Impossible26To beat the value you will roll an Action Roll.

Action Roll= Characteristic + Skill + 3d6If your total meets or beats the difficulty you succeed,If you roll all 1s, you automatically fail.

ExampleDifficulty

Fix a flat tire14

Fix a blown engine22

Do simple math14

Do calculus18

Open a stuck door10

Pick a lock18

Break into bank vault22

Using Skills against Each Other:Sometimes your hero will be using skills against another character (either played by another player or the GM). With opposed actions, the opponent will make an action roll to set the difficulty that you must overcome. This is also true for Combat Attack rolls.

CombatCombat is measured in increments called Phases. Each phase is 3 seconds long. Each player can do one thing during a phase. When every player and enemy has done something, the phase ends and a new phase begins.Every 4 phases is called a round. At the end of each round all heroes and enemies left regenerate any health they have lost, up to (2x Physique), if the attacks have not been particularly lethal (such as bullets, knifes, lasers, ect.). If the heroes or bad guys have lost more health than they recover, they are still injured. They must wait until the end of the next round (four more phases) to recover any more health.

Taking TurnsEach phase, the character with the highest Wisdom goes first. If two characters are tied, the character with the highest Combat characteristic goes first.ActionsEach character can do one action (from the list below) and one basic movement per turn. A basic move is half a characters movement stat.AttackUse any type of attack (including Jutsu)

BlockStop any one hand-to-hand attack. The difficulty is the attackers Combat+(Fighting or weapon) skill+10

DodgeAdd +3 to your evasion skills for this phase against all attacks; You may not attack this phase.

GrabYou can grab a person or an object. Your Action Roll is at a -2 and your Evasion skill is at -3 this phase.

Get UpYou can stand up if youve been knocked down or thrown. You may take one other action also (except Run or Sprint)

RunMove up to your full movement. If you do this, you may not take your basic movement.

SprintMove up to twice your movement stat. Your Combat characteristic is halved and your Evasion skill is reduced to zero and you cannot take your basic movement.

ThrowThrow a person or an object. (-4 to Action Roll if it is not made for throwing)

ChargeGather Chakra to use in a Jutsu or use a non-attack power

Other ActionAny other single action at the GMs discretion.

FightingCombat is resolved in the same manner a skill check is, through an Action Roll. The type of attack being used (physical, weapon, Jutsu) will determine the skill the attacker uses in the roll. The defender will roll using his evasion skill. For example, if Jonny is punching at Billy, Jonny will roll a Combat+Body+3d6 to determine if he hits. Billy will be rolling his Combat+Evasion+3d6 to see if he can avoid the attack. The higher roll always wins, and ties go to the defending player.DamageWhen a person or an object is hit, it takes damage. The defending player first subtracts his Defense from the total damage, and any damage left over is then subtracted from his health pool. When a character has no more health left, he is knocked out or dead (GMs decides).Doing DamageThe amount of damage an attack does is always determined by rolling a group of six sided dice and adding the total. If the character is using a physical punch to attack then the amount of dice rolled would be equal to their Physique + Body skills. If the character is using a melee weapon, you would also add that weapons dice into the damage. If the character is using a ranged weapon, you would roll only the number of dice specified by the weapon.KnockbackWhen your character takes a hit there is a chance that he will be knocked back. To see if you get knocked back, subtract the number of dice of the attack from the targets Physique + 1 die. The result is the amount of Movement the character is knocked backward. If the movement done exceeds the Physique of the target, he is knocked down. Example: Jonny hit Billy with a 15 Dice attack. Billys Physique is 10 and he rolls 1 dice which lands as a 4 giving a total of 14. That means that Billy is knocked back 1 movement (12-11=1)Collisions and FallingKnockback will sometimes result in a character colliding with an object. In any collision, the character and the object both take 1 Die of damage for every 3 Movement traveled rounded down to a minimum of one die. This same table can be used for falling damage.Movement36912151821242730+

Dice12345678910

Other Kinds of DamageShock, Poisons, Burns & Asphyxiation (choking)These are environmental effects that can harm you for as long as you remain in their area. The GM assigns the severity of the effect and sets the damage accordingly.SeverityMildIntenseDeadly

Dice Per Phase1-45-1011-20

EffectPainful, dangerous over timeIntense pain. Can kill over a few phases.Can be almost instantly fatal.

Creating a CharacterStep 1: Get some Characteristics!Characteristics are the values that show how good you are in action. They are measured from 1 (fairly weak, average of a human child) to near infinite (although a fit, non-augmented human has values of around 5 to 7). Youll start with the four basic characteristics:Physique: How strong and healthy you are.Wisdom: How smart, determined, or perceptive you are.Combat:How well you fight.

As a starting character you will have 25 points to distribute among your 4 characteristics. You must put at least one point in each one.Movement:How far you can move. 1 move = 5 feet, or 1 square.

You will also receive two Derived Characteristics. These are determined by using another characteristic as a base value. These are:Defense: (Physique X2.5)How tough you are. Defense is subtracted from any damage done to your character. Health: (Physique X5)How much punishment you can take before you are knocked out or killed.

Step 2: Get some Skills!Skills are things your character can learn how to do. Each skill has a number that shows how well your character can perform that skill. Each skill is also paired with a characteristic to figure out if you succeed at a task; the Characteristic usually used is listed with the skill, although the GM may decide to use a different stat. There are six skills in this game.BodyAnything to do with physical strength.MindAnything to do with using your mind, will, or charm.EvasionHow good you are at not getting hit in combat.WeaponHow good you are at using a weapon.TaijutsuPhysical Jutsu and abilities.

As a starting character you will have 25 skill points to distribute among your skills. Not every skill must have points.NinjutsuSpecial Jutsu, like fireballs or lightning.

*Note. Just because a skill you want isnt listed doesnt mean you cant have it. All you need is a related characteristic and GMs approval. (This includes Genjutsu if you GM is brave enough to venture down that path.)Step 3: Fighting StylesThe next step for crafting your ultimate ninja is creating his (or her) bag of tricks. Lets be real here, no ninja is going to walk in to battle throwing basic kicks and punches, hes going to be using martial arts. This is the basis of how your character fights. Dont be confused, this isnt his or her Jutsu, this is just their ability to do basic martial arts attacks and the types of attacks they have.1: Describe your flashy new move. What does it look like? What movements does it entail? Get creative! Dont just say Uh, I kick at him. Tell how your ninja sweeps his leg through the air in a vicious arc that sends the enemy flying up just to be pile driven back into the ground head first.2: Determine the damage. Next thing is to determine the number of dice this attack will do. You will still do your regular damage (Physique + Body), but this step allows you to do additional Dice on top of that damage you would already do in physical combat. (see damage Pg. 6) For Example. My Physique is 10 and my Body is 10, which means my base physical damage is 20 Dice. I decide I want to create a Fighting Style that will do an additional four Dice of damage. Now when I use this Style I will do 24 dice of damage.3: Determine the Styles skill cost. You cant have something for nothing, am I right? The trade off for these styles is that since it does more than a typical punch or kick it is harder to land. For every die of damage you add to the atta