COMBAT RULES - 4 / 7: TOOLS & SKILLS
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4.A TOOLS
Ninja Tools
All characters get a basic tool bag;
x 3 Kunai
x 3 Shuriken
x 1 Explosive Tag
x 1 Ninja Wire
As well as 25 Tool Tokens, these must be spent on Standard Tools only. Max 1 Chakra Pill from these
Tools:
Kunai: 10 Tokens for 3, Max. 12
Shuriken: 10 Tokens for 3, Max. 12
Senbon: 10 Tokens for 3, Max. 12
Ninja Wire: 5 Tokens for 1, Max. 3
Explosive Tag: 5 Tokens for 1, Max. 3
Caltrops: 5 Tokens for 1, Max. 3
Smoke Bomb: 5 Tokens for 1, Max. 3
Poison Smoke Bomb: 10 Tokens for 1, Max. 3
Wind-Mill Shuriken: 10 Tokens for 1, Max. 3
Chakra Pill: 10 Tokens for 1, Max. 2
Custom tools - Varies a minimum of 5 tokens each
Kunai:
DF: DEX / STR (Throw at Target) to Attack. Multiple [Kunai] may be used in a single Attack Roll via DEX (Max. 5, - 1 Penalty per Kunai after First. Max. - 4). [Kunai] via STR gains STR Stat Bonus, but cannot throw more than 1 at a time.
Special: Can apply 1 Kunai to an [Explosive Tag]
Lvl 01 - 20 = 1d4 Dmg
Lvl 21 - 30 = 1d6 Dmg
Lvl 31 - 40 = 1d8 Dmg
Shuriken:
DF: Follows [Kunai] Rules. (Except Special: Explosive Tag Application)
Senbon:
DF: Follows [Shuriken] Rules: + 1d20 Atk Roll of 19-20: [Stun: Neural] for 1 Round or until hit.
Windmill Shuriken:
DF: DEX / STR (Throw at Target) to Attack, Hit 1 Target: Rank Body Dmg + 1d8 Physical Dmg.
Explosive Tags:
DF: DEX / STR (Stick / Throw at Target) or WIS / INT (Set Trap, Takes 1 Turn) to Attack. Hit Target(s) (AoE: Tag Radius), + 2 Vs Block: 2d8 Fire Dmg (+ Kunai Dmg, Optional)
Caltrops:
DF: DEX / STR (Throw at Target) or WIS / INT (Set Trap, Takes 1 Turn) to Attack. Hit Target(s) (AoE: Tag Radius), - 1 Atk / Def [Penalty] + Disable [Sneak Atk] Bonuses for 1d4 Rounds.
Smoke Bombs:
DF: Has two Functions:
Supplementary) Perform a Basic [Hide] Action, + 5 Hide Skill Roll.
Offensive) DEX / STR (Throw at Target) to Attack. Hit Target(s) (AoE: Tag Radius), - 1 Atk / Def [Penalty] for 1d4 Rounds.
Poison Smoke Bomb:
DF: Follows [Smoke Bomb] Rules: + 1d4 HP [Poison] Dmg / Round for Duration of [Smoke Bomb]
Military Ration Pills:
DF: Apply to 1 Target, 1d6+1 CP Regen / Round for 1d6 Rounds.
Ninja Wire:
DF: DEX / STR (Throw at Target) or WIS / INT (Set Trap, Takes 1 Turn) to Attack. Hit 1 Target, [Stun: Physical] for 2 Rounds or until hit.
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4.B SKILLS
Ninja have several different skills that can be used Inside and Outside of Comabt. Depending on their level in the skill, the outcome of how they use it can be different. The Skills used in combat is Heal, Lore, Set trap, Spot, Listen, Hide and Move Silently.
Heal:
DF: Required for Medical Techniques (See Iryo Jutsu)
Lore:
DF: Lore is used to determine knowledge over jutsus and shinobi. The DC varies.
Set trap:
DF: [Set Trap] is an Atk Action that takes 1 Turn to prepare: Enemy Spot Skill Roll Vs User's Set Trap Skill Roll, + 2 Atk Roll if Successful.
Spot:
DF: In combat Spot is rolled to notice traps or to see others using [Hide] or [Disguise].
Listen:
DF: Is rolled Vs Move Silently and also represents the ability to hear. Good for eavesdropping.
Hide:
DF: Required for [Hide] Actions or [Disguise] Actions on Henges. Enemy Spot Skill Roll Vs User's Hide Skill Roll.
Move Silently:
DF: Required for [Hide] Actions. Enemy Spot Skill Roll Vs User's Move Silently Skill Roll.
[Hide] Action (x 1 Per Battle) Hide & Move Silently Vs Enemy's Spot & Listen. If Successful, Hide & Move Silent Skill checks become a DC (Cannot change) but Enemy may spend their turn to reroll Spot & Listen Vs DC. While Hidden, cannot be targeted or cast Jutsu without revealing yourself. Duration is until an Attack action is made, Aka: [Sneak Attack] which if User cannot be found by then: + 1d8 (Burst) Dmg to their Attack if it hits. (Can Defend Vs Sneak Attacks)
NOTE: [Hide] Action may be performed additionally via use of Tools (Like Smoke Bomb) or Jutsu. Basic [Hide] is limited to 2 Rounds, via Jutsu Duration varies.