Post by Naruto Story on May 20, 2017 16:09:26 GMT
In normal cases characters will just use the skill attributes to obtain their goals, but when using jutsu or techniques characters are able to factor in their Style Attribute as a bonus along with their current action. In order to perform jutsu the character must have the Style Unlocked. Each action has its own outcome and its important to keep that in mind even when roleplaying out using the Style.
Chakra Stress
When preforming Justu or Styles characters are able to pull chakra from their reserves. Without doing this Jutsu are unable to happen and cant be preformed.
Chakra Cost
Every time a style is used the character must declare how much of a bonus the character wants to take. How ever much the characters bonus is represents how much chakra its going to cost him. A character cant go past their current Style Rank when using jutsu.
Example 1 - Naruto has Wind Style (+3) and he wants to effect his abilty to jump through zones to catch up with his target. His current Speed Rank is +2 which means he can only jump two zones without his powerful justu though his target is 4 zones away. He plans to add (+2 Wind Style) for 2 Chakra to affect his movement to get there in one turn.
Example 2- Sai is in a battle with a gaint monster and needs to use his Art Style (Ninjutsu) [+4] to help him Speedly dodge a brutal attack by creating a bird and flying away. Knowing that if hes hit by this beast he will be taken out of the fight, He chooses to use his total +4 from Art Style to aid his Speed (+2) to Defend against the Beast. He Spends 4 Chakra to help him and this time he passes with style and gains a supplemental aspect of "Exhausted" while he moves away from his current zone on his bird in the air.
Example 3- Itachi wants to kill a group of young shinobi who have been following him through the forest for quite some time. Using his +4 Control (Stunt) along with his Fire Style (Ninjustu) (+5) decides to take them all out with one giant fireball Attack, He decides to uses his +5 from Fire Style to add to his Control +4 and manages to get a +10 roll! He spends 5 Chakra and he knows he must split his shifts for his attack to all of his vitims. There are four young shinobi so he splits it Great (+4) ,Fair (+2), Fair (+2), Fair (+2) between all four young shinobi. Two manage to dodge his attack but the other two are drastically injured.
Chakra Depletion
When chakra is depleted a character gains the "Exhausted Aspect" which cant be recovered untill the character rests or has an item or person to rejuvenate them. Using Chakra past this point will result in gaining Consequences depending on much chakra was spent after the point of depletion.
ACTIONS & OUTCOMES WITHIN NARUTO FATE SYSTEM
Create an Advantage when creating or discovering aspects:
Fail: Don’t create or discover, or you do but your opponent (not you) gets a free invocation.
Tie: Get a boost if creating new, or treat as success if looking for existing.
Succeed: Create or discover the aspect, get a free invocation on it.
Succeed with Style: Create or discover the aspect, get two free invocations on it.
Create an Advantage on an aspect you already know about:
Fail: No additional benefit.
Tie: Generate one free invocation on the aspect.
Succeed: Generate one free invocation on the aspect.
Succeed with Style: Generate two free invocations on the aspect.
Overcome:
Fail: Fail, or succeed at a serious cost.
Tie: Succeed at minor cost.
Succeed: You accomplish your goal.
Succeed with Style: You accomplish your goal and generate a boost.
Attack:
Fail: No effect.
Tie: Attack doesn’t harm the target, but you gain a boost.
Succeed: Attack hits and causes damage.
Succeed with Style: Attack hits and causes damage. May reduce damage by one to generate a boost.
Defend:
Fail: You suffer the consequences of your opponent’s success.
Tie: Look at your opponent’s action to see what happens.
Succeed: Your opponent doesn’t get what they want.
Succeed with Style: Your opponent doesn’t get what they want, and you get a boost.
ON GOING AFFECTS
When a technique or action happens and requires active opposition from the caster, characters will use the base stat when rolling their opposed rolls but also have the ability to add chakra up to base stats modifier.
*When creating an advantage that requires the user to concentrate or be active in its control, its important to understand how that concentration can be broken in order to make the aspect no longer true or cause it to become passive opposition based on the narrative. *
- Taking Stress or Consequences related to the current task.
- Taking other actions beyond defending and creating more advantages on the current target.
- Receive an aspect that nulls out your current one.
MULTI-TARGETING
When characters want to effect multiple targets with an Attack or a CaA there are two options characters have,
Splitting Shifts- Roll an attack or CaA and split the amount of rolls between all of the targets.
Affecting a Zone- Instead of hitting the opponents hit the zone itself as CaA.
Each type requires a certain amount of thought from the character and each situation may differ in the way it should be done.
RANGE
Some weaponry and techniques are able to use range to effect things zones away. The effective zone range of a weapon or technique can be determined by the attribute it uses. And example would be Fire Ninjutsu (+3) can effect things up to 4 zones away without taking any negatives in shifts. For every zone over the amount it can go the action takes a -1 shift.
COMMON NINPOU
Ninpou are things that all shinobi know how to do and doesn't fall directly into an action category. Even with that being said doing any of these actions are still considered your main action.
Shadow Clones: Once per scene, you can create a copy of yourself up to your (control) zones away. This copy has your aspects and skills, but it takes a -1 penalty to all rolls. Every Round the caster must pay 1 chakra in upkeep for the clone to stay active. The duplicate is not an NPC, but another character under your control. During a conflict, both you and your copy get a free movement, but only one of you can take an action. You may dismiss the copy at will, or it will fade away on its own at the end of the scene. Shadow Clones cant take much damage and only have 1 box of physical stress.
FULL ROUND ACTIONS
Full Defense- Take no other action during your turn to gain a +2 to your defense.
Chakra Restore- Take no other action during your turn to gain +2 back to your chakra reserve. (You cant go over your reserve maximum)
Push: When you and your opponent are in the same zone and you succeed in an opposed overcome action, you can push the opponent back zones equal to your power as your action. At your discretion, you can end in the same zone or choose to push only your opponent.
Pull: When you and your opponent are in the same zone and you succeed in an opposed overcome action, you can move and pull the opponent with you zones up to your movement -1 as your action.
Getting Help
An ally can help you perform your action. When an ally helps you, they give up their action for the exchange and spend 1 chakra to describe how they’re providing the help; you get a +1 to your roll for each ally that helps this way.
Usually only one or two people can help this way before they start getting in each other’s way; the GM decides how many people can help at once and if the help provided is actually valid in the situation.
Chakra Stress
When preforming Justu or Styles characters are able to pull chakra from their reserves. Without doing this Jutsu are unable to happen and cant be preformed.
Chakra Cost
Every time a style is used the character must declare how much of a bonus the character wants to take. How ever much the characters bonus is represents how much chakra its going to cost him. A character cant go past their current Style Rank when using jutsu.
Example 1 - Naruto has Wind Style (+3) and he wants to effect his abilty to jump through zones to catch up with his target. His current Speed Rank is +2 which means he can only jump two zones without his powerful justu though his target is 4 zones away. He plans to add (+2 Wind Style) for 2 Chakra to affect his movement to get there in one turn.
Example 2- Sai is in a battle with a gaint monster and needs to use his Art Style (Ninjutsu) [+4] to help him Speedly dodge a brutal attack by creating a bird and flying away. Knowing that if hes hit by this beast he will be taken out of the fight, He chooses to use his total +4 from Art Style to aid his Speed (+2) to Defend against the Beast. He Spends 4 Chakra to help him and this time he passes with style and gains a supplemental aspect of "Exhausted" while he moves away from his current zone on his bird in the air.
Example 3- Itachi wants to kill a group of young shinobi who have been following him through the forest for quite some time. Using his +4 Control (Stunt) along with his Fire Style (Ninjustu) (+5) decides to take them all out with one giant fireball Attack, He decides to uses his +5 from Fire Style to add to his Control +4 and manages to get a +10 roll! He spends 5 Chakra and he knows he must split his shifts for his attack to all of his vitims. There are four young shinobi so he splits it Great (+4) ,Fair (+2), Fair (+2), Fair (+2) between all four young shinobi. Two manage to dodge his attack but the other two are drastically injured.
Chakra Depletion
When chakra is depleted a character gains the "Exhausted Aspect" which cant be recovered untill the character rests or has an item or person to rejuvenate them. Using Chakra past this point will result in gaining Consequences depending on much chakra was spent after the point of depletion.
ACTIONS & OUTCOMES WITHIN NARUTO FATE SYSTEM
Create an Advantage when creating or discovering aspects:
Fail: Don’t create or discover, or you do but your opponent (not you) gets a free invocation.
Tie: Get a boost if creating new, or treat as success if looking for existing.
Succeed: Create or discover the aspect, get a free invocation on it.
Succeed with Style: Create or discover the aspect, get two free invocations on it.
Create an Advantage on an aspect you already know about:
Fail: No additional benefit.
Tie: Generate one free invocation on the aspect.
Succeed: Generate one free invocation on the aspect.
Succeed with Style: Generate two free invocations on the aspect.
Overcome:
Fail: Fail, or succeed at a serious cost.
Tie: Succeed at minor cost.
Succeed: You accomplish your goal.
Succeed with Style: You accomplish your goal and generate a boost.
Attack:
Fail: No effect.
Tie: Attack doesn’t harm the target, but you gain a boost.
Succeed: Attack hits and causes damage.
Succeed with Style: Attack hits and causes damage. May reduce damage by one to generate a boost.
Defend:
Fail: You suffer the consequences of your opponent’s success.
Tie: Look at your opponent’s action to see what happens.
Succeed: Your opponent doesn’t get what they want.
Succeed with Style: Your opponent doesn’t get what they want, and you get a boost.
ON GOING AFFECTS
When a technique or action happens and requires active opposition from the caster, characters will use the base stat when rolling their opposed rolls but also have the ability to add chakra up to base stats modifier.
*When creating an advantage that requires the user to concentrate or be active in its control, its important to understand how that concentration can be broken in order to make the aspect no longer true or cause it to become passive opposition based on the narrative. *
- Taking Stress or Consequences related to the current task.
- Taking other actions beyond defending and creating more advantages on the current target.
- Receive an aspect that nulls out your current one.
MULTI-TARGETING
When characters want to effect multiple targets with an Attack or a CaA there are two options characters have,
Splitting Shifts- Roll an attack or CaA and split the amount of rolls between all of the targets.
Affecting a Zone- Instead of hitting the opponents hit the zone itself as CaA.
Each type requires a certain amount of thought from the character and each situation may differ in the way it should be done.
RANGE
Some weaponry and techniques are able to use range to effect things zones away. The effective zone range of a weapon or technique can be determined by the attribute it uses. And example would be Fire Ninjutsu (+3) can effect things up to 4 zones away without taking any negatives in shifts. For every zone over the amount it can go the action takes a -1 shift.
COMMON NINPOU
Ninpou are things that all shinobi know how to do and doesn't fall directly into an action category. Even with that being said doing any of these actions are still considered your main action.
Shadow Clones: Once per scene, you can create a copy of yourself up to your (control) zones away. This copy has your aspects and skills, but it takes a -1 penalty to all rolls. Every Round the caster must pay 1 chakra in upkeep for the clone to stay active. The duplicate is not an NPC, but another character under your control. During a conflict, both you and your copy get a free movement, but only one of you can take an action. You may dismiss the copy at will, or it will fade away on its own at the end of the scene. Shadow Clones cant take much damage and only have 1 box of physical stress.
FULL ROUND ACTIONS
Full Defense- Take no other action during your turn to gain a +2 to your defense.
Chakra Restore- Take no other action during your turn to gain +2 back to your chakra reserve. (You cant go over your reserve maximum)
Push: When you and your opponent are in the same zone and you succeed in an opposed overcome action, you can push the opponent back zones equal to your power as your action. At your discretion, you can end in the same zone or choose to push only your opponent.
Pull: When you and your opponent are in the same zone and you succeed in an opposed overcome action, you can move and pull the opponent with you zones up to your movement -1 as your action.
Getting Help
An ally can help you perform your action. When an ally helps you, they give up their action for the exchange and spend 1 chakra to describe how they’re providing the help; you get a +1 to your roll for each ally that helps this way.
Usually only one or two people can help this way before they start getting in each other’s way; the GM decides how many people can help at once and if the help provided is actually valid in the situation.