Magic Ninja RPG-First Draft- remember the plural form of ninja is ninja

I wanted to create an rpg based on Naruto and other Ninja related media. The game as it exists now mainly resembles Naruto but I will be adding things in it to stand out. There are several things I need to do to get this game finished. I just wanted to have something out in the wild. Perhaps a reader can give me a helpful suggestion for several of the items listed.

UPDATE: Character Sheet link here: Magic Ninja character sheet

Ninja
Ninja are trained from youth to become the ultimate assassin and warrior. They are raised in secret villages, each one becoming a top resource in the village. Many ninja belong to a clan, which has its own secret techniques they pass down in addition to what a ninja learns during their early life training.
A Ninja is a powerful martial artist that typically uses stealth to defeat opponents. Ninja in this world are capable of mastering their own inner strength in order to perform incredible feats of skill, strength and deception.
A ninja is skilled in attacking vital points, making it possible to perform deadly strikes. This may not be enough so they also learn special techniques such as covering a kunai in fire and throwing it or fooling an opponent into thinking they destroyed them. As an aside, Ninja cannot be detected by anyone else other than another ninja. Because of this, this allows tools such as smoke bombs to be quite effective in hiding. If that isn’t enough, some ninja are born with incredible genetic gifts making them even more deadly.

Character creation
A character consists of the following traits.
Benchmarks- normal people have a characteristic of 3-4. 10 represents usually super heroic.
Characteristics- These are core traits that help determine how well the character tests in certain areas. At least 1 point must be in each value. No value can start higher than 10 and only one can be a 10 during character creation.
Mental- stat that determines mental acuity.
Physical- determines physical strength and toughness
Move- determines quickness and swiftness. Also determines movement rate
Combat- determines combat instincts. One can have a low combat and still make it as a ninja.

Skills- represent talent and training in defined areas. During character creation, skills can only go as high as 10 points. Skills are divided into skill groups- Noncombat, Combat and Ninjitsu skills.
Noncombat skills- these skills are areas of expertise that the character has trained in that do not always tie to combat.
Awareness- this skill is used to spot or find objects.
Body- this skill is used for physical tasks such as lifting things or endurance running.
Driving-this skill is used to pilot vehicles.
History- This skill is based on knowledge of the past. Covers cities, people and even techniques. A character can make a history roll in combat in order to learn about a technique.
Navigation- this skill is used to ensure you do not get lost while traversing the land. Useful in unfamiliar territory.
Social- this skill is used to help convince others or interact with others.
Performance-performing arts such as dancing, singing, etc. Geisha skills fall under this.

Combat skills- these skills are tested in battle.
Fighting- these are hand to hand combat skills, both striking and blocking.
Melee- this skill is used to determine how good you fight with a weapon
Evasion- this is used to physically move out of the way of an attack.
Thrown- this is used to determine accuracy with a thrown weapon.

Ninja skills- these skills are tied to deception and are a special set of derived skills.
Deception- this skill is used in order to deceive others and make them make mistakes during crucial moments.
Power control- this skill is used in two ways. One way is to learn new techniques. Another is during battle, some powerful attacks require a roll to ensure that the technique is successful.
Power accuracy- this skill is used to determine the accuracy of the ninja technique.
Stealth- this skill is vital to a ninja as it is the ability to stay hidden and avoid detection.

Derived values- these are traits that are calculated using the traits of a character.
Derived and other values
Health- this derived value is a gauge of overall health. During combat, it is an abstraction based on how much damage you have taken.
Defense- this is your natural resistance to damage.
Focus- focus is the spiritual reserves that a character has. Each character has 100 focus. Ninjitsu techniques deduct their cost from here. Once this source is gone, a ninja is incapable of fighting. You regain this by rest as well as other means discussed later. There are other beings out in the wild that have focus and some of those may have more than 100 focus.
Affinity – This determines what element your ninja has an affinity to. Some ninja can have more than one affinity.
Official Rank- this is the rank you are recognized by in the ninja world.
Growth level- begins play at 1. this value determines the user’s understanding of ninja mysticism and helps determine what level of techniques you can have access to.

Starting characteristics and values change depending on what type of character is being made. PC’s in this game are made with the Ninja rules. Normal people are detailed below. There may be other setups later used to determine others such as trained samurai.

Normal people
Characteristics – 16 points.
Skills – 30 points for noncombat skills, 10 points for combat skills. Normal people can use their non-combat skills for the following ninjitsu skills- Deception, Stealth.
Option points- Normal people can begin play with 5 option points.
Disadvantages- max of 5 additional option points
Defense is 2 times your physical.
Health is 5 times physical.

Ninja
Characteristics – 25 points. At least 1 point must be in each value.
Skills- 20 points for noncombat skills, 20 points for combat skills and 20 points for ninja skills.
Option Points-Ninja can begin play with 10 option points.
Disadvantages max of 5 additional option points.
Defense- Ninja start with a defense value of 3 times physical characteristic.
Health- Your starting health is equal to physical characteristic + body skill * 10.
Feature- Ninjutsu- Ninja receive a suite of abilities that all Ninja learn in addition to their own custom techniques. These include clone, art of substitution and transformation.

Basic techniques- all ninja begin play with these

Perfect balance- Ninja have perfect balance and can stand easily on small objects like poles.

Leaping- ninja can leap as high and as far as their move from a standing position. This allows them to jump from tree to tree with ease.

Art of concealment- Years of training allow a ninja to hide in dark places with ease. If a ninja needs to hide they gain a + 5 bonus to their stealth check to avoid detection. This bonus is negated if the opposing person is also a ninja.

Shuriken Technique- If used by a ninja, huriken do not reveal your position when used while hidden. It also provides a +3 bonus on the next deception roll you make this round.

Clone technique- The clone technique allows a ninja to transform another object into a duplicate of himself. If the ninja is affiliated with the water element for example, they may make a clone out of a cup of water. The clone has the exact same stats as the user that created it. A clone is destroyed as soon as it is struck with any hostile force. A ninja may create up to three clones of himself. Each clone costs 10 points of focus. If a ninja creates a clone, they may use the deception skill (deception vs awareness) to fool their opponent into thinking that the clone is the original. Clones all act on the same initiative as the original and each clone has their own set of actions during the turn. Creating a clone takes a power action and you may decide to create one to three clones with the same power action.

Transformation technique- This technique allows a ninja to change their body physically to match another object. It costs 20 focus to initiate and 5 focus per round to maintain as it takes quite a bit of concentration to maintain. A character may use this to deceive an opponent. If an opponent touches the transformed person they will instantly know what they are touching is fake. In order to see through the technique, it is an opposed deception vs awareness with the deception roll receiving a +5 bonus. The transformation technique costs a power action to perform.

Art of substitution- A ninja can perform this technique to interpose an object, typically a clone or a piece of wood with an opponent the moment the opponent’s attack connects. A substitution costs 10 focus. It allows the user to move anywhere up to their movement value and gives them a +5 bonus on their next stealth roll. The opponent believes their attack connects but soon discovers it was a trick.

Options
Mythic bloodline- Humans are capable of passing down special traits. These traits refer to special abilities that are limited to a family. These traits are extremely powerful and cannot be copied, though if the power comes from an eye it can be transferred to another person.
Buying this option means your Ninja belongs to a family that passed a special trait through their bloodline. Generally you start play knowing what family you belong to and so which trait you received. If you would like to be surprised, you can have the gm decide and have the limit awaken during play. Costs 10 option points.

Dual Affinity- Your ninja has an affinity to an additional element. This can only be chosen once and you must pick different affinities. You can collaborate with your gm to create new styles such frost activation. 5 points

Summon contract- you have formed a contract with a mystical creature. This allows you to summon them and they will fight on your behalf. Many summons may require a blood oath with you. This will, in addition to the option point cost will cost you a permanent amount of focus, depending on how powerful the being. In addition, summons can be de-summoned though typically this is only able to be done by the summoner. Summoner is unique in that it can be gotten through play as well, but your options through play may not be as varied as in creation due to the path your storyline may take.
Variable option cost- see below.

Fast seals- performing an attack technique can be performed as a power action. cost 5 points

Direction sense
Double jointed
Rapid healing
Animal empathy
Connections
Lucky
Friendly
light sleeper
acute senses
night vision
combat senses

Oni-blooded- The character has a special heritage that grants them a secondary pool of focus! The character may not freely dip into this pool. They must either be low in focus (20 points or lower) or they are denied the ability to use their focus. The second pool is then made available to the character, however at cost. Every point of focus pulled from this pool drains one point of health from the character. Costs 6 option points.
Illusionist- Learning illusion techniques comes naturally to you. You gain a +5 power control bonus to learning illusion techniques. You also have a +5 bonus to escape illusions should you find yourself in one. In addition, it takes you reduce the time it takes to learn illusion techniques by 1 interval. You may switch your affinity to dark-light. 4 option points.

Technician- you begin the game with an extra technique. You also learn new techniques easier. Increase your power control by 3 points (this bonus counts toward the skill point maximum in character creation.) In addition, subtract 2 from the number of weeks it takes to learn a technique. Cost is 5 option pts.

Standard weapons- These are basic weaponry. They add their bonus value to your damage. See combat for details.
Katana- +6 dice damage
Nunchucks- +2 dice damage
Naginata- +7 dice damage
Tonfa-+2 dice damage

Ranged weapons- ranged weapons deal a set number of dice per attack.
Bow and Arrow- range 70 move. 8 dice damage.

Ninja Tools-these are basic versions of tools starting characters receive. Stronger versions can exist out in the wild.

Shuriken – the classic throwing star. These are used to distract an opponent, causing them to drop their guard. It can also be used to wound but they almost never cause fatal damage by themselves. Adds 2d6 damage to the thrown damage value.

Caltrops- These items are used by ninja to hamper their opponent’s movement. They are very large spines that are scattered onto the ground. If an opponent steps onto them, they take 5d6 damage. A bag of caltrops are used all at once.

Kunai- a throwing spike that Ninja use. Typically these, like shuriken are used to distract or misdirect rather than kill, but they do have a sharp point. Adds 3d6 damage to the thrown damage value and provide a +1 bonus on the next deception roll you make this round. Kunai are also usable as daggers, having 3d6 as its weapon value for melee weapons.

Rope- mundane npcs can be bound easily with rope. Powered opponents may need seals or other bindings to accomplish keeping them bound.

Communicator-This is used to keep in contact with your squad. This device works like a short range radio- with frequency settings that can broadcast up to 500 move away. Keep in mind, that this technology is not as good as cellular devices of today and as such can be prone to static and interference.

Dried food-Dried food is easily portable and contains the protean needed to continue working. It also leaves a faint scent but not as strong as fresh cooked meal.

Smoke bomb- creates a zone of black smoke that is difficult to breathe in (except for the person that uses the bomb). The smoke is thick and covers a zone of 10 move radius. The smoke lasts for 2 phases but can be blown away easier by anything that can produce strong wind. While inside the smoke cloud, a ninja automatically passes a stealth vs awareness.

Explosive tag- An explosive tag is a paper seal with the word explode written on it. It can be set to a fuse (user determines how many phases it lasts until it explodes) or activated at will by the user spending 20 focus and making the snake hand sign. Tags explode damaging everything in a 10 move radius dealing 20 dice damage. Ninja can create their own explosive tags, increasing the damage they do as they gain more skill.

Oil- Oil jars can be used to cover surfaces in a slick substance that could cause passers by to fall. If someone were to walk on the oil, it would be a physical+body roll difficulty of 22 to avoid them falling down and losing the rest of their turn.

Flammable oil- this substance coats the target in sticky oil that, when caught on fire will either deal 3d6 sever fire damage or add 3d6 damage to a fire element technique cast on a target covered in this type of oil.

Body armor- Ninja wear protective gear that helps them avoid injury. This includes a headband protector that lets one know at a glance what village they represent. Increases defense depending on the quality.

Scrolls- A scroll can be used in many ways in this game. Some scrolls carry knowledge necessary to teach techniques. Other scrolls carry summon contracts. Other scrolls are used to transport items much easier. Once an item is inside the scroll, it can be summoned later. If you are using a scroll during combat, it takes your action.

Special unique items
Haunted Shuriken- This shruiken feels cold to the touch. When thrown, it makes a strange ghastly humming sound. If the shuriken does not hit its target, it automatically makes an additional attack during your next turn using your stats. If it misses again, the shuriken returns to you and deals 5 points of severe damage to you.

Blood blade- This katana, when it strikes an opponent, leaves large gashes as its own focus bites into the target. When you hit a target with the blood blade, the sword itself also deals 25 damage to the opponent. If the blade is without intent to kill, it deals 25 damage to you.

Whirlwind numbchuck- These numbchucks are made from a new alloy. They spin so fast, a mini hurricane can kick up. You may spend 20 focus to perform a blast that forms 20 move out from our attack. Anyone in the radius must make an exceptional body check. If they fail, they are pushed 30 move back and knocked on their back.

Poisons-wip

Minor antidote- the medicine in this jar will aid a ninja in recovering from a minor poison’s effect. If the poison requires a roll to overcome, it provides a +3 bonus.

Ointment- this salve, when rubbed on a wound, will help the recovery process. It restores 2d6 health and increases the time needed to recover.

Stamina pills- These pills can restore focus. They are filled with stimulants that help the natural recovery process of focus increase. A ninja is not to rely on these, but when taken they recover 3d6 focus. A ninja only gets the benefits of the focus recovery from this once per day. Coincidentally they provide enough nourishment for an entire day, though you will still feel hungry from not eating.

Rules
Unopposed checks- This game used 3d6 plus characteristic and skill to determine the outcome of a task. The difficulty chart below shows the typical difficulties out in the field.
Difficulty
Challenged 14
Everyday 18
Competent 22
Exceptional 26
Incredible 30
Legendary 34
Super heroic 38
Modifiers in this game come in a few varieties
minor +- 1
good+- 3
massive +- 5
Many of the other checks in the game are opposed. Two characters roll a specified characteristic plus skill with the victor having a higher check.

Other misc rules
I wish to put my first draft out online and so I have a lot of misc rules I thought up that do not yet have a home.
Element- at character generation, roll 1d6. The result will tell you what element you are aligned with.
Your element will flavor what techniques you can learn as well as what techniques work well against you. Lightning, air, fire, water, earth, dark-light

Fire is good against wind but weak against water
Wind is strong against lightning but weak to fire
Lightning is strong to earth but weak to wind
Earth is strong against water but weak against lightning
Water is strong against fire but weak to earth.
dark-light is not weak or strong to any particular element.

Learning elements outside of your alignment is possible, but difficult. Add 10 to the power control check to master the technique. Also the attack’s focus cost is increased by 25%. Most ninja are not able to learn more than two elements.

Element canceling-Attacks can be intercepted by other attacks. If one attack is elementally weak against the other, the other attack is counted twice. Attacks can be cancelled outright this way.

Example: A brown web ninja attacks Kuno with a blazing fireball technique . Kuno is greatly weakend and does not believe he can escape the attack! His master Takato appears from the shadows, aborting his next action to use the exploding shark technique. Both will roll their base damage. As the exploding shark technique is a water attack and the blazing fireball technique is a fire technique, the water attack will have its base damage dice doubled. A massive explosion of steam erupts and Kuno appears unharmed.

Power control
Techniques will have a difficulty rating associated with them. If you fail the power control roll, you may still be able to perform the technique but with a higher focus cost.
Failed the roll by 5 or less- focus cost of the technique is increased by 50%
Failed the roll by 6-10- focus cost is doubled.

Examples of traits
Frost activation- allows you to use Frost based attacks by combining water and air and because of this, you can master air and water techniques easily. This ice is resilient against fire due to the water element and requires fire techniques to be at least 3 times stronger to counter balance. You must be either air or water affinity to select. You cannot select any other affinities.

Combat Chapter
Combat is divided into rounds with each round being sub-divided further into phases. Each round lasts 4 phases. Within each phase, each person involved in the combat takes their turn. Once all persons take their turn, the next phase begins. Some powers and abilities are restricted to a set number per round.

Initiative-Who goes first
In order to determine who goes first during the turn, you roll initiative. This is a single six sided die roll. Add your Mental and Move characteristics to the roll. The highest goes first, followed by the next highest until everyone has acted. The initiative order stays the same, however there are ways to increase your chances of acting first as well as acting out of turn order to perform an action.

Acting out of turn: The abort maneuver and boosted reaction
A character may perform an abort maneuver to perform an action out of turn. For example, a character wishes to intercept a fire style attack that is going to hit another character by performing a water style counter balance. Performing an abort maneuver grants certain disadvantages. If you are using it to move, you will keep moving until your next turn. If you are defending, you will continue doing that until your next turn.

Boosted reaction
This ability is covered in more detail in the techniques chapter. This ability allows Ninja to use focus in order to increase their mental characteristic for the purposes of going first.

Abort to movement
You may abort your next action to movement. This is helpful in evading an attack as you may move outside of its effective range.

What can I do when it’s my turn?
During your turn you may move then make an attack action, a defensive action or a power action. Talking is considered a free action and you may talk as much as you need to, though the gm may tell you that saying something that is too long may take your turn (you can’t read a novel aloud before making an attack).

Miscellaneous checks
Sometimes, a technique will allow a fighter to make a check during their turn. Many ninjitsu techniques require a roll of deception vs awareness. This check is considered free and does not count towards an action on that character’s turn, but you may only make a check one time per effect.

Moving
You may perform a movement action during your turn. You move as much as your move characteristic without penalty. There are techniques that can increases your move characteristic and the bonuses gained by running or sprinting affect the new boosted characteristic.
You could do a run action or a sprint action as well. Each of these actions increase the amount you may move, but provide temporary penalties to your other skills. A run action doubles your move characteristic for that action but you lose – 2 points to your fighting value for the turn. A sprint action multiplies your move value by 4 but you lose -4 points from your fighting value. You do get a bonus +2 to avoid one ranged attack while sprinting as it is hard to get a good aim at you while sprinting.

Making attacks
If you did not use an abort action before your turn, you may make take an attack action. An attack action could either be a ninja technique or a hand to hand attack. Either way, you must make a contested roll against the opponent you wish to attack. Using your hands or a weapon to attack your opponent is considered making a physical attack. The attack roll depends on what kind of attack you are making. Different skills are used to avoid being hit by certain types of attacks.

Hand to hand: 3d6 + fighting skill + combat characteristic vs the opponent’s fighting skill + combat characteristic + 3d6.
Melee weapons: 3d6 + fighting skill + combat characteristic vs the opponent’s fighting skill + combat characteristic + 3d6. An armed opponent may use their melee weapon skill to block your attack instead of their fighting skill.
Thrown weapons: 3d6 + Power Accuracy skill + combat characteristic vs the opponent’s Evasion skill + combat characteristic + 3d6.
Technique: 3d6 + Power Accuracy skill + combat characteristic vs the opponent’s Evasion skill + combat characteristic + 3d6.

Feint Fool your opponent into blocking or dodging instead of their intended action. The character decides which they want to fool their opponent into doing. The character rolls their combat + deception + 3d6. The difficulty they must roll is the target’s mental + awareness + 3d6. If successful, the target must abort to either block or dodge or move. A successful feint grants the user a free action. If the free action is used to attack, the attack gains a + 2 bonus.
Surprise or rear attacks
Attacking an opponent from the rear is a tactic that can be helpful. You make an opposed Deception + mental + 3d6 vs Awareness + mental + 3d6. If you are successful, you add the margin of success to your attack roll for the next attack.

Damage inflicted upon attack
The amount of damage done to your opponent depends on the attack.
Hand to hand damage- roll a number of dice equal to physical + fighting
Melee damage- roll a number of dice equal to physical + melee skill + weapon bonus
Thrown- roll a number of dice equal to physical + thrown + weapon bonus
Ranged weapons such as guns have a damage value listed.
Techniques have a damage value listed as well but some options may change the amount of damage done.

Grab You can grab a person or object. You make an attack against the opponent as normal at a -2 penalty. If you succeed, you grab the opponent.
Body Slam * Opponent must already be grabbed
A body slam involves slamming your opponent into the ground using your momentum. If you are on the ground, you will deal damage equal to your melee damage value plus 1d6 severe damage. If you are flying and you attempt a body slam from the air, your opponent has one chance to break free. If you are successful, you deal damage equal to your melee damage value
Hold *Opponent Must already be grabbed.
You may deal your melee damage value to your opponent while they are held. You may forgo dealing damage to a held opponent and move them (your move – their move) spaces in any direction. Both you and your opponent are at -3 to evasion rolls this turn.
Pin *Opponent must already be grabbed.
You stop all movement holding the opponent immobile on the ground. Your opponent may try to break free on their turn. Both you and the opponent cannot move, suffer -3 to evasion. Opponent will remain pinned until they can escape.
Throw *Opponent or object must already be grabbed .
You may throw the opponent or an object. To hit a target from a throw, roll Combat + body + 3d6 vs the target’s (combat + evasion + 3d6). If you are throwing at another object (like a building) you just roll 3d6 and are successful if you roll higher than a 7. You may throw a target a distance equal to your melee damage value – the target’s physical characteristic.
( + 3 severe damage for every point of move traveled max-30)

Defensive actions
You may instead opt to taking a defensive action on your turn instead. A defensive action helps you better defend yourself against opponents, as well as gain a slight advantage on your next turn.

Block
You may opt to block your opponent’s next physical attack. The difficulty is the attackers (Combat + Fighting (or melee) + 10). If you are successful, you not only stop the next attack, you also gain a + 3 bonus to your next physical attack against that same target.

Dodge
You perform a series of acrobatic or athletic techniques (flips, rolls, etc) to get distance as well as make it harder to be hit by your opponents at range. Performing a dodge action gives you a + 3 bonus to your evasion skills this turn against all attacks. You also gain + 10 to your movement characteristic this turn and next turn.

Break free * You must be already grabbed
If you are grabbed, you may attempt to break free. This is an opposed (physical + Body + 3d6 vs. your physical + body + 3d6) roll. If you are successful, you are no longer grabbed.

Get up You may stand up from being knocked down or thrown. You may take one other action except run or sprint.
Brace- you can abort action to brace for a hit. You take 1/2 the damage of an attack.

Power actions
These actions are covered in the technique chapter but you may perform two of these during your turn. Power actions are typically support actions. A power action includes assuming an altered state, boosting reactions, preparing techniques. Some techniques (such as assuming altered states) take both power actions you are given.

Holding back
During battle, a character can ‘hold back’ by taking a voluntary penalty to any of their combat skills or reducing the damage dice you are rolling. Bosses and sometimes players will hold back their full power as an attempt to toy with their opponents.

Severe damage
Severe damage is a special kind of damage that hurts beings, no matter their levels of defense. It is especially reserved for unique situations. As such, an techniques that has deadly effect is treated as if it was severe.

Knockback
Knockback occurs when a fighter is able to land an especially strong attack against their opponent. When a character makes an attack roll against another character, there is always a chance for knockback. When making any kind of attack roll, if 2 out of 3 of the dice rolled are 6’s and you hit the opponent, and then knockback occurs. When a character is knocked back, they are pushed back a number of move equal to the amount of damage done by the attack. The character who made the attack may decide where they defender may go. If a character has a barrier and they are stricken by an technique, they will not be affected by knockback.

Collisions
A fighter affected by knockback, or a fighter who is thrown, may slam into another object. If a character is knocked into another object, the character suffers 3 points of severe damage for every point of move traveled. A character will only take a maximum of 30 damage this way. If two fighters collide, they will both take the damage of a collision. If a structure is totaled by a collision, a character may face an additional amount of severe damage. The gm may decide how much damage the structure is worth, but 3d6 is a good guideline.
Exposure to space/underwater = unconsciousness results in physical + 2d6 turns, Ninja can hold their breath physical + 3d6 turns. If you are unconscious due to running out of turns, you will die in another 1d6 + physical turns unless given oxygen.
Other dangerous environmental effects (values below represent severe damage done)- drugs, poison, shock, burns

Severity Mild Intense Deadly
Damage per turn exposed 3-12 15-30 33-60
Effect Painful Intense pain can kill very quickly Can kill almost instantly
Critical hits
Any attack roll that hits an opponent and each die has a 6 is a critical hit. A critical hit ups the amount of damage done by an attack. You multiply the damage of the attack by 1.5. The attack will automatically cause knockback as well.

Fatal strike
If a source of damage deals enough damage to a combatant equal to twice their total hits before defense is considered, it is considered a fatal strike. It will either break a limb or depending on the nature of attack, impale or sever limbs. A character who suffers a fatal strike loses 1d6 health each turn. This damage is considered severe.

Conditions
States
A state is an altered form that a character may poses. An experienced character may poses multiple states.

Downed
Downed is a condition that a character who suffers a lot of damage will obtain. If you suffer more damage in one attack than you can either negate or your remaining hits, you are considered downed. If you are in an altered state, you suffer state loss. A downed character is unable to perform any other action but lie there and weakly speak. This is a dangerous condition because you are effectively helpless. You may not avoid any attacks. A downed fighter must roll 3d6 on their next turn. If you roll higher than a 14 then you may stand and continue to fight. If you roll less than a 5 then the character looses consciousness.

State loss
A character who is able to assume an altered state are affected by state loss under certain circumstances.

Immobilized
Some techniques can immobilize a target. Being immobilized reduces a character to 0 movement. It also gives them a -5 penalty to avoiding attacks. Breaking free of immobilization typically takes an action and lists the difficulty of the check to break free. If it is a physical effect, the character will need to roll a physical + body check. if it is an illusionary technique, you may have other options covered in the illusions section of the techniques chapter.

Poisoned
A character under the effects of poison will suffer either penalties to dice rolls, severe health damage or both. Poisons either list the length of their duration in combat rounds or they list the difficulty it is to cure it. Potent poisons can take people out of the action and require them to stay in an infirmary while others find a cure.

Wounded
A character below half of their health is considered wounded. They have either taken a massive wound or the amount of wounds they have tallied up is too difficult to fight unhindered. A wounded character suffers a -3 penalty to all rolls. They often leave a slight blood trail making it difficult to hide from those whom can track.

Recovery- wounded people, while resting recover around 10 health per day. A person not resting recovers 5 health per day.

Death
A character is conscious as long as they have 1 health point remaining. A character that is at zero health or below will immediately fall unconscious. A character dies whey they lose an amount of health equal to their physical characteristic x 5 below zero.
If you are dead, you can be brought back to life under special circumstances. It is possible a forbidden technique can bring back the dead. In this game however, being dead is usually the end of that characters story. But his friends will remember and continue to fight for their fallen comrade’s ideals.

Technique creation and Learning new techniques
During character creation a character may start with one additional special move. It is their choice whether it is a ninjitsu technique or a hand to hand technique. You can either choose a technique from the list below or opt to invent your own technique.

Techniques cost as much as the power control roll needed to power it. The first time you use a technique each session, place a check mark next to it. Once you have received 3 check marks, you reduce the technique cost by half. This is only done once for each technique as it shows that the ninja has figured out the right amount of energy to utilize the technique without putting too much energy into it. This only applies to the base cost of a technique. If the technique has a cost per turn, that cost is not reduced.
Some techniques allow for you to create them at their maximum power and chose to reduce some of the effects at the time of use. These techniques when reduced do not reduce the cost of the technique, even if you are reducing their effects in some manner.

Characters who perform the same special attack again and again give bonuses to avoid that technique to their opponents. After the first time the technique was used, if it is used again on the same opponent, that opponent receives a + 3 bonus to avoid the technique going forward.
Techniques take a lot of time to learn and perfect. It takes an amount of weeks equal to half the total focus cost of the technique in training days to learn how to perform the technique. You may subtract a week per growth level after the first. Techniques cost a lot of focus to use at first.
If you raise a growth level, you may enhance a technique. You may add additional options to the technique such as raising its damage value.

Elemental flavor
Each technique is created with an element aligned with the person whom created it. A person that is aligned with more than one element must chose one element the effect is aligned to unless they are given a new element through a mythic bloodline. Elemental effects do the following:
fire- fire effects burn things that are struck. A living person’s focus is ususally strong enough not to cause them to catch fire unless the technique has the after effect option however mundane items will burn.
earth- earth techniques can dirty an object. THey can crush a mundane object or cut it if the technique is jagged or sharp.
ice- ice effects can cause the temperature to go down a few degrees in the area. if the area was dry, it becomes damp or slick.
lightning- lightning effects can leave a tingling sensation in the air. they can also cause a large amount of light to flash at once.
wind- wnd effects can blow wind chimes, cause air movement, potentially cut things.
water- water techniques drench items. they can snuff candles and put out small fires.

Illusions- I am working on illusions currently. More to come.
There are two types of illusions. Auditory and visual. Auditory illusions enter through the ear canal and reprogram the cells from there into tricking the person. Visual style require the eye contact with the user. Visual techniques are easier to escape but easier to learn. Auditory techniques are great as you don’t have to be seen to have people fall into the trap however they are much more difficult to learn and rely on the user’s performance skill.
A person casts a visual illusion using deception skill vs the opponents mental + awareness.
A person casts an auditory illusion using mental + performance vs the opponents mental + awareness.
Illusion techniques, once successful stay in effect until the target breaks free themselves or is broken free by a comrade. Illusion techniques, if they do damage, do not deal their damage until the phase after the check has failed. The damage is not physical but mental, meaning the target’s physical body is unharmed but their mind is suffering. There are other illusions that do not harm the target directly but cause them to see or hear things that are not there.

Creating your own custom techniques
The base effect of any technique is to cause damage to the target. A technique starts with a base damage equal to your mental characteristic plus power accuracy skill. In this game, even though you may go as high as you want with damage, you many not want to do so for all occasions as the more dice you buy when you make the attack, the louder and more noticeable the attack is.
Techniques are normally modified modified by the technique options below.

Technique Options
Effect Name Effect Description DV penalty

After Effect The attack can do up to one-half of its original damage each turn for an additional 1d6+2 phases without having to reroll to hit. The after effect damage does not stack with another instance of an after effect attack, even if the attack is from another source. Note that after effect damage does NOT count for purposes of elemental countering. + 2 per 5 points of damage per turn of affect

Area Effect Hits everything in the radius. The radius equals everything up to a 6 move Radius. Every additional purchase of the option adds 2 move to the maximum radius of the attack. When you purchase the option, you buy the maximum area of effect you want the attack to extend to. When using the attack you can chose up to the maximum radius or lower to a minimum of 1. + 5 per 2 move extended.
– Area effect option- Obfuscating- This effect creates a cloud in the area. Vision is obscured, requiring an opposed awareness vs stealth test to see the opponent. The stealth roll gets a great advantage +5 to remaining hidden. This option adds 5 to the difficulty but requires a cost of 5 focus per round to maintain.
– Area effect option 2- Suffocating- this subjects anyone affected to suffocation rules. +15 difficulty

Barrage
A barrage attack is described as a single target effect that , rapidly hits the target. Attacker divides the amount of dice in the attack. Each division may increase the amount of times the target is hit by blasts by 1. Make 1 attack roll, if the target fails, they are hit by a number of attacks equal to (attacker’s to hit – defender’s evasion roll). If the opponent has a barrier created, then each blast’s damage is doubled before the barrier is applied. You cannot be hit by more attacks than divisions made in the attack. +10 per division
barrier- A 3 move by 3 move wall is created. Any ranged attack automatically hits the barrier. The barrier reduces the damage of any attack that hits it by the amount of the barrier. If the attack is reduced to 0 dice, then the attack is completely stopped. If the attack is still higher than the barrier, the remaining damage gets through. Focus cost is 1 difficulty per die of damage deflected. Can only add 20 per growth level max. A barrier can last for more than one turn. You have to pay 5 focus per turn to keep it active. Any damage it sustains remains phase after phase until its dispelled or destroyed.

Bending This effect makes it possible for you to bend the technique. Each bend may bend the attack up to 90 degrees. Taking this option means that the attack built with it has the option to bend. It does not always bend when fired as that would be useless. + 5 per bend

Continuous Fire The attack hits the target again and again. It is different than after effect because with continuous fire you must concentrate on one target at a time. You may attack the target each turn for up to 1d6 + 2 phases. No roll to hit required after the first hit. Each turn the target is hit again; you must pay an amount of focus equal to the original attack. + 25

Deadly Effect Completely Negates barriers and Defense. Dodging is the only option of avoiding the technique. These attacks are typically hard to hit with. It causes a – 5 to the power accuracy roll. +25

Delay May delay the attack a number of phases equal to the amount paid for. The attack goes off at the end of that phase. + 2 per turn delay

Draining This attack deals no physical damage. Instead, it deals half its damage to the opponents focus, disrupting their very chi flow. + 10

Energy Siphon This attack drains focus from a target and gives it to you. In addition to its normal effects, your opponent loses 1/4 the amount of damage done by the attack in focus. You gain the amount of focus lost. + 20

Homing Makes your energy attack hit its mark much easier. If the attack misses, you may use your next action to attempt to strike again. You may still move about while directing the attack. +10 difficulty

Immobilization When the opponent is struck by an attack with the immobilization option, they receive the immobilization status. When you select this option, you determine the strength of the effect. Your opponent must roll this on a physical + body +3d6. If you fail, you will be stuck for another turn. The immobilization has a number of hits = to its strength*10. Each turn that the target is trapped, they deal their check result in damage to the strength of the immobilization. A physical immobilization can be destroyed by a friend very carefully… + 1 per 1 point of strength

Increased damage- Damage – 1 difficulty per die of damage.
If you add 10 dice to the attack, the attack is visible to everyone in the immediate area and any stealth you may have had is canceled out. If it is 20 dice, everyone can hear it and determine where you are from up to a mile out. Regardless, the power of an attack you create is limited by your experience as a ninja. You can only add 10 dice per growth level to your attack.

Lifeforce A character may spend health to boost the power of an attack. Every health point spent adds 1 to the attack’s damage roll Each point of health spent is considered severe damage and thus cannot be prevented. + 1 per 5 health spent.

Rapid Fire Attacker divides the amount of dice in the technique between each target. The attacker makes one attack roll and each target must make dodge independently. +5 per additional target

Sacrifice A character may spend all of their remaining power to create an area attack centered on themselves. A character using this option is automatically hit by the attack and because it comes from their own focus, the damage is considered severe damage and thus cannot be prevented. This effect combines Area effect, and lifeforce. Starts at difficulty 10 with a 5 move radius. + 5 difficulty per 1 move extended

Scatter Shot- Single target area effect
The area is peppered with smaller versions of the attack. The attacker divides the total dice into an amount of smaller bursts. Each division adds + 3 to the chance to hit the opponent. The attacker makes one attack roll. + 2 per division

Water- You expel water into the environment. If you purchase this option once, you create a small pond of water up to your ankles. If you purchase this option twice the water is waist high. Once more and the water level is 10 foot deep, requiring all users to begin swimming. Another purchase- and it ramps up to 50 foot deep.
15 difficulty per purchase.

Technique disadvantages
Requires eye contact- reduces the technique cost by 5.

Non-damaging- the technique cannot deal damage. Reduces the cost by 10.

Material component- this is both an advantage and a disadvantage. It requires a tool in order to be used in addition to focus. The advantage is that it costs less focus as you don’t have to utilize shaping techniques to give the technique form. Disadvantage is that it takes two different resources to use. Reduce focus cost by 5 but it must require an item.

Hand to Hand Combat expanded
Combat maneuvers
You may perform a stronger attack by sacrificing your accuracy for strength. You must decide how much you wish increase your damage on this attack. When you make the attack roll, you subtract the amount to increase your damage from your attack roll total. If you hit, then you add that amount to the damage roll.

Special hand to hand attacks
Fighters with a growth level of 1 may begin using these new techniques. These special attacks cost focus to use. During play, heroes may learn new special moves. You may add up to two different modifiers for each special hand to hand combat technique a character has.

Hand to hand attack modifier Limit Cost

Accurate- increases chance to hit with the attack 2 focus per point up to mental stat

Defensive- the technique adds to your chance to block or evade. Accurate, forceful, strong modifiers may not be added to this technique. Physical stat if technique adds to block. Move stat if technique adds to movement. 2 focus per point limit physical.

Dashing- the technique adds to your movement. You may use dashing to charge into your opponent. 2 focus per point. Up to a maximum of 2 times your move.

Forceful- Successful hit causes knockback regardless of dice rolled. 5 focus. Can only be added once.

Quick- This technique adds to your initiative for the following round. Can be useful for building a combo. 2 focus per point of initiative up to Move stat x 2.

Listed techniques-The techniques listed below are a bunch of random techniques.

Mental reflexes boost-This ability allows Ninja to use focus in order to increase their mental characteristic for the purposes of going first. For every 5 points of focus spent, you may add to your initiative. This boost lasts for the rest of combat. The boost takes effect at the start of the next phase. Using this technique requires a power action to use.

Quickness boost- work in progress
—Aspects are an idea I had about tribal ninja warriors. Needs balancing. Included for the lolz.
Aspects- selectable at 2nd growth level
There are peoples that train and live with a totem animal. Their teachings originated from an ancient tribe of nature specialists known as the animaru. The animaru taught many to live in harmony with nature and to revere an animal specific to the individual. This animal is the focus of the way of life for the character selecting the aspect and as such flavors the way they fight.
Dog aspect- enhanced sense of smell. Dog aspect is known for its ability to keep its senses. They fight with bites, claws and kicks. You gain +3 bonus to awareness, +3 fighting, +3 evasion. You gain a summon contract with a ninja dog. You also gain the tunneling technique, even if you are not earth aligned.
Hawk aspect- enhanced sense of sight. Hawk aspect is known for their grace, bearing and might. They learn to keep their eyes focused and unwavering. You gain a + 3 bonus to awareness checks. + 3 evasion skill. +3 thrown weapon skill. Hawk aspect learn the flying leap technique as well as the sparrow’s cloud technique. Hawk aspect fight with clawed hands, flying kicks and sweeps. they also fight well with thrown weapons.
Flying leap technique- This technique takes the place of the character’s movement for the turn. You are able to leap up to double your move vertically, triple horizontally. If you use this technique before you perform a hand to hand combat technique, you deal an additional 3 dice damage. This technique can be used once every 3 turns.
Sparrow’s Cloud technique- Sparrows cloud technique is a technique where the ninja throws a rather large shuriken at the opponent. The shuriken, mid flight, explodes into a cloud of mini shuriken, pelting the target with multiple shuriken. The technique deals 10 additional dice damage in addition to normal throwing weapon damage. You only have access to one Sparrow shuriken. Once used, you can make another but it takes about 2 hours.
Monkey aspect- enhanced strength and balance. You receive a +3 bonus to balance checks. +3 body skill. +3 fighting skill. A monkey aspect fights with rolls, kicks and grasping palms. You learn the monkey roll tecnique as well as the monkey grab punch.
Monkey roll technique- When you perform a dodge action, you also may move up to your movement value.
Monkey grab punch- this fighting technique makes it so you may perform a grab, followed by a standard punch using one action. This technique may be performed once every 3 rounds.
Snake aspect- enhanced balance and movement. You receive a +3 bonus to balance checks. +3 stealth. +3 Deception. A snake aspect may perform a snake skin clone. They may also learn the snake strike technique.
Snake skin clone substutuion- as art of substitution but the visual is that you shed your skin around a wound or similar flavor. The first time you use this in battle, you regain 3d6 health. It costs an extra 10 points of focus to perform and the healh bonus is given once per combat.
Snake strike technique- using a ninja technique, you summon a large venomous snake or multiple snakes. You can make a hand to hand attack against someone within twice your move value of you. If the attack hits, you deal an additional 5 dice damage and leave the enemy mildy poisoned. They take 25 damage for the next 1d6 phases. This technique takes 20 focus to perform.
—–
Medical Ninjitsu- requires dark-light affinity. Medical Ninjitsu requires a ninja to spend the next 2-3 years under intense medical study. The ninja learns many things about anonymity and can diagnose and help heal the wounded. At the end of their time in training, they gain the medicine skill with 7 skill points. There is another side of medical ninjitsu, those with less scrupulous values can use medical ninjitsu to perform sick human testing. The following techniques are a few of the techniques a medical ninja can learn.

Surface healing- A character may lay their hands on a character and heal them. They may spend 10 points of focus to restore their health by 5 points. A character that has been reduced below negative health returns to zero health before the health gain. If they are unconscious or downed they are no longer in those conditions. Learn able only with those with medical ninjitsu. Even then, it requires an exceptional difficulty power control roll to master.

Pressure point strike- A medical ninja has the ability to disable limbs via pressure point strikes. The ninja has to touch the target in close combat. The ninja must then pass an incredible difficulty check to perform the attack. If an arm is selected, the target cannot use that arm and thus cannot use techniques. If a leg is touched, the ninja loses 1/2 their move. In order to escape this technique, one must spend 10 focus and pass an exceptional difficulty power control check. If multiple limbs are frozen, you can pay 10 focus plus 5 per additional limb. This technique costs 20 focus to perform. It also requires a growth level of 3 and you must be a practitioner of medical ninjitsu to purchase. Learn able only with those with medical ninjitsu. The difficulty check required to learn this technique is incredible.
—-
Tunneling technique- earth technique
This ability allows a ninja to disappear underground and move underground unhampered. If you are near a preexisting hole in the ground, you may use that hole rather than creating a new one. It is obvious to your opponent that this technique is being used unless you otherwise distract them. While underground, add + bonus to you stealth rolls to avoid detection. 20 focus to activate, 5 focus per round to maintain.

Surface step technique- focus technique
This technique allows a ninja to walk on water and battle on the surface of water. It also allows a ninja to stand on vertical surfaces such as walls. Costs 1 focus to activate. Takes a competent difficulty check to learn. Anyone can learn it. This technique takes a power action to use.

Zanzoken
The zanzoken technique is an illusionary technique that creates false images of the attacker. Zanzoken is created by someone moving so fast only a visual shadow is left. You may create multiple images of yourself by moving between close spots. Characters can make an awareness check difficulty 18 to see through each illusionary image. Learnable with a incredible power control check. Anyone can learn this but it may not be useful for everyone.

The following techniques are built using the technique creation rules above.

1000 eyes illusion- illusion technique
Immobilization 30. Delay 5. requires eye contact, non damaging- total 25 cost.

Water prison technique- water technique
Area effect 1 with Suffocation option 20. Immobilization 25. Power control difficulty 40.

Blazing fireball technique-fire technique
Area effect 3 (10 move), After Effect 5 (25 damage), Increased Damage 10. Power control – 35

Burning Roses- fire technique
Damage 10, Material Component (shuriken), Scatter shot 5, Power Control 20, 15 focus.

Wind barrier-Wind technique
Barrier 20. Power control 20.

Stalactite launcher- Earth technique
Rapid Fire 5, Increased Damage 20. Power control 45 – learn able by growth level 2+

Exploding Shark technique- water technique
Area effect 3 (10 move), After Effect 5 (25 damage), Increased Damage 10. Power control – 35

Minor Infusion- This technique is used to store mundane items within a scroll. It takes the user around 5 minutes and costs them 5 focus to place one item in a scroll. Available to anyone with a growth level of 1. Learning the technique from a teacher is an mental + power control difficulty 14. Learning it alone is a mental + power control difficulty 22.

Material control
Through sheer focus, those gifted ninja can have control over a specific type of material. The user may make shapes, stretch the material and otherwise manipulate the material. This technique has limits as you are only manipulating material that occurs in the natural environment so no boiling blood with water control.
Using material control requires a power control roll. The result determines how much you can affect in an area. The difficulty tells you how much focus manipulating the area costs as well as damage values if an attack is made with it.
Exceptional 26- a small pool. The focus for the first round is 15 and 5 per round after if maintaining a shape. The damage value is power control + 1d6 if used as a single attack.
Incredible 30- a large pool. The focus for the first round is 20 and 5 per round after if maintaining a shape. The damage value is power control + 3d6 if used as a single attack.
Legendary 34- a river. The focus for the first round is 25 and 10 per round after if maintaining a shape. The damage value is power control + 5d6 if used as a single attack.
Super heroic 38- a lake- The focus for the first round is 30 and 10 per round after if maintaining a shape. The damage value is power control + 8d6 if used as a single attack.
Material control is not learn-able through training. It is granted to the user by either a mythic blood line or a magical artifact.

Nin-puppet
A ninja can specialize in becoming a puppet master. They use their energies to move an inanimate puppet that is capable of offense and defense. Puppets use the focus of their owner, however forbidden techniques exist that skirt around this cost. Puppets cost focus to activate and use and a puppet master can have multiple puppets, however they have to have a way to transport them. Puppets cost a minimum of 5 focus to activate.

Ninja that utilize this technique must deal with the opponent attacking them while they are manipulating the puppet. The user’s concentration is divided among any puppets they are using and everything else. Others receive a +3 bonus to attack the ninja, but the ninja is able to use the substitution technique with a puppet they control for defensive measures.

Puppets are created using similar rules to creating a normal person. Puppets do NOT have a mental score and all mental tests are resolved from the puppet master.
Characteristics – 15 points. At least 1 point must be in each value. 30 points for noncombat skills, 20 points for combat skills. Defense is 5 times your physical. Health is 4 times physical.

Starter puppets have 3 weapon slots. Kunai and shuriken take up 1 slot. A katana takes 2 and a spear length weapons take up 3.
There are a few types of puppets described here. Please feel free to make up your own and share them with anyone else who is playing this game-

Attack puppets- This type of puppet is primarily used offensively. The puppet has 10 additional combat skill points to allocate.

Deception puppet- This puppet is used primarily to deceive enemies. It is typically loaded with smoke bombs or poisons that can debilitate enemies. A deception puppet begins play with +3 additional points of deception skill. In addition, if you perform the feint maneuver, you may spend 15 focus in order to reroll the result.

gm stuff- gaining exp, etc

Experience
Raw training gives you 3 points per year or one point every 4 months. These points can be spent on combat or ninja skills.

Learning noncombat skills is a little different. You can gain as much as 6 points per year, but if awareness is not able to be raised this way.

Learning new techniques was covered in the technique chapter.

Rank
In your campaign world, you will need to define what ninja rank all encompasses. Normally, as a ninja takes on more missions, they get more respect from whatever ruling body the city has. A ninja with a high enough rank may even be called upon to consult with the ruling body regarding missions. Some ninja even retire to positions of power within the settlement. An example of ninja rank is listed below, feel free to create your own ranks.
Rank 1 – fledgling. A beginner. Tends to take on lower ranked missions.
Rank 2- Sparrow- this rank means you have successfully completed 10 missions. You are starting your career and things are looking bright, but you still need to concentrate on lower ranked missions.
Rank 3- Sparrow – this rank means you have successfully completed 20 missions. At this rank you are trusted to take on higher stress missions but not high rank ones.
Rank 4- Dove-this rank means you have successfully completed 30 missions. Sometimes you may be given a chance to provide advice on a mission particulars. You receive a permanent plus 3 bonus to your social skill.
Rank 5- Crow-this rank means you have successfully completed 40 missions. At this rank, you are trusted with only performing high rank missions. These are quite a bit deadlier and so you are granted other perks such as training in a hidden skill or access to a powerful relic.
Rank 6- Owl-this rank means you have successfully completed 50 missions. At this time you may be asked to coordinate higher ranked missions with others of this rank. You may sometimes need to spend time doing paperwork to send fledglings and sparrows out on missions.
Rank 7- Condor-this rank means you have successfully completed 60 missions. You have earned quite a bit of prestige. You are generally granted a new home in a district near nobility or high prestige citizens.
Rank 8- Hawk-this rank means you have successfully completed 75 missions. At this rank, you act as head of the settlement during times of crisis if the current head is not available. Depending on the structure of the settlement you could qualify to be voted in as head of the settlement.

Growth levels
In this game, mechanically they exist as a way to restrict high powered techniques. In setting, growth levels represent a ninja’s ability to understand and comprehend the mystical energies that inhabit the world. The person running the game needs to be the one ultimately to determine how this is gained through play as they will be the ones to determine how powerful they want the group to be and how fast. One way this can be done could be that you would gain a new level every even rank increase. If you were to use my ranking system, you begin as a fledgling with a growth level of 1. If you become a Sparrow, it increases to 2. At Dove rank it becomes 3.

Another way could be training from higher rank Ninja could increase your knowledge. This takes time, perhaps gaining a growth level increase after a year of training from that Ninja. Every year you could retain tutorship from this ninja, however you can only have as much growth level as the tutor you are learning from.

Ninja cell leader
Characteristics – 30 points. At least 1 point must be in each value. 30 points for noncombat skills, 30 points for combat skills with a max of 10. 30 points for ninja skills with a max of 10. 10 option points for advantages. Disadvantages max of 5 additional option points.

PC bloodline limit idea-mythic bloodline – Jukutatsu shita mizu- water adept gives one water affinity.
When first awakened, it grants the user the ability to control water as material control rules.
Water based techniques are more potent when more water is in the area.
The effect takes 10 focus to initialize and 5 focus per round to maintain. At growth level 2, the effect only costs 5 focus to initialize. At growth level 1, it is free to initialize but still retains the 5 focus per round.
Small amount of water- +1 to power control and accuracy tests, +1d6 damage.
Large body of water- big lake or equivalent- +3 to power control and accuracy tests, +3d6 damage.
Near an Ocean- +5 to power control and accuracy tests, +5d6 damage.
However if one is in the desert, their water based techniques receive a – 3 result.
Another weakness to this limit lies in the elemental weakness. Users take double damage from earth and earth technique counter balancing automatically succeeds.

Magic Ninja character sheet

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