Project Division Street – mini series

I have begun a new RPG project titled Division Street. Division street is my new mini campaign that focus’s on duality. Often this is day and night, light and dark, love and hate. I decided to use BESM 3rd edition because I wanted to get back to my rpg roots as well as found I liked the modular nature of the game. I will be posting a few different things here soon, but I first wanted to get the setting out in the open.

I like to think of this as persona x sailor moon. Where we deal with high school students pushed into supernatural situations in between their daily lives.

Game Category

  • Action
  • Comedy
  • Drama


  • Modern Day

BESM genre 1 (fan service) keywords

  • Attack Phrases
  • Bososoku (biker gangs)
  • Bishonen
  • Collateral Damage
  • Dying Speech
  • Face Cuts
  • Giant Robots
  • Ghosts
  • Hyper dimensional hammer
  • Ki Powers
  • Kendo
  • Late for School
  • SDF
  • School uniforms
  • Transformation Sequences
  • Terrible Cooks

BESM Genre elements

  • Alien visitors
  • Hero teams/ Magical girls
  • Martial Arts
  • Mecha
  • School Days
  • Science Fiction
  • Supernatural

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 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.

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.

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
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.


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.

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.
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.

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.

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.

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 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.

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.

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

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.

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.

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.

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.

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

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.

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.

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

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.

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

D&D Living Character Guide of my campaign

This is a new living guide to the characters of my campaign world. As such it is a work in progress. There are about 70 NPCs in this guide that the players have interacted with.


Current members of the Light warriors

Eldeth- Born in Greenhill, Eldeth was seen as a very devout martial student. She was chosen by the exiled king to belong to a new group of heroes, despite her not knowing of this when she first set out in New Crimson. Exposed to chronomagery Dwarven Fighter played by Sabrena

Torinn-Torrin Left the great dragonborn city of Scorshan to go on a journey of self discovery. Once every few years, others from his village travel the world and deliver their finds to the leader of the dragonborn Patrin the wise. Exposed to chronomagery Dragonborn fighter played by Josh

Artemis Frettrindel- Eladrin general of the Moonglow army. Artemis is skilled with magic and good friends with Fintrovolu. Artemis is a gentleman whom enjoys the finer life and does not like getting his clothing dirty. Eladrin Wizard -Played by Matt.

Put on a bus-members that are not around for one reason or another
Kathandus Harper-. Kathandus has a nack for using her power for revenge but she has a good soul. She has recently been in the envoy of Stephen Martian. Human Paladin played by Nick. Not a mainstay.

Cain- Powerful forces vie for control of the soul of Cain. Cain was a student of the arts who was tempted by the power of the Warlock. He formed a pact with a powerful entity named Immolen, who now may be plotting against him. He is said to be from a very difficult place to live. Exposed to chronomagery. Currently captured by the forces of darkness. Tiefling warlock played by Matt

Quelenna- Originally sent to New Crimson by her queen Valenae. She hailed from the resplendent city of Moonglow. The city of Moonglow is located in a hidden valley near the city of Raylight. Rumor has it that the city is located in the Fey wild itself… after the events of the Moonglow siege and the reclamation of Greenhill Quelenna stayed in Havenwood to help with plans on getting the Eladrin back to Moonglow. Exposed to chronomagery Eladrin rouge played by Barbie

Orden- “Master, what do you mean a Deva who is not a Deva?” These words were uttered by the man known as Orden. Orden is a Deva with a form like that of a Tiefling. Penitence must be paid to account for times of the sins of the past. Through his training as a priest of Pelor, he is ever faithful that through piety his next incarnation will not be cursed. Cleric of Pelor. Deceased? played by Rob.


    Crimson- beginning of the game – travel to Maroon and the Timesealed Crypt of Maroon.

Stephen Martian- The exiled king. Stephen Martian was framed by his counsel of close advisors and he lost control of his kingdom in the Badlands. Surprisingly word of this has not traveled to many lands. He formed an alliance with the lands of Vermillion and under the name of Ottoman Breun, he began a quest to rid the world of poverty and injustice. He has many connections with various peoples in Veil. He also worked in secret with his brother in Haven state whom sent his trusted vassal Ogden to help aid Stephen.

Stiltskin Stonebread- old dwarven man that traveled with Eldeth to the city of New Crimson on the first episode.

Clarissa- Eladrin barkeep known for her special drink. Clarissa was kicked out of Puremoon 39 years ago. Clarissa was once a former magic user in the service of the Duranduls family. She served a few years and was locked in a research facility and was used as a research subject. She managed to escape. She has not been seen since the heroes investigated the Durandul family crypt.

Alice Stonecarver- Young woman who now works with Stephen Martian. Alice was saved by the party when they traveled to Maroon. Alice has trained for two years to become a great warrior in her own right. She is very good at disguises and infiltration.

Felgood Kromain- halfelf innkeep. Once a prize fighter but retired to run an inn in New Crimson. When new Crimson was destroyed, he traveled with the group to Maroon.

Bart Stonebread- Dwarf entrepreneur. Sells just about everything. He is said to be unucky and bad luck follows him. He came to New Crimson just days before it was destroyed by Bullettes.

Lindell- Halfling trader. He sold weaponry and his twin sold everything else. His twin Red died during the Bullette attacks in New Crimson. Traveled with the group to Maroon.

Wanda- young woman that the party saved from monsters outside of Maroon. She was looking for help as her father was quite ill in the mind.

    Badlands-Scorshan and the Tchisseda(pronounced Kissed tah) events

Heskan and Indrala are twins who share a reddish scale color. They both are the strong silent type and prefer to be kept alone. Indrala is the older sibling but refused the captian’s postion. Both have mastered multi-breath techniques and are key leaders of the Flamebrow clan.

Harbek- Harbek is a dwarf from the stone hammer tribe. He broad chested, with flowing golden hair and mean cold dark eyes. He stayed with the dragonblood instead of traveling north through the desert of Dread like his brothern. He is tough, and surley, loves displays of strength and intimidation.

Dandarah- He is a dragonborn age 14 and is still in his awkward growing state. He has copper scales. He wishes to be just like Torinn. He has manifested his electric dragonbreath recently and likes to show it off.

Nanrash- elder dragonborn and protector of Patrin the wise.

Pattaha- Large golden scale dragonborn. Part of the new scale militia.

Kindrala- Older dragonborn. Tiny reading specticales and runs a shop called the eternal balm.

Dandarah- Young dragonborn trying to impress Torin. Copper scales and recently learned his dragon breath.

Old Patrin the wise- Elder Leader of the Dragonborn city Scorshan

Terra- beautiful young half elf woman that has been helping the sick since she arrived. Often works with Kindrala on medicine.

Skarcan- Dragonborn with reddish brown scales. Admires strength.

Atermarious – Young red dragon. Atemarious is loyal to Patrin the wise and treats him as his father. Recently, he was captured by Scroud while trying to test Torinn and company.

Kira- Tiefling rouge. Kira was an orphan who traveled the lands of Vermillion. She has had a rough life and made a living with thievery. She found a map to a moving treasure and thought she might finally find a true treasure. Became good friends with Quelenna.

Gregory Callaway- Gregory works as an artifact dealer with his friend Jarvis. Both created and sold their inventions for a long time. They had a small shop in Kenzer. They were approached by a cleric named Pattricia, a cleric of Pelor. Pattricia had found a map to the hidden Tiefling city of Tchisseda. They left together and were scattered by the storm shield of the floating city. He teamed up with our heroes while they searched Tchisseda. Later, they found that Scroud had corrupted Pattricia and made her fight the heroes as well as poison Atermarious. After the battle, as the corruption was wearing off, Cain silenced Pattricia forever. Gregory has since come to terms with the fact that he is the only survivor of the accident but has not been seen since the final battle of Tchisseda.

Spike- Spike is the name of a tiefling wizard of great magical might. Spike belongs to a splinter faction of the hands of the shroud. The splinter faction is dedicated to reviving the name of the once prestigious house but they want to remove many of the negative connotations (as many as they can though they are still tieflings). He reached out to Cain to appeal to his curiosity and his sense of racial pride. Perhaps they can both work together to further their own ends.

Grom- Orc warchief. He was taken from the badlands and forced to work for Scroud in Tchisseda. Has good feelings towards the party. Once imprissoned by the Eladrin for being an orc, he helped save them when the siege occurred.

    Moonglow- Moonglow seige arch. 8 am tea time, 2 pm teatime and 10pm optional tea time.

King Arannis of Moonglow- Known as the warrior king. King arannis is a master of sword and magic. He was blessed with a beautiful wife and three children.

Queen Valenae-Queen of Moonglow. Is the mother of three children. Valenae belonged to one of the most nobel houses of nobility in Moonglow.

Princess Quelenna- see entry above

Princess Althea- Sister to Quelenna. Althea is frusterated as the current unspoken law in Moonglow royalty says she cannot be wed until her older sister is married. Althea has fallen a nobel but cannot marry him. Quelenna is not in a hurry to find a mate and things got more complicated when her sister’s run-in with chronomagery regressed her older sister to being younger than her!

Prince Erevan- Takes after his father as a fine warrior and just in cause in features. Erevan has fallen in love with the night sister Jehandrelon but cannot wed her due to the stigma behind the night sisters. He is often sneaking out of the castle to see her.

Fintrovolu- nicknamed “Finny” by Cain, Finny is an older highly skilled prosecutor in Moonglow. He is great friends with Artemis and helped teach the children of Valennae. Fintrovolu was injured during the short Moonglow Siege.

Fahrenheit- Fahrenheit is a damphir. He originally came from the badlands. He was the prince of the badlands but like Stephen was forced out of office. Fahrenheit himself is a fun loving man who never liked the restrictions of the noble class. He flirts with Quelenna though because both are of nobility but due to his situation she believes him nothing but an untrustworthy commoner.

Grandmother Jelenneth- Grandmaster of the night sisters. Silver hair worn in an ornate bun she wears square framed glasses. She is friends with queen Valenae but a bit bitter. She was a romantic rival with valenae for the hand of Arannis, current king of Moonglow.

Dayd’adain- Dayd’adain (pronounced Day dee a din) is the top student of the night sisters and possible the greatest magical mind of Moonglow. Dayd’adain though is constantly bored because she is a prodigy. She has pale golden hair worn long with a pierced left ear. She wears a series of skull designs for her earrings.

Marathil- Shortest night sister and youngest. Best friend of the late Quelenna (the night sister who lost her life).

Quelenna- Deceased night sister whose only crime was being in the wrong place at the wrong time.

Jehandrelon-(Pronounced Ja han draw lon) A modest, young and beautiful eladrin woman. She is a night sister blessed(cursed?) with the ability to see visions of a person’s past (and future) by merely touching the hand of another person. She is in love with Princess Quelenna’s brother Erevan.

Rutharin- Darkhaired night sister and sister to Clarissa of Puremoon.

Sulay-e- Gold haired studious night sister. Very quiet very skilled but not as skilled as her personal rival Jehandrelon.

Wuilubarion- (pronounced wii lou bar ion) – New Judge of Moonglow

Asha- Deva high constable

Appla- Gnome baker from moonglow famous for her shop the ‘short and sweet’.

Camille Keylethe- Eladrin Wizard. She was banished from Moonglow for copying magic scrolls

Soothsayer Palius- Eladrin soothsayer who is strong in the ways of magic, but not in supplies. He is capable of casting powerful rituals.

Aramill- Eladrin Spiritual leader of Moonglow. Cleric of Corellon Larethian

Seber- Deva Grave keeper in Moonglow.

Gaelain- Town Crier. Deceased during the events of the seige.

    Haven state- Moonglow trail of tears to Greenhill reclamation

Woodsong- Chieftain of the elves of Havenwood. High level Druid.

Birch- leader of the remaining standing army of Havenwood. Their forces split so they may aid the Vermillion plain of the Gnoll Occupation.

The weaver- eldest among the elves of Havenwood.

Acorn- Weaver’s young helper. He is bullied by the other kids of Havenwood but shows great promise.

Lee Stoneslate- Mayor of Farmhome. Once lost his title but regained it when the party and the Magpies helped remove Percy from power.

Amandra- Human leader of the Magpies mercenary group. She is said to have a cruel fighting style.

Bolthier – storm Genasi warrior. Brother of Squall. Bolthier speaks in a refined nobel accent. Member of the Magpies.

Squall-storm Genasi warrior. Brother of Bolthier. Squall has an odd accent. Member of the Magpies.

Simon Peddleworthy- Mage member of the magpies. Balding human male. A gentleman.

Bonemeal- Gnome Barbarian. Member of the Magpies. Rescued from his life of torment by Amandra.

Elden- Brother of Eldeth. Member of the Greenhill army.

Thoradin- Father of Eldeth.

Gorbale Rockworthy-one of the three great dwarf Senators of Greenhill. The senate building can be shielded by a magical field that only their passwords may unlock.

Duddery Stonemantle-one of the three great dwarf Senators of Greenhill. The shield was created to help in case of disaster.

Tarvic Ironlung-one of the three great dwarf Senators of Greenhill. decesaed-Each of them have one piece of the password.

    Villians- new and reoccurring villians

Scroud- Scroud is an evil mastermind who has single handledly ruined countless lives in his world. Scroud was rumored to be a wight but was since revealed to be a Liche. His first meeting with the party, he was caught off guard and was defeated and his wand stolen. To get back at the party, he kidnapped Atermarious, destroyed the prestigious Eladrin kingdom of Moonglow and captured Cain. Rumor has it that he found a new sponsor in his quest for power.

Decay-Decay is an eladrin warrior who betrayed the city of Moonglow. His family were killed on tearbleed hill and he has not forgotten. He signed up willingly for Scroud’s cause and Viktus helped him become a Wright.

Viktus- vicktus is the head of Scroud’s research and development. Vicktus is obsessed with his need to experiment with magic of all kinds. His experimentation lead to many advancements in medicane before he was approached by Scroud in years past. Vicktus has experimented on his own body and soul and his form and race is similar to a Vortex wraith.

Kalesh Bloodspear- Tiefling wizard that is quite loyal to Scroud. He has a personal vendetta against Cain but has never let on why.

Julian Locklie- Bard Human. Being forced to work for scroud against his will. His fate is quite disturbing.

Percival Steelhelm- Percy is a minor nobel of the Steelhelm family from Rainenthal in Havenstate. When he heard that the old fort that belonged to the king of Haven’s brother had been taken over, he traveled to the Vermillion Plains in order to personally lend aid. In the end, adventurers had not only rescued him but also been given the credit of clearing the fort. He stued on this for quite some time and used his status as a nobel to set up wanted posters of the group as they made his life challenging during the rescue. Percy always loved the city of Farmhome and had difficulty getting its citizens to accept him instead of Lee.

King Kroan Spinecarver- Drugar king whom worked with Scroud to capture Greenhill. Viktus created a special mind poison that helped them win the battle of Greenhill.

Ogden Diggn- Once a retainer of King Martian of Haven.He once was acting ruler of Haven State for a time- removed power from Lee Stoneslate and gave it to Percival. He was abusing his power and when the ruling brothers finally returned, he was sentenced to death. He disappeared before his sentence was carried out.

Zoldeye- Beholder that was defeated in the Citadel of the sun during the final battles of the Sorcerer wars.

The Brute- magical abomination created by Viktus that appears immortal. It also seems to have the ability to evolve, changing itself before each encounter with the theroes. It has not been seen since the final battle of Tchisseda in which the heroes were magically transported to the city of Moonglow due to Quelenna’s magical imprint.

Families of Note

Heartshield Clan- One of the three Badlands Dragonborn clans. Their colors are Green and Gold. The Heartshield clan represents the power of courage. Torinn the great lead multiple wars against the Tieflings in the past.

Flamebrow Clan- One of the three Badlands Dragonborn clans. The Flamebrow clan specializes in warfare and the military. Keeping the peace is the most important. Their colors are Red and Bronze.

Peaceblade Clan- One of the three Badlands Dragonborn clans. The Peaceblades are the keepers of wisdom. Their main colors are deep purples and rich blues.

Duranduls- Prestigious human magic family. They are a branch family of the Cargous family.

Martian family- A family closely tied to history. Primarily from the Crown region.

Bemusal familiy- A family of great nobility from the Haven State.

IronCrown- family of Dwarves who have great leadership skills. From the Badlands.

Cargous- Royal Family of the *edited. Crimson region. Before the Martians, the Cargous were the greatest human rulers.

Blue forest Night Sisters- The night sisters are a sisterhood of Warlocks from Moonglow.

Steelborne clan- Dwarven clan from Greenhill. Almost world famous blacksmiths. Very talented in arms.

Stonebread clan-Dwarven clan from Greenhill. Merchant family and ancient allies of the Steelborne clane. Steelborne clan creates wares and the Stonebread clan sells them.

D&D 5th edition- house rules and races.

Sadly it appears my group has decided to walk away from 4th edition. I am going to be moving away too but will be posting my house rules in one spot. I intend to update this page as changes are made. For now, I am going to place my first draft of many races and feats.

Races- changes from 5th edition.
DND 5th edition uses Forgotten realms as its baseline. Because of this, the races are flavored towards forgotten realms more than a general story. I am going to address my campaigns specifics below.

Deva- These house rules are used to represent Deva until official rules are available. Race qualities and description are in phb2 of d&d 4.0. Racial bonuses- +1 wisdom +2 intelligence. Astral Origin- Deva count as astral beings. They begin with Celestial language in addition to common.Memory of a thousand lifetimes racial ability- previous lives insight provide you with the ability to gain advantage on any attack roll, skill check, saving throw or ability check. You can only use this ability one time per long rest.

Dragon born- 4th edition back story.

Drow- Drow in my game are not the same Drow as in the realms. There are a large fraction however that seem quite different and do have a reputation of warring with others such as the Gold Shield Dwarves.
In general, Drow are subterrain still and have cruel combat styles but tend to keep to themselves leaving the world above to the others.

Dwarves- follow 4.0 guidelines. Green Hill dwarves do not have the stereotypical accent associated with dwarves however the gold shield dwarves do. Still follow square shaped architecture.

Human- no real changes except cultural name changes. One thing to note is humans are directly
responsible for every large scale confrontations for the last 1000 years.

Genasi- As described in forgotten realms players guide dnd 4.0. Racial ability score bonuses- +1 str +1 intelligence. Racial bonuses depend on the subrace of Genasi chosen. Elemental origin- primordial as language in addition to common. Intelligence is your spellcasting ability for spells gained.
Earthsoul-resist acid. begins with resistance cantrip. Can cast stoneskin once per long rest at 5th level.
Firesoul-Resist fire. begin with produce flame cantrip. Can cast fireball once per long rest at 5th level.
Stormsoul- resist lightning. begin with light cantrip. Can cast lightning bolt once per long rest at 5th level.
Watersoul-resist frost. Can cast create/destory water one time per short rest/long rest. At 5th level can cast misty step once per long rest.
Windsoul-resist thunder. begin with mage hand cantrip. at 5th level get gust of wind once per long rest.

Halflings- race shrunk in 5th ed. They did not shrink in my campaign.

Shardmind- follows physical qualities from phb3 dnd 4.0. Racial stats- +2 Int +1 wis. Languages- speaks telepathically but knows common and deep speech. Living construct- you do not need to eat sleep drink or breathe. Crystialline mind- Resist psychic and advantage on saves against charm effects. Shard swarm- can cast magic missile once per long rest. When cast this way, the shardmind teleports 15 feet away after casting. Intelligence is your spellcasting ability for magic missile.

Wilden- follows physical qualities from phb3 dnd 4.0. Racial stats- +2 wis +1 con +1 dex. languages common and elvan. Darkvision up to 60 ft. Hardy form- can cast resistance cantrip without material components. Aspects- chose one aspect per long rest.
Aspect of the ancients-you can cast expeditious retreat once per short rest.
Aspect of the destroyer- You gain the thorn whip cantrip during the time you are in this aspect.
Aspect of the hunter- you can cast huters mark once per short rest.


Racial Feats- Feats reserved for specific species only.
Extra Manifestation- WIP Genasi racial feat- can manifest an additional elemental soul.

Storyline feats – these feats cannot be selected and are gained in game for specific characters.
Chronomagery-Those affected by specific stimulai may manifest the ability to tap into time magic itself.
Lesser Arcanis Chronomagery- in combat, once per 8 hour day, you may tap into chronomagery to gain an additional move action per turn. Out of combat, if used tasks you are performing alone can be done faster than normal.

Greater Arcanis Chronomagery- in combat, once per 8 hour day, you may tap into chronomagery to perform an additional action. Out of combat, if used tasks you are performing alone can be done faster than normal.

Chrono Majesty- ?

Chosen of Moradin- Boon for helping to save Greenhill and stop an interdeminsional anomoly from destroying the plane. You gain the tough feat for free. You also get advantage with social interactions with Dwarves.


If you receive a magic item that upgrades an ability score and use it for awhile, you will find yourself psychologically addicted to the new ability score. If you lose the item after having it equipped for a time, you may suffer depression and withdrawal from perceived performance loss.

Gauntlets- All heavy armor come with them for free. You have to state if your gauntlet is open or closed.
If the gauntlet is closed around the weapon, all attempts to disarm you are at disadvantage. As a draw back, you cannot throw the weapon you have locked and if you wish to switch to a different weapon, you must use an action to do so. If your gauntlet is open, you can be disarmed as normal but you may also draw and stow as normal.

Each sphere of magic now has an upper eschalon of magical talent. The final top tier of each magic school manifests only in a special select few known as Majesty. Look forward to new Majesty feats for rules on how this affects the world.

**thoughts on low level play. Hypothetical situations.

I am doing some thinking about changing the cardboard hero aspect of D&D 5.0 and one thing that came to me this morning is just increasing the HP of the characters for ONLY levels 1-3 and leaving things as normal afterward. I think it would make it so I wouldn’t have to keep track of a subsystem, it would make combat still somewhat dangerous yet not have to run away from a dungeon every encounter.

Consider the following hypothetical situation. Three plausible level 2 character stats are shown below using what we have been doing currently. (these are not actual stats, rather test figures.)

Cleric has Con of 14 (+2)

Cleric HP 15

Cleric has d8 hit dice

Rouge has

Con of 8 (-1)

HP of 11

Rouge has d8 hit dice

Fighter has

Con of 14

HP of 20

Fighter has d10 hit dice

I have considered 3 ways, each similar to one another but changing a variable or two.

Fix 1- Add Con score to HP instead of rolling for 3rd level HP.

Fix 2- Max all HP rolls, adding constitution modifier for first 3 levels. Recalculate HP as if player rolled natural max on each of the 3 levels.

Fix 3- con mod for level 1. add max die roll plus con mod for levels 2 and 3.

Under fix 1

Cleric would have 29 HP at level 3.

Rouge would have 19 HP

Fighter would have 34 HP

Under fix 2

Cleric would have- (8+2)*3=30 HP

Rouge would have – (8-1)*3=-21 HP

Fighter would have (10+2)*3=36 HP

Under fix 3

Cleric would have (14+10+10)=34 HP

Rouge would have (8+7+7)=22 HP

Fighter would have (14+12+12)=38 HP

I am leaning towards option 2. The reason why is that it is actually within possibility, though rare, someone could actually roll their max for both levels 2 and 3 and the numbers are not much bigger than option 1. Option 3 is also attractive as there is that much more safety net to encourage more adventuring however if there was a barbarian…

Barbarian at 2 using current method

Con 16 (+3)

HP 21

Hit dice 12

Barbarian would have (16+15+15)=46 hit points.

Which is INSANE! But actually pretty cool in its own rights. Of course, we don’t have a barbarian so its not like something we have to worry about…but I figured it would be fun to use the edge case.

On the smaller scale of things…

Wizard at 2

Con 10

HP 9

Hit dice d6

Fix1- wizard would have 19 hp

Fix 2- wizard would have (6)*3=18

Fix 3- wizard would have (10+6+6)=22

Geography part 1

*work in progress.

Geography of Garrick

Claria rests on a vast open plain. The area around Claria is nothing but rolling hills and grassy meadows. Trees dot the countryside as do various farms and small villages. From time to time the great plains suffer from various weather related problems. Much like the Midwest of the United States, the area suffers from strong summer storms. I will use Claria the city of technology as a point of reference when describing the landscape and area beyond the great plains.

From Claria, if you were to travel west, you would begin to see the landscape eventually become heavily forested. These woods are home to many kinds of woodland creatures as well as mischievous fairies and sprites. The land of earth is beyond the woods and it becomes very mountainous.

From Claria, the farther South you go, the more the temperature begins to warm. The land itself becomes flatter and the trees begin to dot the countryside less and less. Miles beyond this point, the land becomes a real savannah, where wild predators lurk in tall grass. The peoples become Nomadic and villages become sparce. The land of fire is farther south.

As detailed in the Tempust section, the east is the land of wind. The lands become very windy and various mills are set between the boarder of the great plains and Tempust country. The lands rainfall becomes more pronounced and colder as the elevation rises.

To the north, the great plains begin to become a bit cooler. As you travel farther north the land itself tends to become lower in elavation. The main roads lead you to a large beach and the few towns that rest along it. There are cliffsides that meet a rocky ocean for most who travel off the beaten path. The larger towns that rest along the ocean have light houses. The city of water resides beyond the beach. There are islands of varying sizes that dot the sea. The capitol city lies farthest away from the mainland in a large island that is very cold.

TWERPS: Simplicity rpg

I have a fondness for the simplicity rpg known as TWERPS. In it, everyone only has 1 stat which is Strength. Note that this stat is not the typical physical muscle strength but it is the overall effectiveness of everything the character can do. The game is played with only a single 10 sided die per player. How characters are differentiated from each other is their professions. Professions/Skills do more than add a +1 or 2 to the die roll. They represent accumulated knowledge the character has from learning how to be a Dentist, doctor, what have you. I am going to post some of my home brew settings for TWERPS here.

You can find an active yahoo group called Howtodoeverythingbetter for more info.

You can buy TWERPS rpg from   . I got most of the sourcebooks from there. You can also buy it from Nobel Knight games. The core  game is about 6$ US.

My first conversion: Last Fantasy

Last fantasy is a TWERPS way of playing final fantasy the rpg.

Required materials

-Twerps 2nd edtion and  Twerps Magic.
Note: Twerps How to do everything better helps with new spells and the creation of magic items but its not necessary.

Version history
0.1    put it online for first time.
0.2    Decided to spell check. Forgot to add the job limit when I first posted it. Added aquaball as useable weapon. Minor wording changes and gave caller access to 3rd level spells
0.3    More wording changes and spell checking. Followed the advice of and gave ninja the stealth bonus and the ex mercenary a combat bonus.
0.4    Added Pictures! Changed Ex-Mercenary a bit, added key-sword, added unyielding rage rules, some more minor wording changes. Added some sample monsters. Changed leap knight rules around.
0.5    Upped the resistance of the toneberry. Extended keyswords value to better reflect its source material.
1.0 New clarification to jobs. Added new Martial artist ability. Updates to rage ability, spell granting items and monsters.
Character Creation: As basic 2nd Ed. rules

Jobs: In Last fantasy games, a character may only advance in 1 job.

Warrior- +1 to hit in combat.
Light Mage **- Light mages may only effect undead with the harm spell.
Dark Mage **- Dark mages may not purchase the heal spell.
Thief – +2 to all thief related checks
Martial Artist *+1 damage while unarmed. If a monk wears any armor with a def bonus over +1, they loose their unarmed damage bonus. Martial artists may “focus” for 1 turn. If they do so, they deal + 2 damage if they hit on the next turn.
Grey Mage **- Proficient with both light and dark magic. May buy any spell but may only advance to level 3 in a specific spell.

*Note that if you own Kung Fu Dragons, you may use those rules instead.
**Note: in this universe, the summon spell is off limits for these Jobs. Instead look to the caller job for summoning.
How to do everything better

Elements come from the gems of elemental might and infuse the world. Elements oppose each other. Fire and water oppose each other and air and earth oppose each other. When attacking an opponent with an elemental magic weapon or spell, it gets a +1 bonus to hit and deals an additional point of damage.

TM notes
Last fantasy campaigns usually revolve around an epic quest to either protect or revive 4 gems of elemental might. Last fantasy games usually involve airships later on in order to speed up travel between key places. For ideas on ships and how they work you can use the Rocket Rangers supplement.

Other worlds
More jobs are present later on in the series.

Leap-Knight – Leap Knights train their bodies to perform jumps of great distances. Because of this they perform a +1 to their ST for jump checks. Leap knights also train for a very special attack. Leap Knights may leap extremely high into the air on their turn. If they do so, they do not come down until the following round and cannot be targeted by spells and effects. When they return, their momentum causes an additional 1 damage. A leap knight may leap a number of times equal to their ST per day.
Optional Rule: If a leap-knight leaps in an enclosed space, they take 1 damage from the ceiling and immediately fall to the ground and loose their next action.

Aqua Dome Player- Spending time in the high pressurized environment while playing aquaball grants an aquaball player a +1 bonus to ST for purposes of initiative. They are the only other job besides the clockmage that may purchase the time spell. They may only buy 2 levels of the time spell.

Caller- The only job that may purchase the summon spell. They begin play with 1 level of this spell. Any other spell a caller buys maxes out at level 3.

Copycat- Has the Mimic ability. The mimic ability allows a copycat to perform the same action as the last person who acted in combat a number of times a day equal to the copycat’s ST. This roll uses the copycat’s ST but the skill of the person they are copying. Unfortunately, if anyone hears of the character’s profession being a copycat, they loose -2 to ST for social interaction checks (NOBODY likes a copycat). This job is particularly odd and it may not be suitable for most campaigns.

Ex-Mercenary- Ex-mercenaries generally have an angst problem. Ex-Mercenaries get a +1 to to-hit rolls. Ex- Mercenaries may wield oversized swords without penalty.

Clock mage- The clock mage is the only job that may buy the time spell besides the aqua dome player. The clock mage may not buy heal or harm spells.

Ninja- Receive a +1 bonus to all stealth checks. May throw any item (that they can logically hold in 1 hand) up to their ST in spaces. A weapon deals its damage as normal but will break or get lost from the throw. Things that are meant to be thrown receive a +1 to hit. Things that are not meant to be thrown receive a – 1 penalty to hit and deal 1 damage. Things that are not meant to be thrown only travel 2 spaces. For particularly silly games, you can throw other PC’s into opponents!

Time- May increase/decrease a target’s ST for purposes of initiative. The number modified depends on the spell levels used as normal.

Unyielding Rage- A small stat called edge will be added to the character sheet. It fills over time depending on how much damage your character sustains in combat. Its effects vary however as they need to be built. Edge stat gains 1 point for every 2 points your character receives in battle. When your edge stat is the same number as your character’s ST, it is full and your character may unleash its rage attack. Edge may be saved up over time but not over adventures. A character may only have one Rage attack but it increases in power with each increase to a character’s ST.

Building rage attacks
First determine its name. Then spend an amount of power points building it equal to the amount of ST the character has. You may buy new rage abilities by spending victory points. A new rage ability slot costs 4 victory points. Each power point costs 2 victory points.

Point cost / bonus
1 / + 1 damage
1 / + 1 to-hit
1 / + 1 range. May spend more points to build ranged effects.
* / can use to mimic a spell like effect. Treat the cost as if you were buying the spell itself.
0 + add an element. An rage attack may only have one element.

Weapon name / to hit / cost / damage / range / misc.
Gunsword / +1 / 20 / 2 / 5 /-/ May opt to use ammo to deal an additional point of damage at a risk of -1 to hit.
Oversized Sword / -1/ 20 / 3 / 1 / oversized swords can reach up to 1 space away. The wielder also acts 1 ST lower than normal for purpose of speed and agility tests.
Aquaball /+0 / 6 / 2 / 4 /Official game ball.
Key Sword / +1/ – / 2 / – / Key swords can unlock all locks (doesn’t disarms traps though).

About the Gunsword: Gunswords are fun, but this model is not really meant to fire rounds a long range. The ammo actually does not fire from the weapon, but it is used to vibrate the blade as it strikes the target.

For MageryTech Armors see Mechi-tech supplement.

For Beko Mounts, see Ostrix in fly by knights’ supplement. Beko Mounts come in three flavors. Plain yellow Beko mounts cannot fly and are most common. Red Beko mounts have an ST 3 harm(fire element) spell. Black Beko mounts can fly and follow the flying rules found in Fly by Knights. Other settings may have new Beko mount flavors, so stay tuned!

Toneberry- Small creature. Has yellow eyes and usually wears robs. Moves 1 space a round until it gets into melee distance. ST 10. Knife – damage 2 (8 in the hands of a toneberry). All damage done to a Toneberry is reduced by 3. Note that Toneberries are so powerful that they take no damage from summoned monsters!

BoOm- A circular creatue resembling a spark of flame. ST 7. They will fight for 3 rounds. After the third round they normally self-detonate dealing its left over ST in damage to everything in a (remaining ST) space radius. BoOms are weak against Ice type attacks.

Cactor- A weird cactus monster with an irregular movement pattern. ST 9. They will use their 10 needle attack that deals 10 damage to an unsuspecting character! This move only occurs once per day per cactor.

Spell granting items
There are often spell granting items in last fantasy settings. In these settings, mage classes such as caller, dark, light, time and grey do not exist. Instead, a character gains possession of a spell granting item type chosen by the TM. Only 1 kind of spell granting item exists in Last Fantasy campaigns in order to avoid confusion. They usually consist of these basic types, containers and gems.

Container variety items hold a summon-able monster within it. The summon-able monster will teach a character any spells it may know.  A Gem variety only contains a spell. Your Twerpsmaster will decide if one, both or none of these kind of items exist in the campaign.

Each container has 1-5 spells that they can teach the player. As a rule of thumb, decide how many spells are in a spell granting item, then distribute a number of levels equal to how powerful the item is between them. Weaker items may have 5 level 1 spells or 1 level 1 spell depending on how strong it is. See TWERPS magic for the costs of purchasing spells using victory points. Note only the character that buys the spells have access to the spells granted by the item.

Each container may also summon a monster within it. Each monster is considered a specific elemental type and that type is determined during creation of the container as well as the monster’s ST. The monster will appear next to a number of targets equal to its ST and the user determines how to divide up its ST amongst those targets for the damage. They are summoned on the turn of the user and therefore acts on the same initiative. A summoned creature only appears one time per conflict.

Example: Magic-Sight- container variety
Magic-sight- a magic-sight crystal stores a monster within it. Airmann is created with 5 points of stats and 5 spell levels.

Airmann- ST 3 Defense +2.
Float Level 2
Missile Protection level 2
Bolt (Harm elec element) 1

Sockets- gem variety only
Most weapons and armors in worlds that use spell granting items have sockets. Generally weapons and armor only have 0-3 slots in them. Some can have as many as 8 sockets. Sockets are used by the wielder in order to keep track of the spell granting items currently in use. More often than not, a socketed item usually has as many sockets as it has to-hit/defense bonus. If the character does not have the gem in the weapon or armor then the gem does not grant its effects to the person holding it.

The gems start out with 1 spell (the spell, level and type predetermined). Each gem can grow in strength if the user spends victory points in it, increasing the spell level of the spell stored inside the gem. See TWERPS magic for an example on how spells grow with victory points.  Unlike the container variety, any victory points spent stay with the gem. The important thing about this is that allies can trade gems. This is good and bad as gems can be stolen!

Example: gem material variety
Emerald Material Flame gem- grants usage of a fire element Harm spell. It begins play with 1 spell level of Harm(fire typed).

Old Post on SAS

I am going to post my oldest pitch for SAS.  I am going to edit it a little to add new thoughts on it.

I am working on a game that can emulate shonen anime. Even if my game does not work out, at least I can say that I tried to create something that emulates shonen games well.I am trying to focus on what makes dbz good and expand that logic to cover other subjects like Bleach.

How it works some definations

Season- The campaign Story arch

Grades- Determine the relative strength of a character within the scope of a particular season. How this will all work out will be determined at a later date, but the scale is A++, A+, A, B, C, D, E, F, F-, X
Bursts- Bursts are the altered states our heroes often get into when they are in extreme trouble. They range from Extreme Rage, to peaceful alclarity. Each burst is triggered only one time during a game day and of course, a game day can be as long as the story needs it to be. Stronger characters often get more than one burst but all player characters and important NPCs start with one.
Abilities-  They are the ‘powers, techniques, etc/  that your characters can do. The GM will need to decide which abilities fit their setting but I will say that I am working on having powers that are not necessarily combat in nature. That way, a very charismatic character can still hold their own in a fight. As your character gets stronger, their abilities get stronger as well.
Spirit – this stat controls how much power a character has is called Spirit. This number is a total of 100% and will not get higher. Bursts and healing items can restore Spirit, but ultimately it will take time to restore. The idea is that with growth in grade, techniques will be more powerful when facing opponents and some techniques may become cheaper.

power creep.
With shonen anime, new enemies who are much more powerful than the last always arrive on the scene. Instead of the numbers in the game getting larger, the characters are scaled back compared to each other. The idea I came up with works with the game’s  concept. Grades are subjective only to the current season. Characters who move on from 1 season to the next loose their current grade level but are still considerably more powerful compared to past villains and NPC’s. They only “lose” grade levels to scale back the power within the scope of the new story arch. Characters who do not advance with the campaign will be eventually written out of the story. Why do character’s grade level change?