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Post by Zyraen on Sept 22, 2021 0:14:53 GMT 8
COMMON ABILITIES / JUTSUS This is a topic for reference and inspiration. Originally these were to be "trees", but I didn't want to forcibly shoe-horn in abilities for each one, so I made them as they are, in this manner. The offensive abilities generally comprise of two CAs (Common Attacks), and two SAs (Signature Attacks). The other abilities generally comprise of two SMs (Signature Moves). Genjutsu will probably have its own set of abilities with two each of CAs, SAs and SMs. All abilities require a standard action, unless otherwise stated. Each is linked to some traits, as listed in the bracket next to it. If your Pri and Sec are not matching these two, take -1 to attack and -2 to Sec for these abilities. They also may be more restrictive in triggers and compatible weapons than your regular abilities. However it is likely that you will all have your own trees to focus in. Separately, I used naruto.fandom.com/wiki/Jutsu to help me, with the general assumption the information is accurate. Because my japanese is hardly great and I can't remember the name of all the jutsus in the show, I am naming the techniques in english, but you can fit your abilities into the Naruto jutsus you have seen/remember, as long as the GM agrees it is appropriate to your tree. ENT as usual means "until End of your Next Turn". Pri refers to your Primary Trait. Sec refers to your Secondary Trait. All dividers such as half etc round down. Expertise (your level-based modifier) adds to all your attack and damage rolls, same as usual. It does not add to static damage.
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Post by Zyraen on Sept 22, 2021 0:15:07 GMT 8
ATTACK ABILTIES
Taijutsu (Phy-Fin) Body techniques, typically unarmed combat (prof 3, 1d8 weapon) but in principle it works fine with any one-handed non-reach melee weapons.
CA) Knock Down Melee Weapon Pri vs AC Hit: 1W + Pri dmg, and target is knocked prone. Special: This attack may be used in place of a melee basic attack at the end of a charge.
CA) Beat Down Melee Weapon Pri vs AC Hit: 1W + Pri dmg and the target takes -2 penalty to attack rolls until ENT. Special: This is a melee basic attack.
SA1) Focused Strikes Melee Weapon (two attacks) Pri vs AC Hit: 1W + Pri dmg. If both attacks hit, the target takes Sec extra damage or is knocked prone. Special : This ability cannot be used with a shield.
SA2) Close Counter Interrupt, Melee Weapon Trigger: An enemy hits you or your ally with a melee or ranged attack. Effect: You shift Sec squares adjacent to the creature and make the following attack. Pri vs AC Hit: 1W + Pri + Sec dmg, and you either push the target 1 square or reduce the triggering attack roll by half Sec.
Shurikenjutsu (Phy-Fin) Typically used with shuriken and knives/kunai, but in practice can be used with any thrown weapon. Note that by design, there are no two-handed throwing weapons in UB, but if customising such weapons they can use the ranged weapon profile (which differs from thrown weapon profile), such as for an oversized war fan or fuuma shuriken.
CA) Fan of Knives Ranged 5 (3 attacks vs 3 creatures) Pri vs AC Hit: 1W + Pri dmg Special: This must be used with a thrown weapon
CA) Quick Blade Effect: Before or after the attack, you may shift 1 square. Melee or Ranged Weapon Pri vs AC Hit: 1W + Pri dmg Special: This must be used with a thrown weapon
SA1) Shadowed Blade Free, Personal Trigger: You make a basic attack using a thrown weapon against an unguarded enemy within 5 squares of you. Effect: If you initially hit, you gain either 2W or twice Sec dmg to the damage roll. If you initially missed, you gain half Sec bonus to the triggering attack roll and damage roll.
SA2) Disruptive Toss Interrupt, Ranged 5 Trigger: An enemy hits you or your ally with a melee or ranged attack. Effect: You make the following attack against the triggering creature. Pri vs AC Hit: 1W + Pri + Sec dmg, and the triggering attack roll is reduced by Sec.
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Post by Zyraen on Sept 22, 2021 0:15:39 GMT 8
MOVE ABILITIES
Bunshin Jutsu (Phy-Fin) Clone techniques. Physique is a requirement as it requires some use of chakra, but again it is unlikely that characters will use this technique as-is.
SM1) Clone Step Move, Burst half Sec Effect: You create a clone in an unoccupied square within range, which you can occupy, and it lasts until ENT. You have concealment while the clone is in existence, and can use a free action dismiss the clone and shift Sec squares into its space.
SM2) Quick Clone Interrupt, Personal Trigger: A creature attacks you. Effect: You create a clone in a square adjacent to you. It has your defenses (no temporary bonuses) and 1 HP, and lasts until ENT. While you are adjacent to it, melee and ranged attacks take -5 penalty against you.
Fuinjutsu (Fin-Inf) Seal and Barrier techniques. Technically they are separate, but for combat application they are together.
SM1) Barrier Shield Swift, Personal Effect: Until ENT, you gain Sec bonus to AC, or half Sec bonus to AC and Reflex.
SM2) Protective Barrier Wall Sec in 5 (unoccupied spaces on the ground) Effect: The area becomes a wall up to half Sec squares high, that blocks line of sight and line of effect, until ENT. It has your defenses and half your max HP. If reduced to 0 HP, all the walls are destroyed. The wall may also be placed at a reduced height to provide half Sec cover bonus to defenses against melee and ranged attacks made from opposite sides of the wall, in which case each square of the wall requires 2 additional squares of movement to enter. Sustain Swift R1
Iryo Ninjutsu (Phy-Inf) Medical ninjutsu. For simplicity, this segment will be only for healing, although it can be used offensively, it will involve advanced classes with mentors, and will certainly not be taught in a classroom setting of the academy. Note if you use a Healing ability without being in the Healer role, instead of regaining HP, the target gains THP equal to the HP it would regain.
SM1) Chakra Medicine Swift, Burst 1 (1 creature) Effect (Healing): Target may spend a reserve to regain HP equal to Reserve Value + Sec.
SM2) Healing Seal Release Swift, Ranged Sec Effect (Healing): Target may spend a reserve to regain HP equal to Reserve Value + Sec.
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Post by Zyraen on Sept 22, 2021 0:24:10 GMT 8
Genjutsu (Inf-Fin) This is its own section as it has both attack and moves. All its damage is considered psychic.
CA) Distraction Ranged 10 Pri vs Will Hit: 1d8 + Pri dmg, and target is unguarded until ENT.
CA) Illusory Vines Ranged 10 Pri vs Will Hit: 1d8 + Pri dmg, and if target willingly moves more than 1 square away from where it starts its turn, make the following OA. Sec vs Will Hit: Sec dmg, and target is knocked prone.
SA1) Confound Ranged 5 Hit: 1d6 + Pri + Sec dmg, and target is either immobilised or dazed until ENT.
SA2) Binding Vision Ranged 5 Hit: 1d6 + Pri + Sec dmg, and until ENT, the target is slowed and either blinded or takes half Sec penalty to all his defenses.
SM1) Hidden Step Swift, Personal Effect: Until ENT you have concealment and enemies may not make OAs against you.
SM2) Vanish Interrupt, Personal Trigger: You are hit by an attack. Effect: You become invisible until ENT.
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Post by Zyraen on Sept 22, 2021 10:02:40 GMT 8
How To Use This Listing
Each player character has up to two custom ability trees, as follows
A) Main Tree : Most of you will probably start with this. This is typically similar to blend of common techniques but without the trait restrictions thereof. The main tree can also be fairly different/unrelated to these, such as those taught by your clans or passed down, or otherwise having a reason for proficiency in abilities not taught in school.
B) "Advanced" Tree : For those with Bloodline Limit, this will probably be it. It can also be related to advanced/forbidden techniques, such as cursed seals, kyuubi related abilities, etc etc. It is fine not having such a tree at the start of the game, and it is fine not EVER having such a tree. This tree will likely have more powerful abilities, and have requirements tied to advancement in your other trees, such as requiring an SA1 and SM1 in your main tree before you can take a rank1 in this one. You can also make this not an "Advanced" tree, which will be similar in power to the main one and can be progressed in independently of the first.
Multiclassing and Academy Classes
All characters with more than one ability tree need to take a Multiclass feat to gain access to their second tree, and for each additional tree they also take an additional Multiclass feat (the feat only provides certain benefits the first time you take it, so with less benefits as you go). Each such feat opens access to new CAs, an SA progression and an SM progression.
Doing well in Academy Classes related to your chosen combat technique (if it is a common one) can allow you to get a Multiclass feat for free (does not cost UP and does not count toward feat limits). I wrote the dual Trait (Phy-Fin etc) requirements not just as a restriction, but also to give (both you and me) an idea of what stats/skills might be involved in the testing. That said, bad rolls exist, but so does WP and it should be possible to pass your chosen specialised class with enough focus and dedication even if not matching the dual Trait requirements.
Because the common techniques might not have both SA and SM progression, one can mix and match, or come up with related SM where applicable (example, Taijutsu SMs might involve sudden bursts of speed or attack/damage boosts, though none are listed), and of course to fill in the higher rank abilities as one goes along.
In theory while it is nice to get a Multiclass feat for free, odds are that few players will see the value in picking up more than 2 trees, especially as the stronger abilities require more UP (Upgrade Points). Towards that end, if your Main Tree is related to a certain area of Academy Classes, you can also get the Multiclass for free later if you pass that class.
The Common Techniques listing above are not exhaustive, you can get the free Multiclass as long as your Main Tree is something that would reasonably be covered in Academy Classes (such as Explosive Tag classes). The intention is to also provide some mechanical benefit for attending and doing well in certain classes. In case the question comes up however, it is not likely for a character to have more than 1 free Multiclass, though it is possible in the case of very good rolls for one of them.
Other Notes
For those not intending to multiclass (ie have more than 1 tree) and who will not take a Multiclass feat from Academy Classes, you can replace your free Multiclass feat with a Power Versatility feat (which lets you choose an SA or SM to be your focus, and you can instantaneously expend an equal/higher ranking ability to regain the use of your focus ability, up to 3 times per battle)
Note that if trained by special teachers, they may also open up the possibility of other trees for more exotic techniques. But in any case, this certainly won't be covered in a class.
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