Kunai to Kizuna

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Kunai to Kizuna 苦無と絆

Contents Introduction·····································································2 Character··········································································4 Character Creation·················································4 Basic Stats·······························································5 Jutsu··········································································7 Hidden Village··························································9 Backstory·································································11 Combat··············································································14 Combat Basics·························································14 Jutsu Specialization··············································17 1

Introduction

“When people are protecting something truly precious to them. They truly can become...as strong as they need to be!”

—Haku

Kunai to Kizuna (K2K)

Kunai to Kizuna (K2K) is an RPG (Role-Playing Game) inspired by Kishimoto Masashi’s manga Naruto. In this game, players and KT will work together to explore the world of ninja, to meet new people, and to have a memorable adventure.

This rulebook is aimed at making the world more accessible as well as introducing certain game mechanics, defining what can or cannot be done, and offers a fairly objective measure to the outcome of events that could happen in the game.

Note:YoudoNOTneedtoread Naruto inorderto enjoythe game!

Players

As a player, you need to create a character who acts as your avatar in the game. In the course of a game, you will control your character by dictating the actions and behaviors of the character: what will they do or say?

Kataribe(KT)

Kataribe (語り部) refers to a hereditary role of the narrator in ancient Japan who passes down folk tales and traditional stories from generation to generation. In K2K, KT is the game master who guides players through the world.

As a KT, you will be responsible for providing a basic outline of the world for players to explore,

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an improvised or prepared plot to give direction to players, and will decide the course of an event when this rulebook does not offer a clear instruction. Just as players dictate the actions of their characters you

Playing the Game

To play the game, you’ll need:

- A handful of dice (4-sided, 8-sided, and 12-sided)

- A character sheet (we will help you create later) A couple of friends strangers also works) to oin your adventure

Character

“If you don’t like your destiny, don’t accept it. Instead, have the courage to change it the way you want it to be.”

Character Creation

Go through this chapter and follow the steps to create your character. Your character does not have to resemble you in real life, although it can be more comfortable when acting just like yourself. Try also to be wild sometimes!

Talk to your KT

Before making any decision, talk to the KT first as there could be a restriction or special rules for different KTs and for different gaming sessions.

Shinobi

All players characters in K2K are shinobi, or ninja warriors who make use of Chakra, a form of energy exist in their body, to perform Jutsu or every extraordinary action. Shinobi usually belong to a village and will perform missions for a fee. Depending on the class, missions

can include: manual labor, escorting, espionage, assassinations and more.

Allocate Basic Stats

Find a balance between the three basic stats: HP, CP, and AP.

Choose your Jutsu

Determine which Jutsu your character will specialize in. If you decide to go with Kekkei Genkai, discuss with your KT to determine how your Kekkei Genkai works.

Pick your village

Pick a village from the provided list or create one based on your preference as well as in accordance with the rank, class, and jutsu of your character.

Create your backstory

It’s time to fill out basic information like name, age, gender... And most importantly, think about one specific scene or key event that shapes and motivates your character. This should remain a secret to the other players...for now.

Basic Stats

HP, CP, and AP are the three most basic stats of a character. Every character starts with 4HP, 6AP, and 8CP and will earn points to allocate to these stats as the game progresses.

Health Points (HP)

The health of a character is represented by their Health Points, or HP. Taking damage from an incoming attack, ailments (bleeding, poison...), or environment (traps, rockfall, even tripping and falling...) will

reduce one’s HP; when a character’s HP reaches 0, that character dies. Common ways to recover HP include: - medical ninjutsu (healing techniques performed by medical-nin)

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- using medical herbs

- resting, allowing wounds to heal naturally (1 HP/day without combat)

*One’s HP cannot exceed one’s Maximum HP

Shinobis with higher Maximum HPs are in generally tougher than others as they can take more hits, endure more pain, and are affected less by ailments.

Composure Points (CP)

The ability to process and handle imminent dangers is represented by a shinobi’s Composure Points, or CP. Being manipulated by Genjutsu or distracted during hand-to-hand combat will temporarily lower one’s CP; when a character’s CP reaches 0, that character becomes vulnerable and is exposed to any incoming attacks. A character’s CP will regenerate to its maximum value at the end of that character’s turn, because as every shinobi is trained to quickly regain posture and composure.

Shinobis with higher CP are in generally more vigilant than others as they can handle more distractions and remain calm in dangerous situations.

Action Points (AP)

A shinobi’s stamina, mobility, and chakra combined are measured by their Action Points, or AP. Moving, fighting, and essentially any other actions (besides talking) will consume a character’s AP; when a character’s AP reaches 0, that character cannot perform any actions until their next turn. A character’s AP will regenerate to its maximum value at the end of that character’s turn as one becomes ready to act again.

Shinobi with higher AP are in general quicker, more agile, and/or possess more chakra than others as they can act faster and perform more deadly jutsu then others in a given amount of time.

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Jutsu

Jutsu are the techniques and mystical arts that ninja will use in battle. For most jutsu, ninja will need to use and control their chakra.

The Basics

There are certain b b l h ll h b h h repertoire. These in throw, Kunai throw, Jutsu, and the Shad

Ninjutsu

Ninjutsu (忍術) cons ninja arts that are n physical attacks or the broadest catego and requires the mo Because ninjutsu va the basic attacks w the element. Shinob Village, for example at fire techniques s Fire Ball Jutsu. A m ninjutsu can use pow elemental attacks li Rasengan or Sasuke

*Hand Seal: a seque movements used to summon the chakra necessary for Ninjutsu

Taijutsu

Taijutsu (体術) consists of any ninja technique involving martial arts and other physical combat. It relies primarily on stamina and strength. Basic taijutsu abilities include: 10 Hit Combo, Acrobatics, Fury Kicks, Primary Lotus. A master of taijutsu can use advanced techniques such as the Hidden Lotus and can access the 8 Inner Gates to make their attacks vastly more powerful.

Genjutsu

Genjutsu (幻術) consists of illusionary techniques. These are not physical attacks but rather sensory illusions experienced by the target and can be used to manipulate and brainwash others. Basic genjutsu abilities include the Transformation Jutsu and the Hell Viewing Jutsu, which subjects enemies to their worst nightmare. A t f j t il

Kekkei Genkai

Kekkei Genkai is bloodline techniques, passed down by clans. These inherited abilities

are quite unique. Consult with your KT for the specifics of how your character stats will function.

Hidden Villages

The Five Great Shinobi Nations are the five largest countries in the shinobi world. They are the Land of Earth in the Northwest, the Land of Lightning in the Northeast, the Land of Water in the East, the Land of Wind in the Southwest, and the Land of Fire in the center. The countries are named after the dominant chakra nature of each of the areas.

These superpowers are the major players in the politics and trade between the shinobi nations. They are the most powerful of all nations and each has an extremely powerful shinobi village.

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The Village Hidden in the Leaves (Konoha)

Konohagakure (木の葉隠れ) is the hidden village of the Land Fire. Konoha resides deep a forest at the base of a mountain known as the Hok Rock, which has the faces those who have taken the of Hokage— engraved on i

The Village Hidden in the Mist (Kiri)

Kirigakure (霧隠れ) is the hidden

The Village Hidden in the

the and es a t inv lace of S dese util

g

mountain range along its border creates a phenomenon called "rock rain": wind blows from the north over the mountains, carrying rocks from the Land of Earth to the countries south of its border.

so feel free to get creative and have your character originate from a new land altogether! Consult with the KT for the specifics of how this will affect your character.

Create your own Village

In ad Shin vario with such Ther Shin be m

Alth reme grew Flashback In on one o to th

In K2K, Flashback is a special game mechanic that allows player characters to go beyond their limits temporarily as a flashback is triggered by extreme emergency (e.g. when your life or your teammate’s life is threatened).

Think about an event important to your character. It could be something that shapes one into

who that person is, something that leaves an impact on one’s behavior, or something that defines the purpose of one’s life… no matter what, it should be the first thing that came to the character’s mind under extreme situation. Describe the scene and the corresponding emotion it evokes. In accordance with that, determine the effect of the Flashback and the

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condition that would trigger this Flashback.

It is fine not having a definite Flashback scene at the beginning as your character might encounter something memorable

in the journey. Also, it is possible that a character replaces the Flashback scene as the character meets more people and go through more adventures.

Some Questions to think about

Here are some possible questions to think about as you develop your character:

- Who are your character's family members and how were they impacted by them?

- Did your character have any close friends during childhood? Are they still close friends?

- Is there person whom your character looks up to? If there is, what kind of person are they?

- Does your character have any weird habits or physical characteristics? How do others usually react to that?

- How do other people usually treat your character? Based on your character’s perspective, what causes such an attitude?

- How is your character’s relationship with others? Are there any intimate friends? Any rivals?

- What does your character look like? Any scars or tattoos? If so, where did they come from?

- What does your character’s daily life look like? If such routine was disturbed for a certain reason, how would your character react?

- What does your character value the most? Does your character have any dream or life goal? How does your character pursue it?

- Has your character ever thought about death? Does he/she have any unfulfilled wish?

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Combat

“A genius, huh? What does that mean? ‘Genius’? So I was not born with a whole lot of natural talent, not gifted… but I work hard and I never give up! That is my gift, that is my ninja way!”

—Rock Lee

The Basics

Regardless of one’s rank or class, a ninja is always prepared for any incoming combat during a mission or even in daily life. This section is devoted to the explanation of certain basic mechanics of this game.

Grid

K2K adopts a grid system to visualize the battlefield. Miniatures figures (or other small objects to serve as placeholders) are placed or drawn to represents characters (Player and Non-Player) as well as the environment (rock, tree, table...).

Round

Combat occurs in rounds. Each round is composed of multiple individual turns of every

combatant. Every round lasts around 6 seconds in the game world.

Actions

Every round, on your character’s turn, you can dictate the action of your character. Taking actions will deplete your character’s Action Point (AP), except for those that do not consume time, stamina, or chakra.

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Common Actions include Basic Attack, Movement, Perform Jutsu, and using items.

Movement

Movement of a character is represented by the movement of the corresponding figure from one square to another. Distance traveled is measured in a number of squares as well. A 1-square movement can be a movement from the current cell to any adjacent square horizontally, vertically, or diagonally.

By default, for each AP consumed, every character will be able to move 2 squares in total. The movement does not have to be consecutive, meaning that a character can move 1 square, perform another action, and move 1 square again.

Attack

Attack is the most prevalent strategy you would make in a combat. A character can perform basic attack or jutsu to deal damage to your opponent. Genjutsu, Taijutsu, and Ninjutsu all have their own special attack

mechanic, which will be revealed in later sections.

By default, a basic attack will consume 4 AP. When a basic attack hits, the base damage dealt with opponent’s HP equals to the number of dice rolled for this attack.

Disturbance

Disturbance measures the intensity of one ' s attack. When attacking, roll the number and type of dice based on the Basic Disturbance of your character. If the dice result of Disturbance exceeds your target’s Composure (CP), then this attack catches your opponent by surprise and the attack hits.

The number of dice rolled for Disturbance reflects the rank and overall strength of your character. A Genin (下忍) would have a number of disturbance dice equals to 1, 2 for Chunin (中 忍), and 3 for Jonin (上忍).

The type of dice rolled is determined by the jutsu

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specialization of a character. A Genjutsu specialist will roll D4 for Disturbance while it is D8 for Taijutsu and D12 for Ninjutsu. The following table illustrates the Disturbance roll with a different combination of rank and jutsu specialization.

Genin Chunin Jonin

Genjutsu 1D4 2D4 3D4

Taijutsu 1D8 2D8 3D8 Genjutsu 1D12 2D12 3D12

Order of Combat

The order of combat contains two layers: teams, and priority.

- Team: choose one person from each participating team and use rock-paper-scissors to determine which team move first for the first round. The team order will

then flip for each successive round.

- Priority: characters with higher Priority will always move prior to characters with lower Priority. Shown below is an example of the order of combat: *Note that characters within the same team and with same Priority can/should discuss with each other to determine who will move first.

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Jutsu Mechanics

Jutsu specialization determines the fighting style of a shinobi, with Genjutsu excels in manipulation (CP and AP related), Ninjutsu focuses on power (HP related), and Taijutsu sits in the middle of the spectrum (balance HP, CP, and AP).

Genjutsu

- Dice Type: D4

Genjutsuspecialists rarelyperformheavyblow.

- Basic Attack Range: 5 Genjutsudoesn’t requiredirectcontactin mostcases.

- Priority: +1 by default

PerformingGenjutsu doesnotusually involveany preparationnorbody movementandis therefore instantaneous.

- Special Mechanics: Instead of rolling Disturbance against your opponent’s Composure, you can directly reduce your opponent’s AP and/or CP; the total amount of AP

and CP you can reduce equals to the dice result of your Disturbance roll.(E.g. If the result of your Disturbance roll equals to 1D4 = 3, you can either reduce 3AP, 3CP, 2AP & 1CP, or 1AP & 2CP of your opponent.)

Genjutsucaneasilymanipulate themindofitstarget, distracting itsattentionand hindering itsbodycoordination.

Taijutsu

- Dice Type: D8

Taijutsuspecialist hitshardinmostcases.

- Basic Attack Range: 1 Taijutsurelieson hand-to-handcombat.

- Priority: 0 by default LikeGenjutsu, performing Taijutsu

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doesnotrequireany preparation, butitis meleeattackafter all, whichis outmatchedby rangedGenjutsu attackintermsof speed.

- Special Mechanics: Any attack you perform will reduce your opponent’s CP or AP (up to your decision) by 1 for each dice rolled, no matter this attack hit or not. Itisalwayshardtomaneuver aroundorstayalertwhenstuck inahand-to-handcombat.

Ninjutsu

- Dice Type: D12

Ninjutsuspecialists aremasterofdestruction astheyusuallypenetrate theopponents’defenseand catchthemoffguardwith sheerforce.

- Basic Attack Range: 3 squares

-

Ninjutsu isusuallya mid-rangeattack, requiring morecarefulpositioning.

Priority: -1 by default PerformingNinjutsu requireshandseals beforeattack, making itslowerthan Genjutsuand Taijutsu.

- Special Mechanics: Before any attack, you can choose to acquire 1 extra damage dealt for every 2 points deducted from the dice result of Disturbance of the attack. (E.g. You decide to deduct 4 Disturbance for your next attack, and the Disturbance of this attack is 1D12 - 4 = 11 - 4 = 7, if this attack hits, then you will deal 1 + 2 = 3 damage to your opponent’s HP) Bysacrificingcontrolonthe flowofChakra, Ninjutsu specialistscaneasilyamplifythe intensityoftheirattack.

Genjutsu Taijutsu Ninjutsu

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Dice type D4 D8 D12 Attack Range 5 1 3 Priority: +1 0 -1 19
MY NAME IS AND I AM A GIRL / BOY / OTHER. MY AGE IS . . . AND I AM FROM . . . . . . VILLAGE. 忍 体 幻 MY HEIGHT MY WEIGHT 血 BASIC DISTURBANCE ____D____ HP ____/____ AP ____/____ CP ____/____ MY RANK AND CLASS ARE WHAT’S YOUR FLASHBACK?

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