Wednesday, July 29, 2015

Chanbara Shinobi

And here is the third class in Chanbara (as my current revision stands, anyway), the Shinobi and its profiles, the Kagemusha, Ninja, Taijutsuka, and Uragata.

Shinobi [Spy]
Stealthy ninja, deceptive kunoichi, mystical martial artists, guerrilla warriors and other more skillful types are covered by the shinobi class. Many shinobi belong to a dedicated ninja clan, but others may be in direct service to a daimyo, temple or even the emperor. Some may not even belong to any sort of covert organization at all. They use their special skills in stealth, infiltration and espionage to gather information, raid enemy fortifications, and solve problems quietly when possible. While they can fight when needed, they do their best work in the shadows.
Hit Dice: d8
Bonus Dice: Skill
Level
XP
Att
Good
Ave.
Poor
Special Abilities
1
0
+1
2d8
2d6
2d4
Skill Dice, Profile Ability
2
2000
+1
2d8
2d6
2d4
+1 Skill Die
3
4000
+2
2d8
2d6
2d4
Profile Ability
4
8000
+2
2d8
2d6
2d4
+1 Skill Die
5
16,000
+2
2d10
2d8
2d6
+1 Skill Die
6
32,000
+3
2d10
2d8
2d6
Profile Ability
7
64,000
+3
2d10
2d8
2d6
+1 Skill Die
8
125,000
+3
2d10
2d8
2d6
+1 Skill Die
9
250,000
+3
2d12
2d10
2d8
Profile Ability
10
500,000
+4
2d12
2d10
2d8
+2 Skill Dice
Shinobi all have access to ninpo, or special skills, which fit into six categories: Acrobatics, Deception, Disguise, Escape, Sabotage, and Stealth. Each shinobi profile has some skills at which they are good, some in which they are average, and some at which they are poor, as noted in each profile's description. To use ninpo, the player rolls two dice (as shown on the advancement chart) and tries to beat a target number (TN) set by the GM. If the roll matches or beats the TN, the skill is successful. Shinobi may attempt to use their ninpo skills as often as desired, as long as time and circumstances allow.
Shinobi gain bonus skill dice (a d6). Any time a shinobi attempts to use ninpo, they may choose to roll a basic skill die and add the result to the total rolled. A shinobi may only use one skill die per round of combat. At first level, the shinobi gains three skill dice, plus or minus the prime ability bonus of their profile (minimum one). Expended skill dice are refreshed after a night's rest.


Shinobi Profiles
Kagemusha: Kagemusha [Shadow Warrior] are shinobi who blend mysticism with ninpo in order to better fulfill their missions. A kagemusha's ninpo training makes them good at Deception and Stealth, average at Disguise and Escape, and poor at Acrobatics and Sabotage. Their prime ability is Int. Kagemusha may select the Kuge, Buke or Shukyo backgrounds. They gain the Mysticism skill for free, and may choose any three other skills from their background of choice. They are proficient with basic and ninja weapons, and with light armor.
Kagemusha Special Abilities
1st level: Cat Eyes, Owl Ears – By spending one skill die, the kagemusha can see twice as well in dark conditions as normal, and hear twice as well as normal, for one hour.
3rd level: select either Mysticism or Shadow Form.
Kuji-kiri – Spend one skill die to cast a 1st level yamabushi spell.
Shadow Form – By spending one skill die, the kagemusha becomes insubstantial for one minute, able to slip through tight spaces, hide, and move without making noise, but unable to interact with solid objects.
6th level: select either Hypnotize or Water Walking.
Hypnotize – By spending a skill die while engaging in normal conversation, the kagemusha can implant a single hypnotic suggestion in the mind of the victim that will last a number of days equal to the result of the skill die. If the suggestion goes against the normal inclinations of the victim, they may save vs. fire to resist.
Water Walking – By spending a skill die, the kagemusha can walk on the surface of still water at 1/2 speed for a number of rounds equal to the skill die result plus Int modifier (minimum 1).
9th level: select either Detoxify or Shadow Step.
Detoxify – By spending one skill die, the kagemusha can remove poison from one character (including himself).
Shadow Step – By spending a skill die, the kagemusha can teleport from one patch of shadow to another within 100'.


Ninja: Ninja [Secret Agent] are shinobi who have mastered the arts of ninpo by using a combination of rigorous physical and mental training and a plethora of special tools. A ninja's ninpo training is varied. Each ninja may select one good and one poor ninpo skill, and the other four are all average. Their prime ability is Dex. Ninja may select the Buke, Noumin or Chounin backgrounds. They gain the Investigation skill for free, and may select three other skills from their background of choice. They are proficient with all weapons, and with light armor.
Ninja Special Abilities
1st level: Deep Pockets – By spending one skill die, the ninja is able to produce one small-sized piece of normal equipment or a weapon, even if not listed on the PC's character sheet, or if the ninja has been searched and all weapons or special gear removed.
3rd level: select either Backstab or Cling.
Backstab – When attacking from a hidden position or with surprise, the ninja's attacks deal double damage. By spending one skill die, the damage is instead multiplied by the result of the skill die (minimum x2).
Cling – By spending one skill die, the ninja can cling to sheer walls or ceilings for a number of minutes equal to the result of the skill die.
6th level: select either Perseverance or Stealing In.
Perseverance – The ninja can go twice as long as normal without food, water or air. This ability does not require spending any skill dice.
Stealing In – By spending one skill die, the ninja can move through tight passages that would slow a normal person to 1/2 or 1/4 speed without slowing down.
9th level: select either Alchemy or Defy Death.
AlchemyThe ninja can produce alchemical items (flash bombs, smoke grenades, etc.) for half the normal price. By spending one skill die, they can produce one as needed, even if not listed on the PC's character sheet, or if the ninja has been searched and all weapons or special gear removed.
Defy DeathBy spending one skill die when captured or struck with a blow that would reduce the ninja to 0 hit points, the ninja disappears and a straw or wooden dummy is found in the ninja's place. The ninja will actually be hiding in a location within 25'.


Taijutsuka: Taijutsuka [Martial Artist] are shinobi who have turned their bodies into living weapons through intense unarmed fighting training. Some taijutsuka may not be spies at all, being temple monks, peasant rebels, or some other form of martial artist. A taijutsuka's ninpo training makes them good at Acrobatics and Escape, average at Disguise and Stealth, and poor at Deception and Sabotage. Their prime ability is Str. Taijutsuka may select from the Buke, Shukyo, Noumin or Chounin backgrounds. They gain the Low Sport skill for free, and may select any three other skills from their background of choice. They are proficient with basic and classical weapons, but are not proficient with any form of armor.
Taijutsuka Special Abilities
1st level: Living Weapon – The taijutsuka uses the attack bonus of a bushi and deals 1d6 damage with unarmed attacks (increases to 1d8 at 3rd level, 1d10 at 6th level, and 1d12 at 9th level), and adds her attack bonus to AC and TD. By spending one skill die, the taijustuka can jump up to 30' vertically or horizontally.
3rd level: select either Burst of Speed or Leaping Strike.
Burst of SpeedBy spending one skill die, the taijutsuka can move at double speed for a number of rounds equal to the taijutsuka's Str modifier (minimum 1). Attacks are doubled for the round as well.
Leaping StrikeWhenever an acrobatics skill is used in conjunction with an attack and by spending one combat die, base damage from the attack is doubled and the opponent must save vs. metal or be stunned for one round.
6th level: select either Defensive Roll or Exploit.
Defensive Roll – By spending one skill die, if the taijutsuka is struck by an attack or spell, the damage from the attack is reduced to its minimum value. If the taijutsuka already acted this round and used a skill die, they may still use this ability but may NOT use a skill die in the following round, or for subsequent attacks this round.
Exploit – Whenever an opponent fails to execute a tactical maneuver on the taijutsuka, the taijutsuka gains a free tactical maneuver attack on that opponent. This ability does not require spending any skill dice.
9th level: select either Immortal's Feet or Ki Strike.
Immortal's Feet – The taijutsuka can move at full speed on any surface, and never sets off pressure-based traps or alarms. By spending one skill die, the taijutsuka may move stealthily at full speed for one minute per point of the skill die result.
Ki StrikeWhenever a natural 20 is rolled, or by spending one skill die, base damage from an attack is tripled, and the opponent must save vs. fire or be knocked unconscious for a number of minutes equal to the skill die result.


Uragata: Uragata [Infiltrator] are shinobi who specialize in deception and social manipulation in order to gain access to enemy strongholds or personnel. They are consummate actors, able to slip into various roles as needed to reach their objectives. An uragata's ninpo training makes them good at Deception and Disguise, average at Acrobatics and Escape, and poor at Sabotage and Stealth. Their prime ability is Cha. Uragata may select the Kuge, Buke or Chounin backgrounds. They gain the Entertainment skill for free, and can select any three other skills from their background of choice. They are proficient with basic and ninja weapons, and with light armor.
Uragata Special Abilities
1st level: Distraction – By spending one skill die, the uragata may pass unnoticed for one minute per point of the skill die result when outside of combat. When in combat, the skill die result is instead the number of opponents who ignore the uragata for a number of rounds equal to the uragata's Cha modifier.
3rd level: select either Flash Memorize or Quick Change.
Flash MemorizeBy spending a skill die, the uragata can instantly remember up to one page of text or two minutes of spoken dialogue (about 300 words). The uragata retains the information for a number of days equal to the skill die result plus the uragata's Cha modifier (minimum 1).
Quick ChangeBy spending a skill die, the uragata is able to make disguise checks to change appearance, dress, etc. in only one round.
6th level: select either Enamor or Smuggle.
EnamorWhen using a skill die with a deception check, if the total is 13+, the target becomes charmed (as the spell) by the uragata for one day per point of Cha modifier (minimum 1) unless the target saves vs. earth with a penalty equal to the skill die check.
SmuggleBy spending a skill die, the uragata can hide a number of small objects equaling the skill die result on her body and they will not be found no matter how thoroughly she is searched.
9th level: select either Assassinate or Thousand Faces.
AssassinateWhenever a natural 20 is rolled in combat, or by spending one skill die if attacking an unwary target, the opponent takes double damage and must save vs. wood or die instantly.
Thousand FacesBy spending one skill die, the uragata takes on a disguise and persona so convincing that it cannot be pierced. Even magical detection of disguise, transformation, or illusion only works if the viewer saves vs. water.

Wednesday, July 22, 2015

Chanbara Mahotsukai

Here's a bit more of the new Chanbara draft I'm working on, the Mahotsukai [Magician] and its three profiles (subclasses or kits, however you want to think about it), the Onmyoji, Soryo and Yamabushi.

Mahotsukai [Magician]
Studious hermits, imperial exorcists, village medicine women, enlightened monks and more are all capable of harnessing the powers of magic in the Jade Islands. They are masters of spells and uncanny abilities that set them apart from normal men, yet they are still human rather than a part of the Spirit Realm. While they are less than formidable in physical combat, their arcane gifts allow them to battle creatures and deal with more mundane problems as well.
Hit Die: d6
Bonus Dice: Magic
Level
XP
Att
Spells
Special Abilities
1
0
+0
2
Magic Dice, Profile Ability
2
2500
+0
3
+1 Magic Die
3
5000
+0
3/1
Profile Ability
4
10,000
+1
4/2
+1 Magic Die
5
20,000
+1
4/2/1
+1 Magic Die
6
40,000
+1
4/2/2
Profile Ability
7
80,000
+2
4/3/2/1
+1 Magic Die
8
150,000
+2
5/3/2/2
+1 Magic Die
9
300,000
+2
5/3/3/2/1
Profile Ability
10
600,000
+3
5/4/3/2/2
+2 Magic Dice
Unlike the other classes, mahotsukai gain spells. They begin knowing any three 1st level spells from their spell list, and gain two spells of any level which they can cast every time they gain a level. They may also learn spells from other mahotsukai or spirit creatures, from books of lore or other forms of research. The details of this will be handled by the GM. How a mahotsukai keeps their spells is up to the player. Maybe they keep a spell-book or a long, illustrated scroll. Perhaps they are tattooed on the mahotsukai's body. They could simply be stored in the mahotsukai's memory. No matter how they are stored, the mahotsukai must prepare spells each day, up to the number shown on the level advancement chart of each spell level. A lower level spell can be prepared in the place of a higher level spell slot, but not the reverse, obviously. After a night's rest, the mahotsukai can prepare new spells.
Mahotsukai gain magic bonus dice (a d6). Any time a mahotsukai casts a spell, they can roll a standard magic die. If the result is 5 or more, the spell is not expended by the casting, and may be used again that day. Only one magic die may be used per round of combat. At first level, the mahotsukai gains three magic dice, plus or minus the prime ability bonus of their profile (minimum one). Expended magic dice are refreshed after a night's rest.


Mahotsukai Profiles
Onmyoji: Onmyoji [Exorcist] are trained astrologers, geomancers and monster-hunters. Those in imperial service work to predict disasters and protect the imperial family from evil spirits and magic, while independent Onmyoji are most likely wilderness hermits or wanderers selling their services to commoners. Their prime ability is Int. Onmyoji may select the Kuge, Buke or Shukyo backgrounds. They gain the Astrology and Geomancy skills for free, and may select any four other skills from their background of choice. They are proficient with basic and classical weapons, and with light armor.
Onmyoji Special Abilities
1st level: Demon Hunter – Onmyoji gain a +1 bonus to hit and +2 bonus to damage with weapons when fighting demons, undead and spirits. Also, once per day per level, they may spend a magic die to increase their chance to hit and damage with weapons, as if it were a basic combat die.
3rd level: select either Summoning or View Fate.
Summoning – By spending one magic die, the onmyoji can summon a swarm of tiny creatures or else a number of larger creatures (no more than 2 HD) equal to 1 plus Int modifier (minimum 1) that serve the onmyoji for 10 minutes. Each onmyoji must select one type of creature: furred, feathered, scaled or shelled. Once chosen this cannot be changed.
View Fate – By spending a magic die, the onmyoji gains the ability to see coming future events and react to them. All rolls to hit in combat (but not damage), saving throws and rolls for spell variables may be rolled twice and the better result taken for 1 minute (10 rounds).
6th level: select either Destroy Undead or Expulsion.
Destroy Undead – By spending one magic die, the onmyoji forces a number of undead creatures equal to the magic die result, with hit dice no higher than the onmyoji's level, to save vs. fire or be instantly destroyed.
Expulsion – By spending one magic die, the onmyoji forces one life force that is possessing another to save vs. earth, with a penalty equal to the magic die result, to leave the host body.
9th level: select from Impart Spell or Mysticism.
Impart Spell – By spending one magic die, the onmyoji can cast a spell that only affects the caster and have it also affect one plus the onmyoji's Int mod (minimum 1) other creatures.
Mysticism – When using a magic die as a combat die (see Demon Hunter above), the onmyoji can both cast a spell and make an attack with a weapon in the same round, with the magic die bonus adding to the hit and damage rolls as normal.


Soryo: Soryo [Priest] are holy men and women who use their enlightenment and the connection to the divine to power their magic. Some are monks and nuns from remote monasteries, others tend local temples or shrines, while others still are part of a larger sect which seeks to spread its influence. Their prime ability is Cha. While they may come from any class, their religious training usually begins young leaving them with a choice of either Buke or Shukyo for background. They gain the Religion skill for free, and may choose either Leadership or Letters. They also gain any three other skills from their background of choice. Soryo are proficient with basic weapons but are not proficient in any type of armor.
Soryo Special Abilities
1st level: Inspiring Word – By spending a magic die, the soryo inspires all allies within 30', who gain a +2 bonus to attacks and saving throws for a number of rounds equal to the magic die result.
3rd level: select either Appeal or Unravel.
Appeal – By spending a magic die, the soryo improves the Reaction level of a single NPC two steps (from Violent to Unsure, Hostile to Friendly, etc.) for a number of rounds equal to the magic die result. This is a charm effect.
Unravel – By spending a magic die, the soryo has a chance to counter a spell that has been cast by a creature or hostile mahotsukai. The result of the die roll must match or beat the level of the spell for the counter-spell to take effect.
6th level: select either Strength of Will or Warded Spirit.
Strength of Will – If a saving throw is failed, the soryo may roll a magic die and add the result to the save roll as a reaction. If this is still not enough to pass the saving throw, a number of hit points equal to the difference between the save TN and the number rolled may be spent in order to pass the save. If the soryo already acted this round and used a magic die, they may still use this ability but may NOT use a magic die in the following round, or for subsequent saving throws this round.
Warded Spirit – The soryo is immune to possession, attempts to possess the soryo automatically fail. This ability does not require spending any magic dice.
9th level: select either Incite or Vision.
Incite – By spending a magic die, the soryo causes all opponents within 60' to bicker and argue, causing them to suffer a -2 penalty to hit, damage and saving throw rolls for 10 minutes. This is a charm effect.
Vision – By spending a magic die, the soryo gains true sight, being able to see all illusions, transformations, disguises, secret doors, hidden traps, invisible objects, etc. for 10 minutes.


Yamabushi: Yamabushi [Mountain Ascetic] are priests and priestesses who turn to a secluded life in the wilderness, where they are constantly tested by the elements and nature. This testing and purification gives them holy powers and magical ability. Their prime ability is Wis. Yamabushi may select the Shukyo, Noumin, or Chounin backgrounds. They gain the Mysticism and Woodscraft skills for free, and may select any four other skills from their background of choice. They are proficient with basic and ninja weapons and light armor.
Yamabushi Special Abilities
1st level: Tested – The soryo becomes attuned to one element (fire, water, wood, metal, or earth), gaining a +2 bonus to saves against spells or abilities keyed to that element. This ability does not require spending any magic dice.
3rd level: select either Know Aspect or Transmute.
Know Aspect – By spending a magic die, the yamabushi can detect any cosmic forces that surround creatures (yin, yang, the five elements, ki), if it is a spirit creature, and any cosmic weaknesses it may possess, up to a range of 60' for one minute per point of the magic die result.
Transmute – By spending one magic die, the yamabushi can change the energy type (fire, cold, electricity, sonic, force, acid) of a spell being cast into another energy type.
6th level: select either Guardian or Storm.
Guardian – By spending a magic die, the yamabushi summons a totem animal: White Tiger removes all hindering physical effects; Red Bird restores all hit points; Green Dragon removes all hindering magical effects; Black Tortoise restores ability score loss; Yellow Unicorn restores a number of spell slots equal to your Wis modifier (minimum 1). Each totem may be summoned only once per day.
Storm – By spending a magic die, the yamabushi creates a magical elemental attack (5' radius thunder clap; 10' cone water wave; 5' radius ice burst; 15' line lightning bolt; 15' line wind gust; or 10' cone firestorm) that automatically hits, dealing 2d6 damage plus an amount equal to the magic die result multiplied by the yamabushi's Wis modifier (minimum 1) to all in the area.
9th level: select either Cloud Form or Resistance.
Cloud Form – By spending a magic die, the yamabushi, with all gear carried, becomes gaseous for one minute per point of the magic die result.
Resistance – The yamabushi becomes immune to one energy type (fire, cold, electricity, sonic, force, acid). This ability does not require spending any magic dice. By spending a magic die, the yamabushi gains resistance to one additional energy type for a number of rounds equal to their Wis modifier (minimum 1).


Wednesday, July 15, 2015

Mentzer Basic Cover to Cover: Ending an Adventure

This section is just one page, and it doesn't offer a whole lot of insight into the game itself, but it does give a beginning DM a lot of solid advice to help them run a better game.
First off, this picture was really catchy for me when I first read the book. The dead minotaur, the look of wonder on the well-shaven Dwarf's face, the possibilities of what sorts of treasure waited in that chest... It's in the DM's book but it made me want to be a player! And I also wondered about that armor the Dwarf is wearing. The fighter's chainmail is obvious. As an 11 year old with only the vaguest knowledge of medieval armor (there was a cool, illustrated book on the Middle Ages in my elementary school library but that was about it for me at the time), I wondered if that was supposed to be what plate mail looked like? I thought plate mail was like the typical "suit of armor" and had no idea what that suit of brigandine was supposed to be. Well, I know now, of course.

Back to the text. First off, and this one is still important, is setting a finish time and stick to it. Some of my online games recently have gone beyond their normal ending time, and since we're all adults, we can make that decision to keep playing or not (but usually there's Hell to pay with my wife if I'm up to late). As kids, it didn't seem to matter. We'd usually play on weekends or a lot over summer or winter vacation, so with nothing much else to do, we could play until we got bored and decided to go play outside, or watch a movie, or play with action figures or video games, or whatever. And yeah, sometimes we'd have some marathon all night sessions. It was in my 20's and 30's that the idea of setting a firm stopping point and sticking to it really set it, since we had work responsibilities, some people had family responsibilities, and when I was playing with my old Ebisu Group, travel time back home to contend with. Online gaming takes away some of that worry, but it's still a good thing to keep in mind to have a time set to finish the game.

Next, the DM should announce all the treasure found, and let the players sort it out, including, we're told a bit later in the section, to let them figure their own XP awards. I don't think I've ever (or only rarely) done this "properly" and I find that dividing treasure XP evenly for the group works much better at building team spirit. Most players I've encountered also seem to feel that gems and jewelry should be sold ASAP so that the value can be distributed evenly. There's a part of me that wants to play in a game where the players are jockeying for position with loot shares, trying to get that extra GP/XP from each adventure. With the right group of players, it could be fun.

While the players are busy dividing the loot, the DM should calculate the monster XP. There's a detailed set of instructions. I won't go into it, assuming you've passed middle school math class and know this already. It does say explicitly that captured or incapacitated monsters are worth full XP, even if they're later released, while monsters that flee are worth 0.

The section on gaining levels has the famous admonishment not to allow more than one level gained per adventure. Of course, just what exactly is an adventure? Is it the session, even if it's ended in the middle of the dungeon to be picked up later? Is it the delve? (One trip in and then back to town for whatever reason, multiple delves may happen in one session.) Is it the module? It's a bit fuzzy. Also, if you give out too much treasure, and Gnorts the Fighter has 3,999 XP, you know his player is going to want to head back to town and call it a day after the first significant encounter... These days, especially with gaming time being limited, I'm more likely to just say screw it. If you manage to get deep in the dungeon and find some awesome treasure and make it out alive and earn enough to go from 2nd level to 4th, congratulations!

Finally, we're given a truncated version of the Monster XP table, only going up to 8 hit dice. It's handy to have the reference here right next to the sample adventure, so you can do the calculations by just looking through the pages you were just looking at, instead of having to go all the way to the back of the book and leafing through the monster section.