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Join date : 2012-09-06

Weapon and tool rules Empty
PostSubject: Weapon and tool rules   Weapon and tool rules Icon_minitimeFri Sep 07, 2012 8:49 pm

Some shinobi use Weapons, instead of using just the basic Taijutsu. These weapons are placed into three different categories and do damage depending on the size of the weapon, and the experience the user has with that weapon.

Small Weapons: Combat Kunai, Dagger, Gauntlets, Fighting Gloves, Short Swords, Etc.

- Academy Student: 1d6, -2 Penalty (Duel Wield: +1 Damage, -3 Penalty)
- Genin: 1d8, -2 Penalty (Duel Wield: +1 Damage, -3 Penalty)
- Advanced Genin: 1d8+1, -2 Penalty (Duel Wield: +1 Damage, -2 Penalty)
- Chunin: 1d10, -1 Penalty (Duel Wield: +1d4 Damage, -2 Penalty)
- Advanced Chunin: 1d10+1, -1 Penalty (Duel Wield: +1d4 Damage, -2 Penalty)
- Special Jounin: 2d6, No Penalty (Duel Wield: +1d4+1 Damage, -1 Penalty)
- Jounin: 2d6+2, No Penalty (Duel Wield: +1d6 Damage, -1 Penalty)

Medium Weapon: Katana, Longsword, Quarterstaff, Spears, Bat's, Mace's Etc.

- Academy Student: 1d8, -3 Penalty (Duel Wield: +1 Damage, -4 Penalty)
- Genin: 1d10, -3 Penalty (Duel Wield: +1d4 Damage, -4 Penalty)
- Advanced Genin: 1d10+1, -3 Penalty (Duel Wield: +1d4 Damage, -3 Penalty)
- Chunin: 2d6, -2 Penalty (Duel Wield: +1d6 Damage, -3 Penalty)
- Advanced Chunin: 2d6+1, -2 Penalty (Duel Wield: +1d6 Damage, -3 Penalty)
- Special Jounin: 2d8, -1 Penalty (Duel Wield: +1d8 Damage, -2 Penalty)
- Jounin: 2d8+2, No Penalty (Duel Wield: +1d10 Damage, -1 Penalty)

Large Weapon: Greatswords, Hammers, Scythes, Halberds Etc. All large weapons require a STR mod of 10 to utilize. They may be rolled with DEX but if asked to show your STR mod you must comply.

- Academy Student: 1d10, -4 Penalty
- Genin: 2d6, -4 Penalty
- Advanced Genin: 2d6+1, -4 Penalty
- Chunin: 2d8, -3 Penalty
- Advanced Chunin: 2d8+1, -3 Penalty
- Special Jounin: 2d10+3, -2 Penalty
- Jounin: 3d10, -1 Penalty

Ninja Tools are items that every Ninja Carries. They can be used in a huge variety of way, and is only limited to the Ninja Using then. Several of the tools can be used as offence and Defense, and can even be used to Set Traps etc. Below is the list of Ninja tools that your ninja starts with, and also a list of tools that can be purchased to widen your characters variety.

Basic Tool Bag: 3 Kunai,1 combat kunai, 3 Shuriken, 1 Explosive Tag, 1 Ninja Wire.

Explosive Tags:
An Explosive Tag can explode if activated by chakra. You can use the explosive tag with DEX (Sticking it to the Oppnent) or WIS / INT (Drop it as a Trap, use with Jutsu) Every tag does 2d10 damage, Unblockable.

Throwing Kunai:
Kunai knives take a DEX / STR roll to connect, and do Damage depending on your characters experience with them. You may throw multiple kunai to a maximum of 5. If you throw Multiple then it becomes that many attack rolls, but each Kunai thrown past 1 makes a -1. So if you attack with 3, and roll a 25 attack, the first Kunai attack is 25, second is 24, and third is 23. The opponent then Defends with one roll vs all Three kunai. Throwing with STR adds STR bonus, but you may not throw multiple Kunai. Note: The final Damage on multiple kunai is Qualified as One Hit vs DR. So if your Opponent has 6 DR, it isnt 6 DR vs Each Kunai that hits, its all three Kunai Dmg added together vs the 6 DR.
1 - 15 = 1d4+1
16 - 25 = 1d6+1
26 - 35 = 1d8+1
36 - 40 = 1d10+1

Combat Kunai
- A bigger Kunai for close quarter combat, a standard weapon for any shinobi. The kunai itself has a better grip then the throwing ones and follows the small weapon chart but removes 2 negative to wielding it.

- Same rules that apply to Kunai apply to Shuriken.

Smoke Bombs:
- Smoke bombs can be used for two things. It can let your shinobi hide, or it can cover the enemy so they cant see. Smoke bombs used to hide a shinobis presence gives the shinobi a +5 to hide and enables him to Hide. (Even if he already has hidden himself once before) Smoke bombs thrown at opponents uses DEX to hit and if connected gives the opponent -1 to rolls for 1d4 rounds.

Military Ration Pills:
- Military Ration pills restore chakra. Eating a pill takes 1 round. Afterward, each round you recover recover 2d4 CP for 1d4+2 rounds. Note: Miltary ration pills are capped at two.

Windmill Shuriken:
- The windmill shuriken takes a DEX roll to connect. It does Normal Rank Damage + 1d10. It can be dodged and blocked normally.

Explosive Tag Kunai:
- By using a kunai and a explosive tag, binding them together. A shinobi can throw it at a opponent, making it stab into their body and then explode. Does Kunai Rank Damage + 1d10 (uses up 1 kuna and 1 explosive tag), +3 Vs Block.

Poison Smoke Bomb:
- This is a simple poison smoke bomb. You throw it at your opponent using DEX. They can dodge or block normally. If it hits it does not damage that round. However, after that, on your turn, it does 1d4+1 Damage a round bypassing DR for 2 rounds.

- Scattering caltrops takes 1 turn. It’s a DEX / WIS / INT roll v.s your opponents defensive roll. If you succeed, they take -1 to their Str/Dex Rolls, and 1d4+1 Damage for 1d6 rounds. (See Set Trap skill below)

- Senbon are acupuncture needles. Throwing them takes a dex roll. If they connect, they cause 1d4+1 damage bypassing DR, if the Natural Attack roll is 15-20, then The target is physically stunned for one round or until hit.

Ninja Wire:
- Ninja wire are used by using DEX / WIS / INT roll vs opponents roll. If hit the target is Physically stunned for one round or until Hit.

Ninja Wire Shuriken / Kunai:
- By attaching ninja wire to a Kunai or a Shuriken the shinobi can roll a DEX roll -2 to capture and damage the opponent. Does Shuriken / Kunai Rank Damge and Physically stuns for one round or until Hit. (Uses up 1 wire and 1 Kunai or Shuriken)
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