House Rules/Rulings

jemmus
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jemmus
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Re: House Rules/Rulings

#21 Post by jemmus »

Thanks! That's helpful. The lowering of attribute scores involves some math for calculating temporary BCSs and STs. But the Excel sheet has cells for temporary scores, correct?
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Marullus
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Re: House Rules/Rulings

#22 Post by Marullus »

Per agreement with Jemmus:
  • Certain spells will be allowed to be modified from a range of Self or Touch to ranged (allowing them to be cast on Ninja allies instead of only personally). This will require an increased power cost of +1 per two range increments. +1 Very Short, +2 Medium, +3 Very Long.

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jemmus
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Re: House Rules/Rulings

#23 Post by jemmus »

New ninja skill - Shitaimane
Similar to the monomane ("imitate a person" (acting)) and hensu-jutsu ("change form" (dentity transformation)) skills, the shitaimane skill allows the ninja to impersonate a corpse for up to 6 hours. The ninja's breath, pulse and body temperature authentically mimic that of a corpse or hibernating animal. If buried by Shintoists in the interim, a Strength saving throw is required to dig out and emerge from the covering earth. If immolated by Buddhists in the interim, a Deftness saving throw is required to 1d12 of Fire damage. A successful practitioner of the skill must also roll a monomane or hensu-jutsu skill check or Wit Saving Throw being seen by any observers as a yurei ghost. The player may choose either role. For example, if a player(s) chooses to terrorize an entire village or town in the guise of self-exhumed yurei ghost, while also looting characters and applying bandages, the GM is justified in disqualifying that.

The shitaimane skill is only available at 2rd level and above. And even then, it's an advanced and mostly extraneous skill. Only needed for ninja who get caught, and play dead and/or get buried for days. You young guys are expecting to do much better on this "easy" one.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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jemmus
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Re: House Rules/Rulings

#24 Post by jemmus »

Shitai no Mane Proposed New Ninja Skill
"Imitate a corpse." Upon making a successful Hensu-jutsu BCS roll and a successful Will saving throw, the ninja temporarily slows his/her breathing, heartbeat, and pulse to near nothing while under observation or bodily handling by an outside party (guards. gravediggers, etc.) Upon a successful Wit ST, the observer observes for another turn, and the ninja must again succeed on the BCS and ST rolls to maintain the deception. If buried alive, the ninja must make a Strength or Wit St within a number of rolls equal to his/her Health attribute to emerge from the grave. If placed on a pyre for burning by Buddhists... the ninja can only abandon the pretense and trust his/her skills, luck and/or wits.

Source: A Saizo of the Mists 1950s/60s movie. Humble Saizo can do anything! :)
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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jemmus
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Re: House Rules/Rulings

#25 Post by jemmus »

Hold Action
If a character Holds a basic/primary action to a phase for his secondary action, it remains a basic/primary action. In other words, a character can save a basic/primary action and do it on any phase that is available to him.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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jemmus
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Re: House Rules/Rulings

#26 Post by jemmus »

Entering Compounds by Climbing
A successful karumi-jutsu roll is needed to climb. If using a ninjato, +2 to BCS. A successful ninjutsu roll is needed to climb silently. Please see the modifiers to the ninjutsu base BCS below.
Shinobi-jutsu BCS include:
Wearing Armor: -(Armor Class-2)
Moving faster than a Walk (over BMA): -5
Climbing: -3
Light undergrowth: -2
Heavy undergrowth: -3
Gravel on ground: -1
Nightingale Floor: -2D6*
Raining: +3
Tempest: +5
Heavy snow on ground: +1
Noise from some other source present: +1 to +5'
Moving to Attack victim: -5
*or Gamesmaster's decision


If a PC has a kyotetsu-shoge, they can try to use it as a grappling hook. A successful kusari-jutsu roll would be needed. If successful, a karumi-jutsu roll is still needed, but at +10 to BCS. If throwing the steel end onto a tile roof, the Effect Number of the kusari-jutsu roll would determine how much noise is made. (Effect number = the BCS minus the number rolled. For example, if the BCS is 11 and a 6 is rolled, the effect number is 5).
Failure, or 0-2 effect number - a fairly loud clank
3-6 - a fairly quiet clack
7-9 - a tiny click
10-20 - silent
If throwing to a tree branch instead of a roof, +6 to the effect number roll.

Modifiers to the ninjutsu die roll include:
Ninja wearing correct "uniform" (see appendix 2): +1
Ninja wearing "unsilenced" Armor: -(Armor Class )
Ninja wearing incorrect "uniform": -1
Daylight: -2
Bright moonlight: -1
Stormy night: +2
Ninja Walking: -1
Ninja Running: -3
Moving in to attack: -5
Trying to avoid contact: +1
Ninja in tree, on roof, etc. (in unlikely place): +2
Observer within 10': -3
[/ooc]
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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