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-   -   GURPS Naruto. How do we do it? (https://forums.sjgames.com/showthread.php?t=61179)

Nemi3e 08-01-2009 03:38 PM

GURPS Naruto. How do we do it?
 
Obviously a ton of Martial Arts. Fit is probably a requirement.

The Databook has 8 axises. Ninjutsu, Taijutsu, Genjutsu, Intelligence (Cunning), Force (Power), Speed, Stamina (Chakra amount), Seal Knowldged

Off the top of my head I can think of Chakra type, Chakra control, Talent in the three jutsu types, Tool use, and Hand Seal speed.

Special rules perhaps the a Jutsu Skill level doesn't reduce your time to cast unless you know it well enough to forgo hands seals entierly. Speed of casting would be related to Hand Seals skill level and the difficulty of the jutsu?

Chakra types and talent could probably be represented with a few different levels and flavors of magery.

Anyone else?

Refplace 08-01-2009 06:19 PM

Re: GURPS Naruto. How do we do it?
 
I wouldnt go with Magery.
everyone seems to specilize and have signature moves which implies a powers approach. Magery is broader and less powerful in extreme situations.
But the rest I agree with. Definately different talents for the jitsus just like inner or outer in martial Arts. Or soft vs. hard, forget the term and not going to open the pdf right now.

carllarson 08-01-2009 07:00 PM

Re: GURPS Naruto. How do we do it?
 
Inner Balance, Forceful Chi?

Refplace 08-01-2009 07:16 PM

Re: GURPS Naruto. How do we do it?
 
Quote:

Originally Posted by carllarson (Post 828677)
Inner Balance, Forceful Chi?

Sounds right. Forceful Chi certainly is. I really need to replace this computer with one that has enough memory for me to do multiple things at once.
I think that you would be using Alternative Abilities with some of these tehniques too.
For example the expansion jitsu.
Oh and I wouldnt buy flight for most of them but rather Walk on Air with Accessibilty Nearby objects to land on, like trees.
That way they get to keep the enhanced move and avoid jump rolls for routine travel in the forest.

Nemi3e 08-01-2009 08:23 PM

Re: GURPS Naruto. How do we do it?
 
Quote:

Originally Posted by Refplace (Post 828669)
I wouldnt go with Magery.
everyone seems to specilize and have signature moves which implies a powers approach. Magery is broader and less powerful in extreme situations.
But the rest I agree with. Definately different talents for the jitsus just like inner or outer in martial Arts. Or soft vs. hard, forget the term and not going to open the pdf right now.

You have a very good point there. In 4e can powers also have a related skill? (IE: You want to teleport 5 hexs infront of you, roll against your modified teleport skill to see how if you land in your desired hex or if the enemy perceives where you are going.)

Would imbuements work for the natured Chakra?

I would also like to say that Taijutsu definetly isn't a plain old DX based skill, Jumping is dex based, the super jumping walking on air style ninja leaps are taijutsu, so weighing skill levels based on stats plus/versus talents might be tricky in some places.

EDIT: A specialized Advantage that could encourage co-operative play. (Half joke, I think.)

Yay!: This Advantage covers two characters and bequeaths one point of plot armor to both (Reroll one life endangering roll per session), but only the character purchasing this pays the points.
It comes in two types, the first is with an ally with whom the characters must spend much time either with, thinking about them, or doing something for them, (See: Obsession), and the other must reciprocate. This is meant to be a positive relationship.
The second type is with a rival or enemy. This advantage is only available against characters on the same side, or enemies that might be turned to your side. Double point cost if the target reciprocates the obsession. -50% if targeted against an unturnable enemy. Will Rolls are at -2 versus.

D10 08-02-2009 12:38 AM

Re: GURPS Naruto. How do we do it?
 
http://www.leafninja.com/images/country/World-2_0.gif

Here is a cool map and heres the site with lots of info regarding the world.

http://www.leafninja.com/country.php

Ragitsu 08-02-2009 01:16 AM

Re: GURPS Naruto. How do we do it?
 
Doesn't one of the characters change gender on a regular basis?

Erik_Nielsen 08-02-2009 01:31 AM

Re: GURPS Naruto. How do we do it?
 
Nemi3e, I think the way to do Jutsu is through Imbuement equivalents:

E-rank - Imbue Level 1 [10]
D-rank - Imbue Level 2 [20]
C-rank - Imbue Level 3 [40]
A-rank - Imbue Level 4 [80]
S-rank - Imbue Level X [100 per secret Jutsu] (Note: Yes, this is ridiculously expensive, but by this level, you're talking Supers-level Kage, and even they generally only have one S-rank Jutsu: their signature move.)

Limited Skill Access [PUI4] would most certainly apply. I would generally consider the various types of Jutsu to function as Talents:

Ninjutsu [10/level] - Gives a +1 to skill with any Jutsu in the Ninjutsu type.
Genjutsu [10/level] - Gives a +1 to skill with any Jutsu in the Genjutsu type.

However, since Taijutsu is simply Martial Arts, it's probably best to use the various techniques in Martial Arts for this.

The other subcategories of Jutsu would form their own Talents and might be discounted since they cover fewer Jutsu.

Decide whether you intend to have chakra energy drain directly from Fatigue or from an Energy Reserve [P119]. Each use of a Jutsu will drain one or the other; desperate characters might be able to progress from Energy Pool to Fatigue to Hit Points. Imbuements cost 1 FP per use, and this can be reduced by taking a -5 to skill; some Jutsu cost more chakra to use, and each reduction adds a -5 to skill.

Next, assign a basic difficulty to each Jutsu (either DX/H, IQ/H, DX/VH, or DX/VH; use Imbuements to guide you). Then figure out how many hand seals and how much chakra energy are required to pull off the Jutsu. For each hand seal over one required to activate the Jutsu, assign a -1 to the skill to use this Jutsu; this is the base penalty to use the Jutsu without going through all of the hand seals. Use the time modifiers from Power Blow to determine how much time and how much of a penalty to use.

Example: Water Release: Water Dragon Bullet Technique takes a whopping 42 hand seals to complete (the highest amount of hand seals necessary to use a jutsu shown in the series so far). Using WR:WDBT instantly would result in Skill-41, dropping to Skill-21 after 1 turn of concentration, Skill-11 after 2 turns of concentration, Skill-6 after 4 turns of concentration, Skill-3 after 8 turns of concentration, Skill-2 after 16 turns of concentration, Skill-1 after 32 turns of concentration, and finally just flat Skill after 64 turns of concentration. Needless to say, WR:WDBT is best left to the experts when it comes to using it in combat.

Sample Jutsu:

Clone Technique [IQ/H -2] (Ninjitsu, E-rank; 3 hand seals, 0 chakra)
Shadow Clone Technique [IQ/H] (Ninjutsu, B-rank; 1 hand seal, 1 chakra/shadow clone created)

Of course, this is just a quick stab at the material, but I think it sets out some basic ideas. Everything Naruto-related I stole from http://naruto.wikia.com/wiki/Narutopedia.

Believe it!

nick012000 08-02-2009 01:33 AM

Re: GURPS Naruto. How do we do it?
 
Here's a copy of the Genin template I wrote up when I was giving this a go.

Genin 315 points
Attributes
ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1, BL 24 lbs;
HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; EP 5 [15];
Basic Speed 5.75 [0]; Basic Move 5 [0]
Advantages: Enhanced Ground Move 2 (Chi Power Source, -10%) [36];
Super Jump 1 (Chi Power Source, -10%) [9]; Henge: Morph (Cosmetic
Only, -50%; Chi Power Source, -10%; Costs 1 FP, -5%) [35]; Bunshin:
Illusion (Chi Power Source, -10%; Can only create duplicates of
caster, -35%; Costs 1 FP, -5%) [12], Kawarimi: Warp (Range Limit,
10 yards, -50%; Chi Power Source, -10%; Reliable +4, +20%; Evasion
Only, -30%) [30]; Combat Reflexes [15]; High Pain Threshold [10];
Status 1 [5]; Military Rank 1 [5]; Security Clearance (Genin-Rank
Secrets, need to know basis) [5].
*Another 50 points chosen among ST +1 to +2 [10-20], DX +1 [20],
HT +1 to +2 [10-20], IQ +1 [20], ST +1 to +4 [5-20], Per +1 to
+4 [5-20], FP +1 to +5 [3-15], EP +1 to +5 [3-15], Acute Senses
(Any) 1-5 [2/level], Cultural Adaptability [10], Damage Resistance
1-2 (Partial, Hands, -40%; Tough Skin -40%) [1-2], Forceful Chi 1-2
[15-30], Gizmos (Only for style) [4/level], Innate Attack [varies],
Social Chameleon [5], Striker (Crushing) [5], Trained By A Master
[30], Weapon Master [20-45], Style Perks [1 each].
You must take either Trained By A Master or Weapon Master!
Perks: Style Familiarity (own style) [1]
Disadvantages: Duty (Ninja Village; Extremely Hazardous; 12 or less)
[15]; -20 points chosen from among Greed [-15*], Intolerance (Nation
or other large group) [-5], Sense of Duty (Ninja Village) [-5],
Bloodlust [-10], Callous [-5] or Low Empathy [-20], Code of Honor
(Ninja Code) [-10], or Light Sleeper [-5].
Primary Skills: Stealth (A) DX +2 [8]-14 * Also spend 20 points in the
skills and techniques of your fighting style.
Secondary Skills: Pick five of Forced Entry or Jumping, both (E) DX+1
[2]-13; Climbing (A) DX [2]-12; Escape (H) DX-1 [2]-11; Running (A)
HT [2]-11; Camouflage (E) IQ+1 [2]-12; Acting, Fast-Talk, Holdout,
Lockpicking, Shadowing, or Traps, all (A) IQ [2]-11; or Poisons (H)
IQ-1 [2]-10.
Background Skills: Pick four of Area Knowledge (any) or Savior-Faire
(Military), both (E) IQ [1]-11; or Armoury (Melee Weapon or Missile
Weapons), Explosives (Demolitions or Fireworks), or Streetwise, all
IQ-1 (A) [1]-10.

Also, the Sharingan Eye. This is just the three-tomoe eye; the Mangeyenko eye is too individual to stat out this way, from what we've seen. Possessing a Bloodline Limit would be a 10-point Unusual Background, IMO.

Sharingan Eye:
Compartmentalized Mind 1 (Chi Power Source, -10%, Costs 1 FP, -5%,
Linked +10%) [47], Photographic Memory (Chi Power Source, -10%, Linked
+10%) [10], Acute Vision +5 (Affects Insubstantial, +20%, Chi Power
Source, -10%, Linked +10%) [12] - 69 points
Sharingan Hypnosis (+200%): Affliction (Malediction, uses Size and
Speed/Range penalties table, +150%; inflicts Reduced Time Sense, +100%;
Sense-Based (Vision) -20%; Chi Power Source, -10%; Only with Sharingan
active, -10%; Costs 2 FP, -10%) - 30 points
Sharingan Domination: Mind Control (Sense Based (Vision), -20%; Chi Power
Source, -10%; Only with Sharingan active, -10%; Costs 2 FP, -10%) - 25
points

D10 08-02-2009 02:08 AM

Re: GURPS Naruto. How do we do it?
 
Awesome, altho I dont play 4e only 3e, I like what you did there.

I wonder how Byakugan would work, and how a style based on it would work.


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