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Old 08-03-2009, 09:22 PM   #21
Nemi3e
 
Join Date: Feb 2009
Location: NYC
Default Re: GURPS Naruto. How do we do it?

Alright, next up: Natured Chakra.

It seems you're limited to one type unless you're incredible, or train hard, and you get two. Or you have a bloodline/Bijuu in which case you get 2-3 generally, and one's a mixture. Obviously it should get progressively/prohibitively more expensive.

I'm thinking Secret Advantage.

Some-sort of talent or... Well mixed chakra is a talent that gives you access to new jutsu. But normal Natured chakra would be a fatigue cut+Power up on that kind of chakra use. And some sort of imbuement/innate attack for putting it into normal jutsu? (Ie Wind Chakra makes a jutsu cutting, lightning turns it Peircing.)

Earth Chakra users might get a bonus for working together since their chakra naturally condenses/collects.
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Old 08-03-2009, 09:58 PM   #22
D10
 
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Default Re: GURPS Naruto. How do we do it?

remember that to combine two types of elements one has to be truly gifted, yamato for instance is a clone of the first (?) created by orochimaru, thats why he can use seal manipulation techniques and wood jutsus.

Kimimaru was almost a barbarian in the sense that the only jutsus he had perfected were his bloodline jutsus.

Sasuke knows fire and lightning but so far he wasant able to mix the two in any way shape of form.
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Old 08-03-2009, 10:54 PM   #23
Nemi3e
 
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Default Re: GURPS Naruto. How do we do it?

Quote:
Originally Posted by D10 View Post
remember that to combine two types of elements one has to be truly gifted, yamato for instance is a clone of the first (?) created by orochimaru, thats why he can use seal manipulation techniques and wood jutsus.

Kimimaru was almost a barbarian in the sense that the only jutsus he had perfected were his bloodline jutsus.

Sasuke knows fire and lightning but so far he wasant able to mix the two in any way shape of form.
That's because you need a bloodline (you can be the first member of it and it might not get passed on) in order to merge two elements into a new one. (Shodai Hokage, Haku) Or a Bijuu (Jinchuriki of the yonbi can make lava chakra.).

Speaking of passing on bloodlines, it's stated that Tsunade's massive strength was natural, not chakra control. The Shodai's power to control bijuu makes no sense. It's possible that chakra recombination as a bloodline isn't always stable--you might get some weird effects and not always the same thing.
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Old 08-03-2009, 11:46 PM   #24
nick012000
 
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Default Re: GURPS Naruto. How do we do it?

I'd just say to handle jutsus with Powers, and to let bloodline limits and family hijutsus be Unusual Backgrounds. Probably 10 points for the former, and 5 points for the latter.

Mokuton's simply got a Neutralize (Demon Powers) power.
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Old 08-04-2009, 01:02 AM   #25
Nemi3e
 
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Default Re: GURPS Naruto. How do we do it?

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Originally Posted by nick012000 View Post
I'd just say to handle jutsus with Powers, and to let bloodline limits and family hijutsus be Unusual Backgrounds. Probably 10 points for the former, and 5 points for the latter.

Mokuton's simply got a Neutralize (Demon Powers) power.
Mokuton's also has a Do Mokuton Jutsus with One Hand Seal Power.

Also, if you made being a bloodline limit a mere 15 points everyone would be running around with it. Don't get me started on game breaker of Sharingan.
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Old 08-19-2009, 03:36 PM   #26
kdtipa
 
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Default Re: GURPS Naruto. How do we do it?

I put together a Naruto campaign for the people I play RPGs with. You seem to be looking to include details I glossed over, but maybe my work can be of some use.

I treated jutusus as skills. I put together a 19 page document with small margins and small font with a list of jutsus. It ended up being a little like GURPS 3e magic without a need for the magery advantage. It included prerequisites, elements if any, and so on.

Chakra became an advantage (used to power jutsus of course), among other things.

Hands signs got melded into skill. For example, a jutsu might take three rounds of concentration to make happen which could easily be about the complicated hand signs (but I didn't specify). I only stated that certain jutusus required that the character's hand were free to make the hand signs.

Elemental affinity was just an advantage. You had it or you didn't. The first affinity was free. The second cost 10 points, the third an additional 20 (so 30 so far), the fourth was an extra 40 points (70 in total so far), and the fifth... if you were good with all elements... was another 80 points (total of 150).

The affinity meant that jutusus of that element could be learned at half cost, while trying to learn a jutsu of another element was twice as expensive.

There was more about combination elements and so on... but the conclusion I came to was that modeling the physics of the Naruto universe exactly wouldn't work terribly well. It's makes for great story, but not the friendliest math. For example, I skipped the concept of one element being strong versus another, and weak against a different one. It just became too much to keep track of.

So I don't know how complicated you plan on getting, but I'm a fan of making jutsus with the skill system. It's a mechanic that already well used by the players.
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Old 11-24-2013, 04:31 PM   #27
Libertine
 
Join Date: Aug 2013
Location: Satsuma, Fl
Default Re: GURPS Naruto. How do we do it?

For a simple jutsu system, just use requires gestures, cost FP/Hp and takes extra time. Start with -80% in limitations that could be bought off eventually until the focus is no longer needed. That seems to be the only limitations you need with a few exceptions (food pellets as triggers).
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Old 11-24-2013, 11:16 PM   #28
Refplace
 
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Default Re: GURPS Naruto. How do we do it?

Actually now that Thaumatology: Chinese Elemental Powers is out I think I would go with it for my base line.

Everyone has an elemental aspect to their chakra with a few having 2 or 3.
Buy up a nice energy reserve and allow godlike extra effort up to your talent.
Then use the same pattern to build various clan and bloodline abilities which may be either genjitsu or ninjitsu.
Toss in a few everyman powers like Shadow clones, super jump, walking on air (environmental, roofs and big trees) and a good dose of martial arts.

So we have Chakra natures
Earth, Fire, lightning, Water and Wind
Write up blended natures,
Laval style (Earth and Fire)
Ice (Water and Wind)
Particle Style (Earth and lightning?)
Wood (Earth and Water) Note this one is already written up for us.

Everyman or basic Ninjitsu
Clinging, Walk on water, walk on Air (enviromental, trees), Super Jump, Enhanced Move (Running), Shadow Clones.
What else does everyone seem to have?
Trained by master and various martial skills.

Clan Jitsu
Ichia Visual Jitsu
Insect Jitsu
Expansion Jitsu
Summoning Jitsu (the scrolls)
Sage Mode
The radar gentle palms jitsu
Medical jitsu
Puppet jitsu
Shadow Jitsu
Mind Posession Jitsu

the various forbidden jitsus could be skipped in a campaign or used later but there more one offs.

Edited Put in Lightning. Thanks zoncxs

Last edited by Refplace; 11-24-2013 at 11:35 PM.
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Old 11-24-2013, 11:25 PM   #29
zoncxs
 
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Default Re: GURPS Naruto. How do we do it?

For naruto metal is replaced with lightning.

I don't have it any more but you can find all of the bloodline elements online now. 25 or so.
Fire+fire
Fire+water
Fire+earth
Fire+lightning
Fire+wind
Etc
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Old 11-25-2013, 08:09 AM   #30
Fred Brackin
 
Join Date: Aug 2007
Default Re: GURPS Naruto. How do we do it?

Quote:
Originally Posted by Refplace View Post
Everyman or basic Ninjitsu
Clinging, Walk on water, walk on Air (enviromental, trees), Super Jump, Enhanced Move (Running), Shadow Clones.
What else does everyone seem to have?
Substitution-jutsu with varying elemental special effects. It could be as simple as Extra Life but that's a bit expensive.
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