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    Secret of Ninja Scroll 1 - Characters

    Hasuba Ninja Army

    An ancient ninja army

    that is constantly develop-

    ing new ninja gear. They

    also continually study the

    Ninpo of all clans with

    the aim of making Hasuba

    the master of all clans.

    The various sects within

    this clan have names such

    as Gearteeth Group and

    Inkpot School, using the

    words and names of tools.

    The leader is the CEO of

    Yata Heavy Industries,

    Kuroshio Hitori.

    H a  s  u b  a  Ni  n j   a Ar m y

     S  p e  c i   a l   t   y : T  o ol  

    E nmi   y : K ur  a m a  S h i  n C l   a 

    n

     C l   a nAi  m : A c  c  um ul   a  t   e  t  h  e  O u gi   of   o t  h  e r  c l   a n s  .

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    Shinobigami

    K ur  a m a  S h i  n C l   a n

     S  p e  c i   a l   t   y : B o d  y

    E nmi   y : Bl   o o d l  i  n e  of   Oni  

     C l   a nAi  m : P r  e  v e n t   t  h  e r  e  s  ur r  e  c  t  i   on of   t  h  e  S h i  n o b i   g a 

    mi   .

    Rumored to be thesuccessors of the legendary

    Kyouhachi Sword School,

    these warriors are said to

    be the patriarchs of several

    overwhelming sword-

    ghting techniques.

    This clan protects the

    6 Divine Treasures that

    have the power to revive

    the Shinobigami and are

    constantly searching for

    ways to seal them away

    for good. Their leader is

    Mitsuyoshi Yagyu.

    Kurama Shin Clan

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    Secret of Ninja Scroll 1 - Characters

    The Lost Ones consist of

    ninja without ties to the

    other major factions. Free

    ninjas with no loyalties,

    members of tiny ninja

    villages and run-aways

    from the larger clans make

    up the bulk of this force.As most of these ninja

    operate on their own, there

    is no recognized leader.

    L  o s  t   On e  s 

     S  p e  c i   a l  

     t   y :  S  t   e  a l   t  h 

    E nmi   y : H a  s  u

     b  a  Ni  n j   a Ar m y

     C l   a nAi  m :  Un s  w or n ;   gh  t  f   or  t  h  e i  r 

     o wnr  e  a  s  on s  .

    Lost Ones

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    Shinobigami

    An intelligence agency

    whose background lies in

    the conservative Hirasaka

    Shinto sect. With their

    intricate ties to the

    government of Japan, they

    keep a watchful eyes on

    the defense of the

    nation and its interests.

    The leader of the agency is

    also the leader of the

    Hirasaka Shinto Sect:Ubume Hirasaka the

    Wildmaiden.

    Hi  r  a  s  a k  a A g e n c  y

     S  p e  c i   a l   t   y :  S  c h  e m e 

    E nmi   y :  O t   o gi  P r i   v a  t   e A c  a  d  e m y

     C l   a nAi  m

     : P r  o t   e  c  t   J   a  p a n’   s n a  t  i   on a l  i  n

     t   e r  e  s  t   .

    Hirasaka Agency

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    Secret of Ninja Scroll 1 - Characters

    Though it seems like

    an ordinary elementary

    through high school, the

    academy is actually a spy

    agency that administers

    ninja training to its

    students. It has ties to

    many foreign nations. It

    is said that other schools

    have ties to itsadministration. The leader,

    Rokaku Arthur Masashige,

    serves as the school

    Principal.

     O t   o gi  P r i   v a  t   e A c  a  d  e m y

     S  p e  c i   a l   t   y :  S  t  r  a  t   e  g y

    E nmi   y : L  o s  t   O

    n e  s 

     C l   a nAi  m

     : Di   s  c  o v e r  o t  h  e r  s ’   s  e  c r  e  t   s  .

    Otogi Private Academy

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    Shinobigami

    These are the descendantsof the oni and tsuchigumo

    that have inhabited the

    land since the days of

    ancient Japan. Many

    various creatures such as

    vampires or werewolves,

    known as Night Ghosts,

    also populate this clan.They are the most zealous

    power driving the

    resurrection of the

    Shinobigami.

    Their leader is Torihiko

    Yatonokami.

    Bl   o o d l  i  n

     e  of   Oni  

     S  p e  c i   a l   t   y :  S  or  c  e r  y

    E nmi   y : Hi  r  a  s  a k  a A g e n c  y

     C l   a nAi  m

     :  C  ol  l   e  c  t  i  nf   or m a  t  i   on a  b  o u

     t   S h i  n o b i   g a mi   .

    Bloodline of Oni

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    Secret of Ninja Scroll 1 - Characters

    1.03.1 Character Rank 

      Once your character’s clan

    has been decided, you must

    determine your character’s clan

    rank. All characters begin as

    Chunin, or the middle rank.

    This means that all characters

    begin with 3 skills, 4 Ninpo and

    1 Ougi. You can move up in

    rank to become more powerful

    as you gain more experience.

    1.04 False Identity 

      You must keep your identity

    as a ninja a secret. In order to

    do so, all characters must have

    a cover that is used in everyday

    society. If you cannot decide a

    suitable false identity, you can

    choose one at random on the

    Clan Cover Chart found in the

    appendix.

    Rank Chart

    Rank Ninpo Ougi Req. XP

    Kusa 1

    Genin 2

    Geninkashira 3

    Chunin 4 1

    Chuninkashira 5 1 10

    Jounin 6 2 20

    Jouninkashira 7 2 50

    Touryou 8 3 100

    Translator’s Note:

     Ninpo: “Ninja Arts”; these are the special techniques that your

    ninja has mastered. I think that many fans of ninja culture are

    already familiar with the word, so I kept it as is.

    Ougi: “Secret/Esoterica”; these are the nal/special techniques of

    each ninja, similar to a ‘super move’ in a ghting game or a Rider

    Kick. There isn’t really a word that works well in English,

    especially since many Ougi aren’t attacks, per se.

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    Shinobigami

    1.05 Conviction 1.06 Skills

      All characters have a single

    dening conviction. If you are

    having problems role playing,

    you can fall back on this char-

    acteristic to decide what course

    of action your character is most

    likely to undertake. Please

    choose from the Six Paths

    Chart, or roll 1d6 to decide at

    random.

      Next, please choose your

    character’s skills. These are the

    techniques and skills that your

    character is adept at.

      The skills are divided into 6

    categories, each of which is a

    specialization of each clan. The

    skills are introduced in the next

    few pages.

      First, choose 3 skills from

    your clan’s specializated

    category. Then completely ll

    in the white squares to either

    side of the category’s column

    (called the gap) with your pen

    or pencil.

    Next, choose 2 additional

    skills from any category of your

    choosing.

      Make sure to circle all 5 of

    your chosen skills on the

    character sheet.

    Six Paths Chart

    1 Wickedness - “Destroy!”

    2 Law - Correct society’s ills

    3 Self - Money, fame, power!

    4 Emotion - A loved one

    5 Loyalty - Your clan or ideal

    6 Peace - Happpiness for all!

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    Secret of Ninja Scroll 1 - Characters

    Tool  Hasuba Ninja Army

    A ninja using skills from this category

    is able to put tools to use in any

    situation.

    Engineering: The procient

    use of machines or electronic

    devices.

    Pyromancy: The procient use

    of re, ames, and ame-

    producing effects or items.Hydromancy: The procient

    use of water, walking on wa-

    ter, anything related to water.

    Acupuncture: The procient

    use of long, thin items such as

    needles. Can also be used to

    tell direction.Weapon Concealment: Train-

    ing in the use of clothing or

    everyday items to hide weap-

    ons.

    Clothing: Using clothing to

    conceal your background or

    store things.Rope Use: Procient use of

    ropes; throwing, tying, etc.

    Climbing: Climbing up or

    down steep inclines.

    Torture: The prociency use of

    of devices designed to inict

    pain.

    Demolition: The procient use

    of tools of large scale destruc-

    tion.

    Digging: The use of tools to dig

    underground.

    Body Kurama Shin Clan

    A ninja using skills from this category

    is capable of incredible movement and

    combat abilities.

    Riding: Mastery at riding ve-

    hicles or animals.

    Ballistics: Mastery over guns or

    cannons. Ballistics.

    Shuriken: Mastery over the use

    of the various shuriken.Sleight of Hand: Precise

    movements of the hands and

    detailed writing.

    Contortionism: The ability to

    move and stretch your body,

    being able to dislocate bones,

    etc.Walking: Walking silently or

    for long distances.

    Running: Running at high

    speed.

    Jumping: Jumping incredibly

    high or far.

    Brawling: Hand-to-hand ght-ing. Karate.

    Sword: Mastery of swordsman-

    ship.

    Weightlifting: Carrying and

    lifting heavy things.

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    Shinobigami

    Stealth  Lost Ones

    A ninja using skills from this category

    is a master of the 5 senses and

    concealing their presence.

    Survival: The ability to survive

    in harsh weather, underwater,

    etc.

    Inltration: Inltrating a hos-

    tile area.

    Escape: Running away from ahostile area.

    Interception: Listening through

    walls, hacking, etc.

    Ventriloquism: Making your

    voice sound as though it were

    coming from somewhere else.

    Invisibility: Making one’s bodyinvisible.

    Disguise: Becoming someone

    else through disguise.

    Olfaction: Eliminating your

    scent; picking up other’s

    smells.

    Multiplicity: Making multipleactions as though your body

    split into multiple copies.

    Concealment: Concealing

    people, items or informatin.

    ESP: A sixth sense; percieving

    things strictly out of experi-

    ence, etc.

    Scheme  Hirasaka Agency

    A ninja using skills from this category

    is a master of deception and trickery

    as well as conversation and guile..

    First Aid: Skills related to the

    medical treatment of illness

    or injury.

    Poison: The skilled use and

    administration of poison.

    Sleep: Putting people to sleep.Investigation: Investigation of

    things or people.

    Bluff : Hiding your true feel-

    ings; tricking people.

    Inception: Leaving particular

    impressions on strangers.

    Performance: Performing arts;dancing, singing, etc.

    Seduction: Seducing people us-

    ing charm.

    Manipulation: Making people

    act the way you want.

    Rumourmongering: The art of

    spreading and creating liesand fabrications.

    Finance: Financial skills and

    money-making ability.

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    Secret of Ninja Scroll 1 - Characters

    StrategyOtogi Private Academy

    A ninja using skills from this category

    has incredible ghting capacity and is

    skilled at plotting strategems.

    Cooking: The creation of bal-

    anced and healthy meals.

    Creature Mastery: The control

    of insects and wildlife.

    Nature: Being able to live in

    the mountainside.Guerrilla: Being able to make

    procient use of any battle-

    eld; whether water, man-

    made buildings or the wilds.

    Willpower: Power to succeed

    when it seems you might

    panic or lose control.Strategy: Tactics and strategy;

    used to improve chances of

    military success.

    Memory: Being able to remem-

    ber as much as possible.

    Analysis: Studying the enemy

    and seeing how their attackswork.

    Encryption: Writing and read-

    ing in ciphers; decoding

    ciphers and secret codes.

    Writing: Prociency in ex-

    pressing yourself through any

    sort of written word.

    Contacts: Having personal

    connections in normal society

    and/or the underworld.

    Sorcery Bloodline of Oni

    A ninja using skills from this category

    can call upon ghosts and use magic.

    Transformation: Transform-

    ing the whole or part of your

    body.

    Summoning: Summoning a

    creature from another world.

    Necromancy: Controlling the

    spirit or body of a dead per-son.

    Abjuration: Creating a pro-

    tective barrier that can keep

    certain things or beings out.

    Binding: The ability to seal

    supernatural abilities.

    Word Magic: Utilizing the in-herent power in words them-

    selves; word magic.

    Illusion: Creation of illusions

    that deceive people.

    Visual Control: Control over

    the things your eyes are see-

    ing or have seen.

    Clairvoyance; seeing past,

    future and the present from

    far away.

    Possession: The possession of

    another body using your own

    spirit.

    Curse: The ability to curse oth-

    ers..

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    Shinobigami

    1.07 Ninpo

      Ninpo are the mysterious

    abilities that ninja are able to

    use at will. When used in-

    game, they have special effects

    that can alter the natural course

    of the game. There are 3 types

    of Ninpo: attack, support and

    equip.

      Attack Ninpo are used dur-

    ing battle; they deal damage

    directly to the opponent.

      Support Ninpo has a vari-

    ety of uses including making

    combat easier or dealing status

    ailments to the opponent. If

    you mix and match these ninpo,

    you can come up with interest-

    ing results. However, in order

    to use multiple ninpo at once, a

    high Plot value is requried.

      Equip Ninpo, once chosen,

    takes effect at all times.

      When making your charac-ter, choose 4 ninpo from the

    following pages to acqurie.

    Of the 4 ninpo, at least 1 must

    come from the character’s clan-

    specic ninpo list. You may not

    acquire ninpo from any other

    clan-specic lists.If a ninpo’s assigned skill is

    marked as Any or has multiples,

    you must choose 1 skill when

    the skill is acquired.

      You may not acquire a ninpo

    of the same name twice, unless

    marked with a * symbol.

      All characters start with the

    Close Combat ninpo; itdoes notcount towards a character’s 4

    starting ninpo.

    1.07.1 Ninpo Cost 

      You can use a ninpo of the

    same name only once per cycleor round of combat.

      In addition, all ninpo have a

    cost written in their information.

    The lower the cost, the easier

    they are to use; accordingly, the

    higher the cost, the riskier theyare to use and it becomes more

    difcult to use multiple ninpo at

    once.

      Please see section 6.02.10 for

    more information on ninpo cost.

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    Secret of Ninja Scroll 1 - Characters

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Attack NinpoClose Combat Attack *

    Any

    Attack 1 --

    Close Combat Attack. If the attack is successful, you may deal 1 close combat damage tothe target.

     A normal close combat attack .

    Cross Cut

    Sword

    Attack 0 1

    Close Combat Attack. If the attack is successful, you may deal 2 close combat damage to

    the target.

     A powerful attack with a short range.

    Poison Fist

    Poison

    Attack 0 1

    Close Combat Attack. If the attack is successful, you may deal 1 close combat damage and

    the “Paralyzed” status ailment to the target.

     An attack with poison coated claws.

    Ranged Combat Attack *

    Any

    Attack 2 --

    Ranged Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

    to the target.

     A normal ranged combat attack.

    Blast

    Pyromancy

    Attack 1 1

    Ranged Combat Attack. If the attack is successful, you may deal 2 close combat damage to

    the target.

     A powerful ranged combat attack.

    Surere

    Ballistics

    Attack 2 3

    Ranged Combat Attack. When the target attempts the Dodge Resolution, they must meet or

    exceed this attack’s Achievement Value. If the attack is successful, you may deal 1 ranged combat

    to the target.

     An attack that can’t miss.

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    Shinobigami

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Group Combat Attack *

    Any

    Attack 4 --

    Group Combat Attack. If the attack is successful, you may deal 1 group combat damage tothe target.

     A normal group combat attack.

    Domination

    Creature Mastery

    Attack 3 4

    Group Combat Attack. If the attack is successful, you may deal 1 ranged combat damage

    and 1 group combat damage to the target.

     A normal group combat attack with additional ranged damage.

    Phantom Soldier

    Illusion

    Attack 2 4

    Group Combat Attack. If the attack is successful, you may deal 1 close combat damage

    and 1 group combat damage to the target.

     A group attack by a phantom army.

    Carnage

    Any

    Attack 2 --

    Close Combat Attack. Choose any characters in range of this attack; they become the tar-

    gets for this attack. If the attack is successful, you may deal 1 close combat damage to the target.

    This ninpo is only available to jounin-ranked ninja.

     A jounin ninja’s wide area attack.

    Kaleidoscope

    Any

    Attack 3 --

    Ranged Combat Attack. If the attack is successful, you may deal 2 ranged combat damage

    to the target.

    This ninpo is only available to jounin-ranked ninja.

     A jounin ninja’s high repower attack.

    Encirclement

    Any

    Attack 5 --

    Group Combat Attack. Choose any characters in range of this attack; they become the tar-

    gets for this attack. If the attack is successful, you may deal 1 group combat damage to the target.

    This ninpo is only available to jounin-ranked ninja.

     A jounin ninja’s wide area group attack.

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    Secret of Ninja Scroll 1 - Characters

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Support NinpoTake the Hit

    --

    Support -- 1

    You may use this when someone takes damage or loses a Life Point. You may take thedamage the character would have taken. You must take the same amount of damage as them (and

    the damage to the Life Points go to the same Categories if possible).

     A ninpo allowing you to take the damage for someone else.

    Continuous Attack

    --

    Support -- 2

    You may use this when someone dodges your attack. You may use the same attack ninpo

    again.

     A ninpo allowing you to attack again when your attack failed.

    Wind Dancer

    Brawl

    Support -- 4

    You may use this when you deal damage to someone. On a successful Action Resolution

    of this ninpo’s skill, you may use the same attack ninpo again.

     A ninpo allowing you to attack again after dealing damage.

    Resupply

    Finance

    Support -- --

    You may use this ninpo when you are the Scene Player of a Drama Scene. On a successful

    Action Resolution of this ninpo’s skill, you may regain one lost ninja gear. You may not have

    more ninja gear than you started with.

     A ninpo allowing you to regain a ninja tool.

    Arrow Catching

    Clothing/Sleight of Hand

    Support -- 1

    You may use this ninpo when someone makes a successful ranged attack at someone. On

    a successful Action Resolution of this ninpo’s skill, that attack fails.

     A ninpo allowing you to negate a ranged attack with a long coat, tatami, etc.

    Guidance

    Running/Performance/Abjuration

    Support -- 2

    You may use this ninpo at the end of the round. On a successful Action Resolution of this

    ninpo’s skill, you may change the battleeld to any of your choice. If two people use Guidance in

    one round, the player who rolled highest chooses.

     A ninpo allowing you to lead your opponent to a battleeld of your choosing.

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    Shinobigami

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Out of Sync

    Interception

    Support -- 1

    You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-tion of this ninpo’s skill, you may subtract one from your Plot Value.

     A ninpo allowing you to change your footing after hearing your opponent’s hearing.

    Resolution

    Transformation

    Support -- 3

    You may use this ninpo when you reveal your Plot Value. On a successful Action Resolu-

    tion of this ninpo’s skill, you may add one to your Plot Value.

     A ninpo allowing you to change your footing with speed alien even to most ninjas.

    Insight

    Riding

    Support -- 1

    You may use this ninpo when you enter a battle after the Plot Values have been revealed.

    On a successful Action Resolution of this ninpo’s skill, you may enter the battle on any Plot Value

    of your choice.

     A ninpo giving you advantageous movement after entering battle.

    Savage Song

    Word Magic

    Support -- 2

    You may use this instead of an attack when there are no other characters on the same Plot

    Value as you. On a successful Action Resolution of this ninpo’s skill, you may inict the “Break-

    down” status ailment on any character in the battle.

     A cursed word disabling your opponent’s ninja gear.

    Destruction *

    Demolition/Jump/Invisibility/Investigation/Writing/Binding

    Support -- 2

    You may use this ninpo when someone uses a Support ninpo that uses a skill of the same

    Category as this ninpo. On a successful Action Resolution of this ninpo’s skill, you may negate

    the effect of the opponent’s ninpo. If you take this ninpo again, the assigned skill must differ.

     A ninpo allowing you to cancel your opponent’s ninpo.

    Counter

    Acupuncture/Contortionism/Concealment/Sleep/Guerilla/Visual Control

    Support 2 2

    You may use this when you successfully dodge an attack. On a successful Action Resolu-

    tion of this ninpo’s skill and the opponent is within the ninpo’s range, you may deal 1 ranged

    damage to the character that attacked you.

     A ninpo that allows you to strike your opponent when their attack takes them off guard .

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Crushing Blow

    Any Tool

    Support -- 1

    You may use this before attempting an Attack Resolution. On a successful Action Resolu-tion of this ninpo’s skill, your attack may deal 1 extra damage.

     A ninpo allowing you to enhance your attack’s damage.

    Assassin

    Any Body

    Support -- 1

    You may use this before attempting an Attack check. On a successful Action Resolution of

    this ninpo’s skill, your next Attack Resolution will be a Special on a roll of 10 or higher.

     A ninpo raising the chances of achieving a Special attack.

    Body Switch

    Any Stealth

    Support -- 1

    You may use this ninpo when attempting a Dodge Resolution. Expend a ninja gear. On a

    successful Action Resolution of this ninpo’s skill, you successfully dodge the attack. You may use

    this ninpo even if you have Fumbled this round.

     A ninpo allowing you to escape any attack by using ninja gear.

    Emotion Manipulation

    Any Scheme

    Support -- 1

    You may use this ninpo when your Attack Resolution has succeeded and your opponent

    has failed their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, choose

    1 character targeted by your attack and change their Emotional Bond.

     A ninpo allowing you to control your opponent’s feelings.

    Strategic Command

    Any Strategy

    Support -- 3

    You may use this ninpo when anyone other than yourself attempts an Action Resolution.

    On a successful Action Resolution of this ninpo’s skill, you may modify that character’s Achieve-

    ment Value by +/-1.

     A ninpo allowing you to support someone’s action.

    Plot Restriction

    Any Sorcery

    Support -- 3

    You may use this ninpo when your Attack Resolution has succeeded. On a successful Action Resolution

    of this ninpo’s skill, your opponent, beginning the next round, cannot choose a Plot Value of 3 or higher. At the

    end of each round, your opponent may attempt an Action Resolution using Will to negate.

     By trapping your opponent’s body, you can prevent high-speed movement.

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    Shinobigami

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Able-bodied *

    --

    Equip -- --

    You have 2 extra Life Point slots. When taking damage, deduct Life Points from theseslots rst.

    You have incredible vitality.

    Talented *

    --

    Equip -- --

    When choosing this ninpo, choose a corresponding skill. Even if that skill’s Category is

    disabled, you can still use that skill.

    You have burned a particular skill into your body’s memory.

    Haze

    --

    Equip -- --

    When choosing this ninpo, choose a status ailment. This status ailment will never affect

    you.

    Protection against a status ailment.

    Vibrato

    --

    Equip -- --

    When this character uses an Ougi, other characters suffer a -1 to their Insight Resolution.

    Your Ougi becomes harder to defend against.

    Unmovable

    --

    Equip -- --

    When attempting an Action Resolution during battle, only a result of your (Plot Value - 1)

    will result in a Fumble.

    This ninpo is only available to jounin-ranked ninjas.

     Jounin-ranked magic. It becomes harder for jounin ninja to fumble.

    Akasagarbha, The Recepticle of Void

    --

    Equip -- --

    When choosing this ninpo, choose the space between 2 Categories. Completely ll in each

    square in the gap.

    This ninpo is only available to jounin-ranked ninjas.

     Jounin-ranked magic. Jounin ninja have a broader scope to their versatility.

    Equip Ninpo

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    Secret of Ninja Scroll 1 - Characters

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Hasuba Ninja ArmySurprise Attack

    Weapon Concealment

    Support -- --

    You may use this when you are the Scene Player of a Drama Scene. On a successful Ac-tion Resolution of this ninpo’s skill, you may deal 1 close combat damage to another character in

    the scene. This ninpo cannot be used twice in the same scene against the same opponent.

    Cut and tear at your opponent in normal society.

    Spider of Darkness

    Rope Use

    Support 2 6

    You may use this in battle instead of an attack. Choose a single character within this

    ninpo’s range. On a successful Action Resolution of this ninpo’s skill, you may deal 1 rangedcombat damage. However, Category damaged by this attack is not disabled.

    Cut and tear at your opponent using invisible threads, chain and sickle, etc.

    Brutal Attack

    Torture

    Support -- 1

    You may use this ninpo when you succeed on an Attack Resolution and your opponent

    fails their Dodge Resolution. On a successful Action Resolution of this ninpo’s skill, expend a

    ninja tool. You may deal 1 extra damage on the attack.

     Hit them with a bone-breaking attack, using a ninja tool.

    Sunder

    Demolition

    Support -- 2

    You may use this ninpo when you have succeeded on an attack and have dealt damage. On

    a successful Action Resolution of this ninpo’s skill, the target suffers a -2 to all Attack Resolutions

    for the rest of the battle.

     Destroy your opponent’s weapon.

    MechaNinja

    --

    Equip -- --

    You may now select any ninpo from any clan, even those outside of the Hasuba Ninja

    Army and its sects (but not hiden ninpo or Enemy ninpo). However, the Assigned Skills for those

    ninpo become Engineering and the Cost is raised by 1. If the Cost was --, it becomes 1.

     Mechanize a part of your body.

    Hadesology

    --

    Equip -- --

    Whenever you attempt an Action Resolution, you may substitute skills as though the Tool

    and Sorcery Categories were adjacent.

    You understand the science behind the supernatural.

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

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    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Kurama Shin ClanDrizzle

    Ballistics

    Attack 2 1

    Ranged combat attack. Choose up to two targets within this ninpo’s range. If the attack issuccessful, you may deal 1 ranged combat damage to the targets.

     A gun or shuriken attack that rains confusion on your foes.

    Evening Calm

    Shuriken

    Attack 0 2

    Close combat attack. When attacking an opponent on the same Plot Value as you, the

    attacks do not occur simultaneously (unless both characters use Evening Calm). If the attack issuccessful, you may deal 1 close combat damage to the target.

     An attack that is faster than your opponent by a fraction of a second.

    Silhouette

    Walking

    Support -- 2

    You may use this ninpo during the Plot phase before you have revealed your Plot. On a

    successful Action Resolution of this ninpo’s skill, choose a character. You start the round ont he

    same Plot Value as that character.

    You follow your opponent as though you were their silhouette.

    Heat Haze

    Sword

    Support -- 1

    You may use this before your Attack Resolution. On a successful Action Resolution of this

    ninpo’s skill, your opponent suffers a -2 to their Dodge Resolution.

     A shimmering attack that is hard to see coming.

    Bloody Determination

    --

    Equip -- --

    You may use this when you succeed on an Attack Resolution and your opponent fails their

    Dodge Resolution. Expend a single Life Point. You may deal 1 extra damage for the attack.

     Attack your opponent, overcoming the limits of your own body.

    End of the Beginning

    --

    Equip -- --

    When you attack a character of a Plot Value higher than you, you deal 1 ranged damage in

    addition to the attack’s normal effect.

    Wait for your opponent’s attitude to display a weakness--then strike!

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Lost OnesSpiral Formation

    Invisibility

    Attack 0 1

    Close combat attack. Choose any characters within this ninpo’s range; chosen charactersbecome the targets for this attack. If the attack is successful, you may deal 1 close combat damage

    to the targets.

     An attack like drawing a spiral that hits all nearby targets.

    Scent of Spring

    Olifaction

    Attack 3 4

    Ranged combat attack. All characters within this ninpo’s distance on a lower Plot Value

    than you become the targets for this attack. If the attack is successful, you may deal 1 ranged com-bat damage OR move the target to the Fumble area. You may choose separately for each target.

    Control all those downwind by producing an intoxicating scent from your body.

    Wandering

    Inltration

    Support -- --

    You may use this ninpo during a scene that you are not participating in. On a successful

    Action Resolution of this ninpo’s skill, you may participate in the scene.

     A skill that allows you to be at unexpected places at unexpected times.

    Body Double

    Ventriloquism

    Support -- 4

    You may use this ninpo when you have been chosen as the target of an attack and there

    is another character on the same Plot Value as you. On a successful Action Resolution of this

    ninpo’s skill, you may change the target of the attack to someone else on your same Plot Value.

     By confusing the opponent, you can switch their target.

    Ninpo Copy

    Disguise

    Support 2 4

    You may use this ninpo during a Combat Scene when someone within this ninpo’s range

    uses a support ninpo. On a successful Action Resolution of this ninpo’s skill, you may use that

    support ninpo up to 2 times. The second time you use this will make you forget the copied ninpo.

     Memorize your opponent’s ninpo and use it.

    Shadow Duplicate

    Multiplicity

    Equip -- --

    You may use this during the Plot phase before you have revealed your Plot Value. On a

    successful Action Resolution of this ninpo’s skill, you may use 2 dice for Plot. After the revealing

    of Plot, choose 1 to use as your Plot Value.

    Use Plot twice, but choose the one you like.

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Hirasaka AgencyPoison Cleansing

    First Aid

    Support 1 3

    You may use this during a Combat Scene instead of an attack. On a successful ActionResolution of this ninpo’s skill, you may choose 1 character within this skill’s distance and cure 1

    of that character’s status ailments.

    Cure an ally’s status ailment.

    Reticence

    Investigation

    Support -- --

    You may use this when you have received information from any source. On a successful

    Action Resolution of this ninpo’s skill, you may choose not to share information with anyone whoshares an Emotional Bond with you. Also, all Insight Resolutions targeting you receive -1.

    Keeping closely guarded secrets.

    Fascination

    Seduction

    Support 3 2

    You may use this during a Combat Scene instead of an attack. Choose all characters

    within this ninpo’s range that have a positive Emotional Bond towards you. Each target character,

    until hit by you or you drop out of the battle, suffer -1 to all rolls. This cannot be negated.

    Use a perfume to make opponents inattentive.

    Marionette

    Manipulation

    Support -- 5

    You may use this during a Combat Scene when a character with an Emotional Bond towards you

    begins their turn. On a successful Action Resolution of this ninpo’s skill, you may control that charac-

    ter’s actions, though you may not use their Ougi or ninja gear. If they take damage this turn, you do, too.

    Freely control someone by invading their mind.

    Social Battle

    Rumourmongering

    Support -- --

    You may use this during a Drama Scene when you are the Scene Player. On a successful

    Action Resolution of this ninpo’s skill, you may choose 1 character whose Location is known to

    you. You may deal 1 group damage to that character.

    Take someone out socially.

    Shaken

    --

    Equip -- --

    When you attack a character that knows your Secret, you deal 1 ranged combat damage in

    addition to the attack’s normal effect.

    Put a crack in your opponent’s weakness.

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Otogi Private AcademyAmbush

    Strategy

    Attack 1 1

    Group combat attack. The Dodge Resolution for this attack is modied by -2. If the attackis successful, you may deal 1 group combat damage to the target.

     Ambush your foes with an attack they’ll never suspect.

    Rations

    Cooking

    Support -- --

    You may use this ninpo during a Drama Scene in which you are the Scene Player. On a

    successful Action Resolution of this ninpo’s skill, you may choose any characters participating inthe scene. Those characters recover 1 Life Point.

    The creation of a mysterious food that restores wounds.

    Pursuit of Knowledge

    Memory

    Support -- --

    You may use this ninpo during a Drama Scene in which you are the Scene Player. On

    a successful Action Resolution of this ninpo’s skill, you may choose 1 of your chosen skills.

    Change that skill to another, permanently.

    Changing skills in the middle of the game.

    Diversion

    Encryption

    Support -- 2

    You may use this ninpo when someone attempts a Dodge Resolution. On a successful

    Action Resolution of this ninpo’s skill, randomly choose another skill of the same Category as the

    Dodge Resolution roll. The Dodge Resolution now uses that skill.

     Randomly switch the Dodge Resolution skill.

    Tactical Shock

    Writing

    Support -- --

    You may use this during a Drama Scene in which you are the Scene Player and you have

     just received a character’s Location. On a successful Action Resolution of this ninpo’s skill, you

    may enter a Combat Scene with that character.

    Go for the kill the instant you nd your target.

    The Essentials of the Battleeld

    Multiplicity

    Equip -- --

    When selecting this ninpo, select a battleeld. When in that battleeld, all rolls receive a

    +1 modication. Also, all effects of that battleeld do not affect you.

    Choose the battleeld you excel on.

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    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Type Range Cost

     Assigned Skill:

    Effect:

    Clan Ninpo: Bloodline of OniBloody Vortex

    Transformation

    Attack 3 1

    Close combat attack. If the attack is successful, you may deal 1 close combat damage tothe target.

    Changing your blood or a part of your body to attack your foe.

    Meteor Shower

    Summoning

    Attack 3 3

    Ranged combat attack. All characters within this ninpo’s range become targets. If the

    attack is successful, you may deal 1 ranged combat damage to the targets.

    Summoning hail or meteors.

    Vampirism

    Necromancy

    Support -- 1

    You may use this ninpo when your attack has successfully dealt damage to an opponent.

    On a successful Action Resolution of this ninpo’s skill, you regain 1 Life Point.

    You steal your opponent’s vitality.

    Enlightenment

    Clairvoyance

    Support -- 2

    You may use this ninpo when everyone has decided their Plot. On a successful Action Resolu-

    tion of this ninpo’s skill, choose 1 participating character and choose a number from 1-6. If you

    correctly guess their Plot Value, they are inicted with the “Curse” status ailment.

     Read your opponent’s mind and seal their magic.

    Demonic Rebirth

    Possession

    Support -- 5

    You may use this during a battle instead of an attack. Expend a Life Point. On a successful Action

    Resolution of this ninpo’s skill, you may immediately begin a Drama Scene where you are the Scene

    Player. However, this scene is a ashback in the past. When this scene ends, the battle continues.

    You can recall important moments from the past in an instant.

    Imperial Wrath

    --

    Equip -- --

    When selecting this ninpo, choose a Category. When you have lost a Life Point from that

    Category, you recieve a +1 modier to all rolls.

    You’ve got a place that musn’t be touched, and when it’s violated, you become ferocious.

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    Secret of Ninja Scroll 1 - Characters

    1.08 Ougi 

      All ninjas have a powerful

    and secret Ougi ability that must

    be kept under wraps at all costs.

    When making a character, you

    may choose an Ougi technique

    from the 7 different types.

      An Ougi can be used once

    per Drama Scene or once per

    round of combat.

    -Critical hit: This Ougi can

    be used instead of an attack.

    Choose 1 character that is 1

    Plot Number away or less.

    That character chooses 4

    Skill Categories at random;

    those Life Points are lost.

    -Radial Attack: This Ougi can

    be used instead of an attack.

    Choose any characters 3 Plot

    Numbers away or less. All

    characters hit by this attack

    suffer 2 points of damage.Those hit can choose which

    Art Type/Skill Categories

    suffer the damage.

    -Perfect Success: This Ougi

    can be used before you roll a

    Resolution. You succeed onthe Resolution. This is not

    a Special and if an Achieve-

    ment Value is required, it is

    treated as 10.

    -Immortal Body: This Ougi

    can be used any time you

    take damage. You recover

    Life Points equal to the roll

    of 1d6 minus the # of timesthis Ougi has been used dur-

    ing this game (to a minimum

    of 0). In addition, any status

    effects are also healed.

    -Impenetrable Defense: This

    Ougi can be used when anycharacter loses a Life Point.

    The effect that causes the

    Life Point loss is nullied.

    -Resolution Meddling: This

    Ougi may be used when

    another character makes a

    Skill Resolution. Turn one

    die into a 1.

    -Additional Ninpo: When this

    Ougi is acquired, choose 2

    Attack or Support Ninpo that

    is available to your character.

    These Ninpo are treated as

    being acquired by your char-

    acter. The Assigned Skills

    for the Ninpo acquired by

    this Ougi are the same as this

    Ougi’s Hidden Skill. When

    you use the Ninpo acquired

    by this Ougi, any other char-

    acters in the same Scene as

    you can attempt an Insight

    Check. On a success, those

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    Shinobigami

    characters receive this Ougi’s

    Information. From that

    point on, those characters

    can attempt an Ougi Break

    against the Ninpo acquiredby this Ougi. When such an

    Ougi Break is successful, the

    effects of these Ninpo are

    nullied.

      Once you have chosen your

    Ougi from the 7 types above,make a note on your character

    sheet. Then, think about which

    skill most closely ts your im-

    age of your technique and write

    it into the Hidden Skill line.

    This Hidden Skill is now avail-

    able to your character (so it’s

    probably a good idea to choose

    a skill you don’t already have).

    You should keep this skill and

    your Ougi a secret until you

    absolutely need to use them. It

    is essential to keep them secret.

      Once you decide your Ougi’s

    type and Hidden Skill, it’s time

    to decide on its name. If you

    cannot think of a suitably dra-

    matic name, you can roll ran-

    domly on the Ougi Name Chart

    that will be released at a later

    date.

    1.09 Ninja Gear 

      Your character can take 2

    items with you during each

    Scenario. When you rst create

    a character, the gear available to

    you are:

    -Hyourougan: When this is

    ingested, recover 1 Life Point

    or 1 status ailment.

    -Jintsuugan: Use this when you

    have rolled the dice in an Ac-

    tion Resolution. Reroll.

    -Tonkoufuu: Use this when

    someone else has rolled an

    Action Resolution. They

    reroll.

      Once you use an item, it is

    gone for good.

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    Secret of Ninja Scroll 1 - Characters

    1.10 Emotions

      This space will be used

    during the game. During the

    course of the game, your char-

    acter will develop feelings to-

    wards other characters that will

    affect the outcome of the story.

    You can do certain actions for

    characters for whom you hold

    feelings for. Please check 6.1

    Drama Scenes for more infor-

    mation.

    1.11 Experience

      This space will be used once

    the game is completed. It re-

    cords the achievements of your

    character and how they have

    advanced through their clan.

    Please check 1.3.1 Rank and

    9 Session End and Growth for

    more information.

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    2.01 Resolution Flow 

      When an Action Resolution

    is performed, follow the steps

    outlined, from 1 to 4.

    2 - Action Resolution  In Shinobigami, whenever a

    character performs an action for

    which the outcome is uncertain,an Action Resolution is used to

    determine if the action is a suc-

    cess or failure. Action Resolu-

    tions can also be described as

    skill checks or challenges.

      During the game, ninjas

    should be attempting to performa myriad of extraordinary feats.

    They may be trying to gure out

    someone’s secret or break into a

    compound riddled with security

    systems. They may be trying

    to convince others to join their

    cause or unwittingly fall into

    someone’s trap. This is when

    an Action Resolution is used.

    1) Skill Determination

      The Master determines

    the skill most suitable to the

    challenge at hand. There are

    often situations where the

    skill will be determined by

    the rules.

    2) Skill Conrmation

      Each player involved in

    the Action Resolution con-

    rms whether or not they

    have the determined skill

    circled on their character

    sheet.

      If a character has the skill

    circled on their charactersheet, they will have a high

    chance of success. If the

    character does not have the

    skill circled, they must use a

    different skill instead. The

    player then nds the closest

    skill on the character sheet tothe determined skill: this is

    the skill they will use. Using

    the originial skill as a start-

    ing point, count the number

    of squares it takes to reach

    the replacement skill. Each

    white square inbetween

    the Categories counts as 1

    square, but a square that has

    been lled in with black does

    not count.

    3) Target Number

    Conrmation

      The target number is the

    number that a character is

    trying to meet or exceed

    when rolling dice; the higher

    the number, the lower the

    chances of success will be.

      If, in 2) Skill Conrma-

    tion, the character was deter-

    mined to have the determined

    skill circled, their target

    number is 5. If, in 2) Skill

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    Secret of Ninja Scroll 2 - Action Resolution

    Conrmation, the character

    was determined not to have

    the skill circled, the target

    number becomes 5 + the

    number of squares counted tothe replacement skill.

    4) Roll the Dice

      Roll 2d6. If you meet or

    exceed the number deter-

    mined in step 3, you succeed

    in the Action Resolution. Ifthe number rolls below the

    target number, you have

    failed.

    Action Resolutions are always

    handled in this manner.

      There are 3 circumstances

    that may alter the way that Ac-

    tion Resolutions work, detailed

    below.

    2.02 Modifcations

    2.03 Special Results

      There are certain times when

    the Action Resolution roll will

    be modied. When attempt-ing an action that has a higher

    chance of success, the roll will

    receive a positive modication.

    When attempting something

    with a lower chance of success,

    the roll will receive a negative

    modication.  When the roll has been modi-

    ed, the roll, along with any

    modications, must meet or

    exceed the target number. On a

    success, the sum of the roll plus

    There are two special resultsthat can occur when rolling

    dice: Fumbles and Specials.

    or minus any modications is

    called the Achievement Value.

      Fumble: A Fumble represents

    a time when a character has

    failed in an unthinkable manner.

    During a Resolution, a result on

    a roll of 2d6 that is the same orlower of a set value is consid-

    ered a Fumble. This set value

    is called the Fumble Value.

    Even if the Achievement Value

    of a roll meets or exceeds your

    target number, but is the same

    or lower than the Fumble Value,that character has Fumbled.

      During Drama Scenes and

    during the Plot phase of a Battle

    Scene, the Fumble Value is

    2. At any other portion of a

    Battle Scene, A character’s PlotNumber becomes their Fumble

    Value.

      If the Fumble has occured

    during a Drama Scene, roll 1d6

    to randomly determine a status

    effect from the Fumble Chart.If the Fumble has occurred dur-

    ing a Fight Scene, your char-

    acter will automatically fail on

    all rolls for the remainder of the

    combat round.

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      Special: A Special represents

    a character succeeding spec-

    tacularly in their endeavor. A

    Special occurs during a Resolu-

    tion when, on a roll of 2d6, bothdice show a 6 (a natural 12).

      If your character rolls a

    Special, you may recover either

    1 Life Point or recover from 1

    status ailment.

      If the Master feels that the

    replacement skill seems unnatu-

    ral or ill-tting for any reason,

    the Master may ask the player

    to explain how they intend onusing the skill in the situation at

    hand. The player must then ex-

    plain how they intend on using

    the skill for the Resolution.

      If the player explains satis-

    factorily, the Master should al-

    low the skill to be used withoutfurther question. If the player is

    unable to think of a way to use

    the skill, they must use another

    skill: if the subsequent skill is

    further away from the chosen

    skill, the resulting target number

    will also be higher.

    2.03 Master’s Decision  When a character must

    choose a replacement skill for

    an Action Resolution, it is pos-

    sible for a Master to call the

    validity of the replacement skill

    into question.

    Fumble Chart

    1 You feel a bit strange. For the rest of the cycle, all of your

    Action Resolutions have a -1 modier.

    2 Oh no! You lost 1 ninja tool.

    3 You’ve spilt the information! The secret assigned to you for

    this session is revealed to all characters.

    4 You’ve let your guard down! The action fails and you lost 1

    Life Point at random.

    5 It was a trap! You’ve been caught up in your opponent’s plot

    and suffer 1 random status effect.6 Phew! That was close. Nothing really happens.

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    Secret of Ninja Scroll 3 - Session

    3 - Session  A single game of Shinobiga-

    mi is called a session.

      A session typically startswith the Master describing the

    situation. The players listen to

    the description and think about

    how their characters would

    react. A session moves along in

    this fashion, bouncing between

    the Master and each player.

    A single session is broken

    up into 3 parts: the Introduction

    Phase, the Main Phase, and the

    Climax Phase. For more infor-

    mation on each phase, please

    read each respective section.

    3.01 Session Preparation

      There are two kinds of prepa-

    ration necessary for a game of

    Shinobigami: the day before

    and the day of the game.

      Day Before: By the day

    before the session, the Mastermust create the scenario. For

    more information on scenarios,

    please see section 10. The Mas-

    ter must also decide what rank

    the characters should be.

      The players must create their

    characters for the game. Itdoesn’t matter if the players

    use characters from a previous

    session, as long as they meet the

    rank decided by the Master.

      Day Of: The players gather

    around a table headed by the

    Master. The players should

    have their character sheets

    checked by the Master. Playersshould take care to handle their

    character sheets in such a way

    that they kept out of sight of the

    other players.

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    4 - Cycle  Cycles are used in Shino-

    bigami in order to ensure that

    each player gets an equal partin each session. Basically, each

    character gets 1 scene per cycle

    in which they are the main char-

    acter. The actions available to a

    character may change depend-

    ing on the phase of the game.

    Actions such as consulting with

    friends or looking around and

    other easily performed actions

    can occur without restriction.

    What constitutes a character’s

    main action is explained fully

    in the Main Phase and Climax

    Phase sections.

      To begin a cycle, play usu-

    ally starts from the player on

    the Master’s left, with each

    player their turn in order. Each

    player’s turn is called a Scene,

    and the player who is starringin the Scene is called the Scene

    Player. Once the Scene Player’s

    turn is nished, play then moves

    to the next player on their left.

    If the Master or players so wish,

    they may change the order in

    which players take their turns.Once all players have had a

    Scene, that cycle is over and a

    new cycle begins.

    4.01 Master Scenes

    4.02 Completed Actions

      The Master may interrupt the

    player’s scenes with a Mas-

    ter Scene. During the Master

    Scene it is the Master’s turn;

    the Master becomes the Scene

    Player.

      During a Master Scene, NPCs

    important to the scenario may

    make actions. Other situations

    for which there are no specic

    rules may occur with the Mas-

    ter’s discretion.

      When a player completes

    their Scene, place a die on the

    illustrated portion of the char-

    acter sheet. This shows thatthe player has completed their

    action for the cycle. A charac-

    ter sheet without a die on the

    illustrated portion of the char-

    acter sheet, on the other hand,

    shows that the character has yet

    to complete their Scene. Thisway it is easy to see which play-

    ers have yet to complete their

    actions. Once a cycle begins

    anew, please remove all dice

    from the illustrated portions of

    the character sheets.

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    Secret of Ninja Scroll 5 - Introduction Phase

    5 - Introduction Phase  The Introduction Phase is the

    phase where the players explain

    how and why they are wrappedup in the event occuring in the

    scenario. The Introduction

    Phase is nished after the rst

    cycle.

      The Master explains the

    background of the event to

    each player and hands out each

    player’s Secret and Mission.

      The Mission is the directive

    that each player must strive to

    complete by the end of the ses-

    sion. If the player is successful

    in completeing their Mission,

    they receive extra experience

    points at the end of the session.

    If they fail, they forfeit those

    points.

      The Secret must be kept hid-

    den by each player at all costs

    throughout the session. Youmust not and cannot voluntarily

    show the Secret to any other

    character until forced to do so.

    The Secret is usually tied to the

    Mission in some way. Showing

    your Secret willingly to some-

    one else is against the NinjaCode and is expressly forbid-

    den.

      The Master is to write the

    Secret and Mission on the hand-

    out in each respective portion.

    The Secret portion of the hand-

    out is to be folded over and

    placed face-down on the table

    as to remain unseen by the other

    players.  Each player’s Scene in the

    Introduction Phase should ex-

    plain how or why their character

    is involved in the scenario. A

    short introduction to the charac-

    ter and their Mission is usually

    enough to make an interestingIntroduction Scene. Once every

    player has had their Introduc-

    tion Phase Scene, the cycle ends

    and the Main Phase begins.

    5.01 People Chart 

      As players debut in their

    Introduction Scenes, the other

    players should write the Scene

    Player’s name into the People

    Chart on the character sheet.

    The players should also write

    the names of NPCs that appear

    if the Master designates them ashaving a Secret.

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    Secret of Ninja Scroll 6 - Main Phase

    choosing.

      Once the atmosphere has

    been sketched out, the Scene

    Player then decides which

    characters will populate theScene. Extras can be pulled

    into any Scene with no limita-

    tion, but player and non-player

    characters must have the con-

    sent of their respective players

    or Master before participating.

    choosing.  Once the atmosphere has

    been sketched out, the Scene

    Player then decides which

    characters will populate the

    Scene. Extras can be pulled

    into any Scene with no limita-

    tion, but player and non-player

    characters must have the con-

    sent of their respective players

    or Master before participating.

    Next, the Scene Player chooses

    a suitable time and location for

    the scene.

      Once the time, location and

    cast has been decided, the Scene

    Player directs the scene. At this

    time, the participating players

    may trade Information (other

    than Secrets) or ninja gear

    freely.

      At the end of the Scene, The

    Scene Player chooses between

    Life Point recovery, receiv-

    ing Information, or forming an

    Emotional Bond. The player

    then selects the skill that most

    closely applies to the current

    scene.

      Once the Scene Player has

    chosen their goal and their skill,a Resolution using the skill is

    performed. The type of Reso-

    lution that occurs depends on

    the Scene Player’s choice; Life

    Point recovery becomes a Re-

    covery Resolution, information

    becomes an Information Reso-lution, and the emotional bond

    becomes an Emotion Resolu-

    tion. On a successful Resolu-

    tion, the effect of the chosen

    Resolution occurs. These ef-

    fects are detailed here.

    6.01.1 Recovery Resolution

    6.01.2 Information Resolution

      On a successful Recovery

    Resolution, the Scene Player

    may recover a single Life Point

    they lost previously in the Ses-

    sion.

      There are 2 kinds of Infor-

    mation obtainable in a Drama

    Scene: Secrets and Locations.

      On a successful Information

    Resolution, the Scene Player

    chooses a single player, then de-

    cides between the player’s Se-cret or Location. If the charac-

    ter chosen is an NPC, the Scene

    Player then receives the infor-

    mation from the Master; if not,

    the Scene Player receives the

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    information from the character’s

    player. The player receiving the

    Information then checks off the

    appropriate box in the People

    Chart on the character sheetnext to the character’s name.

      Some characters may have

    more than 1 Secret. In that

    case, after a character’s Secret

    is revealed to another character,

    the character must declare that

    they have Secrets remaining.6.01.3 Emotion Resolution

      On a successful Emotion

    Resolution, the Scene Player

    another character participating

    in the same Scene.

      Both the Scene Player and

    the player chosen roll 1d6 and

    consult the Emotion Chart,

    deciding their characters’ Emo-

    Emotion Chart

    1 Sympathy (+) Doubt (-)

    2 Friendship (+) Anger (-)

    3 Affection (+) Jealousy (-)

    4 Loyalty (+) Contempt (-)

    5 Admiration (+) Inferiority Complex (-)

    6 Fanatacism (+) Murderous Intent (-)

    tional Bond to each other. On

    each die result, there is both a

    positive and a negative possibil-

    ity. Each player may choose

    between these as they see t.Once the Emotional Bond has

    been determined, it is written in

    the People Chart on the charac-

    ter sheet.

      Characters that share an

    Emotional Bond are able to

    make use of Information Shar-ing, Battle Bursts, and Emo-

    tional Modiers.

    6.01.3.1 Information Sharing 

      If a character towards whom

    your character has an Emotional

    Bond receives Information,

    your character may automati-

    cally access that information.

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    Secret of Ninja Scroll 6 - Main Phase

    However, you cannot receive

    information that was given to

    that character through an Emo-

    tional Bond: you must have the

    Emotional Bond towards a char-acter who received the Informa-

    tion directly.

      You may never share your

    own Secret.

    6.01.3.2 Battle Burst 

      When a character towardswhom you hold an Emotional

    Bond enters combat, you may

    choose to have your character

    burst into that combat uninvit-

    ed. Please see 6.02.11 for more

    information on Battle Bursts.

    6.01.3.3 EmoMod 

      When a character towards

    whom you hold an Emotional

    Bond attempts an Action Reso-

    lution, you may use your Emo-tional Bond to affect a modica-

    tion to the roll. This is known

    as Emotional Modication, or

    EmoMod.

      If your character has a posi-

    tive Emotional Bond towards

    the character, you may give a

    +1 bonus to the roll; if negative,

    you may give a -1 penalty to the

    roll. Your character must be in

    the same scene in order to use

    an EmoMod.

      EmoMods may be used once

    per cycle for Drama Scenes

    and once per round for Combat

    Scenes.

    6.01.4 Other Players

      Players other than the Scene

    Player, whose characters are

    participating in the Scene, maytrade ninja gear and Information

    between each other. You may

    never reveal your Secret.

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    6.02 Combat Scene 6.02.1 Battlefeld 

      Combat Scenes are scenes

    depicting a ght between char-

    acters.

      In order to initiate a Combat

    Scene, the Scene Player must

    choose a character whose Loca-

    tion they have checked off in

    their Person Chart. This is the

    character with which battle shall

    be joined.

      During this battle, any char-

    acters that have an Emotional

    Bond toward either character

    may enter the scene and join

    battle at any time. Please see

    6.02.11 for more information on

    Battle Bursts.

      The Scene Player may choose

    a battleeld at the start of battle.

    If so, 1d6 is rolled and the

    Battleeld Chart is consulted.

    The combat must occur at the

    battleeld indicated and each

    battleeld has its own special

    set of rules.

      Like the Scene Chart for

    Drama Scenes, each result of

    the Battleeld Chart is designed

    to be a framework around

    which interesting scenes can be

    constructed.

    Battlefeld Chart

    1 An even eld. No effect.

    2 In water; a beach, a river, an area ooded with blood. During

    this battle, all Dodge Checks suffer a -2 modication.

    3 A high place; city skyline, treetops, a sheer cliff. During this

    battle, characters that Fumble lose 1 Life Point at random.

    4 Bad weather; wind, hail, rain of missiles, etc. During this

    battle, the distance on all ninpo are raised by 1.

    5  A crowd; a throng of people, a classroom, trafc jam. During

    this battle, a Fumble occurs on a character’s Plot Number +1

    6 Extreme location; space, deep sea, craggy rocks. At the end ofthe round, the Game Master rolls 1d6. Any character on the

    Plot Number equal to the number that is rolled loses 1 Life

    Point. Any characters that drop out of the scene must roll a

    1d6. They then suffer the status ailment from the table that

    corresponds to that roll.

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    Secret of Ninja Scroll 6 - Main Phase

    6.02.2 The Flow of Battle

    6.02.3 Plot   Instead of cycles, Combat

    Scenes are divided into rounds.

      Combat Scenes proceed in

    the following manner:

      1) Plot

      2) Attack Resolution

      3) End of the Round

      During a Combat Scene that

    occurs during the Main Phase,

    anytime a character is dealt 1

    Life Point or more damage by

    another character’s attack or

    action, the damaged character

    is dropped from the Scene. As

    characters drop from the Scene,

    the last character remaining is

    declared the winner. If no char-

    acters are left, then combat ends

    with no winner. The winner is

    entitled to receive the spoils of

    Each player taking part in the

    battle must take a 6-sided die

    in their hand, secretly choose a

    number between 1-6, and place

    that number face up under their

    palm. This action is called Plot

    and the hidden number chosen

    by each player is called the Plot

    Number. Once all participat-

    ing players have chosen a Plot

    Number, they simultaneously

    reveal their Plot Number.

      Attacks and actions are then

    carried out proceeding from the

    character with the highest Plot

    Number down.

      The rules for Action Reso-

    lution change as soon as the

    Mundain

    00

    Ghost Walk

    11

    Shadow Run

    22

    Neuro Speed

    33

    Sonic Speed

    44

    Bullet Speed

    55

    Light Speed

    66

    F.T.L.

    77

    Preparing the some minis or counters and the Battle Sheetfound in the back of the book would be handy for combat.When Plot Numbers are declared, simply place your mini orcounter on the column in which your Plot Number is written.

    battle; please see 6.02.12 for

    more information.

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    6.02.3.2 Simultaneous Actions

    6.02.4 Attacking 

      If more than one character

    share a Plot Number, their at-

    tacks occure simultaneously.

    For the sake of convenience,

    the actions are handled rst for

    the player closest to the Master,

    but in reality these actions areoccuring at the same time.

      For example, take for in-

    stance characters A and B sitting

    on the same Plot Number. To

    make things simple, A takes his

    actions rst, landing an attack

    on B, who Fumbles his defense.Once the action is nished, B

    takes his actions as though A’s

    attack’s hadn’t yet happened.

    Once all characters on a Plot

    Number nish their actions, the

    A character may make a

    single attack every round on

    their turn.

      To make an attack, the at-tacking character chooses an

    attack Ninpo from their Ninpo

    List and selects a suitable op-

    ponent. The opponent must be

    within the range described by

    the Ninpo, which is the differ-

    ence between the attacking anddefending characters’ Plot Num-

    bers. As long as the distance is

    within the Ninpo’s range, the

    attack can occur.

      The player that initiated the

    attack then uses an Action Reso-

    lution based on the assignedskill of the Ninpo chosen. This

    is called the Attack Resolution.

    If the Attack Resolution is a

    success, the attacking charac-

    ter has a chance to damage the

    opponent. The type of damage

    dealt will be described in theNinpo text. If the Attack Reso-

    lution fails, the attack misses

    completely.

      Once the attack succeeds, the

    opponent must make an Action

    character with the highest Plot

    Number takes their turn and

    return to normal at the end of

    combat. During combat, the

    Fumble Value of Action Resolu-tions is equal to a character’s

    current Plot Number. This

    means that anytime a character

    rolls equal to or less than their

    Plot Number during combat

    has Fumbled: they automati-

    cally fail any subsequent ActionResolutions for that round.

      In other words, the higher the

    Plot Number is, the sooner a

    character acts, but the easier it

    is to Fumble.

    consequences of the attacks take

    effect. In this example, if both

    characters A and B land their

    attacks, both characters would

    take damage and fall out of thebattle.

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    Secret of Ninja Scroll 6 - Main Phase

    Resolution based on the same

    skill as the Attack Resolution;

    this is called the Dodge Resolu-

    tion. If the Dodge Resolution

    is successful, the attack has noeffect, but if it fails, the oppo-

    nent takes the damage or effect

    detailed in the Ninpo descrip-

    tion text.

    6.02.5.1 Close Combat 

    6.02.5.2 Ranged Combat 

    6.02.5.3 Group Combat 

      Close Combat damage isdirect damage typically dealt by

    skills such as Brawl or Sword.

    A character that takes a single

    point of Close Clombat damage

    randomly chooses a Category

    by rolling 1d6 and marks off

    the Life Point box at the top ofthe column with an X. If the

    Category that is randomly cho-

    sen already has the Life Point

    crossed out, the player may

    choose which Category receives

    the damage.

      If a Close Combat Ninpo suc-ceeds with a Special roll, you

    may do damage equal to a roll

    of 1d6. The attacking player

    may randomly decide which

    Categories take this damage, but

    if any rolls result in a Category

    that already has damage, thedefending character may choose

    which Category takes the dam-

    age.

      Ranged Combat damage is

    typically dealt by shuriken,

    blowdarts, guns and other at-

    tacks from a distance. A char-

    acter that receives a point of

    Ranged Combat damage gets

    to choose which Category takes

    the damage. Cross off the Life

    Point box at the top of the Cat-

    egory’s column on the character

    sheet.

      If the attacking character’s

    Ranged Combat Ninpo suc-

    ceeds on the Attack Resolution

    with a Special roll, they may do

    1d6 damage to the opponent.

    The opponent chooses which

    Categories are damaged.

      Group Combat damage is

    typically damage dealt by using

    groups of underlings, such as

    thugs, familiars, or marionettes

    to ght indirectly. A character

    that receives a point of of Group

    Combat damage rolls 1d6 and

    consults the Status Ailment

    Chart to determine which status

    ailment they are aficted with.

      If the attacking character rolls

    a Special on a Group Combat

    Ninpo Attack Resolution, they

    may choose which status effect

    to inict upon the opponent.

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    6.02.6 Special Dodges 6.02.7 Damage

      The target of an attack may,

    no matter what the assigned

    skill of a Ninpo is, use the Es-

    cape skill in the Dodge Resolu-

    tion. If this Dodge Resolution

    succeeds, the attack has no

    effect and the targeted character

    drops out of combat.

      When a Category takes dam-

    age, its Life Point box is crossed

    out and it becomes disabled: all

    skills within the Category are

    unusuable until the Life Point is

    recovered.

    Status Ailment Chart

    1 Disabled: You are unable to use any ninja tools. At the end

    of every cycle, you may attempt an Action Resolution using

    karakurijutsu. On a successful roll, this status ailment is cured.

    2 Paralyzed: Choose one of your character’s skills at random;

    that skill may no longer be used. At the end of every cycle,

    you may attempt an Action Resolution using shintaisojutsu.On a successful roll, this status ailment is cured.

    3 Serious Injury: On your next turn, choose a random Skill

    Category; this Skill Category takes 1 Life Point of damage. At

    the end of every cycle, you may attempt an Action Resolution

    using seizenjutsu. On a successful roll, this status ailment is

    cured.

    4 Missing: After this battle conludes, you may no longer par-

    ticipate during the Main Phase. At the end of every cycle, you

    may attempt an Action Resolution using keizairyoku. On a

    successful roll, this status ailment is cured.

    5 Amnesia: Choose an Emotion connection at random; this con-

    nection may not be used. At the end of every cycle, you may

    attempt an Action Resolution using kiokujutsu. On a success-ful roll, this status ailment is cured.

    6 Curse: Choose a ninpo at random; this ninpo cannot be used.

    At the end of every cycle, you may attempt an Action Resolu-

    tion using jujutsu. On a successful roll, this status ailment is

    cured.

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    Secret of Ninja Scroll 6 - Main Phase

    6.02.8 End of the Round 

      Once all players taking part

    in the combat have taken their

    turns, the round has ended. If

    a player so chooses, they may

    elect to forfeit and have their

    character from combat. Once

    one of the two following con-

    ditions has been met, combat

    ends:

    There are 1 or less combat-•

    ants left in the battle

    A number of rounds equal•

    to the number of combatants

    has concluded

    If neither of these conditions

    are met, combat resumes once

    more from the Plot stage of the

    Combat Scene.

      If all characters drop out of

    a Combat Scene, there are no

    winners.

    6.02.9 Direction Mods

      Any player that is not partici-

    pating in a Combat Scene may,

    once per round per player, con-

    trol the conditions of the battle-

    eld.. This is called a Direction

    Modication.

      A Direction Modication

    can give a positive or nega-

    tive modier of 1 to an Action

    Resolution by any character in

    the Combat Scene. The player

    that wishes to use a Direction

    Modication must describe

    what happens during the combat

    6.02.10 Ninpo Use

    6.02.11 Battle Burst 

      Characters participating in a

    Combat Scene may use support

    Ninpo at the time specied in

    the description text. However,

    a support Ninpo may only be

    used once per round.

      In addition, attack and sup-

    port Ninpo have a Cost listed

    in their entry. The total com-bined Cost of attack and support

    Ninpo may not exceed a char-

    acter’s Plot Number for the cur-

    rent round. A character may use

    any number of support Ninpo as

    long as the Plot Number is not

    exceeded.

      Characters that choose to en-

    gage in an ongoing battle must

    follow the following rules.

      A character that decides to

    participate in a battle from the

    beginning must declare so by

    the time Plot is declared, and

    must declare their Plot Number

    at the same time as all other

    characters, as usual. A player

    that chooses to burst into a

    scene in progress must do so

    before the nal character of

    the round takes their turn. The

    bursting character must enter

    combat on a Plot Number of 1

    and may not use attack Ninpo

    this round.

    that justies the modication.

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    6.02.12 Spoils of Battle

    6.02.12.1 Information

    6.02.12.2 Emotion

    6.02.12.3 Prize

      The winner of a battle may

    choose a single losing partici-

    pant and decide which of the

    following spoils to take for

    themselves.

      The winner may choose to

    learn either the loser’s Location

    or the loser’s Secret.

      The winner may set or

    change the Emotional Bond

    they have toward the loser.

    They then may set or change the

    loser’s Emotional Bond toward

    the winner.

      If the loser is holding a Prize,

    the winner may chose to take

    the Prize for themselves.

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    Secret of Ninja Scroll 7 - Climax Phase

    7 - Climax Phase  The Climax Phase is the

    nal battle that concludes the

    scenario. This phase is handledsimilarly to an extended Mas-

    ter Scene. The Master decides

    what conditions will bring about

    the Climax Phase when writing

    the scenario.

      All players participate in the

    Climax Phase. Other than the

    rules for dropping out, death

    and Flashbacks, the rules are the

    same as a Combat Scene.

    7.01 Dropping out 

    7.02 Flashback 

    7.03 Death

      Characters do not drop out

    of the Climax Phase merely by

    taking damage. A character will

    not drop out until all remaining

    Life Points are lost.

      Each character may take ad-vantage of the Flashback once

    per game to receive a bonus to

    either an Action Resolution or

    gain extra damage on an attack.

      To receive a bonus to an Ac-

    tion Resolution, the player must

    reveal their Secret to everyonebefore the Action Resolution

    occurs. They must then direct

    a short ashback scene relating

    to the Secret. After this short

    revelatory scene, the player will

    During the Climax Phase, a

    character drops out as soon as

    their Life Points are completely

    lost. This is not character death,though a player may choose

    to have their character die

    permanantly. If so, you may

    choose 1 of the following ac-

    tions for the dying character to

    perform at the moment they die.

    Keep in mind that dead charac-

    ters may never return or be used

    in another session.

    Attack: You may use a•

    single attack Ninpo and as

    many support Ninpo as you

    like; The cost for support

    Ninpo becomes 0.

    Information Sharing: You•

    may share any information

    with 1 character.

    then receive a +3 modier to

    their next Action Resolution.

      To receive a bonus to an

    attack’s damage, the character

    must rst succeed on an AttackResolution and their opponent

    must fail a Dodge Resolution.

    The attacking player must then

    direct a short ashback scene

    relating to the Secret. After

    this short revelatory scene, their

    damage will do 1 extra point ofdamage.

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    Shinobigami

    8 - Ougi  Players may use an Ougi

    at any time according to the

    description of their Ougi’s type.An Ougi may be used once per

    cycle during Drama Scenes and

    once per round during Combat

    Scenes.

      When an Ougi for the rst

    time, the Ougi’s name and ef -

    fect is declared and the effect

    happens automatically.

      Once the Ougi takes effect,

    all characters participating in

    the same scene may roll an Ac-

    tion Resolution based on Analy-

    sis. This is called the Insight

    Resolution.

      If the Insight Resolution is

    successful, the player using

    the Ougi must share their Ougi

    Information with the player that

    succeeded on the Insight Reso-

    lution. The Ougi Informationis part of a character’s Informa-

    tion, meaning that characters

    with Emotional Bonds towards

    the character receiving this In-

    formation are privy to it as well.

    A player may not choose to

    learn another character’s Ougiafter succeeding on an Infor-

    mation Resolution, however.

    When the Ougi Information is

    received, check off the box in

    the People Chart on the charac-

    ter sheet.

      If a character chooses to use

    their Hidden Skill, the other

    characters participating in the

    Scene may attempt an InsightResolution as though they had

    used their Ougi.

      If a character uses their

    Ougi, and another character

    in the same Scene knows that

    Ougi’s Information, then once

    the Ougi’s name and effect isdeclared, an Ougi Break may be

    attempted.

      An Ougi Break is an Ac-

    tion Resolution that completely

    negates the effect of an Ougi.

    In order to use an Ougi Break,

    the opposing character must be

    participating in the same Scene.

    A character that does not have

    an Ougi’s Information cannot

    attempt an Ougi Break.

      To use an Ougi Break, the

    opposing character uses the

    Ougi’s Hidden Skill in an Ac-

    tion Resolution. If it succeeds,

    the Ougi has no effect.

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    Shinobigami

    10 - Scenario  In order to play Shinobigami,

    the Master must prepare a sce-

    nario. A scenario consists of anentire session’s worth of story,

    NPC data and character data.