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Shonen New
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Shonen New
SECONDARY ATTRIBUTES
BASE/ACTIVE/EXPANDED VALUES
CREATION EXAMPLE: Rob decides that Asura will
Your Attributes all have a Base value (BV). The BV is your
have a focus on the quickest Hand Style, Open
Attribute's Value written on your character sheet that you have Palm. He purchases 3 ranks in Open Palm, costing
purchased via character points. When referring to the BV of an 12 points. He also purchases 1 rank in each of the
Attribute, the name of the Attribute will be written in full. two other hand types, costing 3 points each. Asura
Physical Primary Attributes, Secondary Attributes, and Sub
knows the basics of all of them. Rob has now spent
18 points in skills. As there are now 5 ranks in the
Skills have an Active Value (AV). Core Skill “Weapon Types (Hand)”, all three Hand
The AV is a temporary change to your attributes or Strikes get +1 rank when being used. Since Asura
capabilities. When referring to the AV of an Attribute, it will be focuses on quick strikes, he spends a few more
written in shorthand. The shorthand can be found written in points in Jabs, purchasing 3 ranks. He also
purchases 2 ranks in Straight. Heavy and Hook are
parentheses next to the Attribute listed. Physical Primary
too slow. For Defense, Rob purchases 3 ranks in
Attributes also have an Expanded Value (EV). The EV is equal the Dodge skill, enough to use it by itself. It is a
to (Current Vigour/4). When using a Physical Attribute, the AV small defense but better than none. This costs 12
you may use is determined based off whether the EV is higher points. In total, Rob has spent 101 points on
or lower than the BV. If EV is higher, you may use an AV up to Asura's Attributes and 49 in combat skills. Leaving
just 15 points. Rob decides to spend the rest of
EV but not lower than half way between the BV and EV. If EV is
the points to get 1 rank in each of the Martial
lower, you may use an AV anywhere between EV and BV. When Knowledge Sub Skills. Having been in a monastery,
determining the Vigour cost of using Physical Attributes, use Asura knows the basics of Martial Analysis. This is
the following formula: AV - (1/2 BV). This is written in more enough to get a Core Skill rank as well.
detail in the Chapter (Energy Use).
The AV for Secondary Attributes and Sub Skills are
determined differently. These are detailed in the Secondary
Attributes and Sub Skills sections. " Asura, Thousand Hand Blur" has a final look at
creation of:
PRIMARY ATTRIBUTES
WHAT CAN I DO? Strength - 4
Constitution - 4
Skills come under one of two categories: Core Skills or Sub Dexterity - 6
Skills. Agility - 6
CORE SKILLS Intelligence - 2
A Core Skill is a category for related Sub Skills. Each Core Wisdom - 2
Skill has a group of Sub Skills written underneath it. Core Willpower - 2
Skills cannot have ranks added directly. A Core Skill instead Perception - 5
gains 1 rank for every 5 ranks in total its Sub Skills have. SECONDARY ATTRIBUTES
Ranks in Core Skills are added to the ranks of the Sub Skills Health - 6
when determining the size of the Dice Pool used in a Skill Stamina - 6
Check. Speed - 3
EXAMPLE: Under the Core Skill "Strike Types" you have Reflexes - 8
the Sub Skills Jab, Straight, Strong, Hook. Jab has 3 ranks. Vigour - 40
Straight has 2 ranks. Strong has 2 ranks. Hook has 3 ranks. Chi - 20
In total, this makes 10 ranks. This gives the Strike Types SKILLS
Weapon Type (Hand) - 1
Core Skill 2 ranks. These 2 ranks are added any time you Open Palm - 3
would use the Sub Skills Jab, Straight, Heavy or Hook. Snake Fist - 1
SUB SKILLS Closed Fist - 1
A Sub Skill is a specific skill found amongst a group of Strike Type - 1
related skills, the Core Skill. Sub Skills are increased by Jab - 3
purchasing ranks with character points. Ranks in Sub Skills Straight - 2
are used to determine the size of the dice pool. You may not Defenses - 0
purchase more than 10 ranks in a Sub Skill. Dodge - 3
ENERGY MANIPULATION SKILLS Martial Knowledge - 1
Energy Manipulation skills are a special type of Sub Skill. Stances - 1
When purchasing ranks in Energy Manipulation skills, they Techniques - 1
have additional effects on top of just increasing a dice pool. Physical Analysis - 1
For each rank you purchase in Energy Manipulation skills, Tactics - 1
they will also affect your options when using Vigour or Chi. Focus - 1
You may purchase more than 10 ranks in Energy
Manipulation Skills, however no Sub Skill may apply more
than 10 ranks to a Skill Check.
* Energy Perception is only available under GM discretion. It
SKILL LIST
COMBAT
CORE SKILL SUB SKILLS
WEAPON TYPES (ARM) Closed Fist, Open Palm, Snake Fist
WEAPON TYPES (LEG) Heel, Front, Shin
WEAPON TYPES (MELEE) Short, Medium, Long
WEAPON TYPES (RANGED) Gun, Bow, Thrown
STRIKE TYPES Jab, Straight, Strong, Hook
COMBAT MANEUVERS Trip, Grapple, Disarm, Tackle, Linking
DEFENSES Dodge, Block, Parry
PHYSICAL
CORE SKILL SUB SKILLS
ATHLETICS Acrobatics, Balance, Endurance, Run, Climb
STEALTH Hide, Sleight of Hand, Sneak, Quiet, Misdirection
ENERGY
CORE SKILL SUB SKILLS
VIGOUR Efficiency Strength, Efficiency Constitution, Efficiency Agility, Efficiency Dexterity, Bonus Vigour,
MANIPULATION Amplify, Dampen, Control, Harden, Durability
CHI Efficiency, Bonus Chi, Amplify, Dampen, Control, Damage, Shaping, Multishot, Aura Extension, Barrier
MANIPULATION
MENTAL
CORE SKILL SUB SKILLS
ELECTRONICS Computers, Networking, Gadgetry, Circuitry, Robotic
CHEMISTRY Alchemy, Herbal Lore, Medicine, Elemental Lore, Explosives
CRAFTSMANSHIP Smithing, Gunnery, Fletching, Masonry, Carpentry
ACADEMIC Mathematics, Literacy, Linguistics, History, Antiquities
BIOLOGY Human, Mammal, Fish, Bird, Insect
SUPERNATURAL Vigour, Chi, Magic, Spirits, Demons
MARTIAL KNOWLEDGE Stances, Techniques, Physical Analysis, Tactics, Focus
SENSES Listen, See, Smell, Taste, Energy Perception*
SOCIAL
CORE SKILL SUB SKILLS
TALKING Diplomacy, Negotiation, Bluff, Intimidate, Charm
ETIQUETTE Social, Political, Professional, Hierarchy, Religious
Asura gets ready to strike the bandit The bandit prepares to dodge
EXAMPLE OF COMBAT We have already set up the round,
so let’s see how the first phase goes.
Asura declares an Open Hand Jab, his go to attack.
This has a Motion Cost of 0, however it instead costs 1 with
Quick.
Motion Value is lowered by 1. Normally this would make
the bandit the active character, however because of Asura’s
action, he becomes the active character first.
First Asura resolves his action, determining the Dice Pool
for his attack. Open Hand Jab has 8 ranks, so the Attack
Check rolls 3D6+1.
The bandit decides he needs his Motion Points, so he
declares a Basic Defense.
Asura rolls his Attack Check of 3D6+1 rolling a 2, and two
3s, then adding the Roll Modifier using DEX + 1/die (from
Jab). This gives a final result of 18.
The bandit rolls 1d6 for his Basic Defense, getting a 6. It
Explodes. He then rolls it again, getting another 6. Rolling a
third time results in 1. Adding the three results together, and
then adding the Roll Modifier of 5 gives a result of 18.
The attack is a tie.
Asura rolls the Damage Check for his attack, 3d2, adding
STR to the final roll. All come up as a result of 2, Exploding.
Because Asura knows the result will be halved before
Damage Reduction is applied, he declares penetrate.
After rerolling the dice, Asura comes up with a final
Damage Result of 6 from the dice, 4 from STR, and a
penetrate score of 7.
Because of the tie, the damage is halved to 3, then Damage
Reduction is applied. However because of the penetrate, it
seems the bandit could not soak the hit.
If this was not in the Bonus Motion Points, Asura would
normally spend 2 Vigour for using STR.
After this attack resolves, Asura declares his next action, an
Open Palm Strong attack. With a Motion Point cost of 2, this
means that Asura will not resolve his attack for two more
phases.
Now that Asura has resolved his action and declared his
next, the bandit decides his best bet is to make some room
away from the speedy monk. He declares a move action,
spending 1 Motion Point. He is able to move up to half his
SPD now, and then will move the rest during the next phase.
What happens next? Many things could happen in this
combat.
DEFENSE SKILLS
WEAPON TYPES (ARM) STRIKE TYPES
Open Palm Straight
Damage Dice Size Modifier: -1 Damage Dice: D6
Motion Cost: -1 Motion Cost: 2
Extras: Knockback distance is increased by 1 meter for Extras: None
each dice that Explodes.
Dice used in a Block Skilled Defense gain +1 Explode Jab
Range. Damage Dice: D4
Motion Cost: 1
Closed Fist Extras: +1 to Roll Modifier on Attack Roll for each dice in
Damage Dice Size Modifier: +0 the Dice Pool.
Extras: No additional effects. Explode range on Damage Roll is decreased by 1 for
NOTE: Use of elbows counts as Closed Fist skill. determining stagger (7 on a D6).
Snake Fist Hook
Damage Dice Size Modifier: -1 Damage Dice: D6
Extras: Dice used in an Attack Skill Check gain +1 Explode Motion Cost: 2
Range. Extras: -1 to Roll Modifier on Attack Roll for each dice in
Exploded dice using the Carryover option from the Attack the Dice Pool.
Skill Check gain +1 size. Opponent receives -1 to Roll Modifier on Parry Defense
Unable to use the Block Skilled Defense. Check for each dice in their Dice Pool.
Unable to knockback opponent. Explode range on Damage Roll is increased by 1 for
If opponent uses a Block Skilled Defense, opponents dice determining stagger.
gain +1 Explode Range. Unable to cause knockback.
WEAPON TYPES (LEG) Strong
Front Foot Damage Dice: D8
Damage Dice Size Modifier: +1 Motion Cost: 2
Motion Cost: +1. Extras: Explode range on Damage Roll is increased by 1
NOTE: Use of knees counts as Front Foot skill. for determining knockback.
You may only use Basic Defense until this attack resolves.
Shin
Damage Dice Size Modifier: +2
Motion Cost: +1
Extras: -1 to Roll Modifier on Attack Roll per die in pool.
Unable to use the Block or Dodge Skilled Defenses.
Heel
Damage Dice Size Modifier: +2
Motion Cost: +2
Extras: Unable to use the Block Skilled Defense.
WEAPON TYPES (MELEE)
Short
Damage Dice Size Modifier: +0
Motion Cost: +0
Range: 0 Meters
Medium
Damage Dice Size Modifier: +1
Motion Cost: +1
Range: 0-1 Meters
Long
Damage Dice Size Modifier: +1
Motion Cost: +2
Range: 1-3 Meters
NOTE: Ranged weapon rules are still being worked on.