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The Complete Ninja's Handbook
ADVANCED DUNGEONS & DRAGONS® 2nd Edition Player's Handbook Rules Supplement The Complete Ninja's Handbook By Aaron Allston CREDITS Design: Aaron Allston Editing: Barbara G. Young Black and White Art: Jim Holloway Color Art: Clyde Caldwell, Fred Fields, Les Dorscheid Typography: Tracey Isler Production: Paul Hanchette Acknowledgements: Many elements of The Complete Ninja's Handbook were derived from parts of Oriental Adventures designed by David "Zeb" Cook. In particular, portions of the optional Advanced Martial Arts rules are drawn from Oriental Adventures. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End, Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, and DUNGEON MASTER are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc. This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. Printed in the U.S.A. Table of Contents Introduction Chapter 1: The Ninja Class Ninja and Rogue Ninja Experience Levels Ninja Class Requirements Alignment Weapons and Armor -
1 This Is a Quick Tweaking of Minisix to Emulate the Old Fantasy Games Unlimited RPG, Bushido. Like Many an Old-School RPG, Bush
1 This is a quick tweaking of MiniSix to emulate the old Fantasy Games Unlimited RPG, Bushido. Like many an old-school RPG, Bushido is class-based, and to a certain extent these classes have been preserved by way of Perks & Complications. With that being said, the strength of MiniSix (and other non- class-based games, old and new) is that it doesn’t pigeonhole you. So if you want to play a courtly Samurai who doesn’t fight well, or a Yakuza who dabbles in magic (this may be a bit dangerous, but that's because of the place that d6 Bushido happens in, not because of class-based mechanics), or any other “non-standard” character type, go for it. This is the perfect system to try. Note that this system is not necessarily useful only in historical Japan. It is intended to be used in a mythical Japan, and as such is quite useful for playing other settings like Rokugan from Legend of the Five Rings. Typically used Special/Optional Rules from Md6 > Attributes may be purchased up to 5D, but all pips/dice over 4D cost double. More to keep the feel of what it is to be human in an inherently inhuman world with monsters and other magical creatures, though it is easily discarded—or the attribute cap changed—if a group wants more outright heroic- feeling character-building options. > A modified version of Traditional Open d6 Might Damage (½ Might or Lifting—whichever is higher— after ignoring pips; even-numbered Might/Lifting scores result in half-die plus one pip; no lower than 1D Might Damage). -
A Sengoku Jidai Fantasy
A Sengoku Jidai Fantasy 1 Table of Contents The Empire of Yakkaida . Page 3 Races . Page 4 Equipment . Page 19 Materials and Quality . Page 23 Feats . Page 26 Background and Honor . Page 27 Faith . Page 29 The Clans of Yakkaida . Page 33 The Continent . Page 35 The Map . Page 38 2 It is the Yakkaidan Year 1450. Almost a millennium and a half have passed since the first Emperor, Wei, took the Gold Lotus Throne. Since then, the power of the Emperor has risen and fallen with the ages. Fifty years ago, the Emperor Keishi died with two sons, but neither one selected to succeed. The two sons each claimed the throne for himself, and the Divine Mandate was uncertain. Prince Fuji was the elder son by a matter of minutes, though he was disliked for his tempestuous nature by many. Prince Yabu was second-born, but was well-liked by many, and made friends easily. Before the Samurai Lords of the Nakamura Bakufu could decide the issue, the Yunnic Khan of the Jade Empire came across the sea to conquer and subjugate the islands. Midoriko and Aizushima were occupied, and the Daimyo rode to war without deciding the case of the Imperial Throne. In the war itself, Yabu fell to a Yun assassin’s blade, while Fuji showed poor leadership, even abandoning his capital, nominally to set up a secure base in Enishima, during its time of greatest need. With the end of the war, the Yun were sent back to the continent, but the lands of Yakkaida were broken. -
Download Spycraft Master Index
OFFICIAL MASTER INDEX (Final - July 2005) Compiled by The Master Index Team Incorporates information from the following sources: 2 CONTENTS Information....................................................................................................................3 Masterwork Modifications.........................................................................................55 Department List ............................................................................................................3 Mystic Invocations .....................................................................................................56 PC Class List...............................................................................................................10 Ordnance .....................................................................................................................56 Prestige Class List.......................................................................................................11 Psion Skills..................................................................................................................58 Senior Agent Class List..............................................................................................19 Rules & Sidebars ........................................................................................................58 NPC Class List............................................................................................................22 Training Programs ......................................................................................................59 -
NAS Forms Competition Rules Traditional Weapons
NATIONAL ALL STYLES N.A.S. Forms Competition Rules Traditional Weapons - Creative Weaponry Extreme - Demonstration Competition INDEX 1. Competition area 2. Competition rules 3. Individual Forms and Team Forms competition 4. For the purposes of NAS competitions, weapons are defined as implements... 5. Demonstration - Creative Weaponry Extreme - Traditional Weaponry 6. Scoring 7. Penalties 8. Officials 9. Uniform and Jewellery 10. Age 11. Blood rule Appendix 1. Objective criteria Appendix 2. NAS tally sheet Appendix 3. NAS rating scale Appendix 4. NAS Forms - Traditional Weapons: Judging, Essential Features Appendix 5. Arbitrator/ Marshal Intervention COPYRIGHT V7.1 January 2018 © Copyright of Shinai Pty Ltd and National All Styles Martial Arts 30/01/ 2018; all rights reserved. No part of this may be reproduced in whole or part, stored in retrieval system, or in any way used reproduced, photocopied or transmitted without the prior written permission of the owners stated above, unauthorized reproductions of any part of this manual will be dealt with by law 1 NAS Forms (open hand & weapons) and Demonstration competition – rules 1. Competition area 1.1. The Competition area shall be known as the ring. 1.2. The size of the ring shall be 8 x 8 metres of flat, clean competition area free of all hazards. 1.3. The ring surface may be padded or unpadded so long as all competitors in the same competition perform on the same surface. Note. If the competition area is a raised surface, there must be sufficient space between the ring and the edge to allow safe competitor movement. It is the responsibility of the referee to examine the ring to ensure that it is safe for competition.