Legacy War Introduction to Legacy War What is Legacy War? Welcome to Legacy War, a role-playing game, where you play as a 10 – 14 years old ninja. You, as a player, need to help your small village out before a war breaks out. You will be going to other villages, temples, caves, and enemy camps and villages. You will be gaining levels, improve your skills, and be the master of your elements. Overall, you will complete missions or your task to help your village to get a name for themselves and getting out of the dark ages. What do you need to play? Legacy War runs on a D20 system and a point system. So you need the following items to play this role-playing game: • Character Sheet • Player’s Rulebook • Pencil • Eraser • Dice o D4 (four-sided dice) o D6 (six-sided dice) o D8 (eight-sided dice) o D10 (ten-sided dice) o D12 (12-sided dice) o D20 (20-sided dice) Rules of the village There is any honor code of your village. Doing wrong things or helping the enemy out, the village will make you as a rogue ninja and your character will be force out of village and it would become a NPC, or non-player character. Doing the right things and helping your village out of trouble and guiding your village to a new era of light and improvements. Making your Character Assigning Stats to your Character Welcome to making your character. You can build your character with Hit Points, Chakra, Strength, Toughness, and Willpower. You have 12 points total to divide into your Strength, Toughness, and Willpower and each must have at least a stat of 1. Strength Strength is the measure of how much physical and non-weapon damage a character can deal to an enemy. Strength also accounts for how much a character can carry. See the chart under items for the Strength per weight. Toughness Toughness is a character’s resistance to taking physical and non-weapon damage. Willpower Willpower is measure of how much damage a character can deal with their ability. Also is a character’s resistance to taking ability damage. Hit Points Hit Points represent a character’s life. Your Hit Point score is by adding your Toughness stat and your specific class. When a character reaches zero Hit Points, you go unconscious. When you are unconscious, you cannot perform any action. Also each turn go by, you will get a negative one counter. When you reach negative five counters, without any support items, your character dies permanently. When combat is over, any characters that is unconscious goes back to zero and gets a wound counter. The wound counter affects your weapon and element ability. To remove a wound counter, you need your water user or a support item that would remove your wound counter. When you have both zero Hit Points and your wound counter, you can be healed by ability or potion. Class At level 1 Tank Toughness + 2 Fighter Toughness + 3 Monk Toughness + 4 Chakra Chakra can be used for your abilities. Your Chakra score is by adding your Willpower and your specific class. Once you hit zero in your Chakra score, you cannot use any abilities except abilities that have no use for Chakra at all. Class At level 1 Tank Willpower + 3 Fighter Willpower + 4 Monk Willpower + 2 Choosing your Class You can choose from three classes to your character the right look: Tank, Fighter and Monk. Each one has their own Strengths and they can support each other in battle. Tank: • Detail: Defend the group. Tanks have a lot of Hit Points with a great deal of armor to take lot damage from the enemies. • Key Stat: Toughness • Key Element: Earth • Hit Points: Progression per level: 3 • Chakra: Progression per level: 2 • Starting Items: Shield, Ninja Suit, 2 health potion, 5 bandages Fighter: • Detail: Deals damage to the enemies. Fighters have a lot of Strength with a great deal of Hit Points to do damage to the enemy. • Key Stat: Strength • Key Element: Taijustu • Hit Points: Progression per level: 4 • Charka: Progression per level: 1 • Starting Items: Dagger, Ninja Suit, 2 health potion, 5 bandages Monk: • Detail: Deals element ability damage to the enemies and helping the group. Monks have a lot of Willpower with a lot of Chakra. • Key Stat: Willpower • Key Element: Water • Hit Points: Progression per level: 2 • Chakra: Progression per level: 3 • Starting Items: Kunai, Ninja suit, 2 heath potion, 5 bandages Choosing your Element After choosing your class, you can choose your element that you want to learn. You can only learn one element: Fire, Wind, Earth, Lighting, or Taijustu. Element Lv 1 Lv 3 Lv 5 Lv 10 Lv 15 Fire Fireball Fire Sword Fire bomb Wind Wind Blade Wind bullets Wind Tornado Water Water Shark Heal Refresh Earth Boulder Earth Wall Earth Defender Lighting Lighting Blade Lightning Bolt Lighting Ball Taijustu Dragon Fist Four Palms Bloody Knee Fire Fire users can deal burn effect to their enemies. But you need to watch where the fire goes because you can control your fire, but may catch something on fire and burn the forest or burn place down. • Fireball o Cost: 5 chakra o Effect: Burn effect of a 1d12 o Distance: Ranged o Damage: 1d6 o Critical Hit: rolled 5 or greater. Bounces off from the one enemy and hitting the other enemy with a damage of 3. • Fire Sword o Cost: 10 chakra o Effect Increase one member’s Strength by +2 for 2 turns o Distance: 1 square from the Fire user o Damage: No damage • Fire bomb o Cost: 10 chakra o Effect: Burn effect of a d12 and recoil of a d4 o Distance: Ranged o Damage: 1d10 Wind Wind users can deal bleed damage to their enemies. You can cut though enemies and see their insides. • Wind Blade o Cost: 5 chakra o Effect: Bleed effect of a 2d6 o Distance: Melee o Damage: 2d4 • Wind Bullets o Cost: 5 chakra o Effect: No effect o Distance: Ranged o Damage: 2d6 o Critical Hit: rolled 10 or greater. Damage the first enemy and hits the other enemy that is nearby first enemy with a damage of 4. • Wind Tornado o Cost: 15 chakra o Effect: Bleed effect of a 1d10 o Distance: Ranged o Damage: 2d10 o Critical Hit: rolled 19 or greater. Bounces off from one enemy to the next two enemies that are nearby the first enemy with a damage of 5. Water Water users can heal and restore Hit Points and Chakra to your team. • Water Shark o Cost: 5 charka o Effect: No effect o Distance: Ranged o Damage: 1d6 o Critical Hit: rolled 5 or greater. Damage the first enemy and hits next two enemies with normal damage. • Heal o Costs: 10 Chakra o Effect 1: Can restore one member in the group including the user by 10 times the user level. o Effect 2: Heals from burn and bleed damage. (Note: It will not help a character who is unconscious at all.) o Distance: 1 square from the Water user o Damage: No damage • Refresh o Costs: no charka o Effect 1: Has a cool down of 3 turns o Effect 2: Can restore the groups chakra to full o Distance: 1 square from the Water user o Damage: No damage Earth Earth users can defend from heavy damage from your enemy. You protect yourself or the other characters in your group. • Boulder o Cost: 5 chakra o Effect: Cause stun for 2 turns o Distance: Ranged o Damage: 2d6 o Critical Hit: rolled 10 or greater. Damage the first enemy and bounces off to the next enemy with a damage of 4. • Earth Wall o Cost: 5 chakra o Effect 1: The user can deflect on coming attacks to himself o Effect 2: On the user only o Distance: 1 square wide and 3 square tall o Damage: No damage • Earth Defender o Cost: 10 chakra o Effect: Increase one member’s toughness by +2 for 2 turns o Distance: 1 square from the Earth user o Damage: No damage Lighting Lighting users can critical hit enemies with one hit and bounce the remaining damage to other enemies in the same range. • Lighting Blade o Cost: 5 chakra o Effect: No effect o Distance: Melee o Damage: 2d4 o Critical Hit: rolled 6 or greater. Damage the first enemy and hits the other enemy that is nearby the first enemy with a damage of 4. • Lighting Ball o Cost: 5 chakra o Effect: Cause stun for 2 turn o Distance: Ranged o Damage: 1d10 • Lightning Bolt o Cost: 10 chakra o Effect : Burn effect of a 2d4 o Distance: Ranged o Damage: 2d6 Taijustu Taijustu is a hand-to-hand combat where the user pays his or her Hit Points to deal damage to enemies. Taijustu is not Willpower, but it’s a form of showing your Strength in combat. • Dragon Fist o Cost: 3 Hit Points o Effect: No effect o Distance: Melee o Damage: 1d4 + 3 • Four Palms o Cost: 5 Hit Points o Effect: No effect o Distance: Melee o Damage: 1d6 + 5 • Bloody Knee o Cost: 7 Hit Points o Effect: Bleed effect of a d12 o Distance: Melee o Damage: 1d8 + 7 Example: The player, Dirk, made a character named, RickyBubbaKun. RickyBubbaKun is a Taijustu, as his element, and his class is a tank. He has 12 points to divide into his Strength, Toughness, and Willpower. This is before item bonus takes place. He puts in his Strength 5 points, Toughness 6 points, and Willpower 1 points. So his Hit Point is 8 and his Chakra is 4. Gaining Experience Points You gain experience by killing creatures, completing missions, and doing task for your village. For each level, not including level 1, you will get a level bonus, weapon, armor, back item, consumable item, crafting item, or money that depends on what you will get by your Game Master, or GM. Below is the chart for each level and the bonus that you will be getting to help your character out: Level XP Bonus Level XP Bonus Level XP Bonus 1 0 XP Level : +0 8 680 XP Off-hand 15 1320 XP - 2 20 XP 20 Silver Coins 9 700 XP Back Item 16 1440 XP Level: +9 3 140 XP Blue Flower 10 820 XP Consumable 17 1560 XP - 4 260 XP Wolf tooth 11 940XP Level: +6 18 1680 XP - 5 320 XP Consumable 12 1060 XP 4 Gold Coins 19 1700 XP - 6 440XP Level : +3 13 1180 XP Weapon 20 1820 XP - 7 560XP 40 Copper Coins 14 1200 XP Armor 21 1940 XP Level: +12 *For the item that have Off-hand, Back Item, Consumable, Weapon, and Armor, it’s up to the GM on what you get from a common item to a uncommon item. Example: RickyBubbaKun just leveled up to level 2, so earn Silver Coins for his new level. After 3 nights of a campaign, he will reach level 6, where he gains level bonus of three points to any stats, like Strength, Toughness, or Willpower. How to move your character The different action you can take There are three actions that you can take: Movement, Battle, and Search. The movement is where both the Game Master, who is going to be controlling the enemy, and the players must roll a 1d20 and the highest goes first and then it goes numerical order. Now, you can move your character with a 1d10, as it shows below in the chart. The movement happens only once per your turn. There are two options that are during combat: attacking or defending. Attacking is based on either Strength or Willpower. Defending is based on Toughness or Willpower. The combat only happen once per your turn, so you need to choose your enemy careful. During combat, you roll a 1d20 to see if your attack hits your enemy. If your roll is higher than your enemy’s toughness or willpower, your attack hits and then you roll your damage to see how much damage you deal. The last action is a search. Search action happens only once per your turn and you need to be at least 2 square away and you will get one reward. During your turn, you can perform your search action at the beginning or the end of your turn. You need to roll a 1d12 to search anything that you are close by. Roll Spaces Roll 1 3 square Roll 2 6 square Roll 3 9 square Roll 4 12 square Roll 5 15 square Roll 6 18 square Roll 7 21 square Roll 8 24 square Roll 9 27 square Roll 10 30 square Example: RickyBubbaKun is fighting two level 10 wolves. Both wolves have 5 Strength, 5 Toughness, and 2 Willpower each. RickyBubbaKun have Strength of 6, Toughness of 7, and Willpower of 2 with the item bonus of a Dagger, + 1 in Strength, and Ninja Suit, +2 Toughness. Now his Hit Point is 16 and his Chakra is 11. First, Dirk and the Game Master roll a 1d20 to see who goes first. Dirk rolls a 16 and the GM rolls a 15. So RickyBubbaKun is goes first. He uses his strength first. (Note: You will be comparing strength to toughness and willpower to willpower.) So he hits the first wolf will a killing blow of his Dagger. Now it’s the wolf turn. It attacks RickyBubbaKun with no damage. Because RickyBubbaKun’s Toughness is greater than the wolf‘s strength, so Ricky just laughed at the wolf. Now its Ricky’s turn and he use Dragon Fist. First, he must take away 5 Hit Points before using the move. Then, he rolls a 2 plus he adds 3 to that, so the damage is 5 and the wolf’s Hit Point is 5 with its toughness is 5 too. So that wolf is died. After battling the wolves, Ricky can search only one wolf (means one search action during each turn) at a time. Now, he rolls a 4 on a 1d12 and he gets fur for crafting a new weapon. Items Money Money can be earned by completing missions, killing enemies, and capturing rogue ninjas. The currency that the players can acquire is: Copper, Silver, and Gold coins. The chart below tells you the trading rate from Copper to Silver to Gold: The Trading Rates cc sc gc Copper Coins (cc) 1 1/50 1/100 Silver Coins (sc) 50 1 1/50 Gold Coins (gc) 100 50 1 Weapons Weapons can be used in and out of combat. There are two types of weapons: Ranged and Melee. You can only hold one weapon. There is also item bonus for your character for each weapon. Here is a chart of each item and the item bonus that you will be given: Name Distance Strength Bonus Cost Damage Weight Dagger Melee +1 Strength 1 cc 1d4 12 oz. Sword Melee +3 Strength 5 cc 1d6 2 lb. 3 oz. Axe Melee +5 Strength 10 sc 2d10 1 lb. 2 oz. Kunai Ranged +1 Strength 1 cc 1d4 4 oz. Fire Kunai Ranged +1 Strength 5 cc 1d4 + Burn effect (d4) 4 oz. *16 oz. = 1 lb. *Melee = one square *Ranged = need to be two squares or greater Armor Armor is here to protect you from damage, if you take any. There are two types of armor: Normal Armor and Off-Hand. Normal armor is where you can wear and protect from oncoming attacks. Off-hand is what you can deflect or protect oncoming attack that you may get. See the chart below for which Armor is Normal and Off-hand Armor: Name Toughness Bonus Weight Cost Ninja Suit +2 Toughness 1 lb. 2 oz. 1 cc Battle Suit +4 Toughness 4 lb. 6 oz. 20 sc Shield (Off-hand) +3 Toughness 2 lb. 3 oz. 10 cc Heavy Shield (Off-hand) +5 Toughness 4 lb. 6 oz. 15 sc * 16 oz. = 1 lb. Back Items Back items can be useful during the non-combat turn. Each back item has a stat increase and a special bonus. You can only carry one back item at a time. Name Special Bonus Cost Weight Torch + 1 to Toughness; Allows the group to see in dark places 10 cc 1 lb. 2 oz. Sage Scroll + 1 to Willpower; Gain additional Search action 50 sc 3 lb. 1 oz. Huge Sword + 1 to Strength; Gain additional Attack action 100 gc 4 lb. 6 oz. Consumable Items Consumable Items can be only use during battle turn. In addition to that, if you take a health potion, you cannot attack at all. There are three restores that a ninja will need during his or her quest: Health Potion, Chakra Potion, and Health/Chakra Potion. The Name Effect Cost Weight Health Potion Restore 10 HP 5 cc 2 oz. Bandages Stops the bleeding 10 cc 5 oz. Chakra Potion Restore 10 Chakra 5 cc 2 oz. Health/Chakra Potion Restore 15 HP and 20 Chakra 30 cc 2 oz. Other Items Other items are items that a ninja can hold and use to craft weapons. They can’t be used in battle. They can only be used in the craft center located in the shop area. Here are some of the items that can be crafted into new weapons: Wolf fur Wolf tooth Squirrels fur Squirrel tooth Blue Flower Weight The weight to carry items is by how much your Strength is with your weapon bonus added to your basic Strength. The rate to keep your balance is in the chart below. If you can over your weight limit, your movement will be getting a negative one time the weight you are over. Strength Stat Weight 1 - 5 10 lbs or less 6 - 10 10 lbs. to 15 lbs. 11 – 15 16 lbs. to 20 lbs. 16 - 20 21 lbs. to 25 lbs. Crafting By making new weapons and armors, your old weapons and armors would be destroyed and new ones will take their place with that said, you will gain new bonus and effects. You will need outside sources to make your new weapons and armors. Here are some of the crafting weapons and armors you can make: Items Needed New Items Name Bonus Distance Damage Effect Weight 1 Dagger, 2 wolves furs, 1 wolf tooth Wolf Dagger +3 Strength Melee 1d6 Bleed Effect (1d4) 1 lb. 3 oz. 2 Kunai, 3 furs(of any kind), 2 wolf tooth Wolf twin kunai +3 Strength Melee 2d6 Bleed Effect (1d4) 1 lb. 2 oz. 1 Ninja Suit, 3 wolves furs, 4 wolf tooth Wolf suit +4 Toughness Armor - Reduce willpower damage by 2 2 lb. 4 oz. Definitions • Bleed effect: The bleed effect hit your enemy by the damage of the move you use. It last for 5 turns and the enemy has to roll for the bleed damage. • Burn effect: The burn effect hit your enemy by the damage of the move you use. It last for 5 turns and the enemy has to roll for the burn damage. • Deflect: It stops the move hitting you for that turn. It will not redirect the move back at the enemy at all. • Recoil: After doing damage to your enemy, there is recoil damage to yourself by reduces damage. • Stun: Stun happens when you hit your enemy with a move with this effect. It last up to two turn, where they