Introduction
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a
sword and a
backpack contianing
Provisions (food and drink) for the trip. You are a Samurai, always prepared for any heroic mission.
To see how effective your preparations have been, you must use dice to determine your initial SKILL and STAMINA scores. On pages 16-17, there is an
Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
SKILL, STAMINA AND LUCKRoll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
There is also a LUCK box. Roll one die, add 6 to this number and enter this total in the LUCK box.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck - and magic - are facts of life int he fantasy kingdom you are about to explore.
BATTLESYou will often come across pages in the book which instruct you to fight an opponent of some sort. Battles are conducted as follows. The scores for each opponent are given in the book each time you have an encounter.
The sequence of combat is then:
1. Roll both dice once for your opponent. Add its SKILL score. This total is your opponent's Attack Strength.
2. ROll both dice once for yourself. Add the number rolled to your current SKILL score. THis total is your Attack Strength.
3. If your Attack Strength is higher then that of your opponent, you have wounded it. Proceed to step 4. If your opponent's Attack Strength is higher then yours, it has wounded you. Proceed to step 5. If both Attack Strength scores are the same, you have avoided each other's blows - start the next Attack Round from step 1.
4. You have wounded your opponent, so subtract 2 points from its STAMINA score. You may use your LUCK score here to do additional damage. (see below)
5. Your opponent has wounded you, so subtract 2 points from your own STAMINA score. Again, you may use LUCK at this stage. (See below)
6. Make the appropriate adjustments to either your opponent's or your own STAMINA scores (and your LUCK score if you used LUCK - see below)
7. Begin the next Attack Round by repeating steps 1-6. This sequence continues until STAMINA score of either you or your opponent has been reduced to zero (death).
FIGHTING MORE THEN ONE OPPONENTSometimes you will find yourself under attack from more then one person or creature. When this happens, each will make a separate attack on you in each Attack Round, but you must choose which one you will fight. Attack your chosen target as in normal battle. Against the other, you must throw your Attack Strength in the normal way, but even if your Attack Strength is greater you will not inflict a wound. Just count this as though you have parried an Incoming blow. However, if your Attack Strength is lower, you will have been wounded in the normal way.
LUCKAt various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business and if you are unlucky, the results could be disastrous.
The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher then your current LUCK score, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck.Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become.
USING LUCK IN BATTLEOn certain pages of the book you will be told to Test your Luck and will be told the consequences your your being lucky or unlucky. However, in battles, you always have the option of using your LUCK either to inflict a more serious wound on an opponent you ahve just wounded, or to minimize the effects of a wound your opponent has just inflicted on you.
If you ave just wounded your opponent, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from your opponent's STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to your opponent's STAMINA (i.e. instead of scoring the normal 2 points, you have now scored only 1).
If your opponent has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.
Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
RESTORING SKILL, STAMINA AND LUCKSkill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat any time except when engaged in abattle. The text will not tell when you can do this: it is up to you. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. Remember that you have a long way to go, so use your Provisions wisely!
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value, unless specially instructed by the text.
SPECIAL RULESAs a Samurai, there are certain skills at which you may be an expert. Depending on which skill you choose, you will be told in the text when you can use it, or else the skill will effect combat in some way. Choose one skill from the following list.
Kyujutsu (Archery)
This skill allows you to start with the samurai bow and a set of twelve arrows, consisting of three willow-leaf arrows (2 STAMINA damage), three bowel-rakers (3 STAMINA damage), three armour piercers (2 STAMINA damage, but required for use against certain opponents) and three humming bulbs (1 STAMINA damage, but makes a frightening noise). You must keep a record of the number and types of arrows on your Adventure Sheet. Sometimes you may be lucky enough to retain an arrow or find some more. TO see whether or not you hit a target, you will have to roll a number on two dice less then your SKILL. You will be told when to use an armour-piercer or humming bulb.
Iaijutsu (Fast Draw)
This skill enables you to draw your sword and strike all in one fast motion. This means you will always hit your enemy, no matter what his SKILL rating, in the first round of combat only, doing 3 STAMINA points of damage.
Karumujutsu (Heroic Leaping)
This enables you to make fantastic leaps and acrobatic jumps. You will be told when you can use this.
Ni-to-Kenjutsu
This is the skill of fighting with two swords, the wakizashi (shortsword) and the katana (longsword). All Samurai carry both swords, but not all have this special skill at using them simultaneously. With this skill, if you attack an opponent and roll 9 or more, you may make another attack before your enemy has the chance to fight back. (If you roll 9 or more on your second throw you cannot have another attack!)
HONOUR POINTSAs a Samurai of the Shogun of Hachiman, you are bound by giri (duty) and Honour. You begin the adventure with 3 Honour points,. Certain actions will increase Honour, others reduce it. If your Honour is ever reduced to 0, turn to paragraph 99, no matter what you are doing at the time. Also, your Honour will have a bearing on whether or not you can do certain things in the adventure.
HOW TO PARTICIPATE ON THE FORUMFor all points when the game requires a dice roll, I will roll real, actual dice on my desk and post the results.
Whenever the game asks for a decision to be made, I leave that to you. Post your decision IN ORANGE or it will not be taken into account as part of the decision process. The first five (may be reduced later, depending on response) votes, properly posted, toward any choice will be the winner, and that decision will be made.
If you wish to USE LUCK to modify a combat result, you must post USE LUCK before the next round of combat begins. I will wait a moment each round to give folks a chance to post it. If someone posts USE LUCK properly, a vote will take place, with three votes of either PROCEED to proceed with using luck or SKIP to skip the luck process to make the decision.
To confirm that you have read the rules and wish me to continue the process, please post I UNDERSTAND in a color different then the color posted previously in the thread. Once I'm satisfied with the response, I'll begin rolling for the character. I need votes for what specialty skill we will take for this adventure. Please post your choice of specialty skill in orange, the first five votes toward any specialty skill will win.
Posts
it's literally just helping make a decision here and there
or an oni
I'll mostly be catching up on days, I'm not following every post
It's all about the game, dude.
I UNDERSTAND
Going to lower the bar to first three votes takes it, since we're not getting a huge response.
Go to page 1.
but i will be spotty on internet connection for the next few days. I trust us to make wise choices though.
Space Assassin?
Let's hope so!
(I believe I did this right)
Seriously, who doesn't want to just backflip through this entire goddamn game oh my god
edit:
Hearthstone - Webber #1330
3DS: 0920-3235-4071
We shall be hopping around like a frog! Like a frog, I say!
From now on, all votes should be in Orange, please.
What's wrong with Lemon Chiffon
From now on, all votes should be in Orange, please.
SKILL: Roll: 3, Initial:9
STAMINA: Roll: 10. Initial: 22
LUCK: Roll: 4, Initial: 6
HONOUR: 3
PROVISIONS REMAINING: 10/10
SPECIAL SKILL: Karumujutsu (Heroic Leaping)
BACKGROUND
The world of Titan has three main continents - Allansia, Khakabad and Khul, the Dark COntinent. it is on the eastern coast of Khul that the land of Hachiman lies; the sea on one side and mountains on all the others cut Hachiman off from the rest of the continent.
The capital of Hachiman is Konichi and its ruler is Kihei Hasekawa, the SHogun. You are a young Samurai, the shogun's champion, and said by many to be Kensei or 'Sword Saint'. You have faithfully followed Bushido, the Way of the Warrior, and are a master of Kenjutsu, the Way of the Sword.
One day the Shogun summons you to his presence and tells you a dreadful tale:
'Hachiman is in grave danger. My control is slipping - some lords are seeking to break away and declare their estates independent; others have already done so, and plot against me. Bandits roam the land freely and barbarian invaders have begun to raid across our borders, knowing that Hachiman is weak. All this because the Dai-Katana, the great sword Singing Death, has been stolen from me.'
Singing Death is a wondrous sword, said to bestow great powers on its keeper, and to be the soul of Hachiman. 'He who wields Singing Death and uncovers the secret of the sword will rule Hachiman,' the Shogun continues. 'Many lords say I now have no right to rule; some seek to take the sword for themselves, others have already changed their allegiance to he who now holds the sword. And no keeper could be worse: it is Ikiru, Master of Shadows, that soulless dog who cowers in is mountain fastness, Onikaru, the Pit of Demons. Now that he has the sword, Bakemono-Sho and Shikome are flocking to his banners, and he summons Shura, warrior ghosts, from the pit to aid him. Soon, if he uncovers the secret of the sword, he will overrun our beautiful land of cherry blossoms.
'You have senki, war spirit, and to you I entrust this mission. Go, my champion, to Onikaru, slay Ikiru and bring me Singing Death. It will not be easy. To slay Ikiru and defeat his infernal allies you will have to uncover the secret of Singing Death. I cannot tell you the secret, for it is written that he who freely reveals it will be damned forever to the nether regions, and Singing Death will disappear from the world of men. You will have to solve the puzzle yourself. I will pray to the Kami of the Heavens for your success, and may Hotei, God of Luck, smile on you. Here, take this, the Seal of the Shogun. It will give you safe passage through those areas still loyal to me.
Turn to 1
1
You gather your weapons, your katana (longsword) and wakizashi (shortsword), your battle armor and your Provisions. The guards salute you as you leave teh main gate of Konichi. You follow the road north through the beautiful countryside surrounding the capital; soon you come to a fork in the road. Will you go west and north, to the Forest of Shadows, Hagakure bridge and on to the Shios'ii Mountains (turn to 10, or east, to the ford, through the Mizokumo Fens and thence to the mountains (turn to 29)?