Sunday, February 24, 2013

Noble Sun(Samurai Pen and Paper)

Noble Sun



Samurai Classes-

Archer: +2 Accuracy, +1 speed/stealth
Horseman: +2 Speed, +1 courage/toughness
Swordsman: +2 Strength, +1 speed/accuracy


Ninja Classes-

Archer: +2 Stealth, +1 speed/stealth
Gambler: +3 Luck



Stats-

Luck
Strength
Toughness
Courage
Stealth
Speed(Evasiveness)
Accuracy(Attack)
HP - 10


Rolling Stats-

Roll 6d6 and total them up. Divide these points between your stats. Each stat must have atleast 1 base point.


Combat-

Roll 1d6 + Accuracy, if greater than enemies Speed it hits. If hit roll 1d6 + Strength and subtract the enemies toughness to see how much damage you do. If your HP goes below 5 you faint. While fainted you take 1/2 damage(rounded down). If your HP gets to 0 you die.


Experience-

Each enemy has a set number of exp. When you deliver the final blow to an enemy you can decide to keep the exp for yourself or divide it among your allies.


Leveling Up-

It takes 5 exp to level up to level 2(you start at level 1). Each successive level takes 5 more exp than the last. When you level up you get +1 to a stat of your choice and +3 to your HP.


Skills-

Archer: Eagle Eye- Activate once per encounter, you can pick one attack that automatically hits, you skip the accuracy check.

Horseman: Noble Steed- Your noble steed takes a hit for you once per encounter. The hit cannot be blocked if it is to do lethal damage. In that case you can mount your horse and the enemy takes a second Accuracy check.

Swordsman: Crushing Blow- Once per encounter, you can apply double damage to a single attack.

Spy- Shadows: You can take penalties to speed to increase your stealth at any time. Your speed and stealth cannot go below 1. Neither speed nor stealth can double from its original value.

Gambler- Beginner's Luck: You can decide to automatically succeed the first luck roll after an encounter, but you will take a -1 penalty to luck cumulatively for each luck roll after. Reset at each encounter.