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{{heresy}} World of Five Nations is /tg/'s very own [[homebrew]] [[Anime|Naruto]] system, created some ten years ago. Why, you ask, to stain /tg/'s tabula rasa with not only /a/, but a gateway title of the worst kind? Because ''Naruto's setting is good''. It's the story the author actually decides to set in it that's bad. Therefore it falls to us to write better ones, and for that, we need a system. A system that is not Naruto d20, if possible.<br> == The System == In general sense, the game is designed to live and breathe shounen manga, with a lot of narrative and mechanical decisions reflecting the philosophy of shounen combat. Having an enemy teleport behind you only to find out you were behind them the entire time, and have already sliced them in twain with your katana as they fall in slow motion is a daily occurrence.<br> The game is extremely crunchy, with a lot to remember, and a lot of different skills, perks, and traits to try out. As a result of actually simulating all the bullshit powers found in Naruto, the system has severe powerlevel issues, which have never quite been resolved. They are mostly dealt with by not letting players advance to Jounin. This level of power where players are merely talented mooks is coincidentally also where the world of Naruto is still somewhat grounded. Blowing up a house is still a big deal, punching a guy is viable, and while bloodline techniques are strong, they don't just do everything. It's also where most of the setting's potential can be found, since Naruto should have really always been Magic Ninja Metal Gear. Though its creators hope you would focus on inter-village politics, that doesn't mean you can't do teen angst if you really want to.<br> The game is usually played on a large map (200 squares across is about right). It's a sort of elevation of rocket tag to a legitimate game, designed so that characters are constantly moving around when attacking and defending. Especially in the last release, teamwork can be very powerful, preventing otherwise fatal situations. == Basic Crunch == WoFN uses a dice pool system, where an attribute is your dice pool, and your rank (Genin, Chuunin, Sp.Jounin, Jounin, etc.) determines the target number. A Chuunin needs to roll 5 or less to each roll, and gain 2 successes from the die, so he gains about 1 successs from a die on average. A roll of 1 grants 4 successes instead. The skill that is being used is then added to the result as Automatic Success Bonus.<br> The attack roll is contested by a defense roll. Many skills may be used (such as a weapon skill if you are trying to counter the attack directly), but most popular is Dodge, which grants double Successes.<br> Skills in WoFN each have an extensive skill tree, and they are usually capped by rank, going up to 10 at Jounin. Certain skills (like bloodline techniques) are Advanced, costing double. Since Dodge can be leveled to 5 at Chuunin, but is capped at 5, it will not scale as the game continues, whereas the offensive skills will. This makes the game progressively deadlier, and will motivate the players to try to avoid being attacked directly at all. <br> The attributes are:<br> - '''Chakra Control''': Determines your 'mana pool', but it's also used for highly technical things like Medical Ninjutsu. Characters with high CC become able to convert between Chakra, Grit, and health more easily.<br> - '''Taijutsu''': Physical strength, endurance, and martial techniques. Characters with high Tai gain free Speed Ranks, gaining a huge advantage against enemies that can't keep up.<br> - '''Ninjutsu''': Skill and agility. Used for most ranged combat, as well as essential shinobi techniques, from basic Jutsu to Stealth. Characters with high Ninjutsu can create truly deadly Elemental Release techniques.<br> - '''Genjutsu''': Cunning and social skills. Characters with high Genjutsu might be practitioners of illusory techniques, which are very difficult to defend against.<br> - '''Determination''': The character's shinobi spirit. Characters with high Determination can will their way through afflictions, and activate follow-up moves more often.<br> === Grit System === Every turn, and sometimes as a reward for certain encouraging actions, characters generate Grit. Grit can be used to activate special abilities, or make more leeway out of a success, but its main use is defensive: WoFN has a wide array of status effects, many of which can be inflicted indirectly (such as Flanked, just by standing next to a person). In a tight spot, a character will need Grit to temporarily ignore their circumstances, and be able to face the attack properly. === Traits === A character has a number of traits equal to their rank (2-4), which provide very valuable effects, and usually define the character mechanically. Some of them can only be taken on character creation, being determined your characters bloodline. Such traits tend to be quite overpowered, and the GM might ban characters from certain clans (no surprise, Uchiha). There is no issue playing a clan-less self-made man, if you can handle it. However, it is also possible to create entirely unique homebrew clans, using Unique Abilities.<br> Additionally, each character has a Village Trait, which is typically the same one between a team, and interacts with other instances of such trait on allies. This allows games set in different villages to also feel quite different, as the players are encouraged to employ different tactics: Hidden Leaf encourages teamwork and bonding, Hidden Mist encourages hyper-offense, Hidden Cloud encourages being loud and proud, and so on. === Unique Abilities === Probably the most special part of the system - each player character has several mechanical gimmicks. These are wholesale created by the player, and only have to be approved by the GM. While there is a general metric for how powerful a thing can be, originality is encouraged. A character is going to have 2-4 of these, with power based on the rank they were taken at. Higher level UAs might be used to create more unique character concepts, such as by substituting one skill for another, combining skill effects, or creating entire original skill trees.<br> - '''Aspect''': Something passive, and intrinsic to your character. Aspects are often used for fine-tuning, giving a character access to something they normally wouldn't have, due to being out of their area of expertise, or getting rid of a regular downside of an ability. <br> - '''Downtime''': A unique activity the character can perform between missions, such as creating a special, single-use tool. Since Downtime slots are limited, and used for learning techniques, Downtimes tend to be fairly powerful.<br> - '''Style''': A mechanic which activates when a certain amount of Grit is in the character's pool. It can be something as simple as switching to wield a weapon in a certain way, or simply needing confidence to use a technique properly.<br> - '''Mode''': A technique which involves a fundamental change in your character. These are extravagant powers, often clan techniques, that require a large amount of Grit to activate. They make the characters immune to status effects for the duration, so they won't be sorry for the Grit, but also deny any further Grit gain.<br> - '''Gambit''': A single-use special attack, which requires a bit of a setup. Gambits are quite dangerous, since the Block action, where the defender normally just takes damage and reduces it by DR, doesn't stop the enemy from still rolling and then making use of his many successes.<br> - '''Drive''': A custom-design Follow-up to a certain action. By paying Grit, another effect is added to an action if it's successful. Drives can be made cheaper than usual Follow-ups, or breaking some of their assumed rules (like doing damage), but they rely on the attack hitting in the first place.<br> - '''Combos/Synchs''': Paired techniques or group techniques, that shinobi train all their life to perform. They are supposed to be Styles/Modes, but better. Unfortunately, since they require a Life Bond, they are nigh impossible to get in 4.2c.<br> ===Nindo=== A character has an amount of Nindo lines on their profile equal to their rank. These lines each correspond to a certain ideal - Protection, Knowledge, Power, Growth, or Glory. For example, Iruka-sensei's Nindo might be:<br> - ''My loyalty is to the village, and I must stand with others to defend it.'' (Protection)<br> - ''I will protect the young from harm before their time.'' (Protection)<br> - ''I will teach the young all I know.'' (Knowledge)<br> Characters generate Nindo at the end of every session, the basic use for which is much like Fate Points, using the Replacement Jutsu, and saying that an attack does not actually hit you, because it was a shadow clone all along. Their particular Nindo lines, however, and how much of them match, give them access to special uses for Nindo, of which you can end up having quite a lot. == Resources == [https://www.dropbox.com/s/90hpoorahkysgso/World_of_Five_Nations_v4_pt._2c.pdf?dl=0 Most up to date release of the system, from 17/4/2020 can be found here]: Version 5 is being worked on, hoping to simplify a lot of things, but it's not ready for release yet. ===Logs=== Below are some logs of longer-running games in the community: Five Nations Gaiden: Kumogakure: [https://cdn.discordapp.com/attachments/571498981335498752/605829391133442078/FNG_Cloud_Logs.7z Mostly complete game.]<br> Tales of Dogman, Bugman, and Sharkgirl: [https://pastebin.com/VJsdHvef Session 1-4], [https://pastebin.com/DeSSHJh6 Session 5-12], [https://pastebin.com/HvMuZxjd Session 13-16]<br> Tales of Swordsman, Boneman, and Snakegirl: (unfinished) [https://pastebin.com/C91gHjaH Session 1-8], [https://pastebin.com/LiuHhy1u Session 8-14], [https://pastebin.com/KMy5kkWk Session 15-2], [https://pastebin.com/ZTCEkwWJ Session 22-28] [[Category: Homebrew Rules]] [[Category:Weeaboo]]
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