What is the gender of the Kage

  • Male

    Votes: 5 55.6%
  • Female,

    Votes: 4 44.4%

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    9
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Here is a Naruto Kage quest where we make the leader of a ninja village and play out their story.
Sidestories are more then accepted and encouraged.
Main New

Redleo

Slaaneshi Men Of Iron
Location
Eye Of Terror
This is an UNOFFICIAL fanfiction. I do not own the Naruto franchise or the Storyteller System in any way. All items owned by there respective owners and being used exclusively for fanwork and not being used to generate funds.

AN: second quest ive ever done, so there may be a lot mistakes.

This quest is about playing a ninja and building their village as we play. Omakes will provide bonuses. Im using a stripped down storyteller system from white wolf to do this

This is a side project when I'm not busy with my main quest.

Here you build a pc Kage existing in the setting of Naruto that is setting up their own hidden ninja village.
The time this is set is during the Third Shinobi War.
 
Last edited:
The fallen bodies tell a story.

In this world there are users of their own physical, mental and spiritual energy which ebbs and flows these users are more then anything else called Ninja, they are weapons to win wars and the bedrock of cultures and combat. In a world in perhaps one of the greatest and most deadly wars of these ninja the Third Great Ninja there is bloodshed and secrets traded at speeds faster then sight.
You are one of the ninja hardened by this war and now by its tale end you are forging your own village and a country around it, your decisions and goals change what the shape of what's to come after will be.
The war is in reality almost over and how you survive and who you recruit will change what your village becomes but first....
Who are you?

Your first choices the ( ) marks a choice and the - marks down a sub choice.

A Rouge Ninja ( )
-Hidden Sand
-Hidden Stone
-Hidden Cloud
-Hidden Mist
-Hidden Leaf

Or

Former Monk of an elemental temple ( )
-Fire
-Water
-Earth
-Wind
-Lighting
-Yin
-Yang
 
Main Mechanics (we will get there) New
Mechanically I'm the ST using a modified and stripped down version of the storyteller system. Everything rolled is rolled on d10s.

Attributes-assigning them as primary 9, secondary 7 and tertiary 5 you have 3 categories Physical (Strength, Stamina, Dexterity), Social (Charisma, Manipulation, Appearance) and Mental (Inteligence, wits and perception) the dots going anywhere from 1 being week to 5 being one of the best. Each dot represents Dice in a given action you vote or decide upon.

Physicalattributes:
Strength - raw physical strength.
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you can recover.

Socialattributes:
Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation - how easily you bend others to your will, either through persuasion or threats.
Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornment.
Mentalattributes:
Intelligence - memory and raw brain power.
Perception - your ability to notice things, to perceive the world around you, through all your senses.
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition.

Flaws (limited to 7)-Detrimental things that grant bonus points according to the amount listed. Your limited to a max of 7 points worth of flaw but need not take any flaws at all.

Merits (limited to 14)-small non Jutsu effects that let the pc or players (you guys) do things like have bonus dice for a roll combo (like Inteligence + occult for example)

Willpower here let's you negate botches (nat 1's on the dice) each willpower removing only 1 botch. Willpower use is decided when you make a decision on the pc's action as such you type down WP Use on the decision. You don't choose how much willpower is used.
Be aware you only regain willpower after these Events.
Complete an Arch-Full Willpower Restored.
Defeat a Major Foe (such as a major boss) defeat can be socially or mentally not just a physical fight-1 to 2 dots of willpower restored.
A possible Omake reward-1 dot of willpower restored.

-
Background 10

DEDICATIONS
You must choose three dedications these are all that drives your character and keeps them going it will also help you aim for the PCs reasons and goals.

KNOWLEDGE ( )
You seek to know everything that exists and will ever exist. You want to know ever Secret, every whispered word and know the answers.

POWER ( )
you seek pure and undiluted power over all things physical, mental and spiritual you want to be stronger then anyone and everyone


CONTROL ( )
You seek ultimate control over yourself and others, you crave being in charge and being above others reach.

HEDONISM ( )
What is life if it isnt worth living maybe your a glutton or you simply enjoy other carnal pleasures too much but at the end of the day what you want is more sensations.

FAMILY ( )
You are alone, ostracized by you companions in the order you have decided that what you want above all else is a family to call your own.

JOURNEYS ( )
You yearn to go everywhere and to explore all the wonders you've only heard of in vague stories.

RICHES ( )
You dream of becoming the Richest Man Alive. Wealth can buy everything, and everything you do will have a mercantile motive behind it.

EVOLOTION ( )
-Evolution:You seek to abandon your current race and form of life to be become something else, something more and to share that gift.


So month is a single turn every turn you have several actions detailed in event points these are

Personal Events
2 points
socialize (talking), Explore (exploration), train (spending experience), Attack (you personally attacking someone or something), Research (studying such as studying Jutsu or making one or studying an enemy)

Or Society Events
2 points
Recruit (kidnape, Control or charm someone into working for you or promote someone from your forces, this isn't done personally that is socialize)
Strike (a attack or mission done by your agents)
Negotiate (a social role done by diplomats)
Order (establish a rule, law or cultural practice that has effects on your village)
Build (create a group, building, weapon or other thing such as for example an all female body guard unit)

No matter what you choose you have to include what you want to do this requires a combination of an Atribute and skill
Example:you want to attack a enemy ninja with your sword roll melee + strength.
You target is to beat a difficulty for that check. 1's are botches taking away a success while 10's are two suceesses
On a successful roll or rolls at the end of a month you'll gain points of experience to spend on training.


Backgrounds
Chakra Natures 1 to 10
Base Chakra Nature's are the following 7 base types Water, Fire, Earth, Wind, Lighting, Yin and Yang these are bought using background points. You can choose Combined chakra natures provided you have the prerequisite nature's.


Allies - Close companions who could be called on for most anything.

Contacts - Those willing to help for a favor in return.
Sensei- An experienced guide through the supernatural or everyday world.

Resources - How much a character has to live on. How wealthy you are, your belongings.
Arsenal- Weapons and equipment at hand.

Library (a.k.a. SecretLibrary or Personal Library) - A collection of books or other sources that contain accurate occult and magical knowledge.

SKILLS

Presence
Presence is a person's ability to use her charm and appearance to sway the opinions of others. She can be an inspiring figure of courage and determination, spurring those around her to greater efforts, or she can instill fear and loathing in her enemies, driving them before her.
People often cultivate this Ability as performers, orators or entertainers, but some use it to inspire the faithful or keep their minions under their thumb.
Characters use Presence when they want to terrify their foes, motivate their allies or give hope and courage to the downtrodden.
Trait Effects: A character with Presence 1 is capable of turning heads and capturing people's attention with her force of personality and physical magnetism. A character with Presence 3 is a magnetic figure. Her demeanor speaks volumes to the people around her. A character with Presence 5 is a spellbinding orator and a towering physical presence. When she speaks, the whole World seems to stop and take notice.

Brawl
This talent represents a character's ability to fight,
plain and simple – How well you throw a punch,
swing a claw or dig your teeth into a foe. This talent
can represent everything from formal training to
just plain hanging out in awful pubs.
Skill Ratings
• You were picked on a lot as a kid
•• You've been in a bar fight or two
••• You get into a lot of fights, and usually
leave looking better than the other guy
•••• You could be a serious MMA fighter
••••• Agent Coulson

Craft
Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy.
Characters use Craft when building or repairing objects or equipment.
Trait Effects: A character with Craft 1 is good with her hands and has a basic understanding of her trade. With the right tools and enough time, she can turn out well made, useful items. A character with Craft 3 is a highly skilled, experienced craftsperson, capable of making high-quality objects quickly or improvising repairs with whatever resources are available. A character with Craft 5 can do wonders with her hands and a simple set of tools. She can build objects from improvised materials and whip a total wreck into working order with a paper clip and a roll of duct tape.


Athletics
This talent represents a character's basic athletic
ability, as well as training in any sports and, paired
with Stamina, the character's overall fitness.
Athletics covers all forms of running, jumping,
throwing, swimming or sports and the like,
however it does not cover athletic feats covered in
other abilities such as Martial Arts, Brawl or Melee.
Skill Ratings
• You were pretty active as a kid
•• You were an athlete in high-school
••• You never skip leg day
•••• You're a professional athlete
••••• You could place in the Olympic


Awareness
This represents how alert a character is, and how
quickly they notice things that go on around them
even when not actively looking for them. Awareness
represents the attention a character pays to their
surroundings, and is generally paired with
Perception for detecting physical stimuli (Smelling
Gas in that old house, or spotting that Zombie
reaching for the Lighter, getting feelings from supernatural exposure)
Skill Ratings
• You're alert to odd sights and sounds
•• You overhear lots of gossip at parties
••• You keep a sharp eye out around you
•••• You're almost paranoid
••••• You spot the wolf before it spots you.

Medicine
This knowledge represents a character's knowledge
of medicine and surgical practice. While usually
exclusive to university-educated doctors, not all
medicine is constrained by such petty things as
"Formal Training" and "Licencing." With sufficient
proficiency in Medicine, a character knows how to
diagnose injuries and illnesses, as well as treat
them, however without a ready supply of medical
equipment and medications, other knowledges
such as Science[Chemistry] may be needed to fill in
the gaps.
Skill Ratings
• You've learned first aid and CPR
•• You can treat minor trauma or illness
••• You have proper medical training
•••• You have an advanced medical degree
••••• Dr. House

Politics
This knowledge represents familiarity with current
politics, including who is in charge and how they
got there. The well-skilled craftsman rule applies,
and a character should take a specialty either
relating to a particular political ideology
(Communism, Conservative Libertarianism), or a
political part local to their region (Progressive
National Fascist Party, Socialist Isocratic Party). This
knowledge can aid a character in dealing with or
influencing mundane politicians, and combined
with other insights may even offer some
understanding of local Supernatural power
Skill Ratings
• You're an activist, you annoy your
friends
•• You're a political science major
••• Campaign manager or talk show host
•••• Senator or influential politician
••••• Machiavelli would be proud


Law
This represents a character's knowledge of the legal
system and its workings, covering everything from
police procedures to the nuances of local laws,
legislation, rights and criminal punishments.
Skill Ratings
• Beat Cop
•• Police Sergeant
••• Police Chief
•••• Federal Official
••••• Attorney General
Larceny
This skill represents a character's familiarity with
security systems, as well as the tools and
techniques associated with criminal activity. Picking
locks, safecracking, hotwiring vehicles and various
forms of breaking and entering all fall under this
skill's purview. This skill can also be used as a
counter – Applying one's security knowledge to
devise an unbeatable system, or discern a thief's
method of entry.
Skill Ratings
• You can pick a simple lock
•• You can hot-wire a car
••• You can open a locked window from
outside
•••• You can outwit an alarm system
••••• Danny Ocean

Survival
A combination of learned knowledge and animal
instinct helps you find sources of food, water,
shelter and relative safety. A character probably
find their way through the wilderness or urban
wastelands, puzzling out local hazards long enough
to keep them alive. Very basic survival skills apply
to any situation,
Skill Ratings
• A few camping trips with the kids /
Passed out drunk a few times
•• You can identify edible berries and
mushrooms / You know where to
scavenge the fresher chuckout food
••• You can live off the land, make traps
and spot obvious hazards / You can
find decent shelter and avoid the more
violent dregs of society
•••• You're happy living months at a time in
the wilderness / You can generally find
an abandoned place that's got
comfortable amenities
••••• Who needs society? / King of the
streets


Performance
The Performance skill governs a character's ability
to perform more artistic performance endeavours.
It differs from Expression despite sharing a lot of
common ground – A singer may use Expression to
deliver a powerful message, or Performance to
captivate and amaze an audience. Similarly, an
actor may present a deep and meaningful satire of
discourse using Expression, or an impressive
character play with a Performance roll.
WSC Specialties: Dancing, Singing, Rock and Roll,
Acting, Guitar Solos, Drunken Karaoke, Opera,
Howling
Skill Ratings
• You could be in the church choir
•• You're a regular on the club circuit,
and you could be Youtube famous
••• You can book a gig most nights; you've
probably been offered a contract
•••• You could be a regional celebrity,
bordering on national.
••••• Beethoven


Intimidation
You can control others through fear, whether
through force of personality or raw presence.
Maybe you have a way with social cues and cutting
words, showing off your skills, or perhaps you're
just big, mean and tough.
Skill Ratings
• Playground bully
•• High School clique leader
••• People tend to call you "Sir"
•••• You discourage muggers with a frown
••••• You frighten serial killers with a laugh

Empathy
This talent represents a character's ability to empathize with others and sympathize with, feign
sympathy for, or play on such emotions as you see fit. A character with high empathy is good at
detecting lies (paired with perception), or just plain good conversation (paired with Charisma).
Skill Ratings
• You're a good shoulder to cry on
•• You can sometimes feel others suffer
••• You have a keen insight into what people want from you
•••• You're a human polygraph (Except you
actually work)
••••• You can discern intimate emotions at a glance
Subterfuge
This talent represents a character's ability to lie and get away with it (when paired with Manipulate), as well as spot when others are lying (when paired
with Perception). A character with Subterfuge is good at concealing their true motives and projecting what they wish.
Skill Ratings
• You tell the occasional white lie
•• You could get away with an affair for a
while
••• You're a successful lawyer
•••• You could be a career politician
••••• People believe truth and lies are
whatever you tell them they are.

Drive
This skill represents a character's ability to operate motor vehicles of various types; from Cars to
Motorbikes and even Armoured Personnel Carriers.
• You can't drive stick, but you can drive
•• You can handle a manual transmission
••• You're a professional trucker
•••• You're a talented NASCAR racer or daredevil, you could pilot a tank
••••• You can use a car in place of an
elevator


Marksmanship
some folks see the value in a plain and simple shooter. This skill represents proficiency with a range of different
weapons, however the Well-Skilled Craftsman rule
applies, requiring a character specify exactly what
kind of firearm they can wield.
slingshot, bows, crossbows, Bombs, cannons,
• You've been to the firing range a few
times
•• You're a decent hunter
••• You've been in a firefight or two and
lived
•••• Your friends call you a crack shot
••••• Frank Castle

Investigation
This skill represents a character's ability to actively
seek details and follow leads regarding a puzzle. It
does not just represent a good eye (that's more the
purview of Alertness), but also the ability to
recognize and follow up on clues, perform the
appropriate research and make the right
connections between leads and suspects.
Skill Ratings
• Your google-fu is strong
•• You could be a police officer
••• You could be a good detective
•••• You could work for the Feds.
••••• No shit, Sherlock

Melee
Sometimes a semi-automatic assault rifle isn't on
hand, other times you're looking for something that
packs a little less than 140-decibels of streetwaking hell. Melee represents a character's
competency with everything from swords and
wooden stakes to barstools and broken bottles,
ranging even to Polearms and Chainsaws.
Skill Ratings
• You practice a lot with that cheap
katana you bought at a convention
•• Running out of ammo doesn't leave
you helpless. Guns are heavy, right?
••• You prefer the grace of a rapier to a
gun
•••• You could be an Olympic fencer.
••••• When your Mosin runs out of ammo,
that is when they should start running.

Stealth
Stealth represents a character's ability to avoid
being detected, whether it means pressing yourself
into a dark corner or slipping through a creaky old
house. Stealth is generally an opposed roll, taken
against someone else's Perception + Alertness, and
is used both to hide yourself and to hide items on
your person or in the environment.
Skill Ratings
• You can hide in a dark room
•• You manage to keep out of the
streetlights when shadowing someone
••• You'd be a great cat burglar
•••• You can move quietly over dry leaves
••••• All you need is an orange box

Academics
This knowledge represents your overall academic
understanding – Language skills, maths, history,
etc., as well as your area of academic expertise as
per the Well-Skilled Craftsman rule. Even outside
the specialized knowledge, however, this
represents a character's general competence in
scholastic subjects – A character with 3 dots in
Academics[History] is considered to have
completed at least a certain level of schooling in
addition to their focus.
WSC Specialties: Teaching, Liberal Arts, Specific
field of study(Folklore, Language, History, Politics,
Architecture, etc.)
Skill Ratings
• You managed to finish high school
•• You can write to an academic standard
••• You could get a paper published in a
respectable journal
•••• You could be a tenured professor
••••• You're a leading authority in your field


Linguistics
This talent represents a character's mastery of
languages beyond their native tongue, as well as
understanding of language structure. A character
with high Linguistics can improvise languages they
don't know, and often knows many languages
themselves. In addition, each dot in Linguistics
allows the character to learn a new language


Occult
This knowledge can be misleading or outright wrong. Three dots or higher
in this knowledge are required to actually sort truth
from falsehood, but this ability still gives a decent
overview of mystic practices, philosophies, lore,
history and supernatural culture.
Skill Ratings
• You read Tarot Cards sometimes
•• You've read some horror novels and
pseudoscientific nonsense that had a
grim ring of truth to it
••• You've got some first-hand experience
with the world of Shadows, if fleeting
•••• You know various legends about
monsters, their purported strengths
and weaknesses
••••• You've gazed into the Abyss – And it
gazed back.

Science
This knowledge represents a character's
understanding of scientific principles, history and
applications. The Well-Skilled craftsman rule
applies, and a character must take a specific field in
which their knowledge is applied. In the modern
world, most people should have at least one dot in
science, assuming a first-world education. Mages
may use specialized Science Fields as Foci.
WSC Specialties: Aeronautics, Astronomy, Biology,
Biopsychology, Psychology, Chemistry, Electronics,
Engineering, Forensics, Genetics, Geology,
Psychopharmacology, Hypermathematics, etc.
Skill Ratings
• You've got a high school education and
understand the basic principles of your
field
•• You possess a more advanced science
education and understand major
paradigms and theories
••• You could work in a think tank
•••• Your papers are frequently seen in
respectable journals
••••• One of the leading minds of your time,
your research will shape the world.

Chakra Point
Highest Physical Attribute + Highest Mental Attribute
Chakra Points are used in combat or in the use of specific actions such as using Magnet Release to quick build buildings. 1 Chakra Point is enough to use Jutsu in one turn. Some Uniqe Jutsu requires more then 1 point but otherwisr they can be used to use powers as above.
Every turn recovers a single chakra point. Side stories can also provide chakra points.
Whenever a year/12 turns passes you regain all chakra points.
 
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[x] Rogue Ninja
-[x] Hidden Mist

[x] Family
[x] Control
[x] Journeys
 
Vote closed New
Scheduled vote count started by Redleo on Apr 17, 2024 at 8:34 PM, finished with 7 posts and 4 votes.

  • -[X] Hidden Must
    [x] Rogue Ninja
    -[x] Hidden Mist
    [x] Family
    [x] Control
    [x] Journeys
    -[X] Wind
    [X] Former Monk of an elemental temple
    -[X] Yin
 
Prologue:Chapter 1 New
[x] Rogue Ninja
-[x] Hidden Mist
Not sure how to stop the pole but a female ninja from the hidden mist nice.

You once served in the lands of water and waves, in the village of the hidden mists, but that felt like a lifetime ago, you had been a ninja serving there in this war but for reasons you have left and been declared a Rouge shinobi.

There are certainly a number of lands in the world which has been overturned by the war, sent to their destruction, Absorption or growth, no end of land up for grabs by the five great powers.

But where will you choose to hide or grow your power, decisions sweet decisions.
Your plan should include something relating to the land in question such as
Plan:Volcano Kage
Name:Ted
Land:Volcano

Name:

Food: Your food limits your lands as without food you Unites die or betray you
Faith: a mix of religious strength and loyalty it's used to buy unites
Production:SCIENCE! how you make buildings, run experiments and create weapons
Defense: Your lands generate defence which is how your lands defend against attacks, once your defence is 0 buildings get destroyed, plans get set back

Your starting location decides some factors of you land that you shall begin in. Choose one
Marsh ( )
+2 Food
+2 Production

Dessert ( )
-2 Food
+4 Faith
+2 Production

Rainforest ( )
+3 Food
-2 Production
+3 Faith

Plains ( )
+4 Food


Floodplains ( )
Flooding: +4 Food
Annual flooding: Once a year gain +10 food in exchange for chance of loosing population.


Volcanic Lands ( )
Volcanic Soil: + 4 Food
Warm Lands: Immune to freezing conditions.
Unstable: Chance of eruption


Meteorite Site ( )
-2 Food
Impact Zone: + 1 Production, +1 Faith
Strange Properties:The meteorite has mysterious properties, can be studied.


Mountain Range ( )
-1 Food
+5 Defense


Geothermal Fissure ( )
-1 Defense
+1 Faith
Hot springs:Raises recruitment chance significantly


Skull Mountain ( )
-1 Production
-2 Food
+3 Defense
Evil Overlord: gains +8 Faith with Rouge Ninja and Former Rouge Ninja


Pretty Princess Land ( )
-4 Defense
+4 Faith
Pretty Prince/Princess:Gains +8 Faith with homegrown Ninja, as in Ninja Born and raised here.

Giant's Garden ( )
+8 Food
+4 Defense
-4 Production
-4 Faith


Ancient Ruins ( )
-4 Defense
+8 Production

Crashed Starship ( )
+1 Faith
+ 1 Production
Alien Technology:By spending event points you can activate alien technology you do not understand doing so is always a risk but the rewards can be great.
 
Last edited:
[x] Plan Adventuring to the Unknown
-[x] Name: Kasumi
-[x] Place: Crashed Starship
 
Scheduled vote count started by Redleo on Apr 18, 2024 at 5:57 PM, finished with 4 posts and 3 votes.

  • [x] Plan Adventuring to the Unknown
    -[x] Name: Kasumi
    -[x] Place: Crashed Starship
    [X] Plan Village in the Swamps
    -[X] Name: Sayuri
    -[X] Place: Marsh
    [X] Plan Hidden in the Caldera
    -[X] Name: Pele
    -[X] Place: Volcanic Lands

I decided to cut the time on this so I can do it on Saturday when I'm free.
 
Vote closed New
Scheduled vote count started by Redleo on Apr 18, 2024 at 5:57 PM, finished with 4 posts and 3 votes.

  • [x] Plan Adventuring to the Unknown
    -[x] Name: Kasumi
    -[x] Place: Crashed Starship
    [X] Plan Village in the Swamps
    -[X] Name: Sayuri
    -[X] Place: Marsh
    [X] Plan Hidden in the Caldera
    -[X] Name: Pele
    -[X] Place: Volcanic Lands
 
[X] Plan Village in the Swamps
-[X] Name: Sayuri
-[X] Place: Marsh
Sort of a three way tie going on, so I'll just add this and leave it up to the QM to count it or not.
 
prologue:Chapter 2 New
So we got three separate choices with no clear winner so im gonna go with the one I find the most intresting.
[x] Plan Adventuring to the Unknown
-[x] Name: Kasumi
-[x] Place: Crashed Starship

Kasumi formerly kunoichi of the hidden mist village had been sent far a field as a ninja for the village and in her time she found some pretty intresting sites, whole villages hidden in the earth underground never seeing the sun, tribes performing sacrifice and praise to the life giving volcano and forests of massive size. But nothing could have prepared her for what she seen today.

The god ship for that's what the natives who learned to inhabit around it called it was an imposing thing it inspired awe and terror but with her skills she was certain she could bend it to her use, to found a village hidden in its shadow and strength. Kasumi needed a place to hide from the hidden mist or at the least defend herself and this is where she will make her legacy.

We will get to ninja related stuff but first choose your atributes, skills and ship.

Attributes-assigning them as primary 9, secondary 7 and tertiary 5 you have 3 categories Physical (Strength, Stamina, Dexterity), Social (Charisma, Manipulation, Appearance) and Mental (Inteligence, wits and perception) the dots going anywhere from 1 being week to 5 being one of the best. Each dot represents Dice in a given action you vote or decide upon. You start with 1 dot in everything for example.
Physical 9
Strength 4, Stamina 4, Dexterity 4

Social 5
Charisma 2, Manipulation 2, Appearance 4

Mental 7
Intelligence 5, Perception 2, Wits 3

Physicalattributes:
Strength - raw physical strength.
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you can recover.

Socialattributes:
Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation - how easily you bend others to your will, either through persuasion or threats.
Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornment.
Mentalattributes:
Intelligence - memory and raw brain power.
Perception - your ability to notice things, to perceive the world around you, through all your senses.
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition.



SKILLS
So We have 40 points to assighn to these skills like atributes the max is 5 per skill.
40 ability points
Awareness 0, Athletics 0, Brawl 0, Empathy 0, Intimidation 0, Subterfuge 0, Crafts 0, Drive 0. Marksmanship 0, Melee 0, Performance 0, Larceny 0, Stealth 0, Survival 0, Politics 0, Science 0, Presence 0, Academics 0, Occult 0, Law 0, Investigation 0, Linguistic 0, Medicine 0

And this is what they mean.
Presence
Presence is a person's ability to use her charm and appearance to sway the opinions of others. She can be an inspiring figure of courage and determination, spurring those around her to greater efforts, or she can instill fear and loathing in her enemies, driving them before her.
People often cultivate this Ability as performers, orators or entertainers, but some use it to inspire the faithful or keep their minions under their thumb.
Characters use Presence when they want to terrify their foes, motivate their allies or give hope and courage to the downtrodden.
Trait Effects: A character with Presence 1 is capable of turning heads and capturing people's attention with her force of personality and physical magnetism. A character with Presence 3 is a magnetic figure. Her demeanor speaks volumes to the people around her. A character with Presence 5 is a spellbinding orator and a towering physical presence. When she speaks, the whole World seems to stop and take notice.

Brawl
This talent represents a character's ability to fight,
plain and simple – How well you throw a punch,
swing a claw or dig your teeth into a foe. This talent
can represent everything from formal training to
just plain hanging out in awful pubs.
Skill Ratings
• You were picked on a lot as a kid
•• You've been in a bar fight or two
••• You get into a lot of fights, and usually
leave looking better than the other guy
•••• You could be a serious MMA fighter
••••• Agent Coulson

Craft
Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy.
Characters use Craft when building or repairing objects or equipment.
Trait Effects: A character with Craft 1 is good with her hands and has a basic understanding of her trade. With the right tools and enough time, she can turn out well made, useful items. A character with Craft 3 is a highly skilled, experienced craftsperson, capable of making high-quality objects quickly or improvising repairs with whatever resources are available. A character with Craft 5 can do wonders with her hands and a simple set of tools. She can build objects from improvised materials and whip a total wreck into working order with a paper clip and a roll of duct tape.


Athletics
This talent represents a character's basic athletic
ability, as well as training in any sports and, paired
with Stamina, the character's overall fitness.
Athletics covers all forms of running, jumping,
throwing, swimming or sports and the like,
however it does not cover athletic feats covered in
other abilities such as Martial Arts, Brawl or Melee.
Skill Ratings
• You were pretty active as a kid
•• You were an athlete in high-school
••• You never skip leg day
•••• You're a professional athlete
••••• You could place in the Olympic


Awareness
This represents how alert a character is, and how
quickly they notice things that go on around them
even when not actively looking for them. Awareness
represents the attention a character pays to their
surroundings, and is generally paired with
Perception for detecting physical stimuli (Smelling
Gas in that old house, or spotting that Zombie
reaching for the Lighter, getting feelings from supernatural exposure)
Skill Ratings
• You're alert to odd sights and sounds
•• You overhear lots of gossip at parties
••• You keep a sharp eye out around you
•••• You're almost paranoid
••••• You spot the wolf before it spots you.

Medicine
This knowledge represents a character's knowledge
of medicine and surgical practice. While usually
exclusive to university-educated doctors, not all
medicine is constrained by such petty things as
"Formal Training" and "Licencing." With sufficient
proficiency in Medicine, a character knows how to
diagnose injuries and illnesses, as well as treat
them, however without a ready supply of medical
equipment and medications, other knowledges
such as Science[Chemistry] may be needed to fill in
the gaps.
Skill Ratings
• You've learned first aid and CPR
•• You can treat minor trauma or illness
••• You have proper medical training
•••• You have an advanced medical degree
••••• Dr. House

Politics
This knowledge represents familiarity with current
politics, including who is in charge and how they
got there. The well-skilled craftsman rule applies,
and a character should take a specialty either
relating to a particular political ideology
(Communism, Conservative Libertarianism), or a
political part local to their region (Progressive
National Fascist Party, Socialist Isocratic Party). This
knowledge can aid a character in dealing with or
influencing mundane politicians, and combined
with other insights may even offer some
understanding of local Supernatural power
Skill Ratings
• You're an activist, you annoy your
friends
•• You're a political science major
••• Campaign manager or talk show host
•••• Senator or influential politician
••••• Machiavelli would be proud


Law
This represents a character's knowledge of the legal
system and its workings, covering everything from
police procedures to the nuances of local laws,
legislation, rights and criminal punishments.
Skill Ratings
• Beat Cop
•• Police Sergeant
••• Police Chief
•••• Federal Official
••••• Attorney General
Larceny
This skill represents a character's familiarity with
security systems, as well as the tools and
techniques associated with criminal activity. Picking
locks, safecracking, hotwiring vehicles and various
forms of breaking and entering all fall under this
skill's purview. This skill can also be used as a
counter – Applying one's security knowledge to
devise an unbeatable system, or discern a thief's
method of entry.
Skill Ratings
• You can pick a simple lock
•• You can hot-wire a car
••• You can open a locked window from
outside
•••• You can outwit an alarm system
••••• Danny Ocean

Survival
A combination of learned knowledge and animal
instinct helps you find sources of food, water,
shelter and relative safety. A character probably
find their way through the wilderness or urban
wastelands, puzzling out local hazards long enough
to keep them alive. Very basic survival skills apply
to any situation,
Skill Ratings
• A few camping trips with the kids /
Passed out drunk a few times
•• You can identify edible berries and
mushrooms / You know where to
scavenge the fresher chuckout food
••• You can live off the land, make traps
and spot obvious hazards / You can
find decent shelter and avoid the more
violent dregs of society
•••• You're happy living months at a time in
the wilderness / You can generally find
an abandoned place that's got
comfortable amenities
••••• Who needs society? / King of the
streets


Performance
The Performance skill governs a character's ability
to perform more artistic performance endeavours.
It differs from Expression despite sharing a lot of
common ground – A singer may use Expression to
deliver a powerful message, or Performance to
captivate and amaze an audience. Similarly, an
actor may present a deep and meaningful satire of
discourse using Expression, or an impressive
character play with a Performance roll.
WSC Specialties: Dancing, Singing, Rock and Roll,
Acting, Guitar Solos, Drunken Karaoke, Opera,
Howling
Skill Ratings
• You could be in the church choir
•• You're a regular on the club circuit,
and you could be Youtube famous
••• You can book a gig most nights; you've
probably been offered a contract
•••• You could be a regional celebrity,
bordering on national.
••••• Beethoven


Intimidation
You can control others through fear, whether
through force of personality or raw presence.
Maybe you have a way with social cues and cutting
words, showing off your skills, or perhaps you're
just big, mean and tough.
Skill Ratings
• Playground bully
•• High School clique leader
••• People tend to call you "Sir"
•••• You discourage muggers with a frown
••••• You frighten serial killers with a laugh

Empathy
This talent represents a character's ability to empathize with others and sympathize with, feign
sympathy for, or play on such emotions as you see fit. A character with high empathy is good at
detecting lies (paired with perception), or just plain good conversation (paired with Charisma).
Skill Ratings
• You're a good shoulder to cry on
•• You can sometimes feel others suffer
••• You have a keen insight into what people want from you
•••• You're a human polygraph (Except you
actually work)
••••• You can discern intimate emotions at a glance
Subterfuge
This talent represents a character's ability to lie and get away with it (when paired with Manipulate), as well as spot when others are lying (when paired
with Perception). A character with Subterfuge is good at concealing their true motives and projecting what they wish.
Skill Ratings
• You tell the occasional white lie
•• You could get away with an affair for a
while
••• You're a successful lawyer
•••• You could be a career politician
••••• People believe truth and lies are
whatever you tell them they are.

Drive
This skill represents a character's ability to operate motor vehicles of various types; from Cars to
Motorbikes and even Armoured Personnel Carriers.
• You can't drive stick, but you can drive
•• You can handle a manual transmission
••• You're a professional trucker
•••• You're a talented NASCAR racer or daredevil, you could pilot a tank
••••• You can use a car in place of an
elevator


Marksmanship
some folks see the value in a plain and simple shooter. This skill represents proficiency with a range of different
weapons, however the Well-Skilled Craftsman rule
applies, requiring a character specify exactly what
kind of firearm they can wield.
slingshot, bows, crossbows, Bombs, cannons,
• You've been to the firing range a few
times
•• You're a decent hunter
••• You've been in a firefight or two and
lived
•••• Your friends call you a crack shot
••••• Frank Castle

Investigation
This skill represents a character's ability to actively
seek details and follow leads regarding a puzzle. It
does not just represent a good eye (that's more the
purview of Alertness), but also the ability to
recognize and follow up on clues, perform the
appropriate research and make the right
connections between leads and suspects.
Skill Ratings
• Your google-fu is strong
•• You could be a police officer
••• You could be a good detective
•••• You could work for the Feds.
••••• No shit, Sherlock

Melee
Sometimes a semi-automatic assault rifle isn't on
hand, other times you're looking for something that
packs a little less than 140-decibels of streetwaking hell. Melee represents a character's
competency with everything from swords and
wooden stakes to barstools and broken bottles,
ranging even to Polearms and Chainsaws.
Skill Ratings
• You practice a lot with that cheap
katana you bought at a convention
•• Running out of ammo doesn't leave
you helpless. Guns are heavy, right?
••• You prefer the grace of a rapier to a
gun
•••• You could be an Olympic fencer.
••••• When your Mosin runs out of ammo,
that is when they should start running.

Stealth
Stealth represents a character's ability to avoid
being detected, whether it means pressing yourself
into a dark corner or slipping through a creaky old
house. Stealth is generally an opposed roll, taken
against someone else's Perception + Alertness, and
is used both to hide yourself and to hide items on
your person or in the environment.
Skill Ratings
• You can hide in a dark room
•• You manage to keep out of the
streetlights when shadowing someone
••• You'd be a great cat burglar
•••• You can move quietly over dry leaves
••••• All you need is an orange box

Academics
This knowledge represents your overall academic
understanding – Language skills, maths, history,
etc., as well as your area of academic expertise as
per the Well-Skilled Craftsman rule. Even outside
the specialized knowledge, however, this
represents a character's general competence in
scholastic subjects – A character with 3 dots in
Academics[History] is considered to have
completed at least a certain level of schooling in
addition to their focus.
WSC Specialties: Teaching, Liberal Arts, Specific
field of study(Folklore, Language, History, Politics,
Architecture, etc.)
Skill Ratings
• You managed to finish high school
•• You can write to an academic standard
••• You could get a paper published in a
respectable journal
•••• You could be a tenured professor
••••• You're a leading authority in your field


Linguistics
This talent represents a character's mastery of
languages beyond their native tongue, as well as
understanding of language structure. A character
with high Linguistics can improvise languages they
don't know, and often knows many languages
themselves. In addition, each dot in Linguistics
allows the character to learn a new language


Occult
This knowledge can be misleading or outright wrong. Three dots or higher
in this knowledge are required to actually sort truth
from falsehood, but this ability still gives a decent
overview of mystic practices, philosophies, lore,
history and supernatural culture.
Skill Ratings
• You read Tarot Cards sometimes
•• You've read some horror novels and
pseudoscientific nonsense that had a
grim ring of truth to it
••• You've got some first-hand experience
with the world of Shadows, if fleeting
•••• You know various legends about
monsters, their purported strengths
and weaknesses
••••• You've gazed into the Abyss – And it
gazed back.

Science
This knowledge represents a character's
understanding of scientific principles, history and
applications. The Well-Skilled craftsman rule
applies, and a character must take a specific field in
which their knowledge is applied. In the modern
world, most people should have at least one dot in
science, assuming a first-world education. Mages
may use specialized Science Fields as Foci.
WSC Specialties: Aeronautics, Astronomy, Biology,
Biopsychology, Psychology, Chemistry, Electronics,
Engineering, Forensics, Genetics, Geology,
Psychopharmacology, Hypermathematics, etc.
Skill Ratings
• You've got a high school education and
understand the basic principles of your
field
•• You possess a more advanced science
education and understand major
paradigms and theories
••• You could work in a think tank
•••• Your papers are frequently seen in
respectable journals
••••• One of the leading minds of your time,
your research will shape the world.

So your plan should look like

Plan:
Attributes
Physical
Strength 1, Stamina 1, Dexterity 1
Social
Charisma 1, Manipulation 1, Appearance 1
Mental
Wits 1, Perception 1, Intelligence 1
40 ability points
Awareness 0, Athletics 0, Brawl 0, Empathy 0, Intimidation 0, Subterfuge 0, Crafts 0, Drive 0. Marksmanship 0, Melee 0, Performance 0, Larceny 0, Stealth 0, Survival 0, Politics 0, Science 0, Presence 0, Academics 0, Occult 0, Law 0, Investigation 0, Linguistic 0, Medicine 0

Make sure your ship choice and atributes/skills are seperate.
So since im taking this from fiction i got four options for the origins of the ship
Dark Eldar Corsair-Warhammer 40k-Dark Elegant, dangerous, malicious but seductive ( )
chance of extremly powerful weapons and medical tech. high chance of causing mutations (Kekki Genkai)

Klingon-Star Trek-Warring, Combative, strong, stealthy ( )
Chance of strong weapons, clocking system and war tactics, No chance of causing mutations (Kekki Genkai)

Nautiloid-Dnd, Spelljammer-A bizarre living shell like ship its imposing and forboading ( )
Chance of biological weapons, high chance of causing mutations (Kekki Genkai)
 
[X] Plan Village in the Swamps
-[X] Name: Sayuri
-[X] Place: Marsh
Sort of a three way tie going on, so I'll just add this and leave it up to the QM to count it or not.
Sorry was writing my response to the vote didnt see ya but I can always use this for a rival or enemy don't you worry muhahahah
 
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[x] Klingon ship

I've got no plan yet for attributes and the like. There's just so much stuff…
 
[X] Plan Horizon
-[X] Attributes
--[X] Physical 7
---[X] Strength 2, Stamina 3, Dexterity 5
--[X] Social 5
---[X] Charisma 3, Manipulation 3, Appearance 2
--[X] Mental 9
---[X] Intelligence 5, Perception 5, Wits 2
-[X] Skills 40 points
--[X] Awareness 3, Athletics 3, Brawl 1, Empathy 3, Intimidation 0, Subterfuge 2, Crafts 0, Drive 0. Marksmanship 4, Melee 3, Performance 0, Larceny 2, Stealth 4, Survival 1, Politics 2, Science 3, Presence 2, Academics 2, Occult 0, Law 0, Investigation 1, Linguistic 1, Medicine 3

Basic idea is to be a speed, stealth, and Ranged freak (Itachi) in combat, with with high intelligence and perception for avoiding anyone getting the drop on us and being good at science and medical stuff, as well some basics in understanding what others want from us and persuasion. Should keep us alive while giving us the skills to make use of the ship and the fundamental social ability to keep at least a middling sized group of people loyal and under control.

[X] Dark Eldar Corsair
 
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[X] Plan Horizon
-[X] Attributes
--[X] Physical 7
---[X] Strength 3, Stamina 3, Dexterity 5
--[X] Social 5
---[X] Charisma 3, Manipulation 3, Appearance 2
--[X] Mental 9
---[X] Intelligence 5, Perception 5, Wits 2
-[X] Skills 40 points
--[X] Awareness 3, Athletics 3, Brawl 1, Empathy 3, Intimidation 0, Subterfuge 2, Crafts 0, Drive 0. Marksmanship 4, Melee 3, Performance 0, Larceny 2, Stealth 4, Survival 1, Politics 2, Science 3, Presence 2, Academics 2, Occult 0, Law 0, Investigation 1, Linguistic 1, Medicine 3

Basic idea is to be a speed, stealth, and Ranged freak (Itachi) in combat, with with high intelligence and perception for avoiding anyone getting the drop on us and being good at science and medical stuff, as well some basics in understanding what others want from us and persuasion. Should keep us alive while giving us the skills to make use of the ship and the fundamental social ability to keep at least a middling sized group of people loyal and under control.

[X] Dark Eldar Corsair
For physical that's 8 points you put in there not 7. But the rest is correct good job. I'm glad I decided on 40 skill points. I'm interested with this plan and ship combo good idea.
@Randino Treviani
 
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