Finding Our Way: A Warring States Naruto AU/WHFB Quest

Voting is open
Created
Status
Ongoing
Watchers
187
Recent readers
0

On a day where your people were pushed to the brink you were given the choice of uncertain salvation and certain destruction, you chose uncertainty and led your people through a rift in space and time that led you and five other groups to a new planet full of terrors and wonders. Now it is your responsibility to lead your own group to survive and prosper in these trying times.
Do you got what it takes to make this new world your home or will your people go out like a candle in a storm as the dark gods laugh?
OP

Heresy

My Brother’s Keeper
Location
nowhere everywhere
The Universe is large, it is so large it is impossible to even understand much less process just how big it is, and it is not the only universe. For there is more than one universe that can be found by piercing through the veils and walls that seperate them. Inevitably due to there being an infinite number of universes and an infinite number of multiverses then eventually, if only by sheer statistics, a one in trillion event will occur and the veil will slip between two worlds, if only for a few hours and give different groups of people the opportunity to transmitigate from one world to another.

Today you are the leader of one of these groups.

You will lead one of the six clans from the world of Naruto moving to the world of Warhammer Fantasy and from there you will first fight to survive, then thrive and finally prosper.

Here are your clans:
The Sarutobi Clan:​

Warriors of the flame and mountain. Summoners of the Monkey tribe, allies of the righteous and destroyers of the wicked. Nomadic mercenaries, entertainers and cooks your people are gregarious, honest and forthright moving in and out the forests, jungles and mountains that are present in the fire country.

Katon Mastery: "Love is a fire cousin. But whether it is going to warm your hearth or burn down your house, you can never tell but I can tell you for sure we're burning that motherfucker's house down!"
The strongest of your kinsmen have mastered the flames and are capable of bringing to bear the power to erase entire forests, and battalions of charging shinobi in a single blast. Strategic level military options and Katon related learning options available.

Gregarious: "You call this a party? Baby you ain't never had a real party without me in your life."
The Sarutobi like people and people like the Sarutobi. You and your kin are the life of the party no matter where you go and people relax around you, your clan are well aware of this and have founded a small branch of professional diplomats to handle relations between the clan and clients. More diplomatic options available to you and bonuses to all diplomacy actions, allies of the Sarutobi are given war bonuses.

Monkey Summons: "Those Sarutobi Nin are demons on the battlefield but the Monkey tribe they have a bond with make them look soft." The Monkeys have a bloodline summoning contract with the Sarutobi clan and will stand beside their allies providing powerful shinobi like monkey warriors to either provide assistance in combat as warriors and sentient weapons or as help in other matters. The Monkey contract has also caused minor mutations to manifest in the Sarutobi such as every clansman being ambidextrous, enhanced balance and in some rare but not all too uncommon cases being born with a prehensile monkey tail.

The Clan of a thousand Gods: "The Kami, the Buddha, the Sage and Lord Wukong all have a place in our temples and altars. So long as your gods are deemed righteous they have a place here as well." The Sarutobi are a multitheistic clan where several different religions coexist with the only thing they share being that all Sarutobi hold The First Monkey King and Student of the Sage of Six Paths Sun Wukong and his companion and friend, Sasuke Sarutobi the First of the Sarutobi, as the clan's patron saints and most legendary heroes. The Clan gains diplomatic bonuses with religious groups they approve of, gain and give bonuses to religious military organizations such as the Black Guard and Knights of the White Wolf so long as they're allied, can integrate beliefs and holy magic from different religions into their own religions. Integrating holy magic from cults that are not good on terms with the Sarutobi will cause massive diplomatic penalties.

Sun Wukong's Joy: "I believe in the teachings of the monkey king, I believe in the clan's ways and I believe in always doing the right thing. So that's why when I see pricks like you picking on someone smaller than you I refuse to look away and leave it be so why don't you try someone your size like me!" The Sarutobi are a virtuous clan and see it as their duty to go off and fight evil whether far or near. Roll whenever there's an attack by the forces of destruction towards to see how many of your kinsmen go off to fight a crusade in the defense of the innocent. Sarutobi recruit ninja at double the rate of other clans, Sarutobi ninja have no upkeep while crusading. If the clan as a whole Crusades as against a chosen target Civilians produce double gold that turn as they embrace the war economy, can run for a maximum of two turns and requires a turn of cooldown no matter how long the crusade lasted.

The Great Monkey King Festival: "Aw hell. Cousin! We spent the rent money on booze!" A Sarutobi and drinking name a more iconic duo? The Uchiha and arrogance, Senju and trees and Nara and sleeping? Fuck you. At the end of every turn you throw a grand festival and roll how much money you spend on it, and how well it goes. Good rolls can boost relations with local participants and boost population growth.
The Hatake Clan:​

Hounds from the caves, Hunters without peers and Assassins par excellence. The Hatake lived in hidden cave networks and outposts deep in the forests of the fire country who came and went in the screen of moonless nights to sell their services as killers, pursuers and warriors to the highest bidder.

Raiton Mastery: "Listen well son with a small concentrated pulse of chakra you can quietly stop a man's heart or fry his brain, but today I'll teach you how to use someone's armor to turn them into ash."
The strongest of your kinsmen have mastered the Lightning arts and are capable of using the power of the sky's fury to strike at the foe from a distance. Strategic level military options and Raiton related learning options available.

Dog Summoning Contract: "Excellent job scouting the enemy location Aki, please tell your brothers to kill the two guards on the western flank so I can neutralize the target, there's some nice juicy steaks waiting for all of us at the end of this." The Dog-Nin are excellent trackers, scouts, assassins, companions, and in the cases of their larger kin's case, mounts. The clan contract has also caused several subtle mutations to perpetuate amongst the population such as a heightened sense of smell and sharper canines.

True Shinobi: "A Shinobi's greatest weapon is his awareness, watch the shadows for our enemies to think they can hide themselves in them." The Hatake as a clan are skilled in the arts of subterfuge and espionage, and have cultivated it both by also training all ninja in the most unconventional and underhanded of skills and techniques to all ninja. Bonuses to intrigue actions, bonuses to scouting martial actions, bonus to guerilla warfare martial actions, captured Shinobi can resist torture, coded communications available for diplomacy.

Introspective and stoic: "Silence is golden but remember speaking is silver." The Hatake are a clan that speaks only what is necessary and think it prudent to master their emotions both on and off the battlefield. As such many of the more expressive peoples in the old world find their introspection and quiet countenances to be grim and harsh. Bonuses to moral checks in combat, take hits to diplomacy with some factions, while providing bonuses to others.

Huntsmen, Zoologists and Beast-Masters: "It is a beautiful night cousin! Let us hunt for worthy prey tonight while running to the howls of our hound comrades!" The Hatake are hunters both in spirit and in profession, kinsmen will leave to hunt down or tame beasts both mundane and supernatural to prove their might and bring back great bounties, war beasts, rare regents and of course the experience of battling powerful creatures will earn a few promotions from civilian to Genin, Genin to Chunin and so on and so forth. Hatake civilians produce double the food and are skilled bowmen that can be used to form competent militias that have a higher marksmanship than average human forces, Hatake Ninja have higher than average stealth skill.

Memorials: "A song for every moment and a moment for every song. Words of power for every restless Akuma and a different Harai to be followed for every impurity. Like with the lyrics and beat of a song remember the prayers and steps of the ritual and we can remove the impurities on our land." The Hatake love deeply, as such they also grieve deeply, every year they will have collective funerals for all of their fallen relatives, comrades and friends. A mausoleum will need to be constructed and maintained as quickly as possible for the clan's fallen or suffer penalty in all fields, damage to the mausoleum will trigger a Blood Feud with the culprits, Miko and Kannushi specialists available as shinobi and civilians giving the Hatake access to holy funerary and purification rites which provide bonuses against factions using 'evil chi', roll at the end of the year to see how many shinobi follow the holy path, and a warding ritual that provides penalties to forces of destruction operations in your area.
The Sabaku No Kin Clan:

Traders, prospectors, craftsmen and warriors in equal measure who travel the lands of wind country, your people take the title of being the Desert's gold not with undue arrogance but well deserved pride as wherever they go the desert reveals its treasures before them in an infinite variety forms running from salt and iron, to gold and silver and other more exotic findings all while also having the strength to prevent thieves from taking what is rightfully you and your client's property.

Jiton Kekkei Genkai: "Iron, copper, gold and silver are the sacred metals all Shinobi pursue, they are also why they attack and enslave us. With our gifts, we will gut them with their own weapons, strangle them with their own necklaces and shred them into meat with the jewelry made from what they stole from us!" Your Kinsmen are blessed with the ability to control magnetism which allows you to prospect for metals and minerals in an area with an ease no one else can replicate and manipulate their magnetic fields. Can use it for strategic military operations, civilian actions and research.

Chakra Camels: "The camel has been a trusted companion of our clan for the past century. Far more versatile and hardy than the equines every other clan outside the desert relies upon." Access to Chakra Camels, strong sturdy animals that can travel hundreds of miles a week without harming them making long distance trading easier than would be the norm, the camels also terrify all horses that meet them so they can form anti-cavalry cavalry formations. The clan also has no respect for cultures who revolve around horse-riding.

Puppet masters and engineers: "Our bodies, our ninjutsu and our Kekkei Genkai are weapons we have honed through centuries of warfare, but they are not the only instruments of death we have in our arsenal." The clan has a branch of skilled engineers trained in the manufacturing and maintenance of combat puppets as well as all the munitions and contraptions these weapon platforms use such as explosives, poison gases, automatic bamboo senbon catapults. Can manufacture combat puppets, puppet prosthetics, and carry out related research. Combat puppets raise the marksmanship, melee/ranged damage and AP Damage of units that use them but also raise their upkeep by 50%. Martial and stewardship options expanded, bonuses to certain actions.

A clan of artisans and appreciators of beauty: "It would be bad business, and let me tell you we are not bad businessmen, to locate and mine the bounties of the desert and then hand them off to third parties to refine and use them when we can give our kin good and proper employment to do the same in house." The civilians of the clan are gem cutters, silver and goldsmiths, painters and weavers and so much more as such they make three times the gold of other clans so long as they have access to the resources and infrastructure to do their trades.

Long Memories: "Our people have been attacked by those who seek to beat, enslave and steal from us for centuries! Every one of those dogs we have hunted them down, flayed the culprits and their fathers and sons and left them to die in the deepest parts of the desert!" You and your kin have long memories, tales passed down from father to son and to their sons and so forth of those that have dared try to steal from us are recorded and never forgotten, this has earned you a reputation as a spiteful vindictive people which the men of the north and the peninsula alongside the dwarves find respectable and proper with others put off by it. Gain hated enemies bonuses towards vendetta targets and diplomatic maluses with groups that have wronged you in the past.

Sacred Hospitality: "There are no outsiders in our lands, there are only guests. Our code requires that we be hospitable to guests in our home no matter the circumstances, please sleep easy for you are under our protection." The Sabaku No Kin Clan is a family that is vindictive to its foes but warm and welcoming towards those that seek to do business or need charity from them. A great bazaar is hosted every year that will be attended by those invited by the clan's traders throughout the year to formalize trade relations, all ninja barring the ones carrying out tasks of extreme importance will be recalled to defend it as every guest will be under the care of the clan, 50% of the profits of the Bazaar will be donated to the poorest groups in the area and it will also be when the clan accepts the most refugees as the needy, the homeless and the abandoned are invited to take part for free. Successful Bazaars give yearly boosts in trade income and stabilize the surrounding region.
Hoshigaki Clan:​

Navigators, seekers of the strange, pirates and historians the Hoshigaki clan make the land of waves their hunting grounds as they strike from lairs and bases hidden either deep underneath the ocean or on the coast. Constantly on the lookout for the highest paying bounties, contracts and targets the Hoshigaki are known equally as both terrors and guardians of the coast as they both seek lucrative targets for raids, but also protect and feed the civilians in their sphere of influence, so long as the proper respect is paid of course.

Suiton Mastery: "Water is life and death, remember that sister for we master using it in both capacities lest we dishonor our ancestors." More than strategic combat applications the Hoshigaki clan can manipulate water for a variety of industrial and civilian uses such as purification, desalination, energy generation, the creation of artificial lakes, rivers, and canals, navigation.

Samebito Kekkei Genkai: "Why are you scared of me Sailor-Kun? Is it the gills on my collar bone? The fact that my skin is blue? Or these big sharp teeth made for tearing flesh? Just kidding~ we don't eat people." Your people are blessed with the Samebito (Shark-man) Kekkei Genkai; all your kinsmen are born taller and stronger than most other people on the continent, small gills, that give you the ability to breathe underwater, sharp teeth, and skin that when you become adults turns rough like sandpaper, with a significant minority of your kin even turning blue and light green, that can be reinforced with chakra to be stronger than steel, an innate ability to navigate themselves using the planet's magnetic field, as well as a healing factor that allows you to recover from injuries that would permanently cripple other shinobi. Your gifts give your shinobi higher melee and armor levels, bonuses to all martial actions at sea. But at the same time you are fucking terrifying to most people as even the most regular looking of your kin is at minimum a muscular six foot tall killing machine with teeth as sharp as daggers, and elongated claw nails. Even Hoshigaki civilians are more than a match for standard human warriors and can defend themselves and others by forming melee militia stronger than baseline human forces.

Shark Summons: "The Summons are as much our family as we are to each other nephew. Put your hand in the water and pet her nose she will not harm you, for she knows you as kin. Told you she likes us, see how she nuzzles your hand." The Shark summons are an extremely capable ally at your disposal, they can act as guides and guardians for ships under your protection, patrol bodies of water you deem it necessary to do so, attack targets while making it look like an accident at the high seas, after all most wouldn't be able to tell a Summoned Shark from a regular shark.

Waraioni: "The Hoshigaki clan, or the Waraioni as many of you know them, are nothing but monsters shaped like men. Once I saw them charge into a line of Shinobi and turn them into nothing but blood and meat with their Nodachi. No, that was not the monstrous part, the monstrous part was when their eyes became as black and empty as the void itself and that's when the laughing began." While fighting and killing foes all Hoshigaki clansmen have a chance to enter a frenzy where their eyes turn pitch black and they start laughing maniacally giving them a strong boost to melee and morale rolls at the cost of being unable to retreat or think tactically. The strongest of the clan will have mastered the frenzy gaining the combat and morale bonuses without losing control.

Caretakers of the land: "To take you must first give. In our case we take plenty from many but only give back to a select few, those few are our paying clients, our family and last but under no circumstances least our subjects." The Hoshigaki believe that part of being hunters is to not overhunt and to maintain the ecosystem, what that means is that the clan will go out of its way to spare sailors when engaging in piracy, not burn down ships after looting them, with the intention of keeping the shipping lanes healthy by not making passing by their territory too unprofitable. On the other hand if people don't want to get raided they can pay the protection tax, and receive not only peaceful passage through but protection from other pirates. The Hoshigaki will also share their loot and protect the other humans in their territory to ensure that the people best positioned to stab them in the back will have no incentive to do so. Low to no diplomatic penalty hits with most countries and groups you choose to raid, and locals will become accepting and extremely loyal in due time.

The Grand Museum: "This is the pride of our people. This stupid shack we set up in the center of the compound. No there's nothing special about the stupid shack it's what's inside that's special! Take it in my daughters, these are the greatest treasures our clan has acquired over the years and they are all ours to share as a family!" The Hoshigaki are thieves distinguished collectors of the weird, unique and strange who enjoy leaving the comfort of the village to go looting exploring the world for treasures so that they can brag about their shinies the clan as a whole can enjoy them by placing them in places of honor in the shack sacred museum that has been erected in the center of the Clan's current residence of living. At the beginning of the year a small number of your kinsmen will leave to explore the world, meet people and collect loot which will then be displayed in the museum. You will roll to see how many of them comeback, what they brought back, if it's good and if it belonged to someone if they noticed its absence and want it back.
Arashi no Bakudan Clan​

Wards of Genbu the island turtle, devout students of the Buddha and the sage, studious holy scientists and controllers of the star's flames. Your people have lived for centuries in the mountains of thunder country where they've studied themselves, their domain and the world as a whole, while also making money for the clan as siege breakers, doctors and researchers for the armies and courts of the continent.

Ranton Kekkei Genkai: "What is storm release, you ask young brother? Which kind of "what" does your question refer to? What is it literally, as a combination of water and lightning elemental natures? What is it philosophically as something both part of and separated from the natural world? Or "what" as in what does our bloodline ability mean to our people? The last one, young brother? Then look at the scars cut deep into the mountains, and now look at the cliff we stand on. From this position one of our great ancestors erased several sieging armies by summoning the searing hatred of the stars and gods far above us upon them. That is what storm release represents, young brother, the burning fury of heaven wielded in the hands of men." Your Kekkei Genkai is control over lasers and star plasma which makes it the most powerful long range siege ninjutsu available, gives special learning and martial options, is extremely rare and only present in three of the five Jounin available, 2 Tokubetsu Jounin, 5 Chunin, and 30 Genin.

Giant Turtle Base: "We must always be grateful for Lord Genbu's kindness in allowing us to live on him, for while the clan is strong and has always been capable of defending ourselves there has also always been those stronger than us who have forced us to flee and the only reason then that we escaped successfully is thanks to Lord Genbu. Respect and cherish him children for while I pray we never need to flee like our ancestors did. We must always both be ready for that possibility and be grateful for what he has done for us already." Genbu is a turtle shaped Kaiju that is over a kilometer in size, he carries on his back an ecosystem the Nalanda and the entire clan. He can move at a pace of 5 kilometers on land and 10 knots at sea allowing you to move the entire clan at the cost of abandoning all your none-turtle infrastructure and putting all over actions on pause for the move minus ones that can be made on his back, his maximum pop capacity is 30'000 people.

The Grand Greenhouses: "The Mountains are not a kind place to agricultural endeavors, as a result our clan has sought to use our knowledge to create micro paradises from which to harvest the bounties of nature." The clan has embraced creating artificial environments using ninjutsu and innovative crop growing t techniques to help feed the clan and grow rare regents as well as seed vaults full of crops that can be adapted to any environment, no food growing penalties no matter the region, access to rare regents for intrigue and learning actions.

Medical texts: "This knowledge is cursed with the blood of the living and filth of the dying as we have gained it through the dissection and experimentation of corpses and live captured shinobi. It is why we invented the Laws of Medicine as penance for the atrocities we've committed." You have a lot of medical Shinobi amongst your forces, one in every five and your two non-Kekkei Genkai Jounin are medics, and civilian physicians, you can heal units in combat, provide medical services for profit or for free, but both civilian physicians and medical shinobi follow oaths of treatment for all people, and the latter will refuse to carry out attacks on routed foes.

Clan of Scholars, Philosophers, Doctors and Mathematicians: "What is the most important duty of our clan Young Students?! THE PURSUIT OF KNOWLEDGE! What is the Pursuit of Knowledge?! TO UNDERSTAND HEAVEN'S CREATION! Why do we seek to understand Heaven's creation?! TO BRING PARADISE!" Your clansmen are by the standards of the new world and the old world extremely well educated, they can provide services as engineers and architects to the clan, giving more stewardship and learning options and making them cheaper, and the world at large giving you foreign stewardship options for more money, while many shinobi and civilians will leave the safety of the Clan's territory to walk the world and meet other intellectuals, seek knowledge and understanding or in the case of the medics travel the world as charity physicians. Unfortunately while many peoples of the world enjoy spirited philosophical and theological debate, many others do not and they will not appreciate your kin tailgating and questioning the bedrocks of their beliefs. Roll to see how many Clansmen leave to go explore the world and meet people and how well it goes. You recruit less Ninja per turn, your clan prohibits wars of aggression and non-defensive alliances.

The Nalanda: "Always remember the words engraved here on the entrance of our greatest construction: 'Just as treasures are uncovered from the earth, so wisdom appears from a pure and peaceful mind. To walk safely through the maze of human life, one needs the light of wisdom.' For no words are closer to our heart." The Clan hosts a massive university built by their own hand where the lines between what is research, prayer and meditation is blurred as the institute itself sees the enterprise of science as worship. Proper facilities for the study of magic and chakra cultivation available from the start. At the end of the turn you will host a conference inviting any and all scientists, philosophers, theologians, and masters of the mystical arts your wondering clansmen deemed worthy of invitation.
Shimazu Clan:

Samurai ranks Genin/ Ashigaru, Chunin/ Kogashira, Tokubetsu Jounin/ Kumigashira, Jounin/Taishou, Clan Leader/Soutaishou​

Samurai are more than warriors, they are masters of the self. Where a Shinobi is a master of a dozen fields a Samurai is a grandmaster of three. Where a Shinobi's mind is barely controlled chaos, a samurai's mind is the void. Where a Shinobi is often worldly, a samurai often embraces their spirituality. It is with these teachings and practices in mind that the Shimazu embraced Bushidō and fought for the last several hundred years on battlefields all across the continent in the name of whatever master they deemed worthy, but now the time has come for the Clan to finally establish themselves as their own power.

Masters of All the Samurai Arts, Masters of the body and soul: "If a man does not investigate into the matter of Bushidō daily, it will be difficult for him to die a brave and manly death. Thus, it is essential to engrave this business of the warrior into one's mind well." Every Shimazu clansmen from the lowest Ashigaru to the Soutaishou himself are all equally trained and skilled in Sōjutsu, Kyudo, and Kendo and can be sent with either a Katana and Yumi, an anti-infantry formation, or a Yari and Yumi an anti-cavalry formation. All Samurai have higher starting melee and marksmanship skills than ninja. Shimazu Yari arrows do double damage and have double the range but are made out of chakra metal and samurai only carry enough ammo to fire two rounds of fire per battle. Samurai Chakra Arts are purely martial in nature and cannot be used to facilitate infrastructure.

Mystical Forging Arts: "What are your arms and armor but extensions of your own body. Are you not so intimate with your blade that without it you feel lesser without its presence? That is why we put our heart and soul into forging the weapons our kinsmen wield for we craft not just simple blades but extensions of ourselves as smiths that will eventually become the extensions of the warriors wielding them." Your clan has masters in the techniques of Chakra Forging, the art of imbuing and reinforcing metals with the chakra of their smith while being formed creating materials that are both extremely lightweight, but also incredibly durable and sharp, and more importantly capable of accepting chakra from their wielders. All your samurai are equipped with Chakra Steel armor that give units armor ratings of 150 for Ashigaru, 200 for Kogashira, 250 for Kumigashira, and 300 for the Taishous and Soutaishou, provide resistances against warp radiation and ninjutsu, and Chakra Steel melee weapons that raise their damage, ap damage and can handle Samurai Chakra Arts. Chakra steel can be manufactured and sold for exuberant fees to other parties. Chakra steel raises the recruitment cost of samurai to be 3 times higher than Shinobi and upkeep is double.

Chakra Horses: "Anything forced is not beautiful. To be given the right to ride our steeds you must prove that you can form bonds with them. I advise you to shape up both for your career and your health, these are not the soft and weak equines you find in the plains, these are beasts that will infuse their kicks with chakra and cave your chest in. Yes you are right to look scared now grab the apples and carrots and let's try this again." You have access to a breeding population of mighty steeds that run faster, hit harder and have hides tougher than regular horses. Chakra horses give your samurai the option of extremely mobile cavalry, messengers and traders to whom walls and water might as well be perfectly carved stone roads as they run up and across them. But be aware that their endurance isn't as great as chakra camels and certain environments like the desert are poison to them. Provides bonuses to interactions with cultures that exalt cavalry and horsemanship.

Exemplars of Excellence: "Perfection is found in removing unnecessary things so focus! Burn your own life to embers and give all that you are to your tasks no matter what they may be! To be alive is to walk the borders between the abyss of death and the skies of life that is what it means to be Shimazu!" Shimazu samurai gain veterancy faster than Shinobi thanks to their focus, All Taishou have one master and one professional merit unlocked, Kumigashira have two professional merits, and Shimazu Samurai have extreme difficulty adopting Developing Merits outside of the ones they already adopted. All Kogashira and above have the Shimazu Officer perk that provides the Sutegamari tactic to any forces under their command, They let all units reroll failed moral checks. Shimazu Kumigashira and Taishou give a melee/ranged Damage and AP Damage bonus of +5 to all allied forces for every one of them deployed. All Shimazu civilians are dedicated to the Clan's military industrial complex and are to a child blacksmiths, metallurgists, fletchers, armorers, bowyers and armorers all dedicated to arming their relatives with the finest weapons in the land. Shimazu civilians produce no food, but produce war materials that sell for five times the base gold income of other civilians when you have trading partners.

Honor Above All Else: "The essence of Bushidō is: do not lie, do not be insincere, do not be obsequious, do not be superficial, do not be greedy, do not be rude, do not be boastful, do not be arrogant, do not slander, do not be unfaithful, be on good terms with comrades, do not be overly concerned with events, show concern for one another, be compassionate, with a strong sense of duty. Being a good samurai takes more than merely a willingness to lay down one's life." The Shimazu clan believe that speaking and doing are the same action. A Shimazu giving his word means that whatever is to be done is already accomplished. If they say they will protect a village they will fight an army of a million men and beasts to defend it. If they offer arms they will be of the highest quality. If they take an oath they will surpass death itself to accomplish for the word of a Shimazu is their honor and Honor is everything. This adherence to honor is why the Samurai are the chosen bodyguards of the political elite and as such every Shimazu samurai is trained in proper etiquette. Massive penalties to offensive intrigue options, reduced intrigue options, Samurai have much lower stealth and recon than Shinobi, Samurai are renowned as Oath Sworn and trustworthy by all they interact with providing great diplomatic bonuses to all factions.

The Grand Tournament: "Today is victory over yourself of yesterday; tomorrow is your victory over lesser men." The Shimazu believe that for warriors to improve themselves they must face worthy foes who push them to their limits and make them face their own mortality and conquer it. As such every year they send out samurai to explore the world and invite great warriors to come back at the end of the year to a great tournament where people from all across can show off their skills. At the end of the turn a great tournament is hosted where all Shimazu warriors will gain experience, build diplomatic ties to the foreign warrior elite that participated and gain (or lose) lots of money from the gambling.

Now that you have chosen the people you wish to lead in this brave new world who or what resources did you bring along with you to this brave new world?
You have five boon points.​

[] Nara Jounin: Gain a Master Nara Strategist that can provide one extra martial or learning action per year. 3 Points.

[] Yamanaka Jounin: Gain a Yamanaka Interrogation and Communications officer who can provide an additional Diplomacy or Intrigue action per year. 3 Points.

[] Larger Civilian population: Gain 1'000 extra civilians per point. Can put up to two points in it.

[] 30 Explosive tags: Irreplaceable weapons, until Fuinjutsu is studied that is, add 300 damage to a Ranged attack per tag. 1 point.

[] 5 Soldier pills: Pills that restore 30% of your chakra in combat. Can be researched. 1 point.

[] Basic Chakra forging scroll: You can train Tokubetsu Jounin in the art of Chakra Forging to build basic chakra steel weapons and Armor at high cost. 3 Points.

[] Advanced Doton Scroll: The Elemental Nature to study for building infrastructure. A scroll full of advanced techniques to train your Jounin and Tokubetsu in. 2 Points.

[] 5 Suits of Master Work Shinobi Chakra Armor: Each suit provides 300 Armor, 5d10 Ward Saves and 30% Resistance against all chakra/magic damage. Cannot be researched as the Craftsmen that made them installed a Grandmaster Fuinjutsu array that will melt the armor if they attempt to analyze it. 2 Points.

[] Carpenters: Your clan are skilled carpenters and provide bonuses and lower costs to any stewardship actions involving woodwork and forestry. 1 point.

[] Extra Gold: Start with an extra 5k Gold for every point invested. Can be chosen twice.

Now then where are your people transported?
[] Troll Country
The land north of the Gospodars is a brutal place constantly under siege by the mighty warriors of Norsca, the swift raiders of the Krugan tribes, the daemon fueled machinery of the Chaos Dawi, the Mutant abominations made in the labs of Clan Moulder and of course the legions of trolls that give this land it's name. But for those tame and master this land both the untouched wealth of the mountains and the trade routes you will carve and keep open with your own might will be yours.

[] Tilea
The land of mercenaries, plutocrats and a dozen petty kings you are but one player in an arena full of them. Can you manuever your skills to guide your people through not just the battlefield as a Condottiero but also the higher halls of power where intrigue abounds as a plutocrat?

[] Saratosa
The Land of Pirates Saratosa, a City state where the law is lawless and only the biggest cut throat pirates can make it to retirement. Will you raid and plunder the seas of the old world and build a pirate kingdom? Whatever you choose to do just remember to give the Cult of Stormfel's their cut.

[] The Border Princes
The Frontier. The Border Princes are collection of territories with a thousand petty rulers and warlords constantly seeking to exert their influence and collect the power necessary to survive the attacks of the Orks from the east and the skaven from the west. But the land is ripe for conquest, kill the warlords, protect the people from the monsters and make alliances with the dwarves of the mountains and legitimize a kingdom for your clan.

[] The Southlands
The Beautiful Kingdoms. In the southlands lie the Powerful Sultanate of Araby, the Artistan Confederation of the Sahelian tribes, the Mageocracy of the Askian Empire, the Realm of the Dead, and the deep jungles full of monsters and wonders in equal measure. Here you will have opportunity to ally and maybe even confederate with the local powers and become a valued member of the community as you use your diplomatic acqumen to make new allies.

[] Southern Naggarond
Absolute hell. To the South Jungles full of lizard monsters using the most powerful magic on the planet to wage an eternal war against technomagic armies of the dead led by a mad man, the most powerful collection of hellspawn on the planet and the most powerful of the Skaven clans. To the North the most evil empire on the planet is your neighbor as the wicked Dark Elves seek to put the world under their boot. But not all is lost, thousands of slaves escape daily from the farms and plantations the Dark Elves keep in the southern kingdoms looking for succor and safety that you could grant them, to the East lies Mighty Ulthuan ready to lend a hand to whoever will fight their greatest nemesis in their own turf, and the lizardmen terrifying as they are, are righteous and will gladly join arms and spill blood alongside those that fight evil, and finally the land itself is bountiful and fertile providing sugar, spices, fruits, rare regents and food in abundance not found elsewhere that the Asur, the wealthies people on the planet bar none, will gladly buy from you.
But before choosing your people, your boons and your lands please read the information below to understand how this would all affect you.
The game will follow the typical CK2 quest style format during normal turns where you get six categories and you can choose what actions you want to undertake to develop your clan.
The first five turns will be single year turns to establish the clan and then we'll start doing turns as five year intervals.
Your Jounin are both your heroes and advisors. If they die you lose an action in the category they advised. The turns use your Martial, Stewardship, Diplomacy, Intrigue, Learning, and Piety stats as follows Your Clan Leader Stat + Advisor(s) Stats / 2 + d100.
Baseline Clan Math​

Here is the baseline each clan's traits will be affecting and working with.

Each clan will as a baseline have 500 Genin, 50 Chunin, 10 Tokubetsu Jounin (divided between 2-5 Kekkei Genkai specialists and 5-8 Random specialties) and 5 Jounin who are hero units.

All Ninjas due to intense caloric requirements will consume one unit of food per ninja, while one unit of food will feed 3 civilians.

Baseline passive Genin Recruitment per turn: 20 + d30 costs 100 gold for every ten Genin recruited.

Average starting food supplies: 3'000.

Average starting gold: 5'000.

Average 10 man Genin team gold upkeep: 25 per turn.

Chunin upkeep per individual: 10 gold per turn.

Tokubetsu Jounin upkeep per individual: 25 per turn.

Jounin Upkeep per individual: 50 per turn.

Average amount of gold and food income per 100 Civilians: 50 gold per turn, 10 food. Baseline average = 1'500 Gold and 300 Food per turn.

Average gold upkeep for total Shinobi forces= Genin (1250) + Chunin (500) + Tokubetsu Jounin (250) + Jounin (250) = 2250.

Average food upkeep for clan= Civilians (1000) + Shinobi (565) = 1565.

Chakra animals and summons require food as well.
Merits:​

Merits are special traits, abilities, skills and techniques developed by characters and Regiments of Renown and added to their sheets.

Shinobi start their Jounin careers with 3 developing Merits, one professional and two intermediate, and 1 Complete Merit and will have an easier time getting new merits, Samurai Taishou will have two developing merits, one master and one professional.

Merits can be obtained completed and fully developed, or in weakened merits that grow stronger as part of a development path or Fusion Merits that are created from fusing several different merits together.

Examples of the three types of merit:

  • Complete Merit:
    • Battle Continuation: "I've never seen anyone take all that shit man. Arrows to the head, bullets to the chest, kunai to the back and once a Bullgore almost cut him in half, and he still kept going." If the character were to die they roll a d100 with a DC of 50, to survive with 25% of their health and a heavily wounded combat Penalty.
  • Developing Merit:
    • Kenjutsu Adept (Beginner): "As one man can defeat ten men, so can one thousand men defeat ten thousand." If you are equipped with a Sword, you will receive +30 in all close combat rolls, +30 damage and +10 AP Damage to your stats.
    • Kenjutsu Adept (Intermediate): "You must look down on the enemy, and take up your attitude on slightly higher places." If you are equipped with a Sword, you will receive +60 in all close combat rolls, +40 damage and +15 AP Damage to your stats.
    • Kenjutsu Adept (Professional): "In strategy, you have effectively won when you forestall the enemy, so you must train well to attain this." If you are equipped with a Sword, you will receive +90 in all close combat rolls, +50 damage and +20 AP Damage to your stats.
    • Kenjutsu Adept (Master): ""By knowing things that exist, you can know that which does not exist." If you are equipped with a Sword, you will receive +120 in all close combat rolls, +60 damage and +25 AP Damage to your stats.
    • Kenjutsu Adept (Grandmaster): "In the void is virtue, and no evil. Wisdom has existence, principle has existence, the Way has existence, spirit is nothingness." If you are equipped with a Sword, you will receive +150 in all close combat rolls, +70 damage and +30 AP Damage to your stats.
  • Fusion Merit:
    • Battle Continuation + Kenjutsu Adapt Grandmaster = The Immortal: "You think I can't take this! Ever since I was born the world has been trying to end my existence and it has failed time after time now prepare yourself for I've only gotten started." Receive a +200 bonus to close combat rolls while wielding a Katana, when your health drops below 50% receive a +100 Bonus to all close combat rolls, +100 damage and +60 AP Damage to your stats. If the character were to die they roll a d100 with a DC of 25, to survive with 25% of their health and a heavily wounded combat Penalty.
Types of Units and Terminology:​

Unit: The most basic generic description of a fighting force.

People: How many people are in a Unit.

Infantry: The most common type of Unit, soldiers walking and running with their own two legs. No Bonuses, No Penalties.

Cavalry: Units on horses/camels/giant wolves/demigryphs/whatever, high agility, take damage and double any agility penalty when impeded by Terrain (usually), can charge.

Fliers: Units that can fly, they are not impeded by terrain, take triple damage from ranged attacks while in the air, they have extremely high agility but cannot charge and while airborne any recon rolls have an extra d100 added in their favor.

Artillery: A single entity or several entities grouped together that cannot stack, but can fire across the entire map so long as they have line of sight and another unit spots them. They must spend a turn reloading after every shot.

Giant Monsters: Large creatures that are a unit by themselves or in groups of 12, they have high health, high melee strength, low agility (usually), cause terror, and can charge.

Mechanical Constructs: War Machines, Automatons and Golems of all types. They have no morale, or endurance, and do not suffer from status effects at all. But rely upon Energy to keep in motion which may come from a depleting internal power source, such as coal for steam tanks, or an external power source such as a rune lord in the case of golems.

Veterancy: None hero unit gains veterancy after repeated engagement going up through five levels Green, Experienced, Veteran, Hardened and Killer. Each rank up gives +3 in Melee, Marksmanship, Agility, Stealth, Recon and all the Damages.

Leveling Up: Hero Units, your own, your allies' and the enemies', do not have veterancy but instead after surviving battles they receive a dice pool running from 1d10 to 5d10s, with the amount of dice in the pool being determined by how difficult the battles, that will be rolled for and added to Melee, Marksmanship, Agility, Stealth, Recon.
Combat Stats list:​

Health:

Morale: 100

Winds/Dhar/Chakra:

Endurance: 100

Armor:

Melee:

Agility:

Marksmanship:

Stealth:

Recon:

Recon Range:

Damage:

AP Damage:

Ranged Damage:

Ranged AP Damage:

Ammo ((What type of ammunition) (How many rounds of fire)):

Maximum Attack Range:

A maximum total of ten Legion units and Five specialists can group themselves into larger forces that would fuse all their stats into one block with health, melee, and marksmanship being added up untouched, with armor, agility and recon being added up and divided by 2, Damage and AP Damage being added up and divided by 3, the highest stealth stat in the blob being chosen and divided by the number of units in the fusion, and at the cost of whoever many units were grouped up now only being able to carry out one action.
Examples of stat lines below:
100 Man State Troop Spear Company Combat Stats:​

Health: 500

Morale: 100

Endurance: 100

Armor: 10

Melee: 10

Agility: 5

Stealth: 10

Recon: 10.

Recon Range: 50 Meters.

Damage: 10

AP Damage: 5
10 Man Genin Squad Combat Stats:​

Health: 300

Morale: 100

Chakra: 100

Armor: 10

Melee: 50

Agility: 50

Marksmanship: 50

Stealth: 50

Recon: 50

Recon Range: 100 Meters.

Damage: 60

AP Damage: 10

Ranged Damage: 45

Ranged AP Damage: 10

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Chunin Combat Stats:​

Health: 250

Morale: 100

Chakra: 200

Armor: 10

Melee: 75

Agility: 75

Marksmanship: 75

Stealth: 75

Recon: 75

Recon Range: 150 Meters.

Damage: 100

AP Damage: 20

Ranged Damage: 75

Ranged AP Damage: 15

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Tokubetsu Jounin Combat Stats:​

Health: 500

Morale: 100

Endurance: 100

Chakra: 250

Armor: 10

Melee: 90

Agility: 90

Marksmanship: 90

Stealth: 90

Recon: 90

Recon Range: 200 Meters.

Damage: 125

AP Damage: 25

Ranged Damage: 90

Ranged AP Damage: 20

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Jounin Combat Stats:​

Health: 1500

Morale: 100

Chakra: 500

Armor: 10

Melee: 300

Agility: 300

Marksmanship: 300

Stealth: 300

Recon: 300

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 50

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Combat Rules​

The way battle turns work is that I will provide a map or description of the battlefield, who's taking part, what enemy units are on it, unless they're hidden, and then I will ask what tactics, jutsus, enemies, strategic goals you would like to be used or priotized. Such as the elimination enemy artillery by having Genin sneak around the flanks while a Chunin acts as bait. Then I will roll to see how the battle goes and only put them up to a vote again if an important circumstance appears.

In Close Combat the rolls work as 1d100 + Melee vs 1d100 + Melee. The unit with the highest roll being the first one to deal damage with the lower roll unit then retaliating.

Ranged combat works by rolling d100+Marksmanship vs d100 + Agility. If a ranged unit attacks a unit without ranged weapons there is no retaliation roll and you after the damage phase.

The highest roll made during the Melee/Ranged phases, after being subtracted by the opponent's roll, will be added as a rollover the damage phase roll of whoever did roll the highest.

If a Defending unit scores a critical roll in the Close Combat/Ranged Combat rolls they negate all damage but AP Damage that round.
If a Defending Unit has a score that is 100 or more points higher during the Close/Ranged Combat rolls than the attacking unit, the Defending Unit then divides all damage they take by ten.

If an Attacking unit scores a critical roll in the Close Combat/Ranged Combat rolls they negate all armor and Triple the results of their Damage roll.
If an Attacking Unit has a score that is 100 or more points higher during the Close/Ranged Combat rolls than the Defending unit, the Attacking Unit doubles the results of their Damage roll.

Damage works by first doing the Damage Roll: calculating a d100 + Damage vs the Attacked Unit's d100 + Armor with the attacker's roll being subtracted from the defender's roll with the left over number being the damage done to the defender's health. Which moves on to the Total Damage Equation (Result + AP Damage) – Ward Saves or Resistances.

Any Attacks with Armor Ignoring mean that Armor is not added during the first damage calculation.

A defending unit can only retaliate once a round against a single unit, so it is advisable to bog down stronger units with weaker ones and then have specialists, ranged units and artillery attack them while they're busy.
Ex: A Company of 100 Darkshards fired upon a company of 100 Longbeards.

d100 + 30 (Darkshard Marksmanship) vs d100 + 5 (Longbeard Agility) =

114 vs 34

The Darkshards gain a roll over bonus of 80.

Damage is calculated as d100 + 30 (Darkshard Ranged Damage) + 80 (Rollover) vs d100 + 100 (Longbeard Armor = 127 vs 150 = 0 Ranged Damage added to AP damage.

Darkshard AP Damage 20.

500 (Longbeard Health points) – 20 = 480 HP left.
AP Damage is in effect meant to be scratch damage that will penetrate and hit any unit regardless of rolls made during Damage phase and can only be reduced by special effects like Ward Saves and Resistances.

Ward Saves are rolls of xd100 (x = the number of rolls being made) that will negate universally negate AP Damage = to the result given. You can only give a unit a maximum of 3d100s of Ward saves

Resistances are always active negations that reduce specific kinds of damage, by up to 75% (No you cannot raise it any higher).

Units cannot have both ward saves and Resistances applied to the same type of damage.

The Average Dragon Ogre Shaggoth for example has a 2d100 in ward saves, and 50% Resistance to Raiton Jutsus and Azyr magic. If the Dragon Ogre would be hit with ranged and melee AP he would roll the ward saves. If the AP damage was enhanced by Raiton/Azyr Jutsus/Spells he would use his 50% Resistance instead.

Stealth works by rolling d100 + Stealth vs d100 + Recon whenever you enter an enemy unit's recon range.
If a unit has not been seen by the enemy it is Hidden.
Units with stealth higher than 40 enter combat already Hidden unless stated otherwise. Battlefield conditions can be arranged so that units with low stealth stats can enter in stealth.
Hidden Units cannot be targeted for attacks.

If a unit passes the stealth check and launches a surprise attack, they get an attack where all of the opponent's rolls take a -100 Penalty, their armor is halved, all damage is doubled, and if the attacker engaged in melee, or performed a ranged attack against another unit with a ranged attack, it gets to disengage before the retaliate by rolling 1d100 + Agility vs 1d100 + Agility.

After the surprise attack the unit will take a penalty of 100 for all stealth rolls, every successful surprise attack afterwards will add an extra +100 to the penalty.

Morale works with every unit starting with 100 points of morale, this can be changed by pre-battle factors, Morale checks are your unit's Morale Units vs 1d100. If a unit fails their morale checks they will break and spend a round doing nothing but retreating.

Endurance functions like morale in that, barring pre-battle conditions, your units will begin with 100 endurance points that will be deducted as the battle goes along with penalties stacking the lower your endurance points are. At 75 points they lose 1/10 of their stats, at 50 points your units will lose 1/5 of their stats. At 25 points they will lose 2/5 of their stats and at 0 points they lose ½ of their stats.

Distance in the game is measured in meters.
On gridded maps, every grid represents 25 meters.
Ranged attacks will have a maximum range. Most Ranged Jutsus have a maximum range of 200 Meters.
To move a Unit will roll d100 + Agility with the result being how many meters they covered that round.

Different Units have different Recon Ranges.

Artillery has no Maximum range.

Environmental Warp Radiation is Warp Energy that has contaminated the land, air and space in an area due to being leaked either from the polar gates, warpstone deposits, creatures covered in or using warpstone and conduits for Dhar which tends to passively infect and pool into things unlike the Winds of Magic. It will affect you when you fight in melee with creatures constantly leaking warp radiation, move through areas saturated in it or be in an environment constantly caked in Dhar.

Chakra users are affected as follows by Environmental warp Radiation:

Low Environmental Warp Radiation: 50 Damage per Turn, -50 to all stats. Ex: Fighting under Morrslieb, All Skaven Forces at the lowest level generate this much radiation, Sylvania.
Medium Environmental Warp Radiation 100 Damage per Turn, -75 to all stats. Ex: Norsca, areas hit by Skaven weapon team's fire and artillery, Dark Elf Supreme Sorceresses, Necrarchs, and Chaos Shamans.
Extreme Environmental Warp Radiation. 300 Damage per Turn, -150 to all stats. The Deep Chaos Wastes, Greater Daemons, Skaven Plaguelords.
Unit Tiers:​

The Legions: The backbone of any force is the most numerous and weakest of units. They fight, die and hold the line so the elites can do their jobs. In most cases it is better to fuse them into a single gigantic unit to maximize their low stats. Ex: State Troops, Skaven Slaves, Goblins.

The Specialists: Elite squadrons of ten or less people or a single individual with special abilities that can be teamed up with similar specialists. Ex: White Wolves, Executioners of Har Ganeth, Sisters of Averlorn, Shadow Walkers, Genin, Chunin, Tokubetsu Jounin, Journeyman Wizards, Magisters.

The Heroes: Individuals that stand head and shoulders above the rest and have proven to have the might of hundreds of men within their own ability, they cannot fuse with other units. Ex: Chaos Warlords, Rune Lords, Legendary Elector Counts, Jounin, Wizard Lords.
Stances and Conditions in combat:​

Bogged: A unit is stuck in place and cannot move and their agility is reduced to 0.

Braced: A Unit of Infantry with the Anti-Cavalry/Monster training prepares their weapons for Charging Monsters and negates their Charging Bonus while gaining an extra d100 in melee combat.

Broken: The Unit failed a morale check and a rally check and is now permanently leaving the battlefield.

Burning: The Unit is on fire yo. The Burning Condition works in degrees:

  • First Degree: 20 AP Damage & -5 Morale per round.
  • Second Degree: 50 AP Damage & -10 Morale per round.
  • Third Degree: 100 AP Damage & -15 Morale per round. Unit has a Morale Check at the end of every round.
  • Fourth Degree: 300 AP Damage & -20 Morale per round. Unit has a Morale Check at the end of every round.
  • If a Unit is burning any Futon Damage it's hit with is doubled.
  • Burning can be healed.
Charging: Cavalry and Monster Units can engage in charges which triple their Damage and AP Damage stats, and can then Disengage (it gets to escape before the opposing unit retaliates in melee by rolling 1d100 + Agility vs 1d100 + Agility). Unless the unit they're attacking is Braced or has the Anti-Cavalry or Anti-Monster trait.

Flanked: The Unit is being attacked from two or more sides and as such it loses 25 morale and its melee, agility, stats are cut in half.

Frostbite: The Unit is operating in extremely cold temperatures and can't handle them.
Works in stages:

  • Stage 1 Cold: -10% Agility and take -20 AP Damage per turn.
  • Stage 2 Chilled: -25% Agility and take -50 AP Damage per turn.
  • Stage 3 Hypothermia: -50% Agility and take -100 AP Damage per turn.
  • Stage 4 Deep Frost: -75% Agility and take -500 AP Damage per turn.
In Concealment: The unit is blending in with the environment and is harder to spot +25 to stealth rolls, the Marksmanship of units firing at this unit is cut in half.

In Cover: The Unit is behind solid constructs protecting them from enemy fire that cuts the Marksmanship, Ranged Damage and Ranged AP Damage of any Unit attacking them in half.

Last Stand: When a unit is facing a significantly stronger foe and unable to retreat, its soldiers will fight ferociously until either death or escape finds them. Requires a Morale check to prevent surrender unless the surrender would be to an enemy with the Hated relationship status, in which case it automatically passes. Unit takes 25% more damage but deals 50% more in return.

Manning Barricades: The Unit is positioned at a castle wall, or reinforced barricades. While in this position the Unit raises their melee, marksmanship and recon skills by 50%, gives a +20 modifier to any morale checks, have their agility reduced to 0 and before they can take damage the Wall/Barricade they are manning must be destroyed. (Walls/Barricades have their own HP stats.)

Mind-Controlled: The Unit is under control of another master as such its morale state is non-applicable.

Oil-Soaked: The Unit is covered in incendiary oil and will triple any Fire damage they take and boost the Degree of Burning by one level the fire damage attack would give them.

Poisoned: Whether through blades, arrows or gases this unit is poisoned and is taking 1d20-1d100 of damage per turn and any special status effects the specific poison they were hit with affecting them.

Routing: The Unit failed its morale check and is now panicking and spending a turn without taking action.

Rally Check: After spending a round panicking and not acting the unit rolls a second morale check to get back in the fight.

Soaked: The unit is covered in water and as such Raiton Jutsus can kill more than ten people per Jutsu and Raiton Damage is doubled.

Stunned: The Unit has been hit with a brutal blast of electricity that reduces their Melee and Marksmanship by half and they take double damage from Azyr Spells/Raiton Jutsus

Suppressed: The Unit has in a single turn been hit with 300 or more Ranged Damage or been attacked by 2 or more artillery units. The Unit losses 20 Morale, half their agility and cannot make any ranged attacks that round.

Terrified: The Unit has either suffered an immense number of casualties or damage in a short time, or is facing something that invokes primal dread with in them. -20 Penalties to all Morale checks during the battle until the Unit is healed or whatever is terrifying them is destroyed.
Jutsus/Samurai Arts/Spells/Runes:​

What the different Jutsus do.

  • Katon Jutsu are high damaging, buff melee rolls, do double damage to units with the Regeneration Merit, double the armor values of targeted units.
  • Raiton Jutsu do high damage and ignore the Armor of units, but are often limited to killing a maximum of 10 units unless mixed with Suiton, can stun and paralyze enemies.
  • Doton Jutsu do middling damage, but can be used for battlefield control, providing cover, pinning down enemies and sieges.
  • Suiton Jutsu are jacks of all trades, they can be used for anti-hero and anti-army work, and battlefield control but if there is no nearby water nearby chakra costs for Suiton Jutsus are doubled, and in arid environments they are tripled, but at sea they're reduced by half.
  • Futon Jutsu provide defense against ranged attacks, massive enhancements to melee and ranged damage, permit flight, can be used to augment Suiton and Katon Jutsus, best anti-air and decent crowd control.
  • Ranton Jutsu are extremely high damaging Jutsu that ignore armor, are the ultimate in crowd control and siege warfare but the Chakra costs renders them one shot artillery.
  • Jiton Jutsu can buff and debuff units using equipment made out of metal, locate metal veins, construct buildings, perform battlefield control, attack and defend with iron sand Jutsus and use direct magnetism to inflict damage using a targeted units Armor rating.

Ninjas due to the safety of Chakra will constantly use Chakra to perform minor Jutsus that boost their abilities in combat.

Damage Dealing Magic and Jutsus work by using either the Marksmanship or Melee skills to aim them.

Unless stated otherwise the maximum range for a Ranged Jutsu is 2 grids.


Examples include:

  • The clone technique: Cost 10 Chakra, for a round you Ninjas will gain a +10 bonus to defending from melee and ranged attacks.
  • Substitution Jutsu: Use one point of chakra for every point of Damage you would take during a AP damage step.
  • Shunshin: Cost 50 Chakra, to boost your agility by 50% when disengaging, moving on the map or dodging ranged attacks.
  • Transformation: Cost 20 Chakra, Gain a 20+ bonus to stealth rolls.
Jutsus above minor are given grades of C, B, A, & S with corresponding chakra costs and rounds to prepare.

  • C grade Jutsus can be used by all ranks but Genin need one round to prepare them.
  • B Grade Jutsus are only useable by Chunin and above, with the Chunin needing two rounds to prepare and Tokubetsu needing one round, Jounin being able to use the immediately.
  • A Grade Jutsus are only available to Tokubetsu trained in the specialty of the specific Jutsu but require two rounds of preparation while Jounin can use all A rank Jutsus known by the Clan, barring Kekkei Genkai and Samurai Arts, with at least two rounds of preparation and only one round for Jutsus they have specialties in.
  • Gaining Developing Merits tied to different schools of Jutsu can reduce the number of rounds and amounts of chakra needed to activate the Jutsus the merit represents.
  • What was listed regarding Jutsus applies to Samurai and their Samurai Arts.
Warhammer's Sorcerers/Mages/Shamans/Etc… Use the Winds of Magic/Dhar to perform their spells which is an external source of power. Mages hold within themselves a portion of that magical energy and use it to cast spells. The more powerful the mage the bigger the pool within themselves, but more importantly mages can recharge mid-battle by drawing more of the winds into themselves to refill the pool.

Runes are the magical tradition of the Dwarves and do not use any outside sources but cooldown times.

Some Jutsus and Spells have Group Versions that Genin and Journeymen wizards since they work in groups use by default.
Now with all that said this system is homemade and experimental, and I will either tweak it, or discard and remake it entirely, if it becomes too cumbersome for the game.
Now with all that said the vote will be open for 24 hours and close on Friday 08/20/2021 at 1am.
Please vote by plan format similar to this:
[]Plan Generic:
  1. []Clan
  2. []Boons
    1. []
    2. []
  3. []Land
Notes:
  • The other clans you don't pick will be moved to the lands you didn't pick.
  • No there's no ways to get more boon points.
  • The boons not picked by you will go to the other clans.
  • Keep in mind these clans are not 1 to 1 what they might have been in Naruto.
  • Here's the discord: Join the Finding Our Way: A WHFB/Naruto Quest. Discord Server!
 
Last edited:
Character Sheets, Clan Status and Maps.
Your Jounin Council and Clan Leader:
Jounin: Kannika Sabaku, the Returned Rayiys.
Age: 21

Strategic Stats:​

Martial: 15. (There have been very few Jounin who made it to their rank without being seasoned and competent commanders, Kannika is not one of them although she has much room to grow.)

Intrigue: 16 (Kannika is a Shinobi who is well acquainted with the shadows and those who lurk in them.)

Diplomacy: 18. (As a woman who acts like she has never been wrong in her life, many assume Kannika would be unbearable to be around. This is far from the truth as her sheer force of personality draws people into her sphere of influence as if she were using her Jiton release to do so.)

Stewardship: 27. (Kannika is a financial genius not seen in the clan for generations.)

Learning: 17. (Kannika thinks highly of herself but is not foolish enough to believe she knows all there is and seeks to constantly expand her knowledge.)

Piety: 12. (The Gods and Ancestors are with us, and I will one day meet them when my time comes. That as all the thought she gives it. Nothing more nothing less.)

Combat Stats:​

Health: 1500

Morale: 100

Chakra: 512

Armor: 40

Melee: 427

Agility: 332

Marksmanship: 322

Stealth: 312

Recon: 318

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 100

Ammo ((Iron Sand Spikes) (How many rounds of fire)): 5.

Maximum Attack Range: 200 Meters.


Merits:​

Jiton Release Affinity Adept (Master): "You should've made this city out of paper and rock instead of iron and steel for now I will topple all that you have built." Reduce chakra costs for Jiton Jutsu by 40%.

Queen of Thorns: "The Hojo desert trade syndicate dared to kidnap my mother and father and held them hostage to try and extort us! For Four days and three nights my brother and I rode Samiira and Varsuka to the fortress they were keeping them at and on the fourth night we killed every last one of them. My brother smashed the Jounin leading them into pieces with his bare hands and I impaled the entire garrison on thorns of iron sand and then left them to rot in the sun." If leading a campaign all of the enemy's Legion level forces enter battle with -20 Morale out of sheer terror of Kannika's brutality, Any Legion and Specialists engaged with her in combat lose -10 Morale and have a morale check activate. Has effects on martial actions.

Iron Sand Adept (Intermediate): "Smashed into paste, grinded into dust, or sliced into strips. Tell me shinobi how would you like to die at my hands tonight?" Reduce the chakra cost of the Iron Sand Jutsu by 10%, reduce the number of rounds to activate by one and your Iron Sand Jutsu now gives you an extra +50 Melee Damage.

Iron Sand Weaver Adept (Intermediate): "It isn't the ultimate shield but it's starting to take form." When using the Iron Sand Jutsu you gain an additional +50 Armor and +50 Melee.

The Negotiator (Intermediate): "Do you take me for a fool?! This isn't worth anywhere near the price you're demanding! Now I tell you what, give me the real price or I'll tell everyone here you've been stiffing them. Why are you crying?!" Negotiating Trade Deals cost -20% less gold and take one less turn.

Jiton: Iron Sand Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of iron dust that you can shape and use in combat. While active it gives +100 Armor, +100 Melee and +50 Marksmanship. Needs to be activated to use any other Iron Sand Jutsus.

Jiton: Iron Sand Thorn Jutsu
Rank: A
Chakra Cost: 200.
Effect: Use your Marksmanship to form a massive forest of blades made out of your Iron Sand that will do 10'000 Damage to every Enemy Unit hit by it in 200m Radius. AOE

Jounin: Ahim Sabaku Martial Advisor
Age: 21

Strategic Stats:​

Martial: 25 (Ahem since he was a boy has demonstrated a natural talent for leadership that has flourished during his time as Chunin, Tokubetsu Jounin and now as a full Jounin."

Intrigue: 13 (Ahem is no fool but he is a bit too trusting of any pretty man or woman that bats their eyes at him.)

Diplomacy: 20 (Ahim is charismatic and personable which shows in how devoted his subordinates are too him.)

Stewardship: 16 (Ahim is not his sister but he's picked up much from being under her care as the younger twin.)

Learning: 13 (Ahim is well educated and trained enough to not be written off as ignorant but it is obvious his interests do not lie in scholarly pursuits.)

Piety: 19 (Ahem is devout. He prays twice a day, once in the morning to thank the gods and ancestors for protecting him in his sleep, once at night thank him for protecting them while he is awake.)

Combat Stats:​

Health: 1500

Morale: 100

Chakra: 512

Armor: 40

Melee: 425

Agility: 316

Marksmanship: 317

Stealth: 325

Recon: 313

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 50

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 200 Meters.


Merits:​

Bajiquan (Professional): "True mastery is destroying the opponent with as little energy as possible. To reach the foe with one step, kill with one strike and to protect myself with only my body without necessity for anything else that would impede me." While in Melee Reduce your Agility by -100 to increase your Armor, Melee and Melee Damage by +100, if using a spear add +50 to the Melee Rolls.

The Iron Bull: "The Hojo tried their best to kill me when my sister and I came to rescue our parents. Bombs, poisons, blades and every shinobi they had that wasn't busy being killed by my sister, none of it stopped me I hunted down the garrison commander, a scarred old war horse of a Jounin, who dared to hold a knife to my parents throats and… I don't know how but I moved faster than I ever did in my life and pulped his face in before he could even threaten them. I remember punching him up and down, in and out of the fortress like he was a ragdoll all while he fought like a cornered fox to try and kill me. I walked away with Injuries Miyaharo told me would've left lesser men dead, but at least I walked away, my opponent was nothing more than a red stain." If you lose more than 50% of your health you do not gain the wounded trait.

Jiton Release Affinity Adept (Professional): "Are you curious about how much iron you have in your blood? Here let me show you." Reduce chakra costs for Jiton Jutsu by 30%.

Black Iron Skin Adept (Intermediate): "My body is already the ultimate weapon, I just consider this giving a proper sheath that can protect it from the elements." Reduce chakra costs for the Black Iron Skin Jutsu by -10, reduce the number of rounds needed to prepare by one and boost the increases from the Jutsu by +20.

Taijutsu Sensei (Intermediate): "Don't tense up, be fluid, control the forces you exert and receive, be calm and empty your mind. Let the body do the fighting." Gain +6 to any actions that involve training forces in Taijutsu. Mercenary Advisor Martial actions available.

Jiton: Iron Sand Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of iron dust that you can shape and use in combat. While active it gives +100 Armor, +100 Melee and +50 Marksmanship. Needs to be activated to use any other Iron Sand Jutsus.

Jiton: Iron Sand Black Iron Skin Jutsu
Rank: A
Chakra Cost: Add +50 to the maintenance of the Iron Sand Jutsu.
Effect: The Unit concentrates all of their iron sand as an ultra-compressed layer upon their skin that protects them from physical damages but acts as a conduit for electrical strikes. Gain +150 Armor, +50 Melee Damage. Receive double damage from Electric/Raiton/Azyr attacks. Can only be used when the Iron Sand Jutsu is active.

Jounin: Akeem Sabaku Piety Advisor
Age: 26

Strategic Stats:​

Martial: 18 (Akeem is a Jounin, competency in command is not only expected but demanded and he aims to meet those demands.)

Intrigue: 13 (The Shadows are not his hunting grounds the way they are for Preema but he is no fool.)

Diplomacy: 18 (The Clan has dozens of gods and they each have adherents that foolishly claim one is more important than the others to start fights. The ability to handle these disputes is very useful.)

Stewardship: 14 (He can manage the donations to the shrines competently.)

Learning: 19 (Akeem believes that part of his duties as a man of the gods is to also be a man of learning.)

Piety: 24 (Akeem has survived things that few others would and he attributes this to the gods watching over him, and we would do well to believe him.)

Combat Stats:​

Health: 1500

Morale: 100

Chakra: 525

Armor: 40

Melee: 339

Agility: 334

Marksmanship: 430

Stealth: 332

Recon: 335

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 50

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 200 Meters.


Merits:​

Jiton Release Affinity Adept (Professional): "Are you curious about how much iron you have in your blood? Here let me show you." Reduce chakra costs for Jiton Jutsu by 30%.

The Protected One: "When I was a young Genin my team and I were trapped in a cave as an apocalyptic sandstorm that could rip a man's skin off raged for several days and nights. Our food was gone and our water was gone. Our Chunin commander had gone out to find rescue and had not returned. After several days of prayer and meditation I stepped outside into the storm despite the protests of my comrades and walked through the storm untouched as the gods protected me. I found our Chunin commander and the food and water stores of a caravan that had not managed to escape the storm and took them back to the team. I continued my prayers that night to thank the Gods and Ancestors for safeguarding us." Before a battle Akeem can assign a 1d100 Ward Save to any units of your choosing.

Iron Sand Adept (Intermediate): "Smashed into paste, grinded into dust, or sliced into strips. Tell me shinobi how would you like to die at my hands tonight?" Reduce the chakra cost of the Iron Sand Jutsu by 10%, reduce the number of rounds to activate by one and your Iron Sand Jutsu now gives you an extra +50 Melee Damage.

Keeper of Scripts (Intermediate): "To think and process the works and words of the Gods one must be wise, it is wise then that one record those works and words on a script for memory is so much more fallible than ink and paper." +10 to any actions related to recording knowledge or printing paper work. Can train archivists and scholars in this skill to help his fellow advisors as secretaries and assistants.

Beloved of the Gods and Ancestors (Intermediate): "Great are the Gods and Ancestors who watch over us and give us the tools and strength to succeed when would not. Now come brothers and sisters pray with me." Gain an additional +6 on the lowest roll for all your actions.

Vampire Slayer (Intermediate): "Drink this liquid silver, it'll poison the bastards if they bite you." +40 for all rolls against vampires in combat.

Jounin: Miyoharu Michishio Sabaku Diplomacy Advisor

Age: 27

Strategic Stats:​

Martial: 14 (Miyoharu is a competent but not particularly talented commander.)

Intrigue: 18 (Silk often hides the sharpest of daggers.)

Diplomacy: 23 (Miyoharu is the most skilled diplomat the clan has had in decades and her presence manifests it.)

Stewardship: 21 (If Kannika were not around Miyoharu would be running the clans finances. The advantages of being born to a family of Gem barons.)

Learning: 17 (An ignorant diplomat is a shit diplomat and merchant and Miyoharu is very good at being both.)

Piety: 14 (The Gods are not her focus but she remembers to give them proper homage.)

Combat Stats:​

Health: 1500

Morale: 100

Chakra: 521

Armor: 40

Melee: 325

Agility: 369

Marksmanship: 377

Stealth: 322

Recon: 315

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 50

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 200 Meters.


Merits:​

Iron Sand: Gold Sand Style Adept (Professional) "Miyoharu is an expert user of Jiton release, specifically a master of using the conductivity of the metal themselves to control energy itself. Frequently, she uses this mastery to turn the smallest structures of gold dust and silver dust into electrifying and piercing projectiles in situations where she would otherwise appear unarmed. Her golden earrings and other body piercings are other frequent conductors for her raw Jiton techniques." Reduce the chakra cost of the Iron Sand: Gold Sand Style Jutsu by 15% reduce the number of rounds to activate by one and your Gold Sand Style now gives you an extra +100 Ranged Damage.

The Oasis: "Some of the Michishio wandered the deserts looking for oases; Miyoharu was the oasis others sought. Miyoharu is a master medical-nin who has spent years traveling the desert with different caravans. In those travels, she was exposed to many, many less lucky travelers who had fallen along the way. In her work to identify the bodies and perform their last rights, she completed significant medical research and developed cutting-edge understandings of healing and life-extending practices at the cost of the most extreme members of the Faith's ire." Miyoharu is the clan's best physician and doctor, and can train others in her arts as well as provide her very in demand expertise as a trading chip for negotiations.

Gold Sand Style Stained Skin (Intermediate): "Miyoharu wears the golden sand, the gems and the glass she works as clothes, body paints and armor. She constantly manipulates patterns of golden sand and mineral dusts to move across her skin in patterns that mimic tattoos, share messages and express the emotions she selects to share with the world. The half-inch of precious metal dusts that make up the majority of her Stained Skin are not quite the 'perfect defense' some other members of the Sabaku No Kin have developed, but it is one that speaks highly to her appreciation of beauty." Reduce your chakra costs for the Stained Skin Jutsu and increase the gains bonuses it gives to your Armor by 30, your Resistance to Electric/Raiton/Azyr attacks by an extra 10% and your Ranged Damage by 50.

Artisan Crafts (Intermediate): "Miyoharu has spent many more years than her appearance suggests learning among the Gemcrafters and the Glassblowers, and she has picked up many of their secret arts and techniques. Though not a master in the field, she has a level of understanding and a familiarity with the art that few shinobi ever reach." Can craft gorgeous jewelry and glassware a small-time king would buy at ridiculous sums, can form schools to teach the same skills, and special learning opportunities.

Hourglass Figure (Intermediate): "Miyoharu prides herself on beauty, appearance and the fine things. Beautiful works of glass and gems always surround her, but she alone is the belle of the desert's ball. Miyoharu is an expert at using her appearance to her advantage in both direct and indirect scenarios." Miyoharu is so beautiful that men, dwarves and elves alike are mystified by her and she will gain +6 to Diplomacy action rolls that have her interact with people attracted to her.

Jiton: Iron Sand, Gold Style Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of gold dust that you can shape and use in combat. While active it gives +50 Armor, +50 Melee and +150 Marksmanship. Needs to be activated to use any other Gold Sand Style Jutsus.

Jiton: Gold Sand Style Stained Skin Jutsu
Rank: A
Chakra Cost: Add +25 to the maintenance of the Iron Sand Gold Style Jutsu.
Effect: The User makes the gold sand a second layer of their skin that protects them; it also allows them to fire off gold particles, jewelry and gems at supersonic speeds at a moment's notice by keeping them all super charged. The gold also absorbs and directs away any electrical attacks sent her way. Gain +50 Armor, 25% Resistance to Electric/Raiton/Azyr attacks and +100 Ranged Damage. Can only be used when the Iron Sand, Gold Style Jutsu is active.

Jounin: Prema Sabaku Intrigue Advisor

Age: 23

Strategic Stats:​

Martial: 14 (No such thing as a bad commander amongst the Jounin, the pace of war ensures it.)

Intrigue: 26 (She is the shadowed hand that reaches from the darkness to strangle the enemies of the clan.)

Diplomacy: 18 (A good shinobi understands the value in thinking before you speak, a great shinobi puts it in practice.)

Stewardship: 17 (She can manage her organization on budget easy enough.)

Learning: 16 (She knows how to read underneath the underneath gasp.)

Piety: 14 (Prayer is an important part of this job if you want to go home.)

Combat Stats:​

Health: 1500

Morale: 100

Chakra: 524

Armor: 40

Melee: 322

Agility: 312

Marksmanship: 324

Stealth: 417

Recon: 315

Recon Range: 300 Meters.

Damage: 300

AP Damage: 50

Ranged Damage: 200

Ranged AP Damage: 50

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 200 Meters.


Merits:​

Kugutsutsukai Adept (Professional): "You will not find a superior combat automaton in the entire world than those that I have built by hand and manned personally." While using puppets add an extra 30% of your marksmanship skill to its rolls, gain an extra three rounds of ammo for puppets, reduce chakra cost for using puppets per round by 60%.

Lady of Poisoned Gifts: "The Rayiys before you had a problem he needed a volunteer for to solve a discrete like. See a friendly clan, the Banu, was starting to buy products from a rival jewelry producer, the Fuha, and he wanted that shit stopped immediately but without killing or permanently maiming anyone from either clan since they were all pretty nice folks and also keeping us clean. So see I had a vial with some very unpleasant poison from one of the bandit tribes in the area that has it as a hall mark, it's quite famous for the absolutely awful stomach aches it gives you and it could also be absorbed through the skin by contact with a surface covered in it. They used it as a way to capture slaves you see hence why it didn't kill people or damage the body. So I snuck into the Fuha's compound and dipped the wedding ring commissioned by the Banu for the matrimony of the leader's son. I never did see the wedding, I heard it was a lovely event until the rings were handed over to the bride and groom. Long story short the Banu came back to us because we had better security for our products and the Fuha in a fit of fury decided to form an alliance with us to destroy the slaver clan." +10 to intrigue actions that attack an enemy's supply lines or carrying out false flag operations.

Jiton Release Affinity Adept (Intermediate): "I am beginning to understand that more than simple metals our ability encompasses the whole magnetism and beyond." Reduce chakra costs for Jiton Jutsu by 20%.

Poison Chemist (Intermediate): "You wouldn't believe how little of this shit needs to enter your bloodstream to kill you." Acquire/create poisons intrigue actions +6. Special intrigue and learning options.

Fixer (Intermediate): "The enemy of my enemy is not my friend, what are you stupid? But he is a useful pawn so let's make him even more useful." There's a lot of things that require killing and oftentimes people that aren't you wanting to kill those things. Gain +10 to intrigue rolls related to discreetly supplying allies or third parties.

Name: Raizou Hirano Sabaku Learning Advisor.

Age: 24

Strategic Stats:

Martial: 13 (To Raizou, military strategy is as much a science as any other, but it is not his field of expertise.)

Intrigue: 15 (Although as a Jounin his ability to undertake espionage operations is by requirement notable, he views it as a waste of his time when there are far more capable agents available.)

Diplomacy: 9 ("Insufferable genius" would sum up the problem with leaving Raizou in charge of diplomatic outreach nicely, even if he can grasp the academic side of ambassadorial duties well.)

Stewardship: 18 (Raizou's studies have been of both a civilian and a military nature, and over time he's learned a great deal about the former.)

Learning: 25 (From the day a young Raizou disassembled his father's combat puppet to the day he reached the rank of Jounin, he has devoted himself to the sciences and it shows. The clan is simultaneously less and more annoyed that he can actually back up his arrogant claim of being the best mathematician alive.)

Piety: 12 (Although Raizou believes in the existence of the gods, he does not hold much interest in theology, believing it would be a better and more productive use of his time to design new puppets for the clan rather than participate in the clergy's ceremonies.)

Combat Stats:

Health: 1500

Morale: 100

Chakra: 522

Armor: 40

Melee: 325

Agility: 319

Marksmanship: 421

Stealth: 315

Recon: 312

Recon Range: 300 Meters

Damage: 400

AP Damage: 100

Ranged Damage: 300

Ranged AP Damage: 100

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5

Rewards: Created the Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.


Maximum Attack Range: 200 Meters

Merits:

Kugutsutsukai Adept (Master): "True beauty lies in things that last forever, never rotting or fading." While using puppets add an extra 40% of your marksmanship skill to its rolls, gain an extra four rounds of ammo for puppets, reduce chakra cost for using puppets per round by 80%.

Kugutsutsukai "The art of puppetry":

  • Activate a combat puppet that (These are baseline standards set by the cheapest most commonly available puppet you have right now) raises your marksmanship skill by a base amount of 25.
  • The Puppets have special weapons such as poisonous bombs, senbon mortars and buzz saw blades.
  • Puppets have their own HP and Armor values and can be destroyed.
  • Puppets use 50% of your Marksmanship stat for all their rolls, and have their own damage and ap damage for the damage rolls.
  • You can carry multiple puppets.
  • Puppets take up the weapon part of the equipment slot.
  • It costs 50 Chakra per round to use Puppets.
  • Puppets are completely immune to environmental effects are the best unit to engage with foes too dangerous for their flesh and blood masters to approach.
  • While fighting with Puppets any actions they take count in a round are the unit's actions for that round. Puppets can be ignored by enemies to instead focus on the user.

Wall of Gold and Steel: "I remember it like it was only yesterday. One of the local steppe raider clans tried to seize our clan's stores of gold after our forces were exhausted from the war against the raiders from the Land of Rivers. They had come prepared, since all of their equipment was made from the bones of powerful monsters or from wood treated with Chakra, and their ninjutsu was impressive in its own right, using mostly Suiton designed to wear down our battlements and rust our weapons. I went sleepless for a week until I produced an alloy that would resist these techniques and then another week as I built countless new puppets to repel the foe. It was a very near defeat, but with our weapons now proof against their attrition strategy they could no longer keep up the pressure. I ran them off myself, and by some miracle I managed to not pass out until after they were entirely out of my puppets' range. Then after I recovered I personally saw to the destruction of those barbarians." Learning projects related to Metallurgy receive a +10 Bonus and any rare metal forge projects that produce rare metals such as Gromril and Aluminum produce 20% more yield.

Jiton Adept (Intermediate): "There is a special delight to be had in watching an enemy despair as your weapons and armor repair themselves from critical damage." Reduce chakra costs for Jiton Jutsu by 20%.

Applied Mathematics (Intermediate): "Mathematics are the gate and key to the sciences, and science is the path to understanding." +10 to train actions related to training engineers.

Mechanical Engineer: (Intermediate): "Man's greatest gift is intelligence, but his second greatest is the ability to turn that intelligence into tools." +10 to designing weapons.

Maps:​
World Map: Super Huge Detailed Map of the Warhammer Old World
 
Last edited:
Military Forces and Jutsus
Clan Ability Activated, Civilians produce 150 Gold per 100 of them instead of 50 Gold.
Secure the Surrounding Villages: 600 food and 500 Gold per turn.
Road Networks; Hamlets and Villages: Rewards: 100 gold and 500 food, synergy raises it by 50% to 150 Gold and 750 Food.
City Construction gain +300 Gold and Food per turn.
Local Outreach: Gain +500 Gold and +1000 food per turn. Gain +500 Gold for every new trade Resource.
None.
[X]1 Intermediate level Chakra Steel Armor: Chakra Steel Armor Provides: 100 Armor and full resistance against the lowest levels of warp radiation and 50% against medium levels of warp radiation.
-[X] As of turn two currently assigned to Raizou as the captain of the homeguard.
Doton: Slamming Trapdoor Jutsu
Rank: A
Chakra Cost: 100
Effect: The Unit uses earth Chakra to summon a massive mound of dirt that will lift up and slam together causing the unit trapped in it to receive 5000 Damage. AOE.

Doton: Steps of Izanagi Jutsu
Rank: B
Chakra Cost: 100
Effect: The Unit punches the floor and forming several hills instantaneously that block the movement of another unit.

Doton: Earth Wheel Jutsu
Rank: C
Chakra Cost: 25
Effect: An Infantry Unit summons a tidal wave of rock to move on giving them the ability to charge.

Doton: Mud Wall Jutsu
Rank: C
Chakra Cost: 20
Effect: The Unit summons a wall of Stone to put them behind Cover.

Doton: Earth Prison Dome of Magnificent Nothingness Jutsu
Rank: C
Chakra Cost: 50 to activate, 100 to keep active per round.
Effect: In melee combat trap another unit in a dome of stone that uses your chakra to regenerate itself from any damage it would take.

Doton: Bottomless Swamp Jutsu
Rank: C
Chakra Cost: 25
Effect: The unit creates a mud swamp covering 100 Meters that makes an unit in it Bogged.

Doton: Earth and Stone Dragon Jutsu
Rank: C
Chakra Cost: 50
Effect: Summon a stone dragon that acts as a missile hitting a Unit for 3000 Damage.

Doton: Earth Spear Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit infuses their body with Earth Chakra reinforcing their body with +200 Armor, and doubling their damage for one round but taking triple damage from Azyr/Lightning/Raiton infused attacks.

Doton: Earth Flow Wave Jutsu
Rank: B
Chakra Cost: 100
Effect: Summon a massive wave of stone that can attack a unit for 3000 Damage, and Bogs the enemy for one round.

Jiton: Iron Sand Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of iron dust that you can shape and use in combat. While active it gives +100 Armor, +100 Melee and +50 Marksmanship. Needs to be activated to use any other Sand Jutsus.

Jiton: Iron Sand Thorns Jutsu
Rank: A
Chakra Cost: 200.
Effect: Use your Marksmanship to form a massive forest of blades made out of your Iron Sand that will do 10'000 Damage to every Enemy Unit hit by it in 200m Radius. AOE

Jiton: One Man Body Crush Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit crushes a single enemy with their own equipment attacking them with Armor x 3 for Damage.

Jiton: Ten Thousand Man Body Crush Jutsu
Rank: A
Chakra Cost: 300
Effect: The Unit crushes an enemy army with their own equipment attacking them with Armor x 5 for Damage. AOE.

Jiton: Electro-repulsion Shield Jutsu
Rank: A
Chakra Cost: 300
Effect: Summon a massive extremely powerful electro-magnetic dome that diverts bullets, arrows and cannonballs protecting all allied units within a radius of 200 Meters from all ranged enemy fire for one turn.

Jiton: Guiding Hand Jutsu
Rank: C
Chakra Cost: 25
Effect: Use your magnetic control to make all your artillery projectiles guided, increasing the Marksmanship of any artillery Units by 25%.

Jiton: Shuriken Magnet Jutsu
Rank: C
Chakra Cost: 50
Effect: Launch a ranged attack where you attack a unit with every bit off ammo you have at the same time by magnetizing your opponent. Do a Ranged attack where do (Ranged Damage x 2) x All the Ammo you have.

Jiton: Jinton Featherweight Armor Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit uses their Jiton Chakra to levitate any units, including themselves, that have 50 or more armor to become airborne for a round.

Jiton: Gravity Bind Jutsu
Rank: B
Chakra Cost: 100
Effect: From a distance use your magnetism to bind any enemies with 50 or more armor for one round leaving them unable to take any actions.

Jiton: Blade Armored Shred Storm
Rank: C
Chakra Cost: 50
Effect: The Unit controls their armor disassembling it for a ranged attack that adds their armor x 2 to their ranged attack that turn. Lose your armor for that round but recover it the next one.

Jiton: Ionic Beam Jutsu
Rank: A
Chakra Cost: 100
Effect: The unit concentrates a massive amount of magnetic energy into their palm and shoots it as a small beam with a maximum range of 20 meters that does 4000 Ranged Damage to a single person.

Jiton: Rail Cannon Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit levitates their ranged weapons, imbues them with magnetic chakra and fires them forward at hypersonic speeds, doubling ranged damage that turn and making it armor ignoring.

Jiton: Plate Radar Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit sends out a magnetic pulse that detects any hidden units with 50 or more armor within 200 Meters.

1st​ Sabaku Shinobi Company; The Iron Hands.
Company Commander: Jounin Ahim Sabaku.
Company Strength: 71 Genin (Veteran), 6 Chunin (Veteran), 1 Tokubetsu Jounin Lugalkala Sabaku((Jiton) (Veteran)), 1 Tokubetsu Jounin Heshan Sabaku ((Taijutsu) (Veteran)).

2nd​ Sabaku Shinobi Company; The Guardians.
Company Commander: Jounin Akeem Sabaku.
Company Strength: 70 Genin (Veteran) 8 Chunin (Veteran), 2 Tokubetsu Jounin ((Chakra Blacksmith) (Veteran)) Kouta Sabaku and Nashtim Sabaku.

3rd​ Sabaku Shinobi Company; The Golden Winds.
Company Commander: Jounin Miyoharu Michishio Sabaku.
Company Strength: 81 Genin (Experienced), 9 Chunin (Experienced), 1 Tokubetsu Jounin Zaroa Sabaku ((Jiton) (Experienced)), 1 Tokubetsu Jounin Asurpal Sabaku ((Tessenjutsu) (Experienced)).

4th​ Sabaku Shinobi Company; The Poisoned Daggers.
Company Commander: Jounin Prema Sabaku.
Company Strength: 95 Genin (Experienced), 9 Chunin (Experienced), 1 Tokubetsu Jounin Kirus Sabaku ((Jiton) (Experienced)), 1 Tokubetsu Jounin Rahmis Sabaku ((Katon) (Experienced)).

5th​ Sabaku Shinobi Company; The Broken Dolls.
Company Commander: Jounin Raizou Hirano Sabaku.
Company Strength: 92 Genin (Veteran), 10 Chunin (Veteran), 2 Tokubetsu Jounin ((Kugutsutsukai)(Veteran)) Haran Sabaku and Kisuke Sabaku.

Spare Shinobi pending assignment as of the end of turn 2:
68 Genin (Green).

Commander in Chief of all forces: Jounin Kannika Sabaku.


New Great Coat Uniform: +30 armor, +3 melee and +3 marksmanship.
Guerilla Warfare training: Automatic Success plus 3 to all non-jounin stealth stats. Permanent +3 to any intrigue mercenary missions.
Basic Kenjutsu manuals: +3 to all non-jounin melee stats.
Rewards: Created the Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.
11 Longshanks of Taal and Alexis are available for deployment on martial and intrigue missions that involve the woods and/or fighting beastmen for an extra 500 Gold each. Each is a Chunin level warrior barring Alexis who is Tokubetsu Jounin level.

11 Priestesses of Rhya and Head Priestess Giana are available for deployment on martial and intrigue missions involving the woods and/or fighting Slaanesh for 500 Gold each. Each priestess hired provides a 2% bonus to success. Giana provides a 5% bonus.

Priestesses are also midwives and can be donated to so they can focus on providing these services for a year. Each priestess can be hired for a year for 1'500 gold and they provide a 0.1% boost in population growth.
Every level up adds + 10 to all stats (minus armor, morale and health) for genin, + 15 to Chunin and + 50 to Tokubetsu
10 Man Genin Squad Combat Stats:

Health: 500

Morale: 100

Chakra: 100

Armor: 40

Melee: 56

Agility: 50

Marksmanship: 53

Stealth: 53

Recon: 50

Recon Range: 100 Meters.

Damage: 60

AP Damage: 10

Ranged Damage: 45

Ranged AP Damage: 10

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Chunin Combat Stats:

Health: 500

Morale: 100

Chakra: 200

Armor: 40

Melee: 81

Agility: 75

Marksmanship: 78

Stealth: 78

Recon: 75

Recon Range: 150 Meters.

Damage: 100

AP Damage: 20

Ranged Damage: 75

Ranged AP Damage: 15

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Tokubetsu Jounin Combat Stats:

Health: 750

Morale: 100

Endurance: 100

Chakra: 250

Armor: 40

Melee: 156

Agility: 150

Marksmanship: 153

Stealth: 153

Recon: 150

Recon Range: 200 Meters.

Damage: 200

AP Damage: 50

Ranged Damage: 150

Ranged AP Damage: 30

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Note: There's a lot of Jutsus I'm still writing in and finalizing and this isn't by any means an extensive list and I'm constantly working on more and so is the discord who have made plenty of suggestions.
 
Last edited:
[X]Plan Italian Shark Week
-[X] Hoshigaki
-[X] Boons
--[X] Extra Gold: Start with an extra 5k Gold for every point invested. Can be chosen twice
--[X] Extra Gold: Start with an extra 5k Gold for every point invested. Can be chosen twice
--[X] Basic Chakra forging scroll
-[X] Tilea
 
Last edited:
[X] Plan Huntsmen And Hitmen
-[X] Hatake
-[X] Boons
--[X] Yamanaka Jounin
--[X] Advanced Doton Scroll
-[X] The Border Princes

[X] Plan Huntsmen and Hitmen 2: Magisteel Edition
-[X] Hatake
-[X] Boons
--[X] Basic Chakra forging scroll: You can train Tokubetsu Jounin in the art of Chakra Forging to build basic chakra steel weapons and Armor at high cost.
--[X] Advanced Doton Scroll
-[X] The Border Princes

It's got big woodlands, it's got political intrigue, it's got monsters, it's got everything the Hatake Clan could need to feel at home. Yamanaka will be perfect for the situation and Doton is just a fantastic element in general for both strategic action and even civilian construction. Plus Kakashi is awesome and having his would-be great grandpa on our side sounds fun.
 
Last edited:
[X]Plan Puppeteers and craftsmen
-[X] Sabaku No Kin
-[X] Boons
--[X] Basic Chakra forging scroll: You can train Tokubetsu Jounin in the art of Chakra Forging to build basic chakra steel weapons and Armor at high cost.
--[X] Advanced Doton Scroll: The Elemental Nature to study for building infrastructure. A scroll full of advanced techniques to train your Jounin and Tokubetsu in.
-[X] The Border Princes
 
[X]Plan Puppeteers and craftsmen
Always was a fan of taking future advantages over starting ones
 
[X]Plan Puppeteers and craftsmen
-[X] Sabaku No Kin
-[X] Boons
--[X] Basic Chakra forging scroll: You can train Tokubetsu Jounin in the art of Chakra Forging to build basic chakra steel weapons and Armor at high cost.
--[X] Advanced Doton Scroll: The Elemental Nature to study for building infrastructure. A scroll full of advanced techniques to train your Jounin and Tokubetsu in.
-[X] The Border Princes
 
[X] Gods, Men, and Insane Monkey Business
  1. [X]Sarutobi
  2. [X]Boons
    1. [X] Carpenters: Your clan are skilled carpenters and provide bonuses and lower costs to any stewardship actions involving woodwork and forestry. 1 point.
    2. [X] Basic Chakra forging scroll: You can train Tokubetsu Jounin in the art of Chakra Forging to build basic chakra steel weapons and Armor at high cost. 3 Points.
    3. [X] Larger Civilian population: Gain 1'000 extra civilians per point. Can put up to two points in it.
  3. [X] Southern Naggarond
 
Why is no one going for the option which gives more action economy?

Edit: In the interest of at least getting the Hatake Clan chosen I've made a second plan with Chakra Forging included.
 
Last edited:
[X] Plan the fine line
-[X] Shimazu
-[X] Boons
--[X] Carpenters: Your clan are skilled carpenters and provide bonuses and lower costs to any stewardship actions involving woodwork and forestry. 1 point.
--[X] Larger Civilian population: Gain 1'000 extra civilians per point. Can put up to two points in it.×2
--[X] 5 Soldier pills: Pills that restore 30% of your chakra in combat. Can be researched. 1 point.
--[X] Extra Gold: Start with an extra 5k Gold for every point invested. Can be chosen twice.
-[X] Troll Country

[X]Plan Italian Shark Week with rocks
-[X] Hoshigaki
-[X] Boons
--[X] Extra Gold: Start with an extra 5k Gold for every point invested. Can be chosen twice
--[X] Carpenters: Your clan are skilled carpenters and provide bonuses and lower costs to any stewardship actions involving woodwork and forestry.
--[X] Basic Chakra forging scroll
-[X] Tilea

Edit: Thanks

I think samurai up in Troll Country would be best. Have access to a lot of resources, probably lots of plain and steppes for horses. Probably interesting interaction with kislev.
 
Last edited:
Ok that's awesome, you sir just created something I didn't know I wanted but now that you created it I thank you. I have some questions:
-When do we arrive in the Warhammer timeline; pre-Sigmar birth, pre-war of the beard, post founding of the Empire, post-Magnus putting an end to the era of three emperors, before Nagash poisoned the rivers of Nehekara ?
-Do the other clans also appear in Warhammer if we don't choose them and do they appear in the other location choices that we did not take and do they receive boons too.
 
Ok that's awesome, you sir just created something I didn't know I wanted but now that you created it I thank you. I have some questions:
-When do we arrive in the Warhammer timeline; pre-Sigmar birth, pre-war of the beard, post founding of the Empire, post-Magnus putting an end to the era of three emperors, before Nagash poisoned the rivers of Nehekara ?
-Do the other clans also appear in Warhammer if we don't choose them and do they appear in the other location choices that we did not take and do they receive boons too.
I'm not sure about the first, but the second is yes and yes and yes. They get the locations and boons that are not picked.
 
Ok that's awesome, you sir just created something I didn't know I wanted but now that you created it I thank you. I have some questions:
-When do we arrive in the Warhammer timeline; pre-Sigmar birth, pre-war of the beard, post founding of the Empire, post-Magnus putting an end to the era of three emperors, before Nagash poisoned the rivers of Nehekara ?
-Do the other clans also appear in Warhammer if we don't choose them and do they appear in the other location choices that we did not take and do they receive boons too.
You'll appear in Magnus' times after crushing the chaos invasion of Kislev.
Yes the other clans do appear in the locations you did not select.
[X] Plan the fine line
-[X] Shimazu
-[X] Boons
--[X] Carpenters: Your clan are skilled carpenters and provide bonuses and lower costs to any stewardship actions involving woodwork and forestry. 1 point.
--[X] Advanced Doton Scroll: The Elemental Nature to study for building infrastructure. A scroll full of advanced techniques to train your Jounin and Tokubetsu in.
-[X] Troll Country

Not sure if samurai can use the doton scroll.
They cannot use it for infrastructure or battlefield control, which immediately is it's biggest draw, but if you meet the other clans you can sell it to them for a great favor on their part such as a blood oath. I would suggest you adjust your plan, especially because you have spare boon points, pick one of the advisors, and take the extra money.
 
I feel I should also provide context the chakra forging scroll does not allow you to make Shimazu Tier armor and weapons off the bat, it will take literal decades of in game time to get to that level as you train people in it and build up the infrastructure to do so.

Your first creations are fine breastplates that give you 50 armor, which is a lot for context a full plate empire knight has 50 armor, and basic weapons for your character's equipment slots that increase damage and ap damage and that can handle elemental natures more efficiently, think Sasuke's Kusanagi and Azuma's trench knives from canon.
Now the flipside is that the same properties that allow you to flow chakra through them make them very strong material that can slice through most armor very very well and can be imbued with magic and warp energies making them rare and powerful things you can sell for big bucks to the local elite.
 
Voting is open
Back
Top