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Core Rules Summary

Skill Checks Boosts


1) Two Skills form Combo; if no second Skill Use for appropriate Jutsu, weapon effects, or one of:
appropriate, Skill Combos with itself. Additional Targets: Affects extra targets
Gifts, Specialities, Tools/Environments may provide with slightly lesser effect
extra dice. Bonus Damage: Adds +1 damage to an attack
Note: No levels in either Skill, roll single Fate Die: Bonus Information: Gains unexpected
information that may be useful
1: Critical Failure
Heightened Effect: Do it better than expected
2-9: Failure Karma Pool: Adds a die
10: 2 successes Streak Bonus: Creates advantage and give
2) Roll dice equal to Combo: bonus or reduce penalty for method
Style: Does it with a notable flourish
7-9: 1 success
Time Crunch: Halves the time needed
10: 2 successes Weapon Effect: Creates a new Condition
No successes with any 1s: Critical Failure (add die to based on the weapon
the Karma Pool; may elect to take extra Consequence
for every 1 rolled, adding extra die to the Karma Pool
for each one). Critical Failures
3) Compare successes to Difficulty: Apply Skill Consequences (see pages 83-90).
Easy (0) Add a die to Karma Pool
Simple (1)
Moderate (2) Karma Pool
Tough (3) Start session: dice equal to players, Max: 10 dice
Challenging (4) Add to it by:
Legendary (5) Activating a Trigger
Gain Boost every 3 extra successes beyond Difficulty. Suffering Critical Failure
Giving up a Boost
May give up Boost to add die to Karma Pool.
Use to:
Add dice to a Skill check
Repetitive Skill Use Dramatically rewrite scene (2-4 dice cost)
Cumulative -1 penalty if same Skill Combo is used
more than two consecutive times.
Does not apply to Extended Checks.

Opposed Checks
Most successes wins; active roll wins ties.
On a Critical Failure foe gains Boost.

Extended Checks
5 or more successes split over series of checks.
Stakes (e.g. period of time each check represents) and
Difficulty of each check in series may vary.

Support
Each character in pair contributes one Skill to Combo.
Both may use dice from Karma Pool for part of check.

Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Battle Summary
ROUND SEQUENCE COMMON SKILL COMBOS
1) Determine Initiative Action/Defense Type Common
2) Refresh and roll for extra Dynamic Actions Combo
3) Use Turn Sequence for all, in Initiative order
Punch, Kick, Melee Inflict Harm Fighting +
Note: Dynamic Actions may be used at various points Weapon Intuition
within a Round regardless of Initiative, depending on
Scathing Remark Inflict Harm Intimidation +
how they are being used. Discipline
Ki may be spent reflexively for extra Dynamic Actions.
Throw Weapon Inflict Harm Marksman +
Note: Characters take Quick Actions for free, using Athletics
them just before/after their Standard Action in Turn
Fire an Arrow Inflict Harm Marksman +
but incur a -1 penalty on follow-up Standard Action. Perception
Quick Actions may also be performed as Standard
Ambush Inflict Harm Fighting +
Actions with no penalty. Stealth
Smash Through Door Inflict Harm Strength
initiative
Initiate Grab Grab Fighting + Might
Initiative: Intuition + Speed + 3
Human Shield Grab Might + Speed
May be modified by Clan, Jutsu, etc.
Characters take Turns in order, highest to lowest.
Strangle Grab Might + Fighting
On a tie: Roll a die, highest chooses.
Thousand Stare Grab Discipline +
May give up placement to act later in the Round. Intimidation
Slip Free Break Grab Might +
Turn Sequence Athletics
1) Choose Action: Everyone has one Standard. Confuse with Lies Affect Deception +
2) Choose Defense Check: Perform free Defense Composure Persuade
Checks each round equal to Athletics level. Encourage Affect Persuade +
Cumulative -1 penalty to each additional Composure Intuition
Defense Check beyond that.
Intimidate Foe Affect Intimidation +
3) Choose Skill Combo Composure Fighting
4) Resolve Effects and Damage
Shove Knock Back Might + Fighting
Sweep Knock Down Fighting + Speed
Resolve effects and damage
Touch Touch Fighting + Speed
Damage equals number of successes attack beat
defense by and reduces Health or Psyche. Line Up Shot Plan Attack Perception +
Intuition
Weapons add +1 damage (+2 if Brutal).
Avoid Obstacle While Move Athletics +
Dynamic Actions and Boosts increase damage by +1. Running Speed
Armor: Reduces damage 1-for-1. Some Jutsu and
Black/Parry Block Fighting + Speed
Dynamic Actions provide armor or reduce damage.
Ki may be spent to halve damage or ignore armor. Leap Over a Sweep Dodge Fighting +
Athletics
Conditions: May choose to take on a Condition at a
level equal to the damage instead. Dive Under a Jump Dodge Athletics +
Attack Speed
Hide Behind a Tree Find Cover Speed +
RANGE Perception
Grappling: So close, touching and grabbing. Look Over Here! Feint Deception +
Close: Within 5ft. Perform
Near: 6ft.-15ft. Reach weapons can do this. Non- Im Your Opponent Protect Fortitude +
ranged weapons can be thrown with -2 penalty. Now Speed
Far: Thrown weapons cant reach this.
Distant: -2 penalty for Ranged weapons
Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Dynamic Actions Standard Actions
Offensive Uses: Inflict Harm (Physical/Mental): Physical/social attack.
Avoid Backfire (1): Negates Backfire. May be used to Plan Attack (Physical/Mental): Give up action, gain +2
negate cumulative failed Jutsu Activation penalties. bonus on next attack. If forced to move/defend when
Counter Attack (1): After successful Defense check, planning physical attack, loses bonus.
make immediate Standard Action against attacker. Affect Composure (-/Mental): Changes targets
Deeper Cuts (1): +1 damage on any successful attack emotion, inflicts 1 mental damage.
even after roll. Maximum once per attack, per target. Disarm (Physical/Mental): Target loses bonus
Enhanced Attack (1): +2 to attack roll, even after roll. dice/effects from item/action.
Retreating Attack (1): Instant attack retreating foe. Initiate Grab (Physical/Mental): Hold or hold attention
of target. -1 penalty to physical actions except Break
Defensive Uses:
Grab when held. Those involved in a Grab use Might as
Deflect Attack (2): Use Jutsu to deflect attack. Each Primary Skill to attack each other. Only small items may
success on Jutsu Activation check negates attack success. be wielded. If attention held, target suffers cumulative -1
Enhanced Defense (1): +2 to defense check, after roll. to Discipline checks for each Round held.
Thicker Skin (1): Negate 1 damage. Multiple Dynamic Break Grab (Physical/Mental): Make two contested
Actions may be spent. Might (no penalties)/Discipline checks (with penalty) to
Other Uses: break the hold.
Dynamic Interactions (1): Interact with environment. Knock Back (Physical/-): Target knocked back
(Attackers Strength Defenders Strength) x5 ft. +3
Extra Actions (1): Gain extra Standard Action at same
bonus to Attackers Strength if used Sprint/Rush Action
Initiative. Multiple Dynamic Actions may be spent.
before to attempt knock over. If distance 20ft.+, target
Perform up to Speed actions at no penalty. Beyond that
also knocked prone and takes 1 physical damage. Prepare
each occurs at -2 Initiative penalty. Cannot go below
Quick Action to stand up.
Initiative 0.
Knock Down (Physical/-): Target knocked prone, takes
Ignore Conditions (1): Ignore all active Conditions for
1 physical damage. Prepare Quick Action to stand up.
single Action.
Mold Ki (Physical/Mental): Once per round, tap 1 Yin
Initiative Manipulation (1): Must be done before
or Yang ki from environment.
anyone acts. May either gain +2 Initiative per Dynamic
Action spent OR lower someone elses Initiative similarly. Retreat (Physical/Mental): Like Move Quick Action or
Sprint/Rush Standard Action, but disengages. Opponent
Interruptions (2): Immediately interrupt/respond to an
may use Dynamic Action to attack. In Mental combat,
occurrence/action with an Action. Only once per round,
takes 1 mental damage to disengage.
may be reflexive. Interruption may be interrupted.
Sprint/Rush (Physical/-): Move at base Movement x10.
Zen Mind (1-2): Gain +1 Ki (of either type) per Dynamic
Next Action limited to Inflict Harm, Knock Back, Knock
Action spent (maximum two) when using Mold Ki.
Down or physical Skill/Jutsu use. Attackers suffer -2 to
hit character. Character gets +2 to hit and +1 damage on
Defense checks next attack. Can forgo attack bonuses for +3 Strength
bonus to follow-up Knock Back.
Block/Parry (Physical/Mental): Stop attack/shrug off
comment. -2 penalty to block weapon attack if unarmed. Use Jutsu (Physical/Mental): Use Action, make Jutsu
Activation roll.
Brace (Physical/Mental): Forgo defense check to use
(Fortitude or Discipline/2 for physical/mental) as Armor
against attack. Reduce damage to 1 minimum. QUICK ACTIONS
Catch (Physical/-): Catch someone/thing. If Feint/Distract (-/Mental): +2 bonus to next attack on
sharp/spiked, -2 penalty. Failure takes damage normally. the distracted target. Can aid friend.
Dodge/Evasion (Physical/Mental): Evade/deny Move (Physical/-): Move up to base Movement x3.
attack/questioning. Find Cover usually needed against
Prepare (Physical/Mental): Draw weapon, stand from
ranged attacks.
prone, pull something from a bag, etc.
Find Cover (Physical/Mental): Can move to cover if
Touch (Physical/Mental): Touch target, useful for some
within Move Quick Action; cover may negate or halve
Jutsu or to benefit some social interactions.
damage. If unable to reach cover, attacker suffers -1
penalty to hit instead. Mental cover involves other
character intervening, suffering mental damage instead.
Protect (Physical/Mental): Must get in way physically Actions
in either case. Protected individual must be within base
Movement/2 (full Movement if Dynamic Action used).
Takes damage for protected individual.
Reference
Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Damage, Conditions and Healing
Death and dying Crossover Conditions:
0 Health: Unconscious and will die within Fortitude Broken: Penalty to specific Skill use equal to
minutes unless given medical attention. Condition level.
0 Psyche: Mental breakdown, typically unconscious. Dosed: Affected by Alchemy potion.
After one damage track hits 0, excess damage is taken Pain: Penalty to physical or mental checks equal to
from the other track. damage of that type taken. Moderate (2) Discipline +
Fortitude check as Quick Action to ignore for Round.
Penalty to check equal to Condition level.
Conditions Poisoned: 1 damage/rd. of Battle which cannot be
Maximum: 4 Conditions at any time, 10 levels total. negated. Outside of Battle, suffer half (round up)
Maximum Individual Condition Level: 5 Poisoned Condition level as penalty to all checks. Only
Characters may choose to endure Conditions in place heal half as quickly while poisoned.
of damage, taking the Condition at a level equal to the
damage that wouldve been inflicted. Excess Removing Conditions
Conditions past above limits are converted to damage.
Light Conditions (Level 1): Remain for Scene.
Some weapons, abilities and Jutsu can produce
Lasting Conditions (Level 2-3): Lasts number of days
Conditions.
equal to level before reducing its level by one.
Physical Conditions:
Heavy Conditions (Levels 4-5): Lowers by one level
Bleeding: Make a Moderate (2) Fortitude check when per session.
doing anything physical or suffer 1 damage. Penalty to
check equal to Condition level.
Bruised: +1 damage whenever struck. Natural Healing
Burned: +1 damage whenever struck and penalty to With each major Scene change or full day in game
all physical tasks equal to Condition level. time, can heal up to (Fortitude + Discipline +1)/2
damage from either track.
Deprived: No Health recovery until Condition ends.
The Elemental Route: If a character spends a Scene
Injured: Pick limb or part of body injured; penalty to
pursuing their elemental Temperament to relax, they
all checks using that limb, equal to Condition level.
can heal damage again as above.
Knocked Out: Unconscious. Make Tough (3) Fortitude
check/day; success reduces unconsciousness time by
one day. Holistics and Damage
Sensory Loss: Temporarily blinded or deafened. Once per Scene, character with Holistics 1+ can make a
Penalty to related checks equal to Condition level. Tough (3) Holistics + appropriate secondary Skill
May use another sense to compensate with -1 penalty. check to heal another character. There is a penalty to
Slowed: Penalty to Initiative equal to Condition level. the check equal to the amount of damage taken of the
type they are trying to heal, e.g. Health or Psyche. A
Mental Conditions:
success heals 1 damage. Any damage left over heals
Afraid: Tough (3) Discipline + Empathy check at start naturally at the end of the Scene or can be converted
each Round or lose Action. Penalty to check equal to into a Condition. A character can only be treated once
Condition level. per Scene. Self-treatment has an additional -2 penalty.
Confused: Any 1s rolled during Condition subtract
successes.
Holistics and Conditions
Convinced: Fully convinced by lie/half-truth. Penalty
equal to Condition level to detect lies from same Once per session, character with Holistics 3+ can make
source while under Condition. a Tough (3) Holistics + appropriate secondary Skill
check to heal another characters Condition. There is a
Dazed: May only use highest Skill in a Combo and penalty to the check equal to the level of the
always suffer at least one Consequence even if Condition they are trying to heal + the total number of
successful. Conditions the victim has. A successful check reduces
Embarrassed: Penalty to social checks with those the Conditions level by 1.
embarrassed in front of, equal to Condition level.
Scarred: Hideous scars. Penalty to social checks
(except Intimidation) equal to Condition level.

Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Ki and Jutsu
Molding Ki Activating Jutsu
Characters can use the Mold Ki Standard Action once
1) Ensure minimum amount of appropriate Ki:
per Round, to draw 1 Yin or Yang Ki from their
surroundings beyond their natural resting Ki. Jutsu Min. Ki Difficulty
Molded Ki lasts 30 minutes. Basic 1 2
Maximum Ki Total: 10 Median 2 3
The amount of Ki in a location that can be tapped each Advanced 4 4
Scene is: Mold Ki using a Standard Action if more Ki is required.
Type Element # of Taps 2) Roll the Jutsu Combo vs. the Difficulty above.
At Sea Water 6 Add +1 bonus if characters Element matches the
Jutsu.
Desert Fire 4
Bonuses/penalties also apply based on Jutsu
City Metal 6 Destruction Cycle (see below):
Forest Wood 4 No successes: Jutsu fails
Successes less than Difficulty: Jutsu occurs
Jungle Wood 6 but Backfires.
Mountain Earth 6 Successes at least equal to Difficulty: Jutsu
occurs.
Shoreline Water 4 Note: A Ki point of the appropriate type may be spent
Tunnel Earth 4 to activate Jutsu automatically.
If Jutsu targets a victim who can resist, successes
Volcano Fire 6
gained are those above the targets resistance check,
Near a Ki line: +2 number of Taps but as long as meets the Jutsu Difficulty overall, no
Far from Ki line: -2 number of Taps Backfire occurs.
Personal Element Matches Location: Can draw at
least twice/Scene regardless of Taps left. Resisting Jutsu
If target resists, must use do same check as activation
Spending Ki but using opposite Ki type. Advanced Jutsu require an
extra point of Ki to make the resistance check.
A point of Ki can be spent to:
Activate Jutsu automatically (must be
appropriate type). Jutsu Destruction Cycle
Gain a Dynamic Action once per Round. Wood Parts Earth
Ignore targets Armor for one attack. Earth Dams Water
Halve damage from an attack.
Water Extinguishes Fire
A point of Ki may also be given to another character
with a touch. Fire Melts Metal
Metal Chops Wood
+2 activation bonus when destroying element used to
attack/defend vs. its lesser.
Effects of defending lesser element are halved.

Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Weapons
Weapon qualities Weapons
Name Effect Ararebo (studded mace): Blunt, Crushing
Aribo/Kanamuchi (iron cane/whip): Blunt, Crushing
Blunt May cause Pain 1 Condition on Boost Bo (staff): Reach, Blunt
Bokken (wooden sword): Blunt, Quick
Brutal Inflicts +2 damage (instead of +1) Chigiriki (cudgel and chain): Blunt, Chain, Concealable,
Chain If attack roll ties with Defense check, still Slow
does 1 damage Fukiya (blowgun): Ranged, Poisonous
Gauntlets: Blunt, Skilled (Fighting)
Concealable +1 Stealth to conceal this weapon Hanbo/Jo (half staff): Blunt, Quick
Jitte (iron judicial baton): Blunt, Crushing
Crushing May cause Bruised 1 Condition on Boost
Kaginawa (grappling hook and cord): Chain, Reach,
Disarming May disarm opponent on Boost Skilled (Climbing), Unwieldy
Kama (twin sickles): Paired, Sharp
Fragile Does not deal extra +1 damage Kanzashi (poisoned hairpin): Concealable, Fragile,
Grabbing +1 to initiate and maintain Grab using it. Poisonous, Quick
May still be used attack while Grabbing. Katana (long sword): Sharp, Quick
Kiseru (iron smoking pipe): Blunt, Concealable
Heavy Target suffers -1 penalty to Block/Parry it Kunai (throwing knife): Ranged, Sharp
Kusari-Fundo (weighted chain): Chain, Concealable
Master-Crafted Immune to broken, disarmed, affected by Kusari-Gama (sickle and chain): Sharp, Chain, Skilled
rival Jutsu, and +1 all checks using it (Climbing), Slow
Quick +1 Initiative using it Kyoketsu Shoge (hooked dagger and cord): Chain, Reach,
Skilled (Climbing), Slow
Ranged Attack at Far or Distant Range Nagamaki (long-handled sword): Brutal, Sharp
Nageyari (javelin): Piercing, Ranged
Reach Attack at Near Range
Naginata (glaive): Reach, Sharp
Paired +1 Block with pair. -2 penalty to all checks Nekote (cat-claws): Concealable, Fragile, Poisonous, Quick
using only one Nodachi (big sword): Heavy, Piercing, Sharp, Slow
Nunchaku (two-section flail): Chain, Blunt
Piercing Ignores 1 level of Armor Ono (ax): Heavy, Sharp, Brutal, Slow
Poisonous May cause Poisoned 1 Condition on Boost Otsuchi (war mallet): Brutal, Crushing, Heavy, Slow
Sai (twin parrying forks): Disarm, Paired
Sharp May cause Bleeding 1 Condition on Boost Sansetsukon (three-section staff): Chain, Blunt, Reach,
Unwieldy
Skilled +1 to listed Skill when used Sasumata/Sodegarami/Tsukobo (mancatchers):
Slow -2 Initiative using it Disarming, Fragile, Grabbing, Reach
Shikomizue (sword cane): Concealable, Fragile, Quick,
Unpredictable Target has -1 to Dodge it Sharp
Shuko (paired palm-claws): Concealable, Paired, Skilled
Unwieldy -1 to Attack with it
(Climbing), Fragile
Shuriken (throwing stars/needles: Ranged, Quick,
Concealable, Fragile
Tambo (short baton): Concealable, Quick
Tanegashima (musket): Brutal, Ranged, Unpredictable
Tekko (knuckleduster): Blunt, Concealable, Skilled
(Fighting), Fragile
Tekko Kagi (twin hand-claws): Paired, Sharp
Tessen (bladed fan): Sharp, Concealable
Tetsubo (warriors club): Heavy, Crushing, Brutal,
Unwieldy
Tonfa (twin fighting sticks): Paired, Blunt
Uchine (fletched dart): Piercing, Ranged
Wakizashi (short sword): Quick, Sharp
Whip: Reach, Sharp, Blunt, Unwieldy
Yari (spear): Piercing, Reach
Yumi (bow/arrow): Ranged, Piercing

Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.
Movement, Strength and Journeys
Movement Summaries
Base Movement: Athletics + Speed + 5ft/rd. Journeys
Maximum: Base Movement x 10 Each step of a journey is a check. Once a character
Running/sprinting may require checks, such as: makes a check for the stage, they must pass to another
Athletics + Fortitude (running a steep incline) character to make the next check until all stages are
Athletics + Intuition (avoiding obstacles) complete.
Athletics + Speed (avoid slip/trip) Difficulties vary, and each stage is completed whether
Jumping: the check succeeds or fails. The check simply provides
benefits for success or imposes consequences for
Base Movement + (Might x2) ft. horizontally, half this failure.
vertical
The stages:
Double horizontal distance with run-up and Moderate
(2) Might + Athletics check. Village: Planning and preparation.
Safe landing or catching self if fails may require Default: Knowledge + Persuade.
Athletics + Speed check. Success: Reroll for any other single stage.
Climbing: Failure: Increase Difficulty of any other stage
Base Movement/2 by 1.
Make Athletics + Speed check: River: Pace and distance.
Failure: No progress Default: Fortitude + Travel
Critical Failure: Fall Success: Restore 1 lost Psyche
Swimming: Failure: Suffer Deprived 1 Condition
Movement/2, requires Athletics 1 minimum. Forge: Enemies and confrontations.
No check in calm water. Might + Athletics in rough Default: Perception + Stealth
water: Success: Avoid or ambush with advantage
Failure: Flounder Failure: Battle
Critical Failure: Start to drown Mountain: Obstacles and environment.
Default: Survival + Travel
Strength Success: Find hidden refuge or item
Strength is Athletics + Might Failure: Injury 1 Condition or loss of
Carry: 50 lb. + (Strength x25 lb.) important equipment
Temple: Arrival and reception.
Deadlift: Carry x2
Default: Empathy + Intuition
-1 penalty to all actions beyond Carry limit
Success: Local as helpful temporary Contact
Failure: Enemies alert to arrival and intent
STRENGTH FEATS
Strength Feat Min.
Strength

Crush Trinket in hand 0


Drag someone same size 2
Break wooden chair 3
Drag someone twice size 4
Break down wooden door 5
Break open metal door 6
Punch through stone wall 8
Burst through stone wall 10
Uproot a tree 12

Unofficial Ninja Crusade 2nd edition cheat sheets by Jargogle Bamboozle. Ninja Crusade 2nd edition is 2016 Third Eye Games.

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