Been tossing around another RtD idea, this one simple enough to where I think I could run it, but I don't intend to unless someone or many individuals would like to help with the base engine.
Ninjas.Note, so far all I have is a base idea for an engine. Setting and plot details are lackluster at best.
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The engine I have in mind is sort of tri-fold, in the way weapons and rolls work. Everything is based on a d12, so +2s to stats are equivalent to +1s on a d6. First off, weapons themselves.
Weapons are simple enough in that you have two slots and you can have weapons that take up these slots so long as you don't reach 3. Each weapon and weapon combo has special attacks that can change up combat in your favor, for instance:
Taking a Shuriken set and a Katana is a common and viable option. You can use specials such as Curve Shot (guaranteed to hit, single shuriken), Half-Drawn Counter (A guaranteed counter, where most rolls result in a pommel strike and higher ones net you a slash), and Entrapment (Shuriken+Katana attack, a miss is more common and the desired effect- missing with your shuriken nets you a powerful slash.) Taking, say a 2-Handed Sword, you have access to things such as Wide Guard (only high rolls deal any damage if used), but can't use Shuriken specials. Special Techniques follow your character, you can store up to four. Changing equipment can really mess you up if you've been using shuriken and suddenly you're wielding a spear.
This is where I need some help- the list of possible weapons is complete, however, I'd like different "houses" each with their own groups of specials- each House should have three common (found in other styles, anyone could feasibly use) specials for each weapon, two signature (No other House will have this ability, so these are much looser on restrictions- if your house is based on a wolf, you can have something wolf-related in the attack) specials, then two common combos (for the shuriken and katana, for example), and one signature combo for each setup. I'm not going to say every House has to have signatures for every weapon, but a note should be made of it and it should be consistent- if you don't include shuriken anywhere in your single signatures, don't use them in your combo signature.
The list of weapons is:
MeleeKatana (1s)
Wakizashi (1s)
Dagger (1s)
Two-Handed Sword (2s)
Spear (2s)
Thrown or RangedShuriken (1s)
Short Spear (1s)
Bow (2s)
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Secondly, all Ninja have affinities for one of a large number of elements, as well as a detriment. These determine the kinds of Spirit techniques they can use (below). You get +1s to your affinity element rolls and you can improve techniques of that element, you get a -3 to your detriment element (You shouldn't be using it anyway) and a -2 to defending against it (You get a +2 to resisting your own element.) The 8 elements are:
Fire
Metal
Earth
Water
Air
Dark
Light
Chakra
Most of them are pretty self-explanatory, there are a few oddball elements, and some might not work the way you'd expect.
Firstly, Ink is interesting in that you call upon the specials not through the normal means of hand signs (because I couldn't think of anything better than what Naruto had- no, that's not the main inspiration, it's actually a bunch of indie games) but through brush on paper. Sand is equally interesting in that certain attacks with it are less sand and more glass, and Chakra is an oddball because it's basically pure energy. Think of it as magic missile substance.
How do you attack with these elements? You give them
forms, the area I need the most help with. For instance, one form is Imprison- with the Metal Imprison, you can have things like chains wrapping around an enemy, or even metal bars constricting them, with Dark Imprison, you can trap them in a ball of light-eating void, rendering them blind and unable to tell what's going on, robbing them of their senses, and with Chakra Imprison, you create a wall around the opponent that saps their energy if they try to move through it.
I need a huge list of possible forms, anywhere from a d50 to a d100's worth. Not all elements would work with all forms easily, and that's OK, so long as they work with at least 4. say, a Laser or Beam, Metal wouldn't play nice with that, and so wouldn't be able to be a laser form. Each form needs to be at least slightly different- say a Hadouken-esque Chakra Ball and a frisbee-throw like Chakra Disk- both hit a single enemy, both focus damage on that one enemy, both are launched. What's the difference? The Chakra Ball does splash damage if blocked, the Chakra Disk can't be blocked. Even differences that small are completely fine. Try not to be too outlandish- say you've got an unblockable, guaranteed-to-hit attack- it would be nearly worthless for damage, possibly, or would have an incredibly low chance to hit. There should be forms to heal, buff, debuff, and do things other than just outright attack.
Houses have no bearing on this.
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Lastly, there's Joint Attacks. If two team members attack the same target and get the same roll, even if that result is double ones, it is a smashing success. Say one teammate used Metal Disk and got a one, then one teammate attacking the same target used a regular attack. They would pair up, and both would succeed- the Metal Disk would slam into the opponent, breaking their guard, opening the way for the other teammate to attack.
As far as stats go, each character has three gauges.
Blood, which is a general indication of HP. It does not matter in most cases as a separate injury system is used (from light bruising to chopped off) however blood loss can and will kill you. Injuries carry penalties to this number per turn. Everyone has a set amount, probably 20 or so. This does not change.
Next is Stamina. Using weapon abilities reduces Stamina, you get one point per turn. You've got a total of 10 points. Techniques can cost anywehre from 2-7 points.
Last, there's Spirit. Using elemental attacks reduces Spirit. You
don't get one point a turn. 15 points here. Techniques here cost anywhere from 1 to 3 points, most of the time it's 2.
This area needs a little more fleshing out, I might switch out Spirit for a cooldown system.