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Author Topic: Dragon Ball: A New Saga (NarutoD20 with lotsa houserules)  (Read 137 times)

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Online ShadowFox89Topic starter

Dragon Ball: A New Saga (NarutoD20 with lotsa houserules)
« on: August 15, 2015, 08:50:02 PM »
 It is the Age 749 on the Planet Earth. The Red Ribbon army is slowly moving their military across the planet, destroying cities, villages, all in the name of finding the mythical Dragon Balls, mysterious and fabled orbs that when gathered can grant any wish.


Spoiler: Click to Show/Hide
Character Creation: CHARGEN
Level: ECL 3, no more than LA2 (All LA taken up front, cannot be 'bought off')
Race: Any Human, Any other Core*, Homebrew*, Saiyans (ask first), Henkasei-jin (shapeshifters like Zarbon)
Bloodlines: Any Core Minor/Intermediate*, Homebrew Minor/Intermediate*

Characters from ANY village will be allowed. Prior to the first stage, the teams will be randomized. This means that the teams will be composed of strangers from other villages and the emphasis of the exam will be cooperation even under these circumstances.

Abilities: 40pt buy
Starting Occupation: Any
Classes: Any Core, Basic Paragons, Samurai, Weaponmaster, Sage*, Homebrew*

Feats Progression: Every Odd Level (1/3/5/7/9/11/13/15/17/19)
Feats: Free Genin (Effective Level 1)
--Tough Hero/Paragon: Simple Weapons, Light/Medium/Heavy Armor
--Strong/Fast/Dedicated Heroes/Paragons: Simple Weapons, Light/Medium Armor
--Smart/Charismatic Heroes/Paragons: Simple Weapons, Light Armor
--All Classes get Nin or Archaic Weapons for Free

Skills: Consolidated Skills As Below (New Skill: Old Skills Combined)
--Acrobatics (Dex): Balance, Escape Artist, Tumble
--Artisan (Int): Forgery, Craft Calligraphy, Craft Writing, Craft Visual Art, Decipher Script
--Athletics (Str): Climb, Jump, Swim
--Chakra Control (Wis): Chakra Control, Concentration
--Conversation (Cha): Diplomacy, Intimidate, Sense Motive, Knowledge Current Events, Knowledge Popular Culture,
--Deception (Cha): Bluff, Disguise
--Fuinjutsu (Int): Fuinjutsu
--Gamble (Wis): Gamble
--Genjutsu (Cha): Genjutsu
--Handle Animal (Cha): Handle Animal, Ride
--Knowledge Lore (Int): Arcane Lore, History Ninja Lore, Tactics, Theology and Philosophy
--Investigate (Int): Gather Information, Investigate, Knowledge Streetwise, Knowledge Behavioral Sciences, Research
--Mechanic (Int): Craft Mechanical, Craft Structural, Demolitions, Disable Device, Repair
--Medicine (Wis): Craft Chemical, Craft Pharmaceutical, Knowledge Earth and Life Sciences, Knowledge Physical Sciences, Treat Injury
--Ninjutsu (Int): Ninjutsu
--Outdoorsmanship (Wis): Navigate, Survival
--Perception (Wis): Listen, Search, Spot
--Professional (Wis): Perform, Profession, Knowledge Business, Knowledge Civics
--Stealth (Dex): Hide, Move Silently, Sleight of Hand
--Taijutsu (Str): Taijutsu

Techniques/Jutsu: 10 techniques at 1st level. +2 Techniques at 2nd. +3 techniques at 3rd. And so on and so forth. For a sixth level character, that's 30 techniques of any type. Any type of Adept feat (Ninjutsu Adept, Taijutsu Adept, ect.) grants you a number of techniques for that skill equal to your character level.

Masteries: You can sacrifice a technique gained from above section in order to get two steps of mastery.

NOTE: After char-gen, jutsu will be learned normally at various 'free time' points if you dedicate time to it. If you do not, you may still gain jutsu upon level-up based on above (I will not punish you for not training, but you get benefits for training instead. Spending the intermittent periods training can be valuable, but so can doing things like collecting intelligence on your opponents.)

*: Mandatory GM Approval First