NarutoWorldDelta2001 PDF
NarutoWorldDelta2001 PDF
NarutoWorldDelta2001 PDF
Version 2.0.0.1
This pdf was transcribed by:
Shigeo
Kaskangar
With special thanks to
Anthony
Mourdos
Selerik
Rose
The people who will CLAIM they wrote
this are:
Green Rabite
Rusty
Shigeo
With old thanks to
Ashton
Flynn
Harlequin
Jujun
Xavis
Gin
Elegard
Kask
1
Kirigakure No Sato
Table Of Contents Equipment
Primary Attributes
Derived Attributes Advancement
Uniques Rank Benefits
Creation Uniques Infamy
Two Point Uniques
Three Point Uniques The Gates
Combat Summoning Contracts
Actions
Actions (Advanced)
Stealth
Pursuit Basics
Combat
Weather Conditions
Fatigue
Wounds
Recovery
Skills
Physical Abiltiies:
Subtlety Abilities
Sensory Abilities
Chakra Abilities
Equipment Abilities
OTHER Abilties
Jutsu
Taijutsu
Combo Jutsu
Grappling Jutsu
Weapon Jutsu
General Ninjutsu
Doton Ninjutsu
Fuuton Ninjutsu
Raiton Jutsu
Suiton Ninjutsu
Medical Jutsu
Sealing Ninjutsu
Genjutsu
Konohagakure no Sato
Sunakagure No Sato
2
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4. Pick Attributes
The next step is to determine your five core attributes:
Strength (STR), Resilience (RES), Chakra (CHA), Dexterity
(DEX), and Agility (AGI).
You start with 20 in all stats.
After that, you have 25 points to distribute among the
attributes, with no more than ten in a single stat.
3
1. Primary Attributes 2.Derived Attributes
Attributes (also commonly referred to as statistics, or 'stats' Vitality
for short) are numerical representations of your character's Vitality measures your character's ability to shrug off damage,
overall physical condition: how strong they are, how fast they to turn a dangerous blow into a glancing one, and to take a
are, and so forth. They are the baseline for determining beating without being seriously injured. You have a current
performance. and maximum vitality; whenever you take damage, you
The five primary attributes make up, in game terms, the reduce your current vitality by that amount, though your
core of a character's capabilities. maximum Vitality is unaffected. Your vitality equals your
Baseline 'normal human' stats are around 20. Ninja (RES 8 + STR 4).
characters will quickly exceed these numbers. This is a result
of them learning to harness the chakra in their body, and Hit Points (HP)
benefiting from the symbiotic relationship that chakra has Hit points are like your 'life force', representing injuries that
with their body. have significantly harmed you and caused serious damage to
your body. After your Vitality reaches 0, you take damage to
Strength (STR) your Hit Points; an attack which depletes your Vitality has the
Strength is a measurement of your ability to exert physical rest of its damage carry over into your HP. You have (RES *3
force on the world around you. Exceptionally strong people + CHA) Hit Points.
may be correspondingly muscular, though ninja have
developed many training methods which leave them Damage Bonus, Physical
deceptively lean. As the name would suggest, this increases the damage you do
with physical attacks. Full details on how can be found in the
Your physical damage bonus is STR/15. Combat chapter. Your damage bonus is STR/15. Damage
Your Vitality is (RES multiplies 8 + STR multiplies 4) bonus is unique in that it is calculated to a single decimal
Resilience (RES)
place. For example, with STR of 25, you'd have a damage
This is your body's ability to endure hardship without bonus of 25/15.0 = 1.666 = 1.6
suffering from debilitating injuries. Many ninja believe that Damage Bonus, Ninjutsu
it's best to avoid being hit entirely... but nobody will say that This functions identically to physical damage bonus, with two
not being able to take a blow is a good thing. differences. The first, it is determined by your CHA/15; the
RES/10 is your bonus to Stamina rolls. second, it applies to attacks based on their potency of your
Your Vitality is (RES multiplies 8 + STR multiplies 4) chakra rather than your physical strength, which generally
Your HP is (RES multiplies 3 + CHA) means ninjutsu.
Chakra (CHA) Willpower
Every ninja is fueled by chakra, a mystical force that suffuses Your overall strength of will. This is both your raw
the world and fills the bodies of all living things, much like 'ki' determination, and your confidence in your body's ability to
in certain belief systems. This stat measures both your keep going, and perform at a higher level, even when it, well,
reserves of raw chakra and your ability to harness them. can't. Your Willpower is calculated as (STR + RES + CHA +
Your ninjutsu damage bonus is CHA/15. DEX + AGI)/100, with a minimum of 1.
You add CHA/10 to your Chakra Exhaustion rolls.
Dexterity (DEX)
Representing your deftness, precision, and ability to quickly
respond to changes in your environment, dexterity is very
important in combat, as it is what enables you to actually hit
things that are moving (such as other ninja).
Your base Accuracy bonus is DEX/10.
Seal Speed of jutsu you perform is reduced by DEX/10.
Agility (AGI)
The sister attribute to dexterity, agility is how quickly you can
react to danger, how fast you can move, and, as the name
suggests, how agile you are overall.
You add AGI/10 to your Dodge rolls.
You add AGI/10 to your Initiative rolls.
4
Uniques Berserker
Uniques are one of the many ways in which you can A beast of a ninja you are, and you act like one too! You get
customize your character, giving you effects and capabilities angry easily, and often make rash, terrible decisions out of
that typically cannot be acquired otherwise. You gain four being bull-headed. At least you're hard to take down when
Unique Points to spend at character creation. Uniques are things come to combat (as they often do).
grouped by cost, with Creation Uniques all costing 1 point You add an extra STR*2 to your Vitality, can fight until
each. -25% HP, and can opt to not take a defensive action in
response to an enemy's attack. If their attack Wounds you,
you can choose which location it hits (unless the attack is a
Creation uniques called shot). Assuming you're still standing, you can then
Uniques which may only be taken when you first make your immediately counteract, using any physical attack at your
character, and you may only have two of them. However, you disposal, even though it's not your action. This attack is made
may save your unique points for later, if you want. at half its normal Speed, cannot have its Speed reduced
As your character advances in rank, they'll gain more further, and has a +3 Accuracy bonus.
unique points. You can either save these for later, spend them This attack must be directed at the person who attacked
to acquire new uniques, or use them to upgrade existing you. Its base Speed cannot be greater than the base Speed of
ones. Regardless, you may only take a single unique once; you the attack which provoked it.
cannot, for example, take Endless Energy twice to get double When you fall below 20% Vitality in combat, you can
its bonuses. choose to immediately surrender or keep fighting. If you keep
Some uniques have, below their descriptions, entries such fighting, you won't stop until you're unconscious, or all your
as "Upgrades Into" and "Upgrades From." To upgrade a opponents have surrendered or been incapacitated
unique, you need to pay the difference between the cost of
your current unique and the cost of the unique you will be Competitive
upgrading it to. When you do this, you remove the old unique You always want to win every race, hit the bull's-eye first, and
and replace it with the new one. This does mean that you beat everyone in every game you play. In fights, winning is
might lose some effects entirely in the process. your everything; that can be good, since losing a fight as a
For example, say you had the 1-point Expansive Chakra. ninja may have fatal consequences.
You later become a Chuunin, and gain your fifth and sixth You gain 3 bonus XP for winning a sparring match or fight,
unique point. You spend one of them to upgrade your unique all your attacks do an extra 5% damage, and you gain a +2 to
to the 2-point Boundless Chakra; you gain the new unique's all d20 rolls. Whenever you miss with an attack, you become
benefits, but lose Expansive Chakra's cost reduction. Finally, increasingly frustrated and driven to land a solid blow on
you become a Jounin and use one of the unique points you get your enemy. This gives you a -1 penalty to all your d20 rolls,
then to finish by upgrading Boundless Chakra into either one but also a +1 bonus to Accuracy, up to a maximum of -5 and
of its 3-point versions, Regenerative Chakra or Surging +5 respectively (attacks with accuracy rolls use the accuracy
Power. bonus, not the d20 roll penalty). These both reset to 0 when
you hit someone.
Analyst
You like to study everything you can about people, their
actions, their routines, as well as everything around you. This
can be distracting at times, but usually it'll give you a good
grasp of the situation and your surroundings.
You have a +3 bonus to Awareness, and whenever you take
a Rest action you gain 5 AP. You begin combat with 10 AP
and if someone uses the same type of attack (Katon, Weapon
Taijutsu, etc.) in succession you get a +2 to your defenses.
This does not stack.
You have a -5 penalty to your choice of either Espionage,
Stealth, or Survival (your choice). Your observational powers
come at a price!
5
Defender Juggernaut
Throwing solid blocks, you've honed your reflexes and You are a solid, hulking brute. You aren't necessarily tall, but
worked your bones and tendons hard so that your twitch you condition yourself hard and have always had a natural gift
reflex is all you need to keep yourself safe. at receiving pain! Massive, solid forearm muscles and
You can use the Block defense as a Speed 5 Interrupt. This tendons, strong shins, you are a rough opponent to face.
does have one downside: If you're Stunned when you do this, You reduce all damage you take by RES/4, and treat
your Block reduces the incoming attack's damage by 25% damage as being 20% less for the purpose of receiving
less than it normally would. When you don't block, you reduce wounds. You ignore the effects of one wound you are
the damage you take by RES/5 and treat the damage as if it suffering from; any time you're wounded you may continue to
was 20% lower when determining what Wounds you receive. ignore the current wound, or change to the newly-inflicted
Finally, anyone who makes an unarmed attack against you one.
takes your STR/2 damage, whether or not you block-- All your movement is reduced by 10%. This applies to your
punching you hurts! normal movement speed based on AGI, jutsu which allow you
The focus on self-preservation, however, has left you more to travel (such as Vaulting Leap or Exploding Water
cautious than most even when attacking. The damage of all Shockwave), and even knockback effects from your enemies.
your attacks is considered 10% lower for determining what
wounds they cause. This doesn't apply to Jutsu which Killer
explicitly increase the damage for wounding purposes. You were born to do this. As a ninja, you know all about how
the body works. It's a frail bag made of skin, surrounding
Energetic squishy parts that are easily penetrable. You have either
Running, jumping, swimming, fighting; none of it seems to learned the workings of the body, or perhaps you're just a bit
tire you out. Eventually you'll wear down, but not until long more brutal, disregarding the fact that your opponents are
after your friends are left staggering around and panting for living creatures. Whatever way it works out, you are a natural
breath. On the other hand, it's hard to sit still and focus, let born killer, though sometimes you get a bit caught up in all of
alone study, when you're more or less hyperactive. it.
You have 6 levels of Fatigue instead of the usual 5, and Your attacks count as doing 25% more damage for the
suffer Fatigue penalties (-1 Accuracy, -2 defenses, and so on) purposes of wounds, but you may choose to lower the severity
as if you were one Fatigue category lower, while retaining the of any wounds you inflict by one category. Whenever you roll
regular benefits. However, your maximum ranks in all skills for the location of a wound you inflict, you may raise or lower
are reduced by 3. the result by DEX/5, after determining what its normal effect
would be.
Genius Aside from all that, you start with 5 ranks in the Medicine
skill, and also have its maximum ranks increased by 4;
The term 'genius' has a different meaning to ninja than knowing how to maim people requires knowing at least a bit
ordinary people. It's not a measure of intelligence, but rather about how they work.
how easily one can understand the concepts behind ninja You have a -1 penalty to all your defenses.
techniques. The smartest shinobi alive might not be called a
genius, but a Genin using advanced jutsu certainly would.
Ninja are just kind of like that.
Your natural talent may allow you to be lazy and smug, or it
could motivate you on to further greatness. The cost to learn
jutsu is halved! Round up, if necessary. Additionally you get
your first three Talents at 750, 2000, and 3750 XP (instead of
1000, 2500, and 4500), and another 1 Talent Point every
1250 XP thereafter (instead of 1500 XP, normally). Finally,
you become able to learn D-rank jutsu at 100 XP, C-rank jutsu
at 300 XP, B-ranks at 2000, and A-ranks at 4000, without
needing to meet any skill or rank requirements.
Unfortunately, you're not without your limitations. This
doesn't allow you to ignore other requirements, such as
Abilities or Talents. Additionally, it doesn't allow you to ignore
requirements specific to individual techniques (such as the
Poison Cloud or Telescope Tecniques). Furthermore,
reaching beyond your grasp has a cost. Any jutsu you couldn't
use without Genius' effects has its damage treated as being
20% lower for the purposes of causing wounds.
6
Large
Your body is muscular, taller, wider, or otherwise... bigger,
than other people's. Perhaps you're broad-shouldered and
muscular but within the realm of plausibility, or maybe you're
a seven foot tall brute; ninja can be downright abnormal.
You use STR/12, rather than STR/15, to calculate your
physical damage bonus, and your physical attacks all have +1
range. In addition to hitting hard, you're tough to take down:
you add (STR+RES) to your maximum Vitality, and (RES) to
your maximum HP, on top of their normal values. Finally, you
have a +3 bonus to Stamina rolls.
All attacks that benefit from this unique have their base
Speed increased by 2.
Lucky
Most things seem to go your way, be it from natural talent or
you just happen to pray to the right luck gods! Finding money
on the ground or seeing the footprints of an enemy ninja, it all
comes to you naturally, and easily, as if you didn't have to
work for it at all!
On any non-combat roll, you roll {2d20.takeHighest(1)}
instead of 1d20, and 2+EXP/1000 times per day you can
reroll any roll, or allow a (willing) ally to reroll any roll. You
can force an enemy to reroll, which takes two of your rerolls,
and may only be done to a single person once per battle.
When you have no rerolls left, you take a -2 penalty to
Accuracy and d20 rolls.
Naturalist In russia we say it is not crime to be big and beautiful like me!
You are at one with nature! Animals like you more, you
understand nature like one of them, and your energy is
naturally powerful. You also can forage well, notice slight
differences in the environment to follow footprints, or even
see the handwork ninja leave with their traps! Perhaps it's
because of your attunement, or that you are tempted by your
primal urges, either way you are still a great asset.
Your maximum ranks in Survival are increased by 3, and
you gain a +3 bonus to detect, disarm, or avoid any part of a
trap. Your ninjutsu damage bonus is CHA/12, rather than
CHA/15. You have a +1 bonus to your Chakra Exhaustion
rolls per rank of the jutsu you're using (+1 for E-rank, +2 for
D-rank, etc.)
However, your maximum Research ranks are reduced by 3.
7
Nimble Warder
You are very fast, but more importantly you know how to shift You've trained hard to become adept at brushing aside
your weight to make it easy to bound walls, scamper up to incoming objects that are liable to hurt you! This is useful for
rooftops, weave through tree branches, and jump kick shinobi-related activities such as not dying.
enemies. Your Parry action becomes a Speed 2 Interrupt, and has a
You have +1 Accuracy and a +3 bonus to Stealth and +2 bonus. This also extends to ninjutsu-based defenses
Athletics rolls. You move 20% faster, and on top of that the reliant upon Accuracy rolls; those jutsu have their base Speed
dodge penalty for not being able to reach the edge of an area- reduced by 2, as well.
of-effect technique is halved for you. However, if you're ever Additionally, you can parry weapons with your bare hands
hit by an AoE attack you take 10% more damage. (catching the blade, striking an opponent's arm to knock their
blow aside, and so on), or unarmed attacks with a weapon. In
Small the case of parrying unarmed attacks with weapons, however,
your normal +2 bonus becomes a -2 instead. (This does not
You are short, spry, and easily toppled over. The last one's not apply to weapons which could parry unarmed attacks without
so good, but your diminutive frame makes it harder for others this unique!)
to keep track of you, while allowing you to squeeze into tight Your reliance on standing your ground while responding to
spaces and narrowly dodge attacks. You have a +2 bonus to attacks, however, results in a -2 dodge penalty.
dodge, and your Dodge interrupt's Speed is changed to 1. If
its Speed is somehow raised (such as due to Paralysis) you
may still always use it. On the other hand, damage from
attacks is considered 10% higher for determining what
wounds you receive.
Skilled Shinobi
While you don't excel in combat, you're able to grasp the
fundamental skills and concepts important to being a ninja.
You have an extra XP/75 Skill Points to spend, and your skill
maximums are increased by 2. However, you have a -1
Accuracy penalty.
Specialist
You excel in a particular style of ninja combat, and since
noticing that strength you have focused on what you are best
at. Be it extraordinary kicks, incredible lightning bolts, or
masterful illusions, you are a cut above the rest.
Choose either Taijutsu, Ninjutsu, or Genjutsu. Whichever
one you chose has +2 Accuracy, -2 to any necessary Seal
Speeds, and a 10% bonus to its damage moves; if Taijutsu,
you also have a +2 bonus to Stamina rolls. Genjutsu gives +3
to all your Genjutsu rolls. Next, choose one of the two that
you didn't pick. It has -2 Accuracy (or -2 to all Genjutsu rolls),
+3 to any required Seal Speeds, and does 10% less damage;
if Taijutsu, you also have a -2 penalty to all Stamina rolls. It is usually a good idea to have one defensive unique which
Strong-Willed affects damage reduction, dodge, blocking, or parrying. Just
quoth the kakashi "Got to be alive to enjoy your porn"
When the going gets tough, you keep on going. You have a
strong, virtually unbreakable will, and will power through
anything standing in your way.
You have a +2 bonus to your defensive Genjutsu rolls. Once
per battle, you can activate this unique as a Speed 0 action.
When you do so, you lower your Fatigue by 1 level (though
keep your Stamina and Chakra Exhaustion penalties). You
may also choose one Wound you're suffering from, and ignore
all of it's effects. This lasts until the end of combat, at which
point the Fatigue and Wounds return.
8
1 Point Uniques Full Pockets
Alert You were born into money! Or you stole a lot of it, but through
As far as ninja are concerned, real ninja, you are their worst some means you happen to be a very rich and resourceful
nightmare. You can see beyond the unseen, making you a ninja. Be it tools, traps, or weapons, you are always ready for
feared weapon. Your max ranks in Awareness are increased any situation. When you spend XP on money, you get double
by 3 and your ranks in Blind Fighting are considered 1 higher the normal amount per rank. If you need to make an
(even above the normal maximum). You have a +3 bonus to Espionage roll to bribe someone, it has a +5 bonus. What's
Espionage rolls. more, you may spend Requisition spontaneously, even in the
middle of a mission, representing you having just the right
thing for the task at hand. Done in combat, this is a Speed 2
Blur action.
It's hard to tell where you actually are. Not because they can't
see you, but because you never seem to stay still long enough Hidden Potential
for their eyes to stop trailing you and be able to focus. You You and your peers both have yet to realize the full extent of
never stop to let inertia win out. When you dodge successfully your capabilities. Maybe you just haven't found your niche,
you may move as many yards as if you'd taken a Speed 3 maybe you're a late bloomer, or maybe something's holding
Move action. When you move towards an enemy as part of an you back. Until you find out what it is, you have +1 Willpower.
attack, you may move up to that action's full Speed worth, Upgrades Into: Any 2- or 3-point unique.
rather than half. Upgrades Into: Exceptionally Fast
Close Ties Indefatigable
Your allies are incredibly important to you, each valued as (adj) 1. (of a person or their efforts) Persisting tirelessly
much as a close friend. You form bonds fast, and they can last That's what you are! You have a +1 bonus to Stamina rolls per
for life. Your mere presence raises morale! Your allies get a rank of the jutsu being used (+1 for E-ranks, +2 for D-ranks,
+2 bonus to Stamina and Chakra Exhaustion rolls, raised to etc.); in the case of basic attacks, this becomes a +2 bonus.
+3 if they're from your village. A single person can only Additionally, when you Rest your Stamina penalty is lowered
benefit from one ally with Close Ties at a time. by an additional 1 point. Upgrades Into: Endless Energy
So long as your allies are with you, you excel in the face of Killing Intent
adversity. For every ally present with you in battle you gain a
+1 bonus to your own Stamina and Chakra Exhaustion rolls, You have what it takes to end a person's life. Even if you
up to a maximum of +3. Upgrades Into: Avenger, Protector personally would choose not to, it's not because you lack the
capacity. Something about you gives that away, that killer's
Elementally Gifted instinct having seeped into your very chakra. Whenever you
inflict a wound upon someone, roll 1d20+XP/100 against that
While most shinobi struggle to learn the basics of elemental person's 1d20+XP/100, +1 for every previous wound you've
control, you took to it like a fish to water (or a bird to wind, inflicted in battle. If they fail, they receive a Stun with a
or... you know what, this joke is just bad). Your early aptitude severity of how much you beat their roll by.
is the first sign of a potential that'll leave even many
experienced shinobi envious. You can use an element of your Lightfoot
choice as if you had the Elemental Aptitude ability for it,
without actually having to use one of your ranks of Elemental You've always been talented at sneaking and hiding in almost
Aptitude. Upgrades Into: Elementalist any and all places. Whether a dark shadow or henge'd as a
tissue box in a room, you know how make your presence
Expansive Chakra scarce.
Chakra flows readily through your body and into your jutsu, You have a +3 bonus to Stealth rolls, and the speed of your
allowing you to effortlessly mold it into techniques. The Hide action is reduced by 3. You can move when in Stealth 2
Chakra costs for all your jutsu are reduced by 1 per rank (1 without lowering the level of your stealth. Upgrades Into:
for E-rank, 2 for D-rank), and you ninjutsu damage bonus is Skirmisher
increased by half that amount (0.5 for E-rank, 1 for D-rank,
and so forth). Upgrades Into: Boundless Chakra
9
Martial Prowess Weapon Master
You're adept at turning a fight into a one-man training You know your weapons. You know how to use them, and
montage with your enemy being a rag doll disoriented by how to change them to suit your style. Your Weapon Focus
every blow. You have no need for weapons: You are the ability applies to all weapons, only needing to be taken once,
weapon. and it only increases Stamina costs by 2 per rank.
Your Combos are not broken from attacking a new target, Additionally, that ability's limit is changed to (DEX -30)/20,
or from taking damage from an attack made by someone maximum 4. If you take this after creation, you may refund
other than your initial target. You gain a +3 bonus to Counter your extra Weapon Focus Upgrades Into: Ranged Specialist
Combo opposed rolls, and your Combos inflict a (Combo
Counter -2) Stun, which is doubled when using a Finisher. Weight Trainer
Additionally, your combos are not broken by a Stun of a You strap yourself down with weights--either from tailoring
severity less than (Combo Counter +2). Upgrades Into: your clothes that way, or from strapping weights to your
Bruiser limbs--and hamper yourself constantly. All in the name of one.
Perfect. Fight.
Nimble Hands Once per two months you can remove the weights as
You have always been able to pick things up, spin them Speed 10 to have your STR, DEX, and AGI improve to 120%
between your fingers, throw things just right, and otherwise of their regular values, for that fight only. These attribute
use your hands well. You may throw up to DEX/8 weapons adjustments do not raise your Vitality or HP.
with a multi-throw, reduce Seal Speeds and the Speed of Due to your hard training your maximum and current
ranged attacks by 2, and may draw weapons without any sort Athletics ranks are increased by 2.
of action. You may sheathe weapons as a Speed 0 action.
Upgrades Into: Ranged Specialist, Single-Handed Seals
Restrained
You know just how much force you're applying, and how to,
when necessary, apply less. This is good when doing
handiwork, but also when fighting someone who you don't
want to kill or maim.
Any time you inflict damage, after determining what the
wound would be you may activate this unique. The attack's
damage is reduced by 25%, and the wound it inflicted (based
on its original damage) is reduced by one category. When you
use this to lower the severity of a wound you get a +1 bonus
to Chakra Exhaustion and Stamina rolls for the rest of the
battle, to a maximum of +5.
Preventing a wound this way will not stop it from ending
any Genjutsu the victim was suffering from. Can't beat the bloodline genius? Just stack endless stat
When an attack you make would prove lethal, you may bonuses and training! Hard work means hard paunch fist!
instead hold back at the last moment. This leaves your victim
at 0 HP (or, if they were below 0 HP, they aren't reduced any
further), raises the severity of any wounds you inflicted by 1
(and cannot be combined with a normal activation of this
unique), but prevents your attack from being fatal. Upgrades
Into: Avenger, Protector
Seal Master
You're really, really good with handseals. You make them fast,
and mold your chakra just as rapidly. It could be natural
talent... but, honestly, you know what it probably was?
Probably when you were a kid you were incredibly obsessed
with being a super-cool ninja, so you spent all your free time
making fake handseals and pretending to shoot fireballs at
your friends. Anyway, you reduce Seal Speeds by Dex/8
(instead of Dex/10), and any jutsu whose Seal Speed is
reduced to 0 has a 10% bonus to its damage. Upgrades Into:
Jutsu Master, Single-Handed Seals
10
2 Point Uniques You cannot have this unique as well as Martial Prowess.
Applied Knowledge Upgrades From: Martial Prowess
Where others use talent, you rely on practical application of Chakra Sensitive
your (probably vast) knowledge to guide you. It's all well and You have an almost subconscious ability to detect
good for someone to be able to spot the vague outline of a disturbances in the For--chakra. Disturbances in chakra. It's
hidden opponent; you, on the other hand, notice the way the not particularly refined, and it may never be, but it's still a
bush they're hiding behind has been shifted, as that plant only valuable talent among shinobi.
grows facing west. Your sense range is CHA*2. Any time someone within your
You're probably kind of a nerd, to be honest. You add one sense range advances a Fatigue level due to failing a Chakra
third of your Research skill rank as a bonus to all your non- Exhaustion roll, you know their location and current (after the
Research skill rolls. Ranks in all your skills other than roll) Fatigue level. If they were hiding from you, this means
Research are considered to be (Research ranks)/4 higher for you now know their location.
the purpose of learning Abilities. In combat, this may be used any time someone makes a
Avenger Chakra Exhaustion roll, even if they succeed. In this case, roll
your Chakra Control against theirs; if you succeed, you know
Someone wronged you, or someone you cared about, in a their location. Upgrades Into: Chakra Sensor
way which you cannot forgive. You have an unremitting
hatred for them, and you channel an unhealthy amount of Determined
your free time, thoughts, and energy into finding them and
doing whatever you can to make them suffer. You are actually good at something--you just haven't figured
When you take this unique, choose the group it applies to, out what yet. Some day you'll figure out where your natural
up to the size of a hidden village. You get +2 to Accuracy and talent lies, or everything will just suddenly 'click' for you, and
d20 rolls against that group. If the group is only the size of a you'll go from underdog to legendary ninja in the making,
single clan, the bonuses raises to +3. Against a group of 10 or proving to everyone how great you are.
fewer individuals (who can still be grouped together under a That's what you keep telling yourself, anyway. It gets a little
single category, not just ten different people named off bit harder to believe that every day, but you didn't get where
individually), it becomes +5. And, against a single person, you you are by giving up just because you're no good at whatever
have +5 Accuracy and d20 rolls, with an additional +1 for it is you keep failing to do. Whenever your Fatigue level
every thousand exp they are above you. You can choose to go increases from failing a CE or Stamina roll, you gain 1
into UP-debt to take this unique, though this requires GM temporary Willpower, which is lost (if you haven't spent it yet)
approval. the next time your Fatigue increases. Upgrades From:
Independent of all the above, you also receive the benefits Hidden Potential Upgrades Into: Any 3-point unique.
of the 1-point unique Killing Intent--you've been driven to
darkness, and it shows in more than just your desire for Elementalist
vengeance. Upgrades From: Any 1-Point Unique Most shinobi have a difficult time mastering the usage of
elemental chakra. You do not. It comes naturally to you, and
Boundless Chakra even exceeds the limits of most people's physical capabilities.
You have near-limitless reserves of chakra. Things that You are able to use two elements of your choice as if you had
should tire people out simply don't have that effect on you. the Elemental Aptitude ability for them, though this does not
You have a +3 bonus to your Chakra Exhaustion rolls, and actually count as ranks in that ability. Upgrades From:
whenever you acquire a Chakra Exhaustion penalty from Elementally Gifted Upgrades Into: Elemental Mastery
using a jutsu, that penalty is reduced by 1. Whenever you rest,
your Chakra Exhaustion penalty is lowered by the same Endless Energy
amount as your Stamina penalty. The Upkeeps of all your You don't get tired. It's just not something you do. Whenever
jutsu are reduced by 1. Upgrades From: Expansive Chakra your Stamina penalty increases, it increases by 1 less. The
Upgrades Into: Regenerative Chakra first time in a battle you fail a Stamina roll, you advance one
less Fatigue category. You enjoy a +(RES)/40 bonus to all
Bruiser your Stamina rolls. Every 15 IC, your Stamina penalty
You hit harder than you have any business doing. You may not decreases by 1. Upgrades From: Indefatigable
be bulky and muscular, but you know how to use your weight
and momentum. You add RES/40 to your physical damage
bonus (to one decimal point, as usual), and STR/20 to all
grapple rolls. You reduce any damage you take by STR/10.
Your Combos are not broken from attacking a new target,
or from taking damage from an attack made by someone
other than your initial target. You gain a +3 bonus to Counter
Combo opposed rolls, and your Combos inflict a (Combo
Counter -2) Stun, which is doubled when using a Finisher.
Additionally, your combos are not broken by a Stun of a
severity less than (Combo Counter +2).
11
Exceptionally Fast Ranged Specialist
You take speed to a new level. You outrun the wind, your You prefer to keep your distance in combat, without resorting
allies, and yes, even the bear chasing you. Everything you do to powerful ninjutsu. Rather, you favor the basics: projectile
is almost too fast for the eye to follow. The base Speed of all weaponry! You may throw up to DEX/8 weapons with a multi-
your actions is reduced by 10%; this reduction is actually throw, reduce Seal Speeds and the Speed of ranged attacks
rounded up, meaning that a Speed 11 technique would be by 4, and may draw weapons without any sort of action. You
reduced by (11*0.1 = 1.1 -> 2) 2, to Speed 9. Even so, it cannot may sheathe weapons as a Speed 0 action.
be used to reduce an action to Speed 0. As long as you As a Speed 4 Interrupt you may perform a ranged parry
partially succeed in a Dodge, you take no secondary effects with a +4 bonus against any thrown weapon attack (including
from the attack (such as status conditions, penalties, or those caused or improved by jutsu). The exact weapons used
wounds) and when you dodge successfully you may move as don't matter, but you must throw as many weapons in this
many yards as if you'd taken a Speed 5 Move action. When parry as your opponent did in their attack.
you move towards an enemy as part of an attack, you may You cannot have this unique as well as Nimble Hands.
move up to that action's full Speed worth, rather than half. Upgrades From: Nimble Hands
You cannot have this unique as well as Blur. Upgrades
From: Blur Single-Handed Seals
Be it rigorous training or just excess talent, you've mastered
Jutsu Master one of the most exceptionally rare talents among shinobi:
You have a knack for mastering new jutsu, and, more being able to perform handseals with only a single hand. You
impressively, not confusing them with one another no matter reduce Seal Speeds by Dex/7 (instead of Dex/10), and any
how many you seem to learn. The cost to learn non-clan jutsu jutsu whose Seal Speed is reduced to 0 has a 10% bonus to
is halved, before any other reductions. This is, in fact, its damage. Your maximum and current Chakra Control
retroactive! You reduce Seal Speeds by Dex/8 (instead of ranks are increased by 2, and you reduce the Seal Speed of
Dex/10), do 5% more damage with all your jutsu (not just any ninjutsu by an additional Chakra Control/10 while using
ninjutsu), and any ninjutsu whose Seal Speed is reduced to 0 both hands.
has an additional 5% damage. You cannot have this unique as well as Seal Master.
You cannot have this unique as well as Seal Master. Upgrades From: Seal Master
Upgrades From: Seal Master
Skirmisher
Protector You prefer a very specific style of fighting: engage your
Your friends are your life and you will make sure no harm opponent, seize the advantage while they're confused, then
comes to them. Becoming either a wall in between them and fall back and disengage. While they're trying to recover,
your enemies, or an unstoppable force that ravages the prepare yourself to repeat that again, and do so until your
oncomers, you will always do your best to get everyone else enemies are too demoralized or badly beaten to fight back.
out safely. You add your RES one more time to your Vitality You have a +3 bonus to Stealth rolls, and the speed of your
and HP. Hide action is reduced by 3. You can move when in Stealth 2
You have a secondary pool of Vitality, equal to half your without lowering the level of your stealth and when making
normal maximum, that cannot be wounded and is damaged attacks while in Stealth 2 your damage bonus is increased by
only when Taking the Hit for someone else. DEX/30, or DEX/20 if you break stealth to do so. Your limit
Your Take the Hit action has a +5 bonus, and when you for Stealth skill ranks is increased by 3, and you can hide so
successfully take the hit you may automatically block. It long as your opponents have a visibility penalty of -4 or worse.
automatically succeeds under any of the following conditions: You cannot have this unique as well as Lightfoot. Upgrades
you and your allies are outnumbered; the total XP of you and From: Lightfoot
your allies is less than 75% the total XP of your enemies; you
are protecting someone who has run out of Vitality; you are Tenacious
protecting someone of lower rank; or you are protecting You have learned to delve into the minds of your opponents,
somebody with 75% or less of your total XP. Upgrades From: figured out the way they tick, and keep a constant control
Close Ties, Restrained over their mind. Keeping enemies mesmerized is a simple
feat for you. You have a +3 bonus to Genjutsu rolls, your
maximum and current Research ranks are increased by 2,
and -3 to the Speed of all your genjutsu. Opponents must
successfully use Genjutsu Kai twice to break free from your
illusions; they do realize this after the first success. Skill
focus's scale is now once every third rank (Ranks 1, 2, and 3
cost 2 SP; ranks 4, 5, and 6 cost 3 SP; and so forth).
12
3 Point Uniques Regenerative Chakra
Chakra Sensor You have a seemingly inexhaustible supply of chakra. You
You possess the coveted ability to sense the chakra in living might push yourself to your limit, but within minutes your
things. Unlike being merely sensitive to chakra, you can tell chakra reserves will have replenished themselves. During
people apart by their chakra alone. combat in particular, it's noticeable that your energy seems to
Your sense range is CHA*5. Whenever someone within have no limit.
your sense range advances a Fatigue level due to failing a You have a +5 bonus to Chakra Exhaustion rolls. Whenever
Chakra Exhaustion roll, you know their location and can you spend a point of Willpower, your Chakra Exhaustion
identify their chakra signature, as well as their current penalty is reset to 0; you can also choose to spend a point of
Fatigue level. In combat, this effect takes places whenever Willpower specifically for this purpose immediately before
they make a Chakra Exhaustion roll. making a Chakra Exhaustion roll.
You can also tell any general traits of their chakra When using one or more techniques with an Upkeep, the
("oppressive", "weak", etc.), if they're fallen into HP, and what total Upkeep is reduced by 1+CHA/30, to a minimum of half
their Elemental Affinity is (only if they have ranks in the its normal value. Additionally, once per battle you may fail a
ability). If you detect somebody who's in Stealth, you know Chakra Exhaustion check and advance one less Fatigue level
their location (i.e. they are no longer hidden from you, just as (though your penalties do not reset).
if you'd found them normally). Your maximum Chakra You have (your max Willpower) chakra points each battle.
Control ranks are increased by 3 and you have a +3 bonus to You may spend these to improve the result of a Chakra
your defensive Genjutsu rolls. Exhaustion roll on a 1:1 basis after seeing the result. As you
You can also use the following action: are worn down progressively, your body tries to compensate
Scan (Speed 10) In combat, make an opposed Chakra by producing even more chakra. As a result, your ninjutsu
Control roll against anyone (or everyone) present; people may damage bonus is increased by your Fatigue level. Upgrades
allow themselves to fail this roll rather than bothering with it. From: Boundless Chakra
People being scanned have a penalty to their Chakra Control
roll equal to the total Upkeep penalty of any jutsu they're Relentless
maintaining. If you succeed, you detect them as described You don't stop, you don't quit, and you absolutely don't give
above. Out of combat, if someone passes a roll against your up. Those would be great, admirable traits, except for you it
Scan they will automatically pass all other rolls against it only really applies when it comes to brutalizing other human
made within the next half hour. Upgrades From: Chakra beings.
Sensitive Every time you hit someone with a taijutsu attack, you get a
+1 bonus to your physical damage bonus, up to a maximum
Elemental Mastery of half its normal value. This bonus resets when you miss,
You have peerless control over elemental chakra, far beyond change targets, or use a non-taijutsu attack. Hyuuga using
the realm of what's considered normal, and to a level that Jyuuken instead receive this bonus to their ninjutsu damage
some would even think is impossible. Choose two elements; bonus. All your unarmed attacks gain Stun 2, or increase
you can use them as if you had taken the Elemental Aptitude their existing Stun by 1.
ability for them. Additionally, your ranks in the Elemental When you miss within any taijutsu attack your next action
Affinity ability apply to all elements you can use. This doesn't comes sooner, as if the Speed of the action you used was half
mean your personal chakra nature corresponds to all five its actual value. For example, if you missed with a Speed 13
elements, only that you're equally skilled with them all. action on IC 30, your next action would come on IC 37, rather
Each rank of Elemental Affinity also gives you a +0.5 bonus than IC 43. Every time you miss, your next action gets a
to your ninjutsu damage bonus with elemental ninjutsu. cumulative +1 Accuracy as long as it's a taijutsu attack, to a
Additionally, all your offensive elemental ninjutsu receive a maximum of +3; hitting someone, or taking a different kind of
bonus depending upon what element your last offensive action, resets this bonus. Upgrades From: Bruiser
elemental ninjutsu technique was, and what rank it was. This
only works if the jutsu you are using is of a different element
than the previous one (using two Raiton in a row will provide
no bonus; if you then switch to a Katon, that Katon would
receive the Lightning bonus listed below).
Earth: Stun of 2 (rank) Fire: Burns of 2 (rank) Lightning:
Paralysis of 1 per rank above E (1 for D, 2 for C, etc.), for 5 *
(severity + 1) IC. Water: -2 Chakra cost per rank Wind:
Blocking's effect is reduced by 5% per rank. Upgrades From:
Elementalist
13
Super Novice
You're still not good at anything in particular. Everything for
you is two steps forwards and one step back. Even if you
thought you found your niche, it turns out that no, you really
didn't. But you're tired of letting that get in your way! Now,
you're going to just do what you want, your way! Yeah! That'll
show 'em!
You have a 10% XP bonus. When you're Wounded, you get
a temporary 1 point of Willpower. This lasts until the next
time you're Wounded; if you haven't spent it by then, it's
replaced. If you have, you get a new one. Upgrades From: Any
1- or 2-point unique, except Elementally Gifted or
Elementalist
Surging Power
You have a dauntless ability to keep fighting, no matter what
the situation. Even when you should be sprawled in the dirt
unable to move a single muscle, somehow you stand back up
and keep fighting.
You can spend Willpower to reroll your Stamina and
Chakra Exhaustion rolls (with all the normal rules, and
benefits, for spending Willpower on a roll). Additionally, you
can spend a point of Willpower to ignore all effects of a single Lazyness is the mother of all bad habits. But ultimately she is
woudn you're suffering from for the remainder of the battle. mother, so we should respect her, so troublesome.
Finally, you reduce the penalties to Accuracy and defensive
rolls by your current Willpower. So, at 3 Fatigue with 4
Willpower remaining you would go from -3 Accuracy and -6
defensive rolls to no Accuracy penalty and -2 defensive rolls.
Upgrades From: Boundless Chakra, Endless Energy
Tactician
Beyond raw strength or the biggest fireballs, you focus on a
different aspect of combat: strategy. Through clever decoys,
exploiting weaknesses, and striking at blindspots, you can
take down superior foes.
The first time you use any action in combat, it gains +2
Accuracy or to its relevant d20 roll (such as a dodge). If you
hit with an attack that receives that bonus, you immediately
gain (that action's Speed)/2 AP (though this won't take you
over your maximum).
You may spend 10 AP to replace an action's Accuracy (or
convert its existing accuracy roll) into an accuracy roll using
2d20.takeHighest(1) in place of 1d20.
You can shout advice or instructions, or just pointers about
your enemies and the battlefield, to allies, to give them an
edge. As a Speed 0 action, you can switch your current place
in the initiative order with a willing ally's, allowing them to
act immediately and delaying your next action to the previous
location of theirs. This costs 2 AP per IC away their action is,
and may not be used on a stunned ally. You may spend 1
Willpower to lower the cost to 1 AP per IC for one use.
15
Combat
C
ombat... happens. Realistically, it's something
ninja know how to do, and as they get more Wounds
experience it becomes something they're able to ============================================= You
do very well. Accordingly, there are rules for should read the Conditions Section before you get into
combat, which you use when trying to beat other combat. The rest you can safely ignore until you actually have
people into submission, or prevent them from to deal with the effects, either due to inflicting them on
doing the same to you. others, or suffering from them yourself.
The combat chapter has 7 sections of varying importance,
which are...!
Recovery
Initiative =============================================
While it wouldn't hurt to at least peruse the Conditions
============================================= A Section (hint hint), you can basically ignore this entirely until
brief explanation of the core of Naruto World's combat the aftermath of your first battle.
system. It explains the broad concepts of how time, turn
order, and actions are handled. A short but important read!
Pretty much nothing else in the chapter will make sense
without this.
Actions
=============================================
Coming in right behind 'Initiative' in terms of importance,
here is where you'll find all the basic actions which everyone
can perform, along with rules on how to attack and your
bread-and-butter defenses. Other attractions include a crash
course in how to use ninjutsu and genjutsu, and rules for
spending Willpower (you remember Willpower, right? one of
your derived Attributes?).
Stealth
=============================================
How to hide, how to find people who are hiding, and what you
can do while hidden. You should probably be at least familiar
with this before you start playing, but you can safely ignore it
your first time through the chapter.
Fatigue
============================================= This
is important; Fatigue is one of the key elements of combat, as
it's what regulates how frequently you can use your powerful
jutsu before being worn out. You should probably read it right
after Initiative, or perhaps Actions. Definitely more important
than Stealth or Status/Conditions.
16
Initiative
====================
1. Initiative Roll
2. Flow of Time
3. Simultaneous Actions
4. Action Points
4. Action Points One of the things that makes battles dramatic is one or both
5. Example sides pulling out sudden, unpredicted surprises, and among
shinobi that's par for the course. Mechanically, this is
represented by "Action Points"; thematically this can be a
==================== burst of adrenaline, or the result of you carefully luring your
opponent into just the right position for you to counter-attack.
You gain 5 AP every time the Initiative Count reaches a
1. Initiative Roll multiple of 20. You start the battle with zero, and can have up
to a maximum of AGI/2.
Combat begins with all participants making an Initiative roll: You can spend AP whenever you take an action. Each AP
1d20+(AGI)/10. From there, everyone is assigned a number spent reduces the action's Speed by 1.
depending upon how well they did compared to one another. ====================
Everyone subtracts their roll from the person who rolled
the highest; this is the initiative count they will act on.
For example, Choji, Shikamaru, and Ino are all preparing
to fight, and so they roll initiative. Choji scores an 6,
Shikamaru a 16, and Ino a 12. They will act on the following
initiative counts: Choji: 16 - 6 = 10 Shikamaru: 16 - 16 = 0
Ino: 16 - 12 = 4
====================
2. Flow of Time
Combat begins on Initiative Count 0, or "Init 0", or simply "IC
0". Players act whenever their initiative count is reached.
Every action a player can take has a given Speed
associated with it. When they take an action, its effects are
resolved immediately, and its speed is added to their current
initiative count; that is when they will be able to act again.
For example, if you use a Speed 6 action on IC 5, your
action will be resolved then and there. After it finishes,
combat will progress to IC 6, other people will take their
turns, and so on, until IC (5+6 =) 11 is reached, when you will
be able to act again.
Some effects may lower an action's speed. No matter how
many such effects are applied, no action's speed may ever go
below half its original value, rounded up, and no action's
Speed can be reduced below 3. This does mean that an
action with a base Speed of 3 or lower may not have its
Speed decreased at all.
====================
3. Simultaneous Actions
If two people act on the same initiative count, both of their
actions are declared and resolved simultaneously. Thus, you
and your opponent will both fully declare and resolve your
attacks (you can take turns doing so, for the sake of
convenience), but not apply their effects until after you've both
done so, at the very end of the IC.
Blocking is a partial exception. If you were blocking when
your turn came up, and you choose to block against, it takes
priority; that is to say, you may use Block as a defense against
an attack delivered on the same IC, under those
circumstances.
18
17
Combat Example
===============================================
It may help if you read the Actions section of this chapter
before reading this example.
Using the example above, we had Shikamaru acting on IC
0, Ino on 4, and Choji on 10. Shikamaru spends his first
action attacking Choji with a Speed 8 punch, meaning he'll
act next on IC 8.
To defend himself, Choji tries to dodge, though fails to do
so. He's hit, and takes damage, but dodging pushed his next
action back by 2, putting his next action on 12.
Ino goes next, and begins forming handseals for a potent
ninjutsu technique. It has a Seal Speed of 14, meaning she'll
be ready to act on IC (4 + 14 =) 18.
Shikamaru goes again, and uses a simple taijutsu
technique with a speed of 12. Choji tries to dodge again, this
time evading successfully. Shikamaru's next action will be on
IC 20 (8+12), and Choji's on IC 14 (12+2, because he dodged).
Choji's taking a bit of a beating, but Shikamaru's not hitting
hard. He's worried about what Ino might be planning, though
(she only had to declare that she was using a Perform
Handseals action, not what jutsu it was for), so he disengages
and rushes his other teammate, unleashing a powerful
taijutsu technique with a speed of 20. Not wanting to take
that kind of hit, Ino tries to dodge, and fails.
Ino has to make a Chakra Control skill check, against the
damage of Choji's attack divided by 10. She rolls very well,
and manages to succeed; had she failed, she would've
automatically aborted her handseals action, meaning her
next action would be on IC 15 (the attack happened on IC 14,
+1 = 15), and if she wanted to use that technique she'd need
to start over.
Choji's next action won't come until IC 34 (14+20),
whereas Ino's jutsu has been delayed until IC 20 (18+2).
IC 20 comes up, and Shikamaru and Ino are both ready to
go. It's too late for Shikamaru to do anything about Ino's
jutsu; she's already completed the handseals, and this turn
she'll be able to use it. Worse yet, he doesn't know if she'll be
targeting him or Choji.
If he'd had a little more time--for example, if he'd used a
quicker move in place of the taijutsu technique he utilized
last--he could declare a Block of a speed that would expire
some time after Ino's action, allowing him to reliably defend
himself if she chose to target him.
That's not an option, so he goes for a quick punch at her
(not wanting to make the same mistake as last time, that'll
give him plenty of opportunity to prepare before Choji's next
action). Ino uses her technique, a Speed 6 ninjutsu. Both try
to dodge the other's technique.
This means that Shikamaru will act on IC (20+8+2) 30, Ino
on (20+6+2) 28, and Choji on 34.
19
Actions
d. Rest
1. Basic Actions
a. Basic Attack, Unarmed (Speed 5)
b. Basic Attack, Weapon Resting is pausing to cool down and gather your breath.
c. Block Since it doesn't directly lead to incapacitating your enemy,
d. Rest most ninja prefer to do this out of battle; however, sometimes
e. Perform Handseals pacing yourself is the only way to achieve victory. Every Rest
f. Move action you take reduces your Stamina penalty (see the
g. Interrupt 'Fatigue' portion of this chapter) by 1, to a minimum of 0.
2. Ninjutsu and Genjutsu You cannot reduce the speed of your Rest action; 'resting as
a. Performing fast as you can' is, after all, something of an oxymoron.
b. Genjutsu
3. Attacking e. Perform Handseals
a. Accuracy
(Speed Variable, Abort)
b. Accuracy Rolls
Most ninjutsu and genjutsu technique require the use of
c. Damage
handseals, specialized hand signs that direct and mold the
4. Defending
flow of chakra. Representing this, those jutsu have a Seal
a. Dodge
Speed listed in their description. That number, minus your
b. Parry
DEX/10, gives you the modified seal speed, which is the
c. Block
Speed of your Perform Handseals action. However, other
d. Jutsu
Speed-reducing effects do not apply to Perform Handseals. A
e. Partial Success
Seal Speed of 0 means that while handseals are required, you
f. Damage Reduction
can perform them so fast that the time required is negligible.
5. Willpower
Perform Handseals actions are necessary to perform most
Ninjutsu and Genjutsu (see below). You may forego part, or
all, of your DEX/10 reduction of Seal Speed if you wish (for
==================== example, with 40 DEX you could use Perform Handseals
action for a seal speed 10 jutsu at anywhere between Speed 6
and Speed 10, as you pleased).
1. Basic Actions Handseals require the use of both hands, and if they're
These are actions that anyone can do in combat, and the interrupted for any reason you have to start over again.
rules associated with them. Although you don't have to declare what technique you're
performing the handseals for when you start, all techniques
a. Basic Attack: Unarmed have their own, unique combination of seals to perform them;
this means that if you changed your mind partway through a
(Speed 8, Stamina 5) Perform Handseals action, you'd need to start a new one.
The simplest form of attack, this is a catch all for punches,
kicks, headbutts, and any other attack which uses your body f. Move
to cause harm to your enemy's. This deals 2d4 damage.
(Speed Variable)
b. Basic Attack: Weapon For the most part, ninja can move faster than ordinary
people. When you actually devote time to moving in battle,
(Speed Variable) you travel (AGI)*(number of IC spent moving)/50 yards.
This is any ordinary attack with a weapon, from throwing Sometimes you may need to close the distance and attack
shuriken to swinging oversized swords. The speed is listed an opponent all at once. When attacking, you may move
with the individual weapon, as is the base damage. towards your opponent a distance corresponding to half your
attack's Speed, for free. Thus, if you needed to rush an enemy
c. Block and throw a punch at them, and had 25 AGI, as a Speed 8
(Speed Variable)
action you could move up to (25*(8/2)/50 =) 2 yards and then
As an action, you may declare that you are blocking, and state use a basic unarmed attack.
a Speed for the action. Until your next action, you may use Movement is unique, in that you cannot use Action Points
the Block defense (see 'Defending' below) against any to reduce its Speed. Your distance traveled is determined by
incoming attacks. the actual number of IC spent on movement.
20
g. Interrupt 3. Attacking
(Speed Variable) The simplest and most effective way to resolve a conflict is
Being able to interrupt is a special quality certain abilities often violence. In some cases, it's the only way. Thus, it
and techniques have, which allows them to be performed in behooves any shinobi to be able to, when necessary,
response to another action, generally an attack directed at the incapacitate or kill an opponent.
user; for example, most defensive jutsu have this quality. The first step of attacking is to declare what your attack
You may use an interrupt if the Speed of the interrupt (and will be, its speed, and its accuracy, so that the other player
in the case of ninjutsu, Speed + modified Seal Speed) is half knows what defenses they can use against it.
or less that of the action you're interrupting. This is one
instance where you may use a ninjutsu with handseals a. Accuracy
without having performed the handseals as a prior action. Accuracy is a measurement of how precise your attacks are,
The Speed (not, in the case of ninjutsu, counting Seal Speed) represented by a target number (TN) your opponent has to
of the interrupt is added to your next action on the IC. match or beat on their defense roll. Your attack's Accuracy is
Actions used as Interrupts with base Speeds of 3 or below 10+(DEX)/10, plus any bonuses you may get from abilities,
may still be reduced to half (rounded up) of their base speed uniques, or the technique you're using.
(normally, an action with a base Speed of 3 or lower cannot After you've declared your attack, your opponent will
have its Speed reduced further). declare and (if applicable) roll their defense. If you hit them
==================== successfully, you'll then roll damage.
2. Ninjutsu and Genjutsu b. Accuracy Rolls
a. Performing Sometimes you'll have to make an "accuracy roll". This is
The majority of ninjutsu and genjutsu techniques have an essentially the same as your accuracy, but you replace the
entry for Seal Speed in their description. Those that don't, base 10 with a 1d20 roll. In other words, it's 1d20+(DEX/10)
and those with a Seal Speed of 0, can be used at will, like plus any other Accuracy abilities. When something penalizes
regular actions. both Accuracy and d20 rolls, apply only the penalties to
For the rest, however, they may not be used unless Accuracy; if it penalizes only d20 rolls, however, then those
preceded by a Perform Handseals action (see above). The penalties also apply.
jutsu you're using must be used on your next action, at which c. Damage
point its effects are resolved and you, as normal, will
determine your next action based on the jutsu's speed. Every attack has a "base damage", a number of dice of a
If you take damage while forming handseals (between the certain size you roll. For example, a basic unarmed attack
declaration of your Perform Handseals action and when you does 2d4 of base damage. The actual damage formula is,
actually use the jutsu), you must exceed 10 + (damage dealt / (Base Damage) + (Damage Bonus) * (Speed) + (any other
10) on a Chakra Control skill roll in order to continue. Failure bonuses)
means you automatically Abort your Perform Handseals Your damage bonus is the value determined by your STR
action. (for most attacks) or CHA (for ninjutsu). The damage bonus is
multiplied by speed to represent that slower, more solid
b. Genjutsu attacks are able to better benefit from your raw power. Some
Genjutsu are the mind-affecting, often-illusionary techniques abilities may add bonus damage, but unless they explicitly say
used by ninja. While they can be potent in some situations, so, this does not affect your stat-based "Damage Bonus."
they're difficult to use against experienced ninja. Attempting Damage is done to an opponent's Vitality unless stated
to influence someone with Genjutsu (whether directly, such otherwise, until that reaches 0. Any overflow, and all future
as a mental attack, or indirectly, casting an illusion over an damage, goes straight to their Hit Points.
area and determining if it fools them) is resolved through a Unless otherwise noted, any alterations of an action's
set of opposed Genjutsu rolls. Speed also affect its damage bonus; faster isn't always better.
The 'attacker' rolls 1d20+XP/400, and the 'defender' rolls
1d20+XP/200, both adding any bonuses to genjutsu. Some
bonuses may apply only to offensive or defensive genjutsu
rolls. In these cases, the person using the genjutsu is the
'attacker', and the person trying to avoid being affected is the
'defender'. If the defender rolls lower than their opponent,
they suffer the effects of the technique being used.
====================
21
==================== e. Partial Success
Just because you failed to evade a shuriken or deflect a sword
4. Defense slash doesn't mean they struck a vital area. When you make a
Inevitably, you will at some point be attacked. Accordingly, defensive roll to avoid an attack, for each point you fail by you
ninja are trained to defend themselves in a variety of ways. take 20% damage. Any status effects that are part of the
Normally, you may only use a single defense against any given technique, however, will apply normally.
attack. That can be confusing, so, it's example time! So you roll a
14 on your dodge, against an Accuracy 15 attack. You failed
a. Dodge (Speed 2, Interrupt) by 1 point, so you take 20% of the attack's normal damage.
Had you rolled a 12, you would take 60% damage. And, if you
The best defense against any attack is simply not being hit. had rolled a 7 (failing by 8 points) you would take the full,
When you dodge an attack you roll 1d20+(AGI)/10, plus any 100% damage.
other bonuses to dodge you may have, such as from abilities With regards to defensive jutsu: Partial success typically
or uniques, against the attack's Accuracy. Success means you applies to any jutsu which works similar to a dodge or parry.
completely avoid the attack and its effects. That is, you make a d20 roll, and if successful the attack you
are defending against does not hit you. However, if the
b. Parry (Speed 3, Interrupt) technique has another effect (such as make a d20 roll, and if
This entails deflecting an opponent's weapon with your own, you succeed you reduce the attack's damage by a set amount),
or stopping their unarmed attacks with your bare hands. partial success does not apply. Exceptions to this will be
Accordingly, weapon attacks may only be parried with noted otherwise in the individual technique's description.
weapons, and unarmed attacks may only be parried if you f. Damage Reduction
have at least one hand free to do so. Parrying works similarly
to dodging, though uses an Accuracy roll to determine its Some effects, such as uniques and clan abilities, provide
success. damage reduction (DR). This reduces incoming damage
When something (such as Fatigue) penalizes both Accuracy directly: if you have 10 DR, and an attack does 100 damage,
and defensive rolls (or rolls in general), Parry only suffers the you would only take 90 damage from it.
penalty to defensive rolls; if something penalizes only Damage reduction is applied before blocking or partial
Accuracy, then Parry does suffer that penalty. Basically, it defense.
doesn't have to deal with 'double jeopardy'. ====================
c. Block 5. Willpower
Blocking is bracing yourself for an attack as effectively as Ninja are capable of incredible feats, and some are truly
possible, and being on guard to do so at a moment's notice. exceptional, performing astonishing deeds in the face of
Blocking is special in that you cannot choose to block at a adversity. While you can be as determined (or not) as you
moment's notice. However, if your last action was to begin please, Willpower represents your ability to use that
blocking (see 'Block' in actions, above), you may automatically determination to push yourself above and beyond your limits.
block any attack made against you. This is an option; you You can spend Willpower any time you attack, or make a
could still choose to dodge instead, if you desired, and then d20 roll, after you've seen the action's normal results. When
block the next attack that came your way. you spend a point of Willpower, reroll whichever roll it was
Blocking reduced the damage of unarmed and ninjutsu used on (or, in the case of an attack, make an Accuracy Roll).
attacks by 50%. However, weapon damage is only reduced by If the d20 result is less than 11, add 10 to it; this is your new
25%; while it's all well and good to keep a punch away from result for that action.
your vitals, a sword cut is nasty business no matter where it Willpower may not, however, be used to reroll Stamina or
lands. Chakra Exhaustion rolls.
d. Jutsu You may also choose to spend Willpower after someone
else has done so to alter the result of their action. However,
Some taijutsu and ninjutsu techniques may provide special any given roll or attack may only have Willpower applied to it
defensive options. Most of these are Interrupts, but the rules one time.
for exactly how they work will be listed within the description
of the actual techniques.
22
Actions (Advanced)
1. Advanced Actions
2. Multi-Throwing
a. Take the Hit Anyone familiar with fictionalized depictions of ninja has no
b. Delay doubt seen them flinging a handful of shuriken with pinpoint
c. Abort aim. As this game is about fictional ninjas, it stands to reason
2. Multi-Throwing that they can do this! The term, appropriately enough, is
3. Action Chains "Multi-Throwing."
It helps to first be familiar with the two weapons you'll be
throwing the most: They are the shuriken (weighing in at 1d6
==================== damage) and the kunai (beating it out with 2d6).
While you could certainly throw a single shuriken or kunai
(that would be a basic weapon attack, and full stats for doing
1. Advanced Actions so are listed in those weapons' equipment entries), a real
ninja would throw a bunch at once.
a. Take The Hit By default, you may only throw one type of weapon at once;
(Speed 6, Interrupt) you could throw 6 shuriken, but not 4 shuriken and 2 kunai in
Taking the hit is the glorious move the stronger person or the same action. After choosing your weapon, you decide how
sensei uses to protect their weaker ally! You make a dodge many you want to throw. Ladies and gentlemen, I present to
roll with a +5 bonus; if successful, you've leapt in the way of you, the multi-throw action.
an attack aimed at your ally. If you fail, your ally takes 20% of
the damage per point you failed by. (For example: If you fail by a. Multi-Throw
2 points, you'd take 60% damage, and your ally 40% damage). (Speed and Stamina Variable)
If you were blocking when you used this, you make block as You throw at least 2 weapons, up to a maximum of DEX/10.
long as you were successful by 1 point or more. You may also The Speed is 3 + (number of weapons thrown)/2, and the
use interrupts to defend yourself, up to a maximum Speed of Stamina cost is 5, +1 for every 2 weapons (6 for 2-3, 7 for 4-5,
how many points your Take The Hit roll beat the opponent's and so forth). Regardless of how many weapons you throw,
accuracy; you can't dodge, but you could parry, or use a the minimum total Speed of a multi-throw action is 5--this
ninjutsu-based defense that raises a protective wall. applies to both its base Speed, and its final Speed after any
changes (such as spending AP).
b. Delay The rolled damage is the total for all weapons thrown; 6
(Speed N/A) shuriken would roll 6d6. Your damage bonus is increased by
Delay is not, properly speaking, an action in and of itself, but +0.5 for every thrown weapon. So, if you had 60 STR in the
rather a quality certain actions have. For an example of how above multi-throw, your damage bonus would be (60/15 = 4, 4
this might be written, an attack could have "Speed 12, Delay + 0.56 = 4+3 =) 7. The attack would be Speed (3 + 6/2) 6 and
4". This means that while it would be declared normally on Stamina 8, and have a damage formula of: 6d6+76
your turn, its effects would take place 4 initiative counts later. If you are multi-throwing shuriken, their +2 Accuracy is
The action may be aborted any time up to the last IC of the applied only once. You do need to choose between shuriken
delay. or kunai when you multi-throw; you can't mix-and-match,
For example, using the above attack on IC 10, you would tragically.
have until IC 14 to abort; on IC 14 itself, so long as you did Because wounds represent severe damage from a single
not abort the attack's effects would be resolved normally, and powerful attack, and multi-throws are multiple weaker
you would then act again on IC 22. An action's Speed may not injuries delivered at once, the severity of all wounds caused
be reduced below its Delay. by multi-throws is reduced by one category, to a minimum of
Minor.
c. Abort
(Speed 1, or Speed +1)
Certain actions will say they can be aborted, or just list
"Abort" as one of their qualities along with speed (such as the
Perform Handseals action). Aborting may declared on any
initiative count before your next action, allowing you to act on
the following IC. When you abort an action, you stop
performing it; exactly what this entails will usually be
discussed in the individual actions.
Alternately, you may choose to Abort as part of an
Interrupt--for example, aborting handseals so you can
perform a defensive ninjutsu technique. This adds 1 to the
Speed of that Interrupt.
====================
23
3. Action Chains
Chains are a special type of action, where multiple How to form an Action Chain
techniques are combined or used at once. Each chain has a for Dummies!
single Core action, and one or more Links. Your core action
can be virtually any action in the PHB, from dodging an
attack to using a high-ranked ninjutsu. What makes an action 1. Choose (Virtually) Any Action from the PHB.
a Chain is, instead, its Links. Links are techniques which,
rather than being used alone (or sometimes as an alternative 2. Select a Link. Speed+(x), Stamina or Chakra +(x)
to that), can be used to supplement or modify another action.
The easiest way to identify a Link is that rather than its own 3. Tally the total Speed and Cost of your Chain.
Speed value (like "Speed: 4"), it will say something like
"Speed: +4". Many of these also have Stamina or Chakra 4. Unleash the Beast!
costs written as a number to be added or subtracted. In the
description of these techniques, they'll specify what they do,
and when they can be used (for example, Kawarimi is linked
to a Dodge action; and the E-rank Water-Gathering Technique
can be linked to many suiton ninjutsu).
Using a chain is fairly simple. Simply sum up the Speeds and
costs of all actions involved; these are the values for the
Chain, which is treated as one single, complete action. For
example, using Water-Gathering with Water Sphere is a
single action with a Chakra cost of 10 and a Seal Speed of 8.
When you apply Kawarimi to a dodge, "Dodge + Kawarimi" is
your new action, with a base Speed of 6.
Go for an Ultra Combo!
Any effects which modify an action's Speed (or other
variables) do so to the Chain itself, not individual links (or the Advanced Action Chain Info
core action).
In the case of Chains where the Core action is a damage- An Action Chain is treated as one action for the
dealing attack, this becomes slightly more complicated. The purposes of Speed modifcation effects.
Speed value used for your (Speed)*(appropriate Damage
Bonus) will be the lower of the Core action's base Speed, or A Damage Dealing Attack Chain uses special
the Chain's final Speed (after all modifications), whichever is rules regarding Speed modification.
lower. The rank of the Core technique determines the rank of
the chain; chains using Shuurai (a D-rank Raiton) would Use the lower of your Action Chain's Final
always be treated as D-rank attacks, even if you added an A- Speed Total or the Core Damage Actions base
rank link to them. Speed.
There is no limit to how many links a chain may have. You The Rank of the Technique is determined by the
could, for example, make a Chain out of Leaping Shadow Core Action. Even if higher ranked techniques
Evasion (Core), Phantom Step (Link), Water Splash (Link) are linked.
and, after that failed, Kawarimi (Link), all for a single dodge.
This action would have a Chakra cost of 10 (5+5, from
Kawarimi and Mizuhane), and a fairly high Stamina cost
(depending on how much effort you put into your Phantom
Step).
24
Stealth
This action may be performed only while hiding at level 1
1. Hiding stealth. You take the time to make sure you're properly
a. Hide hidden and settle into place, moving you up to level 2 stealth.
b. Improve Hiding In case that wasn't clear, this cannot, by itself, take you from
2. Stealth Levels level 2 to level 3 stealth.
a. Stealth, Level 1
b. Stealth, Level 2
c. Stealth, Level 3
2. Stealth Levels
3. Searching There are three levels of stealth, corresponding to different
a. Search degrees of being hidden. Each level has limitations on what
b. Point Out can be done on it; for example, in Level 2 and Level 3 Stealth,
4. Actions From Stealth you cannot move. Thus, if you were at Stealth 3, and chose to
a. Surprise Attack spend an action moving, you would immediately be dropped
b. Prepare Sneak Attack to Stealth 1.
c. Sneak Attack
d. Genjutsu a. Stealth, Level 1
Stealth 1 is as poorly concealed as you can be while still
being unseen by your enemies. Your Stealth TN has no bonus
==================== at this rank. You may move and perform surprise attacks, as
well as using items.
1. Hiding b. Stealth, Level 2
Ninja hide. It's sort of their... thing. That said, hiding can be Stealth 2 corresponds to being fairly well-hidden, having
accomplished under one of four circumstances: taken the time to adjust yourself and your hiding spot as
1. Nobody is watching you. Well, nobody you're trying to hide necessary--you're not sticking your feet out past the edge of
from. This automatically prevents usage in combat, the rock you're hiding behind, for example. From Stealth 2
though see the other two situations. you may perform surprise attacks, use items, and prepare
2. Everyone you are trying to hide from has a -6 or higher and perform sneak attacks. At this level of stealth, your
visibility penalty. Stealth TN has a +5 bonus.
3. You are already hidden, and taking another Hide action in
hopes of getting a new, higher Stealth TN. c. Stealth, Level 3
4. You use a jutsu which explicitly allows you to hide as one Stealth 3 is as well-hidden as you can be. You are somehow
of its effects. Note that when you hide this way, the Hide camouflaged, blending into your environment excellently. You
action itself is reduced to Speed 0. may not move or attack, but your Stealth TN has a +15
Once you meet one of those requirements, you may hide. bonus.
Hiding is, of course, an action! When hidden, you may not be
targeted by enemy attacks (because they don't know where
you are!). It's possible to be hidden from some people, but not
others.
a. Hide
(Speed 10)
Make a Stealth skill roll; the result becomes your "Stealth
TN" (target number), how hard it is to find you. You are
hidden at level 1 Stealth.
For every time you've hidden in a battle, your future Stealth
rolls to hide have a -5 penalty (the third time you hid yourself,
you'd have a -10 penalty; this applies even if you're hiding
with jutsu or other effects).
Animals are natural masters of stealth.
b. Improve Hiding
(Speed 7)
25
A sneak attack is an improved surprise attack, and as such,
3. Searching all normal rules for surprise attacks apply. Additionally, any
Understandably, situations arise when ninja want to find Accuracy penalties inherent to the technique or weapon
other, hidden ninja. you're using are removed. Penalties from other sources, such
as visibility or wounds, are not negated.
a. Search A sneak attack may be used as a special type of Interrupt.
You can Interrupt any action, taken by any person, with a
(Speed 6) sneak attack. They may either complete their action, and be
You look for hidden enemies, using your keen ninja senses. automatically hit by your sneak attack, or call off their action
When you make this action, roll your Awareness skill and and defend against your attack normally. If they call their
compare it to the Stealth TNs of all hidden enemies. If you action off they do not pay its cost, but their next action is still
get equal to or greater than someone's Stealth TN, you have determined by their action's normal Speed.
found them. As far as you're concerned, they're no longer in Sneak attacks may interrupt other actions as if their Speed
stealth; they cannot perform surprise or sneak attacks against was 1/4 is actual value. For example, you have been
you, you can attack them, and so forth. preparing a sneak attack for 18 initiative counts, when your
Every time you use a Search action consecutively (without opponent declares a basic unarmed attack (Speed 8) against
taking a non-Interrupt action between them) you get a your ally, on IC 80. You declare a sneak attack interrupt. You
stacking +2 bonus. Thus, your third attempt to find someone use a taijutsu technique which normally has 30 Speed; you
would use your Awareness skill +4. spend 14 action points to lower its Speed to 16 (less than
If you are the one doing the hiding, you do not your 18 ICs of preparation). It now interrupts as if it was
automatically know that someone has discovered yor hiding Speed (16/4 =) 4, which is half of the unarmed attack's 8,
place; until they do something indicating they know where making it a valid interrupt. Your opponent would be wise to
you are (such as attacking you, or running straight at you), you call off their attack; if they do so, they will not roll Stamina for
think you're still hidden from them. their attack, they'll have their next action on IC 88, and they
can defend with any Interrupt of Speed 8 (16/2 = 8) or lower.
b. Point Out
d. Genjutsu
(Speed 3)
You indicate where an enemy is hiding, typically by pointing Genjutsu can be used from level 1 and 2 stealth, and unlike
at them and yelling "There he is!" loudly. This allows anyone other jutsus does not break your concealment. However, it
else present to make a Search action immediately, as a Speed can never be a sneak or surprise attack. Genjutsu techniques
0 Interrupt, with an additional +5 bonus. which require your opponent to be able to perceive you
==================== cannot, for reasons that should be largely self-evident, be
used on somebody who you're hiding from.
4. Actions From Stealth
a. Surprise Attack
Any attack you make while hidden is a surprise attack.
Performing a surprise attack ends your stealth, as you leap
out and attack, or otherwise reveal your location in the
process.
If an opponent chooses to use an Interrupt to defend
against your surprise attack, they may not lower its Speed by
spending Action Points.
Non-jutsu attacks with ranged weapons do not end your
stealth. However, each time you perform one it reduces your
Stealth TN by 5.
b. Prepare Sneak Attack
(Speed Variable, Abort)
You take the time to line up a perfect attack. You may abort
this action at any time, either as a normal abort, or to make
your next action a sneak attack.
To use an action as a sneak attack, the total Speed that you
used your Prepare Sneak Attack action for must be at least
equal to that of the action you're using as a sneak attack. If
you take another action instead (such as moving to a new
hiding spot, via another use of the Hide action), you lose your
opportunity to Sneak Attack.
c. Sneak Attack
26
Pursuit
Unlike normal combat IC, you each alternate turns, each
1. Pursuit Basics. action listed taking a whole turn. Every turn, you gain 10%
a. How it works. Squad Speed at the start. After both parties have had a turn,
b. Tactics. you both compare Squad Speeds and the higher speed moves
c. Formations. a degree in their favor (Hunted move 1 away, Hunters move 1
2. Actions in a Pursuit closer). Gaining or losing speed cannot cause you to go over
a. General Actions +50% or under -50%, unless otherwise stated. You continue to
b. Hunter Actions take turns this way until one party is caught or gets away.
c. Hunted Actions
Tactics
The way your team has decided on moving together gives you
Pursuit Basics distinct advantages and disadvantages. The different tactics
effect how you build speed and what you can do during a
If you and all the members of the squad you wish to form pursuit.
together with are out of combat, or 100 Yards away from any
(visible) enemy in combat, you may start a Pursuit. This
either reflects you going somewhere, chasing someone, or Force - Anytime your Squad speed would decrease, it
running away from someone! You can do this with any decreases by half the percentage. This includes when it
number of ninja, but a minimum of 3 is required for a changes to another Formation and/or Tactic. You can use
Formation. the Stop! action from Close, and the Escape! action from
There are three important choices you must make when Far. Your squad cannot be broken.
starting a pursuit. If you are being thrown into a pursuit on
the fly, read the rules below marked with +++, otherwise, you
first pick a Team Captain, a Tactic, and finally a Formation. Stealth - You only gain 5% Squad Speed per turn instead
Team Captain - You nominate one of the ninja in your of the standard 10%, but your speed cannot be reduced
squad to make the decisions for your group, it is important except by changing Formation and/or Tactic. When you
during a pursuit to do things quickly without thinking, so the use a Volley you can choose to hit them from the sides or
Captain delegates commands to others, controlling the center, or with a -5 penalty hit them from the back (or
actions of the squad. front, if you are the Hunter). When you use the Ambush
action, you can do it from one degree further away. You
Once you have chosen your Team Captain, determine your also may use a Stealth -10 in place of any defensive roll.
squad's Squad Speed. This is based on the lowest speed
of any member of your squad. Many things will add or
remove percantages to this. It will come up a lot, so Cunning - When you gain a percentage speed bonus by
remember this number! any means, you can instead apply it as a penalty to the
enemy squad. When targetting a trap, you can choose 2
How it Works locations and roll a 1d2, or with a -5 penalty you can
choose which direction you want it to hit from. As the
The distances squads can be apart are as follows, and are Hunter, this makes your successful volleys knock the
represented in combat by a number of asterisks. They are Hunted one closer and you can use a volley from Far with
also often referred to as degrees: a -10 penalty.
(1) Very Close
(2) Close Speed - Your percentage caps are raised to +100% max
(3)Nearby
speed and -100% minimum. You gain +20% passively at
the start of each turn instead of the regular +10%, but any
(4) Far penalty to your speed is twice the amount, and anything
(5) Very Far that moves your squad in a way other than what you'd like
moves you that way twice the amount. This includes when
Both Team Captains roll their initiatives, then both teams it changes to another Formation or Tactic.
start Nearby. Any members of either team use techniques to
buff themselves at this moment as long as they are speed 10
or less.
If there was any hidden enemies nearby you start 1 degree
closer as the Hunted (or further, if you are the Hunter).
27
Formation General Actions:
The actual formation your squad moves in has vulnerabilities Change Tactic / Formation
and strengths of it's own. If a formation is hit from it's (-30% Squad Speed)
vulnerable side, it is Broken until the squad assumes a new Doing this causes you to choose a new Tactic and/or
formation. Any bonus you gain from a formation gains an Formation, but you lose 30% Squad Speed.
additional +1 for every member you have over 3 in your
squad.
Press On
Line - Running in a line, one man leading single-file all the (+20% Squad Speed)
way to the end. You get a +5 to any Athletics and You gain a +20% bonus to your Squad Speed.
Resistance roll and you are vulnerable to flanking. (The
Side)
Cross - The group is in a short line, with people branching Taijutsu Volley
out from the front to cover the sides. You get +5 Stealth. (Speed 10, -10% Squad Speed)
Vulnerable to an attack from above. (The Back) This is (for the purposes of damage only) a Speed 10 attack
Circular - The group covers a nice area, seeing all around with (Athletics Rank)/5d12, with physical damage bonus.
them equally. You get +5 to any Awareness and Survival Being hit by a volley lowers your Squad Speed by 10%. This
checks your squad makes and you are vulnerable to direct can hit anyone up to Nearby, it's damage being dealt to the
assault. (Center) whole enemy Squad, and it's strike is an Athletics vs. Athletics
V-Shaped - One ninja in the front, then fanning out to both or Resistance. You can choose to do either Slashing, Piercing,
sides. You get +5 to any Espionage checks your squad or Blunt wounds with this. When you attack with this, as the
makes and you are vulnerable to rear assault. (The Front) Hunter you hit the Hunted from the back, and the Hunted use
Broken - This is what your squad counts as if it has less this to hit the Hunter from the front. You can choose to make
than 3 members, or something causes it to break. You no your Athletics check at a -5 penalty to roll [1d4] and hit the
longer gain a passive +10% speed per turn. If for some enemy from a random location. (1=Center, 2=Back, 3=Front,
reason you cannot decide on a squad leader, you are 4=Sides)
similiarly Broken.
+++ If you were forced into a pursuit, either by fleeing from Ninjutsu Volley
an enemy, or from an enemy fleeing from you, there is a (Speed 10, -10% Squad Speed)
special way to handle this! First, both teams get -50% Squad This is (for the purposes of damage only) a Speed 10 attack
Speed for it being so abrupt. After rolling initiatives, starting with Chakra Control Ranks/5d12, with ninjutsu damage
with the Team Captains, the teams take turns voting on a bonus. Being hit by a volley lowers your Squad Speed by
Strategy and Tactic. First the Team Captain from the Squad 10%. This can hit anyone up to Nearby, it's damage is dealt to
that won initiative votes, then the other team's Captain and the whole enemy squad, and it's strike is an Chakra Control
one other member vote, then two from the original team, then vs. Athletics or Resistance. You can choose any element
alternating two members until there are none left. At the end, someone in your squad can use for wounds. When you attack
the Hunter's Team Captain chooses a Strategy and Tactic. with this, as the Hunter you hit the Hunted from the back,
For every vote they had for the ones they end up choosing, and the Hunted use this to hit the Hunter from the front. You
they get +10% Speed. (This means if two members of your can choose to make your Athletics check at a -5 penalty to roll
team voted for Force and V-Shaped, and you voted for some [1d4] and hit the enemy from a random location. (1=Center,
different ones, but chose Force and V-Shaped, you'd get +40% 2=Back, 3=Front, 4=Sides)
Squad Speed! 2 Votes for Force + 2 Votes for V-Shaped) The
Hunted chooses this as well, afterward, then the Pursuit Illusionary Assault
begins.
(Requires (3) Nearby)
You can lower the bonus percentage cap a squad can benefit
Actions in a Pursuit: from for their next turn. (A squad that could move +50%
There are two groups in a Pursuit, the Hunted (The ones faster can now only get to +25% faster) If you lose speed from
being chased) and the Hunter (The ones chasing). There are this, you do not gain it back when your cap returns to normal.
some actions they can both take and some actions only the This is a standard Genjutsu roll, using the highest from both
Hunter or Hunted can take. Any action which calls for a skill squads. This can be done from Nearby.
roll uses the highest skill roll in your squad, and only their
roll. Any attack done by the Hunter can target the back of the
Hunted squad, or the center. Any attack done by the Hunted
can target the front of the Hunter squad, or the center.
28
Ambush Sacrifice!!!
(Requires at least (2) Close) (Special)
As the Hunter, you need to have successfully sent a member One of your members breaks off from your formation and
to Cut-Off the enemy. You can then use this if you're at least leads the enemy team away. They automatically get one
Close range. As Hunted you need to use it while they are degree further away. The member who broke off now counts
Close or further away. Roll a Stealth vs. Awareness (This is at as a seperate squad and their tactic is set to stealth. There
a -10 if you are the Hunted), if you succeed, you get into are three things the Hunter can choose on their next turn: To
Ambush position and you start combat, with each member continue to pursue the main group, to pursue this 'new group'
who was part of the Ambush starting in Level 2 Stealth, with or to let one of their members leave their group to 1v1 the
a +10 bonus to their initiative. If you fail, combat still starts, guy.
but the Ambushers have a -10 to their Initiative and are not in
Stealth. When the Hunted are Ambushing, it's their whole
Squad who get these penalties or bonuses, when it's the
Hunter, it's only the members sent in the cut-off.
Hunter Actions:
Cut-off
You send a member or two of your squad up and around, to
try and position yourself for a nice Ambush. At the end of the
Hunted's next turn, roll an Espionage vs. Survival. If you
succeed, you are in position, and on your next 2 actions can
use Ambush.
Stop!
(Requires (1) Very Close)
If you are in the Very Close position, the Pursuit is over, the
hunted is stopped, your side begins combat with +5 on each
player on your side's initiative.
Give Up the Chase
(-2 degrees)
You can choose to move two degrees away, if this would move
you further than very far, you give up chasing. Just in case
they wanted to turn back around on you at one point. If you
do this three times but somehow don't leave pursuit they can
choose to start a new pursuit, with you as the Hunted,
starting from the distance you left off.
Hunted Actions: Ashton protecting his lesbian best friend and her waifu.
Traps
(-10% Squad Speed)
Put down some traps! You lose 10% Squad Speed to set up
traps. At the end of the Hunter's next turn, roll 1d4, as well as
an Espionage vs. Survival. The 1d4 determines the direction
the traps strike from (1= Front, 2= Sides, 3=Back, 4=Center)
If the Hunters fail their Survival, their squad is moved one
degree away. They also each take (Espionage Ranks)/5d10
damage, with no damage bonus.
Escape!
(Requires (5) Very Far)
If you are in the Very Far position, the Pursuit is over, you
have gotten away! It will take them a minimum of one hour to
pick up a reliable set of tracks.
29
Combat
One step up from incapacitated, this can result from being
1. Conditions deliberately knocked out, or from severe Fatigue. When
a. Wounded unconscious you are subject to all rules for being
b. Fatigued incapacitated, but cannot even talk or perceive your
c. Incapacitated environment.
d. Unconscious
e. Dead
2. Status Effects
e. Dead
a. Bleed Dying isn't as easy for ninja as normal people. There are two
b. Burns main ways you can die. The first is simple, overwhelming
c. Ignite damage: If you are reduced to -100% HP, you die. The second
d. Immobility is a coup de grace, a blow specifically designed to be lethal.
e. Paralysis You may deliver a Coup de Grace only against an
f. Poison Incapacitated or Unconscious opponent. A Coup de Grace is
g. Sleep a Speed 10, Delay 5 melee-ranged action.
h. Stun ====================
i. Suffocation
j. Visibility
3. Other Effects
2. Status Effects
a. Area-of-Effect Status effects are things that will come and go throughout the
b. Knockback course of battle. They come in many forms, and from many
c. Clones and Conditions different sources.
Some status effects may occur automatically; most of the
time. Others, however, allow you a roll to avoid them.
==================== Typically, this will be called a "status roll", or a "(specific
status, such as burn) roll". Saying that the victim gets a
Resistance roll against the effect is equivalent to saying that it
1. Conditions has a status roll.
These rolls are either Chakra Control (for ninjutsu),
Conditions cover the overall health, well-being, and, well, Athletics (for taijutsu--but this is uncommon, as those effects
condition, of your character. This lists the conditions, what are usually automatic), or Toxicology (for poisons). If anything
they do, and where to find more information about them. For else, that will be noted.
how to remove unwanted conditions, see the 'Recovery' As implied above, the defender makes a Resistance skill
section of this chapter. check; if they equal or exceed the status roll, they avoid its
effects. If not, they suffer them in full. Do keep in mind, if a
a. Wounded technique or effect doesn't say it allows a roll, that probably
Trained ninja can survive things that would kill or maim means any special effects it has occur automatically.
lesser humans, but sometimes a single blow will be so Many of these status effects will be found on damaging
powerful that even their chakra-empowered, well-conditioned attacks--for example, a sword slash that also causes its victim
bodies cannot simply shrug off. These are referred to as to start bleeding profusely. If the damage of such an attack is
Wounds, and are explained in detail in the 'Wounds' section reduced to 0, none of its status effects will take place--with a
of this chapter. The effects, and healing requirements, for few exceptions. Specifically, Immobilize and Paralysis will
each type of wound can be found there. apply even if the attack causing them doesn't deal damage.
Poison sometimes has special rules in this regard, but they
b. Fatigued can be found in the appropriate section of the Equipment
chapter.
This is the result of (over)exerting oneself in battle. Rules for
Fatigue, including how it's gained and the effects it has, are
found in the 'Fatigue' section.
c. Incapacitated
When your HP reaches 0, you are incapacitated. You're not
necessarily unconscious, and you can still talk, but you're
helpless, completely unable to take any kind of action or
effectively defend yourself. An enemy who wants to can knock
you unconscious with a single blow, or deliver a coup de
grace (A speed 10 attack that cannot be lowered by any
means) to render you dead.
d. Unconscious
30
a. Bleed e. Paralysis
Profuse bleeding from an injury. Among other things, this can Paralysis differs from immobilization in that paralysis is an
ruin your clothes; bloodstains absolutely refuse to come out internal or mental effect which impedes your ability to move,
of most fabrics. whereas immobilization is generally used for effects which
While bleeding, you lose Vitality (or HP) equal to double somehow physically restrain you.
the severity of the Bleed status every 5 IC, and have a penalty When paralyzed, the base Speed of all your actions is
to your Stamina rolls equal to its severity. Every 20 IC, you increased by the paralysis rating, to a maximum of double
reduce the severity of the status by RES/30 (after taking the their original Speed. At the same time, when determining
damage). damage from your attacks treat their Speed as if it was
Bleeds from the same source do not stack; the higher one (Paralysis severity) lower.
overwrites the lower. Bleeds from different sources, however, For example, at Paralysis 3 your basic unarmed attack
all do their damage separately, though you still use only the would be Speed 11; you could reduce it to a minimum of
highest Bleed to determine your Stamina penalty from the Speed (11/2 = 5.5) 6 with AP, and then it would multiply your
status. damage bonus by (6 - 3) 3. That same Paralysis would change
your dodge to a Speed 4 Interrupt (meaning that some
b. Burns extremely quick, previously-avoidable attacks might become
undodgeable).
Generally resulting from exposure to fire or intense heat, Paralysis effects do not combine. If you are afflicted with
such as some katon jutsu, being burnt makes it harder to two paralysis effects at once, the more potent one overwrites
fight effectively. Your Stamina rolls suffer a penalty equal to the less severe one. If they both have the same severity, the
the strength of the burns on you. one with the longer duration overwrites the other.
You can suffer from multiple burn effects at the same time,
though only the strongest penalty is actually applied. Any f. Poison
effects which reduce Stamina penalties reduce the severity of
all your burns by the same amount. Accordingly, when you When affected by a poison, you make a Resistance roll
move to the next Fatigue category you are cleared of all burn against some roll of the opponent's. Success means that you
effects. shrug off the effects of the poison. Failure means that you
have been poisoned.
c. Ignite Actual poisons may carry any number of effects, but the
most prominent is poison damage. For every IC that passes,
You are on fire. Literally, you are burning. This is probably you take damage equal to the poison's rating, for the full
one of the most excruciatingly painful experiences of your duration of the poison. For example, you're affected by a
life. Poison 5 with a duration of 12. You take 5 damage per IC,
Ignite's effects are somewhat complicated. Like most each IC, until 12 counts after when you were first affected, for
statuses, it has a severity. You suffer a -severity/2 penalty to a total of 60 damage.
your Stealth checks, and every 5 IC you take damage equal to You may be affected simultaneously by multiple poisons.
its severity, plus its severity in percent of your current Vitality. However, a single source (a specific jutsu or type of venom)
Thus, an Ignite 10 would give you -5 to your Stealth and may only affect you once; another application of it while
would deal 10 damage, plus 10% of your current Vitality. under its effects simply renews the duration.
Each time it does damage, you subtract (RES/20) from its
severity.
If you have no Vitality remaining, it instead does damage
equal to its severity in percent of your maximum HP. The
above Ignite 10 effect would deal 10% of your maximum HP
in damage.
If someone ignites you again while you are already on fire
(seriously, what kind of people are you fighting?), the more
severe effect replaces the less severe one.
d. Immobility
Immobilization effects are ones such as being stuck in mud
or partially bound with ropes. Every point of immobilization
reduces your accuracy and defense rolls by 1, and your AGI
for the purposes of movement by 10%. Immobilization 10 is
"completely immobilized"; you cannot move at all, being
rooted to your location (you could still attack and even
attempt to dodge, just at a severe penalty). No matter how
high your an immobilization penalty gets, its actual applied
penalty can never go beyond -10. Multiple immobilization
penalties do not stack; if you're suffering from a -8 and a -4,
you ignore the -4 until the -8 goes away.
31
g. Sleep 3. Other Effects
People sleep, generally because it's a necessary bodily a. Area of Effect
function, but sometimes because they've been influenced by
mind-affecting genjutsu. In reality, sleeping people are pretty Certain things apply not to an individual, but to all things
much helpless. However, ninja develop a sixth sense that within a given area--their "area of effect", or AoE. These
warns them of impending danger and functions even when include things like explosions and smoke bombs
not awake. The simpler type of AoEs are ones which are not directly
If someone tries to attack or sneak up on you while asleep offensive, such as a smoke bomb or a jutsu that creates a
you automatically wake up and can still roll initiative and/or thick cloud of mist. These apply certain effects so long as
defend yourself, though do so at a -5 penalty until your first you're in them, and can only be avoided by moving out.
action after waking up. Others, however, are attacks: they cause damage to
everyone within an area. Depending on that area, it may not
h. Stun even be possible to avoid one effectively.
When being subjected to an AoE attack, the first thing to
Actions which stun you delay your actions by the magnitude determine is if you can dodge it effectively. To do this, take the
of the stun. For example, if your next action is on IC 14, and attack's Speed, and determine how far you could move (see
you are affected by a Stun 5 effect, your next action would be 'Actions') in that time. If that distance is greater than the
on IC 19. effect's radius, then congratulations, you can dodge normally.
Multiple stuns do not stack, but a newer one of higher If not, you have a -2 penalty to Dodge per yard you're short by.
magnitude will overwrite the older. Thus, using the above As AoEs are not, strictly speaking, targeting you, they
example, if you were hit by a Stun 7, your next action would generally cannot be parried. Other defenses, such as raising a
be on IC (14+7) 21; if you were then hit by a Stun 3, there ninjutsu-based wall, are typically effective.
would be no change.
b. Knockback
i. Suffocation
Certain jutsu have an effect referred to as "knockback", which
Someone or something is hindering your ability to breathe. does about what it sounds like: pushes you away from its user
Suffocation penalties stack, from different sources or or point of origin. Knockback is measured in yards; a 10 yard
multiple ones. Your suffocation penalty is applied to any knockback means that, if you are hit, you will be moved 10
Stamina and Chakra Exhaustion rolls you make, and every yards away from wherever the jutsu originated from.
time its value increases you have to make a Stamina 15 roll. Some may have more complex rules, such as pushing you
Unlike normal Fatigue-related penalties, suffocation is not to the edge of their area of effect.
reset to 0 when your Fatigue advances. When you stop being When a technique knocks you back a certain number of
suffocated, your suffocation penalty is reduced by 1 every 5 yards, if partial defense applies then you will also reduce the
initiative counts. knockback by that amount.
The exception is area-of-effect knock backs centered on an
j. Visibility individual (such as a Hyuuga's Kaiten and the A-rank jutsu
These are penalties which reduce a person's ability to see Eye of the Storm): partial defense does not reduce the
clearly, impairing the use of their most valuable sense in knockback from these, as they essentially "push" everything
combat. Visibility penalties do not stack; if you have a -6 and a away from them equally.
-2, you ignore the -2 until the -6 is gone. The maximum
visibility penalty you can suffer from (after any increases and c. Clones and Conditions
reductions) is -10. Any clones you summon are subject to the same statuses and
Total blindness is a -10 visibility penalty; one eye closed (or conditions you are suffering from at the time you summon
removed!) is -3. A visibility penalty reduces your Accuracy and them. This includes wounds or any status effect.
Awareness by its value, and your defensive rolls by half Note: It may be a bad idea to make clones while on fire.
(rounded down) of its value; even without their sight, a ninja's
sixth sense often alerts them to danger and allows them to
respond.
Many visibility penalties affect areas: clouds of smoke or
mist and the like. In this case, you suffer the penalty when
inside it, or when trying to attack or watch (but not defend
against) someone inside it.
If it ever becomes relevant, closing or opening your eyes is
a Speed 0 action--but not an Interrupt.
32
Weather Conditions
1. Weather Conditons
Extreme Weather:
a. Basic Weather Warning, being in these conditions can not only be dangerous
b. Extreme Weather to your health, you could very well die.
2. Day and Night
3. Weather By Country Smog This has the effects of Fog and Low Air Pressure.
Every 20 IC you suffer from Suffocation 1 (Oxygen mask
prevents further Suffocation stacks, and removes 1 Stack
every 2 IC you spend wearing the mask). This caps at 5.
Weather Conditions Storm This has the effects of High Winds and Heavy Rain.
You lose Enhanced Hearing and Blind Fighting bonuses,
There are a variety of conditions that happen in the world and Offensive genjutsu have a -3 Penalty. If you wield a
and many of them can interfere with or change what you're metallic weapon during a Storm, you roll a 1d100 every
doing. 10 IC. If you roll a 1-5, you are struck by a bolt of lightning!
If you are safely in the confines of your village, you do not Defend against an Accuracy 80 Tenchu with an NDB of
have to use weather (Though you can), but outside in a scene 30!
you must refer to the bottom of this section. Sandstorm This has the effects of High Winds and Heavy
Fog -6 Visibility Penalty. Beyond 50 yards, the Visibility Heat. Every 20 IC you suffer from Burns 1, which
Penalty is doubled. escalates by 1 every 20 IC. If you have more than DR 10
Heavy Rain -2 Visibility Penalty. Immobilization Penalty 1. this doesn't effect you. -8 Visibility Penalty and every 5 IC
-5 to Survival when Tracking. For any Suiton you use, you suffer from Suffocation 1. This caps at 5. Oxygen
there always counts as being 5 free gallons you can use Mask makes you immune to these effects. Every 10 IC you
per technique. This adds a +3 Chakra cost to each Katon don't move your Immobilization penalty increases by 1.
jutsu. This additional penalty can be lowered by 1 by moving 3
Snow Paralysis 1 Always, unless you have D-rank Suiton yards. If this makes your Immobilization 10 or more, your
Technique Pool of Water or Waterwalking. +5 to Survival Suffocation penalty from Sandstorm is uncapped. Every
when Tracking. 20 IC you've been in combat in the open, you take a Minor
Hail -4 Visibilty Penalty. Every 20 IC you've been in Slashing wound.
combat in the open, you take a Minor Blunt wound. Blizzard Now, you wish you didn't mention that Touu's
Heavy Cold Water tends to freeze quickly, 1 Gallon being mother. This has the effects of High Winds and Heavy
frozen per 20 IC. -3 to All Skills. Every time your Chakra Cold. -6 Visibility Penalty. Paralysis 2 Always, unless you
penalty increases, it increases by one more. have Watershoes or Waterwalking. Then it's Paralysis 1.
Heavy Heat Suiton require double the amount of water. Every 20 IC you've been in combat in the open, you take a
Every time your Stamina penalty increases, it increases by Minor Piercing wound.
one more.
High Winds Immobilization Penalty 2 +3 Speed on
Fuuton for purposes of damage only. On any Ranged
Weapon Taijutsu, roll 1d4, on a 1, it misses. Every 20 IC
the effects of the E-rank Fuuton Technique Cleansing
Wind is used.
High Air Pressure -3 Speed on Fuuton for purposes of
damage only. Breathing isn't as easy as normal. You must
make a Stamina check every 20 IC with a TN of 5+5*Your
current Fatigue level. This CANNOT be combined with
Low Air Pressure. Oxygen Mask makes you not have to
roll this check.
Low Air Pressure Fuuton does -20% damage for the
purposes of Wounding. Low air pressure means air is
much "thinner" than normal. Make a Resistance check
every 20 IC (or 10 minutes out of combat), TN 10,
increased by 5 every time you succeed, to a maximum of
50, or you suffer from a Major Blunt Head wound for the
next 20 IC (or 10 minutes out of combat). Rest action can
reduce TN by 5, to a minimum of 5. This CANNOT be
combined with High Air Pressure. Oxygen Mask makes
you not have to roll this check.
Clear Skies Not a single cloud in sight, or maybe a few
small ones. No penalties or bonuses!
33
Clear Skies (1-6) Heavy Heat (7-10) Heavy Cold (11-14) Snow
Day and Night (15) Hail (16) High Winds (17) Low Air Pressure (18) Smog
(19) Blizzard (20)
Daytime
The sun is high in the sky. No penalties or bonuses!
Dusk/Dawn Minor Countries:
Opponents need to have only -5 Visibility penalty for you Any border countries to these that aren't listed use either of
to Hide. the adjacent tables. Roll [1d2] and pick a country, then roll
your [1d20] Example: Taki and Grass will use Stone or Fire
Glaring Sunlight country.
Rain is a special exception which uses Lightning or Fire
Opponents need to have a -7 Visibility for you to Hide. country still, but replaces their clear skies with Heavy Rain,
-3 to Stealth and Espionage Checks, but +3 Survival. and their Storm with Smog.
Night-time
-6 Visibility penalty. After this, you may roll for Day/Night. Roll [1d2], Day = 1, and
Any other visibility penalties are increased by 2. Night = 2. Then roll [1d6] and consult below. Rolling for
Day/Night is optional in friendly RP/Sparring.
Intense Moonlight
-2 Visibility penalty. Day:
+5 Survival. Daytime (1-4) Dusk/Dawn (5) Glaring Sunlight (6)
New Moon/Cloud Cover
-10 Visibility Penalty. Night:
You cannot perform Called Shots. Anything requiring Night-Time (1-4) Intense Moonlight (5) New Moon/Cloud
Called Shots cannot be used. Cover (6)
Ignite's Stealth Penalty is doubled.
===================
COUNTRY WEATHER:
Determining the weather where you live is simple! Just roll
[1d20] and consult below (If sparring in a Hidden Village, you
can ignore results of Extreme Weather):
Fire:
Clear Skies (1-8) Heavy Rain (9-11) Fog (12-13) Hail (14-15)
High Winds (16-17) High Air Pressure (18-19) Storm (20)
Lightning:
Clear Skies (1-6) High Winds (7-10) High Air Pressure (11-
12) Low Air Pressure (13-14) Snow (15-16) Heavy Cold (17-
18) Storm (19-20)
Wind:
Heavy Heat (1-10) Clear Skies (11-14) High Winds (15-18)
Sandstorm (19-20)
Water:
Heavy Rain (1-6) Fog (7-10) Snow (11-14) Hail (15) Heavy
Cold (16) Low Air Pressure (17) Clear Skies (18) Blizzard
(19-20)
Earth:
34
Fatigue
For every 15 points you fail a roll by, you automatically
1. Stamina advance an additional Fatigue category; thus, rolling a 12 on
2. Chakra Exhaustion a Stamina 45 technique would cause you to advance 1+(45-
3. Fatigue 12)/15 = 3 Fatigue categories.
4. Example For each level of Fatigue, you apply the following effects: -1
to your Accuracy, offensive rolls, and skill rolls -2 to your
defensive rolls +5 to your Stamina and Chakra Exhaustion
rolls
1. Stamina Fatigue only goes up to 5. If you fail a Chakra Exhaustion
or Stamina roll when at Fatigue 5, you complete your action
People get tired; it just happens, even to supernaturally- and then fall unconscious, your body pushed beyond its
empowered ninja. To represent this, certain attacks have a limits.
stamina cost, listed in a format such as "Stamina: 10." One exception to that last paragraph, though. If you fail a
Whenever you use a move with a listed Stamina cost, you technique badly enough that you would advance a Fatigue
make a stamina roll: 1d20+RES/10. Regardless of the result, level beyond unconsciousness, the technique you were using
your attack is resolved normally. However, if you got less than fails to activate. Thus, say you're at Fatigue 4, and you fail a
the TN for your roll (that is, the move's Stamina rating) your technique by 32 points. Failing it advances you to Fatigue 5;
Fatigue is raised by one category. the first 15 points you fail it by advances you a second Fatigue
Realistically, continued exertion even at the same level will category, placing you unconscious; however, you failed by
tire people out. Every time you make a stamina roll, you incur another 15 points, and so not only are you unconscious, but
a penalty equal to (the Stamina cost)/5, rounded down, on all your technique also fails to activate.
future Stamina rolls you make. ====================
This penalty is reset to 0 every time you advance a Fatigue
category, and at the end of battle. It can also be reduced by
spending your time Resting in combat. 4. Example
==================== Naruto and Sasuke are fighting over who shall be Sakura's
boyfriend.
2. Chakra Exhaustion Sasuke starts accosting his nemesis with multiple Shishio
Rendan attacks, a Stamina 15 technique. The first, he rolls a
The counterpart to stamina. Shinobi have the ability to use all plain 1d20+7, with a total of 16, narrowly avoiding failure.
manner of fantastic abilities by drawing on the chakra within Still, he's angry, and he keeps going. The next roll is 1d20+7-
themselves and manipulating the environment. While very 3; and, the next, 1d20+7-6. Both times he passes.
potent, this energy comes from their body, and it's easy for a Not wanting to exhaust himself too quickly, Sasuke
shinobi, especially an inexperienced one, to overtax switches to his ninjutsu, tossing off a Grand Fireball, a
themselves. ninjutsu with a Chakra cost of 16. He rolls his 1d20+6, and
Ninjutsu and genjutsu moves have a chakra cost, listed in a passes the roll. He follows that with a Housenka (Chakra cost
form such as "Chakra: 10." When you use these moves, you 14), rolls 1d20+6-3 for Chakra Exhaustion, and again passes
make a roll against Chakra Exhaustion; to pass, you must get his check.
equal to or greater than the technique's cost on a roll of At this point, Sasuke's next Stamina check will have a -9
1d20+CHA/10. If you fail, your Fatigue is raised one category. penalty, and his next Chakra Exhaustion roll will have a -5
Whether you pass or fail, your jutsu works normally. penalty.
The more chakra a shinobi spends, the more strain they Deciding that he'll probably fail his next roll regardless, he
put on their body. Whenever you make a Chakra Exhaustion attacks with an impressive Chidori: the move has a Chakra
roll, you incur a penalty equal to (the technique's Chakra Cost of 25, meaning there's no way he can pass its Chakra
cost)/5, rounded down, on all future Chakra Exhaustion rolls Exhaustion check. As expected, Sasuke fails, and advances to
you make. Fatigue 1.
This penalty is reset to 0 every time your Fatigue category At this point, his Stamina and Chakra Exhaustion rolls
increases, and at the end of battle. both have their penalty reset to 0, and since he's Fatigued,
==================== those rolls also have a +5 bonus. He considers following
immediately with another Chidori (he'd have a small chance
3. Fatigue of avoiding failure; a roll of 14 or better, 14+6+5=25, would be
sufficient), but instead decides to pace himself.</>
Fatigue represents the effects of weariness on your body.
Shinobi can push themselves well beyond normal human
capabilities, often displaying determination that exceeds their
body's limits.
You begin a battle at Fatigue 0. Whenever you fail a
Stamina or Chakra Exhaustion roll, your Fatigue increments
up one category, and your penalties to both those rolls reset
to 0.
35
Wounds
Unarmed attacks are always blunt damage, nice and
1. Explanation simple.
2. Wound Categories Weapons have their damage type, or types, listed in their
3. Damage Types descriptions. If a weapon can do multiple types of damage,
4. Location the attacker declares which type of wound they'll be inflicting
5. Called Shots after the severity is confirmed, but before the location is
determined. Some weapon jutsu require a weapon of a
specific damage type to be used; in this case, damage from
that jutsu is considered to be of that type.
1. Explanation Ninjutsu are simpler than weapons! Katon and Raiton jutsu
inflict energy damage. Doton and Suiton inflict blunt damage.
Shinobi can, and frequently do, endure beatings that would Fuuton inflicts slashing damage. An exception! Some jutsu
leave ordinary people as lifeless, mangled pulps--something augment a weapon strike, or actually create a weapon. In
about the increased flow of chakra and physical conditioning these cases, use the damage type of that weapon, not the
giving them unnatural durability. element it was made from.
Enough of a beating, over a long enough period of time, will
still bring a ninja down, but little things like getting knocked
off a roof or stabbed with a knife are not nearly so fatal as 4. Location
they'd be for normal people. After determining severity and damage type, you roll to
Even so, some blows are too much to just shrug off. These determine location--where you hit, and what you injured. It's
are called wounds, injuries that have some lasting effect on all well and good to say you threw a punch at their face, but
your ability to fight. this is battle, with ninjas! Things rarely go as planned.
You roll a percentile die (1d100) for location, and check the
2. Wound Categories relevant damage type's wound list, under the appropriate
severity, to determine the effect. If it's an arm or leg that's
Wounds are divided into four categories, based on their been wounded, odds on the 1d100 are the right arm, and
severity: Minor, Major, Severe, and Critical. evens the left.
Simply put, you acquire wounds by taking too much This all gets simpler if the defender is blocking; in that
damage at once. When a single source of damage deals more case, they choose the location.
than a certain percent of your maximum Vitality at once, you Multiple wounds, even multiples of the same effect, stack.
suffer a wound of the corresponding severity. Two broken left arms means that your arm is broken twice,
Minor: 10% Major: 25% Severe: 50% Critical: 75% with double the normal penalties.
One exception. If you suffer a critical wound, it overrides all
Damage dealt to your HP wounds you based on your lesser wounds on that location--having an arm reduced to
maximum HP, as should make sense! However, the useless deadweight makes the fact that it's broken in six
percentages are higher, to offset HP being much lower than places kind of, well, irrelevant. Two criticals in the same
Vitality place, however, is oh so very possible.
Minor: 25% Major: 50% Severe: 75%
For the sake of demonstration, we'll say that you have 600 5. Called Shots
Vitality, and 200 HP. An attack hits you for 100 damage. If A called shot is an attack specifically targeting a certain
you take this damage to your vitality (16%), you suffer one location. After checking your attack's damage type, choose
Minor wound. If you take it to your HP (50%), you'd instead any of the locations which can be Wounded by damage of that
suffer a Major wound. type. You declare that when you make your attack, for
On the other hand, if you had 60 Vitality remaining when example, "Hinotama, Called Shot: Arm".
that same attack hit, you'd lose 60 Vitality (10%) and 40 HP The attack has a -4 Accuracy penalty. However, if it hits any
(25%), resulting in two Minor wounds. wounds it inflicts will automatically be dealt to that location.
3. Damage Types
After determining the severity of a wound, the next (fairly
simple!) step is determining what type of wound it is. Being
cut by a sword and being hit by a magical ninja fireball, even if
they do the same amount of damage, have significantly
different effects on the human body.
For the most part this is self-explanatory, with only four
damage types recognized: Blunt, Slashing, Piercing, and
Energy.
36
Blunt (Minor) Blunt (Major)
- (1 - 20) Ringing Noise (Head) - (1 - 20) Dazed (Head)
o/~ There's a drumming noise inside my head that starts That one left you reeling. Once you're done seeing stars, you'll
when... o/~ ... uh, right. But, yeah, it's pretty distracting. This be... mostly okay. You lose any AP you currently have, and all
gives a -1 penalty to all d20 rolls, aside from Genjutsu effects with Upkeeps (other than doujutsu) end as you lose
defenses; it's -2 for them. your concentration. If you're standing on water or a wall,
you'll fall, too.
- (21 - 40) Bruised Ribs (Torso) Everything seems just a little bit... off, about the world,
though you can't quite place what. Sounds are muffled, colors
As in the bones, not the skin over them. Truth is, ribs hurt a muted, and things keep moving at the edge of your vision.
lot more than they have any business doing. Breathing hurts This distraction provides a -3 penalty to all skill checks and
in particular, deep breathing especially so. This increases the defensive genjutsu rolls. It lasts for two weeks.
Speed of all your actions by 1, similar to Paralysis. You'll
recover from this at the end of the week. - (21 - 40) Collapsed Lung (Torso)
- (41 - 60) Winded (Abdomen) Your lung quit its day job; unfortuantely, that day job was
letting you breathe. Your Fatigue rolls have a -4 penalty; you
A good shot to the gut hit your solar plexus or compressed can live with both lungs collapsed, though that raises the
your diaphragm, or both, knocking the wind out of you. You'll penalty to -12 (rather than just -8).
be fine, definitely, but this increases your Stamina penalty by It takes only a week of medical treatment to get over this,
4 and applies a Stun 4. but it won't get better without that treatment.
- (61 - 80) Bruised (Arm) - (41 - 60) Groin Shot (Abdomen)
Your arm is bruised. It hurts. This gives a -1 Accuracy penalty If this was a called shot, you should probably having a serious
(because of the pain being distracting, if you're attacking talk with your opponent about what constitutes fair fighting.
without using the arm) and increases your Seal Speeds by 1. Even ninja have standards!
It's a Stun 7, and you probably feel more than a little
- (81 - 100) Bruised (Leg) nauseous. Don't be ashamed about doubling over and
Something hit your leg and now it hurts! You'll feel better whimpering, either! Until it's healed (2 weeks for that, 4
after you walk it off (or just sit down and let the pain fade). without rest) your Agility stat is considered 25% lower for
Until the end of battle this reduces your base movement determining how fast you can move. On top of that, you have
speed by 10% and applies a -1 penalty to dodge rolls. a -3 penalty to Resistance rolls until your recovery's complete.
- (61 - 80) Sprained Arm (Arm)
Your elbow or wrist was forced to bend in a way it's not
meant to by the blow, and sprained in the process. This gives
a -4 penalty to rolls, and Accuracy of attacks, using that arm
(such as grapple checks, and all two handed weapons).
Single-handed weapons held in the other hand, ninjutsu, and
taijutsu jutsu which specify they're only kicks suffer only a -2.
It also increases your Seal Speeds by 5. It takes four weeks
to recover. Weeks in which you use that arm in combat don't
count towards the recovery time.
- (81 - 100) Sprained Leg (Leg)
The muscles and ligaments in your knee or ankle were
stretched beyond their capacity. Any time you move, including
dodging, the pain leaves your Accuracy and d20 rolls at a -4
penalty for the next 15 IC.
It takes a month for the sprain to heal, or twice that long
without rest.
37
Blunt (Severe) - (81 - 100) Broken Leg (Leg)
Severe damage to your leg has left you with a reduced ability
(1 - 20) Concussion (Head) to locomote around the battlefield! If worst comes to worst,
Somebody turned out the lights. It is very dark, and you are you can still power-hobble on it; it doesn't directly penalize
likely to be eaten by a grue. Thankfully, you get over that your movement, but moving has a Stun 4 added to it (even
before your enemies can capitalize on it (or you're eaten). moving as part of an attack).
This imposes a -5 penalty on all d20 rolls, and halves So long as your leg is broken, you can't use any jutsu or
(round down) the amount of AP you gain. Whenever you abilities that increase your movement speed.
suffer a head wound, you have a 10% chance per level of the Your leg won't get better if you're walking around on it. If
wound to be knocked unconscious. Any time this happens, you walk with crutches (or a cane, or something of the sort)
your recovery time is reset. you can move at only half speed, but it counts as 'rest' for the
It takes six weeks of rest to recover from a concussion, or purpose of recovering from this wound, which takes a total of
twelve weeks without rest. Medical treatment won't help it get two months. Each time you opt to run around unaided on it
better any faster. extends the remaining recovering time by a week.
- (21 - 40) Broken Ribs Blunt (Critical)
You are in horrible, terrible pain. You'd be screaming and/or (1 - 20) Fractured Skull (Head)
mewling, if you weren't a ninja! Breathing feels like you're
being stabbed--and depending on how badly broken those You got hit in the head hard enough that you're lucky you
ribs are, that might be exactly what's happening. don't have (much) brain damage. This will usually be
The effectiveness of blocking is reduced by 25% (from 50% accompanied by nasty lacerations and prolific bleeding, but
to 25% for most attacks, and 25% to ineffective against not always.
weapons), and you have a -4 penalty to Accuracy and d20 Aside from a Stun 15, you suffer a -5 penalty to accuracy
rolls. The Speed of all actions you take is increased by 2. and all d20 rolls, doubled for skill checks.
Blocking's effectiveness is restored by 5% for every two This takes 4 OOC weeks to fully heal. Any time in that
weeks of rest you have. Once you've fully recovered from that period that you suffer a Head Wound, of any type or severity,
penalty, the penalties to Accuracy, rolls, and Speed also roll 1d20. On 1 - 10, you suffer the wound normally. On a roll
disappear. of 11 - 20, you're unconscious and comatose until that wound
fully heals (even if that takes longer than it does for your
- (41 - 60) Crushed Organ Fractured Skull to finish healing). You'll always be comatose
(Abdomen) for a minimum of 24 hours, even for a Minor head wound.
It's not as bad as it sounds, honestly. There's some severe - (21 - 40) Sternal Fracture (Torso)
bleeding and bruising inside the organ itself, and it hurts
horrendously, but it's not bleeding out into other parts of your Your sternum is that rather lengthy, thoroughly sturdy piece
body--meaning it can only possibly get so bad. Your max HP of bone and cartiliage that runs down the middle of your
and Vitality are reduced by 10% (and your current values of chest that all your ribs connect to. They're pretty hard to
both by 10% of your maximum), and you have a -5 penalty to break. Nice job pulling that one off.
Resistance rolls. This in itself isn't terribly bad, but whatever hit you with
The reduction is lowered by 1% per week of rest you have, enough force to do that off also managed to break several ribs
and the Resistance penalty by 1 per 2 weeks of rest. and cause some significant internal damage. It's pretty easy
to tell your chest is just about ruined: there's a grinding nose
- (61 - 80) Broken Arm (Arm) of bone on bone whenever you breathe or try to move too
much, for one thing; the agonizing pain's a pretty good hint,
Your arm can't be used in grapples, and you have a -5 penalty too.
to all grapple rolls. It can't be used to hold two-handed This imposes a -15 penalty on all Stamina checks, and
weapons, and attempting to use it for any other sort of reduces your damage bonuses by half. It also imposes a -5
taijutsu (unarmed or weapon) incurs a -5 Accuracy penalty penalty on all defensive rolls.
and denies you your damage bonus for that action. Every two weeks of rest reduces the Stamina penalty by 1.
You can still form handseals, though when you finish doing Once that penalty reaches -10, your damage bonuses return
so make a Resistance roll with a -10 penalty against the base to normal. Once it reaches -5, your defensive actions stop
Seal Speed; failure means you flinch, and while you get your being penalized.
jutsu off just fine you inflict yourself with a Stun 12.
Two months of not using the arm will be sufficient for it to
heal.
38
- (41 - 60) Rupture (Abdomen) Slashing (Minor)
Your abdomen's important because it's full of all sorts of - (1 - 20) Blood in Eyes (Head)
squishy parts that are pretty important for your continued
survival. Whatevr kind of trauma you just went through Oh no you're bleeding from the face. Because fights msut be
ruptured one of those squishy bits, and now it's bleeding out dramatic, the attack has cut in such as way (maybe right
all over your insides. Yes, blood belongs inside you, but... not across your eyelid, maybe over the forehead) that blood is
actually inside your abdominal cavity. now dripping into your eyes, causing a continual distraction.
Every time you act, including movement, you lose HP (not This imposes a -2 visibility penalty. You can wipe the blood
Vitality) equal to the Speed of the action, and an addtional 1 from your eyes, a Speed 3 action, which removes that penalty
HP every 5 IC. In theory, this could even Wound you again. for the next 10 IC.
Treating this with First Aid requires a Medicine skill of at
least 10, and generally involves cutting open the victim's - (21 - 40) Armor Tear (Torso)
abdomen and letting it drain (or, in rare cases, ventilate) Something managed to slice right across your chest, hacking
before figuring out what's actually bleeding and making it your armor right off your body. On top of being a fairly nasty
stop. It's a Speed 25 action to treat this Wound, but it stops gash which is likely to scar if not given stitches, you have a
the persistent HP loss. Bleed 4 effect, and any armor you're wearing is removed (But
Any time you take an action, you have a 5*(action's Sped)% clothing is still there!). Armor which specifically applies to
chance of causing the injury to act up again, bringing back all only a different location (such as your head) is not lost.
its lovely effects and requiring treatment (via First Aid or
actual medical treatment) to bring it back under control - (41 - 60) Sliced Stomach
again. Every four consecutive weeks you go without incurring
this effect, the multiplier is reduced by 1. (Abdomen)
This is what happens when you can't make your body
- (61 - 80) Shattered Arm (Arm) concave enough. You get cut right across the belly.
You arm is so broken that the breaks have breaks. It's useless. Fortunately it isn't that bad, it's just in a bad spot. Your
You can't perform handseals, hold weapons or use items with Stamina and Chakra costs are all increased by 2 until the end
it, and so forth. The pain is horrible and makes it virtually of the battle.
impossible to concentrate, imposing a -6 penalty to d20 rolls
and Accuracy, and a -4 penalty to Fatigue checks. - (61 - 80) Lacerated (Arm)
After four weeks of medical treatment, the pain will be You got a nasty gash running along your arm. It didn't cut
manageable, and the penalties will be reduced to a mere -3 anything vital, but blood is seeping down your arm and off
Accuracy (though you still can't use the arm). Only after that your fingertips. All Seal Speeds are made at +2 (unless you
will it begin to actually heal, which takes a total of twenty can do them one-handed, then you can avoid this by using the
weeks, or thirty without medical treatment. unwounded arm), and you have a -2 to all grapple checks.
- (81 - 100) Shattered Leg (Leg) - (81 - 100) Lacerated (Leg)
There are broken legs, there are severely broken legs, and You got a nasty gash running along your leg. It's not life-
then there's your leg. You can't stand without something to threatening, but it is staining your clothes and oozing down
prop you up, but because you're a tough-as-nails and super- your leg. You have a -1 immobilization penalty that will fade
resourceful ninja you can still move, though the distance you after 20 IC, but anytime you take a move action (moving as
move is divided by 4. You have a -8 penalty to dodge, and -4 to part of an attack action is fine, but using Shunshin is not), the
other d20 rolls. wound will reopen, applying another -1 immobilization
Once you've had two weeks of medical treatment and been penalty with +5 IC in duration.
put in a splint, you can walk So long as you carry a crutch,
cane, or walking stick (which does occupy a hand), you can
move at half speed, and suffer only halve the above penalties.
You can do so without out, though each time you take any
action which requires you to move (including dodging), or are
hit, you have a 50% chance of your leg giving out, and
suffering all the regular penalties.
Once you've received treatment, it takes 30 OOC days to
heal, half when receiving full-time medical treatment.
39
Slashing (Major)
- (1 - 20) Profuse Bleeding (Head)
You got a gash on your face, maybe a slice into your cheek.
You're bleeding a lot! Head injuries are like that. The blood
loss isn't the issue; the fact that that blood is running over
your face and getting in your mouth is.
As your mouth fills with blood, it becomes progressively
harder to breathe (and not vomit), causing a Suffocation 1
effect every 20 IC. Whenever you Rest, the severity of this
Suffocation effect is reduced by 1.
Unfortunately for you, it's amazingly easy to get this kind of
wound infected, so it will not heal without medical treatment.
With medical treatment, it takes three weeks.
- (21 - 40) Pulmonary Gash (Chest)
Something managed to cut through your pectoral muscle and
between your ribs to knick your lung. A pretty impressive feat,
but if they were a real badass they would get your heart (be
sure to taunt them about that).
This inflicts a Bleed effect of 3*Fatigue Level, minimum 3.
Every time their fatigue level increases, they get a Bleed 3
effect--If they were already suffering from this, then the
existing bleed is increased by 3.
Luckily it's a deep but narrow injury, so it tends to heal
fairly quick. It takes two weeks to recover from, with or
without treatment.
- (41 - 60) Open Cavity (Abdomen)
Your abdominal cavity--the part of your body that holds all
your abdominal organs in together in a nice, safe
environment--has been opened, and it really wasn't meant to
be.
You can no longer Rest. Your bonus to Stamina and Chakra
Exhaustion rolls based from Fatigue are is reduced to +3 per
Fatigue level (rather than +5). The penalty you incur from
passing a Stamina or Chakra Exhaustion roll is (the action's
cost)/4, rather than (the action's cost)/5.
This takes a month to heal.
- (61 - 80) Muscle Tear (Arm)
Your bicep and/or tricep have been partially torn, which tends
to make it a lot harder to function effectively in combat, as
your arm goes from a dry noodle to a limp one.
Your STR is reduced by 25%. This affects everything
derived from your STR score you're hoping it doesn't (Vitality,
Damage Bonus, damage dice with taijutsu, etc). This heals at
a rate of 5% per two weeks without medical attention or rest,
or 5% per week in a hospital.
- (81 - 100) Muscle Tear (Leg)
Your quadriceps have been torn. Not to fear, the tendon is fine
and you haven't been hamstrung, you're not going to be put
down like an animal (though this should teach you to treat
pets better).
On the other hand, your AGI is reduced by 25%. This
affects everything derived from your AGI score you're hoping
it doesn't (Dodge, Initiative, max AP, movement speed). This
heals at a rate of 5% per two weeks without medical attention
or rest, or 5% per week with medical treatment.
40
This takes ten weeks to recover from, down to five with
Slashing (Severe) medical attention.
- (1 - 20) Avulsed Ear (Head) - (61 - 80) Hand of Benediction
You have a nasty cut right across your ear! Not only does this (Arm)
look pretty brutal, but there's blood seeping into your inner
ear, which can do some nasty things to your sense of No, the name's not a joke, and I have no idea why you think it
coordination. would be. It's a real term!
If you have the Enhanced Hearing ability, you lose all Somehow, the median nerve around the elbow has been
benefits from it, as well as any abilities which depend on it severed, resulting in a loss of proper hand function. It doesn't
(such as Blind Fighting). With blood pooling in the ear hurt that much since it was a nerve that was struck, but your
making it difficult to keep your sense of balance, the highest pinky and ring fingers are no longer able to be felt or
level of Taijutsu you can perform is reduced by one (From A manipulated at all, and your thumb is more or less
to B, B to C, C to D/etc). unopposable.
You're also treated as being on Fatigue category higher For starters, if you had anything in your hand at the time
than you actually are for the purpose of penalties (but not (evens for left, odds for right), you're automatically disarmed.
benefits), meaning that if you're at Fatigue 1, you have a -2 to The same is true for any two-handed weapon you might be
Accuracy and -4 to Defensive rolls, instead of the normal -1/-2. holding. You can not wield a weapon in that hand, and any
Under normal circumstances, this means you also fall unarmed attacks made with the affected limb do not receive
unconscious at Fatigue 4, instead of Fatigue 5. your damage bonus.
The blood can be drained from the ear easily with medical Your DEX bonus to Accuracy is now DEX/20 and Seal
attention, but can't be treated in battle. It will heal on its own Speeds are increased by 50%, before any reductions are
(and probably scar) in eight weeks, or four weeks (and applied to them (such as uniques, DEX/10, etc). You can avoid
probably not scar) if you have medical attention. the increase in Seal Speed by performing your seals one-
handed, using the opposite hand--if you're able to do so.
- (21 - 40) Clavicle Cut (Torso) This will not heal without treatment: Nerves are tricky
things which require medical ninjutsu to properly restore.
The horizontal bone that connects your sternum to your With medical attention, it takes seven weeks to heal.
scapula has been fractured. More than likely, it's possible you
can even feel part of the bone that's jutting out from the skin, - (81 - 100) Hamstrung (Leg)
if you try to look down at it.
The worst part of it is the pain, which can't really be One of the major tendons of the leg, located behind the femur,
avoided because of how the clavicle helps the scapula keep in have been cut. You're now unable to walk or stand properly,
position to let the arm hang. This inflicts a -2 to Accuracy and more or less, and running is completely out of the equation.
d20 rolls, and a Paralysis 4. Any time you perform an action You're automatically prone, as if tripped (See the E-rank
with a Stamina cost, you take twice that amount in damage, Taijutsu for its penalties), and your AGI bonus to Dodge is
which bypasses reductions (such as DR). now AGI/20. Even when you get up, your movement speed is
Crash course in anatomy, you have two clavicles. If the cut in half, and you can no longer move as part of an attack.
result was odd, it's your right; even, your left. With proper You can still use jutsu to increase your rate of movement, but
medical attention (a trip to a doctor, or a Medicine roll of 20 the total distance moved is halved.
or higher using a First Aid kit, you or someone else) you can You gain AGI/20 AP, instead of normal, and your AP cap is
get the arm completely immobilized against your body. This now AGI/4. Any Athletics rolls you make use only half of your
reduces the Paralysis to 2, and halves the damage taken total ranks in the skill.
when you make Stamina rolls, but means you cannot use that If you manage to survive the fight which caused this (props
arm or hand at all. for that, since you're a sitting duck), it takes twelve weeks to
It takes 6 weeks to heal, with or without medical treatment. recover from, or six with medical attention.
- (41 - 60) Chopped Liver (Abdomen)
Your liver has been cut. There's really no good side to this
one, it pretty much sucks. The liver happens to have quite a
few functions, namely helping against toxins and the
digestion of proteins. It's kind of vital to live, and it happens to
be bleeding out at a very significant rate.
This applies a Bleed 10 effect. Whenever you take an
action with a Speed greater than the severity of your current
Bleed from this wound (even if it's gone down to Bleed 0),
that Bleed's severity increases by 2.
This also impedes your body's ability to process chemicals
properly. If you're under the effects of a Soldier or Blood Pill,
they end immediately (including the reduction of a Fatigue
level, which can knock you unconscious). Taking either pill
with this wound results in no beneficial effect taking place.
The Akimichi clan's pills still work normally.
41
- (41 - 60) Disemboweled (Abdomen)
Slashing (Critical) Congratulations, you've got what is potentially the most
- (1 - 20) Cut Throat (Head) terible injury one can receive. Your abdomen is full of all
The good news: you were not beheaded. The bad news: They kinds of squishy organs and things which, as it turns out, are
didn't fail by much. Your carotid artery was hit, along with pretty important to keep you alive. Now there's a giant cut
your trachea, which means blood is flying all over the place across your midriff and they're all trying to sag out of your
and you're going to suffocate from it if you don't do something body.
smart (like surrender, or run away). Your Fatigue penalties are doubled (-2 to Accuracy and -4 to
You start with a Suffocation 2. Every time you take an defensive rolls per level), but the bonuses are not. Any jutsu
action with a Speed greater than 0, its severity is increased by with an Upkeep cannot be used, as it's impossible to maintain
1 (notably, the "Move" action will not trigger this effect). the necessary level of focus.
However, instead of making a Stamina 15 roll every time your Until you've received treatment for this, any called shots to
Suffocation increases (as you would with a normal your abdomen automatically deal their damage to your Hit
Suffocation status), you make such a roll every 10 IC. This Points.
follows all other normal rules for Suffocation. It takes a total of twenty-four weeks of rest to recover from
Additionally, you suffer a Bleed status with severity equal to this. Every time you advance a Fatigue level after receiving
that of the Suffocation. In the case of special abilities which this wound, it takes another week to recover from. The wound
reduce the effect of the Suffocation status on you, the Bleed's won't even begin to heal until you've received some form of
severity is determined before they're applied. medical treatment (be it from a first aid kit or a week in the
Treatment with a First Aid kit will set the Suffocation hospital). Weeks in the hospital count double towards your
penalty to 0; however, this will not prevent it from increasing recovery.
again. In fact, nothing will at all until you've recovered from
the wound! Ouch. On the bright side, you're a super- - (61 - 80) Avulsed Arm (Arm)
implausible magic ninja. If you carefully apply pressure to Something just cut through a good portion of your arm. It's
your neck with both hands, you can temporarily suspend both still connected, but it's kind of flopping, and you can't really
the Suffocation rolls and the Bleed damage--though you may control it, and it's kind of bleeding everywhere, and.. Yeah.
take no other actions while doing this, not even Speed 0 Firstly, the arm is useless, which means you can't hold
ones. This 'suspension' applies after you've been doing it for weapons (any you are, drop), make handseals, use items and
at least 10 consecutive IC. so forth. You have a Bleed 6, -8 to Accuracy, and -4 to
This is really just nasty business, all things considered. It defensive rolls. Every time you perform an attack which deals
won't start healing until it's received some medical treatment; damage, your Bleed status from this wound increases by your
after that, as long as you keep your neck bandaged and let DB/5, to a minimum of 1--if it's down to 0, then you acquire a
yourself rest, it'll take twenty-six weeks to heal. Time to spend brand new one!
in a hospital counts double for this purpose. The arm will heal on its own so long as you keep it placed
properly (any first aid kit will do for this) in a sling, reducing
- (21 - 40) Injured Spine (Torso) the penalty to Acuracy and defensive rolls by 1 per five weeks,
In simple terms, your spinal cord is a part of your central with time in a hospital counting double. Once those penalties
nervous system and relays signals from the body to the brain, are gone entirely, you will stop incurring Bleed effects when
and vice versa. It also has several neural circuits which you attack.
control numerous reflexes and "instinctual" actions that ninja
tend to train themselves for (like moving out of the way of the
technique that caused this).
Fortunately for you, your reflexes didn't seem to be that
crucial anyway, since you let this happen, so you probably
aren't that bad off. Well, that's a lie. Whenever you take an
action with a Speed greater than (RES)/10, two things
happen.
The first is that you suffer a Stun of half its Speed. The
second is that you acquire a Paralysis 1 status, or increase
your existing Paralysis from this wound by 1. The Paralysis
lasts until the end of the battle.
This will not heal without medical treatement. It will take
thirteen weeks of medical treatment to recover from this.
42
- (81 - 100) Achilles Tendon Cut - (81 - 100) Muscle Stab (Leg)
(Leg) They struck your quadricep, which is a fairly easy target, all
Named after a mythic, nigh-invincible man who supposedly things considered. If you spent the IC before you received this
had a single tendon as his weak spot. As it turns out, that's wound moving, you are inflicted with a Stun 8; whether you
actually a weak spot of everybody, and yours just got cut. were moving or not, though, you have a -1 to Defensive rolls
The pain isn't quite as bad as the sight of your foot for the next 50 IC.
dragging along unresponsively. For starters, you're unable to Repeated applications of this wound do not stack the
really stand properly, so you take a -8 to your Dodge rolls, and penalty to defensive rolls, but instead add 50 IC to its
a -4 to Accuracy and Athletics. duration (or, if it has expired, re-apply it).
The worst part is that you really just can't move. You can't
move as part of an attack or use jutsu that affect movement
(like Shunshin). You can still take a move action, but at that
Piercing (Major)
point you're moreso just rolling and crawling, so the total Every Major Piercing wound you're suffering from reduces
distance moved is divided by 4, after all other factors are your current and maximum AP by 4. This stacks additively
applied to it. You can still 'move' to get out of the way of Area with all other AP reductions, including multiples of the same
of Effect attacks, but it suffers the same /4 as regular wounds.
movement.
This simply won't heal without medical attention. With it, - (1 - 30) Punctured Cavity (Torso)
you reduce the Dodge penalty every two weeks and the The body has several cavities, areas where spcific internal
Accuracy and penalty to d20 rolls every four weeks. organs are house and kept together. One of them has been
Additionally, after eight weeks the penalty to movement pierced and now has a hole in it, which is filling up with
becomes /2. After the the full sixteen week recovery time has blood.
passed, the movement penalty goes away. It's painful to move, or do basic things like breathe. You
have a penalty to Fatigue and d20 rolls equal to the number
Piercing (Minor) of Torso wounds you have, including this one, up to a
maximum of -4.
For every Minor piercing wound you're suffering from, you Multiple instances of this wound count towards raising the
reduce your current an maximum action Points by 2, to a penalty, and all lower your AP normally, but their penalties
minimum of 0. This stacks addiively with all other AP don't stack--that is, if you had five Punctured Cavities, your
reductions, including multiples of the same wounds. total penalty would be -4, not -20.
Even if a minor wound has a timed effect, the AP reduction It takes four weeks to recover from, two with medical
portion of the wound lasts until the end of the battle. Wounds attention.
that are healed mid-battle similarly have their AP reduction
removed (and it is possible to heal a Minor wound whose - (31 - 60) Organ Hemmorrhage
main effect has ended, but AP reduction remains). (Abdomen)
- (1 - 30) Needling (Torso) Your abdomen happens to have several internal organs all
closely packed together. While space-saving, it also happens
You've got a small but fairly deep incision from what struck to mean that if you're hit there, one of them is bound to be
you. The initial shock of pain was worse than the wound injured in some form or fashion, and that's exactly what
really is, though. You take a Stun 3, which increases by 1 for happened.
every time you take this wound in the same battle. What that boils down to is that you're bleeding, a lot. You
take a -1 penalty to Accuracy and defensive rolls, and any
- (31 - 60) Flesh Wound (Abdomen) time you take an action (including defensive ones) with a
You've been shanked in the gut. It managed to miss your Speed higher than your current AP, this wound's penalty
vitals, but it's still going to cause blood to trickle out of you. increases by 1, to a maximum of -4.
You take a -1 to Chakra Exhaustion and Stamina rolls. Repeated applications of this wound raise the penalties by
1 each, though still not above -4. These penalties last until the
- (61 - 80) Reflexive Flinch (Arm) wound has healed.
This takes two weeks to recover from, only one with
The back of your hand was hit, causing your fingers to spasm medical treatment.
momentarily. Any weapons you're holding are dropped, and
any seals you're forming are automatically aborted. You take a
-1 to Accuracy for the next 50 IC.
Repeatedly applications of this wound do not stack the
penalty to Accuracy, but instead add 50 IC to its duration (or,
if it has expired, re-apply it).
43
- (61 - 80) Joint Pierced (Arm) - (31 - 60) Cavitation (Abdomen)
One of your arm's joints has been struck and is now filling Cavitation is an interesting phenomen typically only created
with blood and becoming inflamed. It makes it much harder by high velocity projectiles. Ninja being ninja, of course,
to properly manipulate the appendage, on top of the very means that this could happen with even the most
strange and unnerving sensation you get when you move the inconspicuous of objects.
arm and can feel the collected blood sloshing around. What Cavitation is, is basically a wave of pressure that
The base speed of all your attacks is increased by 2, and forces things--in your case, your internal organs--to shift in
the effective speed for determining their damage is decreased location, causing a cavity where there was none. It results in
by 2. Thus, a basic unarmed attack would be changed from your organs being crushed, missshapen, tearing, and
Speed 8 to Speed 10, but deal damage as if it was Speed 6. dislocated. This is especially problematic for the abdomen,
The increase and decrease cannot exceed 50% of an wherein everything is already densely packed. There is, shall
action's base speed. For example, after 20 separate we say, a space issue.
applications of this wound your basic unarmed attack would The end result is that you automatically advance a fatigue
be Speed 12, and deal damage as if it was Speed 4. You may category, and the category at which you fall unconscious is
still use AP to reduce these actions to half their new base reduced by one (from six to five, normally, meaning if you fail
speed. a fatigue roll at fatigue 4, you fall unconscious).
It takes three weeks to recover, only one with medical The only good part about this injury is that once your
treatment. organs are displaced--well, they're displaced. If you are
already suffering from this injury and are unlucky enough to
- (81 - 100) Joint Pierced (Leg) have it happen again, you advance a fatigue category, but the
category for unconsciousness is not lowered more than once,
Though they missed fracturing your knee cap, they still regardless of how many times you suffer this wound.
managed to pierce the joint itself, and it's not collecting (and This takes twelve weeks to recover from on your own, six
leaking) blood which isn't supposed to be there. Like many with medical treatment.
wounds, on its own it isn't so bad, but when aggravated, it
becomes very problematic. - (61 - 80) Tricep Tear (Arm)
For every yard you move, including as part of an attack or
with the aid of a jutsu, your movement speed afterwards is They missed your humerus bone, but managed to pierce right
decreases by 1%, to a maximum of a 50% reduction. Multiple through the tendon that connected a portion of your tricep to
applications of this wound do not increase its maximum it. As any medically-savvy ninja knows, your tricep is pretty
reduction; however, if you had two instances of it your speed vital for doing things like punching, and holding objects.
would be reduced by 2% for every yard you moved thereafter, If you're using a weapon, then your damage bonus is
and so forth. halved; unarmed only has its damage bonus reduced by a
Finally, this applies a -1 penalty to defensive rolls for every fourth. You take a -3 to Accuracy, but against disarm attempts,
15% it reduces your movement speed. this increases to -5 (whether you try to parry or dodge it).
It takes two weeks to recover on its own, only one with Tendons are tricky business, and require medical expertise
medical treatment. to fix. Without medical attention, it won't heal; with it, it takes
six weeks.
Piercing (Severe) - (81 - 100) Hamstrung (Leg)
Every Severe Piercing wound you're suffering from reduces Your hamstring, or some similarly important muscle in your
your current and maximum AP by 6. This stacks additively leg, got cut badly enough that it's not doing its job any more.
with all other AP reductions, including multiples of the same You can stand, barely, and you can balance, sort of.
wounds. You can only accomplish 15 IC of movement before having
to take a Rest action. Movement as part of an attack counts
- (1 - 30) Rib Spearing (Torso) towards this limit. Any effects which require you to channel
The object that struck you did so in such a way as to cause chakra through your legs (such as standing on walls or water,
your ribs not just to fracture, but to split entirely. Both ends or jutsu such as Mizutamari) end, and cannot be used until
are curved inward, making movement, breathing, and life in you've healed.
general very painful. Speaking of which, healing takes a while; twelve weeks of
You take a -2 to Accuracy, Fatigue, and d20 rolls just for rest.
having your ribs broken. Additionally, every time you advance
a fatigue category, or spend Willpower, you take the Minor
Piercing wound Needling, which stacks cumulatively with any
other Needling wounds taken in the fight, for determining the
severity of its stun.
This takes ten weeks to recover from, five with medical
attention.
44
- (61 - 80) Arm: Shoulder Orifice
Piercing (Critical) Someone has created another orifice in your body. As in--if
Every Critical Piercing wound you're suffering from reduces there wasn't blood pouring out from both ends--someone
your current and maximum AP by 8. This stacks additively could look right through your shoulder and see what's out the
with all other AP reductions, including multiples of the same other side. In Pain is an understatement.
wounds. On top of that, your arm is pretty much worthless. It's still
there, muscular (or toned, for the ladies!) and attached and
- (1 - 30) Torso: Punctured Lung awesome, but it's not doing anything but helping to keep your
Okay, so, first off, calm down. It's not as bad as it... okay, yeah, clothing on, at this point. You're not really able to feel
it's as bad as it sounds. The good news is, it's not actually anything that the arm or hand happens to touch, and the only
lethal. You've still got the other one (...right?) and whatever did way you get it to do so is by flopping it against something as
this to you probably ventilated the lung, and by extension, the dead weight.
inside of your chest--no air building up in your chest cavity to You lose the usage of your arm. If you don't have single-
collapse the other lung. handed seals, you can not make seals anymore. You have a -6
...Ready for the bad news? Yeah, lungs aren't actually meant Accuracy penalty, can't use two-handed weapons, and when
to get ventilated. You have difficulty breathing, for one thing. you multi-throw the total number of weapons you can throw
In fact, you can't actually breathe normally, because there's an is halved.
extra hole in your lung. Still, you're a super awesome ninja, When you're first hit, this inflicts a Bleed 15 which will go
and as long as you have one hand free to cover the wound up, away normally.
you can still breathe. This won't even begin healing until you've had four weeks
You can't take Rest actions, and the final results of your of medical treatment. After that, it'll take another six weeks of
Stamina rolls are halved. As in, if you have a 12+5+15 = 32, medical treatment, or twice as long resting the arm (you may
that's actually a 16. Probably less brutal, you have a -5 penalty fight and such, as long as you don't use that arm) for it to heal
to your Accuracy and d20 rolls from the agonizing pain, and a fully.
-5 penalty to Chakra Exhaustion rolls due to general poor
physical condition. Moving any distance forces a roll of - (81 - 100) Leg: Penetrated Artery
Stamina 10, +1 per yard moved; this even applies when Your femoral artery has been hit, and blood is literally
moving as part of an attack or with the aid of a jutsu. This can spraying out of you into the air. Aside from the general pain
be avoided by moving at one tenth your normal movement involved and the fact that it's completely disgusting, you're
speed. losing a potentially fatal amount of blood and if it isn't
The 'agonizing pain' bit goes away in a month (or, more stopped--no, a hand and some pressure won't stop this--you're
likely, you get used to it). It takes three months of medical going to die.
treatment to recover from the effects. Once it's done, you're Your maximum Vitality is reduced by 10%. Every time you
good as new. take an action, your current and maximum Vitality are
Oh, unless you get your second lung punctured before the reduced by (that action's base Speed)*2; every time you spend
first one's healed. Then you just die after 50 IC have passed. AP, your current and maximum Vitality are reduced by (AP
Sucks to be to you. spent).
If you have 0 Vitality remaining, your current HP,
- (31 - 60) Abdomen: Pierced Liver maximum HP, and maximum Vitality are all reduced by that
You're bleeding from the midsection. And, the blood is black. amount. This includes move actions, unless you move at only
Every ninja knows at least a little about anatomy, first aid, and one tenth your normal speed. If your maximum Hit Points are
injuries, and everyone ninja knows what black blood means: reduced to 0, you die.
you're bleeding from the liver and about to die. Recovery takes sixteen weeks. At that point, you begin
This inflicts you with a Poison 1 effect. 20 IC later, it regaining lost maximum HP and Vitality. Every week which
becomes Poison 2; another 20 IC, and it becomes Poison 3. passes you regain (RES)/3 max HP, or (RES)/2 with medical
This continues, all the way up to Poison 10. It doesn't end. attention. Once your max HP is fully restored, you begin
If treated with First Aid, make a Medicine check. Its effects gaining lost maximum Vitality at the same rate.
will be held at bay for 1 hour per point you get on your skill
roll. Once you've received a week of medical treatment, this
stops being necessary.
However, any time you advance a Fatigue level you have an
80% chance of reopening the wound. This goes down by 10%
for every month (4 OOC days) that pass without it courring.
45
- (21 - 40) Scorched Chest (Torso)
Energy (Minor) The majority of your body has been burned, taking any hair
- (1 - 20) Sun Spots (Head) found on your chest, back, and stomach along with it. Due to
You were a little too slow in closing your eyes when hit, and the large surface area that entails, it isn't that deep at any
now vague shapes resembling the oncoming blast seem to point, but since it covers so much area, it makes it very easy
float around in front of you, obscuring your vision. It's for others to aggravate your injury.
annoying, more than anything else. You have a -4 Visibility You take an additional 10% damage when hit, after all
Penalty, which fades at a rate of 1 per 10 IC. normal reductions but before determining if you suffer
wounds. One of the worst parts about it is how it tends to
- (21 - 40) Flash Fever (Torso) make getting additional wounds that much easier. This takes
two weeks to heal, only one with medical attention.
The center of your body was hit, which is good, since it's
intended to take the brunt of attacks. But whatever hit you - (41 - 60) Scalded Stomach
also managed to heat you up so much that your body is (Abdomen)
having trouble regulating your temperature. You feel vaguely
sick and tired, but you'll shake it off soon. You have a -2 to Whatever hit you managed to more or less burn away what
Fatigue rolls until the end of battle. covered your midriff and had enough power behind it to
significantly heat up your internal organs. This is not good, as
- (41 - 60) Stomach Blister your organs can be pretty sensitive about that kind of thing.
You are afflicted with a Stun 8, and have your current and
(Abdomen) maximum Hit Points and Vitality reduced by your RES until
A pretty nasty blister managed to emerge from whatever hit this has healed, which takes three weeks with or without
you, causing plasma to be stuck within a layer of skin that medical treatment.
expanded. It's.. gross, and fairly uncomfortable. You have a -1
Immobilization penalty until the end of the fight, unless you - (61 - 80) Second Degree Burn
decide to pop the blister as a Speed 8 action (Seriously--ew), (Arm)
taking a fourth of the damage that caused this injury again.
This additional damage can't cause a wound itself. The majority of your arm is burned. While not life-
threatening, the amount of skin that's been burned is
- (61 - 80) Burned (Arm) substantial, making it a great deal more painful to use the
arm in battle.
You've been burned! It hurts. The skin is red and starting to When you perform handseals, attack or parry, you take
swell a little, and touching it (or having it touched) tends to twice the base Speed of the action as damage. In addition,
hurt, as it's now raw. This inflicts a Burn 3, and you suffer a -2 you have a -2 to Accuracy. This takes 5 weeks to heal on its
to Accuracy until it goes away due to the pain involved with own, 3 with medical treatment.
using the affected limb.
- (81 - 100) Second Degree Burn
- (81 - 100) Burned (Leg) (Leg)
You've been burned! Seriously, it does hurt. Your leg is red One of your legs has been burned down to the dermis, the
and it's painful when you put your weight on it trying to do layer beneath the epidermis, causing multiple small blisters
things like run. You're inflicted with a Burn 3, and take a -2 to to form at the surface, which has reddened and toughened
Dodges until it goes away due to the pain of using the considerably.
afffected limb. You have a -5 Immobilization penalty, along with a Burn 3.
When the Burn status is removed, the Immobilization penalty
Energy (Major) is reduced to 3. It takes two weeks per Immobilization
penalty on its own, one week with medical treatment.
- (1 - 20) Facial Burn (Head)
There's now a nasty burn across your face, the flesh blistered
and somewhat charred. This is disorient, and you can't get the
smell of burnt flesh out of your nostrils, or the taste out of
your mouth, when you inhale, which has the effect of
nauseating you whenever you try to breathe deeply.
As you exert yourself, you smell it more and more and
become progressively sicker. Every time you make a Stamina
or Chakra roll, you increase your penalty to both by 2. This
takes a month to heal on your own, or two weeks with
medical treatment.
46
Every time you spend more than your current Willpower in
Energy (Severe) AP on an action (including the surcharge from this wound),
you are afflicted with a Suffocation 1. This Suffocation
- (1 - 20) Blinded (Head) penalty persists for the duration of the fight, but resets to 0
Your kept your eyes open a little too long when something after combat.
was aimed right at your face. Just like with it being a bad idea The burns are slow to heal, taking sixteen weeks on your
to look directly into the sun, it is also a bad plan to stare own, or eight weeks with medical attention.
directly at a superheated jutsu aimed at your head. Your face
as a whole was scalded, but your eyes took the worst of it by - (61 - 80) Muscle Melting (Arms)
looking at it for so long. Not quite as literal as the name implies, but no less serious
You take a -3 Visibility Penalty, which is reduced by 1 every an injury--you've been burned so deep that he muscle itself
10 IC, and a Stun 3. It is not so bad by itself, until the next has been affected. Aside from intense pain, it also weakens
time you're hit by a jutsu that inflicts Energy wounds the muscle as a substantial section of it has become damaged
(regardless of whether or not it does, in fact, actually wound and useless.
you). Your damage bonuses (Physical and Ninjutsu) are lowered
When that happens, your visibility penalty is increased by 1 by 25%, and you have a -1 penalty to Accuracy. As you
per rank of the jutsu (1 for E, 3 for C, etc.), to a maximum of continually use the muscles and chakra involved, the heat
-8. The technique must deal damage to trigger this effect of builds and spreads to worsen the injury, inflicting even more
the wound. damage to both muscles and tenketsu.
It takes a long time for your eyes to not be so sensitive, Whenever you deal damage, the Damage Bonus which was
reducing the penalty you incur when blinded by 1 every four used is lowered by 5%, to a minimum of 50% (halving your
weeks--for a total of a 20 week recovery time, to not be damage bonus). When either reaches 50%, your Accuracy is
blinded by A-rank jutsu. With medical attention, the recovery lowered by an additional 1 point, to a maximum of -5.
time is halved. But despite the wound, a ninja's body is an amazing
machine. Every two weeks, you recover 5% of each damage
- (21 - 40) Dark Halo (Torso) bonus. With medical attention, you recover that every week.
The name comes from the fact that you've suffered burns of Once both of your damage bonuses are back to normal, the
the entire dermis in a solid, unbroken ring around your body. Accuracy penalty goes away, and your bonuses stop
It is not quite as cool as it sounds--burns of such magnitude decreasing when being used.
can actually cut off circulation to the rest of the body.
In short, you're going into shock. At the start, it is not so - (81 - 100) Fused Foot (Leg)
bad, reducing the bonus to CE/Stm rolls from Fatigue by 1 The skin of one of your feet (odds right, evens left) has been
(from +5 to +4). Every time your Fatigue increases, however, burned so badly that the toes are more or less a singular
the bonus lowers by one per level. Thus, if you were at section, melted together. The rest of it isn't much better, but
Fatigue 3 when you received this wound, then went up to the most pressing issue how it impairs its functions in battle.
Fatigue 5 in the same battle, you'd have only +2 to Chakra You have a -5 to dodges due to how hard it is to adequately
Exhaustion and Stamina rolls per Fatigue category (for a shift your weight and pivot using that leg now. It actually
total of +3). makes turning into and away from blows more difficult,
Your Fatigue bonus 'recovers' at the rate of +1 per three imposing a -2 penalty to Parries. This also makes it
weeks of rest. After this, it will take six more weeks, halved substantially harder to run effectively, causing you to lose the
with medical treatment, to fully recover from the wound-- benefits of any effects which increase your AGI for the sole
meaning that the bonus could still be lowered in that time. If purpose of movement (such as the Runner ability, or Racing
this occurs, you have to re-recover from the lost Fatigue Thunder Technique), and halving your movement speed on
bonus, and then you'll pick up where you left off on healing top of that.
the rest of the wound. How you're going to fix it medically is another matter
altogether, one which is very unpleasant to hear about and
- (41 - 60) Side Burns (Abdomen) even worse to experience. Safe to say you should want
The sides of your ribcage have been charred and are almost medical attention for it, to recover from it after seven weeks.
black, hence the name that resembles a much less gruesome- But if you're crazy (and have a first aid kit to use), you can go
looking hairstyle (though, let's be honest, it's still pretty bad). without it, though it takes fourteen weeks to do so.
Aside from making the definition of your ribcage more
obvious, it also makes it harder to breathe.
It isn't so bad here and there, but that quick, almost
gasping inhale taken when you try to spur yourself onward
makes you pause and lose your breath, slowing you down
when you want to be at your quickest.
Whenever you spend AP in combat, you must first pay an
additional amount AP equal to your current Fatigue level, +1.
This surcharge does not affect the action's Speed, pay any
costs associate with it, or otherwise count in any beneficial
manner. It does, however, count againt any penalties or
limitations regarding spending AP you may have.
47
This penalty does not increase outside of combat, but will
Energy (Critical) continue to affect you every time you fight. One of the worst
problems with this injury is how it is a chronic condition that
- (1 - 20) Eye Welded Shut (Head) the body can't fix by itself, once it's happened. You must
You got hit in the face by a giant fireball of bolt of lightning, receive medical attention to get it fixed, and with it, takes 7
which is basically awful for tons of reasons. Aside from the weeks to no longer suffer penalties to d20 rolls. With another
deep-tissue burns across half your face, the heat was enough 7 weeks, you don't take penalties to defensive rolls, and then
to melt the surface of one of your eyelids, fusing it shut. with another 7 you don't take penalties to Accuracy, and any
Any ranks in the Enhanced Sight are lost until you recover, penalty you still had is removed.
as are any abilities dependant upon it. That eye is effectively
useless, putting you at a -3 visibility penalty as well. - ( 41 - 60 ) Slow Roasted (Abdomen)
It gets worse. The movements of your eyes are linked; When something is cooked poorly, the outside tends to burn
where one goes, the other follows, meaning that while one of first, but the inside is typically not that bad. But when
your eyes is slightly damage and basically glued by molten something is really charred, it is not just that the outside
flesh to your eyelid, it's still trying to move around, blackens and dies, but it ends up encapsulating the interior,
aggravating the injury further. preventing the escape of heat.
Every 10 IC which pass, you suffer a -1 penalty to Accuracy, That's basically just what happened to you. So while your
Fatigue rolls, and defensive rolls, with a maximum of -10. skin is flaking from your stomache and looks absolutely
However, if you close both your eyes this penalty these horrifying every time you breathe in and out, the real problem
penalties are reduced by 1 every 20 IC (though be aware that is how your innards have been superheated and are unable to
closing both eyes incurs a -10 visibility penalty), to a effectively cool off. The end result is a constant feeling of
minimum of half the highest value it's reached (if it got up to sickness that seems impossible to treat.
-7, closing your eyes couldn't reduced it below -4). You automatically advance one Fatigue level. Penalties to
This heals naturally, with the penalty to Accuracy, et cetra, your Stamina and Chakra Exhaustions rolls are not reset to 0
being lowered by 1 for every 4 weeks that go without it being when you advanced a Fatigue level, and you advance an
increased. Once it's been reduced to 0, it takes ten more additional Fatigue category for every 10 points you fail a roll
weeks to recover. If the Accuracy/etc penalty returns during by, rather than every 15.
that time, healing your eye is interrupted (with 'progress' You can still Rest, but it becomes a Speed 15 action, to
retained) until it's back to 0. At this point you stop suffering which AP still cannot be applied. Out of combat you recover
this wound's effects, but have a semi-permanent -2 visibility Fatigue levels at the rate of 1 per OOC day (rather than hour),
penalty. and cannot recover below Fatigue 1. Similarly, you regain one
Medical treatment halves all the above times. After another point of Willpower each OOC day, rather than all your
five weeks spent hospitalized, the 'permanent' -2 visibility Willpower each day.
penalty will also be removed. After twenty weeks of recovery, your Fatigue and Chakra
Exhaustion penalties reset normally, and you can recover
- (21 - 40) Atrial Fibrillation down to Fatigue zero. After another twenty weeks, your
(Torso) recovery times return to normall. It is very, very difficult for
The burns to your chest are so deep and severe that they're your body to come back from this. Medical attention halves
affecting your cardiovascular system. Specifically, the heart, these times.
and the rhythm at which it beats. Thankfully, this is the less
lethal form of fribrillation, as it means your heart is still able - ( 61 - 80 ) Red Right Hand (Arms)
to beat properly and pump blood throughout the body, it just The name is something of a misnomer, actually--your hand is
does so irregularly. black. You can't feel it, you can't use it. It's still there, although
But it's still pretty bad, as things like fighting cause your it's hard to tell how much of it is salvagable at a glance,
pulse to shoot way up, which increases the workload of your because it's just that badly charred.
heart and makes it more likely and devastating every time You lose the usage of a hand. You can not make seals, hold
your heart skips a beat. Every 15 IC, you take a -1 to two-handed weapons and so forth. You take a -8 to Accuracy
Accuracy, d20 rolls, and Defensive rolls. This penalty can be rolls, and a -4 to Defensive rolls--Parrying suffers the penalty
reduced by 1 by taking a Rest action, but if it does then you to Accuracy rolls, not Defensive rolls, as is normal.
do not lower your Stamina penalty, as is normal. Recovering from this is about as painful and drawn-out as
But the more you fight, the worse it gets, and there is only you'd expect from losing most of your hand. It takes thirty
so much even a ninja can do to support themselves while weeks on its own, fifteen weeks with medical attention.
their heart isn't working properly. This penalty can only be
reduced to half its highest amount reached (if it becomes a -5
to Accuracy, d20 rolls and Defensive rolls, you can only
reduce it by Resting to -3).
48
- (81 - 100) Melted Leg (Legs) Additionally, it's incredibly hard to get around with your leg
in this condition. You have a -8 penalty to dodges, and -4 to
Your clothing and leg were both burnt so horridly that it's Accuracy and all other d20 rolls. You can spend 1 Willpower
hard to tell where one ends and the other begins. Much to to force yourself to move despite the difficulty doing so. Doing
your displeasure, you can still feel the limb--or, rather, the so halves these penalties, and the reduction to your agility, for
mass of agonizing pain where your functional leg used to be. the next 50 IC.
When you move, bits of black flake off--probably best not to On your own, this takes two weeks to heal for every 5%
think about whether or not that's clothing or flesh. movement speed reduction. Every 15% recovered also lowers
This reduces Agility for by 75% the purposes of movement, the dodge penalty by 2, and the penalties to other rolls by 1.
and prevents you from using movement-enhancing jutsu such Medical attention lets you recover at twice that rate.
as Shunshin or Racing Thunder Technique (the Doton Mud
Wave Technique can still be used normally, as it doesn't rely
on actual use of your legs).
Recovery
4. Wounds
1. Hit Points and Vitality Wounds are particularly grievous injuries, ones powerful
2. Fatigue enough to have effects beyond just beating you that much
3. Willpower closer to unconsciousness. The rules for what causes
4. Wounds Wounds are discussed in the appropriate section of the
5. Medical Attention combat chapter.
6. Guidelines And, so are their recovery times! How long a given wound
A.IC and OOC Recovery takes to heal will be listed in that wound's own description.
B. Rest Those are, unless specified otherwise, base times, and can be
reduced by medical attention (as described below).
Minor wounds all heal at the same rate, with or without
rest or medical attention. Most wounds will heal even if
1. Hit Points and Vitality you're not getting rest, with details listed for each individual
wound; if it says nothing on the matter, rest or lack thereof
Lost Vitality recovers fairly quickly; ninja don't get too far won't change its recovery time.
through their training without being able to get back on their
feet. You recover 10% of your maximum Vitality every 10
minutes OOC. 5. Medical Attention
Lost Hit Points are harder to deal with. By the time you're All the listed recovery times assume you're waiting to get
taking HP damage, your body's already reached its limit as better on your own; ninja have a remarkable ability to recover
far as soaking damage goes. You recovery 10% of your max from injuries, full as they are of vim and vigor.
HP every 1 hour OOC. Naturally, you heal faster when you're actually getting rest
and have trained medical professionals looking after you. In
2. Fatigue fact, you regain everything except Willpower twice as fast
when receiving medical attention.
Fatigue is more than just being a little winded; it's exhaustion ...Which brings us to what 'medical attention' means. It
and bone-deep weariness. Ninja are just much better able to means you are in a hospital, or getting an equivalent amount
deal with such things than normal people. Every hour that of bed rest, with one or more doctors or medics checking up
passes OOC, your Fatigue is lowered by one level. on you regularly. You are getting sleep and being taken care
of, not training or researching a new jutsu. You can most
3. Willpower likely have visitors.
Every ninja village's hospital is always open to its shinobi.
You begin every (OOC) day with your full amount of That said, if you try to check yourself in because you have no
Willpower. With the exception of some rare effects, you can't vitality and half your HP, and want to spar your friend again
get Willpower back any faster than that. that afternoon, you will promptly get kicked out. On the other
hand, if you're beaten to a pulp (unconscious at 0 HP) or
severely injured (you have a Wound of Major or greater) you
can check yourself in.
However, once you've gone to a hospital they won't let you
leave for 24 OOC hours, unless it's on important business--
such as being required for a mission your village is sending
you on. The doctors have gotten very good at seeing through
people's excuses.
49
====================
6. Guidelines
Sometimes people get silly ideas and have to be corrected.
This is to hopefully preempt that, by clarifying a few things!
You probably don't need to read anything in this section
unless it actually comes up during gameplay.
a. IC and OOC Recovery
What happens if you're IC and need to know how fast you
heal? For example, if you're on a mission, or trying to buy
time between fights. If it takes ten minutes to RP a Dude what happened, last thing I remember was us agreeing
conversation, have you healed in that time? What about if you to play chicken with fuumas...
need to step away from your computer for an hour to do
laundry, but there's someone who just drew a knife on you?
For the most part, this really doesn't matter; you can
assume OOC healing times apply unless it actually is an
important situation.
Should such a situation (that is, an important one, or a GM-
run event), use the following in-character times: 10% Vitality:
1 hour 10% HP: 6 hours 1 Fatigue level: 6 hours Willpower:
Restored fully after six consecutive hours of restful sleep.
Wounds: 1 OOC day = 1 IC week
Medical attention does halve those times.
b. Rest
Your body can't heal when you're putting too much stress on
it. It's why doctors recommend bed rest (and lots of fluids,
and "grape" flavored medicine that tastes just horrid, and
nothing like grapes).
'Rest' for a ninja, however, does not entail laying in bed for
the afternoon. Taking damage, or failing a Stamina or Chakra
Exhaustion roll, interrupts your healing; this applies to
Vitality, HP, and Stamina. So, if you had been recovering from
0 Vitality, Fatigue 3, and full HP for an hour and fifteen
minutes, then did something to exert yourself and failed a
Stamina roll, you'd have recovered 70% of your maximum
Vitality (75 minutes, /10 = 7) and 1 Fatigue level, putting you
at Fatigue 2--except you just failed that roll, so back to Fatigue
3 you go.
That doesn't apply to Wounds (unless specified otherwise)
or Willpower. If your healing of a Wound is interrupted
(usually by a method mentioned in that Wound's description),
you still keep however many days of progress you've made
towards recovering from it--you just don't get to count the
current day.
If, for some reason, you are suffering from starvation,
dehydration, or sleep deprivation (less than 6 hours of restful
sleep a night), all of your healing times, including Willpower,
are doubled. For wounds, this means that every 2 consecutive
days of healing count as only 1 (in case you, before having
fully recovered, return to sleeping/eating/drinking and are
able to resume healing at the normal rate).
50
Version (1.1) Something of a catch-all skill, this includes most things shady
and underhanded. Pickpocketing, lock-picking, setting and
disarming (or sabotaging) traps, forging documents, sleight of
Skills hand, and disguising yourself all fall under the umbrella of
Skills represent broad, generic things ninja do, and how well espionage.
your character can do them. Unlike abilities or jutsu, the
exact method of performing a skill is ambiguous; you might Medicine (Trained)
use stealth by hiding in foliage, or by camouflaging yourself, You have knowledge of the human body and how it works.
but in game terms it's all about the same. This includes biology, first aid, and at higher levels actual
Your skills all have a limit of 5 +(your total XP)/200 ranks. medical procedures and requirements. With a few ranks, you
A lot of them benefit from practical application and general can probably apply a tourniquet; with enough, you might even
worldliness. Actually increasing your skills up to that limit, deserve a 'Doctor' in front of your name (but good luck
however, requires you to spend skill points. actually getting any respect!).
You get 1 Skill Point for every 25 XP you gain; this happens
automatically, for free, and you cannot buy more skill points.
A single skill point raises a single skill by one rank. Clanless Research (Trained)
characters gain 1 skill point for every 20 XP instead. Book smarts, overall knowledge, and an ability to gather
For example, if you had 600 XP you would have a total of information. Research can be used to solve complicated code
(600 /25 =) 24 skill points, and you could raise any of your and ciphers, find information in a library, and get up to date
skills up to rank (5 + 600/200 = ) 8. You could use this to raise on the latest gossip when in a new town.
your Stealth to rank 8, your Awareness to 4, Chakra Control
to 6, Resistance to 5, and Survival to 1 (8 + 4 + 6 + 5 + 1 = 24). Resistance
A skill roll is 1d20 + (your ranks in the skill). Even if you Not to be confused with resilience, this is how well your body
haven't raised a skill beyond zero, you may still make a plain is able to fend off the ravages of the environment and all sorts
1d20 roll when attempting to perform a task that would call of unpleasantness that might befall it, from blistering heat to
for that skill. poison to burns. This is primarily useful for fighting off
Some skills are labeled "Trained", which means you cannot unpleasant status effects that may afflict you, both in combat
make any roll at all unless you have at least 1 rank in them. and out.
These are generally skills which represent knowledge you
have to learn, instead of something that can be attempted
intuitively. Stealth
How well you can sneak around, keep out of view, and not be
Athletics obnoxiously loud. Whenever you need to be unobtrusive, hide
You use athletics when you perform acrobatics, leap across a from enemies, or move from point A to point B being noticed,
chasm, try to navigate difficult terrain, weave your way stealth is your best friend. A ninja who can't be stealthy
between traps, swim across a river, or so forth. You can flip, probably won't get very far in their career without some
tumble, and keep your balance under difficult circumstances. significant redeeming qualities.
Awareness Survival
How perceptive you are. This applies to things like hearing a This lets you forage for food and move easily through hostile
faint noise, noticing that you're being followed, spying on a environments. While resistance might keep sunburn at bay
single conversation in a crowded room, and finding an enemy while stranded in the desert, survival will help you find the
hiding from you in combat. nearest oasis and make an umbrella out of palm fronds. It's
also used to track people and animals, and avoid being
Chakra Control tracked.
This is your ability to control the flow of the chakra within Toxicology (Trained)
your own body, using it efficiently and shaping it precisely to This represents overall familiarity with poisons. While high
do what you want. To a limited extent, it also represents how enough medicine might be able to identify a poison, its
intuitively aware you are of the nature of chakra in general, symptoms, and how to treat it, toxicology knows what plant
and might allow you to notice when something's unusual or animal that poison comes from, how long it takes for
about the surrounding chakra. effects to set in, and just how deadly it can be. Many medics
have enough of this skill to be helpful in their work... but it's
also very handy if you find yourself needing to poison
someone.
Espionage
51
Abilities
1. What Abilities Are
2. Purchasing Abilities
====================
2. Purchasing Abilities
Abilities are acquired by spending XP. Some abilities will list
only a "Cost"; for those abilities, you spend that much XP and
acquire the ability, and that is it.
Others will list both a "Base Cost" and a "Scale." These
abilities can be purchased more than once. The first time, you
pay the Base Cost in XP; each future purchase has its cost
increased by the Scale.
For example, the Enhanced Hearing ability has Base Cost
4, Scale 3. One rank of Enhanced Hearing would cost 4 XP.
The second would cost (4+3) 7 XP, and the third would cost
(4+3+3) 10 XP. So, the total XP spent to get all three ranks
would be (4 + 7 + 10) 21 XP.
Abilities with more than one rank will also include a Limit
entry. This is what controls how many ranks of the ability you
can have. So, if an ability (such as Attentive) said "Research
/5" and you had 12 ranks of Research, you could buy that
ability twice.
Many abilities will include in their limit line a maximum,
such as "Limit: CHA /10, max 4". This means that you may
take that ability up to that many times (so in that example, 4).
Certain abilities will also say "Requires: (something)". You
cannot take any ranks in that ability unless you meet the
requirement.
52
Physical Abiltiies:
-= Good Lungs =-
1. Vigor: Brute Force, Cadence, Endurance, Fortitude,
Good Lungs, Hard to Kill, Healthy, Power Attack,
All this ninja work has left you well beyond what peak
Resilient, Rigorous Training, Unarmed Focus
physical condition would be for an ordinary person. In
2. Mobility: Evasive, Nimble, Runner, Sudden Attack,
addition to being able to fight and exert yourself for
Swift,
abnormally long times, you recover from such exertion
almost supernaturally fast. When you use the Rest action to
lower your Stamina penalty, it's reduced by 1 more per rank
(so at two ranks, a Speed 5 Rest action would decrease your
==================== Stamina penalty by 3).
Base Cost: 10
1. Vigor Scale: 5
Limit: RES /80
-= Brute Force =- -= Hard to Kill =-
You're good at... well, exactly what it sounds like: applying a You prove distressingly difficult to make dead. Your max
lot of force all at once. It might be sheer physical strength, or Vitality and HP are increased by 10% per rank. However,
you could just know how to strike properly. Each rank Wounds are calculated off your unmodified ("true")
increases your physical damage bonus by 0.2. maximums.
Base Cost: 1 For example, if you had 1000 Vitality and 3 ranks of Hard
Scale: 1 to Kill, you'd have 1300 Vitality. However, your "true"
Limit: STR /10 maximum would still be 1000, and wounds would be
Requires: 80 STR determined based off what percent of 1000 Vitality their
-= Cadence =- damage was.
Once you get into a good rhythm, you find it easier and easier Base Cost: 6
to maintain and keep building your momentum. All your Scale: 1
Combo jutsu have "-1 Stamina" added to their Combo Limit: RES /20
Requires: 80 RES
Counter line. This cannot reduce a technique's cost below
half its normal value. -= Healthy =-
Cost: 30 You get plenty of exercise, and probably eat healthily. When
Requires: +6 or higher bonus to Stamina rolls, without your job places serious physical demands upon you (such as
Fatigue bonuses leaping across chasms and running over rooftops), this can be
-= Endurance =- useful. You have a +1 bonus to Stamina rolls per rank.
Your extensive physical conditioning has given you an almost Base Cost: 6
preternatural ability to shrug off damage. When you block, Scale: 2
Limit: Athletics /5
you may choose to reduce the damage dealt by an additional
10% at the first rank, or an additional 25% at the second -= Power Attack =-
rank. This may only be done once every 30-(RES/10) IC. You put extra force behind your unarmed strikes, turning your
Base Cost: 25 feeble punches into fearsome punches! Or... something like
Scale: 10 that.
Limit: 2 Each rank allows you to increase the Stamina cost, and die
Requires: 60 RES size, of your basic unarmed attack by 2. So at rank 1, you
-= Fortitude =- could deal 2d6 damage for 7 Stamina; and at rank 4, you
Every rank of this ability gives you a +2 bonus to Resistance could deal 2d12 damage for 13 Stamina.
rolls when you block an attack (even if you are doing so Base Cost: 4
reflexively); if you've declared that you're blocking, this also Scale: 4
applies to any effects requiring a Resistance roll which you Limit: STR /20, max 4
wouldn't normally get to defend against (such as the B-rank
Poison Mist).
If you've declared you're blocking for a certain time period,
and take another defense (for example: you are blocking from
IC 20 to IC 30, and on IC 24 you dodge an attack, and are hit)
half of this abilities bonus will still apply to your rolls.
Base Cost: 2
Scale: 2
Limit: STR /20, max 5
53
-= Resilient =- -= Sudden Attack =-
You're harder to hurt than you have any right to be! Each rank You sacrifice power for speed and precision, trying to
reduces damage you take from Grapple Taijutsu by 5%. overwhelm or overcome your opponent's defenses before
they have a chance to protect themselves. For every rank, you
Base Cost: 4 may take a bonus of up to +1 on a damaging taijutsu attack's
Scale: 1 Accuracy; each +1 reduces its damage by 10%.
Limit: RES /20, max 10
-= Rigorous Training =- Base Cost: 4
Scale: 1
You've spent time training in, or just being exposed to, Limit: DEX /20, max 5
extreme conditions; sitting under waterfalls, trudging through -= Swift =-
sand dunes, or enduring intense cold without the proper
clothing are all examples of how this might come about. You Swift, adjective; happening quickly or promptly. Your
have a +1 bonus to Resistance rolls per rank. swiftness allows you to react faster, and makes it harder for
your opponents to keep up with you. Each rank gives you +1
Base Cost: 2 to Accuracy.
Scale: 2
Limit: RES /20 Base Cost: 8
-= Unarmed Focus =- Scale: 2
Limit: (AGI - 50) /10, max 5
You've trained to improve your sheer physical prowess; even
when resorting to simple, non-jutsu attacks, you hit hard. May
or may not be the result of deciding to train by punching trees
until your knuckles bleed.
Each rank lets you roll one more die when making a basic
unarmed attack.
Base Cost: 3
Scale: 0
Limit: (STR - 20) /10
====================
2. Mobility
-= Evasive =-
You're big on not being around when people try to violently
end your life. Every rank gives you a +1 bonus to dodge, it's
awesome!
Base Cost: 4
Scale: 2
Limit: AGI /20, max 10
-= Nimble =-
When targeted by an area-of-effect attack that gives you a
dodge penalty based on its size, that penalty is reduced by 2
per rank, to a minimum of 0.
Base Cost: 4
Scale: 1
Limit: AGI /20
-= Runner =-
You're both a distance runner and sprinter! Pretty awesome,
huh? Every rank in this ability increases your AGI for the
purpose of movement by 10% when you're taking a Move
action; moving as part of an attack, or techniques such as
Shunshin, do not receive Runner's bonus.
Base Cost: 3
Scale: 2
Limit: Athletics /3, max 5
54
Subtlety Abilities
In practice, genin find those things exceptionally boring,
1. Deception: Cunning, Cunning Blow, Stalker, especially when they could be learning how to shoot fireballs
Subterfuge, instead. Every rank gives you a +1 bonus to Accuracy,
2. Ninja Tactics: Basic Training, Defensive Formation, defensive rolls, and skill checks.
Guard, Safety Dance, Survival Tactics (Basic), Survival
Base Cost: 10
Tactics (Advanced), Total Defense Scale: 5
Limit: Lower of Awareness /5, Espionage /5, or Stealth /5 ;
max 5 ranks
==================== -= Defensive Formation =-
You take up a position protecting someone from harm. Very
1. Deception useful on escort missions when you have to keep some
-= Cunning =- blubbering civilian safe! You declare this as an action the
same way you would blocking, while designating one or more
You're an expert at misdirection; you know the signs people (up to 1+XP/1000) targets within AGI/20 yards of you. If one
look for and pick up on in battle, and you know how to either of those people is attacked during your Defensive Formation,
give the wrong ones, or none at all. This gives you a +1 bonus you may immediately attempt to Take The Hit, without
to Accuracy per rank. increasing your next action as would be normal for using an
Base Cost: 8 Interrupt, with a +10 bonus.
Scale: 2 Against area-of-effect attacks, if you do this you take the full
Limit: Espionage /5 damage, and they take only half (which they can reduce by
-= Cunning Blow =- their own defenses). The protected target can still defend
themself, but if they move out of your protective radius the
If you attack an opponent within 10 IC after you've Defensive Formation is automatically aborted.
successfully defended against an attack they made which You may simultaneously declare any two of: Block, Guard,
targeted you, you have a +4 bonus to Accuracy. Total Defense, Defensive Formation, and similar actions not
Cost: 50 listed in this chapter (such as the Uchiha's Observe).
Requires: 20 Espionage Cost: 25
-= Stalker =- -= Guard =-
Somewhere along the way you picked up the unpleasant, but You ready yourself for an impending attack. Guard is an
highly effective talent of being able to follow people for action declared similar to blocking. While Guarding, you have
prolonged periods of time without being noticed. a +5 bonus to accuracy when parrying enemy attacks
Each rank gives you +1 to your Stealth TN once you're (including with jutsu, such as Halting Blow and Crossroads
already hidden. The odd ranks (1, 3, and 5) each give +1 to of Heaven). Your Parry action itself becomes a Speed 0
your Accuracy with Sneak Attacks made from stealth. Interrupt.
Base Cost: 6 You may simultaneously declare any two of: Block, Guard,
Scale: 3 Total Defense, Defensive Formation, and similar actions not
Limit: DEX /20, max 5 listed in this chapter (such as the Uchiha's Observe).
-= Subterfuge =- Cost: 20
You are all kinds of sneaky. You know how to lie and make it Requires: 45 DEX
seem like you're telling the truth, or how to tell the truth while -= Safety Dance =-
convincing anyone listening that it's a lie. This does not actually have anything to do with dancing.
Every rank gives you +1 to Espionage and Stealth rolls. Indeed, if you are dancing, you probably won't be able to pull
Base Cost: 3 this off! You stay on edge while recuperating mid-battle, never
Scale: 2 letting your guard down. When you take a Rest action, you
Limit: Espionage /3, max 5
==================== are also considered to be Blocking until your next non-
Interrupt action.
2. Ninja Tactics Cost: 60
Requires: 60 STR
-= Basic Training =-
Ninja with the ability to use chakra can get away with not
solving every problem through the application of stealth and
cunning, it's true. But, to be viewed as a proper ninja, they
need to be keenly aware of their surroundings, masters of
deception, and able to vanish like a shadow.
55
Sensory Abilities
You're very good at picking up on tiny things that are just ever-
1. Enhanced Senses: Enhanced Hearing, Enhanced so-slightly out of place! Normally, you get a cumulative +2
Sight, Blind Fighting, Keen Senses bonus every time you attempt to find someone using a Search
2. Perception: Accurate, Instinct, Sixth Sense action in combat. This raises that to +3 at the first rank, and
+4 at the second.
Base Cost: 8
==================== Scale: 4
Limit: (Enhanced Sight ranks) /2
====================
1. Enhanced Senses
-= Enhanced Hearing =- 2. Perception
Your hearing isn't actually (much) better than a normal -= Accurate =-
person's, but you've learned how to not do what everyone You've got good hand-eye coordination, which lends itself
normally does: tune out quiet, 'insignificant' background towards hitting with your attacks. You have a +1 bonus per
noises. You still can if you need to, but you can also avoid rank to your Accuracy.
doing that, when you need to, say, listen for a skulking
opponent. Base Cost: 4
This gives you a +1 bonus to Awareness rolls per rank. Scale: 2
Limit: DEX /20, max 10
Base Cost: 4 -= Instinct =-
Scale: 3
Limit: CHA /10, max 4 You've learned to rely on your instincts to guide you in battle,
Special: The two "Enhanced (Sense)" abilities share a Scale. helping to improve your reaction time. Not by much--but
That is, if you already had four ranks of Enhanced Sight, the enough to matter. Each rank gives a +1 bonus to dodge.
first rank of Enhanced Hearing would cost (4+(3*4) = ) 16 XP.
Base Cost: 8
Scale: 2
-= Enhanced Sight =- Limit: Survival /5
You're very good with attention to detail. You notice things -= Sixth Sense =-
that other people overlook, and as it turns you, that's a pretty Ninja really do seem to have one, and no experienced shinobi
useful job-related talent for a ninja. You get +1 Awareness per will deny it, not once they've faced down an opponent and
rank. actually, physically felt the killing intent radiating from them,
Base Cost: 4 or experienced a half-second of dread in the instant before an
Scale: 3 ambush was sprung. Nobody can quantify it, or say for sure
Limit: CHA /10, max 4 what causes it, but ninja who don't want to die do well to
Special: The two "Enhanced (Sense)" abilities share a Scale.
That is, if you already had four ranks of Enhanced Sight, the listen to it.
first rank of Enhanced Hearing would cost (4+(3*4) = ) 16 XP. You have a +1 bonus to Awareness and defensive rolls per
rank. Whenever you would be surprise or sneak attacked this
-= Blind Fighting =- automatically activates, allowing you to defend against it as if
it was a normal attack. Each time this activates, the
Between smoke bombs, stealth missions at night, and hostile Awareness and defensive bonuses are reduced by 1 each;
ninjutsu, shinobi often find themselves operating with their once they reach 0, your Sixth Sense stops functioning. This
vision impaired. This ability represents training to fight while refreshes at the beginning of each day.
relying on your other senses. Each rank of Blind Fighting Base Cost: 10
reduces the maximum visibility penalty you can suffer from Scale: 4
by 1. Limit: CHA /40
Base Cost: 7
Scale: 2
Limit: Enhanced Hearing ranks, max 4
-= Keen Senses
56
Chakra Abilities
1. Nature Control: Elemental Affinity, Elemental
2. Shape Control
Aptitude -= Improved Area =-
2. Shape Control: Improved Area, Improved Range,
Potent Chakra This supplements your ninjutsu techniques, increasing their
3. Chakra Control: Refined Chakra Control, Wall Walking, areas of effect by up to your ninjutsu damage bonus; you can
Water Walking use some, all, or none of this effect on a given technique, as
4. Advanced Training: Genjutsu Training, Medical you please. This bonus cannot exceed the technique's base
Training, Advanced, Seal Training, Advanced area.
5. Genjutsu: Attentive, Genjutsu Awareness, Genjutsu Cost: 20
Competence, Genjutsu Mastery, Illusion Multi-
Targeting -= Improved Range =-
You're able to keep your chakra coherent for longer; the
further it can travel before dissipating (or the faster you can
==================== propel it, or whatever)... well, the advantages should be
obvious. This increases the range of any ninjutsu techniques
you use by up to double your ninjutsu damage bonus in yards.
1. Nature Control This bonus cannot exceed the technique's base range.
-= Elemental Affinity =- Cost: 20
Every ninja has a natural affinity for one of the five primary -= Potent Chakra =-
elements, though some may not discover it until later. This You're able to increase your chakra's density, and in turn
ability can be taken for any one of the five elements, even one preserve some of the energy that would dissipate into the
your character cannot use. atmosphere around you in whatever sort of attack you're
For each rank, you get a +1 bonus to Chakra Exhaustion using.
and Chakra Control rolls involving your favored element. The But all you really care about is that it makes your ninjutsu
Chakra Control skill requirements to learn jutsu of your hurt more! Each rank increases your ninjutsu damage bonus
chosen element are considered 1 point lower, per rank. You by 0.2.
may only take this ability for a single element, ever.
Base Cost: 1
Base Cost: 0 Scale: 1
Scale: +1 Limit: CHA /10
Limit: CHA /20, max 5 Requires: 80 CHA
Some clans start with a specific Elemental Affinity, giving ====================
them one rank in this ability. This does not (necessarily)
provide them with the matching Elemental Aptitude, though
it does mean they cannot change their affinity. 3. Chakra Control
-= Refined Chakra Control =-
-= Elemental Aptitude =- Your precise control of chakra allows you to spend it more
The shinobi of the world recognize five primary elements of efficiently, wasting less and getting more out of what you do
chakra: fire, water, wind, earth, and lightning. These elements spend. Each rank of this ability gives you a +1 bonus on your
and their properties form the basis of most modern ninjutsu Chakra Exhaustion rolls.
techniques. Base Cost: 6
However, actually using elemental chakra requires the Scale: 2
ability to convert one's own chakra to the appropriate Limit: Chakra Control /5, max 5
element, which is what this ability provides.
In simpler terms, when you take Elemental Aptitude, select
one of the five elements; you may use elemental ninjutsu of
that element. Each additional rank of this ability allows you to
use another element.
Base Cost: 5
Scale: +25
Limit: 3
Certain clans begin with one or more ranks in this ability. In
these cases, they have the first one or two ranks in this ability
for free, but must pay that cost when buying the next one.
For example, a Touu begins with elemental aptitude for
Water and Wind. Normally, this would cost (5 + (5+25)) 35
XP; instead, it costs 0. However, when they buy access to their
third element, doing so costs (55 + 35) 90 XP.
57
-= Wall Walking =- 5. Genjutsu
Every village teaches this, usually to their genin, as a form of -= Attentive =-
training to hone their chakra control skills. Training involves
focusing a fixed amount of chakra at the bottom of one's feet You pay lots of attention to details! Beyond that, you're keen
and using that to adhere to a wall, tree, or other vertical to pick up on things that other people wouldn't. Maybe that
surface. species of deer isn't native to this area, or the wood of an
With this ability you can scale vertical surfaces, stand on illusory wall is a type that isn't found in this part of the world.
ceilings, and so forth, at your normal movement speed. On the other hand, the more you know about these kinds of
things, the more likely you are to get them right. Each rank
Cost: 10 gives a +1 bonus to your genjutsu rolls.
Requires: 8 Chakra Control
-= Water Walking =- Base Cost: 8
Scale: 3
You can stand on water! Ninja do this in the same way they'd Limit: Research /5
adhere to a vertical surface, though actually pulling it off is -= Genjutsu Awareness =-
much harder because the water is constantly moving You're good at picking up little details in your environment
underneath them, meaning the strength and distribution of that aren't quite what they should be. Maybe it's that the
chakra has to be constantly changed. Once a shinobi is skilled ringing noise in your head isn't reverberating right, maybe it's
enough, though, this becomes second nature, just like that whoever constructed an illusion around you forgot to put
keeping one's balance on an unsteady surface. door handles on all the doors.
Cost: 15 Whatever it is, it gives you a +1 bonus to defensive
Requires: 15 Chakra Control, Wall Walking Genjutsu rolls per rank.
====================
Base Cost: 10
Scale: 5
4. Advanced Training Limit: Lower of your Enhanced Hearing or Enhanced Sight
ranks
-= Genjutsu Training =- -= Genjutsu Competence =-
You've mastered the art of... yeah, okay, no. You are able to Genjutsu is notoriously difficult; very few ninja are able to just
use entry-level Genjutsu techniques. It's not much, but it's a 'pick it up' without difficulty. Even being mediocre with
start. genjutsu requires a significant amount of training and
Cost: 20 practice--which this ability represents.
Requires: Research 4 Each rank gives you a +1 bonus to your offensive Genjutsu
-= Advanced Medical Training =- rolls.
You've spent enough time studying the human body and how Base Cost: 2
Scale: 0
it interacts with chakra, and honing your medical skills, to Limit: (XP + 200)/400
use even the most advanced medicinal techniques. This -= Genjutsu Mastery =-
ability allows you to learn medical ninjutsu of B rank and
above. Okay, NOW you've mastered the art of Genjutsu. Each rank
Cost: 25 gives you a +1 bonus to genjutsu rolls.
Requires: Medical Training talent, Skill Focus: Medicine 5 You can have 1 rank in this ability for each rank of genjutsu
you know at least one technique from. Thus, if you knew an
-= Advanced Seal Training =- E-rank, D-rank, and B-rank move, you could have 3 ranks of
As in sealing techniques, not handseals! This allows you to Genjutsu Mastery.
learn the most advanced fuuinjutsu. These are often Base Cost: 6
extremely complicated, and even slight mistakes result in Scale: 4
them being useless. Through unrelenting practice and hours Limit: Special
of study, you've gained a sufficient understanding of how and -= Illusion Multi-Targeting =-
why seals work to be able to handle the most advanced
techniques. This allows you to apply a genjutsu which normally must
This ability allows you to learn A-rank Sealing Ninjutsu. target a single person at once to any number of people. Every
1 point of Willpower spent allows your genjutsu to target two
Cost: 25 more people, at no additional cost and using your same
Requires: Seal Training talent, Skill Focus: Research 5 genjutsu roll.
Cost: 25
Requires: Know at least one C-rank Genjutsu.
58
Equipment Abilities
1. Ninja Tools: Money (Requisition), Money (Savings),
-= Icha Icha Novels =-
Bingo Book, Icha Icha Novels, Aerosolized Poisons, Icha Icha is a series of best-selling novels written by the
Tag Concealment legendary ninja sage Jiraiya. They are comedic (and adult)
2. Weapons, Melee: Ambidextrous, Dual Wielding, recounts of Jiraiya's experiences in love. The titles include
Monkey Grip, Quick Draw, Weapon Focus, Weapon Icha Icha Paradise, Icha Icha Violence, Icha Icha Tactics, and
Throw, Blunt: Stun, Large: Momentum, Piercing: Icha Icha Utopia.They are intended only for audiences over
Penetrate, Polearm: Trip, Slashing: Perfect Cut, Small: 18 years of age, and managing to acquire and read them in
Flurry, Sword: Iaijutsu secret is a challenge countless young ninja strive to
3. Weapons, Ranged: Assassin's Eye, Combat overcome. Indeed, it's how many shinobi (though most
Acupuncture, Explosive Tag Connection, Improved kunoichi would never admit it) hone their abilities of stealth
Range, Marksman, Quick Hands, Senbon Multi-Throw, and deception. For every rank, you have read one of the Icha
Senbon User, Surgical Precision Icha novels. Every novel you've read gives you a +1 bonus to
your Espionage rolls.
Base Cost: 6
==================== Scale: 4
Limit: 4
-= Aerosolized Poisons =-
1. Ninja Tools As popular as poisons are with (some) shinobi, they suffer
-= Money: Requisition =- from being relatively difficult to deliver effectively. While
gaseous poisons are one of the most effective ways of
As a ninja, you get most of your supplies from your village. accomplishing that, very few of the toxins suitable for use
This ability represents how much you're authorized to bring against shinobi can be deployed that way.
with you on any mission. For every rank, you can have 50 Ryo Unless, of course, someone is willing to invest a great deal
worth of equipment from the Equipment chapter at once. of time and resources into specially preparing those poisons,
This works more like a limit than something you actually and learning enough about them to understand the dangers
'spend'; you can replaced used items, trade in ones you no of those preparations. Like you!
longer have a need for, and so forth, at will so long as you're This ability allows you to create a Poison Smoke Bomb
not away from the village. from any Contact poison (as found in the Equipment chapter).
Base Cost: 2 The total cost for the poison smoke bomb is doubled (for
Scale: 0 example, Water Hemlock Poison Smoke Bombs would be
Limit: None 1200 ryo each), and the Toxicology roll has a -4 penalty.
-= Money: Savings =- Cost: 50
This is a nest egg of money you've set aside and saved up over Requires: 25 Toxicology
time. For each rank, you have 100 Ryo that you can spend as -= Tag Concealment =-
you please. However, this money cannot be refunded or Ninjas do love their explosions. However, they also like being
replenished; used or broken items are simply lost. sneaky and unseen; this combines the two!
Base Cost: 2 When placing an exploding tag, you can hide it from the
Scale: 0 casual observer. This requires something for it to be hidden
Limit: None under (such as loose soil, or leaves; you cannot 'hide' them in
-= Bingo Book =- plain sight in a featureless room). Hiding a tag is a Speed 10
The bingo book is a pocket-sized book put out by each village, action, and anyone watching you will realize what you're
with information on missing nin and enemy ninja of note. doing and where it is (meaning it cannot be accomplished
This information includes their bounties, their reputation, outside of stealth in combat).
and any abilities which the village may be willing to publicize. When you hide the tag, make an Espionage roll. Anyone
Having this ability means you keep an up-to-date copy of the who enters the tag's range is allowed an Awareness roll
bingo book; you can steal someone else's, but they generally against the result, without any bonuses they may have from
get updated every few months. the Enhanced Hearing ability. Success means they've spotted
the tag.
Cost: 5 Once a tag has begun its countdown to detonation they
start to sizzle and spark, alerting anyone to their presence
and approximate direction (though not exact location), giving
them a chance to escape before time runs out.
Cost: 10
59
-= Weapon Focus: (Weapon) =-
2. Weapons, Melee You've trained yourself specifically with a single type of
-= Ambidextrous =- weapon. Choose one of the weapons from the Equipment
You've trained yourself to use your off-hand just as well as chapter (such as Wakizashi, or Shuriken). You have +1
your dominant one, or you really are naturally ambidextrous. Accuracy and +1 to your damage bonus when using that
Each rank reduces the Accuracy penalty for dual-wielding weapon, per rank.
(see below) by 1, and gives you a +1 bonus to parries using You may take this ability for different weapons, counting as
those weapons while dual-wielding. a different ability (with a separate cost, number of ranks, etc.)
each time. Any attack which benefits from your Weapon
Base Cost: 5 Focus has its Stamina cost increased by 3 per rank; you may
Scale: 2 choose to use less than your full ranks of Weapon Focus on a
Limit: DEX /20, max 5 given attack if you wish.
-= Dual Wielding =- Base Cost: 6
You attack with a weapon in each hand! Impractical, but Scale: 2
awesome. As might be expected, this allows you to make a Limit: (DEX -30) /30, max 3
basic weapon attack with both weapons simultaneously. -= Weapon Throw =-
Halve the speed of both the weapons you're using Your hatred of physics gives you improbable powers. You are
(rounding up, as usual). Add those two numbers together to able to throw any melee weapon you're holding up to STR/4
get the speed of your "Dual Wield Attack" action. yards, turning it into a ranged attack. This does the normal
You use the lower of the two weapons' Accuracy. This is damage for that weapon, but increases the action's Stamina
defended against as a single attack, using its total Speed. The cost by 5.
Stamina cost to Dual-Wield is the higher Stamina cost of the
two weapons, plus one third of the lower Stamina cost. Cost: 15
If you hit, you deal damage separately for both weapons, Requires: 40 STR, 40 DEX
using the reduced Speed for each to determine their damage -= Blunt: Stun =-
bonus. Weapons specifically marked as "Dual" calculate
damage based on their natural Speed, rather than the halved Your attacks stagger an opponent, club them upside the head,
value. knock the wind out of them, or otherwise keeping them from
Lowering the Speed of a Dual Wield Attack action lowers recovering. Your blunt weapon attacks gain Stun 1 per rank,
the effective Speeds (for determining damage) of both or increase their existing Stun by 1 per rank.
component attacks by the same amount. Base Cost: 5
This can't be done with two-handed weapons. Scale: 2
Unfortuantely, dual-wielding carries with it a -5 Accuracy Limit: STR /20
penalty. -= Large: Momentum =-
Cost: 25 You turn one of the greatest enemies of shinobi--physics--to
Requires: 40 DEX your own ends. Each rank gives a -1 penalty to any enemy's
-= Monkey Grip =- attempts to parry your weapon.
By using extreme strength, chakra-based powers, and a Base Cost: 4
cheerful disregard for physics, you are able to use two- Scale: 2
handed weapons in one hand! Notably, this means they no Limit: STR /20, max 5
longer benefit from their 50% increase in your damage -= Piercing: Penetrate =-
bonus. Your piercing weapons ignore any armor your opponent is
At the second rank you can, if you have the Dual Wield wearing!
ability, even dual wield two-handed weapons.
Base Cost: 30 Cost: 20
Scale: +10 Requires: 35 STR
Limit: STR /50, max 2 -= Polearm: Trip =-
-= Quick Draw =- You sweep with the blunt end (or one of the blunt ends) of
The speed of your Draw Weapon is reduced by 1 per rank, to your weapon, knocking your opponent's feet out from
a minimum of 0. beneath them. This allows you to use Trip (the E-rank
Unarmed Taijutsu technique) as a Weapon Taijutsu, as long
Base Cost: 7 as you know it.
Scale: 1
Limit: DEX /30 Cost: 10
60
-= Slashing: Perfect Cut =- -= Explosive Tag Connection =-
Normally, when partial defense applies you would deal 20% As a Speed 10 + 5 * X action, you can attach X tags to a
of your attack's damage per point you hit by. With this ability kunai's hilt or an arrow, and prime them. These can be
you do 25% per point you hit by, up to full damage if you hit attached pre-battle as a matter of convenience, but the action
by 4 points. to prime them is still necessary. You can have up to (Chakra
Control)/5 tags primed this way at once.
Cost: 20 Each item (kunai or arrow) may only have a single tag
Requires: 40 DEX attached to it. You can trigger these tags as part of a multi-
-= Small: Flurry =- throw, or do so later (such as by the Remote Detonation
Most of the small weapons rely on something other than technique). When the kunai is thrown (or arrow shot) the
overpowering force to deal their damage; accordingly, a tag(s) will detonate 15 IC after impact (with the target, or the
dozen quick strikes is often preferable to six slow, powerful ground at the target's feet on a miss).
ones. When used as a multi-throw, each tagged kunai counts as
Each time you make an attack with a Small weapon, the two weapons for the purpose of determining multi-throwing
total Speed of your next attack with that weapon is reduced limit. You can include up to one tag per rank in this ability in
by 1. This stacks for consecutive attacks; if you make three a single throw.
attacks with your weapon, without taking any non-Interrupt If a target is struck by the arrow or kunai, they're assumed
action inbetween, the next attack would have -3 total Speed. to pull it out as a non-action and can try to escape the area.
As a reminder, total Speed cannot go below half of base Justu including exploding tags that cause them to explode on
Speed. The maximum reduction is your number of ranks in contact supercede these rules.
this ability. Base Cost: 5
Scale: 3
Base Cost: 4 Limit: Chakra Control / 5
Scale: 2
Limit: DEX /20 -= Improved Range =-
-= Sword: Iaijutsu =- You can throw weapons farther than other people! It's useful,
The first time in battle you attack with your sword, if you have honest!... Kind of. Sometimes. Your max range with thrown
yet to draw it (meaning it hasn't be used for parries or jutsu, weapons is increased by your damage bonus.
either) the attack's Speed is halved, though for the purpose of Cost: 15
damage calculations it's treated as its regular speed. This may -= Marksman =-
only be done once per battle, even if you have more than one
sword. You've got uncannily good aim at a distance. You may give
Cost: 20 your ranged weapon attacks a bonus of up to +1 Accuracy per
Requires: 50 DEX, 40 AGI rank. However, each +1 received this way increases the
==================== Stamina cost of the action by 2.
In the case of ninjutsu which behave as ranged weapon
attacks, increase whichever cost(s) the technique has (such
3. Weapons, Ranged as the Chakra cost on the D-rank Attached Meteor technique).
-= Assassin's Eye =- Base Cost: 8
Scale: 4
You've got a good eye for causing bodily harm to people from Limit: DEX /30
a distance. In any other job, this would just make you kind of
scary. As a ninja, it looks good on your resume! Each rank of __
this ability reduces the penalty for called shots with ranged
weapons by 1.
Base Cost: 6
Scale: 4
Limit: DEX /30, max 3
Requires: Enhanced Sight 3
-= Combat Acupuncture =-
You can throw senbon to target vital points on an opponent's
body. Whenever making a called shot with senbon, if you deal
damage you inflict a -1 immobilization penalty on your foe.
Using this on somebody already suffering from it increases
the Immobilization penalty by 1 each time. Its effects end
entirely 20 IC after the last time you hit with a senbon called
shot. The maximum penalty is your ranks in Combat
Acupuncture.
Base Cost: 2
Scale: 2
Limit: DEX /10
Requires: Medicine 10
61
-= Quick Hands =-
You're very good at throwing lots of small objects very
quickly!
This allows you to throw an extra 1 die of weapons when
multi-throwing, without increasing the action's Speed; the
Stamina cost is still increased normally (+1 for every 2
weapons total, adding together ones added normally and ones
added by Quick Hands).
Base Cost: 5
Scale: 1
Limiting Attribute: DEX /20
-= Senbon Multi-Throw =-
You can multi-throw needles, just like you can normally multi- Throw more of these better!
throw shuriken and kunai. Get results faster! Buy ranks of Surgical Precision Today!*
Cost: 15
Requires: 30 DEX
-= Senbon User =-
You're a person who uses senbon in combat. This is rare, but
not unheard of; it takes a lot of effort to get results out of
them, but a weapon that allows the degree of precision they
do can certainly be rewarding.
This ability removes their inherent -2 Accuracy penalty, and
allows you to use your DEX, rather than STR, to determine
your damage bonus with senbon. Finally, damage dealt by
senbon is tripled for the purposes of calculating wounds.
Cost: 15
Requires: 25 DEX
-= Surgical Precision =- *Best used on other village ninja during friendly spar
When you wound an enemy with a senbon attack, you have a sessions.
10% chance per rank for the wound to be upgraded to the
next-highest rank. If you don't wound them, this is replaced
by a 10% chance per rank to cause a minor wound, so long as
your attack did any damage. Every rank of this ability also
raises the attack's Stamina cost by 1; you can choose whether
or not to use it, and to what extent, when you attack.
If used on a multi-throwing attack with senbon, this is
applied before the one-rank reduction in wound severity
(from being a multi-throw).
Cost: 2
Scale: 2
Limit: Medicine /2, max 10
62
OTHER Abilties
Whenever you would be reduced to 0 HP or lower, roll a
1. Willpower: Desperation, Determination, Focus, Guts, TN 25 Stamina check. If you succeed, you are left with 1 HP,
Limit Break and cannot have your HP reduced until the end of that
2. Initiative: Defensive Reflexes, Reflexes, Rush, initiative count. If you fail, in addition to your Fatigue
Preparation progressing you take the damage you normally would have
3. Action Points: Active, Principle of Motion, Surge from the attack. Damage negated through this ability still
4. Skill: Anatomical Knowledge Doctor, General wounds you normally.
Knowledge, Skill Focus (Skill), Specialization
Cost: 50
5. Development: Holding Back, Progression Requires: 3 Willpower
-= Limit Break =-
==================== Through sheer determination you force yourself to perform
above your own capabilities. Once per day, per rank, you may
reroll any roll, or replace an Accuracy number with a d20 roll
1. Willpower that adds your normal Accuracy rating as a bonus (not
including the base 10 Accuracy). If this is a d20 roll and the
-= Desperation =- result is below 11, add 10 to the die roll.However, doing this
Being faced with truly dire straits brings out remarkable causes you to immediately proceed to the next Fatigue
characteristics: in animals, in civilians, and in shinobi. category. This ability can be used after you've determined
Thankfully, you're one of those! whether your roll or attack would've succeeded normally.
You can activate this ability when defending against an Base Cost: 20
attack by spending a point of Willpower. Your Interrupt only Scale: 5
needs to be double or less the Speed of the attack you're Limit: Willpower /2
defending against, rather than half or less. This effect 2. Initiative
persists of the duration of that IC; if you're being attack four
times in the same IC, then all four defenses would receive -= Defensive Reflexes =-
this benefit. You're always ready to protect yourself, even when caught off
Cost: 40 guard. You may declare use of this ability when rolling your
Requires: 6 Willpower initiative for combat. You are considered to be blocking at the
-= Determination =- start of battle, but take a -4 penalty on your initiative roll. This
penalty is reduced by 1 for each rank beyond the first.
Your force of will is as powerful an advantage in combat as
your strength of body. Each rank of this ability increases your Base Cost: 10
Willpower by 1. Scale: -2
Limiting Attribute: RES/20, max 3
Base Cost: 50 -= Reflexes =-
Scale: 25
Limit: XP /1000 You have excellent twitch reflexes. Mostly, this comes in
-= Focus =- handy for a ninja; you respond to danger before even fully
determining what that danger is. This can be kind of
Being left reeling and disoriented is an all-too-common awkward off-duty, when you respond to somebody trying to
experience for shinobi. Sometimes it's the result of genjutsu, startle you by punching them in the gut and then flipping
other times it's a lucky blow to the solar plexus (or... lower). them over your shoulder, but that's what they get for trying to
You're able to bring yourself back to the presence, by sheer startle a ninja anyway. Each rank gives you +1 Initiative and
mental fortitude, though doing so is bound to wear you out each even rank gives a +1 Athletics bonus.
faster in the long run. By spending 1 Willpower, you end any
Stuns you're suffering from and become immune to any other Base Cost: 5
instances of that status effect until the end of the current Scale: 1
Limiting Attribute: AGI /10, Max 20
Initiative Count.
-= Rush =-
Cost: 40
Requires: 4 Willpower You don't waste time doing things like getting warmed up and
-= Guts =- taking stock of the battlefield, instead opting to rush right into
battle and make things up as you go along! You start battle
You refuse to go down in battle. So long as you're physically with (AGI)*(number of ranks in this ability)/20 AP.
able to breathe, you will not stop fighting when your values Base Cost: 4
are on the line. This can get downright frightening to behold, Scale: 2
depending upon the circumstances. Limiting Attribute: AGI /20, max 5
63
-= Preparation =- 4. Skill
You may, as part of your Initiative roll, activate one or more -= Anatomical Knowledge =-
techniques with Upkeeps that affect only yourself. You must
pay their Chakra or Stamina costs normally. Your knowledge of the human body develops sinister
The total of the (Speed + modified Seal Speed) of all the undertones. You can't learn how to treat life-threatening
techniques you use cannot exceed whatever you rolled for injuries without picking up more than a little bit of knowledge
your initiative. of how to cause life-threatening injuries. Each rank causes
your taijutsu attacks (including those with ranged weapons,
Cost: 40 just as a reminder) to calculate wounds as if their damage
Requires: 60 DEX was 5% higher.
====================
Base Cost: 6
Scale: 2
3. Action Points Limit: Medicine /5
-= Active =- -= Doctor =-
You get a lot done in combat. Whether it's quickly assessing Aside from the basics of health and biology, and how to
the battlefield, exploiting an opening, or having that extra bit stabilize a dying comrade on the field, you've learned how to
of adrenaline, you're already doing what needs to be done. provide longer-term care for your allies.
Every rank in this ability increases the AP you naturally At the first rank of this ability, you are able to provide
gain each 20 IC by 1. Thus, if you had 3 ranks of Active, you'd 'medical attention' to people (as per the Recovery node in the
get (5 + 3) 8 AP every time the IC reached a multiple of 20. combat chapter), as of they were hospitalized. Doing so
requires you to have access to one First Aid kit per person
Base Cost: 2 you treat this way.
Scale: 1 At the second rank, you may do this even without a First
Limit: AGI /20
Aid kit. Finally, at the third rank, the recovery times for all
-= Principle of Motion =- people you are treating are halved, even beyond the normal
You're able to act blindingly fast, beyond what all reason reductions for receiving medical attention--you're just that
suggests should be possible. You may at any time cause your good.
next action to come 1 IC earlier for every 2 AP you spend. You can treat a number of people at once equal to your
For example, say it's initiative count 200, and you just took ranks in the Medicine skill. This is long-term treatment, so
a speed 12 action. Your action ends that IC, moving the battle you can still take breaks, sleep, and so forth, as long as you
onto IC 201; normally your next action would occur on IC are devoting most of your time to helping them heal.
(200+12) = 212. By spending 22 AP, you could act on (IC 212 Base Cost: 10
- 11) 201, in other words, immediately. Scale: 5
This only allows your next action to come sooner; it does Limit: (Medicine - 5) /5, Max 3
not let you finish an ongoing action sooner. As such, Principle -= General Knowledge =-
of Motion can't be used to make you finish Handseals early, or
while you are in the process of using any action with a Delay. You know a little bit about everything, and a lot about a few
Similarly, you can not use Principle of Motion to reverse things. Unfortunately, most of a ninja's abilities depend upon
time. You may use Principle of Motion only to bring your next talent rather than knowledge. For those that don't, you've got
action to what the current initiative count is. This means that an extra edge! You have +1 per rank to Medicine, Survival,
if you take an action on IC 16, once it is resolved IC 17 and Toxicology rolls.
begins--and that is the earliest you could activate Principle of Base Cost: 5
Motion, meaning you would be unable to act twice on the Scale: 2
same initiative count. Limit: Research /5
After using Principle of Motion, you may not use it again
until 10 IC have passed. You may not use Principle of Motion
while stunned.
Cost: 60
Requires: 100 DEX, 100 AGI
-= Surge =-
You can spend AP to improve an attack's accuracy, or a
defensive action's roll. This costs 8 AP per +1 Accuracy, and 5
AP per +1 to a defensive roll. Either way, Surge may give a
maximum of a +5 bonus, and is declared when the roll (or
attack) is made.
Cost: 40
Requires: 80 AGI
64
-= Skill Focus: (Skill) =-
This ability allows you to focus on a single skill at the expense
of your overall performance. Most of the skills a ninja
develops are picked up as a course of their regular training
and experience. Skill focus represents taking extra time to
focus on a specific talent, to the extent of all others.
Each rank of Skill Focus increases your rank in the chosen
skill by 1. This is an actual increase in rank, for all purposes,
not a "bonus". This ignores and does not count against the
normal limit on skill ranks. You may take Skill Focus for
multiple skills, each time treating it as a different ability with
a separate cost scale. Not every spar has to end with life ending injuries!
Base Cost: 2 Skill Points
Scale: +1 Skill Point every odd-numbered rank
(Ranks 1 and 2 cost 2 SP; ranks 3 and 4 cost 3 SP; and so
forth).
-= Specialization =-
You practice extensively with a chosen skill, so that even
while you may still make mistakes, you don't make
catastrophic ones; even at your worst, you're not terrible. Any
time you roll below a 5 on a roll with that skill, your d20 roll is
instead considered to be a 5.
You may take this ability multiple times. Each time you take
it, it applies to a different skill.
Base Cost: 10
Scale: 0
Requires: At least 5 ranks in each skill it's applied to.
====================
5. Development
-= Holding Back =-
...is a good idea when those 'friendly' training matches get a
little bit out of control. You declare you're holding back when
you make an attack. An attack that's been held back uses half
your normal damage bonus, and any wounds it inflicts have
their severity reduced by 1.
At the first rank this works on basic attacks and with E-
rank jutsu; the next rank allows it to be used on D-ranks, the
third on C-ranks, and so forth, up to A.
No, you can't hold back with S-rank moves.
Base Cost: 5
Scale: 2
Limit: Max 5
-= Progression =-
Ordinarily, when raising your attributes, the amount you've
raised one by must be within 3 points of the amount the next-
highest has been raised by, and so forth (the 'rule of 3'). Every
rank in this ability loosens that restriction by one.
Thus, instead of having spent XP to raise three stats by +3,
+6, and +9, you could have a progression of +4, +8, and +12.
Base Cost: 10 Although....
Scale: 0
Limit: XP/750
65
Jutsu
Some techniques require a constant expenditure of your
1. Explanation energy to maintain; this is what upkeep represents. So long
2. Rules as you maintain these techniques (which typically can be
3. Reader's Guide done indefinitely) you suffer a penalty to all Stamina and
Chakra Exhaustion rolls equal to that technique's Upkeep. If
you're maintaining multiple techniques with Upkeeps, these
penalties stack.
1. Explanation If your total Upkeep exceeds your total bonus to Chakra
Exhaustion rolls (not counting any penalties), you
The core of a ninja's supernatural capabilities comes from automatically advance a Fatigue level.For example, if you had
their jutsu--meaning, literally, techniques. These use chakra, a Chakra Exhaustion roll modifier of +6+2+10-8, your total
either projected outwards or used to amplify one's physical bonus would be +18. If you had an Upkeep of 19, your Fatigue
performance, to perform feats that woul be literally would automatically advance a category, giving you another
impossible for a normal person. +5, for a total bonus of +23. ou may end any Upkeeps you're
These are divided into three broad categories: taijutsu, sustaining at will, even when it's not your action.
ninjutsu, and genjutsu.
Taijutsu, or body techniques, use the chakra flowing d. Damage
throughout a ninja's body to give them the exceptional speed
or strength needed to perform the techniques. They are The base damage dealt by the technique. You add your
mostly physical attacks. This includes both unarmed combat, damage bonus (multiplied by the attack's modified Speed) to
and weapon techniques. this number.
Ninjutsu, or ninja techniques, use chakra to accomplish
what those unfamiliar with them might call magic. These e. Accuracy
effects range from changing one's appearance to projecting Some jutsu have bonuses or penalties to accuracy. If there's
balls of flame, to summoning water from thin air, to healing no entry for this, it uses your normal accuracy.
grievous injuries.
Genjutsu, or illusion techniques, use chakra to either f. Range
construct illusions in the environment or to directly affect an
enemy's mind and confuse their senses. Of the three, they are How many yards away the attack's target can be. In the case
the most difficult to learn. of area-of-effect techniques, they can be centered anywhere
within this range (and their effects may well extend beyond it).
2. Rules There's one special effect associated with Range: If a
Each jutsu is a unique action that, once you've learned it, you ninjutsu technique has a Range of "Touch", then it is possible
can perform. All jutsu are divided into five main ranks (E, D, to defend against it with an unarmed parry.
C, B, and A), with S-rank techniques being rare techniques
known only to their inventor and perhaps a handful of people g. Area
that person taught them to. The radius, in yards, of area-of-effect techniques. Some may
Though each rank of each type has special requirements to not use simple circular areas, in which case more details will
learn (explained in more detail in the relevant sections), a few be provided in the description itself.
broad rules apply. For example, to learn ninjutsu of one of the
five elements, you need the appropriate Elemental Aptitude h. Special
ability. Any special effects the technique has. If a status effect is
3. Reader's Guide listed here, it's inflicted automatically.
Most of the jutsu entries have a lot of information packed into i. Speed
them. To help make them easier to read, a lot of the common The jutsu's base Speed.
factors are written using shorthand; for example, rather than
spelling out "Using this technique requires you to make a
Chakra Exhaustion roll against 10", a jutsu would have an j. Seal Speed
entry of "Chakra: 10" The jutsu's base seal speed.
Below are all the common terms you'll see in jutsu entries,
and what they mean. k. Effects
a. Stamina / b. Chakra Any special characteristics of a technique which aren't
covered by one of the above categories are listed here.
The technique's Stamina and Chakra cost, respectively.
c. Upkeep:
66
Taijutsu
1. Requirements
3. Combos
2. Weapon Jutsu Combos are a special type of unarmed taijutsu attack which
3. Combos a. Openers b. Combos c. Switching Combos benefit from being used in rapid succession. There are three
d. Finishers types of taijutsu attacks related to combos: Openers, Combos,
and Finishers.
a. Openers Openers are not, themselves, combo moves.
==================== However, after an opener hits, you may launch into a combo
(i.e. use a Combo jutsu). Openers are marked as such in their
entry, usually by "Special: Opener."
1. Requirements b. Combos Combo moves indicate as much in their name
(typically being named "___ Combo"), or in their 'Special'
Taijutsu is more than just hand-to-hand combat; ninjutsu entry. You cannot use a combo unless the last non-Interrupt
techniques go well beyond the realm of what's possible for action you took was a Combo or Opener; similarly, if your
normal humans, smashing rocks and the like. It's not combo is broken (see below), you have to start with a new
exactly... easy. opener.
There are three ways to qualify to learn a taijutsu When you begin a combo, you have a "Combo Counter"--
technique: the first is your rank in the Athletics skill. If you're basically, the number of combo moves you've strung together.
in good enough physical condition, you can pull off some This starts at 1 when you hit with an opener. Each time you
pretty impressive things. The second, Research skill rank: hit with a combo, the combo counter increments by 1.
sufficient understanding of how the move should be executed Each combo will have a combo counter entry; for example,
allows you to make up for your shortcomings. here is Lotus Combo's: Combo Counter: +1 Accuracy, +2d10
Finally, rank: If you're high-enough ranking, you're able to damage, +1 Stun, +2 Stamina
pull enough strings and ask for enough favors to get someone This works as might be expected: You multiply those
to spare the time to tediously instruct you in how to perform a bonuses by the number of combo counters you've amassed.
technique, making up for your own shortcomings. Thus, if you opened with a Kage Buyou and proceeded to a
Each rank has its own requirements, an each method Lotus Combo, the first hit would have +1 Accuracy, +2d10
meets them differently. damage, and +1 Stun (because you're at Combo 1 after the
Rank: E: Genin C: Chuunin, Special Jounin B: Jounin opener); if it hit you'd progress up to Combo 2, and the next
Athletics: D: 4 C: 10 B: 20 A: 30 combo you used would have +2 Accuracy, +4d10 damage, +2
Research: D: 5 C: 12 B: 22 A: 32 Stun, and +2 Stamina cost.
Thus, if you meet any one of those requirements, you can c. Switching Combos Once you've begun a combo, any
use the jutsu in question. A Chuunin with 5 Athletics could other combo jutsu is fair game. You could freely alternate
learn all techniques up to C rank, whereas one with 20 between Lion and Lotus combos as you pleased. For the most
Athletics could learn all techniques up to B rank. part, things remain simple. Each move increases your Combo
==================== Counter normally, no matter how many times you switch
between combo moves.
2. Weapon Jutsu Your Combo Counter bonuses are based only on the move
you're currently using. For example, say you used Kage Buyou
Weapon jutsu are special techniques which can be performed as an opener, then 4 Lotus Combos, followed by 3 Lion
only while using a specific sort of weapon. Combos. This would give you a total Combo of 8 hits (1 + 4 +
All weapon jutsu will have a "Type" entry, where they'll 3). If your next Combo move was a Lion combo, you'd
listen a certain characteristic, such as Slashing or Sword. multiply its CC bonuses (+1 Accuracy and -1 Speed) by 8,
Only a weapon which meets these requirements may be used giving you a total of +8 Accuracy and -8 Speed (though this
with that technique. would put it at only Speed 5, because it still can't be reduced
Many of these jutsu will list "As Weapon" in one or more of below half its base Speed).
their entries. For example, if you are using a Stamina 12 d. Finishers The final type of move is finishers. Finishers
weapon, and the technique lists "Stamina: As Weapon +3", may be used on their own normally, but have a special effect
the Stamina cost to use it would be 15. if used at the end of a combo. Though they do not receive the
If a weapon has a Delay, then any techniques using it also stacking effects for consecutive combo hits, they have special
inherit this Delay. For example, using Oak Flight (a technique effects based on your total combo counters.
which normally has no Delay) with a Tetsubo would cause For example, the Lion Barrage finisher has the following
your attack to have Delay 6 (the Tetsubo's normal Delay). entry: Combo Bonus: +2d10 damage For each combo counter
If a technique has a Delay of, for example, "As Weapon +3", you have when you execute Lion Barrage, its damage is
weapons without a Delay are treated as having a natural increased by 2d10.
Delay 0 (meaning, in that case, the technique would have
Delay 3).
67
e. Combo Breaking When a combo is broken, your combo Damage: (STR/10)d4
counter is immediately set to 0, you may not continue using Speed: 5
combo moves, and all accrued combo counter bonuses are Special: Interrupt
lost. Effects: This is used as an unarmed parry, with a +3
Combo breaking occurs if any of the following things Accuracy bonus. If you successfully defend, this becomes an
happen: > You take a non-combo, non-interrupt action. > You attack which uses the result of your parry roll as its Accuracy.
execute a finisher. > You attack a new target. > Your target
takes damage from an attack made by someone else. > You
take damage from an attack made by someone other than --( Senpuu - Whirlwind )--
your target. > You use any non-combo jutsu (even if it's an The user rotates while extending one leg, starting with a high
interrupt). > You are stunned. roundhouse that's used partially as a feint. Whether it hits or
misses, they continue to rotate into a second spin aimed at
Unarmed Jutsu the lower part of the body.
E-Rank Stamina: 13
Damage: (STR/10)d10
--( Trip )-- Speed: 12
You cause an opponent to fall down by knocking their legs out Area: 2
from under them. Calling it a 'technique' is misleading, but Effects: This attack hits all enemies in range. If partial
there's more to unbalancing a ninja than just wanting to; it defense applies, this deals 25% damage per point you hit by,
does take at least a little bit of training. rather than 20%.
Stamina: 8
Speed: 4 --( Houshou - Crushing Fist )--
Special: +2 Accuracy Usually considering a rude thing to do to someone, the user
Effects: If this hits, your opponent is allowed an Athletics slams their fist into their opponent's stomach at an upward
skill as a secondary defense against your Accuracy. This angle, knocking the air from their lungs if done properly.
Athletics roll has a +3 bonus for every time that battle they've Stamina: 10
had to make such a roll to avoid being tripped. Damage: (STR/10)d8
If they pass, their next action is delayed by 1 but they suffer Speed: 14
no other downsides.
If they fail, they are left prone on the ground. A prone Effects: If this hits, it increases the opponent's Stamina
person has -3 Accuracy, -2 to defensive actions, and moves at penalty by 1, +1 per category of wound it inflicts (2 at Minor, 3
half speed. Standing back up is a Speed 2 action. at Major, and so forth).
--( Feint )-- --( Reppuu - Gale )--
A subtle trick that almost every ninja knows--and knows how With alarming quickness you drop low to the ground and
to detect. Still, those that are particularly adept at it are often perform a full 360-degree sweeping kick that knocks
difficult to defend against properly. opponents off their feet when they attempt to close in for an
attack of their own.
Stamina: X + 2
Speed: X + 2 Stamina: 10
Damage: (STR/10)d6
Effect: This is used alongside any other melee-range Speed: 6
unarmed attack, and increases that action's Stamina and Special: Interrupt, Opener
Speed by 2 each. Make an opposed Espionage roll; if you beat
their result, you've tricked them with your feint. Effects: This may be used immediately after you have
If successful, this doubles the Speed of their defensive successfully dodged a melee-range attack. Reppuu is an
action for the purpose of determining when they'll act next. attack against whoever's action you dodged, and uses your
This doesn't prevent it from being a valid Interrupt against dodge roll as its Accuracy.
your attack. Alternately, you may use Reppuu as a normal attack, using
your regular Accuracy (rather than a dodge roll).
D-rank
--( Teiryuu Dageki - Halting Blow
)--
In one smooth motion, the user extends their arm and
pushed aside an oncoming blow, steps inward and pulls back
their forearm to slam their elbow into the opponent, turning
their defense into their offense.
Stamina: 10
68
--( Dainamikku Entorii - Dynamic C-rank
Entry )-- --( Daisenpuu - Great Whirlwind )--
This technique is nothing more than a jumpkick at an A more complex version of Senpuu which involves three
opponent from hiding. The hiding part became required kicks to the target's body going in the reverse order as before,
because of genin's tendency to shout out things like "HI- starting low and going high to end with an axekick to the
YAH!" as they did it. opponent's head. The speed and constant rotation is strong
Stamina: 15 enough to actually lift the practitioner into the air during
Damage: (STR/6)d10 execution.
Speed: 10 Stamina: 18
Special: Requires you be hidden from your target. Damage: (STR /8)d12
Effects: After the first time Dynamic Entry has been used Speed: 14
in combat (by you, by someone else, it doesn't matter) it has a Area: 3
-6 Accuracy for the rest of that battle. Requires: Senpuu
Effects: This attack hits all enemies in range. If partial
--( Shoushitsu - Rising Knee )-- defense applies, you deal 1/3 damage per point you hit by,
The user gets in close and slams their knee into the rather than 20%.
midsection of their opponent. While not complex, the pain
experienced is enough to make them double over in pain, --( Tsutenkyaku - Painful Sky Leg )-
leaving them vulnerable for a few seconds. -
Stamina: 15 After concentrating chakra in the user's legs, they leap high
Damage: (STR /10)d10 into the air and come down in a destructive axe kick, using
Special: Stun 4 gravity to enhance the momentum behind the blow while the
Speed: 16 user's chakra is used to enhance the destructive force of the
blow.
--( Tokken - Thrusting Shoulder )- Stamina: 24
- Damage: (STR /8)d12
By charging forward and turning at the last moment to bring Area: 6
a shoulder out front, the user slams into the enemy, knocking Speed: 20
them back. It relies mostly on the weight of the user, with the Special: -6 Accuracy
expectation they'll be heavier than the person they're running Effects: Your damage bonus is doubled for this attack. Even
into. if it misses, the opponent might still be damaged by the
Stamina: 12 shockwave (and destruction to the environment) the kick
Damage: (RES /10)d8 causes. For every point it misses by, your damage bonus is
Speed: 12 reduced by 10%, and its damage is reduced by 2d12.
Should the issue arise, this technique's "shockwave"
Effects: This knocks the victim back (your RES)/15 yards. damage does not work against airborne opponents, including
ones who have been rendered so by use of Kage Buyou.
69
--( Kage Buyou - Shadow of the It may also be used against objects, or out of battle, by
doubling the Speed, Delay, and Stamina. In this case, it
Dancing Leaf )-- destroys up to STR/10 cubic yards of inanimate objects, such
The user lowers themself to get underneath their opponent, as boulders or trees. For this to work, the material most be
and then knocks them into the air with a violent rising kick, contiguous; used against a bridge made from wooden planks,
leaping after them immediately after it to position themselves only a single plank would shatter, though a wall held together
in the target's shadow. with mortar would count as contiguous. Additionally, it can
only target hard, inflexible materials (i.e. things capable of
Stamina: 15 shattering); rocks are fair game, ropes are not.
Damage: (STR /8)d6 Two things to be aware of when using its secondary
Speed: 6 function. The first, it doesn't work against objects which have
Special: Opener been reinforced with chakra, such as through means of
Effects: If Kage Buyo hits, and your next action is an certain sealing jutsu. The second, it's not nearly as effective as
unarmed attack against its victim before they've had an action it might sound for "tunnelling" through walls, mountains, and
of their own, your attack has its Speed reduced by 5 (not the likes--ten cubic meters of shattered stone is still ten cubic
below half its base value) and receives +5 Accuracy. meters of stone, just in small pieces.
If used as the opener of a combo, the Accuracy bonus is
reduced to +3 but persists until your combo is broken. --( Asshou - Pressure Palm )--
You deliver a powerful, downwards palm blow to an
--( Souji Reppuu - Sweeping Gale )-- opponent's stomach or the small of their back, brutally
By flipping forward into a crouch, the user builds momentum knocking the wind from them and dazing them--repeated use
that's used to instantly land and begin spinning on one foot, of this can bruise a person's solar plexus, which pretty much
extending the other leg out while using chakra to enhance its hurts more than anything has any right to, for weeks.
density, rotating repeatedly to strike the knees of the enemy, Stamina: 24
simultaneously evading and tripping them. Damage: (STR/8)d8
Stamina: 16 Special: Stun 12
Damage: (STR /8)d8 Speed: 20
Speed: 8 Effects: This may only be used against an opponent who is
Special: Interrupt prone (as from the E-rank Trip). When it hits, they
Requires: Trip, Reppuu immediately make a Stamina 15 roll.
Effects: This follows the rules for the D-rank Reppuu
technique. Should you hit, the opponent is knocked prone, as --( Spinning Backfist )--
per the E-rank Trip's effects. With a burst of chakra to one of the user's legs, they spin
around and extend an arm to knock an opponent senseless
--( Uchikudakute no Jutsu - with the back of their fist. It's a powerful blow as it uses the
Shattering Hand Technique )-- weight and momentum of the user's entire body, but has an
inherent weakness of losing sight of the enemy while
Ninja can perform incredible feats of strength; after years of spinning.
grueling training, some can literally reduce boulders to gravel
for their bare fists. That's a handy trick to have, but most Stamina: 25
ninja aren't willing to go through the whole 'years of pain and Damage: (STR/8)d10
hard work' part, so instead they invented a jutsu which Accuracy: -2
accomplishes a similar effect: by channelling vibrating chakra Speed: 15
through their hand at the moment of impact, most solid Effects: This technique's damage is tripled when
objects can be shattered with a single blow. determining the severity of wounds it inflicts.
Stamina: 20
Damage: (STR /8)d10
Speed: 13
Delay: 5
Effects: When used against a person, roll location as if it
had caused a wound (unless it was a called shot; if blocked,
the defender chooses the location as usual). Before wounds
or damage are calculated, this completely destroys any armor
protecting the location it hits.
70
--( Attsu Buchikomu - Pain Driver --( Rankyaku - Storm Kick )--
)-- Using this technique a shinobi kicks with extreme precision,
not aiming at an opponent but instead kicking the air itself.
A brutal technique, and completely inappropriate for training Their leg slices through the air with such speed and precision
(because someone would have thought it was okay, if we that it compresses the air into a blade, aimed at the attack's
didn't say that). The attacker finds a weak point on their target.
opponent's body, the site of a previous injury, and strikes
there to amplify the existing wound. Stamina: 30
Damage: (STR /6)d6
Stamina: 20 Range: (STR/4) yards
Damage: (STR/8)d4 Speed: 14
Speed: 12
Effects: This cannot be parried (though ninjutsu-based
Effects: This attack must be a called shot, and does not defenses which work like parries still function). Rankyaku
normally inflict wounds. Instead, if it targets a location with a causes Slashing wounds. The first time this is used against a
Minor Blunt wound, that wound is removed and replaced given opponent in battle it has a +2 Accuracy bonus.
with a Major Blunt wound on the same location. This only
applies if the attack deals damage. --( Gouriki Senpuu - Strong
--( Maboroshi Tejun - Phantom Step Whirlwind )--
)-- Taking the Whirlwind back to the basics, the shinobi no
longer bothers with a series of strikes, and instead just
Despite the fancy name, it's a fairly simple 'technique'. With a focuses their ability into a single roundhouse with more
momentary burst of energy (and probably adrenaline, speed and power than the previous versions.
considering the circumstances where it's likely to be used)
the user does their best to get out of the way of an impending Stamina: 32
attack. The "phantom" came mostly from the way a shinobi Damage: (STR /6)d12
using this can, to the untrained eye, seem almost to Speed: 16
disappear. And because ninjas thought it sounded cool. Area: STR/30
Requires: Daisenpuu
Stamina: 5 * X
Speed: +X Effects: This damages everyone in range. If partial defense
applies, this technique does 50% of its normal damage per
Effects: This technique is used alongside a dodge attempt, point it hits by, rather than 20%. Anyone hit is knocked back
increasing its Speed by X and providing a +X bonus to your STR/30 yards.
dodge roll, as well as adding a Stamina cost to your dodge.
The increased Speed from Phantom Step cannot be reduced. --( Shougekishou - Upwards
If combined with the B-rank Leaping Shadow Evasion this
technique increases LSE's Stamina cost by (5*X), which Attacking Palm )--
replaces Phantom Step's normal Stamina cost. A difficult attack to connect with, the shinobi brings their
palm from waist height and strikes upwards to full extension.
B-rank This makes it exceptionally difficult to connect with, though if
the user does hit they'll send their opponent flying away.
--( Chouyaku Kage Kaihi no Jutsu - Stamina: 34
Leaping Shadow Evasion Technique Damage: (STR /6 +3)d12
)-- Speed: 16
You leap away from an attack, getting yourself safely out of Accuracy: -6
range. However, you don't pause to regain your orientation Special: Stun 6
and settle into your new position, instead keeping ready to Effects: If you are the attacker in a grapple, the Accuracy
move again. penalty is negated. The grapple is ended if this technique hits.
Stamina: 20 After being hit the opponent is knocked back (STR/10)
Special: Interrupt yards and left prone, as if they'd been hit with the E-rank Trip
Speed: 4 move.
Effects: When you use Chouyaku Kage Kaihi, make a
dodge roll. You may automatically attempt to dodge any
incoming attacks, without having to take an action to do so,
using Chouyaku Kage Kaihi's result as your effective dodge
roll. This lasts until you take any action, including defensive
interrupts.
71
--( Dai Dageki - Heavy Blow )-- A-Rank
One of the simplest hand to hand maneuvers at the highest of --( Chishi Kakato Suto - Deadly
levels, this attack is straight and to the point. Sacrificing Heel Strike )--
trickery or fancy techniques, you deliver a powerful blow with
the full weight of your body behind it. Used as a killing blow, this technique is commonly performed
upon a prone opponent. Leaping into the air, the Shinobi
Stamina: 28 comes down with a full power downward heel strike, usually
Damage: As basic Attack (including Power Attack and aiming to smash the ribcage, crush a skull or even snap the
Unarmed Focus) spine.
Speed: 8
Stamina: 70
Effects: Your damage bonus is doubled for this attack. Damage: (STR / 4)d20
Accuracy: -8
--( Gouken - Iron Fist )-- Speed: 26
A generalized term for one school of thought for how to Special: Stun 10
approach taijutsu, the idea behind 'Iron Fist' is to give every Effects: This attack receives double your normal physical
attack one's all, aiming to cause the maximum amount of damage bonus. Its Accuracy penalty is negated against a
damage in as few strikes as possible. This often involves prone opponent.
thrusting punches and short-range kicks, and is undeniably
effective. The downside, however, is that putting all one's --( Okasho - Cherry Blossom
force into a single blow results in telegraphing one's motions
to an observant opponent, and can quickly tire the user. Impact )--
Stamina: +X*2 Taking chakra infused muscles to the next level, the user
Accuracy: -X/4 (round up) focuses a massive amount of chakra into their fist, foot, or
Speed: Special even fingertip. Upon striking the chakra is released into their
target causing a great deal of damage. Given that the damage
Effects: This supplements another Unarmed jutsu, or basic is dependent on the amount of chakra channeled, a truly great
taijutsu attack. That attack's base Speed (including for shinobi can even use this technique with a single fingertip.
damage calculations) is increased by X, and your Physical Stamina: 35
Damage Bonus is also increased by X. Chakra: X
X has a maximum of STR/10. Damage: (X)d12
Speed: 24
--( Gawa-Ryuu - River Style )-- Requires: Chakra Strengthening, Chakra Control 30
The ultimate recourse of taijutsu fighters who are frustrated Effects: Okasho's Speed is multiplied by (your physical
with only being able to land glancing blows on their damage bonus) + (your ninjutsu damage bonus)/2, rather than
opponents, this technique sends a surge of chakra through just your physical damage bonus. You may give this technique
the attacking limb. This results in a burst of speed and an Area of (X/4), though doing so reduces its damage to (X)d6.
strength, and also a chakra 'shockwave' along the edge of the
attack that carries almost as much force as the strike itself.
--( Shigan - Finger Gun )--
Chakra: 15 + X/2 Using a single finger, the Shinobi strikes with speed and
Effects: This is activated after you hit with an Unarmed or precision to drive their finger into an opponents body. There
Combo taijutsu attack at melee range, but its damage is is a danger in the technique as an inaccurate strike can easily
reduced by partial defense. X is that technique's Stamina damage the user.
cost, after all modifications. Stamina: 50
When you activate River Style, your Accuracy with that Damage: (STR / 4)d6
attack is retroactively increased by 2, or the minimum value Speed: 24
to do full damage (i.e. overcome partial defense), whichever is Special: Bleed 15
lower.
Your opponent may spend Willpower on their defense after Effects: Shigan's damage is tripled for the purpose of
you've declared activation of River Style. If you then spend inflicting wounds, and deals Piercing damage.
Willpower on your Accuracy, River Style's effects last until If partial defense applies when Shigan hits, the attacker
your attack has been fully resolved. takes half the damage they rolled. Although Shigan cannot
wound its user this way, they also suffer a Sprained Arm
(Blunt, Major) wound as a result.
72
--( Benkei-do - Way of Benkei )-- --( Asahi Kyusho - Rising Sun Strike
A mixture of folk hero and mythical character, Benkei was a )--
warrior monk known for his peerless skill in combat and A very impressive, though somewhat impractical, technique,
unswerving loyalty to his master. One of the popular stories the user gathers energy in one limb (typically a leg, though
about his exploits involved Benkei guarding a bridge, holding open-palm attacks are possible) and relases it in a single,
back hundreds of warriors before finally succumbing to his swift strike with enough force to send their opponent flying.
wounds. This technique pays homage to his exploits, focusing Though not technically required, it is suggested that anyone
all a shinobi's efforts on defense. performing this technique shout its name emphatically when
doing so.
Stamina: 10 Generally speaking, the injuries from this technique come
Special: Interrupt less from the initial impact and more from the landing, which
Speed: +0 is very rarely graceful. Thankfully, the victims of this
Effects: You may activate Way of Benkei alongside a normal technique have their dignity spared--they're usually knocked
defense. Until your next action, your defenses have a (+1+X) too far away for anyone to see them wind up in a face-down
bonus, with X being the number of times you've attempted to heap after rolling through the dirt!
defend yourself (successfully or otherwise) since activating Stamina: 30 + X/2
Way of Benkei (including the defense it was activated with). Damage: (STR /4) d6
You may choose not to use Way of Benkei on a given defense; Speed: 20, Delay X
doing so does not reset its X value or require it to be
reactivated. Effects: This knocks the target back STR/4 (its Speed, after
The only defenses which "count" for Way of Benkei are any reductions /20) + (Delay)(your Physical Damage Bonus)/2
dodges and unarmed parries. You may use other defenses, yards.
but they do not receive its bonus or increase its X value. However, when Rising Sun Strike hits, make an Athletics
Way of Benkei ends when your take a non-Interrupt action, roll with a -10 penalty, and a +X bonus, against your
at which point you pay a secondary Stamina cost of 10+3*X, opponent's Athletics. If their roll is greater than yours, the
to a maximum of 40. You may declare Block, Total Defense, distance they're knocked back is halved. For every 5 points
Guard, and similar effects without ending Way of Benkei. they beat your roll by, increase the divisor by 1 (to /3 at 5, /4 at
10, and so on).
Additionally, if they are knocked back more than (their
RES)/3 yards, they lose an amount of AP equal to their
current AP, divided by the same amount as the knockback
was (someone with current 30 AP who divided the
knockback by 4 would lose 7 AP).
Rising Sun Strike's damage is considered Y% higher for
causing wounds, where Y is the number of yards is target
was knocked back.
73
Combo Jutsu
--( Reikoku Kagai - Relentless
D-rank Assault )-
--( Rendan - Combo )-- You get in close to your opponent and begin beating on them!
Not so much a proper technique as a catch-all term for any Doing so for a prolonged period of time can easily overwhelm
series of attacks made in rapid succession, without breaking all but the strongest defenses.
one's flow or allowing an opponent time to retreat. Stamina: 16
Stamina: 12 Damage: 1d8
Damage: 1d6 Accuracy: -3
Speed: 10 Speed: 8
Combo Counter: +1d6 damage, -1 Speed Combo Counter: Blocking is 5% less effective, +0.2 damage
bonus
--( Yaburi Yashi - Smashing Palm )--
A single, staggeringly powerful open-palmed blow delivered --( Shishi Danmaku - Lion Barrage
at the end of a combo, aimed at the opponent's midsection to )--
strike their solar plexus. A popular way to end the similarly-named combo-assault, the
Stamina: 16 Lion Barrage was is often taught to students along with Lion
Damage: 3d6 Combo itself. Advanced taijutsu users, however, have been
Speed: 15 known to appreciate the flexibility and fluidity that comes
Special: Finisher from separating the techniques.
The Lion Barrage is simply a series of fast, strong fist and
Combo Bonus: +2 Stun knee strikes.
Effects: This is an automatic called shot to the abdomen. If Stamina: 25
it's blocked, the Stun is halved. Damage: 6d8
Accuracy: +4
--( Gekido Denka - Furious Charge Speed: 14
)-- Special: Finisher
The basis of combos in battle is maintaining one's Combos Bonus: +2d8 damage
momentum, striking one blow before the opponent's fully
recovered from the one before it. In many cases, all one --( Hangeki Rendan - Counter
needs is a few seconds to get away from their opponent and
catch their breath to escape an otherwise merciless beating. Combo )--
You, however, just love to beat people mercilessly. Though Exploiting a momentary break in your opponent's attacks,
it's taxing, you can keep your adrenaline up, and keep your you turn the tables on them! It's very exciting, and stuff.
blows coming rapidly and rhythmically, even after being
forced to chase after your victims. Stamina: 20
Speed: 8
Stamina: 15
Upkeep: 4 Effects: You and your opponent both make Accuracy rolls.
Speed: 4 If your result is higher, you immediately break their combo,
and execute any combo jutsu you know, with a starting combo
Effects: So long as you maintain Furious Charge, taking counter equal to whatever your opponent's was when you
Move actions will not break your combos. Using movement- used this technique.
based jutsu (such as Shunshin), however, will. If you fail, your opponent may immediately use any combo
they know against you, as a Speed 0 Interrupt.
C-rank
--( Shishi Rendan - Lion Combo )--
Ideally meant to be used after performing Kage Buyo, this is a
series of high-speed punches and kicks.
Stamina: 18
Damage: 2d8
Speed: 10
Combo Counter: +1 Accuracy, -1 Speed
74
Additionally, Lotus Combo can extend existing stuns. If a
--( Rakurai Heishi - Lightning target hit by Lotus Combo is Stunned, the duration of that
Warrior )-- Stun is increased by X*2, with X being the length of the
Conventional wisdom says that one must prioritize speed or current Lotus sequence. Thus, hitting someone with four
power, having to choose between one or the other. You reject Lotus Combos in a row would extend their stun by (2+4+6+8)
that, striking both quickly and decisively. Of course, that 20.
means you have to pay the price elsewhere: fighting like this
will rapidly wear a person out. --( Hokuto no Ken - Fist of the
Stamina: 15 North Star )--
Upkeep: 0 Delivering a precise, rapid, and powerful series of blows to
Speed: 6 vital points on an opponent's body, this causes their blood
vessels to spontaneously rupture, resulting in both internal
Effects: While Rakurai Heishi is maintained, any time a hemorrhaging and dramatic external bleeding, sometimes
combo you are performing would be broken you may choose even resulting in a brief spray of blood immediately after its
to increase this technique's Upkeep by 2; when you do so, use.
your combo is not broken.
If your combo is broken, Lightning Warrior's Upkeep is Stamina: 30
reset to 0. If you stop maintaining Lightning Warrior, your Damage: 7d10
current combo is automatically broken. Rakurai Heishi Accuracy: +2
cannot be used if your combo is broken because you Speed: 30
performed a Finisher or a Move action. Special: Finisher
Combo Bonus: +1d10 damage, +1 Bleed
--( Bunka-ken - Splintering Fist )-- Effects: Even if Hokuto no Ken is parried, it still inflicts its
A powerful blow that smashes through defenses. Your attack Bleed.
carries almost concussive force behind it, enough to
overcome all but the most resilient of enemies. --( Aragami no Jutsu - God of
Stamina: +5 Battle Technique )--
Speed: +4 Rather than waiting for your opponents to give you openings
Special: Finisher and then capitalizing upon them, you make openings. When
Combo Bonus: Ignore 5 points of DR. that doesn't work, you break through your opponent's
Effects: This is applied as an addition to an Unarmed defenses anyway, attacking even when it seems fruitless, until
Taijutsu technique, increasing its Stamina and Speed finally something gives.
accordingly and turning it into a Finisher. The increased Stamina: 15
Speed does not improve the technique's damage. Upkeep: 0
Speed: 6
B-rank Effects: Whenever you hit with a technique that raises your
--( Hasu Rendan - Lotus Combo )-- Combo Counter, your Combo Counter increases by 1 more,
and Aragami's Upkeep also increases by 2. When your combo
The user of this technique launches into a sequence of strikes is broken, Aragami's Upkeep is reset to 0.
designed to alternately wind, disorient, and daze their If you end Aragami, your Combo Counter is immediately
opponent, combining those effects to prevent their adversary set to 0.
from fighting back effectively for as long as possible.
Stamina: 10
Damage: 2d10
Speed: 4
Special: Opener. This action's Speed may not be reduced.
Combo Counter: +2d10 damage, +2 Stamina, +1 Accuracy
Effects: Each time Lotus is used sequentially (with no other
attacks between uses), its base Speed increases by 2, its
Stamina cost is raised by 4, and it gives an additional 1
Combo Count. This stacks; the fourth Lotus in a sequence
would be Speed (4+23) 10, give (1 + 13) 4 Combo Counters,
and have a Stamina cost of 22 (before Combo Counter
effects).
75
--( Mouretsu Tora no Jutsu - --( Taiyou Douyou no Jutsu - Solar
Furious Tiger Technique )-- Agitation Technique )--
You break off your combo with an abrupt transition back into For once, the name actually has a basis in reality! This
more traditional taijutsu techniques, taking advantages of the technique is a single, devastating blow to the opponent's solar
momentum and rhythm you've built up to deliver one plexus, knocking the wind from their lungs and temporarily
devastating blow. debilitating them in the aftermath.
Stamina: +10 Stamina: 40
Speed: +6 Damage: 8d12
Special: Finisher Accuracy: +2
Speed: 16
Combo Bonus: +0.5 Accuracy, +5% damage Special: Finisher
Effects: This finisher is used by combining it with an Combo Bonus: +3 Stun, +1 to enemy's Stamina penalty,
Unarmed Taijutsu attack, increasing its Stamina cost +1d12 damage
appropriately. The Combo Bonuses are applied to that Effects: This has an additional feature if used against an
technique, modifying it appropriately. opponent who was performing handseals. If the total Stun
The increased Speed from using Furious Tiger does not from Solar Agitation is greater than the Speed of their
improve the technique's damage. Perform Handseals action, the victim automatically Aborts
their Perform Handseals action (as if they had failed the
A-rank Chakra Control roll against the attack's damage dealt).
--( Akuma no Isoi - Devil's Rush )-- --( Senkagami no Jutsu - God of War
A technique that requires extreme speed and toughness, and Technique )--
a considerable disregard for one's own health. Most shinobi
learn first-hand in the academy what 'chakra burns' are: The greatest of hand-to-hand combatants are able to dispatch
burns, typically found on the hands (where chakra is typically enemies one after another in the midst of battle, their
focused), caused by poorly forcing too much of one's chakra momentum never lagging, their blows not showing the
through their body's "chakra pores". slightest hint of hesitation.
This technique takes a common mistake among academy If you've mastered this technique, you are officially one of
students and weaponizes it, forcibly overwhelming one's own them! Congratulations!
chakra circulatory system in the arms and hands, Stamina: +5
superheating their body. That, combined with the high-speed Upkeep: 0
blows delivered by this technique, results in what appear to Speed: +0
be literally flaming punches.
This can actually be delivered in kicks as well, and the Effects: This is used alongside a Finisher. Using that
general consensus is that a 'burning' leg is more visually Finisher does not end your combo; instead, your Combo
impressive. Most ninja, however, prefer punches, because Counter is halved, but you may continue your combo, make
they hate fun. another finisher, or so forth. If your Finisher missed and you
Stamina: 25 activated Senkagami, your Combo Counter does not
Damage: 2d6.open(6) decrease at all.
Speed: 10 After using a finisher with Senkagami applied, you gain an
Upkeep of 5 from Senkagami; each subsequent use increases
Combo Counter: +1d6 damage, +1 Ignite Senkagami's Upkeep by 5 (10 after the second use, 15 afte
Effect: If an enemy passes a Resistance roll against your the third, and so forth). When your combo is broken,
Athletics, the severity of the ignite they're inflicted with is Senkagami's Upkeep ends; similarly, if you end Senkagami's
halved. Whether or not you hit, you yourself suffer Burns with Upkeep, your combo ends automatically.
a severity equal to Akuma no Isoi's Ignite.
76
Grappling Jutsu
E-rank --( Escape Grapple )--
Being held in place by one person and then punched into
--( Grab )-- submission by all their friends is a pretty exceptionally
You grab onto an opponent, with the intent to not let go! It's undignified way for a ninja to go down. Accordingly, ninja are
not a preferred method of fighting among ninja, but it does usually taught the basics of how to writhe their way out of all
have some limited popularity amongst certain taijutsu manner of holds.
fighters. Stamina: 4 + X
Stamina: 8 if it misses, 12 if it hits Speed: 4 + X, Delay X
Damage: None Special: Grapple-only.
Speed: 12 Effects: Roll a grapple check against your opponent. The
Effects: You are grappling your opponent. This is not "X" in this jutsu's cost and speed is the amount you fail your
inherently a huge advantage, but leads in to multiple other grapple check by.
possibilities for attack. Thus, if you rolled a 12 against your opponent's 16, Escape
When grappled, the following effects apply to both Grapple would be a Stamina 8 check and have a Speed of 8.
participants: On the other hand, if you passed your check by 36 points, it
would be only Stamina 4 and Speed 4.
Their movement speed is halved, and moves the other This technique cannot be Aborted, despite its Delay.
person along with them.
If you try to move, the other person may attempt to --( Headbutt )--
restrain you; if they do, your AGI is reduced by half their You use your head to hit someone else's head. Really,
STR when calculating how far you can move. honestly, it's a highly technical process. You just don't
The Dodge and Parry interrupt both have their Speed understand because you're not a ninja.
increased by 2.
Other Grapple jutsu may be used. Grapple jutsu cannot be Stamina: 5
defended against normally (i.e. dodging, blocking). Damage: 3d8
Ordinary attacks, such as punching or stabbing the other Speed: 7
grappler, can be defended against normally. Special: Grapple-only
The attacker cannot use handseals without the Single- Effects: This attack may be used by either the attacker or
Handed Seals unique. the defender in the grapple, but only against the other person.
If either person is suffering from the Ignite status, both It automatically hits. If it causes a wound, that wound is
people take damage from it. If both are on fire, only the automatically a head wound.
more severe Ignite deals damage. Although the attacker does not take damage from doing
Certain situations within a grapple may call for a 'grapple this, if the damage they do would have caused them to be
check'. This varies depending on whether you are the attacker wounded, they will suffer that wound. For example, if you
or defender. Attacker: 1d20 + STR/10 + DEX/20 Defender: have 500 Vitality and Headbutt someone for 60 damage, you
1d20 + STR/10 + AGI/20 would take 0 damage and suffer a minor wound (for taking
The person who initiated the grapple is considered the more than 10% of your HP in one hit).
'attacker', and may end it at will, at any time; the person who
was grabbed is the 'defender', and may not. D-rank
Unless specified otherwise, all Grapple Jutsu may only be --( Throw )--
used by the attacker. However, the defender has two options You use leverage, brute force, or a combination of the two to
(beyond normal actions and attacks) available to them: physically throw an enemy, either by flipping them over you,
Shift Grapple (Speed 5, Stamina 5) The attack and hurling them into a nearby object, slamming them to the
defender both roll grapple checks; if the defender exceeds the ground, or something similar.
attacker's roll, they are the new attacker in the grapple. When
this is done, the attacker also has to roll a Stamina 5 check. Stamina: 12
Break Grapple (Speed 4) The attack and defender both roll Damage: 4d6
grapple checks; if the defender matches or exceeds the Speed: 8, or +4
attacker's roll, the grapple ends immediately. When this is
done, the attacker must roll a Stamina 5 check, or choose to Effects: This immediately ends the grapple, and Stuns the
simply let go. enemy, severity 4. This can also be declared as part of a Grab
attack, in which case it increases the total Speed by 4, and
deals damage as a Speed 16 action. It cannot be blocked
when used this way. The two Stamina rolls (one for a grab,
and one for Throwing if the grab succeeds) are made
separately.
77
--( Arm Lock )-- --( Choke Hold )--
You use one of your hands or arms to pin an opponent's in a You grab your opponent's neck and cut off either the flow of
position where they can't use it effectively. It's a bit harder blood to their brain, or of oxygen to their lungs. Either way,
than it sounds, just because of the logistics of grappling it's a nasty thing to be affected by... though as far as combat
people effectively. between ninjas go, it's one of the more effective and less
violent ones.
Stamina: 10 Stamina: 10
Speed: 6 Speed: 5
Effects: You and your opponent both lose the ability to use Effects: You lose the ability to use one of your arms while
one of your arms. This puts your opponent at a -1 maintaining this hold. Every use of this technique applies a
immobilization penalty, applies a -2 penalty to their grapple stacking -1 Suffocation penalty to your opponent. So long as
rolls, and doubles the Seal Speed of any jutsu they try to use. this hold is maintained (meaning you don't use the arm
Using this jutsu a second time doubles the penalties and holding them for anything else, and remain in control of the
makes it impossible for the victim to use handseals at all. grapple) the suffocation effect does not end.
If you lose control of the grapple, these effects end.
A person with the Single-Handed Seals unique is able to
perform handseals one-handed unhindered by these effects. --( Reversal )--
Stamina: 4, +X if successful
--( Leg Lock )-- Speed: 3 + Special
You hook one of your legs around an opponent's, restricting Special: Interrupt
their mobility at the price of your own. Effects: This can interrupt the use of any grapple move
Stamina: 10 other than Headbutt or Pressure Point while you're the
Speed: 6 defender, as long as you know that jutsu yourself. Make a
grapple roll against the attacker; if you succeed you gain
Effects: You and your opponent both lose the ability to use control of the grapple and automatically use the move they
one of your legs. This gives your opponent a -2 penalty both to were going to; the 'X' in Reversal's Stamina cost is that
immobilization and to their grapple checks, as well as further move's Stamina.
halving the speed at which you and they can move in the Reversal's Speed is 3 if it fails, and for the purpose of
grapple. determining what it can interrupt. If it succeeds, you also add
With both their legs locked, the penalties double and half the Speed of the move you reversed.
neither you nor they can move at all. __
If you lose control of the grapple, these effects end.
--( Head Lock )--
C-rank
You get behind an opponent and put an arm around their --( Counter Throw )--
neck. For what's a fairly simple-seeming maneuver, this is You throw an enemy who's grabbing you off, freeing yourself
actually highly effective: to avoid breaking their own neck, from them and injuring them in the process.
they have to limit their mobility.
Stamina: 8 + X
Stamina: 10 Damage: 4d6
Speed: 6 Speed: 4 + X, Delay X
Effects: You lose the ability to use one of your arms, and Requires: Throw
your opponent suffers a -4 immobilization penalty, as well as Effects: This ends a grapple when used, but may only be
a -2 penalty to all their grapple rolls. For the duration of the used by the defender. The attacker is Thrown (as per the D-
headlock, the victim's Stamina rolls have a -4 penalty. rank Throw move, including the stun). Counter Throw always
Additionally, any jutsu or effects that require them to aim with deals damage as if it was Speed 10, regardless of the actual
their mouth (such as breathing fire or spitting out needles) speed.
have a -5 strike penalty. When you declare use of Counter Throw, make an opposed
If you lose control of the grapple, these effects end. Grapple check. The amount you fail by is the "X" in this
move's Stamina cost and Speed. If you pass, it's Stamina 8 /
Speed 4 / Delay 0.
78
--( Joint Lock )-- --( Compression Hold )--
You grab your opponent in such a way that you can put A less brutal alternative to joint locking (which has this nasty
continual strain on one of their limbs or joints. Though tendency to tear people apart), a compression hold is still
typically non-lethal, an expert grappler can be brutal with exceptionally painful--that's the point. You twist the victim's
these techniques. body in such a way that their own joints are being used to
hurt them--forcing their elbow to press against their sternum
Stamina: 10 is a popular one.
Damage: Basic unarmed attack.
Speed: 5 Stamina: 6
Special: Must have the opponent in an Arm Lock or Leg Speed: 3
Lock. Effects: This requires the opponent already be in one of the
Effects: To use this technique you must have your opponent three D-rank locks. Each time you use this technique applies
in an arm or leg lock; if you have multiple limbs locked, a -1 penalty to their grapple checks, so long as that lock is
declare which one you are targeting. Any wounds dealt by the maintained. This penalty remains until that lock is ended.
joint lock are applied to that limb.
Although the damage is dealt normally, it is considered --( Suplex )--
cumulatively 25% higher each time you use the technique. http://en.wikipedia.org/wiki/Suplex Just... read that, okay?
For example, the first Joint Lock you apply does unarmed That's what you do to them.
damage +25%; the next, unarmed damage +50%; the third
+75%, and so forth, and so on. Stamina: 13
If you take an action other than maintaining the joint lock Damage: 6d12
(including moving or using interrupts), this cumulative Speed: 15
increase is reset.
Joint Lock does benefit from Unarmed Focus and Power Effects: This ends the grapple. If Suplex inflicts a wound, it
Focus, if you have those abilities, though its Stamina cost is is dealt to the opponent's head.
increased appropriately (up to 18 for four ranks of Power
Attack). B-rank
--( Pressure Point )-- --( Kurokumaken - Black Bear
You find, grab, and press down on an opponent's pressure Strength )--
point, temporarily immobilizing them; these are painful while A devastating move, developed by a shinobi who claimed he
maintained, but more to the point (ahaha, get it, because had gained inspiration for it by watching the fighting tactics
they're... never mind) it prevents the nerves you're isolating of wild bears. The user wraps their arms around their
from working properly while the pressure is maintained. opponent and squeezes with incredible strength. Users of
Stamina: 10 + X*4 this move have been known to crack arm bones and break
Speed: 5 ribs.
Special: Interrupt It was later pointed out that real bears do not actually hug
Requires: Medicine 10 people, to death or otherwise. The original inventor of the
move refused to comment, and the name was in wide use by
Effects: This may be used to Interrupt any grapple move that point anyway.
used by the defender, other than Headbutt or Break Grapple Stamina: 30
checks (Shift Grapple and Escape Grapple are fair game). Damage: 10d12
You quickly find a pressure point on their body and Speed: 16
immobilize it, preventing them from completing whatever Requires: Compression Hold
they were attempting.
This requires an arm free; you may release a lock, if Effects: If this causes a wound, that wound is applied to the
necessary, as part of this interrupt, to free up your hand. Roll torso and both arms. Additionally, your damage bonus is
an opposed grapple check, applying no penalties from holds doubled for calculating the damage of this move.
or locks. If you are successful, they are prevented from taking Kurokumaken requires the use of both arms.
their action.
Against Escape Grapple or Counter Throw (or any
techniques with similar variable effects), the "X" value the
user pays for their failed technique is half the amount you
beat their roll by.
For Pressure Point's cost, X is the number of times you've
used Pressure Point in that battle--making it 10 the first time,
12 the second, and so on.
79
--( Ryuorosu - Dragon Takedown )- A-rank
- --( Shishi Keishi - Lion Execution
Adapted--in purpose, method, and name--from a 'normal' style )--
of martial arts, the Dragon Takedown is a more aggressive
method of initiating a grapple, often throwing an opponent to This move was supposedly developed by a martial arts
the ground in the process. master who was tackled and mauled by a lion. He somehow
survived, though horribly maimed; it's said that because
Stamina: 18 nobody could recognize him after the attack, he became
Damage: (STR/5)d4 known as the "Faceless Master." He devised this technique
Speed: 16 based on what he learned from being tackled and mauled by
Effects: This may be used outside of a grapple; in fact, it a lion, to imitate the effects of the victim being tackled and
may only be used outside of a grapple. If you hit, you deal mauled by a lion.
damage (which is not unblockable) and you initiate a grapple Stamina: X + 10
with your opponent and may immediately apply any of the D- Speed: X + 6
rank locks or a choke hold. Requires: Dragon Takedown
--( Tora Rakka - Tiger Drop )-- Effects: Shishi Keishi is performed from outside of a
grapple. If this technique misses, the "X" value is not paid.
You flip your opponent over you and hurl them to the ground When performing Shishi Keishi, declare any grapple move of
(or otherwise maneuver them unpleasantly if you're both B rank or below; if it hits, you initiate a grapple and then
already on the ground) and slam an elbow, knee, or other immediately perform that move. "X" is the cost and speed of
body part into them, using gravity to assist your momentum. the move you are using with Shishi Keishi.
Nobody really knows what this has to do with tigers.
Stamina: 24 --( Garuda Tsuiraku no Jutsu -
Damage: (STR/5)d12 Crashing Garuda Technique )--
Speed: 6 The Crashing Garuda is not, at a glance, all that different
Effects: When you use this technique, make an opposed from a regular flip-your-opponent-over-a-shoulder throw.
grapple check. If the opponent fails, they are Stunned (10). If What makes it different, and what makes it take arduous
you fail, you are instead Stunned for that amount; if you practice to perfect, is the precise way the user manipulates
succeed, you are still Stunned (4). This technique ends the their opponent and strains their muscles. The Crashing
grapple. Garuda is a study in kinesiology--the user lifts the opponent
overhead and swings them down, bringing themselves
--( Hijutsu: Full Nelson - Secret crashing along with the foe in a way that multiplies the force
brought to bear by both muscles and gravity.
Technique: Full Nelson )-- Too long? Didn't read? The short version: You don't want to
A special technique passed down through generations, the have this used against you.
true origin of the Full Nelson is unknown, but its efficiency is Stamina: 28
dreaded; many a shinobi has thought victory assured, only to Damage: 16d10
be trapped by a well-timed Full Nelson. Speed: 18, Delay 14
Stamina: 15 Requires: Tora Rakka
Speed: 8 Effects: Make a grapple check. The amount you succeed by
Effects: You must use both your arms to keep your is added to this technique's Speed for the purpose of
opponent in this hold. So long as you do so, they have a -8 determining its damage, the opponent is Stunned for half that
immobilization penalty and a -8 penalty to their grapple rolls. amount, and you are Stunned for one quarter that amount. If
This ends if you lose control of the grapple. you fail, you still pay the Stamina cost and expend the full
Speed, but the attack fails.
80
--( Washitsume no Jutsu - Eagle
Talon Technique )--
The pinnacle of ways to brutally maim your opponents when
you already have them at your mercy in battle, Washitsume is
yet another move named after animals for no clear reason
other than martial artists (and ninjas) seeming to think that's
cool.
The principle is simple: You hyperextend a limb or joint
while twisting it in whatever way will put the most excessive
amount of strain on the bones, muscles, and tendons. It's
quite possible for this to cause irreparable damage, and it has
seen some use as an improvised torture method.
Stamina: 10 + X * 4
Damage: Basic unarmed damage.
Speed: 8 + X * 2
Effects: You must have your opponent in a joint lock for the
limb you are attacking. After reductions are applied, this
attack's actual damage is halved. However, for the purpose of
causing wounds its original damage is multiplied by X, up to
a maximum of 6. The X*2 is not included when calculating
your damage bonus from Speed.
81
Weapon Jutsu
D-rank Stamina: As Weapon +5
Damage: As Weapon
--( Kousanami - Cross Wave )-- Speed: As Weapon +5
A simple but elegant technique, the user brings their weapon Type: Blunt
up in a sequence of diagonal slashes. It gets its name from Effects: Every 50 damage dealt by this technique gives the
the rising swings and the figure-eight motion which is both victim a -1 penalty to Accuracy which lasts until their next
efficient and simple to perform. attack or accuracy roll.
Stamina: As Weapon + 4 If you deal more than 400 damage, for 50 IC whenever they
Damage: As Weapon attack any single target they must roll 1d2; on 1, their attack
Speed: 15 + (weapon's Speed)/2 functions normally. On 2, they have a -5 Accuracy penalty due
Type: Sword or Slashing to disorientation and double vision.
Effects: Cross Wave has only a single Accuracy, and is --( Haganekabe - Steel Wall )--
treated as one attack. However, if the opponent uses a
defense where they roll for a result (such as dodge or parry), By spinning their weapon rapidly with both hands, the user
they must roll twice. deflects ranged attacks aimed at them as they close in on
If the attack hits the first defense, that roll is used to their opponents, and then use the momentum gained by the
determine how much partial defense, if any, is applied. If the rotation to finish with a powerful swing.
second defense also fails (partial defense being ignored for Stamina: As Weapon +6
this purpose), your attack's dice damage is tripled (from, for Upkeep: 5
example, 5d8 to 5d8*3). Damage: As Weapon
If the attack misses against your opponent's first defensive Speed: As Weapon -2
roll, make the second roll. If it hits, this attack deals damage Type: Polearm, Umbrella
as a regular attack with your weapons (with the higher Speed
associated with this technique). Effects: When you use this technique, you begin spinning
If you are using a two-handed weapon (such as a nodachi your weapon; so long as you keep doing this you may parry
or zanbato), which would normally multiply your damage incoming ranged attacks as a Speed 0 Interrupt with a +5
bonus by 50%, you do not receive that increase when using bonus, but both your hands and your weapon are occupied.
Cross Wave. For example, if you had a damage bonus of 10, Anyone attempting to attack you in melee has their action's
normally a two-handed sword would use 15; for Cross Wave, Speed increased by 4, as they need to get around your
however, it would use the normal 10. polearm.
When in melee range of someone, you may end this
--( Nenten Tsuki - Twisting Stab )-- technique's upkeep and pay its cost and Speed again to use it
as an attack, with +3 Accuracy.
The user lunges forward while turning their wrist, drilling
their weapon into the opponent, using chakra to enhance
their momentum. It is very effective at breaking an --( Ichi no Hoshi - One Star )--
opponent's guard as you spin the weapon to go around their By unfolding their fan only a third of the way, the user creates
defense. a small but biting gust of wind that is useful for its capacity to
Stamina: As Weapon +2 strike at targets far away while wielding a weapon.
Accuracy: -1 Stamina: As Weapon
Damage: As Weapon Chakra: 10
Speed: 12 + (Weapon's Speed)/5 Damage: As Weapon
Type: Piercing Speed: As Weapon
Effects: This technique reduces the effectiveness of Range: CHA/5
blocking by an additional 25% (for a total of 50%, for Type: Fan
attacking with a weapon). If you miss completely, the Speed is Effects: This uses your ninjutsu damage bonus, rather than
increased by 3, as you lunge and lose your balance. your physical damage bonus.
__>
--( Kashiwa no Hishou - Oak Flight
)--
Circling something large and blunt over your head, you slam
it into your opponent after a few rotations and completely
daze them. A powerful enough strike put in the right place
makes it hard for the enemy to focus on you, or even gives
them a bit of double-vision.
82
--( Fukumikuchi Hari - Hidden --( Mukadesuto - Centipede Strike
Mouth Needles )-- )--
The user is able to summon needles from within their mouth Using two weapons in conjunction with one another, the user
and spit them at their opponents with force comparative to strikes repeatedly, flowing from one strike to the next in a
have been thrown. It's useful at point-blank range for catching barrage of attacks that can quickly overwhelm most
the opponent by surprise, but becomes predictable with opponents.
repeated use. Stamina: As Dual-Wield Attack, +3
Stamina: As senbon multi-throw, +3 Damage: As Dual-Wield Attack
Chakra: 10, +X Speed: As Dual-Wield Attack +2
Damage: As senbon multi-throw Type: Dual
Speed: As senbon multi-throw, -2 Effects: Each time this attack is consecutively used (even if
Type: Senbon it misses!) the total Speed of the attack is reduced by 1, to a
Effects: This allows you to perform a multi-throw with minimum of half its original value. Additionally, the number
senbon, following normal multi-throw rules, even without the of dice on each weapon is increased by 1.
ability which would normally allow you to do so. If you can These benefits reset if you make a non-Interrupt action
multi-throw senbon without using this jutsu, it instead other than a dual-wielded attack with your weapons or
becomes an automatic Surprise Attack. movement, or if you go for 15 IC or more without using this
X is the number of times you have previously used this jutsu.
technique in the same battle.
Though this jutsu can be used as often as you wish, it may --( Kusari no Hebi - Chain Serpent
only be used as a Surprise Attack once every 100 IC; after )--
that, it's just not surprising. With sufficient practice, the user can throw their chain
weapon in such a way that it ricochets to strike their
--( Kage Shuriken no Jutsu - opponent multiple times, hitting and disarming them or
Shadow Shuriken Technique )-- tripping them at the same time, tugging on the chain to
The user throws multiple Shuriken at the same time, redirect it.
positioning them in such a way that one or more weapons Stamina: 16
can hide within the shadow of another in flight, making the Range: As Weapon
lower one(s) virtually invisible. Speed: +4
Stamina: 22 Type: Chain Weapon
Damage: As Weapon(s) Effects: If this hits, in addition to dealing damage you may
Speed: 22 either attempt to perform the E-rank taijutsu technique Trip
Type: Large Ranged Weapon or disarm a weapon they're holding. The Stamina costs and
Effects: You throw two of the same weapon, each doing Speds of these actions are included in this technique.
their normal base damage, and using half this technique's
Speed to determine how much they benefit from your --( Omo Hoshiga - Double Star
damage bonus. Fang ) --
If this hits and partial defense does not apply, combine the Several enemies running at an archer and getting in close
damage of the two weapons. If it hits and partial defense does could mean the end for an archer, but luckily you can fend
apply, one misses entirely and the other does full damage (not them off! Quickly drawing several arrows out, you load them
reduced by partial defense). all into your bow and fire them off in different directions. This
would be hard for most people, but luckily you're a ninja.
Stamina: (As Weapon) + 5 * X
Damage: As Weapon
Range: As Weapon
Speed: (As Weapon) + 3 * X
Type: Bow
Effects: You may target up to three additional people with
this attack; X is the number of people beyond the first who
you attack.
83
--( Soushuriken no Jutsu - --( Hamukau Kanjin - Vital Strike
Manipulated Shuriken Technique )- )--
- Whether it be to cut someone's achilles tendon, or to lop their
head off, blades have many ways to disable or execute their
You connect a thin, nearly invisible wire to shuriken or kunai wielder's opponents. Sneaking into your opponents defenses
when throwing them so that you can redirect them mid-air, or and getting in even one good attack can change a fight, or end
even attack people around corners or behind trees! a life!
Stamina: As Weapon +3 Stamina: +8
Damage: As Weapons Damage: As Weapon
Speed: As Weapon +3 Speed: As Weapon +5
Type: Small Thrown Weapons Requires: Slashing weapon
Requires: Ninja Wire
Effects:
Effects: If you miss with this technique you can make an You may give yourself a penalty of up to -(STR/10) Accuracy.
Accuracy roll with a +4 bonus; if this hits, your attack hits but For every -1, this attack's damage is increased by 10% for the
uses only half your damage bonus. purposes of inflicting wounds.
You can also attack a person who you don't have line of Even without any penalty, partial defenses are ineffective
sight on (say, they're around a corner) if you can somehow against this attack, and it is an automatic called shot (without
accurately perceive them; in this case the above paragraph the usual called shot penalty).
does not apply and this technique has a -2 Accuracy penalty.
Used with a multi-throw attack, this increases the total --( Mawarisuto - Rotation Strike )-
Stamina and Speed of that action by the appropriate amount.
The increase in damage bonus from multi-throwing (+0.5 per -
weapon thrown) is also halved by this technique if the Extending out a polearm, you hold one end with both hands
Accuracy roll is used. then commence whirling and spinning the polearm around
The total of Ninja Wire required is the range at which you yourself in large circles! If it has a blade of some sort, this is
make this attack, multiplied by the number of weapons even better!!
thrown. This does not need to be prepared in advance; you do
it on the spot and use precisely the right amount of wire, via Stamina: As Weapon
your ninja trickery. Damage: As Weapon
Speed: As Weapon +10
Requires: Polearm
C-rank
Effects:
--( Hirameku Yaiba - Flash Blade )-- You may attack anyone you choose within range 3. If you
Using the principles of Iaijutsu, the user takes up a neutral choose to target only one person with this attack it has +2
stance and, using a surge of chakra, rushes their opponent to Accuracy.
take them by surprise, redrawing the weapon and striking in
one quick movement. --( Raikogeki - Thundering Strike
Stamina: +5 )--
Speed: +4 Drawing your weapon back and then lunging out quickly, you
Requires: Sword make a precise strike aiming to injure, hopefully cause them
Effects: Make an Initiative roll, opposed by your opponent's; to bleed out a bit. Despite the slightly weakened nature of this
they have a cumulative +2 bonus for each time you've used strike, it's rather unnerving to be poked full of holes.
this (successfully or not) in this battle. If you fail, you perform Stamina: As Weapon +2
a regular sword attack. Damage: As Weapon
If you succeed, your attack receives the benefits of the Speed: As Weapon -5 (Minimum 3)
Iaijutsu ability, even if you've used that earlier in battle. Requires: Piercing Weapon
Effects: This inflicts Bleed 1. If used again while the
opponent is still suffering from that status, this instead
increases the Bleed's severity by 1.
84
--( Kashiraheki - Headsplitter )-- --( Jouro Senbon - Raining Needles
Hoisting your weapon into the perfect position, taking your )--
time to figure out the perfect swing, you bring it across This technique requires an umbrella and a plethora of
directly into your target, or perhaps from above, with needles! Filling them all into tiny spring-loaded
disastrous results! Unfortunately, while this may be perfect compartments, they all fire out as the umbrella is thrown into
for exploding someone's brains out, it's pretty obvious you ar the air, spinning. The user helps direct the needles with their
.getting ready to do just that! chakra, though only enough to make sure the needles spread
out well or hit their targets.
Stamina: As Weapon +10
Accuracy: -3 Chakra: 20
Damage: As Weapon Stamina: 10
Speed: As Weapon +5 Damage: As Weapons
Delay: As Weapon +3 Area: 50
Type: Blunt Weapon Speed: 30
Type: Needles, Umbrella (Set up beforehand)
Effects:
This technique counts as 10 Speed higher if you miss with it. Effects: Your umbrella is launched into the air, where it
Its total damage (dice + speeddamage bonus) is multiplied remains stationary. When first launched, and every 10 IC
by 2. If used with a two-handed weapn, the increased damage afterwards, for 50 IC, the umbrella showers the area with
bonus for holding it in both hands has a maximum of 1.5 (this needles. You may selectively choose who's targeted by this
will normally only be relevant if performing Headsplitter with technique with each volley, allowing you to exclude your
a Tetsubo). allies.
Each 'needle shower' is a senbon multi-throw, up to the
(Motsure Muchi - Entangling Lash) max number of senbon you can multi-throw (which is 1
without the appropriate ability). You must load the full
Instead of using the chain to strike at people from range and number of senbon this technique will use into it ahead of
then reel the weapon back to the user, they disable their time; if it runs out of needles early, it stops.
opponent with the length of chain, preventing them from For example, if the umbrella was firing 5 needles per
moving at the expense of losing use of their weapon. 'shower', at 4 targets, you'd need a total of 546 = 120 needles
Stamina: 16 loaded in the umbrella to make the full 6 attacks (one
Range: As Weapon inititally, then 5 over the next 50 IC).
Speed: 14 Targets may defend against these attacks as if they're
Type: Chain Weapon Speed 12. For the purpose of damage calculations, however,
they multiply your damage bonus by (the Speed you
Effects: You may use your weapon to grab ahold of performed Jouro Senbon at)/6, rounded down.
someone, as per the E-rank Grapple technique. You use your This selectively targets all your enemies in range. The
DEX in place of your STR for grapple checks using the whip. senbon from this technique do 20% more damage for every
Your opponent is considering to be 'grabbing' the whip. previous volley from that umbrella the victim was hit by.
Although they cannot attack it, if they gain control they may Thus, if you hit with the initial rain of needles, then twice
automatically disarm you. The victim may shift or break the more, then missed once, if the volley on IC 40 would deal
grapple as normal. +60% damage if it hit that same target.
You may perform any valid Grapple techniques which you This technique uses your base Accuracy for an C-rank
know of D-rank or lower, using your DEX in place of your Weapon Taijutsu, unmodified by status, wounds, temporary
STR. Yoou may not perform the Headbutt or Suplex bonuses, and so on, though penalties from Fatigue do apply.
techniques. It uses your physical damage bonus at the time you initially
While being used in a grapple, your whip cannot be used to launched the umbrella. You receive the benefits of your
attack or with other jutsu. Weapon Focus: Umbrella or Weapon Focus: Senbon,
whichever is higher. Because the attacks are made by the
--( Ni no Hoshi - Two Star )-- umbrella, and not you, you cannot modify them further (such
as with Willpower or AP).
Opening the fan two-thirds of the way for this attack, the user
lets out a strong gust of wind, hopefully blowing their
opponents away!
Stamina: As Weapon
Chakra: 20
Damage: As Weapon
Range: CHA/4
Speed: As Weapon +5
Type: Fan
Effects: This uses your ninjutsu damage bonus, plus half
your physical damage bonus.
85
Effects: While you maintain this technique, your weapons
--( Nenshou Hoshi Shuriken - gain the properties of your elemental affinity. When used
Burning Star Shuriken )-- against ninjutsu-based defenses, the weapon is considered to
Taking a large throw weapon, you slap several explosive tags be of the relevant element to determine how effective the
onto it and huck it at your enemies! Pretty simple, and pretty defense is against it. Additionally, it gains an additional effect
awesome! based on the element chosen (listed below). This technique
does receive your bonus to Chakra Exhaustion rolls from the
Stamina: As Weapon +10 Elemental Affinity ability.
Chakra: 10 * X If you're using Dual Weapons, Chakra Flow applies to both
Damage: As Weapon + Tags of them; otherwise, only one weapon benefits from Chakra
Speed: As Weapon + 4 * X Flow at a time. Any weapon you pick up or draw
Type: Large Thrown Weapon automatically benefits from your Chakra Flow. If holding two
Effects: non-Dual weapons, you may change which one receives
You may attach up to 3 Exploding Tags to the weapon; X is Chakra Flow's effects as a Speed 0 action.
the number of tags you attach. When making the attack, you Earth: Your weapon gains Stun 2, or +2 to its existing
also declare a Delay for the tags to explode, which can be Stun. Every time somebody already stunned is struck by
anywhere between 10 and 10+(Chakra Control skill ranks) your weapon, their Stun is increased by 1. Anyone who
IC. This explosion is centered on the location the target was parries your weapon successfully suffers the Stun 2 (or
when this attack was made, occurs whether the attack hit or +1).
missed, and follows all normal rules (damage, valid defenses, Fire: You add one third of your ninjutsu damage bonus to
etc.) for the class of explosive tags used. your regular damage bonus when using your weapon. To
determine damage you multiply your attack's damage by
--( Itowotoosu - Thread the Needle its base speed, rather than modified speed.
)-- Lightning: Any weapon that parries yours, or which yours
parries, has a cumulative 10% chance of breaking and
Attaching Ninja Wire to the end of an arrow, the shinobi fires becoming unusable each time. Any damage reduction an
and uses chakra to alter the course of the arrow in mid-flight. opponent has is halved, and you ignore the effects of any
This makes the shot extremely hard to avoid, at the cost of armor they're wearing.
living a wire leading back to the point of origin. Water: Your chakra can momentary liquify your weapon's
Stamina: As Weapon+8 physical structure, allowing it to pass straight through
Chakra: 18 anything in its way; it can't be parried by other weapons.
Damage: As Weapon Additionally, water's inherent fluidity and adaptability give
Range: As Weapon you +2 Accuracy, and an additional +2 when parrying.
Speed: As Weapon +8 Wind: The efficacy of blocking is reduced by 25%, and
Type: Bow your damage is considered 15% higher for the purpose of
inflicting wounds upon your enemies. If you're
Effects: Every 10 yards you are from the opponent when successfully parried by another weapon, your attack still
firing adds +1 to the Accuracy of this attack. Using this does 50% damage; this does not trigger any secondary
technique expends an amount of ninja wire equal to the effects of your attack (like status effects, such as Bleed).
distance between you and its target. After this attack is This is complicated slightly when two weapons augmented
resolved, you are automatically removed from stealth (if you by Chakra Flow interact, one parrying or being parried by the
were hidden to begin with). other. In these cases, if one of the elements is strong against
the other, the weaker element's Chakra Flow effects are
--( Chakura Nagashi - Chakra Flow ignored for the purpose of that parry. As a reminder: Fire
)-- beats Wind; Wind beats Lightning; Lightning beats Earth;
A technique which increases the potency of a weapon by Earth beats Water; and Water beats Fire. This doesn't apply if
running currents of chakra through it to enhance its existing the parry fails (if your Water weapon fails to parry their Fire
properties or adapt it to a situation. The user must remain in sword, it still does that extra damage to you), but in the case
physical contact with the weapon to sustain the flow of of Earth vs. Water, does allow an Earth weapon to attempt to
chakra, making this only effective with melee weapons. parry a Water one.
If you have an advanced elemental chakra nature (such as a
Chakra: 10 Senju's Mokuton), you choose which of the two appropriate
Upkeep: 6 effects you're using when you activated Chakra Flow. For
Speed: 6 example, as a Senju you could receive either Earth's stunning
Requires: Chakra Control 15, appropriate Elemental or Water's accuracy and parry effects. You cannot change
Aptitude which you've chosen without ending and then re-activating
Type: Melee Chakra Flow.
Despite this, it's still considered to be the advanced
element when put up against ninjutsu defenses.
86
--( Chakura Nagashi Shuusei -
B-rank Chakra Flow Modification )--
--( Hashadan - Blade Breaker )-- Converting one's chakra to an element other than their
You deliver an overwhelmingly powerful blow, often an affinity is difficult; doing so with chakra flow is even more so,
overhead strike, with all the force you can muster behind it; as it requires converting your chakra to the desired element,
what it gains in force it loses in precision, but its real purpose then reabsorbing it in a continuous stream.
is to destroy any weapons used by the victim for defense. Chakra: 20
Stamina: +10 or +X Upkeep: 12
Speed: +0 Speed: 10
Type: Melee, not Small Requires: Chakra Control 25, Chakra Flow
Type: Melee
Effects: This is used alongside any other attack with the
weapon, including weapon taijutsu. If the attack is Effects: As the C-rank Chakra Flow, but you may use
successfully parried or blocked by a weapon, the defender elements other than your affinity. You may only maintain one
makes a Stamina roll. The normal +5 bonus to Stanina rolls element of Chakra Flow at a time, even if you're holding two
per level of Fatigue is replaced with a -3 penalty (so someone weapons.
at Fatigue 3 would have a -9 penalty, instead of a +15 bonus). You must be able to use ninjutsu of the appropriate
The result of their roll becomes the X added to your element in order to infuse your weapons with that element of
attack's cost. Thus, if you used Blade Breaker with a Katana chakra.
(Stamina 12), and your opponent parried your attack and
rolled a 14 on their Stamina roll, the total Stamina cost --( Hien - Flying Swallow )--
would be (12+14) 26. The weapon used to defend against This technique expands upon the concepts developed when
your attack is destroyed. learning the Chakra Flow technique. Instead of altering the
If your attack is not (successfully) blocked or parried, its nature of chakra flowing through their weapon, the shinobi
Stamina cost is increased by 10 instead. If it is, but the changes the shape. This is used to expand the striking or
enemy's weapon cannot be destroyed for any reason, the cutting surfaces of the weapon with an invisible chakra blade,
Stamina cost is increased only by 5. point, or blunt end.
This will destroy weapons created by Water-Cutting Blade
and Earth-Smashing Staff, but not Burning Spear. The Chakra: 20
destruction of the enemy weapon takes place after their Upkeep: 6
defense is resolved (breaking the sword which parried your Speed: 10
attack does not prevent your attack from having been Requires: Chakra Control 20, Chakra Flow
parried). Type: Melee
--( Houfuku - Retaliation )-- Effects: The range at which your melee weapon can be
used increases by 1 (in most cases meaning that you can
A highly effective maneuver, the user deflects an opponent's make melee attacks from 1 yard away, instead of 0 yards), and
weapon with their blade and then follows through with the its damage is increased by 2 dice. This does mean that your
motion, using their existing momentum to launch a swift weapon no longer triggers most on-contact effects.
slash or jab at their assailant. Additionally, you gain a +3 Accuracy bonus with the
Stamina: 10 + (Weapon) weapon against anyone who is unable to see chakra (which
Damage: (Weapon) usually means Hyuuga and Uchiha only). Whenever you strike
Speed: (Weapon)/3, rounded down an opponent, make a Chakra Control skill roll against their
Type: Sword Espionage. If they match or beat your roll, the Accuracy
bonus is reduced to +1 for the remainder of the fight.
Effects: This is activated after successfully parrying a If you're using Dual Weapons, Flying Swallow applies to
weapon with your sword. You may immediately make a basic both of them; otherwise, only one weapon benefits from
weapon attack against the person whose attack you parried, Flying Swallow at a time. Any weapon you pick up or draw
using your normal Accuracy. This uses a third of your automatically benefits from Flying Swallow. If holding two
weapon's normal Speed, rounded down; before AP and non-Dual weapons, you may change which one receives this
similar effects, Retaliation's Speed may not go below 4. technique's effects as a Speed 0 action.
Due to their speed, Retaliation attacks cannot benefit from
the damage bonus multiplication of holding a weapon two-
handed. Attempting to parry an attack made with Retaliation
has a -4 penalty. You may not move as part of this attack.
87
Range: STR/3
--( Tsubasa Migaku - Blade Honing Speed: 12 + X * 5
)-- Type: Large Thrown
Despite being a fairly simple technique in concept, the Effects: You throw X Fuuma Shuriken or Large Star
precision necessary to perform it effectively, and without Shuriken, up to a maximum of STR/35 (May never exceed 4);
damaging one's blade, limits its use to more skilled shinobi. all the weapons you throw must be of the same type. If this
Focusing chakra along the edge of a bladed weapon, the user hits normally, its damage is increased by 5% per point it hits
creates a 'second', sharper blade of chakra that essentially by (if Fuuma Shuriken were used), or 10% per point it hits by
increases the weapon's sharpness, and also protects the (if Large Star Shuriken were used); this is then reduced by
blade itself from dulling. partial defense normally.
Chakra: 20 If Haruichiban misses, lower X by 1, its Speed by an
Upkeep: X/2 (round up) additional 4, and raise its Accuracy by 3. Repeat this until
Speed: 10 Haruichiban hits or X is 0.
Type: Slashing This effect does not alter Haruichiban's Stamina cost, or
what its Speed is for determining when your next action
Effects: Your weapon deals X extra dice of damage, but its comes (in other words: it lowers the number of dice rolled,
damage is reduced by (X*5)% for the purpose of determining and the Speed for damage calculations, only).
wounds. X has a maximum of (your Chakra Control skill Partial defense is less effective than normal against
ranks)/3. Haruichiban; for each point it hits by, it deals 25% of its full
If you're using Dual Weapons, Blade Honing applies to damage.
both of them; otherwise, only one weapon benefits from
Blade Honing at a time. Any weapon you pick up or draw --( Tentai-ite no Jutsu - Celestial
automatically benefits from Blade Honing. If holding two non- Archer Technique )--
Dual weapons, you may change which one receives this
technique's effects as a Speed 0 action. Every once in a while a shinobi gets it into their head that it
would be a good idea to use a bow as their primary method of
--( Ryuuketsu Ibara - Bloody fighting. This rarely ends well, but the shinobi flair for the
Thorns )-- dramatic is often powerful enough to override both their good
judgement, and any good advice they may receive. This
This technique coats the tip of a piercing weapon with a thin technique was developed by those sorts of shinobi, in an
layer of chakra which reacts to puncturing a victim's flesh. attempt to make their weapon of choice less painfully
When it does so, the chakra immediately forms a number of impractical.
small thorns which tear the victim's flesh when the weapon is The user concentrates chakra in their arms, speeding up
pulled out. The 'spikes' then return to being nothing but their draw speed and allowing them to subconsciously
formless chakra, ready for the next attack. correct their aim in an instant. The downside is that they
Chakra: 20 sacrifice a great deal of power when doing this--but, as many
Upkeep: 5 users of it will assert, the technique is "way too awesome" for
Speed: 10 that to be a serious concern.
Type: Piercing Stamina: 15
Upkeep: 2 + X/3
Effects: Your weapon inflicts Bleed 1 whenever it deals Speed: 6
damage. If the victim has an existing Bleed status, it Requires: 2 ranks in Weapon Focus: Bow
increases that status by 1. This explicitly stacks with the C- Type: Bow
rank Thundering Strike (meaning it's Bleed 2, or +2, if paired
with Thundering Strike). Effects: While you maintain this technique's Upkeep, your
If you're using Dual Weapons, Bloody Thorns applies to bow's Accuracy penalty is reduced by X. If X is set higher
both of them; otherwise, only one weapon benefits from than the value of your bow's Accuracy penalty (for example,
Bloody Thorns at a time. Any weapon you pick up or draw you set X = 10 and are using a Yumi), consider X to be just
automatically benefits from Bloody Thorns. If holding two enough to eliminate the penalty for this technique's other
non-Dual weapons, you may change which one receives this effects.
technique's effects as a Speed 0 action. The base Speed of your bow is reduced by X/2, and the
number of dice of damage it rolls is reduced by X. Your
--( Haruichiban - First Storm of damage bonus when using your bow, after being multiplied as
Spring )-- appropriate for the weapon you're using, is also reduced by X.
Your damage bonus or number of dice cannot be reduced to 0
The user of this technique throws multiple oversized or lower; if they would, you are incapable of maintaining
shuriken in quick succession, pausing just long enough Celestial Archer at that level.
between each throw to correct for their opponent's
movements.
Stamina: 14 + X * 8
Damage: ( (4 + STR/12) * X)d12
Accuracy: -3
88
Effects: X is the number of Shadow Clones you have armed
--( Gen'ei Tousekiki - Phantom with weapons which can be used with this technique, up to a
Ballista )-- maximum of 2. Crescent Moon Dance is always considered a
A distant derivative of the ubiquitous chakra flow technique, surprise attack, and defending against it must be done as if it
this concentrates chakra around the user's wrists and was half its actual Speed (if you used 5 AP to reduce it to
forearms. When an arrow is drawn back in a bow that chakra Speed 15, it would count as Speed 8; this would require a
extends to wrap around it, and lingers long enough after Speed 4 or lower Interrupt to defend against Crescent Moon
being fired to strengthen the impact. More ambitious users Dance).
can even form arrows out of pure chakra, though doing so Clones used with this technique must have the same
rapidly puts a strain on their reserves. weapon you do and be capable of attacking and dealing
damage. If you have two or more such clones that aren't
Chakra: 20 shadow clones (such a Rock or Water Clones), X is
Upkeep: 8 or 12 considered to be 1; X cannot go above without using actual
Speed: 12 Shadow Clones.
Requires: Chakra Control 20, Chakra Flow Attempting to parry Crescent Moon Dance requires the
Type: Bow defender to roll 2d20.takeLowest(1) in place of 1d20.
Effects: While this technique is maintained, your arrows Ninjutsu-based defenses do not suffer from this limitation.
deal an extra (CHA/12) dice of damage. For the purposes of Crescent Moon Dance cannot benefit from Iaijutsu (or, as a
ninjutsu-based defenses they are treated as being a ninjutsu result, Flash Blade), and the wounds it deals are reduced by
attack of your elemental affinity (Upkeep 8) or any element one category.
you have the ability to use (Upkeep 12), declared when you Crescent Moon Dance may not have its Speed reduced
activate this technique. If you use your elemental affinity, the below its Delay.
Chakra roll does receive the appropriate bonus.
Additionally, you may create arrows out of pure chakra. --( Ansatsu no Jutsu - Assassination
Attacking with these arrows replaces your bow's normal Technique )--
Stamina cost with an equivalent Chakra cost +5 (a Daikyu, A simple name for what is, at its heart, a simple technique:
Stamina 20, would become Chakra 25). These deal (CHA/8) the user crosses to their target and strikes a killing blow in
dice of damage, and use (ninjutsu damage bonus + physical less time than it takes for a human to blink. If successful,
damage bonus)/2 in place of your normal physical damage they'll strike a vital, unprotected location on their foe's body,
bonus. These arrows use d12 for their damage if used with a and in an instant seal that person's fate.
Daikyu, or d6 with a Yumi.
These arrows have a faint glow about them until they hit, a Stamina: 45
result of the chakra enhancing them. This tends to draw Chakra: 30
attention. When attacking from Stealth with Phantom Damage: As weapon.
Ballista (either a normal arrow, or one created from chakra) Speed: 20
your Stealth TN is reduced by 7 (rather than 5). Requires: Shunshin no Jutsu
Type: Small
A-rank Effects: This may only be used as a Sneak Attack.
Performing Ansatsu no Jutsu includes an activation of
--( Mikazuki no Mai - Crescent Shunshin, which must be used to move you into melee range
Moon Dance )-- directly behind your target (normal movement as part of an
Originally developed in Konoha, the technique has since been attack is not permitted).
imitated and reconstructed in other villages. The user attacks This attack bypasses armor and halves damage reduction.
at high speed, using a pair of clones to attack the target's Its damage is multiplied by 5 after all reductions are applied,
blind spots; this actually consists of several strikes in quick and it inflicts wounds of one category higher than normal. If
succession, the user changing location after each and losing partial defense does not apply, it instead inflicts wounds of
themselves among their clones. Understandably, this makes two categories higher than normal.
an effective defense against the technique difficult to come up Ansatsu no Jutsu's Speed may not be reduced, and for the
with. purposes of determining damage it uses the base Speed of
Ideally, this technique is performed using Shadow Clones; the weapon it was performed with (rather than the
other varieties of clones work, though are less effective, and technique's own Speed). However, for every 2 AP you spend
in a pinch a ninja can briefly create the necessary clones as when performing it you may reduce its effective Speed, for
part of the technique, though doing so is draining on their the purpose of determining valid defenses, by 1, to a
chakra, and the clones disappear immediately afterwards. minimum of 4.
Stamina: 30 + (Weapon)
Damage: Four times the normal amount of dice rolled by
your weapon.
Chakra: 30 - 15 * X
Speed: 20
Delay: 15 - 5 * X
Type: Sword
89
This technique does have a noticeable downside: the
--( Kadou Kikan - Vortex Engine )- afterglow of chakra left in your arrow's wake, while quite
- pretty, gives any enemies a pretty good idea of exactly where
Spinning their fan like a staff user would, this doesn't create you are. If you attack from Stealth while using Heavenly
an impenetrable defense, instead the fan is twisted to use all Arrow, your Stealth TN is reduced by 10 (instead of 5). This
that force to create massive wind gusts. replaces the similar effect in Phantom Ballista.
Stamina: 45 Earth: Your arrows inflict a Stun equal to the number of
Upkeep: 12 dice added by Phantom Ballista.
Damage: (Weapon's damage) *4
Speed: 16 Fire: Your arrows inflict Burns equal to half the number of
Range: CHA/6 dice added by Phantom Ballista, and an Ignite equal to
Requires: Fan (the number of dice added)/3.
Effects: When this technique is activated, everyone in front Lightning: Your arrows bypass Damage Reduction. If they
of you, in a tunnel-shaped space ten yards wide, can choose are faced with a ninjutsu defense which stops damage
to either take damage from this technique. or be knocked (such as Earth Shore Return), so long as they break
back CHA/6 yards. This requires no Accuracy; it cannot be through their damage is not reduced at all (but if they are
dodged, or parried by ninjutsu. Defenses which work without stopped, they are still stopped fully). Partial defenses from
a roll (such as Earth Shore Return) do function against it. ninjutsu defenses does not apply to your arrows.
This effect occurs again every 5 IC so long as you maintain
the Upkeep. Each time after the first, the divisor on your CHA Water: If your attack misses you may immediately roll
for the range (but not the distance knocked back) is reduced accuracy, with a +4 bonus, replacing your original
by 1 (to a minimum of CHA/1, 25 IC after you begin Vortex accuracy with the result.
Engine), and the Speed is considered 1 higher for the
purposes of determining damage. Wind: +2 Accuracy. If the arrow is dodged or parried, or
While this technique's Upkeep is maintained you may take partial defenses applies against either of those defenses,
no other actions, including Interrupts. The Stamina cost is the victim is still wounded as if they'd taken the attack's
paid only way in it's initially activated. If you use AP to reduce full damage (a piercing wound if partial defense applied, or
the Speed of the initial activation, the Speed of the damage slashing if they avoided it entirely) unless they succeeded
dealt every 5 IC afterwards is similarly reduced. by 6 points or more.
--( Tenya no Jutsu - Heavenly If you have an advanced elemental chakra nature (such as a
Senju's Mokuton), you choose which of the two appropriate
Arrow Technique )-- effects you're using when you activate Heavenly Arrow. For
The natural evolution of Phantom Ballista, this technique example, as a Senju you could receive either Earth's stunning
wreathes any arrows the user fires in elemental chakra, and or Water's accuracy roll. You cannot change which you've
leaves streamers of light in their wake for several seconds. To chosen without ending and then re-activating Heavenly
the delight of the more pragmatic ninja out there, the Arrow.
increase in power provided by this technique closely mirrors Despite this, it's still considered to be the advanced
its improved aesthetics. element when put up against ninjutsu defenses.
Chakra: 30 or +15
Upkeep: +6
Speed: 8 or +4
Requires: Phantom Ballista
Type: Bow
Effects: This may be used while Phantom Ballista is
already active (Chakra 30) or when you use Phantom Ballista
(increasing that technique's Chakra cost by 15). It increases
Phantom Ballista's Upkeep appropriately. Heavenly Arrow
adds a different effect to your bow depending on which
element you've chosen to use, as listed below. This applies
both to normal arrows enhanced by Phantom Ballista, and
chakra arrows created with that technique.
If used on its own (activated separately from Phantom
Ballista), Heavenly Arrow's Chakra roll receives the bonus
from your Elemental Affinity ability if you're using the
appropriate element.
90
--( Sanjuu Hayate - Three-fold
Gale )--
With this technique, three shots are fired in rapid succession.
With each arrow fired, the archer takes note of the effects of
drag and wind speed, as well as their opponent's reaction,
and compensates before launching the next arrow. In
addition to requiring an incredible degree of focus, this
technique is quite taxing to perform.
Stamina: As Weapon *3
Damage: As Weapon
Speed: As Weapon+15
Type: Bow
Effects: This attack consists of three separate shots. When
you attack make three Accuracy rolls, the first as normal, the
second with a +2 bonus, and the third with a +4 bonus. The
opponent makes a single defense against this attack, unless
they're parrying (not including ninjutsu-based defenses), in
which case they must defend against each one with a
separate parry roll and action.
Each arrow multiplies your damage bonus by half of
Sanjuu Hayate's Speed, but rolls its full amount of dice. The
damage of these shots is combined when damage reduction
is applied and to determine wounds inflicted.
If you have aimed your bow ahead of time (taking an Aim
action, as described in the bows themselves), that Accuracy
bonus applies only to the first of Threefold Gale's rolls.
91
Ninjutsu
1. Requirements
2. Special Rules
2. Special Rules Earth (Doton)
3. Fuuinjutsu
4. Medical Ninjutsu In the rare situation that there is no earth available (such as
on a boat), these jutsu are pretty useless. A few may remain
usable (if, for example, they involve you regurgitating huge
amounts of mud, instead of manipulating the environment),
==================== but most will not.
1. Requirements Fire (Katon)
Learning ninjutsu is a great deal of work; a ninja has to learn If you ever find yourself completely submerged in water,
how to mold their chakra, how to convert it to the right Katon jutsu won't work.
elemental nature, then how to properly project it, along with
memorizing all the necessary handseals... for each individual Lightning (Raiton)
jutsu they know. Nothing out of the ordinary here! This is chakra-based
There are three ways you can qualify to learn ninjutsu of a electricity, not real electricity, so it has no special ability to,
given rank. say, electrocute everyone in contact with water, or anything
The first is Chakra Control skill ranks: With sufficient like that.
control over your chakra it becomes easier to mold it
efficiently, and mold the vast amounts of chakra used in Water (Suiton)
higher-end techniques with the appropriate precision.
Next is Research skill ranks. You can make up for poor Water is at a disadvantage among elemental jutsu in that it
chakra control by knowing how chakra behaves even when requires raw material to use (earth techniques do as well, but
you can't control it, and understanding what they technique is it's rare to find oneself in a situation without ground).
trying to accomplish. Accordingly, most water jutsu require some amount of
Finally, character rank. Once you have enough pull in your 'gallons of water' to be performed, listed as a Requirement.
village, you can bother the right people to teach you how to This water has to come from somewhere. Unless the fight
use techniques without getting brushed off for wasting their is taking place is near a river (a small stream won't cut it) or a
time. lake, or, say, on a boat, it's not going to be from the
You need to meet any one of those requirements for a given environment.
jutsu rank to learn those jutsu. They are listed... below. There are two ways to bring water into a battle where there
otherwise is none: the first is to physically carry it, typically in
Rank: a large gourd (see the Equipment chapter). The other is the C-
E: Genin rank Water Creation Technique.
C: Chuunin, Special Jounin Used water is typically scattered across the battlefield,
B: Jounin
meaning it cannot be used in a technique--it is 'lost'. However,
the E-rank Water Gathering Technique allows you to reuse
Chakra Control: this 'lost' water--if you're going to be using Suiton Ninjutsu,
D: 5 learn it!
C: 15 You can't use water someone else is carrying into battle,
B: 25 but water in the environment is fair game.
A: 35
Research:
Wind (Fuuton)
D: 5 Blocking reduces the damage of Wind techniques by only
C: 12 25%.
B: 22 A rare form of combat is using a fan to perform fuuton
A: 32 jutsu. It's not without its advantages: using the fan you can
====================
rapidly manipulate wind and infuse it with chakra, removing
the seal speed from the technique you're using. However,
doing this can be tiring, and as such it adds a Stamina roll
with a difficulty of 5 + (half the technique's Chakra cost),
made at the same time as the normal Chakra roll.
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====================
4. Medical Ninjutsu
3. Fuuinjutsu One of the few good things the development of ways to
control chakra has brought to the world is the appropriately
Fuuinjutsu, or sealing techniques, are, as the name suggests, named medical ninjutsu. These are techniques which safely
techniques which use chakra to form specialized 'seals'. transfer chakra to another person, or use it to accelerate the
They're difficult to use, and have limited combat viability. natural healing process, cure maladies, and otherwise
What makes them useful is that these seals are stable. ameliorate suffering and avoid unnecessary casualties.
Normally, any sort of chakra-based effect will expire soon Medical ninjutsu also has a darker side. The pioneers in
after its user stops applying chakra to it, the energy the field learned the secrets of the human body so that they
dissipating back into the world. Seals don't, and depending on could help people, but more than a handful of infamous
the individual seal and the skill of the user some can last for missing ninja of the past have found ways to weaponize it, or
decades if left undisturbed. worse.
The downside is, they're counterintuitive and complicated. Unless otherwise specified in their descriptions, you may
To learn fuuinjutsu, you have to meet all the requirements not use any medical jutsu on yourself.
listed for a given rank.
For the sake of quick reference, the jutsu
D: 5 Chakra Control, 5 Research a medic may perform on themself are: Vital
C: 12 Chakra Control, 15 Research, Seal Training (talent)
B: 20 Chakra Control, 25 Research, Seal Training (talent) Repair, Tourniquet Technique, Temporary
A: 30 Chakra Control, 35 Research, Advanced Seal Training Suture, and Mystical Palm.
(ability)
If any Medical Ninjutsu technique has a listed Upkeep, that
Upkeep is paid by the recipient of the technique, rather than
the medic; this represents the medic adjusting the flows of
that person's chakra to preserve their health. This does mean
that those techniques can be voluntarily (or forcibly) ended,
though the "Dazed" Wound will specifically not do so.
You must meet all listed requirements to learn medical
ninjutsu of a given rank.
D: 5 Chakra Control, 5 Medicine, Medical Training (talent)
C: 10 Chakra Control, 15 Medicine, Medical Training (talent)
B: 20 Chakra Control, 25 Medicine, Advanced Medical
Training (ability)
A: 30 Chakra Control, 35 Medicine, Advanced Medical
Training (ability)
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General Ninjutsu
E-rank Effects: You look like another person. At a glance, this is
nearly flawless. Of course, the technique has many
--( Bunshin no Jutsu - Clone Technique weaknesses: if you don't know about, say, a birthmark, then
)-- your Henge wouldn't reproduce it.
One of the three basic ninja techniques, this creates one or If someone interacts with you and knows the person you're
more intangible copies of the user. These are nothing but trying to imitate, they have an opposed Espionage roll (with a
weak constructs of chakra, and cannot interact with the +5 bonus; +10 if it's someone they know exceptionally well,
world around them--though they can speak. such as a sibling or loved one) against yours to see through
Chakra: 10 + 3 per clone the Henge.
Speed: 6 + 1 per clone Beyond just that roll, there are ways a Henge can
Seal Speed: 4 + 1 per clone automatically be seen through--not knowing a password, or
saying something the person you're trying to imitate would
Effects: You may create up to 3 clones. During this process never say.
you can 'hide' among your clones, making it impossible to tell On the other hand, you could just Henge into someone
which one is the fake. Any targeting you must roll 1d(1 + other than yourself.
number of clones). On a roll of 1, it targets you; on anything If you try to turn into some piece of scenery, any ninja who
else, it aims at a clone; clones cannot dodge, parry, or use come within 10 yards of you have a chance to notice the
jutsu. A clone that's been hit is destroyed; if you're hit, your deception; you have an Espionage roll with a +10 bonus
clones remain but are mostly useless (as you've been against their Awareness to remain concealed.
identified by your opponents). If you make new clones (of the Any time you take damage, your Henge effect ends
same type, or a different variety), all your pre-existing ones immediately; it's just an inherent flaw in the technique.
are immediately destroyed.
Several other actions related to this jutsu are significant. --( Kawarimi no Jutsu - Substitution
Hide Among Clones (Speed 4, or Speed +6) You pull off a Technique )--
quick shell-game maneuver, confusing your opponents. If The final of the three basic ninja techniques--along with
they've singled you out from your clones, and you're free to Bunshin and Henge--is the substitution technique, allowing a
maneuver, you may do this to hide yourself. You roll Stealth ninja to move so quickly they cannot be seen by the naked eye
against their Awareness skill; success means you've once and replace themselves with a wooden log (don't ask where
again concealed yourself. Doing this alone is a Speed 4 the wooden logs come from) or other harmless object.
action, but it may also be used with another action (such as Chakra: 10
an attack) by increasing that action's Speed by 6. Special: Interrupt
Observe (Speed 4) Anyone can try to observe you and your Speed: +4
clones to try and find a discrepancy, such as the clones not Seal Speed: 4
casting shadows or not leaving footprints behind. This allows
them to make an Awareness roll against your Chakra Effects: This technique is activated after you have failed to
Control; if they succeed, they can tell you apart from all your dodge an attack, but the damage would be reduced by partial
clones, and recognize those clones as such, until you hide defense. In the case of non-damaging techniques, this can be
among them again. used whenever it hits by 5 points or less. As long as the
dodge's new Speed (including the +4 from Substitution, and
--( Henge no Jutsu - Transformation its Seal Speed) would still be valid for interrupting (you may
Technique )-- spend AP to reduce Kawarimi's Speed, as usual, but may not
This technique is as common as it is basic, yet to the ordinary reduce the original dodge's speed at this point), you can pay 5
civilian it's one of the most mysterious and feared capabilities AP to fully dodge that attack.
ninja possess: the power to take the shape of another person. Each time you use Kawarimi, its AP cost is increased by 5
With this jutsu a ninja can alter their appearance to match for the rest of that battle. The second time you used
that of another person or object. If used to transform into Kawarimi would cost 10 AP, the third would cost 15 AP, and
anything but another human, it only lets you take on the so forth.
thing's shape and basic physical characteristics: turning into If Kawarimi's Seal Speed is reduced to 0, you can perform
a rock wouldn't make you nearly invulnerable, turning into a it without handseals.
bird would not let you fly, and while you could transform into
a particularly large shuriken your 'edges' would be too dull to
cut with--in the last case, however, you would be fairly
aerodynamic.
Chakra: 5
Upkeep: 0
Speed: 10
Seal Speed: 4
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After successful use of Kawarimi, you may immediately --( Shunshin no Jutsu - Body
attempt to Hide. Doing so has a cumulative -2 penalty each Flicker Technique )--
time after that you use Kawarimi to do this in a single battle.
Used this way, your opponent is allowed an immediate A high-speed movement technique which allows the user to
Awareness roll against your Stealth TN (though this does not travel incredibly distances in the blink of eye; used by a
apply to the cumulative bonus they would get for searching sufficiently powerful ninja, this can be mistaken for
for you). teleportation by an untrained observer.
--( Ninshiki Kaado - Ninja Info Chakra: 10
Speed: 2
Cards )--
This jutsu uses specially prepared cards capable of being Effects: You move as far as you could in a Speed X move
encoded with chakra. Although the cards appear blank, action, where X is how many AP you choose to spend on this
anyone familiar with this technique will be able to identify technique. There is no limit on how many AP you may spend.
them. You may use this in place of normal movement to help
The cards themselves are a trivial purchase (no cost or dodge an area-of-effect technique. Use your AP spent, rather
equipment entry associated with them). When chakra is than the Speed of the attack and your normal movement
applied to them (via use of this jutsu) they can be encoded speed, to determine how close to the edge of the effect you
with hidden information. This information can be retrieved can get. This increases the Speed of your dodge by 2.
the same way, but only by the person who stored the
information to begin with. --( Kanashibari no Jutsu -
Temporary Paralysis Technique )--
Chakra: 5
Range: Touch This technique temporarily restrains the victim with chakra,
Speed: 4 as if they were bound by invisible steel chains. Used
Seal Speed: 7 effectively, it can temporarily debilitate a target for a short
period of time.
Effects: Performing this technique requires a surface to
rest the cards on as they are encoded, one at a time, with Chakra: 16
chakra. Essentially any kind of information (images, graphs, Range: 20
maps, text) can be placed on the cards, though their size is a Special: Stun 5, Paralysis 3
limiting factor. Since these can not be used to pass messages, Speed: 8
they're typically used for more mundane uses, like holding Seal Speed: 8
ones shopping list. Effects: This technique's Paralysis ends once its stun has
expired. If used on an already-stunned victim, the Paralysis
D-rank lasts until they recover from that stun.
--( Genjutsu Kai - Genjutsu Release --( Utsusemi no Jutsu - Cicada Shell
)-- Technique )--
The most common and perhaps most effective method of One of the oldest, most iconic techniques possessed by
combatting genjutsu, if one ends up caught up in one and ninjas, in the eyes of civilians. It's very useful for the ninja
aware enough to realize it. Kai involves temporarily stopping who are concerned with acting "ninja-like", as it allows a
the flow of chakra throughout the body, and then sending a shinobi to project their voice over an area while concealing
burst to the brain in an attempt to force the attacker's chakra their presence. This means that a shinobi can talk to
from their body. someone without giving away their location, and can also be
Chakra: 10 + X very unnerving.
Speed: 8 This isn't a megaphone, and it doesn't let you broadcast
Seal Speed: 5 your voice over entire towns. Your voice won't carry any
farther than it normally would, but it seems to be coming
Effects: This can be done on yourself, or someone else, but from all around.
you must be able to touch the other person when performing
the jutsu. This allows the person it's used on to make another Chakra: 5
roll against a Genjutsu affecting them, with a bonus of X. X Upkeep: 0
has a limit of (5+XP/300). This may also be done against Speed: 2
area-of-effect genjutsu, in which case this technique's user Seal Speed: 4
makes a genjutsu roll against the original roll made by Effects: As described above, you can speak freely while
whoever put the technique in place. If successful, the hidden without giving people any indication of where you
technique is dispelled in its entirety. might be hiding.
Activating Utsusemi while in hiding does not break stealth
(unlike normal ninjutsu).
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Effects: This requires you to be in a city or other area
--( Haruka Bakuhatsu no Jutsu - which has roofs (with tiles).
Remote Detonation Technique )-- This is treated as a multi-throw, with the Chakra cost
Explosives are useful; and, more importantly, who doesn't replacing the Stamina cost. You may 'throw' up to CHA/10
love explosions? However, needing to be at ground zero of an roof tiles, which deal 2d10 damage each. The Speed is the
impending explosion to set tags off is something which many normal Speed of a multi-throw launching that many
shinobi, understandably, have reservations about, and projectiles.
severely diminishes the potential tactical uses. This technique inflicts Blunt wounds.
Hence, this technique! It allows a shinobi to detonate
multiple exploding tags from a distance--not as great a --( Chakra Strengthening )--
distance as most would like, or as many as most shinobi A fairly simple, yet often impractically demanding technique.
would prefer, but it's better than doing it the old-fashioned The user channels chakra into their limbs, increasing their
way. speed and strength. Despite being very good at what it does,
Chakra: 10 + X * 3 it rapidly takes a toll on one's energy reserves.
Range: CHA/10 yards Chakra: 15 + 3 * X
Speed: 12 Upkeep: 2 * X
Seal Speed: 4 + X * 2 Speed: 10
Effects: You detonate up to (Chakra Control skill ranks)/5 Effects: You have a +X bonus to you your physical damage
exploding tags within this technique's range. This only works bonus and dodge while you maintain Chakra Strengthening.
on tags which you have primed. X is the number of tags you X has a maximum of 5.
detonate.
When using this technique, you may select a delay between
10 and (10 + Chakra Control skill ranks) IC--after that much --( Soushuujin - Manipulating
time has passed, the tags will explode, damaging anyone Attack Blades )--
within their range as usual. This technique allows the user to briefly levitate multiple
kunai in mid-air using chakra, and then direct them at an
C-rank opponent, more quickly than if each was being thrown
individually.
>--( Sanzengarasu no Jutsu -
Scattering One Thousand Crows Chakra: Special
Damage: Special
Technique )-- Speed: 4 + Special
This summons a flock of chakra-created and -guided crows Effects: This supplements a multi-throw action. The
which surround and disorient them. The crows continuously Chakra cost is equal to the multi-throw's Stamina cost; the
multiply and clone themselves, and will soon surround the Damage is that of the multi-throw, though your ninjutsu,
target entirely. rather than physical, damage bonus is used. You use CHA/10,
Chakra: 25 rather than DEX/10, to determine how many kunai you may
Range: 40 throw.
Speed: 12 Because this technique essentially throws the projectiles in
Seal Speed: 13 a straight line, and lacks something in precision, it cannot be
used with shuriken (of any form) or senbon; only kunai.
Effects: This inflicts a -1 visibility penalty which increases The Speed is 4, plus half the Speed of the regular multi-
every 10 IC until reaching -10; 10 IC after that, it dissipates throw action.
entirely. It can be dodged.
The application of an area-of-effect attack will destroy the
crows, if it actually hits this technique's victim.
--( Kawara Shuriken - Roof Tile
Shuriken )--
This technique lifts up nearby roof tiles and launches them at
an opponent. The chakra used starts the tiles spinning and
allows them to be controlled remotely, in addition to making
them far stronger than normal roof tiles would be.
Chakra: Special
Damage: Special
Accuracy: +2
Range: CHA/3
Speed: Special
Seal Speed: 10
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Tags placed with this technique may not be set off via
--( Kuchiyose no Jutsu - Summoning Remote Detonation, nor may they be part of more than one
Technique )-- 'set' of Triggered Detonation tags. All tags linked by a single
One of the simplest techniques in the esoteric discipline of usage of Triggered Detonation must be within (Chakra
space-time ninjutsu, the summoning technique allows a ninja- Control ranks) yards of each other.
-the summoner--to transport creatures over great distances
instantly. B-rank
Most of these summons take the form of giant, intelligent
animals. --( Shoushagan no Jutsu -
Chakra: Varies Vanishing Facial Copy Technique )-
Speed: Varies -
Seal Speed: Varies Developed for spying and infiltration, this technique is highly
Requires: Summoning Contract effective, but grisly enough that most shinobi will deign not to
Effects: Even if you know this technique, you may not even learn how to perform it, regardless of its efficacy.
summon anything until you have a contract with it. These are With this technique, you steal the face off of a corpse and
supernatural contracts with, as mentioned above, make it your own.
supernatural animals. Chakra: 15
What you can summon, and what it does, depends on the Speed: 10
nature of the contract.
These contracts are often known as "blood contracts", both Effects: You physically remove the face from a corpse and
because they're signed in blood, and because performing place it on top of yours. The body in question must be
Kuchiyose no Jutsu requires an offering of the user's blood. recently deceased (within the past 24 hours) and not
It's not very much; a few drops will suffice, as long as it's grievously mutilated (no Severe or higher Head wounds).
fresh. Some ninja will make a small cut on their arm or palm, Your voice and skin tone will change to match that of the
though dedicated summoners prefer the rather unsightly person whose face you stole, but your height, build, and
expedient of biting themselves, often on the pad or back of gender will not. The face merges with your own seamlessly.
their thumb, hard enough to draw blood--summoning-focused Unlike henge, use of this technique is completely
shinobi can sometimes be identified by the small, deep scars undetectable by doujutsu and similar chakra-viewing effects.
in those locations. This can be maintained indefinitely, but a Major or worse
If you have a summoning contract (usually obtained from Head wound of any sort will cause the stolen face to tear,
the Summoning Contract talent) you can learn Kuchiyose no revealing (part of) your own beneath it. Aside from being a
Jutsu without meeting the normal requirements to learn C- fairly disturbing sight, this sort of ruins the subterfuge
rank ninjutsu. aspects of the technique. At that point, your face and skin
tone return to normal.
--( Kikkake Bakuhatsu no Jutsu - You may peel off and discard the face at will, ending this
Triggered Detonation Technique )- jutsu whenever you please. A discarded face cannot be
reused.
- Learning this techniques causes you to have a one-time
Explosives are, to say the least, useful. Unfortunately, their increase of +10 Infamy.
utility as traps is severely limited by the fact that, normally,
someone must be nearby watching over them to have them --( Senri Bakuhatsu no Jutsu -
explode when necessary. Long-Range Detonation Technique
This technique allows tags to be set to detonate in advance, )--
which both makes them viable as traps and allows the
shinobi who placed them to attend to other matters. An improvement to the more basic remote detonation
technique. As ninja become more powerful, they inevitably
Chakra: 15 + 5 * X find themselves needing bigger explosions, and by extension,
Speed: 20 + X * 10 the ability to not get caught in their own explosions.
Effects: You place X tags (up to a maximum of Chakra Chakra: 15 + X * 4
Control)/5. One or more (up to 'all') of these tags may be Range: CHA/5 yards
designated as 'triggers'. When performing this technique Speed: 14
specify a range between 0 and (Chakra Control ranks)/5 Seal Speed: 6 + X * 3
yards, and a time between 10 IC and 10 + (Chakra Control Requires: Remote Detonation Technique
ranks) IC.
Whenever someone comes in that many yards of a trigger Effects: You detonate up to (Chakra Control skill rank)/5
tag, all the other tags it is linked with (by that usage of exploding tags within this technique's range, with X being the
Triggered Detonation) will detonate that many IC later. number of tags you detonate. In all other regards, it functions
identically to the D-rank Remote Detonation Technique.
97
The cloud is a poison with the following effects: Poison:
--( Kekkai Houjin - Barrier (Toxicology)/5 Paralysis: (Medicine)/6 Suffocation:
Encampment Method )-- (Research)/10, applied every 10 IC
One of the most tried-and-true methods of setting traps using Additionally, the cloud itself has a (Chakra Control)/5
explosives, this puts an array of four explosive tags around visibility penalty throughout its entire area.
the boundary of an area. If anyone tries to pass through the The duration of this poison (how long it will last once
area the tags will detonate, spelling misfortune for the target. somebody's exited the cloud) is the sum of your ranks in all
Rumors of this technique "misfiring" and eradicating deer those skills. The cloud itself will last twice that long, after
and bears are largely fabricated. Humans and summon which point it will harmlessly dissipate.
animals will trigger it, but not ordinary fauna. You are not immune to your own poison mist.
Chakra: 30 --( Hari Jizou - Needle Jizo )--
Range: Special
Requires: Triggered Detonation By directing chakra into their hair, the shinobi causes it to
grow rapidly. This results in their hair not only getting longer,
Effects: This technique cannot be used in combat, as it but also growing in volume and hardening into what amounts
takes a few minutes to set up appropriately. You place four to a forest of sharp, needle-thin and iron-hard spikes. Even
exploding tags at the corner of a square or rectangle, facing the best-groomed hair becomes wild and spiky under the
inwards; they can be hidden if you have the Tag Concealment effects of this technique! This can be used for a number of
ability. derivative techniques, and on its own provides a surprisingly
Each side of the square they form can be up to double the strong defense, as the hair will wrap around its owner to
Area of the tags you're using in length. When someone moves protect them from attacks.
to leave the area (meaning if they travel in any direction from When this technique ends, the user's hair returns to its
the center, or get part way in and then turn around), the tags normal length.
will detonate 10 IC later. Anyone who hasn't escaped the area
(or otherwise defended themselves) by then will take the Chakra: 20+3*X
combined damage of three exploding tags, regardless of their Speed: 10
location within the boundary. Seal Speed: 15
Notably, anyone outside the 'barrier' is unharmed; part of Upkeep: X
this technique is that it directs all the explosive force inwards. Effects: X has a maximum of 10. Your hair's length
Directional defenses (such as Earth Shore Return) are increases by X feet! However, now you have a lot of bulky,
insufficient to protect against this, a the explosion originates chakra-strengthened hair, that gets in the way when you're
from multiple directions. trying to do super-fast ninja battles. When dodging, or moving
as part of an attack, you suffer an X/2 immobilization penalty
--( Dokugiri - Poison Mist )-- (rounded up); in the case of moving while attacking, this
One of the most disproportionately difficult techniques to applies to the distance you can move, the Accuracy of the
master, this technique requires its user to have advanced attack itself, and anything else you may need to do until the
knowledge of chemistry, poisons, and medicine. On top of next IC.
that, it requires exceedingly precise chakra control. You gain a Damage Reduction of (Ninjutsu damage bonus)
The user gathers chakra in their lungs and molds it into a (X)/2, which is doubled while blocking. Additionally, the
highly toxic chemical substance, which they then exhale damage you take is considered (2.5)(X)% lower for the
through their mouth, at which point it forms a large, purplish purposes of determining wounds. Anyone attacking you from
cloud. a distance of (X/3) yards or less will take (your ninjutsu
damage bonus)*(speed of their attack) damage; this does not
Chakra: 40 apply if X is 2 or lower. So long as X is 3 or higher, this
Range: 35 applies to all melee attacks.
Area: 30 As a Speed 10, Chakra 5+5*Y action, you may increase X's
Speed: 18 value by Y, up to the maximum of 10.
Seal Speed: 20 Whenever you suffer an Ignite effect, X is reduced by half
Requires: 25 Chakra Control, 25 Medicine, 25 Research, the Ignite's severity; whenever your suffer a Slashing wound,
25 Toxicology X is reduced by 1 per level of the wound's severity (1 for a
Minor, 2 for a Major, and so on).
Effects: When you create the mist, roll the lower of your If X is reduced to 0, this technique ends.
Chakra Control, Medicine, Research, or Toxicology skill rolls
(all of those factor into creating the poison properly, and a
deficiency in any of them will weaken it). This is the TN to
avoid being poisoned while in the cloud.
Anyone inside the mist when it's created, or who passes
through it, must make a Resistance roll against that number,
and another one every 10 IC that they spend inside the cloud,
as well as one any time they make a Stamina roll inside it.
98
Techniques performed this way use (ninjutsu damage
--( Hari Jigoku - Needle Hell )-- bonus + X) rather than your physical bonus. You use CHA in
While Needle Jizo is active, the shinobi focuses more chakra place of STR for your damage dice and grapple checks, and
into their hair. There is a telltale bristling and very obvious have a +X bonus to your grapple checks with Art of the
'aiming' of their hair, before they fire of hundreds of Raging Lion's Mane. If an opponent fails an Escape Grapple
sharpened hair-needles at nearby enemies. While these are attempt by 20 or more, they are unable to break free; Escape
very tiny, there are enough of them, moving fast enough, to Grapple simply fails, with a Speed of 4 and a Stamina cost of
pose a credible threat to all but the hardiest of shinobi. (4 + the amount they fail by, as normal).
You do not suffer any of the normal downsides from being
Chakra: 25 involved in a grapple, and your opponent cannot perform
Damage: 10d4*X grapple techniques against you. They may not shift the
Speed: 15, Delay 5 grapple, only break free. If you and your victim move more
Seal Speed: 0 than this technique's range from one another, they break free
Area: Line X yards wide, to a range of X*5 yards automatically. Once they do break free, your Needle Jizo ends
Requires: Needle Jizo active (its X being set to 0). If you end Art of the Raging Lion's Mane
Effects: X is a value up to Needle Jizo's current Upkeep; yourself, however, Needle Jizo is not ended prematurely.
after using Needle Hell, Needle Jizo's Upkeep (and other, While using Art of the Raging Lion's Mane you do not
related effects) are reduced by X. When performing Needle receive any of Needle Jizo's normal benefits, but do suffer its
Hell, you multiply your ninjutsu damage bonus by the lower of normal penalties.
(X2) or the technique's Speed; thus, if you did not lower its __
Speed with AP, and set X = 4, you would roll damage as
10d44+(ninjutsu damage bonus)*8. A-rank
When this technique's Delay ends, anyone in the area will
be automatically struck by the flying needles; raising ninjutsu- --( Toumegane no Jutsu - Telescope
based defenses ahead of time (such as Earth Shore Return or Technique )--
Water Encampment Wall) is explicitly allowed and
automatically successful, but no defensive interrupts (such as A very advanced, and in the right hands powerful, technique
dodging) function against this technique. In addition, any this jutsu can only be performed by the most skilled of
Damage Reduction a victim has is doubled against Needle Shinobi. Utilizing an expensive crystal ball and intense
Hell's damage. concentration, the user can view locations from extremely
long distances.
--( Ranjishigami no Jutsu - Art of Chakra: 30
the Raging Lion's Mane )-- Speed: 10
Using their empowered hair, the Shinobi extends and Seal Speed: 500
manipulates it to grapple with and usually heavily damage Upkeep: 30
their target. Range: (Chakra Control / 10) Miles
Requires: Chakra Control 50, Crystal Ball (see below)
Chakra: 35 Effects: As a Speed 10 action you may focus the Crystal
Speed: 12 Ball's view to any location within range and view the area
Seal Speed: 20 through the ball. This cannot penetrate chakra shields, nor
Range: X*10 yards can it move its view around quickly. A speed 10 action is
Requires: Needle Jizo active required to change the crystal's viewpoint even slightly.
Effects: This technique uses the current upkeep of Needle There is another feature, which requires the user to know a
Jizo as X. person's chakra signature intimately. This means spending
When using this technique, make an Accuracy roll which time studying them while training with ninjutsu in a calm
ignores immobilization penalties. If it hits, your hair grapples setting for at least 5 minutes. Once a person's chakra
the target; you may then immediately use an Grapple signature is known, this technique can be performed to focus
technique of B-rank or lower that you know, with no Stamina in upon that person, following them around near flawlessly at
or Chakra cost, at only half its normal Speed. So long as your up to double the normal range. Note, this still cannot be used
hair maintains this grapple, you may continue to use it to to locate someone hidden behind a chakra barrier of any sort.
perform grapple techniques; your hair has up to X 'limbs', for The crystal balls used in this technique are expensive,
the purposes of determining which locks and holds you can costing 2000 Ryo. They're also rare and typically need to be
maintain. All Grapple techniques after the first use their custom made; they can only be purchased with Savings, not
normal Speed, and have a Chakra cost equal to (and Requisition.
replacing) their normal Stamina cost.
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Like the explosions from Exploding Tags, it is not possible
--( Meisaigakure no Jutsu - Hiding to dodge the detonation of this technique. Each type of clone
With Camouflage Technique )-- is considered to be an elemental ninjutsu of its appropriate
An advanced technique where a ninja distorts how light is element (shadow clones being non-elemental). Mud, Water,
reflected around their body with chakra inflections, which and Shadow Clones inflict Blunt wounds. Rock Clones deal
makes them almost invisible to most normal senses. Slashing damage, and Lightning Clones cause Energy
wounds.
Chakra: 35
Upkeep: 5 Mud Clones Chakra: 10, +10/clone Damage: 20d20*1 per
Speed: 10 clone Anyone hit suffers an Immobilization penalty of 2,
Seal Speed: 20 +2 per clone. This penalty is halved (round down for the
new value) every 10 IC.
Effects: This technique may be used when already in
Stealth; it raises you to level 3 Stealth. If you end this Rock Clones: Chakra: 15/clone Damage: 25d20*1 per
technique's Upkeep, you are lowered to level 2 Stealth. If you clone Anyone hit suffers a Bleed status of 5/clone, and a
break your Stealth for some other reason (such as moving, or Stun of 3/clone.
attacking), then Meisaigakure also ends.
Once hidden by Meisaigakure, you are effectively invisible Lightning Clones: Chakra: 10, +20/clone Damage:
so long as you maintain its Upkeep. You could use this in the 3d100.open(60) per clone Anyone hit suffers a Paralyze 4
middle of a room and then go unnoticed when a group of if one clone was used, or 8 for two clones. This penalty is
people entered and had a conversation--though it does not halved (round down for the new value) every 20 IC.
make you intangible.
If an enemy has a heightened sense of smell (such as an Water: Chakra: 12/clone Damage: 8d20+100, per clone
Inuzuka's ninken) or a doujutsu capable of viewing chakra, When the clones explode, they do so with enough
then your Stealth TN is considered 10 points lower (as if you concussive force to daze anyway hit. They inflict a visibility
were only in level 2 Stealth) for the purposes of hiding from penalty of -4/clone, which cannot be mitigated by the Blind
them. Fighting ability. The penalty is halved (round down) every
10 IC. After the clones explode, the water used to create
--( Bunshin Daibakuha - Clone them (4 gallons per clone) is returned to the battlefield.
Great Explosion )-- Shadow: Damage: 15d20.open(11) per clone Stun:
Fundamentally, most clones are little more than dense, 15+5/clone Performing Clone Explosion with Shadow
mobile bundles of chakra. This technique takes advantage of Clones has no Chakra cost.
that by essentially converting them into bombs, overloading
them with the user's chakra and sending them to converge on
a single point before exploding.
Chakra: Special
Range: CHA/4
Area: 25
Speed: 16, Delay 6 + Special
Seal Speed: 24
Effects: After finishing this technique's handseals, some or
all (your choice) of your clones will charge towards a specific
location before exploding. Clones activated with this
technique can no longer take any other actions, but nor can
they be destroyed by other means, and they no longer provide
the normal benefits of clones (that is, the chance that an
opponent will accidentally strike them instead of you). In the
case of clones capable of using jutsu, any Upkeeps they're
maintaining end immediately.
The "Special" portion of the Delay is however long it would
take the clones to move from your current location to the
center of the explosion (the location you target with this
technique). They move at full speed, though immobilization
penalties (such as from the ground being turned to mud) may
still slow them down.
Anyone hit by the explosion is allowed a Resistance roll
against your Chakra Control (including you, if you're hit).
Those who passes their roll take only half damage, and suffer
half the normal status effects (excepting the visibility penalty
from water clone explosions, as it is based on the location,
rather than who it hits).
100
Effects: Using this against a target without a -4 or greater
--( Shuriken Kage Bunshin no Jutsu Immobilization penalty causes its Accuracy penalty to be
- Shuriken Shadow Clone doubled (to -16), and explicitly prevents that penalty from
Technique )-- being removed (such as by performing this as a Sneak Attack)
Based on the same principle as the much-more-advanced or reduced. While the cloth is thrown from a distance (and
Shadow Clone technique, this creates copies of an object guided by chakra), it's relatively slow-moving and very
rather than a shinobi: specifically, as the name suggests, obvious.
ordinary shuriken. If this hits, the target is immediately placed at a -10
What makes this actually useful is the sheer number of immobilization penalty, which cannot be reduced or negated
shuriken that can be replicated with minimal exertion from without breaking free of this technique. The person trapped
the shinobi using it; for truly skilled ninja, it can easily reach inside is unable to take any non-Interrupt action other than
into the hundreds. struggling to escape. Additionally, they cannot use equipment
or perform any task which would require the use of their
Chakra: (Special) + X/10 hands or arms. This is a Speed 0 action, in which the
Damage: (Special) defender rolls 1d20+STR/10 against 1d20+CHA/10 from the
Range: 5 + STR/4 shinobi who used this technique. If it fails, it applies a Stun
Area: X 10.
Speed: (Special) Once someone is trapped, seals can be applied to the Cloth
Seal Speed: 16 Bind, with varying effects. Any Accuracy penalties normally
associated with these techniques do not apply; instead, they
Effects: One shuriken must be thrown each time this jutsu receive a +6 Accuracy bonus. Note that these seals are
is used. X additional shuriken are created in mid-flight, and applied to the cloth bind itself, not the individual (and as such,
vanish after this technique is resolved. X has a maximum escaping would end all the effects)--indeed, it is impossible to
value of your CHA. apply seals to someone trapped inside Cloth Binding, as the
Two things must be determined: the attack's strength, and cloth disrupts the delicate chakra frameworks needed.
its number of targets. Five Elements Seal: The victim cannot spend Chakra in
You may direct up to (DEX+CHA)/12 shuriken at any single any way, and all Upkeeps they have (including Upkeep 0) end
target. Its Speed and Damage are determined following the immediately and cannot be reestablished.
normal rules for multi-throws. Determine what a normal Sacred Silence Seal: The target becomes unable to
Stamina cost would be for a multi-throw using that many produce noise; any sounds they would make are muted (even
shuriken; that becomes the "Special" portion of Shuriken without their mouth being covered). Additionally, their chakra,
Shadow Clone's Chakra cost. and that of the cloth bind, cannot be seen or sensed (by
You may attack any number of targets that way, using up to doujutsu, chakra sensors, or natural chakra). If they have any
a maximum of X+1 shuriken. This is selective, meaning you of those senses, they are similarly disabled.
may choose to hit or ignore people as you wish within the Influence Seal: It is impossible for the victim to perform
targeted area. Area-of-Effect dodge penalties do apply any sort of taijutsu.
normally, however. Evil Sealing Method: If the Upkeep used to pay for the
This is treated as a ranged taijutsu multi-throw using technique is ended, the person who originally paid it has 20
shuriken, and does receive the normal +2 Accuracy from IC to resume the Upkeep (a Speed 10 action) before the
shuriken. No matter how many people are targeted, this is Cloth Bind's effects ends; if they do so, the cloth bind remains
treated as a single attack, with one Accuracy and one damage intact and functioning normally.
roll. If all four of those seals are applied, the cloth bind no
Shuriken Shadow Clone Technique cannot be used with longer has an upkeep and becomes effectively permanent. At
poisoned weapons. this point it is also possible for someone who knows
Nemurihane (the B-rank Genjutsu) to apply a Rune-Inscribing
--( Nunoshibari no Jutsu - Cloth Technique to the Cloth Bind. This will allow the victim to be
Binding Technique )-- placed in, and woken from, a state of suspended animation at
will.
The shinobi uses a giant roll of cloth to wrap their target and, A total of 100 or more damage will destroy the cloth bind,
of course, infuses it with chakra. Not only does this make it freeing the trapped individual; the cloth takes damage from
significantly stronger (as one would hope, seeing as cloth is anything targeting them before they do. It is also impossible
not generally known for its ability to restrain superhuman to target the victim with medical ninjutsu or genjutsu while
ninjas), but it also lays a foundation upon which various they are still trapped inside the cloth.
sealing jutsu can be applied, should the shinobi performing The victim can be freed by anyone able to remain in melee,
this technique, or one of their allies, know any. as a Speed 20 Delay 20 action. After the cloth bind has been
Chakra: 40 escaped (by any means), all seals on it dissipate and the cloth
Upkeep: 12 itself becomes useless.
Range: 20
Accuracy: -8
Speed: 20, Delay 10
Requires: 50 yards of cloth
101
Doton Ninjutsu
--( Yurokensei - Tremorsense )--
E-rank Often placing a hand to the ground after the seals to feel the
--( Ganseki Tsuppari - Rock Thrust vibrations, this technique helps you find nearby creatures and
)-- enemies. Most importantly, enemies! Their steps, no matter
how quiet, can be sensed by you from a great distance!
Often stomping beforehand, you then motion forward and
either shoot a narrow column or spike at your opponent, or a Chakra: 10
rock of decent size. Whichever way, this is the weakest of any Speed: 10
Doton. Range: 10 + Chakra Control skill ranks and bonuses
Seal Speed: 6
Chakra: 8
Damage: 4d8 Effects: You can perform an Awareness check against
Range: 6 anyone touching the ground or any rock surface (include
Speed: 10 worked stone, such as brick walls), using your Chakra
Seal Speed: 8 Control skill rank in place of your Awareness skill rank.
Anyone not hiding is located automatically; if you find
--( Mimizu no Jutsu - Earthworm someone you know exactly where they are the moment you
Technique )-- use this (if they're close enough to be in battle, this will
typically break their stealth), but do not retain 'sight' of them.
Sending a tiny rumble through the earth ahead of you, you
cause the area around your opponents to explosively sprout
spikes from the ground into their ankles and shins! It's rather
painful and good for catching a small group of opponents.
Chakra: 8
Damage: 4d4
Range: 10
Radius: 8
Speed: 10
Seal Speed: 8
Effects: Dodging this technique allows people to avoid its
initial damage, but they are still inside the field of rock spikes.
Anyone inside the affected area has their movement speed
halved. People crossing the area may choose to move at full
speed, but take 1d4+(your ninjutsu damage bonus) every IC
spent moving. In the case of using Shunshin in this area, it's
treated as a single Speed 2 movement.
This technique cannot inflict wounds.
--( Monosugai no Jutsu - Earth
Shaping Technique )--
You inject your own chakra through your hands into a natural
surface to allow it's texture to become more like mud or clay
as your fingers sink into it. This can be used to all sorts of
ends. Making a statue, digging a hole, climbing a wall,
whatever you want! ...As long as it has to do with rocks and
stuff.
Chakra: 10
Speed: 8
Seal Speed: 8
Effects: You can shape the surface of a rock, or mold it in
your hands like clay. If you use this before climbing an
earthen surface (be it a cliff face or a castle wall) you gain a
+5 bonus to Athletics checks associated with climbing it, by
making hand- and footholds (for yourself only). This doesn't
work if you're, saying, climbing up the side of a cliff face using
a rope. I really shouldn't have needed to say that, but, yanno.
102
--( Doton: Shindou - Earth --( Tama no Nendo - Clay Bullet )--
Release: Tremor )-- Pushing your chakra into the ground beneath you, you pull up
a ball of earth and mud, globby and chakra filled that you then
Extra earth-elemental chakra is infused another Doton launch or literally throw sometimes at the opponent. Once on
technique. When the technique hits the ground, or somebody them, the mud is held semi-cohesive by the chakra lacing it,
touching the ground, it causes the earth itself to shake which can restrict the victim's movement.
violently in that exact spot. The property damage potential's
pretty impressive, but nothing compared to serious offensive Chakra: 12
jutsu. Damage: 5d10
Range: 6
Chakra: +5, +1 per rank above E Speed: 12
Speed: +2 Seal Speed: 10
Seal Speed: +3
Effects: If the victim fails a status roll, this inflicts a -5
Effects: This technique is used in combination with a Immobilization penalty that fades by 1 every 10 initiative
damage-dealing Doton jutsu, increasing its Seal Speed and counts.
Chakra cost accordingly. The technique has a radius of 3 Someone affected by this mud may make a 1d20+STR/5
yards, +3 yards per rank above E. Notably, anyone who is (theirs) vs. 1d20+CHA/5 (yours) check to break free. This is a
actually airborne ("jumping as they dodge" doesn't count) is Speed 5 action; for every point they succeed by, the penalty is
unaffected. reduced by 1. For every 5 points they succeed by, the action's
Within this area, the shaking ground imposes a Stun 3, +1 Speed is reduced by 5 (potentially all the way down to 0).
per rank the jutsu Shindou was used with is above E; if the
technique Shindou was used with already inflicts a Stun, that --( Iwa Funsai Buin - Rock-
Stun is increased by the jutsu's rank (instead of Shindou's
normal effect). Anyone not targeted by the original attack Smashing Staff )--
must dodge Shindou, in which case the original technique's You hold out your hands or similarly grab some nearby rock
Accuracy bonuses or penalties are ignored. and create a large, blunt object from it! This is often a
This can be used on its own as Chakra 8, Speed 6, and Seal hammer or staff, but also could be stylized however you see
Speed 6. In this case it's Radius 10, Stun 5, centered on (but fit. As we all know, getting hit with rocks hurts, so this is
not affecting) yourself. It does also require a strike roll in this rather painful.
case.
__ Chakra: 12
Upkeep: 1
Speed: 8
D-rank Seal Speed: 10
--( Doki Kantsuu no Jutsu - Effects: You create a bo staff or naginata out of rocks or
Earthen Skewer Technique )-- dense, chakra-congealed earth. When using it, you add half
Rock Thrust, except actually meant to do serious harm to your ninjutsu damage bonus to your physical damage bonus,
people outside of training matches. You summon a spike of and add a Stun 4 (or increase its existing Stun by 3) effect ot
earth actually capable of skewering an enemy! This can also it. This weapon persists until you let go of it.
be more of a solid hit, not as pointy, as to whatever degree
they want, and can even look like a fist or some similar,
stylized attack, but it's still just big rocks coming at you.
Chakra: 16
Damage: 12d10*1
Range: 12
Special: Stun 4
Speed: 14
Seal Speed: 12
Effects: Earthen Skewer inflicts Piercing wounds, and has
its damage increased by 10% when checking to see if it
caused a wound.
103
--( Shinjuu Zanshu no Jutsu - --( Jishin Shushou - Earth Shaking
Double Suicide Decapitation Palm )--
Technique )-- Harnessing a large amount of chakra into the palm of your
hand, you then slam it down into the ground in front of you to
After thoroughly concealing yourself, this technique allows blast rocks and debris up to distract your opponents, allowing
you to move through the ground for a short amount of time, you to quickly escape their field of view or capitalize on the
long enough though to position yourself under the enemy and momentary distraction.
pull them down under the ground.
Chakra: 13
Chakra: 12 Radius: 10
Range: 2 Speed: 8
Speed: 10 Seal Speed: 8
Seal Speed: 6
Effects: This inflicts a Stun 5 against everyone in the area if
Effects: If used above ground, this jutsu causes you to they fail to dodge it. You may immediately Hide as part of this
submerge beneath the ground and immediately enter Stealth technique.
2, with a +5 bonus. Your awareness of the outside world is
limited to knowing whether or not somebody's in range of
this technique. Submerging has the listed chakra cost, speed,
and seal speed.
C-rank
You may burst out and attack someone in range (making --( Retsudotensho - Split Earth
this a surprise attack, but not a sneak attack unless you had Turn Around Palm )--
the full time to prepare with them in range), grabbing them This technique causes the ground surrounding the enemy to
and pulling them underground as you escape. This is Speed spiral inwards on itself, burying them alive or crushing them.
10, with no chakra cost or seal speed. This applies a -8 This technique is capable of causing quite a bit of damage to
immobilization penalty, and completely prevents the victim the area. This technique is much more damaging if used in
from moving, until they take a Speed 8 action to free rocky mountainous areas, or inside a cave.
themselves.
It can also be used while underground, in which case the Chakra: 26
Chakra cost is paid at the time of use, but there is no Seal Damage: 28d12*1
Speed. In this case, it could be (potentially) used as a sneak Range: 25
attack. Area: 10
Special: Stun 6
--( Doro Bunshin no Jutsu - Mud Speed: 22
Clone Technique )-- Seal Speed: 20
An advanced variation of Bunshin no Jutsu, this jutsu creates Effects: If this hits and does not have its effects reduced by
solid clones made from the earth beneath a shinobi's feet, partial defense, it also inflicts a -8 immobilization penalty
which change their appearance to look like the user. They until the victim leaves the entire affected area, as they fall into
have many advantages over normal clones, but are the destroyed section of ground. This occurs automatically if
significantly more difficult to create. it's used underground, such as in a cave.
Chakra: 12, +4 per clone --( Doryuu Taiga - Earth Flow
Speed: 6, +1 per clone
Seal Speed: 4, +2 per clone River )--
Requires: Bunshin no Jutsu You cause a long stretch of nearby ground to become mud
Effects: These follow all the rules for regular bunshin, with and slide your opponents down a torrenting river of rocks and
the following exceptions. dirt, spewing them out at the end. This often leaves people
If someone strikes a mud clone with an unarmed attack, hurt, and disoriented!
they suffer a -4 immobilization penalty, reduced by 1 every 10 Chakra: 16
IC. If they attack with a melee weapon, they roll Damage: 12d4*1
1d20+STR/10 against your 1d20+CHA/8; if they fail, the Range: 20, 10 Line
weapon is stuck in the clone (which is exposed as a clone), Speed: 18
and retrieving it requires a strike roll and another strength Seal Speed: 14
check.
Against ranged attacks, mud clones can take 50 points of Effects: This moves anyone hit by it CHA/8+5 Yards all in
damage before being destroyed (and revealed as clones). the direction the river 'flows' (chosen by the line). Everyone
receives a Stun equal to how far they move -5; the stun is
divided by 3 if they block.
If this is blocked by an effect which halts its progress (such
as Earth Shore Return), nobody behind that effect is affected.
104
--( Doroku Gaeshi - Earth Shore --( Doro Nami no Jutsu - Mud Wave
Return )-- Technique )--
Slamming both hands into the ground, the user can cause a Your chakra being applied to your legs, you turn the ground
large rectangle wall of earth to pop up in front up them, below your feet into mud which you then stand upon, riding
covering whatever attack someone may be directing at them. the wave at increased speeds as you flow across the
battlefield. This is a good mode of transportation, and a good
Chakra: 18 way to enhance an earth attack!
Range: 16 Chakra: 15
Special: Interrupt Upkeep: 5
Speed: 8 Speed: 6
Seal Speed: 8 Seal Speed: 15
Effects: This creates a wall 4 yards wide and 3 yards high Effects: You increase your AGI stat for the purposes of
that takes the hit from an attack. This wall absorbs 200 + 10* movement by CHA/2. You may choose to end this technique
(Ninjutsu damage bonus) damage. If destroyed, any at any time, or as part of another Doton jutsu. If you end it as
remaining damage carries on to you (in which case you part of a jutsu, that technique gains a Stun equal to 2+(your
cannot defend against it further) or whoever else you used ninjutsu damage bonus)/3, or increases its existing Stun by
this to protect (in which case, they can). that much, from absorbing the mud used in this technique.
As implied up there, this can be used to protect anyone in This is incompatible with effects which increase your
range. However, Earth Shore Return can't be used against normal movement speed--such as the Runner ability, and
melee attacks, or ranged attacks originating 5 yards or less Racing Thunder Technique. While Mud Wave is active, you
away from you. After having all its HP depleted, or at the end do not receive their benefits.
of the IC it was used on, the wall crumbles into dirt and
gravel.
This wall takes double damage from Raiton, and half --( Moguragakure no Jutsu - Hiding
damage from Suiton. Like a Mole Technique )--
Channeling your chakra into the ground below you, you turn
--( Kaigeki Chite - Crushing Earth the dirt or earth or rock into fine sand. It effects your entire
Hand )-- body so you simply slide down quickly, but only making a
You create a huge hand of rock that you can manipulate and tunnel big enough for one person. After digging your way
wield, in place of your actual hand. Though you have no down, you can sense everything going on above still, and can
physical connection to the large hand, your chakra flowing even cover the hole to make it seem like you never even
through it is controlled by an intense focus on your right burrowed away.
hand. Or left hand, if that's your main. Chakra: 20
Chakra: 20 Speed: 10
Range: 10 +CHA/2 Seal Speed: 8
Speed: 15 Effects: You dive down CHA/10 yards underground and are
Seal Speed: 15 now Stealth level 2, and are inflicted with Stun 20. If used as
Effects: You can use the giant rock hand to use any non- an Interrupt, this requires a dodge roll with a +6 bonus;
grapple E or D rank Taijutsu technique, or simply a basic success, even partial, will allow you to trigger the second half
attack, as long as the ability is one that would utilize your of this jutsu.
hands. No kicks or clan jutsu allowed! It may use C rank Next, roll Espionage +5 vs. Awareness. If you are
techniques, but doing so counts as 2 uses. The rock hand is successful, the opponents can't tell how you left, or that
good for only 2 uses, at which point it breaks apart into there's a hole in the ground. They think you simply vanished,
ordinary rocks unless you pay its Chakra cost again; doing so or died (if used as an interrupt against a sufficiently
has no speed or seal speed, but still has its Chakra cost and impressive attack). You are hidden at Stealth 2 at this point,
preserves it for 3 more uses. The hand uses your CHA +50 as but cannot move, aside from resurfacing (a simple, Speed 0
its STR, for the purpose of determining its damage bonus. action once you can move again).
This can only be used when standing on earth or unworked
stone. A dirt road would be fine, as would a clay road, but you
couldn't use it on a wooden or brick surface.
While underground, you have an additional +5 Stealth.
105
--( Dochuu Eigyo no Jutsu - Moving Speed: 24
Seal Speed: 18
Underground as if Swimming
Technique )-- Effects: Any damage from this technique is tripled against
an inanimate, stationary object. Don't even ask if this tripling
This technique reduces the consistency of earth into less can be done against a player or NPC.
than that of fine sand by channelling chakra into it, allowing This can selectively target anything on a line with a length
the user to dig through it with ease. This affects the entire of your Chakra Control skill ranks in yards, and a width of 5
body, and the earth returns to its normal consistency after yards.
they've passed.
If the user knows Yurokensei they may activate it alongside --( Doton: Dorou Domu Kekkai -
this jutsu, allowing them to find people on the surface as
easily as if they were above ground watching them, but Earth Release: Earth Prison Dome
increasing the Upkeep by 5. of Magnificient Nothingness )--
Chakra: 15 This creates a dome chamber around a small group of
Upkeep: 5 enemies, which you enlace in your own chakra to make it
Seal Speed: 12 extra hard to escape.
Effects: This may only be used while underground, such as Chakra: 32
from the effects of Moguragakure no Jutsu, or to burrow Area: 20
through solid rock. It works only on unworked stone (you Speed: 20
could burst out from under stone tiles, but not tunnel through Seal Speed: 14
a wall). Effects: This creates a dome of earth directly in front of
You can move underground using CHA/2 in place of AGI you, with you at the edge of its radius. Anyone who cannot
for determining your movement speed. In combat, this dodge is trapped inside the dome. The dome has 400 +
requires you to stay close enough to the surface (to draw (damage bonus)*10 HP.
breathable air in) that you can be found, should somebody Every 5 IC which pass, the following effects occur:
overcome your hiding. An attack dealing at least 100 damage
will break through the surface of the earth above you, ending Everyone inside the dome has their Chakra penalty
this jutsu and penalizing any defense you take by 6, but increased by 1.
reducing the actual damage dealt to you by half. You have your Chakra penalty reduced by 1 per person
inside the dome.
The dome regains (damage bonus)*5 HP, up to its
B-rank maximum.
--( Doton: Doryou Dango - Earth You must keep one hand on the dome at all times; if you
Release: Earth Mausoleum break contact the above effects ends (and cannot be
Dumpling )-- reestablished), but the dome retains any HP it had at that
point.
Channelling chakra into your arms and the ground below you,
you place your hands on the earth and lift up an incredibly --( Doryuu Jouheki - Earth Flow
large (no, really, just look at the Area on this thing!) ball of
earth and rock, which is then thrown at your enemies. Rampart )--
Chakra: 44 Feeding your chakra into the ground you cause the earth to
Damage: 44d20*1 rise under your feet into a large rampart. The shape of the
Range: 50 rampart can be anything from level ground to a steep, needle-
Area: 25 like mountain, and it is mostly used for walling something off,
Special: Stun 12 slowing down pursuers, or reaching that jar off the top shelf
Speed: 24, Delay 10 that is always so hard to reach.
Seal Speed: 30 Chakra: X
Speed: 20
--( Doryuukatsu - Earth Flow Seal Speed: 20
Divide )-- Effects: Create what is basically a huge wall! It can be up to
Flowing your energy into special underground 'Dragon Veins' the following dimensions: Length = X, Width = X/4, Height =
(that means chakra leylines, not a literal dragon's body--I'm X/2. If you use this and X is 30 or more, the area you are in
talking to you, Takuto) you can literally make a tear in the counts as rocky terrain for the purposes of jutsu
earth, and create a large chasms. This is most often used as a requirements.
way of breaking through a large wall, destroying an enemy
camp or other barricades and such.
Chakra: 35
Damage: 25d20*1
Range: Special
106
You may use Action Points to reduce Doryuuheki's (base)
--( Doton: Iwagakure no Jutsu - Seal Speed, on a 1:1 basis, to as low as 12. Note that if you
Earth Release: Hidden Among are able to use Doryuuheki as an interrupt, you may do so
Rocks Technique )-- without the need for a roll. Earth Style Wall can only be used
This technique allows you to blend into rocks and remain against attacks which originated more than 5 yards away
hidden. Even the texture of your body takes on that of the from you.
stones, and it's quite possible (indeed, more than a few Used against area-of-effect attacks, this may protect
experienced jounin have embarrassing sories about it) to multiple people, as long as they can all be placed behind the
have an enemy physically sit on you without realizing you're same 15 yard long line.
there.
--( Iwa Bunshin - Rock Clone )--
Chakra: 32 You either gather animate rocks from you, or actually
Upkeep: 12 generate them with chakra and regurgitate a stream of stones
Speed: 22 (somehow, you're protected from a cut esophagus or chipped
Seal Speed: 28 teeth during this process). Either way, the rocks then take on
Effects: This allows you to enter level 3 Stealth, and gives a a human shape and appearance.
+10 bonus to your stealth checks while it's maintained. Chakra: 10, +6 per clone
However, it requires rocky terrain (such as the inside of a Speed: 10, +2 per clone
cave, a mountain path, the debris from a destroyed wall, or a Seal Speed: 10, +3 per clone
large boulder), and you cannot move more (blinking and Requires: Bunshin no Jutsu
breathing are okay) while it's maintained.
Effects: You may create up to 3 clones that can look like
--( Doton: Domu - Earth Release: yourself or anyone else present. If they look like someone
Earth Spear )-- else, that person may then hide amongst your clones to
receive the normal benefits of having clones; these can even
You direct chakra to flow through the skin over all portions of be added to their own clones.
your body, increasing your body's defensive power to its Rock clones can take 100+(your ninjutsu damage bonus)*5
utmost limit. This causes your skin to darken in response to points of damage before being destroyed, or exposed as
the earth-elemented chakra, taking on a dull gray-brown, clones, and take only half damage from AoE attacks.
almost black color. This hardening also empowers your Rock clones use your attributes, even if they're imitating
physical attacks, making this a useful, if draining, all-purpose someone else. They may take the following actions:
technique. [1 AP] Dodge: Usable if the clone needs to defend itself.
Chakra: 27 [4 AP] Attack: The clone may perform a basic unarmed
Upkeep: 10 attack. This does benefit from Power Attack or Unarmed
Speed: 16 Focus, if you have those abilities, but the cloen does not need
Seal Speed: 17 to make a Stamina roll.
[X AP] Move: Every 3 Speed of the Move action costs 1 AP.
Effects: You reduce all damage you take by your CHA, and When Rock Clones attack, their actions are always
increase your physical damage bonus by half your ninjutsu considered to be Held Back, as per the ability in Chapter 5,
damage bonus. The severity of all Wounds you suffer is even if you do not have the Hold Back ability. This means they
reduced one category. Raiton bypasses all this technique's use only half your damage bonus for dealing damage, and the
effects, and Suiton has its damage lowered by twice as much severity of wounds they inflict is reduced by one category.
(a DR of CHA*2, rather than just CHA).
--( Doryuuheki - Earth Style Wall
)--
The most powerful direct Doton-based defense, the user
either manipulates the surrounding terrain or generates
(using chakra!) and spits out an prodigious amount of flowing
earth which forms a wall and solidifies. Either way, this
creates a barrier coated with chakra that will stop most
attacks totally.
Chakra: 34
Special: Interrupt
Speed: 20
Seal Speed: 24
Effects: You create a wall of earth that blocks up to (50 +
(ninjutsu damage bonus)2 )(Speed) damage. It takes 50%
extra damage from Raiton, but only half damage from Suiton
and Katon.
107
--( Doryu Ken - Earth Style Fist )-- --( Doton: Yomi Numa - Earth
By surrounding your arm or leg in a coat of solidified earth, Release: Swamp of the Underworld
you can attack an opponent while being protected from direct )--
contact with them. This changes the surface of the ground across a broad area
Chakra: 17 into a viscous, muddy morass. While the amount of chakra
Upkeep: 3 required to perform this technique can be prohibitive in most
Speed: 6 combat situations, this technique, when properly used, can
Seal Speed: 15 give incredible tactical control over an area.
Effects: So long as this technique is maintained, your Chakra: 45
taijutsu attacks are enhanced. You suffer no 'on-contact' Range: 150
effects (such as damage from punching a foe covered in Area: 100
spikes) from performing unarmed attacks. Additionally, Speed: 15
unarmed parries cannot be used against your attacks. Seal Speed: 30
__ Effects: The swamp imposes a -12 immobilization penalty
on anyone caught in it, which, after all reductions and
A-rank modifications, may not exceed -9.
You may adjust the affected area within the limits of this
--( Doryuudan - Earth Dragon jutsu's dimensions. For example, you could leave an island of
Blast )-- normal ground at the center for yourself, or a narrow path for
you and your allies to run through, forming a chokepoint.
A dragon-like head of rock, mud, and dirt rises up from the This does allow you to shrink the total affected area, if you
gound, its maw wide open. From said maw, it launches wish.
dozens of high-velocity projectiles of dense, chakra-infused Alternately, you may use form the 'swamp' in the form of a
earth! While not as visually impressive as some techniques, line up to 200 yards long and 100 yards across, oriented in
Doryuudan is incredibly demanding upon its user--and any fashion.
incredibly devastating to its victims.
Chakra: 60
Damage: 80d20*1
Range: 60
Accuracy: +2
Special: Stun 20
Speed: 40
Seal Speed: 40
Effects: Blocking reduces this technique's damage by only
25%.
--( Iwa Renda no Jutsu - Rock
Barrage Technique )--
After performing the necessary seals, the user channels
chakra into the rocks and stone around them. Their chakra
causes large rocks to shatter into smaller ones, which are
then launched as high-velocity projectiles towards potentially
dozens of targets.
Chakra: 48
Damage: 20d20*1
Accuracy: +2
Range: 7 * (ninjutsu damage bonus)
Speed: 30
Seal Speed: 26
Effects: This technique may only be used in rocky terrain.
You may hit up to (ninjutsu damage bonus) targets.
You may target the same person multiple times, up to one
quarter of your maximum. Every additional 'target' spent on
them gives a +1 bonus to Accuracy (against that target only)
and increases the damage by 5d20.
108
--( Doton: Sando no Jutsu - Earth
Release: Mountain Earth
Technique )--
The user creates two monolithic walls up from the ground,
destroying the environment for several hundred yards in
either direction, and sends them at one another. As they
approach each other, their momentum builds, starting off
slow and ending with a collision that removes the third
dimension from anything unlucky enough to be caught
between them.
Chakra: 50
Damage: 50d20*1
Accuracy: -10
Range: 100
Area: 80
Speed: 30, Delay 30
Seal Speed: 26
Effects: This technique's damage is doubled for
determining if it inflicts wounds. If it does cause a wound, it
also causes two wounds of the next lower severity, three of
the severity below that, and so forth.
Thus, if it inflicted a Critical Wound, it would also inflict
two Severes, three Majors, and four Minors.
You may reduce Sando's speed below its Delay.
--( Doton: Chidoukaku - Earth
Release: Moving Earth Core )--
The user lowers or raises the ground in the surrounding area
at high speed, creating giant depressions or spires. Despite
how this might seem, it's fairly harmless to the surrounding
area. People, plants, and buildings on the affected area will
be largely undisturbed. The sides of the hole or spire are
quite sturdy, and it's not in danger of collapsing on its own.
Chakra: 30+X
Special: Interrupt (uh, yeah, good luck with that)
Speed: 28
Seal Speed: 30
Effects: This affects everything in a square of up to 50
yards on a side, centered on its user. It moves the ground in
that area X*(damage bonus) yards straight up, or straight
down.
If you manage to use this as an interrupt, this will allow you
to avoid a technique if you move yourself out of its range.
109
Speed: 11
Fuuton Ninjutsu Seal Speed: 8
E-rank --( Fuuton: Shikisetsufuu Shou -
--( Fuusajin no Jutsu - Dust Wind Wind Release: Four Seasonal Winds
Technique )-- Palm )--
You use a burst of wind to blow dust, dirt, or other loose In a fashion similar to how ninja knead chakra into their
particles up into the air, producing an irritating cloud that palms and feet to stick to walls and ceilings, you gather wind-
briefly obscures the visions of people caught inside of it. elemental chakra, but project and hold it just beyond your
Chakra: 6 body to supplement your unarmed strikes.
Accuracy: +8 Chakra: 10
Area: 4 wide, 10 long, directly in front of you Upkeep: 4
Speed: 6 Special: This technique may not have its seal speed
Seal Speed: 8 removed with a fan
Effects: Anyone hit suffers -4 visibility for the next 10 IC. Speed: 0
Seal Speed: 12
Requires: Chakra Control 7
--( Soujikaze no Jutsu - Cleansing
Wind Technique )-- Effects: While this technique's upkeep is maintained, all
your unarmed taijutsu techniques are blocked as if they were
The basic "manipulate the surrounding air to do what you fuuton jutsu (meaning, in most cases, that blocking reduces
want" technique, leading into many more powerful jutsu that the damage by only 25%, instead of 50%).
operate on the same premise. It's still useful, for a sufficiently
resourceful ninja. --( Hagitoru Aori no Jutsu -
Chakra: 7 Tearing Gust Technique )--
Range: 20 Generally performed with a fan as a matter of practicality,
Radius: 20 this technique unleashes a burst of wind that will not only
Speed: 4 deflect projectiles, but also strip them of any chakra they may
Seal Speed: 7 be infused with.
Effects: This reduces any existing visibility penalties Chakra: 11
resulting from smoke, mist, clouds of dust, or the like, by 4. Special: Interrupt
Repeated use of this jutsu will reduce them further, Speed: 4
potentially eliminating them entirely. Seal Speed: 12
D-rank Effects: This is usable as an interrupt against any thrown
weapon attack. Make an Accuracy roll against your attacker's;
--( Fuuton: Kazekiri - Wind success means you deflect their attack harmlessly.
Release: Wind Cutter )-- However, even if you fail their attack has its damage
reduced by 25%, and any ninjutsu effects on it (such as
The user generates a narrow arc of wind and chakra, which is Housenka) are removed.
sent out to cut things like ropes, lines, and people.
Chakra: 11 --( Rakuyou Buyou - Falling Leaves
Damage: 2d4*5 Dance )--
Range: 20 Using the wind, you kick up any light debris in the area
Speed: 8 (leaves in a forest, sand in a desert, conveniently ubiquitous
Seal Speed: 12 scraps of paper in a town) to swirl around you just long
Effects: This technique's damage is considered 50% higher enough for you to make a sneaky, ninja-fast getaway.
for determining whether or not it inflicts wounds. Chakra: 10
Speed: 6
--( Fuuton: Hineri Dangan - Wind Seal Speed: 6
Release: Twister Shot )-- Effects: You Hide, with a +5 bonus.
Holding their hand half-grasped, the user blows a constant
stream of wind into their hand which begins to spiral around
in a ball or small tornado shape. The tornado is then sent out
toward the target as the hand is opened.
Chakra: 14
Damage: 4d4*5
Range: 10
110
--( Fuuton Nagare - Wind Release --( Fuuton: Shinkuuha - Wind
Stream )-- Release: Vacuum Wave )--
By blowing air from your mouth, you can change direction in The user takes in a deep breath an spins while exhaling,
mid-air. This allows you to control where you land when forming several rotating blades of wind that cover a
falling (avoiding the sharp rocks when you jump off a substantial area around them, slicing through multiple foes at
waterfall, that kind of thing) and may be useful for avoiding once while leaving allies unharmed
mid-air hazards. Chakra: 21
Chakra: 11 Damage: 4d6*5
Speed: 2 Area: 20 yard radius, centered around the user
Seal Speed: 6 Speed: 16
Seal Speed: 10
Effects: As described, you can control your direction in mid- Effects: This technique may differentiate between enemies
air. This can also be used when falling from any height, to and allies within its area of effect. It ignores armor, and its
slow yourself sufficiently to avoid being harmed by the impact damage is considered 25% higher for the purpose of causing
from hitting the ground. wounds.
--( Fuuton: Taikyaku Haretsu - -( Fuuton: Daitoppa - Wind Release:
Wind Release: Bursting Retreat )-- Great Breakthrough )-
You take in a deep breath, then exhale a mixture of air and A relatively simple technique which creates a sudden gust of
chakra with enough speed and force to augment a backwards wind. Its actual force varies wildly based upon the strength of
leap, allowing you to hastily escape... well, whatever manner the user. A superior shinobi will produce alarmingly
of unpleasantness you felt the need to get away from. destructive results, while a weaker one would be better off
Chakra: 8+X finding other methods to attack.
Speed: +X Chakra: 20
Seal Speed: 4 Damage: 4d4*5
Effects: When attempting to dodge an AoE, you normally Range: 15, +(damage bonus)*2
suffer a penalty to dodge if you are unable to move fast Speed: 12
enough. This technique is used alongside a Dodge interrupt Seal Speed: 12
(increasing its Speed accordingly), and removes X*2 points of Effects: This uses double the user's normal ninjutsu
the penalty. damage bonus, and inflicts Blunt wounds. It also knocks the
victim back (user's damage bonus)*3 yards.
C-rank
--( Kamaitachi no Jutsu - Sickle
Wind Technique )--
This technique allows you to create and manipulate many
small air currents and vacuum pockets in the form of a
whirling gale, which is directed at an opponent before it
dissipates. This produces injuries that resemble what one
would expect to see from dozens of blades.
Chakra: 18
Damage: 3d8*5
Range: 25
Speed: 14
Seal Speed: 18
Effects: This technique's damage is considered 50% higher
for the purpose of causing wounds.
111
--( Fuuton: Reppuushou - Wind However, it's vulnerable to Katon. If a Katon technique
bypasses Wind Turtle's Shell you receive no benefit from
Release: Violent Wind Palm )-- partial defense, and the technique has its damage (against
After finishing the seals, the user claps their palms together you) increased by 25%.
and compresses the air in front of them, transforming it into
a powerful gale with enough force to knock over a human or --( Tobu Choyaku no Jutsu -
redirect projectile weapons. Vaulting Leap Technique )--
Chakra: 14 After performing the seals for this jutsu you amass chakra in
Range: 20 your feet, then expel it to generate a powerful burst of wind
Speed: 6 while kicking off the ground with a power leap. To the
Seal Speed: 8 inexperienced, the results look almost like flight.
Effects: This can be used as an attack, as an interrupt, or in Stamina: 0 + 10 * Y
combination with a multi-throw. Chakra: 14 + X/2
As an attack, it does 2d6*5 damage and, if it hits, knocks an Special: A fan may not replace this technique's seal speed.
enemy prone as if they'd been hit by the E-rank Taijutsu Trip, Speed: 10 + X 2, Delay X 2
using your Chakra Control +5 in place of your Athletics. Seal Speed: 8
As an interrupt, it can be used in response to a thrown
weapon attack. Make an Accuracy roll against the opponent's Effects: When you activate this technique you can jump
Accuracy. If you succeed you redirect their attack at them, (STR /10 - Y 2)(ninjutsu damage bonus) yards vertically, or
using its original accuracy, adding 2d4*5 plus this technique's half that distance horizontally.
damage bonus times speed to their attack's normal damage. Alternately, you may choose to 'charge' your jump,
Wounds inflicted are based on the thrown attack. gathering enough chakra at your feet to launch yourself a
In combination with a multi-throw, this adds its Speed and prodigious distance. This changes the distance moved to (X +
modified Seal Speed to the total Speed (not factored into STR / 10 - Y 2)(ninjutsu damage bonus). If X is 5 or greater,
damage bonus calculation) of the multi-throw. The attack the horizontal leap distance is not halved. X has a maximum
uses the combined range of the throw and jutsu to determine value of 10.
its maximum range, and adds 2d65, plus (this technique's If you are suffering from an Immobilization penalty, the
Speed)(ninjutsu damage bonus), to the multi-throw's damage. distance you're able to travel with Vaulting Leap is reduced by
Wounds inflicted are based on the thrown attack. 5% per point of Immobilization.
This technique's Y value starts at 0. Every time you use
--( Kazekame Kaigara no Jutsu - Vaulting Leap, it's increased by 1. After you go 50 IC without
using Vaulting Leap, it's reset to 0.
Wind Turtle's Shell Technique )--
The technique creates a rotating dome of wind around the
user, chakra-infused air moving quickly enough to blur the
image of the person inside, and deflect many incoming
attacks. However, the technique is a far cry from being a true
absolute defense.
Chakra: 14
Special: Interrupt
Speed: 8
Seal Speed: 8
Effects: This may be used against ranged offensive ninjutsu
which use projectiles (such as Clay Bullet, but not Earthen
Skewer), ranged taijutsu attacks. or area-of-effect ninjutsu. If
used against a technique of C-rank or below, its Chakra cost
is 14. Each rank above C increases Wind Turtle Shell's
Chakra cost by 6.
Make an Accuracy roll against the attack. If you succeed,
the attack is avoided as if you parried it. Against Raiton and
ranged taijutsu attacks, you receive a bonus to your Accuracy
roll equal to your Ninjutsu Damage Bonus. Against non-
Katon 'projectile'-based ninjutsu, your bonus is instead +4.
For Katon and area-of-effect ninjutsu, you receive no bonus.
This has improved effectiveness against Raiton and ranged
taijutsu: Even if they hit, the effect of partial defense is
doubled (the attack deals only 10% damage per point it hits
by).
112
--( Fuuton: Shinkuugyoku - Wind
B-rank Release: Vacuum Sphere )--
--( Daikamaitachi no Jutsu - Great The user exhales their breath as several small blasts of wind
Sickle Wind Technique )-- chakra, each not much larger than a marble but traveling at
The user of this technique releases a powerful burst of wind, extreme speeds and possessing incredible penetrating power.
chakra concentrating the air into several layered air streams. Their small size can make them difficult to land a strong blow
This creates pockets of both vacuums and high-speed air with, which is compensated for by dispersing them over a
which have enough focused force behind them to cut down significant range.
trees. Chakra: 38
Chakra: 28 Damage: 6d8*8
Damage: 4d8*6 Range: 30
Range: 25 Area: Special
Speed: 12 Special: A fan may not be used to remove this technique's
Seal Speed: 24 Seal Speed.
Speed: 18
Effects: This can be used as a normal action (as an attack), Seal Speed: 18
or an Interrupt (as a defensive against a ranged taijutsu Effects: Shinkuugyoku targets everything in a line 10 yards
attack). As an Interrupt, make an Accuracy roll against your wide, between you and its maximum range. You may divide
opponent's Accuracy, adding your ninjutsu damage bonus; if the width by any whole number between 1 and 5 to multiply
successful, you deflect their projectiles harmlessly. the length by half that much. (For example, you could reduce
As an attack, it knocks its victim back (ninjutsu damage it to 10/5 = 2 yards wide, and increase its range to 30*2.5 =
bonus) yards; the distance knocked back is reduced by partial 75). The Improved Area ability provides only half its normal
defense. benefit to Shinkuugyoku.
The effects of partial defense a doubled against this
--( Shinkuu Enzan - Decapitating technique: for every point it hits by, it deals only 10% of its full
Vacuum Disc )-- damage. However, to determine wounds inflicted
As devastating as it is impractical, this technique earned its Shinkuugyoku's damage is 100% higher. Shinkuugyoku
name for a reason. After forming the many, many handseals inflicts Piercing wounds.
involved, you draw a shuriken (or one of its larger brethren) If someone Takes the Hit for Shinkuugyoku, whoever they
and use it to center a disc of wind chakra. When you throw were defending will still take 75% damage, so long as the
the weapon, its rotation is passed onto the chakra, forming a defender received a Major or greater wound.
several-foot-wide blade rotating at incredible speed.
Great for spars and parties!
Chakra: 42
Damage: Weapon's damage, +(ninjutsu damage bonus)
dice
Range: As thrown weapon, +(ninjutsu damage bonus)*2
yards
Speed: 16 + (weapon's Speed)
Seal Speed: 40
Effects: Choose a type of shuriken to use with this
technique; you may not multi-throw with Shinkuu Enzan. Add
this technique's Speed to the normal Speed of your thrown
weapon attack. This is the Speed of Shinkuu Enzan (both to
use it, and for damage calculations). Add your physical and
ninjutsu damage bonuses together; this is your damage
bonus for Shinkuu Enzan. For calculating wounds, consider
Shinkuu Enzan's damage to be 100% higher. Shinkuu Enzan
always deals slashing wounds.
Although this technique uses a thrown weapon as part of it,
it is a Fuuton ninjutsu technique, not a thrown weapon
technique; Weapon Focus and similar benefits (such as a
Fuuma Shuriken's increased damage based on how much it
hits by) do not apply to Shinkuu Enzan, nor do defenses
specifically targeting thrown weapons.
You may not use a fan to replace Shinkuu Enzan's Seal
Speed.
113
--( Fuuton: Shinkuu Renpa - Wind --( Fuuton: Ama no Yachimata -
Release: Vacuum Serial Waves )-- Wind Release: Crossroads of
This technique's user takes a deep breath in, and then Heaven )--
exhales several blades of high-sped, chakra-infused wind at One of the more reliable defensive measure Fuuton users are
varying angles. This technique's power can vary greatly capable of deploying, this creates a sphere of whipping winds
depending on the amount of chakra put into the formation of around them. Aside from dramatically tossing their hair,
those wind blades, the number created, and how the user causing loose clothes to flap about, and knocking up loose
chooses to focus them. terrain, this makes a sufficiently skilled user virtually
Chakra: 20 + 5 * X impervious to most long-range assaults.
Damage: (X 2)d107 Chakra: 26
Range: 25 Upkeep: 5
Speed: 22 Speed: 8
Seal Speed: 12 + X * 2 Seal Speed: 16
Effects: X may not exceed 5. Effects: Any ranged taijutsu and Raiton attacks against you
Against ninjutsu-based defenses, Shinkuu Renpa is with Accuracy less than (your Accuracy +5) are automatically
considered one rank higher, or to deal twice as much parried, as are any projectile-based ninjutsu techniques with
damage, as applicable. (For example, a 200 damage Shinkuu an Accuracy less than (your Accuracy). You may not be
Renpa against a 100 damage wall would destroy the wall and grappled while this technique is active.
still deal 150 damage to whatever was behind it). This technique uses your base Accuracy for an B-rank
You may target up to X people with Shinkuu Renpa as a Fuuton, unmodified by status, wounds, temporary bonuses,
single action. While the base damage remains the same no and so on, though penalties from Fatigue do apply. Because it
matter how many targets you have, your (ninjutsu damage is considered to be the technique parrying incoming attacks,
bonus)*(Shinkuu Renpa's Speed) is divided by the number of and not you, you cannot modify its accuracy further (such as
targets. with Willpower or AP).
--( Fuuton: Fuujin Kokyuu - Wind --( Fuuton: Higashikaze no Me -
Release: Wind God's Breath )-- Wind Release: Eye of the East Wind
You unleash a wave of chakra converted into gale-force winds, )--
knocking away everyone and everything around you. So long An advanced surveillance technique that, ultimately, falls far
as the winds remain, approaching you is exceedingly difficult. short of the efficacy its designers had hoped for. Once
At the same time, those winds will whip any nearby fires into activated, it allows the users to view air currents, and, for lack
a raging fury. of a better term, 'highlights' inconsistent ones--it's something
Chakra: 32 like visual sonar.
Upkeep: 6 The idea behind the technique was that this would let its
Range: Self user pinpoint enemies by being able to find their breathing.
Radius: 50 It's not nearly that effective in practice, but does offer some
Speed: 15 benefits to those willing to adjust to the altered vision it
Seal Speed: 14 causes.
Effects: Every IC, everyone in the technique's radius is Chakra: 25
pushed 1 yard away from you, towards its edge. All Raiton Upkeep: 4
and ranged taijutsu attacks within this area have their Speed: 6
damage reduced by 25%. However, all Fuuton has +3 Seal Speed: 22
Accuracy, and all Katon does +15% damage. These effects Effects: When performing a Search (in Combat -> Stealth)
apply to any jutsu originating inside, passing through or or Observe (Ninjutsu -> Bunshin) action, you may use your
targeting someone within the area. Chakra Control skill ranks in place of your Awareness skill
ranks, and receive a bonus of (ninjutsu damage bonus)/3
either way.
Additionally, when targeted by a Surprise or Sneak Attack,
you may make an Awareness roll (receiving the benefits of
this technique's effects) against a Stealth roll from your
opponent; if your result is higher, their attack is not
considered a Surprise Attack or Sneak Attack.
114
X is the number of IC spent charging Renkuudan. Unlike
A-rank most variable-speed techniques, you do not need to declare
how long you intend to do this. For example, say you finished
--( Kaze no Yaiba - Blade of Wind )- the handseals on IC 100. You would then be able to declare
- you were charging Renkuudan, without specifying when you
A rarely-used technique, not because it isn't powerful but intended to stop. On IC 120, an enemy might begin running
because it doesn't appeal to the sorts of shinobi able to learn towards you; at this point you could stop charging and fire
it. It's a high-powered, taxing, close-ranged wind release your technique, with X = 20. X can never exceed 50.
technique; most shinobi who prefer close combat will opt for Renkuudan inflicts Blunt wounds, and the severity of its
weapons or other elements, and most wind release users wounds are reduced by one category (major to minor, minor
prefer to keep their distance. It has seen some limited to no wound, and so on). Renkuudan uses double your normal
popular of Sunagakure's ANBU. ninjutsu damage bonus for determining its damage dealt.
The user emits chakra from their fingertips, forming a
virtually invisible "sword" of intense, high-speed winds, which --( Okamaitachi no Jutsu -
lasts just long enough to make a single attack with. This Scything Wind Technique )--
technique leaves very distinctive wounds, deep slashes with Almost always used with a fan, this technique creates a vast
hundreds of miniscule tears at the edges. number of heavy air currents and vacuum pockets, varying
Chakra: 30, +20 if it hits greatly in speed, width, and angle, with their integrity
Upkeep: 0 maintained by chakra. Where they intersect, the crossing
Damage: 5d8*10 currents tear apart anything unfortunate enough to be in their
Accuracy: +4 way.
Range: Melee As effective as this technique is, slicing and smashing
Speed: 14 anything short of fortified stonework, it can be somewhat
Seal Speed: 22 unreliable, as there's an element of chance about just how
many different ways a victim will be shredded.
Effects: This technique's damage cannot be blocked, and
the effectiveness of an opponent's damage reduction (if any) Chakra: 36
is halved. If this technique hits, it may be used consecutively Damage: 4d10*10
(no other non-Interrupt actions are taken between uses). If Range: 40
you do so, its Seal Speed is removed, and its Chakra cost is Speed: 24
reduced to 30 whether or not it hits. However, each attack Seal Speed: 42
(including ones that miss) increases its Upkeep by 3. Once Effects: This may target any number of people in front of
you release this Upkeep, the blade dissipates. you, so long as they are all within range, and for the purposes
Kaze no Yaiba uses only half your actual ninjutsu damage of evading is considered to have an Area equal to its Range.
bonus to determine the damage it deals. For determining Scything Wind's damage is considered 25% higher for the
wounds, its damage is considered 50% higher. purposes of inflicting wounds.
--( Renkuudan - Compressed Air
Blast )--
A technique originated in Sand, supposedly derived from
what was alleged to be a power wielded by a 'monster' that
terrorized that country more than a century and a half ago.
The user draws in a deep breath and begins pouring chakra
into the air in their lungs, thickening it until it reaches an
almost-liquid consistency before ejecting it into a high-power
blast of air.
Chakra: 40 + X / 5
Damage: (2 + X / 2)d12*5
Accuracy: + X / 5
Range: 30 + X
Speed: 10 + X, Delay X
Seal Speed: 25
Effects: After completing this technique's seals you may use
it immediately (as Speed 10, and Delay 0), or begin 'charging'
it.
115
--( Fuuton: Shinkuu Taigyoku - ile ranged attacks (such as Retsudotensho) only have their
damage reduced by half the normal amount.
Wind Release: Vacuum Great Sphere Additionally, the surge of wind each time this tornado is
)-- empowered pushes enemies (along with anyone and
If the Vacuum Sphere technique can be considered a spray of everything else) away from you. Anyone within (your ninjutsu
wind-chakra bullets (not that ninja actually know what such damage bonus) yards is knocked back (1 per rank of the
things are!), then the Great Vacuum Sphere is a gigantic jutsu; 1 for E, 5 for A, etc.) * (your ninjutsu damage bonus)/2
wind-chakra cannon ball. yards.
In terms that ninja actually do understand, this creates a So long as this technique's maintained, it's impossible to
large sphere-shaped vacuum, which is then launched grapple you You may choose to end it at will, or when making
forwards. Anyone who comes in contact with the vacuum is any Fuuton attack (whose Chakra roll will still be penalized
sucked inside, and then either slammed against either the by Taifuu no Me's upkeep), adding your total amassed damage
first solid object it encounters or just hit by what amounts to reduction to that technique's damage.
a wall of high-velocity air from every direction as the chakra
in the technique dissipates and the technique collapses on --( Fuuton: Kitakaze - Wind
them. Release: The North Wind )--
Chakra: 46 The north wind wind cleanses the world of its impurities and
Damage: 5d6*10 soothes the raging elements. Once its handseals are
Accuracy: +3 completed, a calm but strong wind blows in from the north.
Range: 20 Chakra: 30
Area: 10 Speed: 22
Special: Stun 15 Seal Speed: 20
Speed: 12
Seal Speed: 28 Effects: All environmental effects caused by ninjutsu (such
Effects: In addition to targeting anyone in its area, anyone as Yomi Numa, or Four Pillar Bind) end immediately, and no
between the user and its eventual destination is also a target. such techniques may be activated for double the user's
Shinkuu Taigyoku is unblockable, and enemies do not receive ninjutsu damage bonus worth of IC; however, this cannot end
the benefit of partial defense against it. Anyone hit is knocked or disperse B- or A-rank Katon techniques. Any Ignite status
back to the far end of its range. effects have their severity halved (round down), and any
Shinkuu Taigyoku inflicts Blunt wounds, and the severity of Immobilization with set durations (meaning, ones that fade
any wounds it inflicts is increased by one category (minor to by a certain amount every so-many IC) are removed, as is any
major, severe to critical, and so forth). Paralysis that was originally caused by a Raiton technique.
This technique can only be used outside.
--( Fuuton: Taifuu no Me - Wind
Release: Eye of the Storm )--
A powerful wind technique, this emanates an incredibly
powerful wind, starting about a foot away from you and
pushing away in all directions. Though not directly harmful
itself, it's incredibly difficult to fight through, and will only
grow more so as each wind jutsu you perform strengthens
the storm.
Chakra: 30
Upkeep: 6 + (X)/100
Speed: 14
Seal Speed: 24
Effects: The tornado provides a Damage Reduction of (your
ninjutsu damage bonus)10. Any time you use a Fuuton jutsu,
this DR is increased by (the technique's Speed) (your damage
bonus, -2 for each rank the technique is below A). This DR
doesn't apply to Katon, and is considered 50% higher against
Raiton. Non-projectile ranged attacks (such as
Retsudotensho) only have their damage reduced by half the
normal amount.
X is the current amount of DR this technique is granting
you--its Upkeep steadily increases as its power does. Its
primary downside, however, is the difficulty in dragging a
raging tornado along: so long as it's maintained, the user's
movement speed is reduced by 10% for every 100 DR, to a
minimum of 0%.
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Katon Ninjutsu
E-rank D-rank
--( Hinotama no Jutsu - Fireball --( Katon: Houenka - Fire Release:
Technique )-- Flame Flower )--
This jutsu is so weak it's considered a training exercise After completing the handseals, the user creates three balls
among academy students who're quick to grasp the basics of of fire-elemented chakra: one in each palm, and one in their
katon jutsu. After performing the handseals the user focuses mouth, all three of which can be fired separately or focused
chakra in their hand and projects it into a fist-sized ball of on a single target.
fire, which they can then shoot at a target. Chakra: 13
Chakra: 6 Damage: 4d6.extra(6), Special
Damage: 2d6.extra(4) Range: 15
Range: 10 Speed: 12
Speed: 6 Seal Speed: 7
Seal Speed: 5 Effects: This technique hits up to three separate targets,
and has a +2 bonus to accuracy. For each fireball beyond the
--( Asayake no Jutsu - Morning first directed at the same target, the damage they take is
Glow Technique )-- increased by 2d6, and the technique has +1 accuracy.
In addition to being good practice for chakra control, many
fire-using ninja find it useful when left without supplies. It --( Katon: Shitai Entou - Fire
creates a small, warm ball of fire that hovers around its user's Release: Flame Tongue )--
palm, over their fingertips, or so forth. This ball is not hot Originally thought to be a technique that required a
enough to ignite, well, anything, but it's particularly bright for prolonged diet of special, possibly chakra-enhanced
its size. chemicals, this was later discovered to be actually a fairly
Chakra: 5 simple Katon jutsu. The user breathes out a thick, nearly
Upkeep: 2 solid stream of fire from their mouth--typically at another
Speed: 6 person, whom they would like to injure.
Seal Speed: 8 Chakra: 16
Effects: The orb sheds light equivalent to a small oil lamp. Damage: 10d8.extra(7)
This reduces darkness-based visibilty effects by 3. Range: 10
Special: Burns 3
Speed: 10
--( Enmaku no Jutsu - Smokescreen Seal Speed: 8
Technique )--
A low-level technique which sees some use even by more --( Enkounebai no Jutsu - Sticky
experienced ninja, in certain situations. It causes a Katon Fire Technique )--
jutsu to release a prodigious amount of smoke before it burns
out, reducing visibility over an area. You spit out a mass of chakra-infused saliva; it's clear,
odorless, extremely sticky, very flammable, and kind of gross
Chakra: +3, +1 per rank above E to get hit by.
Seal Speed: +4 Chakra: 8
Effects: This technique is used in combination with a Range: 10
damage-dealing Katon jutsu, increasing its Seal Speed and Speed: 7
Chakra cost accordingly. The technique has a radius of 5 Seal Speed: 8
yards, +5 yards per rank above E.
Within this area, the smoke imposes a -3 visibility penalty, Effects: Your opponent is covered in the flammable saliva.
+1 per rank the jutsu Enmaku was used with is above E. If they are hit by a Katon technique, the saliva ignites,
This technique can also be used on its own, using a person applying an Ignite 5 effect to the unfortunate victim. The
suffering from the Ignite status as its source; in this case it's severity of this effect is increased by 2 for each rank the jutsu
Chakra 6, Speed 5, and Seal Speed 5. Every 5 points of Ignite is above E (7 for a D-rank jutsu, 9 for a C-rank, and so forth).
is equivalent to one jutsu rank (so "rank D", meaning -4
visibility, at Ignite 10).
__
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--( Nenshou Yari no Jutsu - Burning C-rank
Spear Technique )-- --( Housenka no Jutsu - Phoenix
This jutsu creates a polearm out of pure flame, which the Sage Fire Technique )--
user can hold unharmed (and without lighting their clothes
on fire). Konoha once tried to have a treaty passed to ban the After performing the handseals, the user exhales a cluster of
use of this technique, though nobody else quite understands small fireballs, each concealing one or more shuriken.
what all the fuss is about. Chakra: 11, +1 per 2 speed of the multi-throw
Chakra: 12 Stamina: As multi-throw
Upkeep: 1 Damage: +1d6 per weapon thrown
Speed: 5 Range: As multi-throw
Seal Speed: 10 Speed: As multi-throw
Seal Speed: The speed of the multi-throw.
Effects: You acquire a naginata or yari made out of fire. It
uses your ninjutsu rather than physical damage bonus. This Effects: This technique benefits from your ninjutsu damage
weapon persists until you let go of it. Whenever someone is bonus, on top of the normal multi-throw damage bonus.
struck by your weapon they must pass a status roll or suffer Projectiles used in this technique are rendered unusable
burns equal to half its number of rolled dice. afterwards by the intense heat.
You may form handseals while holding this weapon, as it is This jutsu adds Burns equal to half the number of weapons
intangible. thrown.
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--( Kasumi Enbu no Jutsu - Mist --( Ikari o Moe no Jutsu - Blazing
Blaze Dance Technique )-- Fury Technique )--
Once you perform the handseals, this jutsu allows you to A very, very popular technique among hand-to-hand
exhale a slightly translucent cloud of potentially flammable combatants, whose opinions of it range from "pretty cool" to
gas. Even so much as a spark will spell trouble for anyone "totally awesome", this wreathes their hands, and sometimes
unfortunate enough to be within it. As an added effect, the feet, elbow, and knees, in a faint reddish glow of chakra.
glass is ever-so-slightly toxic. When they strike, that chakra ignites on impact, resulting in a
burst of flame being delivered to their unfortunate foe. It's
Chakra: 14 quite flashy.
Damage: 6d10.open(6) Chakra: 15
Radius: 20 Upkeep: 5
Range: 20 Speed: 8
Speed: 8 Seal Speed: 14
Seal Speed: 10
Effects: This technique initially does no damage. However, Effects: This technique alters the dice of any unarmed
it detonates and does the listed damage, across the listed attacks you make, applying to Unarmed taijutsu, Combo
area, if a Katon jutsu contacts its area, or if a person with an taijutsu, and basic unarmed attacks. Its damage dice become
Ignite status of 5 or higher is present. This explosion cannot .extra(3) for d4s, .extra(5) for d6s, .extra(6) for d8s, .extra(7)
be dodged (though the effect which triggered it, if an attack, for d10s, .extra(9) for d12s, and .extra(15) for d20s. It does
can still be dodged or otherwise defended against normally). not apply to Grapple taijutsu.
The gas is also particularly thick, and not particularly For example, an attack which would normally deal 8d12
breathable. Every 10 IC that someone spends in the cloud damage would be changed to deal 8d12.extra(9) damage
adds a Suffocation 1 status to them. under the effects of Blazing Fury.
Additionally, if an attack augmented by Blazing Fury inflicts
wounds of any sort, it also causes an Energy wound of one
--( Yoen no Jutsu - Ember-Burning category lower, to a minimum of minor (a punch that inflicted
Technique )-- a Minor Blunt wound would also inflict a Minor Energy
One of the few katon jutsu which lacks offensive applications, wound).
this technique's rank comes from the precision necessary to
perform it without lighting oneself on fire. It literally burns B-rank
dirt, grime, sweat, and contaminants from the target's clothes
and body (without, notably, causing either to go up in flames --( Katon: Karyuu Endan - Fire
themselves). It can also be used to sterilize (or, if necessary, Release: Fire Dragon Flame Bullet
cauterize) wounds by tracing them with one's fingertips. )--
Chakra: 22 The shinobi gathers chakra in their mouth, before converting
Speed: 5 it to fire and shooting it out. The flame shoots out in three
Seal Speed: 16 sections, each one taking on the appearance of a serpentine
Effects: Removes all foreign particles and bodies (bugs, dragon which explodes on impact with its own target.
chemicals) from the user's clothes and body, stops any Chakra: 36
ongoing bleeding, and evaporates any liquids covering them Damage: 22d20.extra(11)
(exception: this will ignite the D-rank Sticky Fire Technique). Range: 40
It can even remove recently spilled, not-yet-dried liquids Special: Ignite 7, Burns 5
(including blood!) from clothing. It will not, however, cure Speed: 22
poison. Seal Speed: 22
This provides a -10 penalty on any attempts to track the
user by scent (i.e. Survival rolls), but only a -5 penalty to find Effects: This technique may target up to three separate
them (i.e. Awareness vs. Stealth) via scent because while people. You may not direct these 'extra' attacks at the same
their own odor is eliminated, this jutsu leaves a faint scent of person for added damage.
smoke. In fact, a difficulty 30 Research roll can identify the If the victim of this technique fails a status roll, the status
use of this technique at, say, a crime scene. effects are doubled.
If used to treat an injury (external injuries which have left
open wounds only), this accelerates the recipient's healing
time by 25%, but does not stack with the reduction from
medical treatment (doctors can do much better than this
improvised first aid).
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Against a ranged ninjutsu attack: This can only be used
--( Gouryuuka no Jutsu - Great against targeted, damage-dealing ninjutsu aimed at you, or
Dragon Fire Technique )-- any damage-dealing Fuuton ninjutsu which would hit you.
The user of this technique compresses a large amount of Compare the damage of the two techniques; if the damage of
chakra in their body, and exhales it as a single, massive burst theirs is higher, subtract Rising Phoenix Blast's damage from
of fire in the shape of a dragon's head. Due to this technique's that technique's damage; that is how much you take. If your
nature, enough of the chakra used in it is retained briefly in technique's damage is higher, it destroys the opponent's
the user's body to swiftly prepare a second blast. technique, protecting you from it, and your enemy must then
defend against your Rising Phoenix Blast (which does its full
Chakra: 32 damage normally).
Damage: 15d20.extra(11) Rising Phoenix Blast's damage is raised by 50% if it
Range: 35 interrupts (or is interrupted by) a Wind Release technique,
Speed: 16 and lowered by 50% when interrupting Water Release
Seal Speed: 20 techniques.
Effects: If this was the last jutsu you performed, its Chakra
cost is reduced by 4 and its Seal Speed by 2, and it gains +2 --( Akuchori Nabe - Devil's
Accuracy. These bonuses stack, bringing it as low as Chakra Cooking Pot )--
16 and Seal Speed 10, and giving up to +8 Accuracy. This technique is known for two things. The first is the
distinctive, raspy sound made when the user exhales the dark
--( Katon: Joushou Ootori - Fire gray cloud of smoke produced by this technique, rather like a
Release: Rising Phoenix Blast )-- death rattle. The second is being wantonly destructive. Due
The user gathers chakra around them--the 'rising phoenix' to the composition of the cloud's chakra, it ignites at the
actually refers to the visible heat ripples and wisps of flame outside first, and implodes upon itself, creating a pyroclastic
rising around the ninja performing it-- and unleashes a pressure-cooker effect.
stream of dark, searingly hot fire at their opponents. The Chakra: 30
flames of this technique are hot enough to disintegrate most Area: 30
incoming attacks. Range: 20
Chakra: 24 Speed: 12
Damage: 10d20.open(16) Seal Speed: 28
Accuracy: +3 Effects: Any Katon jutsu of C-rank or higher will be
Special: Interrupt sufficient to ignite the cloud. This increases that technique's
Speed: 10 damage by 25% and changes it dice from .extra() to .open(),
Seal Speed: 14 and everyone within the cloud's area must defend against it.
If the technique also has an area of effect, add half of the
Effects: When used as an Interrupt, Rising Phoenix Blast's lower AoE (Akuchori Nabe's or that of the technique which
damage becomes 10d20.open(11) and it receives double your detonated it) to the full higher one; this is the area for the
ninjutsu damage bonus. It functions differently if when used new, combined technique.
against a melee attack, or ranged ninjutsu attack. It may
Interrupt attacks so long as its Speed is equal to or less than
theirs (rather than needing to be equal to or less than half the
original attack's Speed).
Against a melee action: The user may choose to call off
their attack, or press on regardless of the danger. If they do
not cancel their attack, they take Rising Phoenix Blast's full
damage, without any defense. However, you are also hit by
their attack automatically, and cannot defend against it. If
they choose to defend themselves, their attack is cancelled;
they do not pay any Chakra or Stamina costs, and it's
considered half its actual speed for determining when their
next action comes; any AP or other effects spent on it,
however, are not regained. They then defend against Rising
Phoenix Blast as a surprise attack, but have a +3 bonus to
any d20 rolls made as part of their defense.
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Effects: So long as Enjoukon is maintained, the Chakra
--( Jikoku Kasou no Jutsu - Instant costs of all your Katon jutsu are reduced by 5, and their
Cremation Technique )-- damage is increased by 15%. When your Chakra Exhaustion
Arguably the most stylish jutsu in existence, after performing penalty increases from using a Katon technique, it increases
the requisite handseals the user keeps their hands charged by 1 point less than normal (to a minimum of 0). However, the
with chakra (though they do not glow, or burn). From that chakra costs for all your non-Katon elemental ninjutsu are
point on, all they have to do is point at a target and focus for a increased by 5.
few seconds, and a location will erupt in flames. Even after this technique ends, its effects persist for the
While this does make it somewhat difficult to evade, there next 20 IC as your chakra gradually returns to normal.
are several telltale signs (aside from the, you know, pointing).
The area heats up rapidly, and there's a low, rising hum near A-rank
the point where the flash of fire is imminent, as the chakra
being directed there builds and prepares to ignite. --( Katon: Karyuudan - Fire
Chakra: 20 Release: Fire Dragon Bullet )--
Damage: 5d20.open(20 - X) Generally considered to be the pinnacle of how destructive a
Accuracy: +4 technique can be without rendering it useless in a majority of
Range: 25 situations, the user forms a mass of fire in the vague shape of
Special: Ignite X/2 a dragon's head in front of them, and then fires a volley of
Speed: 12 blazing projectiles at their unfortunate target of choice.
Seal Speed: 16
Chakra: 60
Effects: After using Instant Cremation, you gain a special Damage: 60d20.extra(16)
Upkeep. Accuracy: +3
Special Upkeep: As a normal Upkeep, applies a penalty of Range: 60
its value to all Stamina and Chakra Exhaustion rolls; you may Speed: 30
end it as a Speed 0 action, or immediately after using Instant Seal Speed: 30
Cremation. However, it does not have a limit on how high it
may go, and does not interact with Uniques or Wounds which Effects: This technique inflicts Burns of (damage dealt)/50.
affect normal Upkeeps. You may target up to three people with this technique, using
Your special Upkeep has a value of X. X increases by 2 the same Accuracy for each. You can not target the same
each time you use Instant Cremation. So long as X is 2 or person repeatedly to enhance the technique's effect.
greater, Instant Cremation's does not require handseals.
Thus, if you had used Instant Cremation three times, you
would have an Upkeep 6, and your next use of it would deal
4d20.open(12) damage. Regardless of how high X goes,
Instant Cremation may not deal more than 4d20.open(4)
damage.
If you end the Upkeep, and then use Instant Cremation
again, the Upkeep will begin at 0.
--( Enjoukon no Jutsu - Blazing
Soul Technique )--
All ninja learn how to convert their chakra into one of the five
basic elemental natures; doing so is how they perform
elemental ninjutsu. This dangerous, advanced technique
takes that to its (il)logical conclusion. The user converts a
majority of their chakra to fire-elemental.
This offers the obvious advantage of drastically increasing
the efficiency of any jutsu using that chakra--however, doing
so is puts a significant strain upon one's chakra circulatory
system, impeding its normal functioning.
When this technique is maintained, a person's skin is
notably hot to the touch.
Chakra: 20
Upkeep: 4
Speed: 12
Seal Speed: 16
Requires: 25 Chakra Control
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If an effect is used which would disperse the gas cloud
--( Insei Reisai no Jutsu - Meteor (such as the A-rank Fuuton: Kitakaze) during the Delay
Carnival Technique )-- period, its damage, range, and effects all reset to 0%; and can
The go-to jutsu for dispatching swaths of enemies as quickly be built back up by continuing it.
as possible, for those who are able to perform it and don't You may choose to detonate this when you finish it (in
mind ruining the scenery. Compared to other wide-area which case you will probably be in the area of effect; however,
techniques, it has the advantage of, for the most part, being you take only half damage from your own Ryuujin Bakuha), or
able to avoid hitting one's allies indiscriminately. not. If not, it'll remain until detonated by the presence of
The user launches an incandescent globe of fire into the someone with an Ignite 10, or a Katon jutsu of C-rank or
sky, where it remains stationary and periodically launches above.
smaller, roughly pumpkin-sized exploding fireballs across the Ryuujin Bakuha inflicts an Energy wound, and two Blunt
battlefield; on impact, they explode! wounds of the same severity. If it's used in a confined space
(such as indoors, or in a cave) it does an additional
Chakra: 40 10d20.open(16) damage, and its effects are raised to Burns
Upkeep: 12 25, Ignite 25, and Stun 20.
Damage: 24d20.extra(16)
Range: 150 --( Sunde Bakudan - Living Bomb )--
Speed: 16
Seal Speed: 35 A technique invented in the middle of the Third Shinobi
World War--and, as the horrors from that era go, it's only
Effects: A volley of fireballs falls upon the battlefield on the slightly atrocious.
IC in which you use this technique, and every 20 IC The user molds a mass of volatile fire-elemental chakra
afterwards so long as you maintain its Upkeep. and, rather than forming it into a jutsu, injects it directly into
This technique uses your base Accuracy for an A-rank a foe. The chakra will last a few minutes at most, before
Katon, unmodified by status, wounds, temporary bonuses, surging through their chakra coils violently and turning them
and so on, though penalties from Fatigue do apply. The into the catalyst for a powerful explosion.
ninjutsu damage bonus is equal to yours at the time you use It saw extensive use for taking out medics who'd rush to
the technique. Because the attacks are made by the the battlefield to retrieve injured comrades, only to be killed
technique, and not you, you cannot modify them further (such or wounded in the ensuing explosion.
as with Willpower or AP).
Each volley may target up to (ninjutsu damage bonus) Chakra: 35, raised to 50 if it hits
individuals. Each targeted individual has a fireball fall on Damage: 25d20.open(11)
them, and detonate with an Area of (injutsu damage bonus). Range: Touch
Each fireball (including the initial one) is considered a Speed Speed: 25
10 attack, and receives only half your ninjutsu damage bonus. Seal Speed: 25
A single individual may only take damage once per volley; if Effects: Whoever you hit with this technique becomes a
you targeted four fireballs at each of four people who were living bomb! When you place this technique, you also set a
standing next to each other, they would only need to make timer, between 1 and (your Chakra Control skill ranks)*5 IC.
one defense and would, at most, take damage one time. At that point, they will detonate. The initial attack itself does
not deal damage.
--( Katon: Ryuujin Bakuha - Fire You may also perform a Speed 5, Seal Speed 20 action to
Release: Dragon King Blast )-- detonate someone immediately.
The pinnacle of wide-area indiscriminate destruction. The When a person is detonated, they make a Chakra 30 roll;
user exhales a cloud of not-quite-invisible vapor with a whether they pass or fail has no effect on the technique,
metallic taste, which rapidly expands. Once they've finished, though as normal they might advance in Fatigue.
they channel just a small bit of chakra into it, turning the gas The explosion itself is Area 25. The bomb themselves may
from inert to violently reactive and engulfing the area in a not defend against it, though anyone else can. The technique's
fireball which has no peer. The user is protected from this damage is considered 25% higher for the purposes of
explosion; their friends, however, are not. wounding the bomb.
Chakra: 45
Damage: 40d20.open(11)
Effects: Burns 15, Ignite 20, Stun 10
Range: 20
Area: Radius of (Damage Bonus)*10 yards.
Speed: 30, Delay 20
Seal Speed: 22
Effects: Every initiative count in the delay, this technique
gains 5% of its damage, radius, and effects. The use of any
Katon jutsu of C-rank or above (or the presence of any person
suffering from an Ignite status of 10 or greater) in this area
will detonate it prematurely.
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--( Maru o Moyashi no Jutsu -
Burning Circle Technique )--
Popular among bounty-hunting ninja, this technique creates a
circular wall of flame surrounding an area. While it's by no
means impregnable, attempting to charge through a virtually-
solid sheet of chakra-fueled fire tends to have the expected
result. It's useful both for ensuring an opponent won't run
away (or making them pay for trying to do so), and for keeping
an adversary isolated from the battle.
Chakra: 45
Upkeep: 8
Damage: 40d20.extra(6)
Range: 40
Radius: Up to (ninjutsu damage bonus) * 5
Speed: 30
Seal Speed: 26
Effects: This creates a circular wall of flame centered on a
location within range, with the listed radius. The wall itself is
1 yard thick, and (ninjutsu damage bonus) * 3 yards tall.
Anyone who crosses the wall takes the listed damage, as
well as an Ignite equal to the user's ninjutsu damage bonus,
and a Burn equal to twice the user's ninjutsu damage bonus.
It uses the Speed it was performed at to determine the
damage from its user's ninjutsu damage bonus. As it does not
constitute an attack at that point, defensive Interrupts can't be
used to mitigate it.
123
Raiton Jutsu
--( Juude - Electric Charge )--
E-rank Rubbing your hands together you create a large electrical
--( Rashinban no Jutsu - Compass charge, which only needs the slightest touch to be delivered,
Technique )-- and will temporarily energize the opponent with an amount
of lightning-elemented chakra.
It's about what it sounds like. The user channels lightning-
elemental chakra into a needle, or kunai, or similar-sized and Chakra: 10
-shaped object, which will then, when laid flat (sometimes Range: Melee
requiring a few taps to help it along) point towards magnetic Speed: 6
north. Seal Speed: 6
Chakra: 5 Effects: This 'charges' an opponent, and gives the next
Speed: 4 ranged Raiton technique used against them an Accuracy
Seal Speed: 12 bonus of +1, plus the severity of any Paralysis they have.
Thus, when using Raiton against someone with Juude and
Effects: Allows a single kunai or senbon to be used as a Paralysis 3 you'd have a +4 Accuracy bonus.
compass for 6 hours or until used in an attack. It's not quite
perfect, but it's good enough for most uses. --( Jinrai no Jutsu - Thunderclap
--( Shougeki Heki - Shocking Burst Technique )--
)-- The user puts both hands together, forming a miniature
thunder bolt between his hands, splitting the air and forming
Holding a hand out there is a pulse of electricity. This isn't an extremely loud BANG, which is rather startling when your
nearly enough to kill anyone, but it definitely hurts. a few inches from it, and not expecting it. It has the added
Chakra: 10 benefits of temporarily deafening the opponent.
Damage: 2d10 Chakra: 14
Range: 10 Range: 10 radius around user
Speed: 4 Special: Stun 3
Seal Speed: 6 Speed: 10
Effects: This inflicts Paralyze 1 for 20 IC. It can target Seal Speed: 8
either a single person, or everyone within the range. If the Effects: The Stun's severity is doubled if its victims fail a
latter, it does not penalize dodges as a regular area of effect status roll.
technique would.
Shocking Burst's Speed may not be reduced below 4. --( Shinkei Attou no Jutsu - Nerve
Overloading Technique )--
D-rank You send a 'spark' of chakra into an enemy, stimulating any
--( Shuurai - Lightning Strike )-- electrical chakra already in their system and sending them
You focus energy to the tips of your fingers on either hand, into several seconds of agonizing convulsions.
then point at an opponent, releasing a reasonably sized bolt Chakra: 16
of electricity. This is nothing like real lightning, but it looks Range: 15
similar! Speed: 8
Chakra: 15 Seal Speed: 8
Damage: 2d6*3d4 Effects: This has +3 Accuracy per level of Paralysis on the
Range: 20 target. It ends all Raiton-induced Paralysis effects on them,
Speed: 10 and inflicts them with a Stun equal to 5 per severity of the
Seal Speed: 12 highest Paralysis removed. Thus, someone suffering from
Effects: This inflicts Paralysis 1 for 20 IC if its target fails a Paralysis 4 would be Stunned for 20 IC.
status roll.
124
Effects: This inflicts Paralysis 2 for 20 IC, and requires you
--( Kyousou Ikazuchi no Jutsu - to have a metal weapon in each hand. This also hits anyone
Racing Thunder Technique )-- within 3 yards of the target.
By pumping your legs full of lightning chakra, you raise your
muscle's response time, and their power as well. --( Kanden Satsujin - Electric
Unfortunately, this is all focused in just your legs. Murder )--
Chakra: 15 You hold out your palms toward the enemy and discharge
Upkeep: 4 huge amounts of lightning chakra, searing the flesh of your
Speed: 6 enemy.
Seal Speed: 8
Chakra: 17
Effects: Your AGI is treated as 25% higher for the purposes Damage: 30d2
of movement. Range: 6
Additionally, you may choose to declare a Speed X move Speed: 14
action, where X may be up to your bonus to Stamina rolls. Seal Speed: 10
Unlike normal movement (which is handled on an IC-by-IC Effects: If this technique is the last attack you used, and you
basis), the movement for this action is resolved immediately. haven't performed any handseals since the last time you used
However, moving this way has a Stamina cost equal to the it, its does not require handseals.
number of yards you travel. You may not reduce this action's When used consecutively, add half the damage of all
Speed by spending AP. previous consecutive uses for the purpose of determining
wounds. For example, say you dealt 60, then 40, then 50
--( Kaminari no Yaiba - Lightning damage with it. This would deal a total of ( 60 + 50 + 40 ) 150
Blade )-- damage. Each consecutive use also increases its Chakra cost
With a quick burst of lightning natured chakra, you force it by 1.
through a metallic weapon and into your enemy, usually For determining if you wounded your opponent, the first
during some sort of attack. This is a burst of energy, rather technique would be treated as 60 damage, the second as (40
than a proper chakra flow technique. + 60/2) 70, and the third as (50 + 60/2 + 40/2) 100.
Chakra: 15 --( Kangekiha - Wave of Inspiration
Stamina: As Weapon )--
Damage: As Weapon
Range: As Weapon Focusing a great amount of lightning chakra into their hands,
Speed: As Weapon+5 the user then places them on or near something that will
conduct the attack into their opponent. Be it something metal,
Effects: This ignores half of any opponent's damage something wet, or whatever, as long as there is a conductive
reduction (if any). This attack counts as a taijutsu attack with material, there will be a target who is hit!
your NDB in place of your PDB, and causes the attack to be
treated as a melee-ranged Raiton technique (for determining Chakra: 20
the efficacy of jutsu-based defenses and the like). Damage: 2d8*5d4
If this is parried by a metal weapon, or unarmed (if the Accuracy: -8
person has an ability to let them do so), the attack still inflicts Range: 40
20% damage. If blocked, the blocking has its effect reduced Speed: 10
by 10% (from 50% to 40%, and so forth). Seal Speed: 16
To use this with a ranged weapon, you need 1 yard of ninja Effects: If this is used on a conductive surface (such as a
wire attached to the weapon (which it can be assumed you metal pipe, or the surface of a lake) that your opponent is in
did in preparation, or as you perform the technique). For contact with, its Accuracy penalty is removed and your
multi-throws, this can rapidly become an awful lot of wire. damage bonus is doubled.
If someone was hit by a Suiton ninjutsu in the past 15 IC,
C-rank this technique's Accuracy penalty is reduced to -2, but your
damage bonus is not increased.
--( Raikyuu - Lightning Ball )-- For every point of Paralysis a target is suffering from, the
Charging up electricity between two weapons, you harness it Accuracy penalty is reduced by 2; however, if this hits their
into a ball and then fire it at your enemies, the ball exploding Paralysis status is ended.
out once it makes contact with anything.
Chakra: 22
Damage: 100
Accuracy: +2
Range: 15
Speed: 22
125
Avenging Lightning God's damage is increased by 10% for
--( Taiyouken - Solar Flare )-- every 1 point of Paralyze the attacker is afflicted by.
Blinds opponents who don't know to close their eyes. Not Additionally, anyone damaged by this move is afflicted by a
affected by doujutsu which bypass visibility penalties, and Paralyze 1 status for 40 IC. If they hit you again while still
may in fact temporarily shut them down. suffering from it, its severity is raised by 1.
__
Chakra: 15
Range: 20
Special: Interrupt B-rank
Speed: 8
Seal Speed: 10 --( Raijuu Hashiri no Jutsu -
Lightning Beast Running
Effects: This inflicts a -8 visibility penalty on anyone in Technique )--
range. Used as an Interrupt, there is a chance the sudden
flash of light will cause an opponent to miss entirely; treat Charging both your hands with a powerful electric current,
your defense as if you'd rolled a 5 on a dodge attempt, and if you slam them together and expel a creature made of pure
this would allow you to dodge with their visibility penalty, lightning, in whatever form you choose (one of a realistic,
then they simply miss. quadripedal animal). The beast then runs at your enemy,
This negates the effects of any active doujutsu on its connected to your hands by a lightning 'leash' that allows you
victims until its penalty has faded to -4. to redirect the attack if an enemy defends against it.
When you use this technique, you and anyone in range Chakra: 40
make an opposed Initiative roll, with the victims getting a +5 Damage: 4d10*3d4
bonus for each previous time this technique has been used in Range: 40
that combat. If you beat their roll, they're blinded; if not, they Special: Paralysis 2 for 30 IC
managed to close their eyes in time. Speed: 14
The penalty fades at the rate of 1 per 5 IC. Seal Speed: 20
--( Chuubu Gaki no Jutsu - Ghoul Effects: After seeing the result of your opponent's defense,
Paralysis Technique )-- you may choose to make them reroll it. If you do this, they
keep the second result (even if it's better). If you use this
After making contact with an enemy, you send a powerful option, Raijuu Hashiri's damage is halved for the purpose of
pulse of electricity through their body, momentarily determining wounds, and its Paralysis status is removed.
overstimulating their nervous system. For several seconds You may also use the redirect to send the beast after a
afterwards, the recipient of the shock will find their body different target; it still suffers the usual reductions this way.
sluggish and poorly responsive.
While not actual harmful, this is exceptionally painful.
Chakra: 16
Range: Touch
Speed: 10
Seal Speed: 10
Effects: This inflicts Paralysis 2 for 20 IC, raised to
Paralysis 4 for 40 IC if the victim fails a status roll.
--( Raiton: Fukushuu Kaminarikami
- Lightning Release: Avenging
Lightning God )--
You divert your chakra to surge across your skin, building up
something akin to a strong static charge. Unlike actual static
electricity, this is incredibly dangerous.
Chakra: 18
Upkeep: 6
Damage: 4d6*2d4
Special: This technique receives only half your damage
bonus.
Speed: 8
Seal Speed: 14
Effects: Any time you are struck by an unarmed melee
attack or metallic melee weapon, this technique 'discharges'.
Your attack deals its damage as a result of their attack, and
you must make its Chakra roll again.
126
--( Raiton Bunshin no Jutsu - --( Gian - False Darkness )--
Lightning Release Clone After completing the handseals the user forms a large, spear-
Technique )-- shaped bolt of lightning which can be directed at distant
targets. One of this technique's advantages is its ability to be
This technique creates a power, not-quite-fully independent used in rapid succession, allowing for rapid long-range
copy of yourself. They're capable of bringing substantial force bombardment.
to bear in combat, but lack enough physical cohesion to
survive being hit in combat. Of course, striking a ball of Chakra: 40
animated lightning tends to be bad for one's health. Damage: 75*1d6
Range: 60
Chakra: 15, +5 per clone Speed: 15
Damage: 100*1d3 Seal Speed: 35
Range: Melee
Special: Paralysis 4 for 30 IC Effects: Once the technique's seals have been completed,
Speed: 8, +4 per clone you may repeatedly use Gian at Seal Speed 0 as long as you
Seal Speed: 12, +4 per clone take no other ninjutsu or non-Interrupt actions. Thus, you
Requires: Bunshin no Jutsu could dodge, but not punch, and not used a ninjutsu-based
defense.
Effects: You can create up to two clones. These function
like regular bunshin, but may take the actions listed below. --( Raiton: Shichuu Shibari -
Additionally, anyone who destroys a Lightning Clone with a Lightning Release: Four Pillar Bind
melee attacks takes this technique's damage automatically.
Lightning Clones are all at Fatigue 0; if they ever reach )--
Fatigue 1, they are destroyed. Four pillars of rock, each about twenty feet tall, are
[X AP] Move: Your clones can move, where X is the Speed summoned around an enemy (don't ask how that works for a
of the Move action. lightning jutsu). Lightning arcs between the pillars, flooding
[4 AP] Basic Unarmed: A basic unarmed attack, using your the area with electricity. While the damage done by this
attributes. technique is fairly mild, it can easily immobilize someone
[X AP] Basic Weapon: You may transfer any number of within the area.
weapons to your Raiton Bunshin when you create them. They
may attack with those weapons, using your abilities. X is half Chakra: 45
the Speed of the attack. Upkeep: 5
[X AP] Multi-Throw: Should be self-explanatory. X is half Damage: 2d8*3d4
the Speed of the multi-throw. Range: CHA /2
[X AP] Raiton Ninjutsu: The clone must first perform the Area: 25 x 25 square
handseals, at the regular speed, costing AP equal to half the Special: Paraylsis 5, Immobilize 8
technique's modified Seal Speed. It then costs X AP, where X Speed: 25
is half the technique's Speed. They cannot, however, use Seal Speed: 25
Raiton Bunshin. Effects: This technique inflicts its statuses on anyone other
When Lightning Clones attack, their actions are always than the user who is within its area. They do not end until the
considered to be Held Back, as per the ability in Chapter 5, victim has managed to leave. This technique lasts for 60 IC,
even if you do not have the Hold Back ability. This means they or until you end the Upkeep, whichever comes sooner.
use only half your damage bonus for dealing damage, and the
severity of wounds they inflict is reduced by one category.
Lightning Clones use your base Stamina and Chakra
Exhaustion bonuses, as if they were a Fatigue 0 version of
you without any temporary benefits (such as having eaten a
Soldier Pill before creating them). If a clone fails a Fatigue
roll, it vanishes just as if it had been struck.
127
--( Tesura Karui - Tesla Minor )-- A-rank
This generates a semi-stable mass of lightning chakra which --( Kouken Rairyuu - Guardian
you can physically throw. It'll 'stick' to the first surface it Lightning Dragon )--
comes into contact with (people are not surfaces). Once
placed the ball is stationary, a bright and crackling Harnessing a great amount of chakra, you create a field of
hemisphere of chakra. Anyone unfortunate enough to wander lightning that swirls around you and coalesces into the
into range will receive a face-full of electricity. crackling outline of an electric dragon. From there you can
keep it at the ready, or attack an unfortunate foe immediately.
Chakra: 35
Upkeep: 3 Chakra: 54
Damage: 100 Damage: 5d8*6d6
Range: 20 Range: 80
Special: Paralysis 2, for 30 IC Special: Paralysis 3 for 30 IC
Speed: 25 Speed: 26
Seal Speed: 25 Seal Speed: 30
Effects: This creates a ball of energy within range on some Effects: When you use this technique, you may choose to
surface. When it's created, and every 25 IC afterwards, the lower its Chakra cost by 10. If you do so, rather than
ball emits bolts of lightning at everyone within CHA /2 yards. launching at your opponents the lightning dragon takes shape
Each bolt of a lightning is a separate attack. coiling around you.
The ball has 10 'charges'; it can attack 10 times, and then it It will automatically attack the first person to move within
expires. It will not attack you, and you can specify up to 10 yards of you (it will not, however, trigger this effect if you
(Chakra Control)/10 other people who it will ignore. The ball move closer to them), with +4 Accuracy. If they fail a status
can be attacked, and is destroyed if it takes 100 damage. roll, its Paralysis effect will also be double.
Melee attacks against it cause it to discharge against the You may also launch the dragon at any time while it's still
attacker. around, as a Chakra 35, Speed 14 action, using 14 rather
This technique uses your base Accuracy for an B-rank than 26 as its base speed.
Raiton, unmodified by status, wounds, temporary bonuses,
and so on, though penalties from Fatigue do apply. The --( Tenchu - Wrath of Heaven )--
ninjutsu damage bonus is equal to yours at the time you use
the technique. Because the attacks are made by the This technique earns its name. As the handseals are
technique, and not you, you cannot modify them further (such completed electricity will begin to arc along the user's body
as with Willpower or AP). and wisps of dark smoke will rise from them, a result of the
overwhelming, uncontainable amounts of chakra this jutsu
--( Hiyaku Raikoui - Chain requires.
That chakra is converted directly into electricity and
Lightning )-- released in a blast every bit as devastatingly powerful as a
You hold out your fingers and fire a focused bolt of lightning genuine bolt of lightning.
which then, after striking the target, goes to find a new target, Chakra: 70
then another, amplifying itself each time it passes through Damage: 5d8 5d6 2d4.takeHighest(1)
someone's chakra circulatory system. Range: 100
Chakra: 40 Area: 5
Damage: 7d6*1d10 Special: Paralysis 5 for 50 IC
Range: 50 Speed: 30
Speed: 16 Seal Speed: 50
Seal Speed: 18 Effects: This hits everything in a line ten yards across (its
Effects: This has an Accuracy bonus equal to the severity of area), and up to one hundred yards long (i.e. anything
Paralysis its target is suffering from, +1 for every previous between the user and the max range). The effectiveness of
target it's hit. After hitting one person it can then 'jump' to any partial defense is doubled against this technique: for every 1
other target within half the original range from its most point it hits by, it deals 10% damage.
recent victim, doing 10% more damage for each target After rolling damage for Tenchu, you may spend a point of
previously hit. Willpower to reroll it and take the higher of the two results.
Anyone struck by this technique has their Paralysis status This may only be done once per attack, and only if you did not
raised by 1, and its duration increased by 5 iC. A person can spend Willpower to improve Tecnhu's Accuracy.
only be hit by a single use of this technique once.
The maximum number of targets a single activation of
Chain Lightnin can hit is equal to your Ninjutsu Damage
Bonus.
128
You may 'store' uses of Tesla Minor in the spire, up to a
--( Juurokuchuu Shibari - Sixteen maximum of CHA/20. These will all discharge at the same
Pillar Bind )-- time as the spire, gaining its range but keeping their own
Just as the four pillar bind, this surrounds the area, though damage. For each simultaneous Tesla strike from the spire
this time it's a bit more solid. After creating a large, oven-like (be it a Minor or Major) that strikes someone, they suffer a
structure it then electrocutes the entire area inside, frying the Paralysis 1; if the spire and three Minors inside of it all hit
contents and hopefully making it hard for them to escape. somebody, that person would suffer a Paralysis 4. This lasts
for 10 IC per severity of the Paralysis.
Chakra: 58 This technique uses your base Accuracy for an A-rank
Upkeep: 14 Katon, unmodified by status, wounds, temporary bonuses,
Damage: 2d12*3d6 and so on, though penalties from Fatigue do apply. The
Range: 120 ninjutsu damage bonus is equal to yours at the time you use
Area: 100 the technique. Because the attacks are made by the
Speed: 30 technique, and not you, you cannot modify them further (such
Seal Speed: 35 as with Willpower or AP).
Effects: This is a 25 x 25 AoE, inside a 50 x 50, inside a 75
x 75, inside a 100 x 100; thus, it's 25 yards from the edge of --( Raitama - Ball Lightning )--
one layer to the next. For each layer a person is inside they Upon completion of the handseals the user forms a ball of
suffer -2 Immobilize and 1 Paralyze. raw, condensed lightning chakra between their palms, then
Juurokuchuu Shibari receives only half your ninjutsu encases it in a more stable 'shell' made from hundreds of
damage bonus. interwoven chakra strands, creating a mesh-like barrier that
Thus, someone at the center would be at -8 Immobilize and prevents the inner chakra from dissipating.
Paralyze 4, until they managed to run 25 yards; then they'd be After that, they can either leave the resulting ball of chakra
at -6 Immobilize and Paralyze 3, and so forth. hovering where it was made or hide it inside some
This lasts so long as you maintain its upkeep. You are appropriately sized physical object, typically the ground,
immune to its effects. where it will lie in wait until someone comes close enough to
trigger the mine. When they do, it seeks them out and
--( Tesura Shousa - Tesla Major )-- detonates on contact.
Filling both of your arms with an intense and energetic Chakra: 40
lightning chakra, you throw it out onto a surface. This time, Upkeep: 8
instead of a small ball being produced as in Tesla Minor there Damage: 300
is a great spire of electricity that stays in place, pulsating with Range: 60
energy. These usually tower over a battlefield and electrocute Speed: 50
anything that comes within range. Seal Speed: 25
Chakra: 50 Effects: The mine must be placed within melee range. The
Upkeep: 10 technique's actual range can, if you wish, be set lower than
Damage: 500 60. Whenever someone other than you enters this range, they
Range: 50 immediately become the target of a Sneak Attack from this
Speed: 30 jutsu; the ball of lightning soars towards them without
Seal Speed: 30 warning.
This can be left sitting in the opponent (as an effective
Effects: The creates a vertical spire of energy on an deterrent), or submerged into any available surface (the floor,
appropriate surface, CHA/4 yards tall. the walls). If you are within the maximum range (even if you
When created, and every 20 IC afterwards, this shocks reduced the attack range), you can prevent the ball from
anyone except you within (CHA)*3/4 yards. You may activating by concentrating on it (though you'd typically need
designate up to (Chakra Control)/5 other people who will not line of sight to know if this is necessary).
be targeted by the spire. This attack receives an Accuracy If this is hidden inside some object, it cannot be detected
bonus equal to the severity of the Paralysis status on its without the use of a chakra-detecting doujutsu (such as
target(s) (meaning that different people may have to defend Byakugan).
against different accuracies).
The spire has an unlimited number of charges, and 1000
HP. It takes double damage from Fuuton, half from Doton,
and if struck by a melee-range attack it immediately
discharges against the attacker.
129
--( Shimeshi Ryouiki - Dampening
Field )--
Concentrating your chakra, you project an invisible, wide-
area dome of chakra. Maintaining its stability requires you to
stay practically immobile at its center, but the effects are
virtually impossible to circumvent without finding the
originator.
Anyone who enters the field will instantly notice its
presence--their hair will start to stand on end, and most
objects will begin building a static charge.
Chakra: 50
Upkeep: 10
Range: Self
Area: CHA *10
Speed: 20
Seal Speed: 50
Effects: You can move up to four yards from your original
location while maintaining this technique; moving (or being
forcibly moved) any further causes it to end.
Within the field, all chakra-based sensing (such as
Byakugan's vision, chakra-sensory ninja, and the Yurokensei
technique) has a -20 penalty. Electronic and electrical devices
in this area are useless. The dampening also interferes with
other lightning-based chakra, reducing the damage of all
Raiton in its range to 80%.
Finally, the large amounts of ambient lightning chakra
interferes with earth-based chakra. Doton techniques in this
area have their damage reduced by 25%, and their Chakra
costs and Upkeeps (if relevant) increased by 4.
__
130
Suiton Ninjutsu
You use Splash!
E-rank Chakra: 5
--( Suisaishuu no Jutsu - Water- Speed: 4
Gathering Technique )-- Seal Speed: 2
No matter its advantages, it can't be denied that water suffers Effects: Nothing happens!
from one potentially crippling flaw: water is, in most __
environments, not widely available in the quantities needed
for prolonged used of suiton jutsu. D-rank
This technique partially circumvents that problem by
gathering water scattered around the battlefield and using it --( Suiton: Teppoudama - Water
as part of a technique. Release: Liquid Bullet )--
Chakra: +5 The user kneads chakra and converts it into water inside
Speed: 0 their stomach, then spits it out in the form of a dense, chakra-
Seal Speed: +4 propelled ball. Its greatest boon to suiton users is that it can
Effects: This is used to supplement a technique which uses be used in an area without any preexisting water.
water, and increases that technique's Seal Speed by 4 and Chakra: 12
Chakra cost by 5. You may use any water that's previously Damage: 6d8+15
been used in the battle to fuel your technique. Range: 12
For example, you and your opponent both enter battle with Speed: 10
a 4 gallon gourd. Your opponent begins by using a water Seal Speed: 9
ninjutsu which requires 4 gallons of water. You then use an 8-
gallon technique of your own, combined with Suisaishuu, to Effects: This adds 3 gallons of water to the battlefield every
use the (previously-expended) 4 gallons and your own 4 time it's used.
gallons.
--( Takigakure Ryu, Mizukiri no
--( Mizudama no Jutsu - Water Yaiba - Hidden Waterfall Style,
Sphere Technique )-- Water-Cutting Blade )--
The user gathers the water used in this technique in front of Originally developed by the Hidden Waterfall village, this
them as they perform the handseals, and then directs it at an technique has since spread into wider use. The first half of
opponent as a high-speed projectile. the name is generally dropped, though some choose to keep it
Chakra: 5 out of respect. The jutsu creates a blade out of water, kept as
Damage: 2d8 strong as most metals by the chakra infusing it.
Accuracy: +2 Chakra: 10
Range: 15 Upkeep: 1
Speed: 7 Speed: 4
Seal Speed: 4 Seal Speed: 8
Requires: 2 gallons of water Requires: 4 gallons of water
--( Mizuhane - Water Splash )-- Effects: You acquire a sword, with the appropriate
You strike the ground with your foot, and cause a spray of attributes for any of the ones in the Equipment chapter.
water to splash up between you and an attacker. It's not Attacks with this sword use your physical or ninjutsu damage
terribly practical, but it does provide about a quarter-second bonus, whichever you prefer. The water used in this
of a distraction. technique cannot be reused (via Suisaishuu no Jutsu) so long
as the sword is maintained. This sword lasts until you let go
Chakra: 5 of it.
Special: Interrupt You may perform handseals while holding this sword, but
Speed: +3 doing so increases the Seal Speed by 6, unless you can form
Seal Speed: 4 seals one-handed.
Requires: 4 gallons of water
Effects: This is used alongside a Dodge action, and
provides it with a +3 bonus. It may be used with ambient
("already spent") water, without needing to gather it via Water
Gathering Technique.
--( Haneru - Splash )--
131
You reduce any immobilization penalties due to the
--( Kirigakure no Jutsu - Hidden condition of the ground you're crossing by 4, and ignore any
Mist Technique )-- other mechanical effects (such as damage for walking across
This technique was once a specialty of the village it's named caltrops) if they're C-rank or lower; if they're B-rank above,
after, but has since fallen into wider use. The user diffuses a you instead halve them. This does mean that you are not
large quantity of water into the air, mixing their chakra with it directly in contact with the ground (for the purposes of, say,
to create a thick, oppressive mist. the Doton jutsu Shindou and Yurokensei).
Chakra: 15 --( Gyoushuu no Tebukuro - Gloves
Upkeep: 4 of Cohesion )--
Area: 50 yard radius
Speed: 12 You mold chakra around your palms to maintain a thick film
Seal Speed: 10 of water around them, similar to how it's possible for a ninja
Requires: 20 gallons of water with excellent chakra control to stand on walls, or, well, water.
This uses an extension of that sort of chakra control, using
Effects: This imposes a -8 visibility penalty to everyone in the water film as a medium to latch on to other people.
the area. After you stop paying the upkeep, the mist's penalty
fades at a rate of 1 per 10 IC. Chakra: 8
Upkeep: 4
--( Suiton: Namerakana Amamizu - Speed: 6
Water Release: Rainwater Slick )-- Seal Speed: 5
Requires: 1 gallon of water, 10 Chakra Control
The user splashes a small area with water, infusing it with
their chakra. This layer of chakra causes the water to support Effects: This gives you a +4 bonus to all grapple checks you
a person's weight for just long enough that when it gives out, make, for any purpose other than escaping a grapple. This
they'll risk slipping and falling embarrassingly. Anything technique can be used without handseals, though doing this
coated in this is, similarly, hard to hold on to. changes it to Speed 10.
Chakra: 12 --( Mekkyaku - Extinguishment )--
Range: 25
Area: 15 It was recently discovered that covering oneself in water is a
Speed: 8 highly effective countermeasure to being on fire! Thus, this
Seal Speed: 9 technique: An alternative to the ever-popular "stop, drop, and
roll", the ninja drenches themselves or a nearby object in
Effects: Make a Chakra Control roll when you first lay water.
down this technique, with a +5 bonus.
Anyone who moves while in this area must make an Chakra: 10
Athletics check against that number or be tripped (as per the Speed: 6
E-rank Taijutsu move). Alternately, they may move at half Seal Speed: 6
speed and bypass that. Someone able to walk on water can Requires: X gallons of water, X Chakra control
move at only three-quarters speed, and still not risk tripping. Effects: This reduces any Ignite penalties you are suffering
from by X/2. You have control over the water used in this
--( Mizutamari no Jutsu - Pool of technique for the next (Chakra Control)*2 IC, as if you'd
Water Technique )-- carried it into battle with you via a gourd or something
A moderately advanced technique is the appropriately named similar, or until you use it in a jutsu.
water-walking technique; molding chakra below one's feet to
'stand' on patches of water without any actual expenditure of
energy, and, once it's perfected, only minimal concentration.
This technique builds upon that concept, creating a 'cushion'
of static, almost-solid water beneath each foo that the ninja
stands on to avoid direct contact with the ground.
Chakra: 8
Upkeep: 4
Speed: 6
Seal Speed: 8
Requires: 2 gallons of water, 8 Chakra Control
Effects: The water used in this technique is considered part
of its upkeep; that is, it can't be altered, reused, or stolen by
other people, or yourself, while this technique is maintained
(due to your chakra in it!).
132
As a separate Speed 10 action, you may use the whip to
C-rank grab hold of someone, as per the E-rank Grapple technique.
You use your CHA rather than your STR for grapple checks
--( Suiton: Suikoudan - Water using the whip. Your opponent is considered to be 'grappling'
Release: Water Shark Blast )-- the whip. Although they cannot attack it directly, the whip has
After creating the handseals, you launch water in projectile (your CHA)/2 HP, and can be attacked (or suffer from being
form at an opponent. Some ninja like to etch the outline of a struck by an AoE) by outside sources. The whip being
shark's head into the end of this projectile; others, who destroyed ends the grapple. Your whip cannot be attacked if it
believe that being a ninja is very serious business, prefer to is not being used to grapple someone. The victim cannot shift
omit that part of the technique. Experienced users can even this grapple, only break it.
use this to allow themselves to fly quickly through the water, You can then proceed to perform any valid Grapple
while protecting themselves with the might of the tearing techniques which you know, of C-rank or below, using your
shark. CHA in place of your STR. This is accomplished by using
your chakra to reshape the whip. The following techniques
Chakra: 15 may not be used by the whip: Headbutt, Suplex, Pressure
Damage: 8d12+45 Point.
Range: 20 You may still perform handseals while holding the whip,
Speed: 13 but it increases their seal speed by 8 unless you have the
Seal Speed: 12 ability to perform handseals one-handed.
Requires: 8 gallons of water Additionally, you may direct Raiton techniques through the
whip. This may be done with techniques of E- and D-rank. It
Effects: This technique travels in a line from you to its may done with a C-rank technique, but doing so destroys the
target (or its maximum range). You may move to any location whip in the process. These techniques cannot miss.
along that line as part of this technique, unhindered by
anything which would normally prevent you from moving. --( Suiton: Mizuame Nabara - Water
--( Suiton: Mizurappa - Water Release: Syrup Capture Field )--
Release: Violent Water Wave )-- The user converts chakra into water, and infuses it with
enough chakra to alter its composition, making it extremely
Inhaling a large amount of air and performing the necessary viscous. They then spit it out in a stream of sticky, highly
seals, the user will expel a copious amount of water from adhesive liquid.
his/her mouth. The wave of water produced will slam against
it's opponent and can then be utilized for other techniques. Chakra: 15 + X
Upkeep: 4
Chakra: 16 Range: 25
Damage: 6d10+30 Area: 5 + X
Range: 15 Speed: 20
Speed: 14 Seal Speed: 20
Seal Speed: 10
Effects: This covers a circular area, and its cost may be
Effects: This technique adds 5 gallons of water to the increased to widen that area's radius. If a person has the
battlefield every time it's used. ability to walk on water, they may cross this area without
difficulty.
--( Suiton: Suiben - Water Release: However, if someone is forced into it (such as by being
Water Whip )-- pushed back by certain jutsu), or is already in the area (i.e. it's
targeting them and they fail to dodge), they are stuck in the
This creates, as its name suggests, a whip made from water syrup. Anyone in the area suffers a -4 immobilization penalty,
which is held together by chakra. Aside from being a fairly and additionally has their movement speed halved.
useful weapon, it can prove useful for binding enemies, as the This jutsu's effects persist even after the upkeep stops
user can direct its motions with their chakra. being paid. However, so long as the upkeep is maintained, the
Chakra: 12 user may control the syrup enough to have it try to 'grab'
Range: 10 anyone using water-walking to cross it unaffected; if the
Speed: 6 to create attack hits, the person is stuck in the syrup as if they weren't
Seal Speed: 11 using water-walking. This is a Speed 6 action, with a Chakra
Requires: 6 gallons of water cost of 10.
Due to the alterations to this water to make it highly
Effects: You may attack with the whip, which is a Speed 10 viscous, it cannot be used later to fuel other suiton
action, Range 8, Damage 6d10, Chakra 12 and uses the techniques.
higher of your physical or ninjutsu damage bonus. You must
keep one hand on the whip at all times, or it will break apart
into so much water.
133
When Water Clones attack, their actions are always
--( Mizu Souzou no Jutsu - Water considered to be Held Back, as per the ability in Chapter 5,
Creation Technique )-- even if you do not have the Hold Back ability. This means they
You convert raw chakra into pure water. This technique is use only half your damage bonus for dealing damage, and the
popular among serious users of suiton techniques, as it lets severity of wounds they inflict is reduced by one category.
them avoid picking and choosing their battles so carefully, Water Clones use your base Stamina and Chakra
and allows them to eschew the practice of carrying around Exhaustion bonuses, as if they were a Fatigue 0 version of
large gourds of water (which, in addition to giving away their you without any temporary benefits (such as having eaten a
specialty, are unpleasantly heavy). Soldier Pill before creating them). If a clone fails a Fatigue
roll, it vanishes just as if it had been struck.
Chakra: 5 + 2 * X
Speed: 4 --( Mizugakure no Jutsu - Hidden in
Seal Speed: X Water Technique )--
Effects: You create X gallons of water. This may be used The user sinks into a shallow pool of water, much too little to
alongside a technique, in which case its speed is 0, and its actually fit a person (it's ninja magic, don't ask questions),
cost and seal speed are added to that technique's, and it where they'll be able to easily lie in wait for a target to pass
contributes directly to that techniques gallons requirement. It by, or spy on someone who might be near.
may also be used alone, in which case the created water is
deposited on the battlefield (and must be gathered via a Chakra: 18
method such as Suisaishuu). Upkeep: 5
Speed: 25
--( Mizu Bunshin no Jutsu - Water Seal Speed: 14
Clone Technique )-- Effects: Performing this jutsu requires a sizable puddle (at
An advanced form of the standard Bunshin no Jutsu, this least two gallons worth if you're pouring out the water, though
creates clones out of water. Since they're solid (well, if there was recent rainfall, it's assumed you can find such a
relatively) these clones can be used to perform tasks the user puddle without much difficulty). If at least 50 gallons of water
is unable or unwilling to do for themselves. While they're have been used in a fight, it's assumed there's enough water
weaker than their user, they can still prove dangerous in around somewhere to use this.
combat. You can hide (assuming you meet one of the normal three
requirements for hiding), and immediately enter Stealth 3
Chakra: 10, +3 per clone when hidden. If an opponent does not have a reason to
Speed: 6, +1 per clone suspect you're there (i.e. this isn't being done in-combat) you
Seal Speed: 4, +2 per clone have a +5 Stealth bonus. You have awareness equivalent to
Requires: 4 gallons per clone being able to look out of the pool as if it's a window.
The puddle being destroyed or evaporated, or washed away
Effects: These function like normal clones, but you may in more water, results in you being harmlessly ejected.
direct them to take actions by spending your AP. They may Notably, this can only be used in puddles; anything more
use basic unarmed attacks, or basic weapon attacks than a few inches deep probably doesn't qualify. If it's an
(weapons can be added to clones when they're created for 1 actual pond, or lake, or the like, it's not a valid target.
gallon per 5 dice of weaponry). These clones use your regular
attributes, but use your ninjutsu damage bonus as their
physical damage bonus. A water clone which takes damage
from any source is destroyed.
[1 AP] Dodge, or Parry.
[Variable AP] Move: The clone may move around the
battlefield. This costs 1 AP per 2 IC it spends moving.
[Variable AP] The clone may make any basic unarmed or
weapon attack, by paying 1 AP per 2 Speed of that action.
[10 AP] The clone can use itself to create a water prison
(as per Suiton: Suirou no Jutsu). This is considered a Speed
14 action, and you must pay the Chakra cost. These water
prisons require no additional water; the clone remains
present, but can take no other non-defensive actions, while
maintaining them. They last for 5 + (your Chakra Control
ranks) IC, after which the clone expires and the prison ends;
if you go to the prison you can take it over, and from then on
must keep one hand in contact with it as per the normal rules
for that technique. When the prison ends, the clone is
destroyed.
134
--( Suiton: Suirou no Jutsu - Water B-rank
Release: Water Prison Technique )- --( Suiton: Suigadan - Water
- Release: Water Fang Bullet )--
The user gathers the chakra around their hand, and forms the This move forms multiple pressurized, spiralling columns of
required water into a sphere which encloses its victim. Due to water that have a drill-like ability to pierce and destroy their
the density of the chakra used in this technique, the water is target. As this attack can originate from any body of water
stronger than steel. It is not, however, airtight. (rather than being shot directly from the attacker), in the right
Yeah, don't ask how that works. We don't know either. environments this has a 360 degree range of attack, making it
Chakra: 18 incredibly difficult to defend against adequately.
Upkeep: 6 Chakra: 34
Speed: 12 Damage: 10d20+60
Seal Speed: 14 Range: 35
Requires: 12 gallons of water Speed: 14
Effects: If this jutsu strikes, the victim is trapped inside a Seal Speed: 16
sphere of water. People inside cannot take actions, but they Requires: 22 gallons
also cannot be affected by anything outside the prison; yes, Effects: If there are at least 50 gallons of water on the
that's right, the water can even stop giant swords. It makes battlefield (or one is, say, over a lake, river, or other body of
sense, honestly, we promise, somehow. water), this technique is automatically a Surprise Attack, and
Anyone with a Chakra Control skill of 5 or above is able to the water it uses does not have to be gathered in advance.
mold the chakra around them to allow themselves to siphon This technique inflicts Piercing wounds.
air through the prison, meaning they can still talk and
breathe. Anything with less, however, adds a Suffocation 1
status every 10 IC. --( Suiton: Suiryuudan - Water
To maintain the water prison, you must keep one hand on Release: Water Dragon Blast )--
it. Dodging requires you to end the effect; if you take damage, This technique shapes a large amount of water into a giant,
you must make a Chakra Control check against (damage dragon-shaped projectile which seeks out and crashes into
taken)/10 or the prison ends. Although you can't move, you whoever you direct it at. What it lacks for in complexity, it
can still take most other actions that are possible one-handed makes up for by being a highly effective tool in any suiton-
while maintaining the prison's upkeep. using shinobi's arsenal.
--( Umi no Tate no Jutsu - Ocean Chakra: 33
Shield Technique )-- Damage: 14d20+140
Range: 50
A derivative of a more advanced technique, this was created Special: Stun 10
to help teach up-and-coming suiton users the foundations of Speed: 18
that jutsu, and help keep them alive until they were skilled Seal Speed: 22
enough to learn it. It creates a circular barrier of water
around you, which surges up to protect you from... well, Requires: 24 gallons of water
whatever convinced you that you'd need to use this technique.
Chakra: 17
Special: Interrupt
Speed: 10
Seal Speed: 8
Requires: 10 gallons of water
Effects: Make an accuracy roll against an incoming attack,
with a bonus of your ninjutsu damage bonus. This technique's
Accuracy bonus can't exceed its final, modified Speed (not
including any increases in Speed from the Paralysis status).
If you meet or exceed the attack's accuracy, you protect
yourself from it completely. This works against Katon up to B-
rank, Doton up to D-rank, and all other jutsu (including
taijutsu) up to C-rank.
135
--( Sution: Suijinheki - Water --( Benzaiten no Jutsu - River
Release: Water Encampment Wall )-- Goddess Technique )--
This defensive technique creates a wall of water around you, Named after the deity who supposedly watches over a major
which forms a violently churning defensive perimeter. When river, this technique coats the user's body with a thin layer of
lacking water in the environment to use, a talented shinobi chakra-infused water. It offers no real protection from
can form it in their stomach and spit it out. impacts or weapons, but can be an effective supplement to
one's defenses against heat and other unpleasantness.
Chakra: 26 Chakra: 23
Special: Interrupt Upkeep: 4
Speed: 12 Special: Interrupt
Seal Speed: 12 Speed: 10
Requires: 16 gallons of water, or +8 chakra cost without Seal Speed: 16
using water Requires: 12 gallons of water
Effects: If using Suijinheki as an interrupt: Make an Effects: So long as this is maintained you cannot be
accuracy roll against the attack's accuracy, with a bonus equal affected by Ignite or Burn statuses, and you take 25% less
to your ninjutsu damage bonus; if you succeed, this stops the damage from Katon jutsu (applied after other reductions).
attack entirely. This technique's Accuracy bonus can't exceed Activating it will end any ongoing Ignites harmlessly, but will
its final, modified Speed (not including any increases in not cure Burns.
Speed from the Paralysis status). You may use the water in this technique to fuel any Suiton
Once Suijinheki has been deployed, it lasts for your jutsu you use, though doing so ends its effect--but, does allow
damage bonus in initiative counts--it stops any other incoming you to avoid sufferings Benzaiten's Upkeep on that jutsu's
attacks automatically, without having to roll. You may also end Chakra roll.
it early, if you need to move or attack through it.
This technique protects you from any Katon up to A-rank,
Doton up to C-rank, and all other techniques (including --( Suiton: Takitsubo no Jutsu:
taijutsu) up to B-rank. Water Release: Waterfall Basin
If you create the water used in Suijinheki (i.e. pay the +8 Technique )--
chakra cost), then that water is added to the battlefield after
its duration expires. This technique draws water up from underground, forming a
geyser on the surface. Aside from being useful for creating a
--( Suiton: Bakusui Shouha - Water spot to relax when resting or camping out, and ensuring you'll
always have a source of clean (well... for a certain value of
Release: Exploding Water clean) water, it, like most ninjutsu, has combat applications.
Shockwave )--
Chakra: 24
The user creates an enormous amount of water by spewing it Speed: 14
from their mouth, flooding the battlefield and potentially Seal Speed: 18
crushing foes in its path. Best of all, they get to look awesome
while doing it! The wave rises up from beneath the user, and Effects: This produces 2 gallon of water on the battlefield
they can 'ride' it to its destination. every 3 IC, for a total of 50 gallons over 75 IC. It's certainly
possible to have multiple instances of this jutsu running
Chakra: 30 simultaneously, from multiple people, or the same person.
Damage: 10d12+80
Area: Special
Special: Cannot be dodged. Stun 8.
Speed: 16, cannot be reduced below 12
Seal Speed: 30
Effects: This adds 50+(ninjutsu damage bonus)*5 gallons
of water to the battlefield. When performing this technique,
you may move up to half its Area in yards, in any direction.
The Area itself is centered on where you start your
movement.
Anyone other than yourself within a yard radius equal to
the number of gallons takes damage from this technique.
136
--( Suiton: Suishi no Jutsu - Water --( Suiton: Suiryuuben - Water
Release: Water Drowning Release: Water Dragon Whip )--
Technique )-- This jutsu creates a levitating orb of water which can project
numerous whips and tendrils of water. These tendrils can be
An advanced version of the ever-popular Water Prison guided to targets by remote manipulation of the orb's chakra,
Technique, this remedies the greatest flaw in that technique: even changing direction in mid-trajectory to find their targets.
a lack of lethality. It does... about what it says. In terms of On top of that, they're sharp-tipped and more than capable of
appearances, it's almost identical to a regular water prison. perforating opponents many times over.
Chakra: 28 Chakra: 45
Speed: 18 Upkeep: 14
Seal Speed: 20 Damage: 10d10+75
Requires: 16 gallons of water Range: 40 + 5 * (ninjutsu damage bonus)
Effects: This follows all normal rules for the Water Prison Speed: 20
Technique, with the following exceptions. Seal Speed: 35
The victim suffers from Suffocation 1 every 5 IC regardless Requires: 200 gallons of water
of their Chakra Control. By spending 1 Willpower, they are Effects: So long as you maintain this technique, your pet
allowed a 1d20+CHA/10+(5 per Fatigue category) roll against giant levitating ball of water will fight for you! It can take the
your 1d20+CHA/10+(ninjutsu damage bonus). They also get following actions, by spending your AP:
one such check whenever they advance a Fatigue category [X AP] Move: Your pet water ball can fly around and stuff! It
inside the prison, and when you first strike them with it. moves as if it had taken a Speed (X)*5 action, using your
Success means they break free. CHA in place of its AGI. It cannot (deliberately) move outside
its max range. If it does end up outside that range, it can take
--( Hijutsu: Kirisame - Secret no actions other than moving towards you.
Technique: Mist Rain )-- [5 AP] Attack: Your water ball attacks anyone within half
This technique causes it to start raining over a small (well, this technique's max range, doing the listed damage if it hits.
for... rain) area. This rain is chakra-infused, and will siphon It uses your accuracy, with your CHA/10 in place of DEX/10.
away any chakra which doesn't match its own (in other This does piercing damage. You may target any number of
words, its creator's); fallen rain evaporates rapidly, only to fall people within range, increasing the AP cost by 1 for each
again, and shrouds the area in a thick mist. person after the first. This receives your damage bonus as if it
was a Speed 10 action. This does Piercing damage.
Chakra: 32 This technique uses your base Accuracy for an A-rank
Upkeep: 10 Suiton, unmodified by status, wounds, temporary bonuses,
Area: 120 yards and so on, though penalties from Fatigue do apply. The
Speed: 16 ninjutsu damage bonus is equal to yours at the time you use
Seal Speed: 22 the technique. Because the attacks are made by the
Requires: 32 gallons of water, or +10 Chakra cost technique, and not you, you cannot modify them further (such
as with Willpower or AP).
Effects: Any jutsu which is used inside the mist, or includes This technique cannot be converted into an advanced
the mist as any part of its area, acts as if its user's ninjutsu chakra nature (such as Mokuton).
damage bonus is 0 for any associated damage calculations.
Additionally, being inside the mist causes a -8 visibility
penalty. You suffer only half the normal visibility penalty from
your own Mist Rain.
The water used in this technique is returned to the
battlefield after you end its upkeep. If you created the water
(i.e. paid the +10 Chakra cost), then 32 gallons are added to
the battlefield. Water that's part of this technique can't be
used for other purposes while it's ongoing.
If you move, you may cause the mist to 'follow' you; it can
move up to half your ninjutsu damage bonus in yards per IC,
so long as you remain within it.
If this mist has its visibility penalty reduced (such as by the
E-rank Fuuton, Cleansing Winds) then it regains 1 point of its
penalty every 5 IC that pass. On the other hand, effects which
remove it entirely (such as the A-rank Fuuton, The North
Wind) will, indeed, remove it. If Mist Rain ends because you
stop paying the Upkeep, it will remain for the next 20 IC (as
the rain finishes falling) before finally, truly ending.
This technique may only be used outside.
A-rank
137
As an Interrupt, it can be used to counter any ranged
--( Suiton: Daibakufu - Water ninjutsu attack. Daikoudan may be used to Interrupt
Release: Great Waterfall )-- techniques so long as its Speed is equal to or less than theirs.
This is one of the most powerful water ninjutsu in existence; The two attacks collide, and their damage is compared. For
once the appropriate seals are formed, the user unleashes a this comparison, treat Katon technqiues as dealing 25% less
devastating tidal wave which tears across the battlefield like a damage, and Doton as dealing 25% more.
scaled-down tsunami, knocking aside people, trees, and small If the incoming attack does more damage, you are hit by it,
buildings in its path. but it has its damage reduced by half.
Long ago, exceptionally skilled shinobi were able to fill If Daikoudan's damage is greater, it becomes an attack
their impromptu waterfall with all manner of weapons, which against the opponent with +5 Accuracy, along with any
were propelled within the wave at incredible speeds. This had Accuracy bonuses (but not penalties) of the attack it
the effect of making it an almost unavoidably deadly countered. It does an additional (X)*10 damage, where X is
technique that would leave pools of blood mixed in with the the Chakra cost of the move it countered.
water. However, use of that aspect of the technique was Similarly, if a ninjutsu-based defense is used against
forbidden due to its unbelievable power, and as peace settled Daikoudan, and fails to stop it completely, it does full damage
across the lands the secret of how to do that was lost. (bypassing even partial defense) and adds (X)*10 damage,
with X being the Chakra cost of the failed defense.
Chakra: 52
Damage: 24d20+300 --( Suiton: Dai Bakusui Shouha -
Range: 80 Water Release: Great Exploding
Area: 20 wide, up to max range in length; may be used as
a smaller area if you wish Water Shockwave )--
Special: Stun 14 A stronger version of the B-rank Exploding Water
Speed: 36 Shockwave, the user spits out a truly prodigious amount of
Seal Speed: 30 water.
Requires: 60 gallons of water
Chakra: 55
Effects: 40 of the gallons used in this technique are Upkeep: 7
removed from the battlefield, scattered as a fine mist over the Area: 150
area; if the gallon requirement is somehow removed, this Special: Stun 20
technique's Chakra cost is increased by 8. Speed: 30
Blocking reduces this technique's Stun by half. Seal Speed: 32
--( Suiton: Daikoudan - Water Effects: This adds 200+(ninjutsu damage bonus)*20
gallons of water to the battlefield. So long as there are at least
Release: Great Shark Blast )-- 200 gallons of water on the battlefield, any techniques which
This creates an enormous shark out of water and sends it function by altering the condition of the ground (such as
crashing across the battlefield at whichever party has Syrup Capture Field, or Retsodotensho) are effectively
offended the user sufficiently for them to feel the need to do useless. In Dai Bakusui Shouha's area, there is always
so. Aside from impacting its primary target, the shark is considered sufficient water to use jutsu without having to
massive enough to cause significant collateral damage. resort to using Water-Gathering (it essentially creates a small
The technique's true secret, however, is its ability to absorb lake).
any chakra it comes in contact with and use that energy to The water created forms a flattened orb over the affected
further empower itself. area, with the user anchored at its center. So long as the
upkeep is maintained, this water will follow them, and the
Chakra: 44 below effects will be maintained (when the upkeep ends, so
Damage: 15d20+200 do they, as the water disperses over a much larger area; it
Range: 60 remains usable, but isn't a mobile lake).
Area: 20 Additionally, anyone who can't stand on water will begin
Special: Interrupt sinking. They can swim at half their normal movement speed
Speed: 20 (movement-increasing jutsu typically will not work), and until
Seal Speed: 26 they've exited the area suffer Suffocation 1 every 10 IC.
Requires: 40 gallons of water Alternately, they can take a Speed 5 action to stay at the
Effects: If used as an Interrupt, you may choose to reduce surface for the next 15 IC.
this technique's Seal Speed by 10 and increase its Chakra
cost by 10. Used as a normal attack, it does full damage to a
single target, and half damage to everyone within its Area
who doesn't defend against it.
138
--( Suiton: Uramiame - Water
Release: Grudge Rain )--
As a weather-manipulation jutsu, this technique is extremely
taxing upon its user. Upon its completion a large storm cloud
is created, which proceeds to, as storm clouds are prone to
do, rain. This rain saps the chakra from anyone it comes in
contact with, and transfers it through the pooling water to the
technique's user.
Chakra: 40
Upkeep: 8
Area: 100
Speed: 12
Seal Speed: 24
Effects: Every 2 IC, everyone other than the user and up to
(Chakra Control)/5 people they've designated as allies has
their Chakra Exhaustion penalty increased by 1, and the user
has their Chakra Exhaustion penalty decreased by 1 per
person present affected by the rain. This remains centered on
the user as they move.
139
Medical Jutsu
D-rank C-rank
--( Mukizu Shindan no Jutsu - --( Chakura no Mesu - Chakra
Flawless Diagnosis Technique )-- Scalpel )--
By touching someone and sending pulses of chakra This forms one's chakra into a small, sharp blade; medics
throughout the recipient's tenketsu, the user can learn of favor this for performing highly accurate incisions during
someone's vitals and condition faster than it would be to surgeries and dissection, as it won't lose its edge and is
separately evaluate them. It requires the patient be willing to always sterile (unlike a regular blade). It can even be used to
do so, however, which is the cause of most medic-nin's stress make cuts inside the body without creating an opening
while in training. wound, which drastically reduces the risk of infection.
Chakra: 10 Chakra: 15
Range: Touch Upkeep: 4
Speed: 8, Delay 8 Speed: 8
Effects: You know a target's Fatigue level, percent of Effects: You can use this in combat. Doing so causes your
remaining HP and Vitality, any wounds they're suffering from, basic unarmed taijutsu attacks to inflict Slashing wounds and
any illnesses they have, any poisons they're afflicted with, and ignore any damage reduction your opponent may have.
any other health issues they may be suffering from. However, these 'scalpel' injuries are relatively shallow. They
These are in general terms. Your character knows they are cannot injure a location wearing armor, and do not damage
"exhausted, but still have some energy left", not that they "are armor when they strike it.
at Fatigue 4". The more skilled a medic is, the more effectively they'll be
In addition to telling you what's wrong with a person, this able to weaponize what's meant to be a surgical technique.
gives a +5 bonus to any Medicine rolls to treat a person using The damage from Chakra Scalpel attacks is increased by
mundane means (such as a First Aid kit). (your Medicine skill ranks)%. Aditionally, its damage (after
This cannot be used against an unwilling target. Well; it that increase) is increased by (Medicine skill ranks)% for
can't be used on an unwilling target who is also capable of determining the severity of wounds it inflicts.
resisting.
--( Shiketsu no Jutsu - Tourniquet
Technique )--
A surprisingly medical technique, this throttles the flow of
chakra to a specific portion of the body, and by doing so puts
it in a state of near-hibernation. The entire limb becomes
numb and almost unresponsive, but blood flow decreases and
pains is significantly reduced.
Chakra: 15
Range: Touch
Upkeep: 2 per limb
Speed: 15, Delay 5
Requires: Flawless Diagnosis
Effects: This jutsu can be applied to any limb. The recipient
loses the use of that limb, but ignores all effects of any
wounds present on it.
In the case of an arm that means it cannot be used to hold
weapons, the amount of weapons you can multi-throw is
reduced by 25%, and you cannot use that hand to form
handseals.
In the case of an leg this applies a -25% to movement speed
and a -1 dodge penalty.
This technique cannot be used offensively. You can,
however, use it on yourself.
140
--( Kasoku Saikassei - Accelerated --( Rinji Hougou no Jutsu -
Revitalization )-- Temporary Suture Technique )
An advanced medical technique which temporarily allows the Weaving a network of chakra, a medic can make short-term
body to sustain itself by accelerating the body's metabolism repairs to damaged body parts. They can set wounds and
and chakra reserves. It was originally developed to extend the hold them rigidly in place, use chakra to take the place of
medic's usefulness in prolonged missions, but has been damage muscles and tendons, alleviate swelling and bruising,
expanded since. It is used sparingly because of how long it or even repair damaged blood vessels and do the job of
takes to recover from, and how it tends to leave people injured nerves.
comatose afterward. The problem with this is that it's a short-term fix to a long-
term problem. This is itself damaging, but beyond that it
Chakra: 10 + X * 3 prevents the body from doing anything to repair itself, and
Range: Touch allows undue strain to be placed on these injured body parts.
Upkeep: X * 2 Chakra: 15 + 3 * X
Speed: 12 Range: Touch
Requires: Flawless Diagnosis Speed: 10 + 3 * X, Delay 5 + X
Effects: This lowers the recipient's effective Fatigue level by Requires: Tourniquet Technique
X, with X having a maximum of their current Fatigue level. Effects: This temporarily negates the effects of up to X
A person can only benefit from one application of this wounds; it can be applied later to negate additional wounds,
technique. To apply it again, they must first release the without disrupting previous applications.
previous instance of it--which may, potentially, render them This lasts for (the medic's ninjutsu damage bonus) hours,
immediately unconscious, if their "true" Fatigue level is 6 or after which time the chakra sustaining the jutsu expires--and
higher. Notably, an unconscious person cannot benefit from the recipient pays the price for pushing their body beyond its
this technique. limits.
However, forcing one's body beyond its limits like this is For each wound remedied this way, they take damage equal
costly. For the next X weeks, the recipient will not recover to 5% of their maximum Vitality, per category of the wound.
from Fatigue at all, even through the use of Soldier Pills Thus, if this was used to negate a Minor and a Severe wound,
(though another application of this technique would still after it ended the person would take (5 + 15) = 20% of their
function). If multiple instances of Kasoku Saikassei are maximum Vitality in damage (which could carry over to their
delaying one's recovery, only the one with the longest time HP), which cannot be reduced or mitigated.
remaining is counted for that purpose. Additionally, the recovery times of these wounds is
This technique cannot be used offensively. increases by 1 week per level of the wound (1 week for
minors, 3 for severes, etc.). In the case of wounds whose
--( Kizu Saishuu no Jutsu - Wound penalties are reduced over time, this "extra" recovery time
Sealing Technique )-- must be made up for first, before normal recovery can
This technique uses chakra to make repairs to an injured continue.
body; gashes are pulled shut, wounds sutured, damaged This can be fatal. It cannot be used on an unwilling subject
organs held steady by the application of chakra. This can give (though as with its predecessor, Tourniquet Technique, you
an injured shinobi the second wind they need to win a battle may use it on yourself). So long as this technique is in place,
or complete a mission. natural healing (as described in the Recovery section of the
However, this is only a temporary measure; before long the Combat chapter) will not take place.
chakra will unravel. As such, this is considered an emergency
technique among medics, to be used only when there's no
other choice. Most will hesitate to apply this to their
comrades, as far too many shinobi will prove willing to, using
this newfound health, charge into battle, defeat their
enemies, and then die hours later when their borrowed time
expires.
Chakra: 25
Range: Touch
Speed: 30, Delay 20
Requires: Vital Repair Technique
Effects: The recipient immediately regains up (25 + (your
ninjutsu damage bonus)*2)% of their maximum Vitality,
which will not take them above their maximum. However,
(your ninjutsu damage bonus) hours later, their wounds will
reopen; they'll immediately take that much damage, +10%,
which cannot be reduced or mitigated. Until this occurs, they
will not heal normally (i.e. as described in the Recovery
section of the Combat chapter). This can be fatal.
141
--( Meguri Seigyo no Jutsu - --( Fukugen Ryouhou -
Hemostasis Technique )-- Rejuvenating Remedy )--
Although this technique is fairly simple, it's not taught to An advanced technique in which, with a touch, the user sends
amateur medics due to the danger inherent in making any a pulse of chakra throughout the body of their target, which
sort of mistake when applying it. This temporarily adjusts the corrects disrupts in the user's chakra flow and the nerves and
recipient's pulse and blood flow, putting their body in a more blood vessels which they follow throughout the body. It is
stable condition. This is mainly used to prevent someone widely rumored to have been developed by a Hyuuga medic-
from bleeding out, and to prevent the spread of poison. nin.
Chakra: 10 + X * 2 Chakra: 30
Range: Touch Range: Touch
Speed: 6 + X, Delay X / 2 Speed: 10
Seal Speed: 10
Effects: This lasts for X * 5 IC. During that time, the Effects: This clears the person touched of immobilization
damage the recipient takes from Bleed effects is reduced to 0, and paralysis penalties which are internal (Poison, clay
the Stamina penalties from Bleed effects is not applied, and bullet, etc. would not apply, but notably, Combat Acupuncture
they take damage from Poison once every 2 IC, rather than and Nervous System Derangement would). It immediately
every IC. The severity of Bleed statuses is reduced normally. ends any stuns which are presently affecting them.
During this time, they have a +5 bonus to all their Resistance It is also strong enough to disrupt weaker Genjutsu,
rolls. granting another defensive roll against a single Genjutsu
affecting them of C rank or lower, with a +5 bonus.
B-rank
--( Shousen no Jutsu - Mystical --( Saikan Chuushutsu no Jutsu -
Palm Technique )-- Delicate Illness Extraction
In many ways the pinnacle of medical ninjutsu, this allows Technique )--
the user to dramatically accelerate the body's natural healing An delicate and advanced technique even among medical
process by using chakra to stimulate it. This lets them heal a ninjutsu, this is nonetheless exceptionally useful. The medic
patient without the need for medical equipment, surgery, or makes an incision on the patient's body (usually the torso, but
even ordinary healing times. Despite the incredible skill other locations are possible) and then uses chakra to draw
required in matching the distribution of chakra to the severity out any poisons, toxins, or other pathogens that may be
of injuries, this looks incredibly simple: the medic places afflicting the person.
their faintly-glowing palms on the recipient, and injuries Chakra: 25
begin to vanish. Range: Touch
Chakra: 10 + X / 2 Speed: 18, Delay 8
Range: Touch Requires: Chakra Scalpel
Speed: 5 + X Effects: This immediately cures any poisons a person may
Special: Abort be suffering from. Most parasites and chemical toxins can
Requires: Vital Repair also be excised this way. Despite its name, however, it is not
Effects: For the duration of this technique, you must keep able to actually cure diseases or viruses.
your hands on its recipient. If you are stunned, or knocked
away, it is Aborted automatically. The value of X is
determined, and the Chakra cost paid, after it ends. This
paragraph should seem familiar.
Every IC which passes, you heal 10 of the recipient's
Vitality. This will not heal lost Hit Points.
You pay the cost of this technique after you finish healing,
based on its actual duration. If you Abort it, or are forced to, X
is reduced appropriately. A single person may benefit from
this only once per day, per medic.
You may use this technique on yourself, as with Vital
Repair.
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Effects: A medic involved in this technique makes the
--( Kyouka Shohou: Chakura Chakra roll, and then spends 1 Willpower towards the
Chuunyuu - Strengthening regeneration process. A total of 100 Willpower must be spent
Prescription: Chakra Injection )-- this way, but the process cannot be completed in less than 10
Originaly developed as a kinjutsu, the version used by medics weeks; at least 1 Willpower must be spent each week, or all
today is a safer (though still by no means safe) derivative. progress is lost. After the last point of Willpower is added, the
Using medically-altered chakra, an individual can be greatly, user regains their lost limb, organ, or body part.
if temporarily, strengthened. Unfortunately, they are burning During this time, the recipient cannot go above Fatigue 2. If
their proverbial candle at both ends when under the effects of they do, at any point and for any reason, all progress is lost.
this technique.
--( Kyuushou Taisha - Vital
Chakra: 35 Regeneration )--
Range: Touch
Speed: 25, Delay 20 The medic-nin focuses their chakra on a specific part of the
body and, using what is left of the damaged organ or area,
Effects: The recipient has their ninjutsu and physical forces a rapid replication of specific types of cells. It is
damage bonuses increased by one half of your ninjutsu capable of mending broken bones and repairing ruptured
damage bonus, and receives a bonus to Stamina and Chakra organs with astonishing speed.
Exhaustion rolls equal to your ninjutsu damage bonus.
However, whenever they fail a Stamina or Chakra Chakra: 20 + 10 * X
Exhaustion roll, their Fatigue is raised an additional category. Range: Touch
Additionally, any time their Stamina or Chakra Exhaustion Speed: 50, Delay 40
penalty increases, the other is increased by the same amount. Requires: Mystical Palm
Effects: This completely cures one wound the recipient is
A-rank suffering from. X is 1 per severity of the wound (1 for minor, 4
for critical). However, for the next X * 4 weeks, the healed
--( Ranshinshou - Nervous System individual's Fatigue is considered 1 higher for all purposes; in
Derangement )-- the case of Critical wounds, their Fatigue is considered 2
higher. Multiple uses of this stack.
Upon making contact with the enemy, the user converts their For example, say you had a Critical wound and a Major
chakra into actual electricity and sends it through the wound cured on the same day. You would be perpetually at
nervous system of the user. This disrupts the signals that are Fatigue 3 for the next 2 * 4 = 8 OOC days. After that, there
sent to the brain from the various limbs and muscles, making would still be 8 more days (for a total of 16, for the Critical
the wrong muscle flex or move when you try to say..move wound) of being unable to go below Fatigue 2. If you had
your arm. In the end, you just flail on the ground. another two Severe wounds healed this way in that time,
Chakra: 55 you'd be at Fatigue 4 until the after-effects started wearing off.
Range: Touch Although most experienced medics know this technique,
Speed: 10 they are typically reluctant to cure every individual who
Seal Speed: 25 injures themselves in training or on a mission. Most medics
believe that even if the person doesn't need to learn a lesson
Effects: This inflicts a -12 Immobilization penalty that can for their mistakes, it's better to heal naturally (with a little bit
only be reduced by spending AP at a rate of 10 AP per -1, of help when necessary) than to send a weakened, but
which may be done as a Speed 1 action. While this penalty is technically uninjured, ninja back into danger.
-10 or more, you cannot do anything (Defend, Attack,
Anything.). It cannot be reduced below -5 until after 100 IC
have passed.
--( Chikatsu Saisei no Jutsu -
Healing Resuscitation
Regeneration Technique )--
The pinnacle of advanced medical jutsu, with effects that
border upon miraculous, this stimulates the body's stem cells
to begin dividing and recreating a lost or destroyed part of the
body--such as a limb or organ. In time, full functionality will
be regained.
Doing so, however, is incredibly difficult, even for
experienced medical nin. In the rare instance when this
technique is performed, multiple medics will usually work in
tandem.
Chakra: 50
Speed: 100
Seal Speed: 200
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--( Mikiri Saisei - Forsaken Rebirth --( Shikon no Jutsu - Dead Soul
)-- Technique )--
A powerful, but potentially dangerous, technique, this allows You can reanimate a corpse for a limited amount of time,
the medic to transform a portion of their 'life energy' to forcing its heart to beat, organs to appear to function, and
another individual. Originally, this had no limitatuons; a chakra to circulate, through careful and precise application of
medic could easily kill themselves bring an ally back from the your own chakra. Skilled medical shinobi can completely
brink of death, which earned the technique its name. Over erase any signs of injury to the corpse, and remove the usual
time, such extreme measures became less necessary (medics associated smell.
capable of using it were, after all, generally more valuable to This technique is not actually as difficult as it might seem.
the village than anyone they might be healing), and the It's not even a proper jutsu, just something it becomes very
version of the technique taught to medical nin was altered to easy for a sufficiently skilled medic to figure out on their own.
prevent that. However, even shinobi have standards, and for most medics
this crosses that line.
Chakra: 20 Thus, while it's not strictly forbidden, there is a very strong
Range: Touch stigma attached to its use, especially within the medical
Speed: 20, Delay 10 community.
Effects: After paying the chakra cost, you may 'spend' Chakra: 40
additional Fatigue levels (though you may not render yourself Range: Touch
unconscious by doing this) to improve this technique's effects. Upkeep: 10
In fact, without spending Fatigue this way, it does nothing at Speed: 30
all. You may not use this technique on yourself. Seal Speed: 40
Each Fatigue level heals 20% of the recipient's HP and Effects: This may target any human corpse which has died
10% of their Vitality, and lowers their Fatigue level by by 1, in in the past (Medicine skill ranks)/2 hours, as long as it has
addition to resetting their Chakra and Stamina penalties to 0. not suffered any Severe or Critical wounds. This technique
Each Fatigue level also allows them to ignore one wound erases all signs of it being a dead body, and any signs of injury
they already have of their choice for the next X in-character the medic chooses (some may be left in place, to make it
days, where X is the total number of Fatigue spent. All their more convincing).
Minor wounds must be ignored before this can move on to You can control this body by minute adjustments of chakra;
Major, and all their Major before they can move on to Severe. you do not need to move, only concentrate (and continue to
This cannot be used to ignore Critical wounds. pay the Upkeep), to do so. Once this technique has been
applied, the body begins deteriorating rapidly; after (Medicine
skill ranks)/3 hours it will be too badly decayed to function.
The jutsu will end, and it will appear to have been dead for
several days (it will be desiccated, but not decayed, as
microbes and vermin will not have actually been consuming
it).
Byakugan, Flawless Diagnosis, and similar effects can
identify the corpse for what it is. Sharingan can tell that the
'person' seems to be using some sort of jutsu, possibly similar
to Henge, but not identify the technique itself.
You can use these corpses to fight. On their own, they fight
normally. In combat with you, you may spend AP to make
them act, costing 1 AP per 2 Speed of the action you want
them to take. They may not use chakra, though they may talk
and perform other complex actions. When necessary, you use
your skill rolls in place of theirs. The corpse cannot heal or be
healed. It begins at Fatigue 0; if it reaches Fatigue 3, your
jutsu ends and the corpse becomes lifeless and unusable.
Learning this technique results in a one-time gain of +15
Infamy.
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Sealing Ninjutsu
Seal Speed: 8
D-rank Range: 12
--( Kankin Kanshihon Fuuin - Effects: You make a Ranged Taijutsu Attack. If you hit, this
Confinement Scroll Seal )-- deals no damage but restrains the opponent, inflicting a -2
Immobilization penalty, increased by 1 per point your
This technique requires a blank scroll and something to write Accuracy exceeds their defensive roll, with a maximum of -7.
with. A series of symbols are written on the scroll, various Partial defense does not apply.
items are placed on top of it, and the user performs the The chains themselves are still attached to the scroll, and
proper handseals. The items will vanished, stored inside the therefore sufficient movement on the part of the victim will
seal until they're released. This can be done repeatedly, with reduce this penalty, lowering it by 1 per four yards moved.
each item corresponding to a separate symbol on the scroll. Alternately, they can try to just wrestle free as a Speed 6
Items can be sealed and released all at once, or one at a time. action, rolling 1d20+STR/5 against your 1d20+CHA/5+(the
Chakra: 10 remaining immobilization penalty from Attached Meteor).
Speed: 8
Seal Speed: 10 C-rank
Effects: This stores up to 50 pounds of objects inside a --( Shikoku Fuuin - Finger
scroll. Releasing any number items is a Chakra 5, Speed 5
actions, which can be done by anyone who knows this Engraving Seal )--
technique. If used to release a weapon, it takes a separate Concentrating chakra into your fingertip, this allows you to
action to 'draw' (grab and properly grasp) that weapon. 'write' on any surface you please. On solid objects, this will
cause a slight depression on the surface and stain it black. On
--( Soshoryu - Twin Rising Dragons flesh, this will cause slight discomfort and leave a scar, which
)-- is initially ink-black and lightens over the next few weeks to
regular scar tissue.
This requires two storage scrolls with projectile weapons
stored inside of them. When this technique is used both the Chakra: 15
scrolls are launched into the air (giving the technique its Speed: 1 per word
name). The user can then jump up between them, grabbing Seal Speed: 15
and throwing various projectiles. Requires: 20 Chakra Control
Stamina: Variable. Effects: You can write on any surface. With chakra!
Chakra: 10
Range: As weapons used.
Speed: Variable
Seal Speed: 8
Requires: Two scrolls with thrown weapons sealed inside
them.
Effects: You unseal and throw weapons. This is a regular
multi-throw, but you add CHA/4 to your DEX when
determining how many weapons you can throw. Notably, this
can't be done with Senbon.
While Soshoryu itself is (obviously) a ninjutsu technique,
the multi-throw attack you perform as part of it is a ranged
taijutsu attack.
--( Sougu: Baku Ryuusei -
Manipulated Tools: Attached
Meteor )--
Large, elongated sections of chains with weighted ends shoot
out of a scroll and are directed toward an opponent. They
spiral around and surround the victim before the slack is
removed, binding the opponent and restricting movement. It
does minimal damage on its own, but is useful as a setup for
a more potent attack.
Chakra: 16
Speed: 10
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Alternately, by doubling the number of weapons you can
--( Fuukoku Houin - Dark Sealing make this an Area 10 attack, in which case it hits everything
Method )-- indiscriminately; by quadrupling the number of weapons
A once-specialized technique that's been adapted to see required you can make it Area 20 centered on yourself, with
broader use, the Dark Sealing Method is used when a simple you at the center. In either of these cases, the severity of
lock just isn't reliable enough. The user takes several paper wounds inflicted is reduced by one (additional) rank.
tags, writes the appropriate seals on them in their own blood, As an example of how that works: If you have 80 DEX, you
and then applies them to the edge of the doorframe, lid, or could throw 16 shuriken to hit everyone in Area 10, with the
other appropriate edge of what's being sealed. After that, the equivalent of an 8-shuriken multi-throw. The increase in
handseals are performed and chakra is applied. damage bonus based on number of weapons thrown would
be (8 0.5) = 4, not (16 0.5) = 8.
Chakra: 30
Speed: 15 --( Netetsuki no Jutsu - Sleeping
Seal Speed: 30 Moon Technique )--
Effects: The door or container the paper tags are placed An exceptionally useful technique, as it approaches the much-
upon cannot be opened so long as this seal is in place; no yearned-for concept of a "smart" seal; one that can be
amount of physical force can overcome it. That said, it gives deactivated easily without requiring extensive time and effort
no special properties to what has been sealed; if you apply to then replace it.
Fuukoku Houin to a rickety wooden door, most people would This is not actually a seal itself, but a large number of
have minimal trouble breaking a hole in the center of that specific modifications which can be applied to almost any
door. advanced sealing technique; less complicated sealing jutsu
The tags themselves are virtually indestructible until the are too simple to incorporate these alterations.
technique ends.
When you apply this seal, you may specify a certain time for Chakra: +15 + X * 3
it to end, such as "two days from now". The seal will last until Seal Speed: +10 + X * 5
the designated time arrives, or it's removed by some method Effects: This is used to supplement another sealing
(such as the A-rank Five Elements Unseal). The person who technique of rank C or higher. When you apply it, specify an
placed this seal can simply peel the tags away from the sealed activation condition and a deactivation condition.
surface, destroying the seal in the process. Possible triggers include:
> Someone passes within (up to 10) yards of it.
--( Sougu: Tensasai - Manipulated > There is nobody within (up to 10) yards of it.
Tools: Heavenly Chain of > A certain word is said or noise is made.
Destruction )-- > Someone touches the seal.
An advanced form of Twin Rising Dragons, the user throws a > A specific person touches the seal (see below).
scroll into the air and leaps after it. In midair the weapons
inside the scroll are released and projected by the user's If keyed to touch-activation or -deactivation by specific people,
chakra, allowing them to guide far more weapons than they you can specify up to X people, where X is (Research
would be able to by hand. It gets its name from the speed of ranks)/5, who the seal will recognize by chakra signature; all
its most proficient practitioners, who can propel their of those people must be present when you apply the seal.
weapons so fast they appear as rays of light. When the activation condition occurs, the seal is activated.
When the deactivation condition occurs, the seal becomes
Chakra: Variable, Special dormant; none of its effects apply until it's reactivated, though
Speed: As multi-throw. it remains visible.
Seal Speed: 15 Removing the seal augmented by Sleeping Moon
Requires: Soshoryu Technique also removes this portion of the seal. Alternately,
Effects: You perform a multi-throw technique using the Sleeping Moon seal could be removed, leaving the
weapons stored inside one or more scrolls. The Chakra cost original seal in place but uncontrollable.
is equal to whatever the Stamina cost would normally be.
Your ninjutsu damage bonus is used in place of your physical
damage bonus.
You may target any number of people within range, each
with separate multi-throws. This has the same cost no matter
how many people you target, but you must use the full
number of weapons (if you "throw" 10 shurikens at 4 people,
you'd need 40 shuriken total).
Like Soshoryu, this may not be used with senbon; it may
also not be used to perform called shots.
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If you complete the seals for this technique on the same
--( Tsuiseki Fuuin - Tracking Seal )- Initiative Count that somebody finishes seals for a Katon
- jutsu, you may, as long as that technique involves actual
A very useful seal, though one which suffers from a number of flames, make an opposed Chakra Control roll against them,
limitations. When applied to a person, the seal vanishes with a +10 bonus. If you meet or exceed the result of their
almost immediately, becoming invisible and virtually roll, you seal their jutsu with this technique.
undetectable, even to shinobi capable of seeing chakra (such You can also use this technique to immediately end any
as the Hyuuga and Uchiha). Afterwards, whoever applied the Ignite effects on all people within the area affected.
seal will be able to get a vague idea of the location of the Each use of this technique requires a blank scroll for the
sealed individual, allowing them to be tracked across any fire to be sealed in. Once sealed, the flame is extinguished; it
distance. cannot be released, and the scroll cannot be reused.
Chakra: 20, raised to 30 if it hits --( Raikou Kenka - Lightning Blade
Accuracy: -6 Creation )--
Range: Touch
Speed: 25 A special ninja tool summoning technique, this allows
Seal Speed: 20 weapons or other ninja tools to be sealed with a single
symbol in a scroll or, more commonly, clothes. Touching this
Effects: Used as an attack, you are allowed an Espionage symbol and willing it active is all it takes to summon these
roll with a +5 bonus against the opponent's. If you succeed, tools.
they think you struck a glancing blow with a close-range
attack; if you fail, they realize you used some sort of jutsu on Chakra: 30
them, though not what its effect was. Speed: 10
Once applied, the seal is invisible and undetectable. It will Seal Speed: 45
only be discovered by a sealing expert who knows to look for Effects: This seals up to (CHA /5) items in a seal, which is
it. These seals have been known to go undetected for years, applied to the target item.
as a result. You may summon weapons sealed with this technique as a
You may only have one Tracking Seal applied at a time Speed 0 action. In the case of melee weapons, this also
(though one person can have multiple Tracking Seals placed replaces the regular action to draw the weapon. For thrown
on them); if you use it on another person, your link to the weapons, the first time you use this technique to unseal and
other seal is broken, and that seal unravels harmlessly. then immediately attack with a thrown weapon it counts as a
By forming a handseal and concentrating for several surprise attack.
seconds you know the direction and approximate distance Any weapon or item in Equipment may be stored in these
from your current location of the person you're tracking. This seals, though each seal may store only a single type of item
does not provide any bonuses in combat; while it lets you (such as kunai, wakizashi, or smoke bombs).
know your target is nearby, it lacks enough precision at such
short distances to help you discover an opponent hidden in
stealth. There is no limit on how often you may activate a
Tracking Seal, though you have to stop and concentrate each
time (and so cannot do it while moving).
B-rank
--( Fuuka Houin - Fire Sealing
Method )--
This technique allows a ninja to seal fire into a scroll. The
proper seals must be written on the scroll, followed by the
correct handseals. Once the technique is complete the flames
will vanish entirely and be sealed within the scroll; the kanji
for "seal" will appear on said scroll.
Chakra: 25
Range: 60
Speed: 15
Seal Speed: 20
Effects: This seals a fire inside of it. Up to (CHA/5) square
yards of fire can by sealed this way (based on the area of
whatever's fueling the flame). This works just as well with
chakra-based flames as mundane ones.
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--( Keiyaku Fuuin - Contract Seal --( Shinsei Chinmoku Fuuin -
)-- Sacred Silence Seal )--
Implemented on a summoner, this removes any control the Often used as a form of so-called 'loyalty seal', this has seen
summoner has over their summoned creature, and in most moderate popularity among various clandestine and/or
cases will temporarily nullify the contract altogether. extremist organizations within the ninja villages, as well as a
means of helping ensure that double agents don't turn into
Chakra: 40 triple agents.
Range: Touch Chakra: 30
Speed: 16 Accuracy: -4
Seal Speed: 25 Range: Touch
Effects: Any summoning contracts the victim possesses are Speed: 20
considered null and void until this seal is removed. In most Seal Speed: 18
cases, this will forcibly de-summon anything they've already Effects: When you apply this seal to a person, specify a
summoned. Defensive Summoning techniques used against topic. This may be as broad ("anything involving Sand
this automatically fail. village") or as narrow ("the new jutsu you saw me use") as you
wish.
--( Tsuyome Fuuin - Strengthening The victim may not attempt to communicate about that
Seal )-- topic in any way, be it through speech, writing, or other
An advanced and demanding seal, this applies a resilient methods. Intent is what matters here; if they think they're
lattice of chakra to enhance the physical integrity of walls, giving information about the subject, they are unable to.
floors, ceilings, and the like. The same restrictions apply regarding this seal itself. That
said, it's not particularly inconspicuous. While the seal itself
Chakra: 45 prevents the from showing it off, it takes the form of a
Speed: 20 hexagram somewhere on their torso, back, or tongue (in
Seal Speed: 40 which case it can't be seen without the person actually
sticking their tongue out and someone checking for it) and is
Effects: This may be applied to any surface up to (CHA /10) easily identifiable by anyone with Seal Training.
square yards, and no thicker than (CHA /10) inches. You may You may, when applying this seal, also specify one
divide the area by any whole number to multiply the exception to its restrictions. For example, you could say
thickness limitation by that much. For example, you could "other Leaf nin"--in which case the person with this seal could
make it (CHA /10)/2 square yards, and in exchange apply the talk to other Leaf nin about the sealed topic, but nobody else.
seal to a surface (CHA /10)*2 inches thick. This seal trumps any genjutsu short of the Poison Truth
The seal is visible, though only on the side it's applied to Technique.
(so if it's on the inside of a wall, you would not see it on the
outside). Similarly, it can only be removed from that side. It
may only be applied to a contiguous object: if you wanted to
apply Strengthening Seal to a boat, each plank would require
a separate seal.
The surface this seal is on is virtually indestructible. It
gains (user's CHA)*10 HP, and has a damage reduction of
(user's CHA), which cannot be bypassed or reduced.
This seal can only be applied to flat surfaces, such as walls.
The blade of a weapon, just as an example, would not be a
valid target.
148
--( Moji Hyouki no Jutsu - Rune A-rank
Inscribing Technique )-- --( Tensha Fuuin - Transcription
A tricky seal, this allows the user to mold the chakra Seal )--
necessary for any ninjutsu technique they know and then
'freeze' it, holding it primed but inactive inside of a seal. Once A rarely-seen technique, this seals the necessary chakra
a trigger condition occurs, the jutsu is released. patterns for a specific jutsu inside a person, and keeps it
Use of this technique to prepare explosive Katon perpetually ready within this seal. When a certain condition is
techniques and leaving them around as a practical joke is met the seal activated and the technique is triggered.
strongly discouraged. Chakra: 50
Chakra: 25 + X/2 Range: Touch
Speed: 20 Speed: 20
Seal Speed: 30 + X Seal Speed: 35
Effects: When you use Moji Hyouki, select another ninjutsu Effects: When used, declare another technique which you
which you are able to perform, specifying all its variable know, pay its cost, and specify a condition. The technique
parameters at that time. You pay Moji Hyouki's cost, and then immediately and involuntarily activates when that condition
that jutsu's cost. is met.
Moji Hyouki can be placed on any reasonably flat, solid Possible conditions include "when you see the daimyo" and
surface that's at least one foot across in each direction, such "when you hear the word 'orange' ". A target can be specified
as a floor or a box. within reason (such as "the daimyo", or "whoever said that
Once applied, the seal will either vanish (making a word").
potentially effective trap) or remain visible as an elaborate set The technique stored inside a Transciption Seal may not be
of seals that can be identified by anyone familiar wit the a taijutsu or medical ninjutsu technique, nor may it have a
technique (as a warning of sorts). Even if Moji Hyouki is Stamina cost or Upkeep. If it is a Genjutsu or Sealing
identified, the technique placed in it will not be. technique, it is applied to the person on who the
When the seal is placed, an activation condition is specified. Transcription Seal was placed. If it's anything else, the Seal's
The three possible activation conditions are: recipient must pay the associated cost or costs.
A person may only have one Transcription Seal on them at
Someone comes within five feet of the seal. a time, per person (three sealing experts could each place
Someone touches the seal. one Transcription Seal on a single person, for example).
If the seal is on a door or container, it may be set to This seal is invisible and undetectable except for by a
activate when said door or container is opened. fuuinjutsu expert who knows to look for it.
When the seal activates, the jutsu in question will
immediately take effect. If this is an offensive technique it will --( Gogyou Fuuin - Five Elements
be aimed at the person who set it off (unless it's an AoE, in Seal )--
which case it will be centered on the seal). Offensive This jutsu produces a powerful seal that disrupts the flow of
techniques used this way have a -2 Accuracy penalty per rank chakra in the target. In most cases this is crippling.
of the technique.
The A-rank Five Elements Unseal will not trigger a touch- Chakra: 50
activated Moji Hyouki. Accuracy: -5
Range: Touch
Speed: 15
Seal Speed: 50
Effects: The unfortunate victim has a -25 penalty to all
Chakra Exhaustion rolls, and has their Chakra Control skill
ranks reduced by 15, which can also temporarily lower their
ranks in abilities (such as Water Walking). Any jutsu with
Upkeeps they have activated end immediately due to the
disruption of their chakra.
If they fail a Chakra Exhaustion roll, they fail to use the
jutsu they were trying to (but still advance a Fatigue category
as normal). Furthermore, even if they succeed they must pass
a Chakra Control check against the technique's Chakra cost
or fail anyway.
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--( Gogyou Kaiin - Five Elements --( Tsute Fuuin - Influence Seal )--
Unseal )-- This seal was originally created and placed upon servants of
the Diamyo, ensuring those closest to them could not spy or
The opposite of the Five Elements Seal, but of much broader sabotage the feudal lords. Over time, shinobi adapted to suit
utility, this technique can remove any seal of equal or lesser their own needs, which naturally meant that it found a usage
strength. in combat.
Chakra: 35 Chakra: 40
Range: Touch Range: Touch
Speed: 15 Speed: 14, +10 if it hits
Seal Speed: 30 Seal Speed: 20
Effects: This can target a single seal on an object or Effects: You use your Accuracy for an unarmed Taijutsu
person. That seal is removed. attack, and if you hit, you roll opposed Espionage (Partial
This affects any seals described in this section. This Defense does not apply). If you succeed in your Espionage
technique may be able to remove seals not described in the roll, the seal is placed without the target knowing.
PHB... or, it may not. As part of this technique, you may either make a basic
unarmed taijutsu attack or use the E-rank Grab technique (if
--( Fuuja Houin - Evil Sealing you know it), at no additional Speed or Stamina cost.
Method )-- The seal is inactive by default, but as a Speed 10, Chakra
Not all seals can be removed easily. This circumvents that by 10 + X action, you can create a temporary form of paralysis
suppressing fuuinjutsu, or any sort of chakra-based markings, which turns their own Chakra against them, preventing them
on a person. The technique's greatest failing is its from taking any non-Interrupt actions. They declare their
dependence upon the recipient to provide some of the intended action along with its Accuracy and Speed, but roll a
strength behind it, meaning they can overcome its effects at Chakra X*2. If they fail, they are not fatigued and do not roll
will, making it useless for offensive applications. the Chakra or Stamina rolls associated with their action.
Their IC is not advanced by the action's Speed, but they suffer
Chakra: 40 a Stun 5 which cannot be reduced or negated.
Range: Touch When applying this seal, "X" has a maximum value of your
Speed: 10 current bonus to Chakra Exhaustion rolls, including Fatigue
Seal Speed: 20 bonuses but ignoring any non-Upkeep penalties.
Every time that a victim has previously had to roll against
Effects: This suppresses any seal in this section of the this seal's effects, they gain a +3 to their Chakra Exhaustion
PHB, and many which are not. While the seal won't be roll to overcome its effects. After they've succeeded against
removed, it won't activate or have any of its normal effects as even one of these rolls, the seal is forced into remission, and
long as the Evil Sealing Method remains in place. will not affect them any more; it cannot be reapplied or
This technique is dependent upon the recipient's willpower. reactivated for the rest of that fight.
All a person has to do is focus and the Evil Sealing Method Once the seal is subdued, it is, as far as the victim can tell,
will be disabled, until they spend 1 Willpower to reactivate it. gone entirely, its effects having been broken. However, after
The technique's quite useful. Virtually any long-term 24 hours have passed the seal can be reactivated by its user,
chakra-based effect (even ones that aren't actually fuuinjutsu) per the normal rules. An expert in sealing jutsu will be able
can be suppressed by it. Even the effects and abilities of to, if they know someone has had this seal applied to them,
bloodlines can be sealed. find and remove it using the A-rank Five Elements Unseal
technique.
150
--( Ketsumei no Tsurugi - Sword of --( Nenshou Fuuin - Burning Seal )-
Blood Oath )-- -
This seal creates what is essentially a modified version of the A highly-specialized, highly-effective sealing technique used to
blood pacts many shinobi form with summoned creatures. prevent an individual from handling weapons. Though it's
Rather than a powerful and intelligent animal, however, this applied as a single seal, it appears on both the recipient's (or
'contract' is made with a favored weapon. rather, victim's) hands, clearly recognizable as some form of
ninja sealing technique or tattoo meant to emulate one.
Chakra: 45 Whenever the recipient holds a weapon the seals activate.
Speed: 25 As the lines of the seal begin glowing a dark, heated red,
Seal Speed: 40 the victim's skin will start to burn and smolder. Within
seconds their flesh will start to smoke as they're baked alive;
Effects: You can seal a single weapon with this technique. if one is willful or self-destructive enough to not drop the
The weapon vanishes, and the seal for this technique weapon they're holding, they'll soon have their arms reduced
manifests somewhere of your choosing on your body--usually into charred, blackened husks.
the user's forearms.
You can summon the sealed weapon as a Speed 0 action, Chakra: 50
already 'drawn'. As a Speed 4 action, you may return it to the Accuracy: -5
seal, in which case it vanishes in a puff of smoke; you must Range: Touch
actually have the weapon with you to do this. Speed: 20
If the weapon is broken, or taken more than a mile away Seal Speed: 40
from you, it vanishes in a puff of smoke. In this case it will not The seal activates whenever someone holds a weapon.
be available for summoning for one hour. However, it is, for After 5 IC, a Minor Energy Wound is inflicted to whichever
most intents and purposes, indestructible and impossible to arm they were holding the weapon with; in the case of a two-
lose in any permanent sense. handed weapon, this is both arms. Dropping the weapon will
You may only have one Sword of Blood Oath seal active on end this technique's effects immediately.
you at a time. Removing your current seal causes the weapon If they're currently suffering from a wound inflicted by the
to appear beside you, and allows you to make a new one. Burning Seal, it instead inflicts a wound of one higher
category on that arm: Major, then Severe, then finally Critical.
For example, if a shinobi drew a nodachi and decided to
use it one-handed (holding it in their right hand) starting on
IC 12, on IC 17 they would suffer a Minor Energy wound to
their right arm. If they then began two-handing it, on IC 22
they would have a Minor on their left arm and a Major (in
addition to the existing Minor) on their right. On IC 27 those
would be Major and Severe; on IC 32, they would become
Severe and Critical; and finally, by IC 37 they would have a
Critical Energy wound on both arms.
151
Genjutsu
By their nature, it's hard to realize that one is suffering
1. Requirements from the effects of a genjutsu technique. It's possible to be
2. Special Rules afflicted by a genjutsu that you know and use frequently, with
obvious 'tells', and still mistake it for reality--such is the
nature of delusions. Mechanically, this means that if you fail a
==================== genjutsu roll by 5 points or fewer, you realize that you've been
afflicted by an illusionary technique; any higher, and you have
no reason to suspect that what you're experiencing is
1. Requirements anything but reality.
Genjutsu's not easy. In fact, genjutsu is really, really hard,
even by the standards of other ninja techniques. Taijutsu and E-rank
ninjutsu are both, after enough shinobi training, slightly
intuitive; and, in the case of the latter, every ninja has an --( Senpuku no Jutsu - Concealment
elemental affinity they can rely on to help them out even Technique )--
when they struggle overall. This jutsu allows a ninja to conceal small (or sometimes not-
Not so with genjutsu. There is no such thing as an 'affinity' so-small) items on their person or in their grasp. This is a
for it (though some ninja who seem to have an easier time fantastic technique for smuggling items or transporting them
learning it are occasionally described as such), and it takes a in secrecy, its utility counteracted only by its vulnerabilities.
lot work to be able to use it effectively.
Chakra: 10
The requirements for using Genjutsu of a Upkeep: 2
given rank are listed below. Speed: 10
Seal Speed: 8
E: Genjutsu Training ability
D: 5 Chakra Control, 5 Research, and 15 (Chakra Control + Effects: This completely hides an object from casual
Research) observation. Against a detailed search, it gives a +5 bonus to
C: 10 Chakra Control, 10 Research, and 25 (Chakra Control any rolls to keep it hidden, and allows the obect to,
+ Research) essentially, hide in plain sight. You have to keep contact with
B: 20 Chakra Control, 20 Research, and 50 (Chakra Control the object, or at least keep it close to you (say, in a belt
+ Research) holster).
A: 30 Chakra Control, 30 Research, and 70 (Chakra Control It won't hide it if you're being patted down. If the object
+ Research) interacts with the rest of the world (such as taking a swinging
Notably, Jounin rank also gives access to C-rank Genjutsu. with a weapon, or using a key to open a door) the
==================== concealment ends.
152
--( Mousou Enmu no Jutsu - --( Oboro Bunshin no Jutsu - Haze
Illusory Mist Technique )-- Clone Technique )--
Masquerading as a higher-ranked Suiton technique, this This creates what appear to be ordinary bunshin, even
creates a light bank of fog which has little effect beyond responding and vanishing when struck. However, each time
making the atmosphere a bit chillier. An illusion is then laid one clone is destroyed another takes its place, typically just
on all those present (the user may exclude allies if they wish), out of sight of whoever destroyed its predecessor.
tricking them into believing the mist is actually thick enough Chakra: 10, +2 per clone
to be a hindrance. Upkeep: 0
Chakra: 12 Speed: 8, +1 per clone
Upkeep: 4 Seal Speed: 4, +2 per clone
Range: Centered on self Effects: You may create up to three clones. This function as
Area: 25 normal clones, but you are always 'hidden' among your clones
Speed: 8 (as per the 'Hide Among Clones' action), even after you've
Seal Speed: 7 been hit by an opponent.
Effects: Anyone who fails a genjutsu roll is placed a -4 Taking an Observe action allows an opponent to make a
visibility penalty. More insidiously, so long as they remain genjutsu roll to realize that this is an illusion, but cannot
within the mist they have a -2 penalty to all their defensive actually single you out from your clones. Any time a clone
genjutsu rolls. used in this technique is destroyed, another one appears to
People who pass their genjutsu roll still see the mist, but take its place and the Upkeep is increased by 1.
for what it really is: too thin and wispy to actually be an No initial genjutsu roll is made; opponents are, by default,
impediment. tricked into believing these are normal clones. However, after
the first time they realize this technique for what it is (i.e. an
illusion) in batle, they'll also recognize all future uses of it in
D-rank that same battle as such.
--( Kasumi Juusha no Jutsu - Mist --( Magen: Narakumi no Jutsu -
Servant Technique )-- Demonic Illusion: Hell Viewing
This jutsu creates clones that phase in and out of the ground Technique)--
as if they were made of a blackish, oil-like liquid. When
attacked, the clones regenerate themselves. The clones can The user creates an illusion of spinning leaves around the
be controlled to make it seem as if they're attacking. The user victim, after the leaves disappear, the illusion begins, showing
can then time their attacks with those of the clones to remain the victim something they'd rather never see, be it a loved one
concealed. hurt, a monster of their nightmares, or some other such
thing. In most cases, it is easy to identify that the image is
Chakra: 15 fake, due to the unlikliness of it occuring, but some images
Upkeep: 6 still leave a foul sensation in ones mind.
Speed: 14
Seal Speed: 12 Chakra: 16
Range: 25
Effects: This genjutsu creates dozens of illusions of the Special: Stun 20
user. Anyone in combat with them must 'defend' against this Speed: 12
technique with a genjutsu roll. The clones are harmless, and Seal Speed: 14
slow-moving, but may feign attacks intermittently.
When this is used, you are automatically placed in Stealth Effects: Whatever image this subjects the victim to, the end
(as one of the clones). You may attack from stealth normally, result is they lose a point of Willpower. After the first time in
but in addition to ranged attacks, you may make any basic a day this is (successfully) used on someone, the 'horror'
weapon or unarmed attack without breaking stealth. Each begins to lose impact, reducing its effects to Stun 10 and no
attack lowers your Stealth TN by 3, rather than 5. If you take Willpower loss. If this genjutsu is broken (by the target being
a Hide or Improve Hiding action, this technique's benefits wounded, or somebody else using Kai on them) the Stun will
end. end prematurely, but the lost Willpower will not be regained.
Once you've been found, you cannot hide among these If used on a target with 0 Willpower remaining, this
clones again; you'd need to use the technique once more to technique's Stun is doubled (to 40, or 20, depending on
do that. This is a clone technique. whether or not it's been used on them previously in that
battle).
153
--( Magen: Jigoku Kouka no Jutsu - C-rank
Demonic Illusion: Descending Hell --( Nemuri - Sleep )--
Technique)-- A genjutsu whose greatest limitation is that it requires
This illusion causes any afflicted by it to see a massive fireball physical contact, the user places their hand on a target and
forming above them which slowly descends. Most prudent sends them immediately into a deep slumber. Very nice for
shinobi will waste time trying to escape its radius, while infiltration without raising a fuss.
those who are more reckless will take the 'attack' head-on,
bracing themselves against a blow that never actually comes. Chakra: 18
Range: Touch
Chakra: 15 Speed: 15
Range: 25 Special: No handseals required.
Area: 15
Speed: 8 Effects: This can't be used in combat. If you're able to touch
Seal Speed: 10 the target and succeed with a genjutsu roll, they immediately
fall asleep (it's a good idea to ease them to the ground, to
Effects: If someone was affected by the genjutsu, they have avoid them, say, bashing their shoulder on a rock and
until 25 IC have passed to leave this technique's area. If they immediately waking themselves back up).
don't, they suffer a Stun 15. This genjutsu ended before the Unless they're woken up (see the Sleep status for details),
time is up will prevent the stun; once they are stunned, the they'll be asleep for at least four hours.
illusion is already over and so cannot be 'broken' to end the
stun prematurely. --( Kyousanken no Jutsu - Iron
--( Shinkirou no Jutsu - Mirage Curtain Technique )--
Technique )-- The user places themself under a harmless genjutsu, which
itself serves no purpose but makes it more difficult for other
This creates an illusion that can fool a person's sight, hearing, genjutsu to affect you normally.
or smell--or, with more effort, two of those, or all three. These
can be dynamic (such as a flickering fire or a fluttering Chakra: 20
curtain), but they can't actually interact with anything. Upkeep: 4
Speed: 8
Chakra: 10 Seal Speed: 12
Upkeep: 3
Range: 20 Effects: So long as this technique's upkeep is maintained,
Area: 2 (max) you have a +4 bonus to defensive genjutsu rolls. This genjutsu
Speed: 10 does not end when you're wounded.
Seal Speed: 8 You may declare Iron Curtain as an Interrupt when
targeted with genjutsu, following the normal rules for
Effects: By default, this creates an illusion that only applies defensive interrupts and giving you its bonus for that
to one sense; examples would be an illusion of a curtain defensive genjutsu roll. Iron Curtain does remain active (as if
flapping in a breeze, or the sound of footsteps. activated normally) after being used this way.
By raising the chakra cost by 5, the illusion can apply to
two senses, such as a tiger that crouches and snarls. Raising
the chakra cost by 10 (to a total of 20) allows the illusion to
be convincing to all three, such as a fire that flickers,
crackles, and smells like burning wood.
This technique's primary limitation is its scale. It can't do
anything much larger than a large piece of furniture or more
complicated than one person. Anyone who interacts with this
is allowed an Awareness roll against your Chakra Control to
realize it's a fake, with your roll receiving a +5 bonus.
Some things can make this obviously fake, such as
touching it or standing at the 'source' of the noise and
realizing there's nothing there. You can control this illusion if
you're in range; if not, you can set it to be essentially a looping
recording.
154
--( Kori Shinchuu no Jutsu - Sly --( Shunou Kaimetsu - Brain
Mind Affect Technique )-- Destruction )--
This technique warps an opponent's senses and sets them This jutsu convinces the victim that they've been grievously
walking in circles, potentially for hours on end, by making it injured. Although it causes no actual physical harm, it
seem to them as if they're walking straight towards their convinces their mind and all their senses that they've suffered
desired destination. Maps, compasses, and paths will all be some manner of severe damage.
ineffective--the best someone suffering from this technique Chakra: 26
can do is hold the hand of someone who's not, or hope they Range: 30
realize that they've passed the same landmark ten times. Speed: 14
Chakra: 18 Seal Speed: 12
Range: 40 Effects: This inflicts a temporary wound on the victim. It's
Speed: 12 by default Minor, raised to Major if you beat their genjutsu
Seal Speed: 14 roll by 5 or more, and Severe if you beat their roll by 10 or
Effects: This technique has no effect in combat, and does more. They interpret this technique as whatever sort of attack
not end when the victim is wounded. You may target multiple or jutsu would be appropriate to cause the injury they believe
people with this technique, costing 1 Willpower per they're suffering from.
additional person who is affected (this extra cost isn't paid if They suffer all normal effects of this injury (and good luck
they defend against it). trying to convince them it's all in their head), aside from HP
Someone affected by this technique will find themselves loss or unconsciousness. It lasts until the genjutsu is broken.
continually walking in circles if they try to travel any You choose the damage type and wound location.
appreciable distance (half a mile or more). This lasts for 1
hour per point you beat their genjutsu roll by. Every hour, --( Sen'un no Jutsu - Fog of War
they're allowed a new genjutsu roll against your original Technique )--
result, to see if they notice the effects (although this will not You trap a target in some manner of in-depth hallucination.
break the technique on its own). They may believe that you've run away and think they're
Not even something like following a road will work--they'll giving pursuit, or be convinced that they're locked in combat
wind up wandering off it, the illusion convincing them they're with you. This technique is often a last-ditch resort to escape
still on the "road." from a superior adversary, or bypass someone when there's
no time to deal with them in direct combat.
--( Magen: Kokoni Arazu no Jutsu -
Demon Illusion: False Chakra: 25 + X * 3
Surroundings Technique )-- Range: 50
Upkeep: 15
This jutsu allows the user to change the surroundings around Speed: 25
a person subtley, usually used to delay, or force people to Seal Speed: 20
walk in circles, unaware that they have stopped going the
right way, even messing with ones ability to track the Effects: Using this technique costs 2 Willpower if it
direction they are headed, such as north from south. succeeds. It has a +X bonus to your Genjutsu roll, up to a
maximum of +5. If used successfully, whoever its victim was
Chakra: 17 is left trapped in some manner of hallucination.
Upkeep: 4 The target is essentially removed from combat for this
Area: 30 technique's duration. Unfortunately, this technique is
Speed: 10 particularly fragile. If the target senses danger (such as from
Seal Speed: 15 an incoming jutsu, or planting explosives around them) it'll
break in time for them to try to avoid it. It lasts for a
Effects: Best used out of combat (anyone who sees this maximum of 5 minutes per 1 point you beat their genjutsu
being used will realize it's an illusion), this casts an illusion roll by.
over an area. This could be making a door appear to be a
solid wall, a sign have the wrong number on it, or an intact
bridge appear to be broken.
When used, make a genjutsu roll with a +5 bonus. Anyone
who encounters your illusion makes a genjutsu roll; failure
means they believe it's real, success means they know it's an
illusion. Actually getting rid of it requires the use of Genjustu
Kai, though the illusion won't affect senses other than sight.
155
--( Jigyaku no Jutsu - Time Reversal
B-rank Technique)--
--( Nemurihane - Sleep Feather )-- Used on willing recipitants, this jutsu puts the target in a
An advanced version of Nemuri, this causes the subject to trance like state, and keeps them hypnotized, to uncover
briefly see illusory feathers drifting down around them before forgotten memories or past events. Its often used to uncover
they succumb to sleep. It's no more useful in combat, but it important details that have been missed or forgotten on
can actually be used at a range, or from hiding. missions, or to help shinobi make 100% accurate reports on
the most important of missions, rarely on unimportant
Chakra: 24 missions.
Range: 25
Speed: 15 Chakra: 28
Seal Speed: 20 Range: Touch
Speed: 20
Effects: This functions as the C-rank Nemuri, but may be Seal Speed: 25
used at up to the listed range.
Effects: This can only be used on helpless or willing
--( Magen: Nijuu Kokoni Arazu no recipients. It places the subject into a trance-like state,
similar to hypnosis. It causes them to recall any suppressed
Jutsu - Demonic Illusion: Double memories, and can help remember details they might
False Surroundings Technique )-- otherwise have forgotten.
An advanced technique, this constructs one illusion on top of Mechanically, this will unravel the effects of the A-rank
another. When the outer layer is destroyed, the second will Sennou Sousa no Jutsu, and gives a +5 bonus to Research
flawlessly take its place and masquerade as reality. Confident rolls made to remember details about a previous experience
that they've overcome the deception, most shinobi will have (such as glancing around a room and needing to recall its
an even harder time realizing that they haven't done so at all. contents). It will also uncover any memories suppressed due
to trauma or similar causes.
Chakra: 25 This can take anywhere from a few minutes to several
Upkeep: 8 (4 after the first layer is removed) hours, depending on what it's being used for, how deeply
Area: 30 buried the hidden memories are, and how much information
Speed: 16 needs to be remembered. This technique may only be used on
Seal Speed: 18 a given person once per day.
Requires: False Surroundings Technique
Effects: As the regular False Surroundings technique, but --( Gosaru Tatari - Five Monkey
removing the second illusion requires a second application of Curse )--
Genjutsu Kai, and your genjutsu roll with it has a +10 bonus. This technique interferes with the victim's ability to see, hear,
This may also be used with Sly Mind Affect, by increasing smell, taste, and feel pain. Admittedly, the last one's an
this technique's cost by 6 and removing its Upkeep, in which undesirable addition to the mix (in most circumstances),
case the second 'layer' of the technique has no bonus, but butthe technique makes up for that with its all-around
must still be 'discovered' after hours of wandering, as per the usefulness.
normal Sly Mind Affect genjutsu. Used this way, it becomes a
targeted (rather than Area) technique), using Sly Mind Chakra: 28
Affect's normal range. Range: 30
Speed: 14
--( Magen: Jubaku Satsu - Demon Seal Speed: 15
Illusion: Tree Binding Death )-- Effects: This negates all ranks the victim has in Enhanced
This genjutsu makes its unfortunate victim believe that a Hearing and Enhanced Sight, and any abilities dependant
large tree has suddenly grown behind them through the use upon them (such as Blind Fighting or Genjutsu Awareness).
of some manner of ninjutsu, and pinned them against its They also suffer a -2 visibility penalty (which stacks with any
trunk by exceptionally-strong, chakra-animated branches. other visibility penalties they may have). On the other hand,
their reduced sensory perception allows them to ignore the
Chakra: 34 penalties of any Minor wounds they may be suffering from.
Range: 20
Special: Immobilize 10
Speed: 16
Seal Speed: 22
Effects: Every 20 IC which pass, the victim is allowed
another genjutsu defensive against your original roll, at a
cumulative +1 penalty, to realize that this is only an illusion.
Effects which allow someone to reduce immobilization
penalties do not apply against this technique.
156
Effects: Anyone in the area who fails a genjutsu dodge falls
--( Magen: Tetsuotome no Jutsu - asleep. Anyone with less than half the user's total XP
Demonic Illusion: Iron Maiden automatically fails their genjutsu dodge unless they spend a
Technique )-- point of Willpower to be allowed to actually roll it (that roll
Chains burst from the ground beneath the victim and wrap does not gain the normal effects of benefitting from
around their legs, anchoring them in place, followed by two Willpower being spent on it, unless they spend another point).
halves of an iron maiden, either on each side of the victim or And, once again, it's no good on targets who are engaged in
in front of and behind them. The iron maiden slams shut with combat. Like Nemuri, victims will be asleep for several hours
them in it, causing excruciating pain and a slew of debilitating unless awoken.
injuries.
--( Kokuangyo no Jutsu - Bringer-
Chakra: 30 of-Darkness Technique )--
Range: 30
Special: Stun 12 This technique specifically targets the victim's eyesight,
Speed: 20 effectively blinding them and allowing its user to attack with
Seal Speed: 18 impunity.
Effects: This temporarily inflicts a Minor Piercing wound Chakra: 36
on every location of the opponent's body (torso, abdomen, Range: 50
both arms, both legs, and Slashing on the head). If the Speed: 20
genjutsu roll beats their defense by 10 points or more, this is Seal Speed: 26
upgraded to a Major Piercing wound on every location. These Effects: This applies a -10 visibility penalty to the victim.
wounds last for the duration of the illusion, though the full While it's in effect, anyone can attempt to hide from them
Stun will remain even if it's broken early. (even if the victim can somehow reduce that penalty below
-6).
--( Sakki - Killing Intent )-- This technique does not automatically end when the victim
A side-effect of learning how to control chakra is the ability to is wounded. Instead, it requires a successful use of Genjutsu
sense, and exude, what shinobi refer to as killing intent. More Kai (with a -10 penalty) or a Major or greater wound to be
powerful shinobi can project it more strongly, and even send inflicted upon the technique's user.
lesser ninja running with just a glance. While in effect, this technique essentially negates any
This genjutsu simulates an intense blast of paralyzingly doujutsu the victim may possess.
strong killing intent in an attempt to overwhelm its target.
--( Kiokure Keiren - Nervous
Chakra: 30 Convulsions )--
Range: 15
Special: Stun 10 + X This technique partially hijacks the victim's nervous system,
Speed: 16 reacting in response to anything they do and sending
conflicting signals. It's only truly effective in combat, where
Effects: You and your target must have line of sight with physical activity is the most spontaneous, and even slightly
one another (and neither can be suffering from a visibility reduced reaction time can prove fatal. This tends to be
penalty of -6 or greater). X is the amount the victim failed exceptionally painful.
their Genjutsu dodge roll by, and until the stun has ended
they suffer from Paralysis X/3. The stun is cut short if the Chakra: 35
jutsu ends early. Range: 40
This technique doesn't require handseals. Speed: 14
Seal Speed: 27
A-rank Effects: Whenever you take an action while under this
technique's effects, X is that action's Speed. You suffer from a
--( Nehan Shouja no Jutsu - Temple Paralyze (X)/4, which lasts for (X)*2 IC, applied after your
of Nirvana Technique )-- action is resolved.
The most powerful version of Nemuri, used for putting a Every time this effect is activated, you roll another genjutsu
large group of people to sleep. Anybody within fifty meters of defense against the original result. Once you succeed, and are
the user who fails their Genjutsu dodge is put into a deep free from the genjutsu, new Paralyze statuses stop triggering,
sleep. Nothing short of extremely loud noises, being shaken but any existing ones will remain for their full duration.
awake, several hours passing, or similar situations will wake
them up, allowing victims to be bound, moved, or completely
ignored. This move is again, useless in combat.
Chakra: 30
Range: 150
Area: 50
Speed: 20
Seal Speed: 30
157
--( Sennou Sousa no Jutsu - --( Dokushin no Jutsu - Poison
Memory-Concealing Manipulative Truth Technique )--
Sand Technique )-- This technique traps the victim in a state of dream-like
hallucination. In that state, the technique's user can try to pry
This technique allows the user to alter or conceal the information from them, in the form of questions, which the
subject's memories. While it's not permanent, the change can subject will then (coherently, and audibly) mumble the
by either subtle (believing they were incapacitated and left answer to.
unconscious, rather than incapacitated and then Unlike torture, this technique leaves no physical marks,
interrogated), or about as much so as a sledgehammer and the victims will not remember what information they
(erasing the past two days of their memory). revealed or managed to kept secret. It often takes longer than
Chakra: 30 torture to extract usable information, but it's much more
Range: Touch reliable because the subject can't lie.
Speed: 30 Multiple, especially consecutive, uses of this technique can
Seal Speed: 30 leave a victim traumatized without knowing why--indeed, even
the users aren't entirely sure what kind of hallucinations the
Effects: This may only be used on a helpless or willing victim experiences. While it's not quite a forbidden technique,
subject. using it is considered extremely morally ambiguous.
On a willing recipient, the technique is incredibly potent. It
can suppress virtually any amount of a person's memories, Chakra: 30
and can even be used to alter existing memories or create Range: Touch
wholly fabricated ones. One popular way of using the Speed: 20
technique is to implant false memories of a person choosing Seal Speed: 50
to defect (and suppressing ones of them coming up with this Effects: This technique may only be used on a helpless
plan) and then using them as a double-agent, working victim, and when used immediately puts them to sleep. The
alongside and gathering intel from the enemy until the genjutsu user must then focus for the victim's maximum
technique is undone at the right moment for them to change Willpower in hours.
back to their original allegiance. Indeed, this jutsu is one of The interrogator asks a question up to twelve words long,
the more pragmatic reasons for most villages not trusting and an opposed genjutsu roll is made.
missing nin defectors. If the interrogator succeeds, the subject must answer the
On a helpless and unwilling target, the jutsu's efficacy is question truthfully and without obfuscation. (To the question,
greatly reduced. An opposed genjutsu roll is made, and "X" is 'Where is the scroll?', "In the castle" would not be a
determined as the amount this technique's user succeeded by. legitimate answer, but "In my room in the castle" would). The
Up to X hours worth of memories, in the past X days, can be subject only has to answer the question asked, not the
erased. The greatest limitation is the user's knowledge. "Your question intended.
meeting with the daimyo" could be targeted for erasure, but If the interrogator fails, the subject does not have to answer
there's no way of knowing if the target also received secret that question. Alternately, they may spend a point of
orders after that meeting. "Finding us here", and "the past Willpower and automatically succeed against a given
few hours" are reasonably common uses. question.
No matter how extreme this technique is, it can't alter one's Each time a question is asked, the subject gets a +2 bonus
subconscious. You cannot forget abilities, jutsu, or your name. on future genjutsu rolls against this technique, unless they
You might forget a person you met, but they'd always be spent a point of Willpower to automatically avoid answering.
slightly familiar. So long as this bonus lasts, the following questions cannot be
Although a person could be afflicted with multiple asked: > Any question that they've previously been asked
instances of this genjutsu, it can only be applied once per during that session. > A rewording of a previous question
week. Genjutsu kai will not remove this technique, nor will ("Who was that person?" instead of "Who was that man?", for
being wounded. When you apply this technique, make a example)
genjutsu roll. Anyone other than you attempting to unravel it If the victim does not know the answer to a question, that
(such as with the B-rank Jigyaku no Jutsu) has to roll at least question is simply wasted. The cumulative bonus to defend
that high when they attempt to do so, or they won't even against this technique lasts for the victim's maximum
notice this technique's presence. Willpower in days. A person won't begin to regain Willpower
(spent defending against this technique, or for any other
reason) until at least 24 hours have passed without Dokushin
no Jutsu being used upon them.
158
Konohagakure no Sato
159
Aburame
The Aburame are one of four noble clans of Konoagakure, a
quiet clan whose members usually keep to themselves. They
are fairly distinct in the way they dress themselves, usually
covering the majority of their body with their clothing, with
dark glasses that hide their eyes. They are soft-spoken, often
preferring only to speak when they have something
worthwhile to say.
Their solitude may have to do with the way their clan's
techniques, as every clan member at a young age becomes
host to a hive of insects called Kikaichuu, a special type of
beetle-like bug which can actually eat the chakra of their
enemies in battle. Their bodies become the nest of the bugs,
and over time they form a symbiotic relationship that allows
the Aburame to mentally control and direct them. While a --( Hijutsu: Mushiyose - Secret Technique:
powerful kekkai genkai, it is not an ability that interests most Insect Search )--
people. Type: Ninjutsu, Rank D
-=[ Abilities ]=- Chakra: 5
--( Kikaichuu no Jutsu - Parasitic Speed: 8
Destruction Insect Technique )-- Range: CHA*5
A technique exclusive to the Aburame, wherein they allow You can actually send them further than the range of the
their bodies to be used as a hive for the insect. technique, but you can no longer communicate with them
Base Cost: 0 Scale: 5 Limit: 4+EXP/400 and can only send them to places you know, and can only give
Effects: You gain a Swarm that starts out at Swarm Size 1 them a single, basic command ("Go home and find Ino"
the first time this is taken, and gains 1 Swarm Size every would be fine, but "Search the town for anything suspicious"
rank thereafter. Every even rank of this ability (2, 4, etc), you would not). They will complete it to the best of their ability
gain one Female Kikai. This swarm is inside your body and and then return to you, but for every day in which they are
must be deployed (See Kikaichuu node) to be used. In clan beyond the listed range, its Swarm Size is reduced by one.
techniques, the X is the amount of your swarm deployed. (If
you have A Size 10 Swarm, you could deploy 4 of it and gain --( Hijutsu: Mushiyose - Secret Technique:
bonuses for only 4, while keeping the remainder safe inside Insect Gathering )--
your body.) By touching the ground and sending their chakra out in a
web-like pattern, they can attract the attention of nearby
--( Hijutsu: Mushiyose - Secret Technique: insects to follow the chakra signal and come to the aburame.
Insect Bite )-- Since they can communicate with them, it can be a handy
Type: Ninjutsu, Rank D way to gain some basic information about an area.
Chakra: X*2 Type: Ninjutsu, Rank D
Damage: Xd20 Chakra: X
Range: X Speed: X
Speed: 10 Seal Speed: 10
Area: X/2 Area: X*5
This technique has an accuracy bonus of X/3, and if you hit, Effects: Any insects within X5 yards are drawn to you,
the target takes a penalty to Chakra Exhaustion rolls equal to which you can then gather information from. Most insects are
the number of Female Kikai in the Swarm, which is generally only concerned with very primitive things (eating,
cumulative, but does go away when they advance a Fatigue survival, and reproduction), and therefore are limited in what
level, or do anything else that clears CE penalties. they may know, but will communicate what they can. Keep in
mind this is not a capacity to talk* to insects, merely
communicate with them.
160
--( Fujin Kikaichuu - Female Destruction Once the Swarm Size used to make the clone is reduced to
Bugs )-- 0, the clone is destroyed. You can voluntarily dismiss the
Every Aburame has female bugs, but not every Aburame can clone (As a Speed X action) to turn the clone back into a
use them in combat. Naturally, female bugs are treated like regular Swarm, but not the Willpower. The Swarm Size used
queens and never leave the Aburame's body. Some Aburame, to create this clone reduces your current and maximum
however, have learned to deploy female Kikaichuu as mobile Swarm Size (you can't 'replace' the swarm size for this jutsu
relays that entice and command their kikaichuu more with Insect Cocoon).
effectively. The clone can perform any jutsu you know, but has no
chakra of its own, using your chakra/stamina for anything it
Type: Ninjutsu, Rank C does. It acts only when you spend AP for it to do so, and it
Chakra: +5 can't act again until an IC has passed equal to the speed of its
Speed: +4 action. You may hide amongst your clones (and others may
Range: Variable Observe them) as normal, but if they do or react in a way that
Effects: The range of this technique is based upon the size makes it obvious they're bugs (such as taking less damage
of the swarm you're using and the action it's used alongside. from a Taijutsu attack, or being immune to grapples or
It can be added to an attack or a defense action. If the action various status effects), it is obvious that they're a clone.
is successful, you also implant on the target a Female Kikai. When Bug Clones attack, their actions are always
They get an Awareness Roll versus the normal Stealth roll considered to be Held Back, as per the ability in Chapter 5,
for Kikai hiding when it's attached, but thereafter the female even if you do not have the Hold Back ability. This means they
Kikai is considered to be in Stealth 3, and they typically have use only half your damage bonus for dealing damage, and the
no reason to suspect its presence. It is a Speed 2 action for severity of wounds they inflict is reduced by one category.
someone to crush a female kikai that they've found on [1 AP] Dodge or Parry (at their normal speed, which can be
themselves. lowered by AP as normal).
For as long as the Female Kikai is attached, the Aburame [Variable AP] The clone may make any basic unarmed or
has a +5 Awareness bonus against the person it's attached to, weapon attack, paying 1 AP per X speed of that action.
Insect Bite has it's Accuracy bonus increased to X/2, and [Variable AP] The clone can perform any jutsu you know,
they're always considered to be 1 Stealth level lower than paying 1 AP per X speed of that action. It uses your DEX to
they really are. If this would mean that they are not Stealthed determine Seal Speeds, which have to be paid for by AP as
at all, the Aburame can attack them with ranged attacks as well.
normal, but can not attack with melee attacks (or have their
clone do so).
You can only attach a single Female Kikai to one person
(attaching more gives no added benefit), but can deploy as
many Female Kikai as you have. Deploying Female Kikai
does not reduce the level of your Swarm Size, but it does
limit how many Swarm Size you can recover via Insect
Cocoon.
--( Mushi Bunshin - Bug Clone )--
Using thousands of Kikai, the aburame creates a replica of
themselves made out of their bugs. While it isn't capable of
taking damage well, the clone can actually use the abuame's
chakra and thereby use jutsu, making it a powerful tool.
Type: Ninjutsu, Rank C
Chakra: 10
Speed: 10
Seal Speed: 10
Swarm Size: X
Special: 1 Willpower, 1 Female Kikai
Effects:
You create a clone of yourself, dedicating one or more ranks
of your Swarm Size to the clone. It counts as having your HP
and defenses (For purposes of wounding) but you only have
to deal wounds enough to reduce it's Swarm Size to 0. (Via
normal Kikaichuu rules)
161
--( Mushi Jamingu no Jutsu - Bug Jamming Below are all the ways in which you can use your Swarm.
Technique )-- In all cases, X equal to or less than your Swarm Size.
The abuame uses a large amount of their insects to cover a Deploy (Speed X) - This creates a cloud of Kikaichuu
wide area of the battlefield, and then transmits their chakra to around you that extends X yard(s) out from you. You gain
the insects, which cover the field in it. Depending on the an upkeep equal to X. While deployed, any time the
whims of the Aburame, they can produce a wide variety of Aburame is hit by an area attack, the swarm loses 1 point,
effects. plus an additional point per level of wound the Aburame
Type: Ninjutsu, Rank C took. (+1 for Minor, +2 for Major, etc.) Every time the
Chakra: 10 + X Aburame is inflicted damage by 5 IC of Ignite it also
Speed: 15 + X causes the swarm to lose 1 point. If the Swarm Size is
Upkeep: X above 10, the amount of points your swarm loses is
Area: X*3 doubled.
Seal Speed: 15
Requires: X Swarm Size Return (Speed X/2 or +X/2, Interrupt) - An aburame may
recall their Kikaichuu as an Interrupt to have them return
Effects: to their body as they dodge. A successful dodge means
You create a cloud of Kikai that can be used to do one of they return without being hit; a failed dodge means they
several things. You pick one from the list below when the are hit and damaged, but return thereafter.
jutsu is used, and can switch between them as a Speed 10
action without repaying the cost, so long as the upkeep is still
being maintained.
The Swarm used for this technique can not be used to do
other things (attack, defend, create clones) until the technique
is dismissed. You are immune to the penalties of this
technique, but can benefit from its effects (when using
Disrupt Chakra Sensors, namely).
Disrupt Chakra Sensors - While maintaining this field, you
take no penalty for the upkeep of your Kikaichuu (or this
technique) when someone tries to sense you, and instead
have a bonus to your Chakra Control roll of X*2 to
disguise yourself from Scanning attempts. Chakra
Sensors/Chakra Sensitive people are not able to sense
anyone within the field when someone advantages a
fatigue level, or when they make a Chakra Exhaustion roll.
Obstruct Vision - By constantly keeping in motion and
following a synchronized pattern, the beetles can obstruct
anyone's vision who is within the field. While not an actual
hindrance to movement, they impose a -X Visibility
Penalty to anyone inside of it, or anyone attacking into the
field, for as long as it's maintained.
Chakra Drain - Anyone inside of the field who attempts do
anything requiring a Chakra roll while within the field
takes a penalty to their roll equal to X/2, which persists
until they leave the field. Unlike normal penalties to
Chakra Exhaustion roll, it does not go away when you
advance a Fatigue level.
You start with 1 Swarm Size when you first buy Parasitic
Destruction Insect Technique and get 1 more for each rank in
it. These points reflect the maximum size your swarm can be
at any given time. You can deploy all of it at once, or keep
some of it safe while you use a bit of it. If you lose points in
your swarm, they regenerate at a rate of 1 per 3 OOC hours.
If you let all your females die, this rate is doubled.
When your swarm is deployed it has one Female Kikai with
it for every 2 Swarm Size the swarm is strong, and one dies
every time it goes down 2 Swarm Size. For every additional
Female Kikai you have in the swarm past the first you gain +1
strike with your Clan Techniques.
162
You recover RES/5 calories per day, or half that amount if
Akimichi you can't eat at least two full meals. You can choose to stop at
One of the four noble clans of Leaf, the Akimichi do not come your maximum (5 per rank) or go up to double that value
off as particularly detached from, or superior to, others--none (with 4 ranks, you'd have a normal maximum of 20, and a true
of the noble clans do (well, perhaps the Hyuuga), but the maximum of 40). Every ten CP you are over your normal max
Akimichi in particular are, at least as a general rule, (round up) incurs a -1 penalty to Accuracy with Taijutsu,
gregarious and altruistic. dodge rolls, Athletics rolls, and any other rolls which depend
upon mobility. Any time you move (as a move action, or part
of another action) the total distance you travel is reduced by a
The typical Akimichi is of below-average height and stockily number of yards equal to that penalty.
built. Some are overweight, others husky or muscular. This is Do note that as you use calories in battle, that penalty will
partly genetics, and partly the result of the unique jutsu they go away.
possess, which allow them to manipulate their physical
structure and rapidly convert calories directly into chakra.
A tradition within the Akimichi clan, though by no means an
enforced one, is for the shinobi members to place some
manner of design on their cheeks in facepaint, chosen after
they become genin. Some change it upon rising in ranks,
while others go the opposite direction and opt to get it
tattooed on. Common examples are spirals, triangle designs,
and concentric circles.
Since before Konoha was found the Akimichi, Nara, and
Yamanaka clans have collaborated closely with one another,
and most Akimichi will unreservedly let their loyalty to their --( Akimichi Energy Bars )--
compatriots be known. Tasty, individually-wrapped energy bars which come in
Akimichi begin with 1 less Unique Point. dozens of flavors, including peanut butter, chocolate chip,
blackberry, celery, and milk. They're packed full of calories
and simple-carbohydrates, and Akimichi are able to
-=[ Calorie Control ]=- metabolize them almost instantly.
--( Calorie Conversion )--
Akimichi can convert excess calories to chakra. This can be Type: Item
used for just about anything that requires chakra, though it's Cost: 20 Ryo each Effects: Eating a bar is a Speed 4 action
most efficient when combined with their clan's techniques. that restores 5+(RES)/20 Calories. You may only eat up to
Overuse of this ability results in them literally eating away at (RES)/20 energy bars in an eight-hour period; any more,
their own body; once all the fat stores have been used, and you're too full to keep eating.
muscles and organ tissue is converted next. You may eat more than one energy bar at once, by adding 2
Type: Ability to the Speed of the action per energy bar beyond the first.
Base Cost: 4
Scale: 0
Limit: RES / 10 Effects: Each time you take of this ability
you gain five Calorie Points (CP). CP can be spent to
lower the Chakra cost of any Akimichi clan jutsu at a 1:1
ratio, to a minimum of 0. You can spend them to reduce
the cost of any other jutsu at a 3:1 ratio, but not below half
that technique's normal cost.
Alternately, you can spend CP to lower your Chakra
Exhaustion or Stamina penalty. It takes 2 Calorie Points to
lower either penalty by 1. Finally, you can spend 50 CP to not
advanced a Fatigue category when failing a Chakra
Exhaustion or Stamina roll.
In dire circumstances, you may spend HP in place of CP.
This may only be done once you have 0 CP remaining. Every
2 HP spent takes the place of 1 CP.
163
-=[ Abilities ]=- While you maintain Nikudan Sensha's Upkeep, you move
--( Baika no Jutsu - Multi-Size Technique )-- 25% faster and halve any Immobilization penalties on you
The primary jutsu of the Akimichi clan, this increases the (after determining whether or not they're ignored by
user's body size drastically; due to the extreme amounts of Baika/Cho Baika). You cannot be physically parried by anyone
chakra necessary to cause such drastic growth, it's usually who has less than 75% of your modified STR.
powered by the clan's calorie control techniques. --( Bubun Baika no Jutsu - Partial Multi-Size
Technique )--
Type: Taijutsu, Rank D
Chakra: 15 + X/2 A more situational variation upon the multi-size technique,
Upkeep: 4 this temporarily enlarges only a single part of the body. Most
Speed: 10 Effects: You subtract X points from your AGI, commonly the arms are chosen, for the sake of a quick
and add X to your STR and RES. The maximum value for offense, but legs are equally viable.
X is 10 + XP/100. You can't reduce your AGI below half its Type: Taijutsu, Rank C
maximum value using this technique. Chakra: 5 + X/3
The following effects apply during Baika Speed: +2 Effects: This supplements another action
no Jutsu: (typically a taijutsu attack). For the duration of that action
Your physical damage bonus' divisor is reduced by X/10, to you gain +X STR, to a maximum of double your normal
a minimum of STR/12. STR. You also gain up to X/10 of the effects from Baika no
You ignore any immobilization penalties of X/5 or less; Jutsu's list. You cannot use this while Baika no Jutsu or
higher penalties are not reduced. Cho Baika no Jutsu are active.
All your unarmed attacks gain Area X/10, or have their --( Nikudan Hari Sensha - Spiked Human
existing Area increased by that amount. Bullet Tank )--
You gain a damage reduction of X. The Akimichi attaches dozens of kunai to multiple lengths of
You have a -5 penalty to Stealth rolls. wire which they then drape loosely around their body. When
You reduce the severity of any Stuns inflicted upon you by they increase in size the wires become taut, and the kunai
X/10, and any effects which would move you involuntarily form rings of spikes around their body. While this is certainly
will move you X/5 fewer yards. effective as a means of attack, the real purpose is much
Once this has been used in a battle, you may alter the value simpler: the kunai function like cleats, aiding in turning.
of X as a Speed 5 action without paying the cost. You may not Type: Taijutsu, Rank C
take X higher than the original value you paid for. For Chakra: 30 to begin, 20 per attack
example, Chouji has 1200 XP and uses Baika no Jutsu; X Damage: (STR/8)d10
could be any number from 1 to (10+1200/100) = 22. If he Speed: 15
uses Baika no Jutsu as a Chakra 25 (X = 20) action, he could Requires: Baika no Jutsu or Cho Baika no Jutsu active
then take a Speed 5 action to set the value of his attribute Effects: This functions the same as Nikudan Sensha, but
changes anywhere from +/-1 to +/-20, but to go any higher is blocked as if it were a weapon attack. Anyone who
he'd have to pay for Baika no Jutsu again. makes physical contact with you or comes within melee
--( Nikudan Sensha - Human Bullet Tank )-- range (including most weapon attacks) takes half this
After enlarging with the multi-size technique, the Akimichi technique's damage (based on Speed 15). This does not
tucks their limbs in and uses chakra to propel themselves in a apply to people who you attack (as they already take
powerful roll across the ground. damage, from being attacked).
Type: Taijutsu, Rank D Every consecutive attack against the same person, without
Chakra: 25 to begin, 15 per attack you missing, does 10% more damage. Turning after missing a
Damage: (STR/10)d8 target takes only 10 IC, rather than 15.
Speed: 15 Using Nikudan Hari Sensha requires at least 30 specially
Requires: Baika no Jutsu or Cho Baika no Jutsu active prepared kunai, which may be used repeatedly in this
Effects: While maintaining this technique, you are technique. Repurposing them as regular throwing weapons
considered to be rolling. While rolling you automatically (i.e. removing them from their wire) does mean they can no
block any attacks against you, unless you choose to dodge; longer be used for this.
you cannot parry or perform handseals, and have a -5
Awareness penalty.
If you deal damage with this technique its Speed is reduced
to 5 (though remains 15 for the purpose of dealing damage).
You may attack them again as a Speed 5 action, though may
not reduce its Speed with AP (and in this case, it does count
as Speed 5 to determine damage).
After you've missed someone, you cannot target that same
person for 25 IC, as it takes time for you to turn and hit them
again.
164
--( Cho Harite - Mega Palm Thrust )-- --( Chodan Bakugeki - Butterfly Bullet
The user, already enlarged, pours still more chakra into their Bombing )--
palms, causing them to increase drastically in size. Surging This technique is typically only usable after an Akimichi has
with enough chakra for it to be physically visible, the consumed a red food pill, due to its extreme chakra
Akimichi's palms are as strong as iron. requirements; in fact, that's where it got its name. The
amount of chakra produced from consuming a red pill is so
Type: Taijutsu, Rank B excessive that the Akimichi's body has to vent it off, resulting
Chakra: 40 + X in visible plumes of chakra bursting from their
Speed: +6 shoulderblades in a display reminiscent of butterfly wings.
Requires: Baika no Jutsu or Cho Baika no Jutsu active
Effects: This increases the Area of a taijutsu attack it's Type: Taijutsu, Rank B
used alongside with (though not ones which specify they Chakra: 250
are only kicks, and not Akimichi clan jutsu) by X, and your Damage: (STR/5)d20
damage bonus by X/5. X has a maximum value of CHA/20 Speed: 25
in Baika no Jutsu, and CHA/10 in Chou Baika no Jutsu. Area: Physical damage bonus *2
Effects: This adds your physical and ninjutsu damage
--( Cho Baika no Jutsu - Super Multi-Size bonuses together to determine its damage bonus. The
Technique )-- primary target takes full damage; anyone else caught in the
Essentially a scaled-up version of the Akimichi's regular area takes only the damage from your damage bonuses.
multi-size technique, this increases the user (and their
clothing) to gigantic proportions; even the weakest users will -=[ Sanshoku no Gan'yaku - Three-Colored
be as tall as a building, and with enough energy invested this Pills ]=-
can let someone easily tower over most trees. A secret medicine developed and used exclusively by the
Akimichi clan, these three pills converts stored energy into
Type: Taijutsu, Rank C chakra to give the user a tremendous boost in power.
Chakra: 15 + X Understandably, these are exceptionally potent in the hands
Upkeep: 5 + X/4 of an Akimichi.
Speed: 15 Effects: If used when already in Baika no Jutsu, Even so, there's a good reason they're not widely used.
this temporarily replaces that technique's effects, and Cho They're not gentle on the body, and the chemicals released by
Baika's cost is reduced by half the X value used in Baika the pills in the process are actually toxic. Eating a pill is a
no Jutsu. Its Speed is reduced to 10. Speed 4 action.
Your AGI is reduced by X1.5, and your STR and RES are Despite their names, they don't taste like food. They taste
increased by X2. X may not be more than half your maximum like... well, poison.
AGI, and may not be less than one quarter your maximum All pills have some effects in common. When you use a pill,
AGI. you will gain some amount of Calorie Points. This is based
When active, the following effects are applied: on your true maximum (10 per rank of Calorie Conversion),
and can take you above it. While under the effects of pills, you
Your physical damage bonus is calculated as STR/12. suffer no penalties from having too many CP. When a pill's
You ignore immobilization penalties of X/5 or less. effects end, you lose CP equal to however many it gave you.
All your unarmed attacks gain Area X/5, or have their Anyone other than an Akimichi who takes these pills
existing Area increased by that amount. suffers half the base Poison for half the base duration, and
You gain a damage reduction of X*1.25 receives none of the benefits.
You cannot hide. When a pill's effects expire, you can let it end or take a
You may choose to automatically block any incoming higher-strength pill as a non-action. So long as you are under
attacks. the effects of one of the three pills, you ignore all penalties
Your movement speed is calculated without including the caused by these pills. If you use one while another is in
penalty from Cho Baika no Jutsu. effects (for example, you take the Green pill, and 20 IC later
You can grapple someone using only a single hand. This you take the Yellow pill) you overwrite all the effects
does allow you to, potentially, hold one person in each (including the Poison) of the lower-strength pill, but keep any
hand. extra calories you have from it.
You reduce the severity of any Stuns inflicted upon you by Akimichi are issued only one of each pill at a time. Giving
X/8, and any effects which would move you involuntarily these pills away is treason, and it's a credit to the clan that to
will move you X/4 fewer yards. date no Akimichi has done so.
165
--(Hourengan - Green Spinach Pill )--
You gain half your maximum Calorie Points. The ratios for
spending CP improve, becoming 1:2 for Akimichi clan jutsu,
2:1 for non-clan jutsu, and 1:1 to reduce your Chakra
Exhaustion or Stamina penalty.
For the duration you are immune to knockback and have all
your attributes increased by 10%. When you take the pill, your
Chakra Exhaustion penalty is reset to 0. When this ends, your
Fatigue is increased by 2 categories. Duration: 50 + RES/5
Poison: 3 - (RES/50)
166
--( Shikyaku no Jutsu - Four Legs Technique
Inuzuka )--
Like the ninken (ninja dogs) they fight alongside, the Inuzuka Using this technique, the user takes on much more
are both highly spirited and very loyal -- to the good of animalistic mannerisms, hunching down to all-fours and
Konohagakure and to their individual friends. Despite being baring his teeth, for example. Even his physical
one of the smaller clans in Konoha, their presence has long characteristics become more animal-like: canines and
been valued by the village as a whole. fingernails grow into fangs and claws, pupils become slitted
For decades they have contributed to the strength of rather than rounded. More importantly, the user's reflexes,
Konoha's scouting and tracking units, aided greatly by their senses, speed and strength rise in power dramatically. The
ninken. Inuzuka medics often double as veterinarians, and Inuzuka often utilize this technique to launch effective hit-
many retire to work as vets or breeders once they've finished and-run offenses against an opponent.
serving as proper ninja. Most Inuzuka, even if not Type: Ninjutsu, Rank D
permanently assigned to tracking squads, will be temporarily Chakra: 15
'borrowed' to assist with missions where their skills will Upkeep: 3
come in handy at some point in their career. Speed: 10
Physically, Inuzuka tend to be easily identifiable by the
traditional red markings on their cheeks and slightly more Effects: Your AGI counts 20% higher for purposes of
fang-like canines. An Inuzuka is very rarely seen far from his movement and the range of your clan jutsu. You also gain a
or her ninken, even from childhood years. An Inuzuka's dog is +3 bonus to Awareness and Survival, though while you are
a friend, playmate, and ally in battle. Inuzuka train with their using this, you cannot make handseals except for Inuzuka
ninken starting even before their academy years, ultimately clan jutsu.
culminating in some of Konoha's most physically destructive
taijutsu. --( Jujin Bunshin - Beast Human Clone )--
The Inuzuka are often characterized as blunt and rough
around the edges, taking things from playful to what most Derived from the basic Henge, this technique transforms the
others would consider hurtful. Nonetheless, they're very ninken into the likeness of its owner, though the ninken will
protective of their teammates and typically mean well. still behave like an animal in this form. However, together
with the Shikyaku no Jutsu, the two become virtually
-=[ Abilities ]=- indistinguishable. Gatsuga often follows quickly upon use of
--( Tsuga - Passing Fang )-- this technique. This technique also shares the same basic
The user spins his body at incredible speeds, the surrounding weaknesses of Henge.
chakra and air creating the appearance of a long vortex Type: Ninjutsu, Rank D
rotating along its axis. The user in this state then rushes to Chakra: 15
make direct contact with the victim. It can be extremely Upkeep: 3
damaging, as it is capable of ripping through great tree trunks Speed: 6
or chakra-reinforced earth barriers. Seal Speed: 6
Type: Taijutsu, Rank D Effects: This technique changes your dog into a lookalike of
Stamina: 20 + X you. In this form it can now use Tsuga as well . Unlike regular
Damage: (STR /10)d10 Henge, this technique will be broken only when the dog is
Range: AGI knocked out of action (The Inuzuka takes a Major or Higher
Speed: 20 wound).
Effects: The effectiveness of partial defense is doubled
against this technique; for every 1 point it hits by, it deals 10%
damage. Every time someone is hit by this technique, they
remove 1 off the top of their partial defenses. (For example, I
needed to hit 10 above to get 100%, now I only need to hit 9
above. 8 being 90%, so on.) This resets to normal if you
choose to take a non-Tsuga, non-interrupt action. Every time
you use this after the first, consecutively, this technique's
Stamina, Speed, and Range are only considered to be half.
Blocking is only 25% effective against this technique.
Tsuga's range is reduced by anything that would reduce
your ability to move (such as immobilization penalties); when
you use Tsuga, you cross to melee range with your target. The
"X" in Tsuga's Stamina cost is (the number of yards you move
this way)/10, rounded down.
167
--( Gatsuga - Fang Passing Fang )-- --( Garouga - Wolf Passing Fang )--
Tsuga twice over. Both shinobi and transformed ninken In Sotoro form, the user creates a vortex similar to Tsuga;
coordinate their Tsuga movements to most effectively however, the speed and power of Garouga far surpasses any
devastate the opponent or create an opening. Thus Gatsuga of its lower forms. In fact, the user spins so rapidly during the
is typically much more difficult to avoid than Tsuga. technique that he loses his effective field of vision. The target
is tracked, instead, by scent, the Inuzuka using their enhanced
Type: Taijutsu, Rank C canine senses to find their opponents. Inuzuka have split
Stamina: 25 + X/10 opponents right in two with direct hits from this attack.
Damage: (STR /6)d10
Range: AGI Type: Taijutsu, Rank B
Speed: 25 Stamina: 50
Effects: This attack uses two accuracy rolls, one for you Damage: (STR /4)d12
and the dog. First, determine if the attack which rolled higher Range: AGI
hits; if it does, the attack with the lower result has its Speed: 30
accuracy increased by 5. For example, if you rolled 1d20+8 -> Effects: When you use this technique, make an opposed
12+8 -> 20 for yourself, and 1d20+6 -> 9+6 -> 15 for your dog, Survival vs. Athletics roll. If opponent succeeds in their
you'd see if 20 hit whatever defense your opponent used. If it Athletics check, they add the amount they won by to their
did, your dog's attack's accuracy would be raised to 15 -> 20. defense against this jutsu.
This counts as performing Tsuga twice, though there is no Partial defenses have no effect against this jutsu, and
reduction of Stamina or Speed, only Range for consecutive unless you dodge it by 5, you still take 50% of the damage.
use of this. This technique bypasses blocking, DR, cannot be parried by
You must spend 10 AP and your ninken must have an weapons or unarmed and if you wound someone it is treated
activation within the speed of this attack, missing it's next as three separate wounds (1 Piercing, 1 Blunt, 1 Slashing) of
activation. You combine the damage of you and your ninken's a lower severity. This jutsu's damage also counts 50% higher
attacks for purposes of wounding. If you wound, it is treated for purposes of wounding.
as two separate wounds (1 Piercing, 1 Blunt) of a lower Garouga follows the same rules as Tsuga for traveling to
severity. your enemy, and increasing the Stamina cost accordingly.
Gatsuga follows the same rules as Tsuga for traveling to
your enemy, and increasing the Stamina cost accordingly.
--( Jinju Konbi Henge: Sotoro - Human Beast
Combination Transformation: Double-
Headed Wolf )--
This fearsome transformation technique combines shinobi
and ninken into a massive two-headed wolf. While being in
this form has its obvious benefits, this technique is most
valued as an essential preparation for the Inuzuka's most
devastating form of Tsuga.
Type: Ninjutsu, Rank B
Chakra: 35
Upkeep: 7
Speed: 12
Effects: Your dog combines with you and may no longer
take separate actions. You gain a +4 bonus to Acc and D20
Rolls. Your physical damage bonus is increased by 3. You also
gain a +5 bonus to Awareness and Survival, though while you
are using this, you cannot make handseals or stealth.
This technique overrides Four Legs technique, and will
automatically stop it if used. (It cannot be used while you
maintain this either!) If you take a Major wound, you are
separated.
168
Ninken
Your ninken, or ninja dog, is more than just an extra weapon
in combat; it's a living creature with its own capabilities.
However, its advancement is intextricably tied to your own.
The values below are based on your XP.
-=[ Skills ]=-
Your dog also has the following ranks in these skills:
Awareness: 5 + XP/300 Stealth: 5 + XP/500 Survival: 5 +
XP/200
In other words, your dog starts with 5 ranks in Survival,
Awareness, and Stealth. It gains XP/200 ranks in Survival,
XP/300 ranks in Awareness, and XP/500 ranks in Stealth.
If you and your dog are traveling together, you may reroll a
skill check, using your dogs skill. This only works with the
three skills it has.
This does not apply in combat, and does not apply when
you two are separated; if you have your dog wait in hiding
somewhere while you go elsewhere, it uses its own rolls.
-=[ Dog Abilities ]=-
-=[ Actions ]=- These are obtained automatically, once every 500 XP. Choose
When fighting with you, the dog can act every 20 IC. It uses one from the list below; you may not take an ability more than
your stats for it's attacks and counts as suffering from any once unless it says so.
status effects you are. There are three things the dog can do
when it acts: Good Nose: Your dog has +3 ranks in Survival, and +1
Basic Attack Speed 8, (Dex/6)d6 and uses half your PDB. rank in Awareness. You may take this ability up to 5 times.
Grab Just as E-rank Grapple. This uses your relevant stats Sneaky: Your dog has +3 ranks in Stealth, and +1 rank in
at 60%. Survival. You may take this twice.
Stealth Your dog uses stealth! It's basic attack uses your
full PDB if it gets to surprise attack. Swift: The dog gains a +2 Dodge when it's on it's own.
Using Beast Human Clone, it can perform Tsuga and for This can be taken three times.
the grapple is uses 80% of your relevant stats. This has an AP
cost equal to half the action's base Speed; the actual Speed of Vicious: Your dog's basic attack die size goes up to D8s.
the technique may then be modified further by spending You can take this a second time to make it D10s.
more AP.
Your dog does not need to dodge, it cannot be targeted or
caught in an aoe. When an Inuzuka is dealt a wound of Major Well-Trained: Your dog has +1 rank in Awareness, Stealth,
or Higher, the dog is knocked out of action for 10 IC per and Survival. You may take this up to 5 times.
severity (Major is 10 IC, Severe is 20 IC, etc.). The severity of
wounds caused by area techniques is one higher for this
consideration alone. (A Minor wound from an area technique
would knock the dog out for 10 IC, a Major for 20 IC, etc.) A
Critical from an area technique will knock the dog out for the
rest of the combat. If the dog is already knocked out, the
duration it's knocked out cannot be extended, only once it's
back up can be beat down again.
When fighting alone, your dog can use your dodge with a -6
penalty, but if it's hit once, by anything that deals damage, it's
knocked out.
169
It also means that you're immune to all visibility penalties
Hyuuga from external sources, such as blindfolds, ninjutsu-induced
Throughout their history, the Hyuuga have adhered closely to mists, and smoke bombs. You are immune to Genjutsu which
a tradition of segregating family members into either the target an area instead of people, can automatically see
Main House or the Branch House, typically on the basis of through them as if they weren't there, and can tell when
gender and sibling birth order. Members of the Main House someone else is being affected by a Genjutsu from the
control and direct the affairs of the Hyuuga clan at large, disturbance in their chakra flow.
whereas the Branch House is tasked with faithfully serving --( Hakkeshou Kaiten - Eight Trigrams Palm
and protecting members of the Main House and -- in a wider Revolving Heaven )--
scope -- the interests of the entire Hyuuga clan. The absolute defense of the Hyuuga clan, to use this
technique the ninja simultaneously releases chakra from
This practice of sealing Branch House family members, every tenketsu in their body and begins spinning rapidly.
however, came to its end through the concerted influence of The combined effect is to generate a virtually impervious
three famed Hyuuga of the Fourth Shinobi World War. shield of rotating chakra; what makes it truly effective is that
Thanks to their tireless spirit, cooperation, and heroic the chakra used won't dissipate until the user finally comes to
reputation garnered from the War, they won the crucial a stop.
number of Main House members to their side, greatly healing
a rift between the houses that had been ever-widening in Type: Taijutsu, Rank C
previous decades. Soon afterward, the head of the Hyuuga Stamina: 5 + X
clan decreed that thenceforth none would be branded with Chakra: 5 + X
the seal. Damage: No base damage.
Speed: 6 + X
With the divide between the houses now gone, the Hyuuga Special: Interrupt, Abort
have risen to prominence both within and beyond their village Requires: Byakugan active
as one of the most noble clans of Konoha. They are widely Effects: This technique's base Speed (6) is what is used for
known for the distinct milky-white eyes, dark hair, and determining whether it can Interrupt a given attack. If used
sophistication in the way they dress and talk. Shinobi of other as an Interrupt, you make an accuracy roll with a +X/2 bonus
nations tend to be wary of them, as their gentle fist style of against the opponent's Accuracy; failure means you are hit,
fighting makes it impossible to tell just how competent a but activate Kaiten immediately afterwards.
Hyuuga may be by their physical stature, with legends of one
touch being enough to cripple an opponent. Kaiten lasts for its full Speed in IC after being used. For
Hyuuga begin with 1 less Unique Point. example, if you used it on IC 22 when attacked, paying 8
Chakra and Stamina, it would last until IC (22+6+3) 31. Any
-=[ Abilities ]=- time after the first 6 IC have passed, you may abort Kaiten.
--( Byakugan - White Eye )--
Kaiten flawlessly deflects any ninjutsu or taijutsu. Though it
Activating the Byakugan is a Speed 0, Seal Speed 6 action; it cannot be used to Interrupt genjutsu, you cannot be targeted
can't be used as an interrupt. Once you've reduced its Seal by them while Kaiten is in progress.
Speed to 0, you no longer have to perform handseals to
activate it. Byakugan has an Upkeep of 2. Kaiten's radius is up to CHA/10 yards. Anyone in range when
it's activated who fails to dodge takes damage and is knocked
You can differentiate between people and clones (except for to the edge of the radius. If Kaiten is activated inside of a
Kage Bunshin), and tell if someone is using Henge (though persistent AoE effect (such as a cloud, or water slick) with a
this does not allow you to see their true form). radius equal to or less than its own, it ends that effect.
The Byakugan allows you to see through physical objects This technique's only true weakness is that it is ineffective if
(though you're still aware of their presence). This gives you, in the user cannot spin. If suffering from a -6 or greater
crude terms, "X-ray vision", except you see chakra instead of immobilization penalty, you may not utilize Kaiten.
bones and dense objects. You can see everything in a CHA
yard radius around you this way. You may not reduce Kaiten's Speed by spending AP.
This allows you to spot jutsu-based traps and effects, and
detect the presence of fuinjutsu placed on a person, item, or
area. When actively searching for an opponent in combat, you
have a +10 bonus to that Awareness roll.
170
--( Hakke Kuushou - Eight Trigrams Empty -=[ Jyuuken - Gentle Fist ]=-
Palm )-- Jyuuken is a special way of fighting which works by infusing
One offensive counterpart to the defensive Hakkeshou one's blows with chakra and injecting it directly into the
Kaiten. Rather than releasing chakra from all tenketsu to opponent's bodies at weak points on their chakra circulatory
form a protective barrier, chakra is released from certain system.
tenketsu, typically the forearm and palm, to create a forceful There are two ways of performing jyuuken. The first is as a
thrust, which damages an opponent at a distance. basic unarmed attack, as follows:
Type: Taijutsu, Rank C --( Jyuuken - Gentle Fist )--
Chakra: +5 The offensive combat style of the Hyuuga. Making use of
Range: CHA/3 Byakugun's ability to see an opponent's chakra flow, the user
Speed: +2 engages in what seem to merely be graceful taijutsu strikes.
Requires: Byakugan active In reality, with every contact the Jyuuken user is injecting his
Effects: This is added to any Gentle Fist attack (basic own chakra into calculated points within the opponent's
attack or combo), increasing its Chakra cost and Speed chakra flow, sealing them off and damaging internal organs
accordingly. It allows those techniques to be performed at the directly. Save for unique physiology or other abilities, Jyuuken
listed range (and, accordingly, does not break combos). is notoriously difficult to defend against once contact is made.
Because this changes those techniques into what is Type: Taijutsu, Rank E
essentially a wave of force, it prevents them from being Stamina: 5
parried as normal unarmed taijutsu (though most ninjutsu- Damage: 1d4
based defenses will still apply normally). Special: Opener
Speed: 8 Effects: Jyuuken uses half your ninjutsu damage
It cannot, however, be used to extend the range of the various bonus, instead of your taijutsu damage bonus. Its damage
Gentle Fist Finishers. cannot be blocked, and it cannot be stopped by armor.
Jyuuken's damage is dealt directly to an opponent's HP.
--( Juukenpo Ichigekishin - Gentle Fist Art
One Blow Body )-- You may also 'convert' any Combo Taijutsu to jyuuken. This
Another offensive use of the Hyuuga's ability to release represents you adapting the basic concepts of it to the unique
chakra from his tenketsu. Here a force is created and Hyuuga style; virtually all jyuuken strikes are delivered with
directed against an opponent, or even against the espied relatively light finger-jabs (inflicting their injury through the
weakness of some technique in order to dispel it, using the bursts of chakra).
Byakugan's ability to see chakra. In either case, the force
created can easily send most opponents flying. This techniques use your ninjutsu, rather than physical,
damage bonus, cannot be stopped by armor, and reduce the
Type: Taijutsu, Rank C effectiveness of blocking by 25%. Techniques converted this
Chakra: 20 + X way gain a Chakra cost equal to their Stamina cost. You
Speed: 14 cannot switch from a regular combo to a jyuuken combo,
Requires: Byakugan active though you can go from an ordinary Opener to a jyuuken
Effects: combo.
This can be used when in a grapple, or when you would, due
to a jutsu restraining you (such as Water Prison), be unable to If you have amassed a Combo Counter from performing
take actions. In a grapple, this immediately ends the grapple jyuuken combos, you will be able to use one of several
and automatically strikes your opponent with a basic attack jyuuken-specified finishers, listed below.
Jyuuken.
Otherwise, this immediately ends any effects restraining you,
from being tied up with ropes to being trapped inside a Water
Prison. If used against a jutsu, X is that technique's Upkeep
(if it has one). Otherwise, X is zero.
171
--( Hakke Sanjuuni Shou - Eight Trigrams --( Hakke Hyaku Nijuuhachi Shou - Eight
Thirty-Two Palms )-- Trigrams One Hundred Twenty-Eight
A simplified version of the Eight Trigrams Sixty-Four Palms. Palms )--
As its complexity and difficulty are reduced, it's easier for The ultimate and most demanding Jyuuken combination
novice Hyuuga to learn, and has some advantages in battles strike, the final development of the Hakke Rokujuyon Shou.
when one needs a quick advantage, lacking the time or The shinobi's speed and chakra control have reached truly
energy to resort to more advanced versions of the technique. amazing levels, effectively doubling the strikes made from
The user launches into a series of high-speed jyuuken sixty-four to one hundred twenty-eight.
strikes at an enemy, aiming to temporarily disable them--more
advanced versions can effectively remove an opponent from Type: Taijutsu, Rank B
the battle entirely, and while Thirty-Two Palms typically lacks Stamina: 35
that capability, it's nonetheless a force to be reckoned with. Chakra: 35
Damage: 0d6
Type: Taijutsu, Rank D Special: Finisher
Stamina: 15 Speed: 25
Chakra: 15 Requires: Byakugan active
Damage: 1d6 Combo Bonus: +1 Sealed Tenketsu, +0.5 Paralysis, +1
Special: Finisher Immobilize, +3 Stun, +3d6 damage
Speed: 15 Effects: The Paralysis and Immobilize last until the Stun
Requires: Byakugan active has worn off.
Combo Bonus: +1 Stun, +1d6 damage, Special
Effects: For the combo bonus, you may choose between --( Sealed Tenketsu )--
one of the following three effects: This is a status effect. Every tenketsu sealed gives you a -1
penalty to Chakra Exhaustion rolls; half this total penalty is
(Combo Counter)/3 Sealed Tenketsu applied to your Stamina rolls. Furthermore, if you fail a
(Combo Counter)/2 Paralysis, with a Duration of (Combo Chakra Exhaustion roll while your Tenketsu are sealed,
Counter)*5 whatever technique you were trying to use fails to activate
(Combo Counter) Immobilization, with a Duration of (but you advance a Fatigue level as normal) and you lose
(Combo Counter)*5 Vitality (or HP) equal to the Chakra cost of that jutsu.
--( Hakke Rokujuyon Shou - Eight Trigrams Sealed Tenketsu stacks partially with itself. If you already
Sixty-Four Palms )-- have the status applied, and are struck by another attack
A devastating series of Jyuuken strikes carried out in rapid which it inflicts it, add half (rounded down) the lower severity
succession, sealing many of the opponent's tenketsu in the to the higher; this is the new severity of your Sealed Tenketsu
process. The strikes are made in increasing powers of two: status. For example, if you were at 3, then hit by an attack
two strikes, followed by another two, then four, then eight, which inflicted Sealed Tenketsu 5, your status would be (5 +
then sixteen, then thirty-two, for a total of sixty-four strikes. 3/2) = (5 + 1) = 6. Another attack with ST 3 would, then, raise
The damage to internal organs and chakra flow is often so you to 7.
debilitating that the victim can no longer stand.
Type: Taijutsu, Rank C
Stamina: 25
Chakra: 25
Damage: 0d6
Special: Finisher
Speed: 20
Requires: Byakugan active
Combo Bonus: +2 Stun, +1 Immobilization, +2d6 damage,
Special
Effects: This finisher's Immobilization lasts until its stun
has worn off. For the combo bonus, you may choose between
one of these two effects:
(Combo Counter)/2 Sealed Tenketsu
(Combo Counter)/2 Paralysis, with a Duration of (Combo
Counter)*5
172
Nara
A modestly-sized yet highly influential clan in Leaf, the Nara
primarily use secret ninjutsu techniques which manipulate
shadows, using them to disable opponents and control the
battlefield.
What they're truly known for, however, is their many medical
advances. While the clan produces few talented medical nin,
a disproportionate number of the advances in theory and
actual, physical medicines and treatments seem to come from
the Nara. The pills used by the Akimichi clan are just one
example of the Nara's medical breakthroughs.
The Akimichi, Nara, and Yamanaka clan have always enjoyed
a special relationship with one another, often working in You may perform any ninjutsu or genjutsu you know against
teams and as allies; that bond stands at the heart of Leaf them; if they know the same technique, they perform it as
village, and is often looked to by other shinobi as an example well, directed at you.
of Konoha's unity.
You may make them attack someone with any technique you
-=[ Abilities ]=- can force them to perform, with a -3 penalty to their Accuracy.
--( Kagemane no Jutsu - Shadow Imitation You can also attack the same target as them, at the same
Technique )-- time. For all the above methods of controlling their actions,
your Speed is advanced by the appropriate amount, and
The most basic of the Nara's techniques, the user extends theirs is not.
their shadow and links it to another person's. Once
successful, the two are physically linked, giving the Nara If the victim is attacked, you can either choose to defend for
exceptional physical control over their victim. them, partially relax the technique long enough for them to
Type: Ninjutsu, Rank D defend themselves, or force them to take the hit without
Chakra: 15 defending. If you do this, they immediately get a roll to escape
Range: CHA /3 with a +5 bonus, which they may, after seeing the result, add
Upkeep: 6 10 to per point of Willpower they spend.
Speed: 16
Seal Speed: 8
Effects: This requires a ninjutsu strike with a -3 penalty,
which is removed if a Flash Bomb has been used in the
past 5 IC.
The victim can, as a Speed 10 action, attempt to break free,
which is a 1d20+STR/5 OR RES/5 roll with a -5 penalty,
against your 1d20+CHA/5. Every attempt to break free gives
a cumulative +2 bonus. The victim may take no other actions
which require physical movement.
You can make the target perform and taijutsu you know, use
any weapon they have, and ninjutsu or genjutsu you both
know, and perform any mundane tasks, including forcing
them to disarm themselves. They pay the Stamina and
Chakra costs for any actions you make them perform, though
you must perform the same actions.
If you attack them, they use the same attack against you. You
can use a Large weapon to attack them without being hit if
they have a non-Large weapon (or no weapon), and any non-
Small weapon to attack them without being hit if they have a
Small weapon (or no weapon).
173
--( Multiple Shadow Bind )-- --( Kagemane Shuriken no Jutsu - Shadow
You can target multiple people with your Kagemane no Jutsu. Imitation Shuriken Technique )--
Every person beyond the first adds 5 to Kage Mane's chakra By infusing weapons with chakra, you give them the
cost, and 2 to its upkeep. You may target up to 1 additional properties of your shadow techniques. Using these to pierce
person per rank. the enemy's shadows anchors them in place.
Type: Ability Type: Ninjutsu, Rank B
Base Cost: 6 Stamina: Special
Scale: 4 Chakra: 20
Limit: CHA /30 Accuracy: +4
Speed: Special
--( Kagebuki Shibari no Jutsu - Shadow Requires: Chakra Flow, Shadow Imitation Technique
Neck-Binding Technique )-- Effects: This is a thrown weapon attack, using that
A more advanced version of Shadow Imitation, this extends attack's Stamina and Speed. It inflicts a -2 Immobilization
the user's shadow up a victim, creating elongated hands and penalty on the victim, rather than doing damage. Multiple
arms to wrap around and strangle, or otherwise injure, the applications of this technique can be applied to the same
victim. person, up to a maximum of -8. These penalties last until
Type: Ninjutsu, Rank C the victim has taken a Move action with a Speed of double
Chakra: 20 the total penalty they're under, -1 per 40 points of STR
Speed: 16 Effects: This can be used only on someone they have.
who's already trapped by your Shadow Imitation --( Kageyose no Jutsu - Shadow Endgame
Technique, and as such does not require an Accuracy roll. Technique )--
If used consecutively, its Chakra cost is reduced to 15. Working on the same principle as the Shadow Sewing
This can be used to strangle, or attack. Used to strangle, it Technique, this uses materialized shadows. Unlike Shadow
inflicts Suffocation 1 every time it's used. When you take any Sewing, it allows for precise control of the shadow's
other action (including movement and defensive actions) the movements; the user splits their shadow off into potentially
Suffocation is considered to have ended. dozens of fully prehensile shadow tendrils, small enough to
Alternatively, you may use this to directly damage an slip through keyholes and dexterous enough to lift keys off of
opponent, dealing only your damage bonus multiplied by its hooks.
speed. This damage cannot be reduced below half by effects Type: Ninjutsu, Rank B
such as damage reduction and jutsu. It's automatically a Chakra: 20
called shot, and wounds it inflicts cannot be prevented by Upkeep: 2
armor. Defending against Shadow Neck Bind is not possible. Speed: Varies Effects: You can create shadows of tendril
This technique inflicts Blunt damage. to grab, retrieve, and throw objects. This costs 1 AP per
--( Kage Nui no Jutsu - Shadow Sewing CHA/50 yards away the item is. Throwing them is handled
Technique )-- as a regular thrown weapon (or multi-throw) attack,
This materializes shadows, allowing them to physically attack costing 1 AP per 2 Speed of the attack; you may use the
and bind an opponent (and, well, leave the ground). The user Shadow Imitation Shuriken Technique with these
reshapes their shadow into several needle-tipped tendrils and weapons. These attacks use your ninjutsu, rather than
attempts to impale an enemy with them. physical, damage bonus.
Type: Ninjutsu, Rank C You may continue to use Shadow Endgame so long as you
Chakra: 25 maintain its upkeep.
Damage: 8d12
Speed: 12 Effects: This cannot be used while Kagemane
no Jutsu is maintained. It inflicts a -4 immobilization
penalty on anyone affected; you may target as many people
with Shadow Sewing as you can with Shadow Imitation,
without increasing its cost. Shadow Sewing has a +3
bonus to its Accuracy.
You may use Shadow Imitation on anyone affected by
Shadow Sewing, ending the latter effect and automatically
snatching them in your Shadow Imitation. Someone trapped
by Shadow Sewing can still take a Speed 10 action to try to
break free, using the same roll as if they were escaping from
Shadow Imitation. This technique deals Piercing damage.
174
Senju
Once known as the Senju Clan of the Forest, and allegedly
descended from the Sage of Six Paths, founder of ninjutsu,
himself, the history of the Senju clan is the history of Konoha.
They founded the village, the First, Second, and Fifth
Hokages were all members of descendants of the clan, and
it's said the First Hokage used his Senju bloodline to create
the very village itself. Their name, meaning Thousand Hands,
came from their peerless talents in all aspects of ninja skills: --( Moku Bunshin no Jutsu - Wood Clone
if there was every a 'greatest clan' of ninja, it was them. Technique )--
This technique takes advantage of mokuton's ability to
They're also virtually extinct. The clan itself died out accelerate plant growth by converting some of the user's cells
generations ago. Of the perhaps dozen people alive who into, essentially, plant matter; the wood clone physically buds
actually were born with the Senju name, almost none of them off the user before taking on their appearance.
actually manifest their clan's abilities.
Type: Mokuton Ninjutsu, Rank C
The bloodline is as persistent and hardy as the forests it Cost: 1 Willpower per clone
symbolizes, though. In every generation, a handful of ninja Speed: 10, +3 per clone Effects: Wood clones follow most
will be born who exhibit the traits of the Senju bloodline, and normal rules for clones, but have (CHA)*2 HP, and your
inevitably their lineage will be traced a Senju ancestor, attributes. They do not suffer wounds and you may only
sometimes more than a century distant. Some even ever have up to three at once in existance. They may
unofficially take the Senju name out of respect. perform any action you normally could, by spending 1 AP
per 2 Speed of that action; however, after reaching Fatigue
2 they decay into lifeless wood pulp and fall apart. Wood
Senju begin with Elemental Aptitude for Water and Earth. clones may not take actions with a chakra or stamina cost
They have Elemental Affinity for Mokuton, which includes greater than 20+(your RES for taijutsu, or CHA for
Sution and Doton. ninjutsu)/10.
Senju begin with 1 less Unique Point. Wood clones have your mind, and can act independently.
You are aware of their location, and they yours, though your
senses are not linked. You may reabsorb a 'living' wood clone
-=[ Abilities ]=- by touching it, in which case you 'download' all its memories.
When Wood Clones attack, their actions are always
--( Mokuton - Wood Release )-- considered to be Held Back, as per the ability in Chapter 5,
The Senju bloodline, once famed for their limitless talents, even if you do not have the Hold Back ability. This means they
have fallen far, but one trait remains--or, rather, it's the only use only half your damage bonus for dealing damage, and the
one that can be recognized as a sign of Senju heritage. That severity of wounds they inflict is reduced by one category.
is Mokuton, combining Water and Earth natured chakra to
produce wood-related jutsu. It should be noted that this is
wood, specifically, and to a lesser extent, trees--they don't have
(despite what legends claim) plant empathy, the ability to
restore life to wilting flowers, or anything similar.
Any Suiton or Doton technique can be converted to
Mokuton, with the following effects:
+5 Chakra cost
Gallon requirements for Suiton techniques are removed.
Suiton techniques which normally apply visibility
penalties to any area instead apply Immobilization
penalties with a severity equal to half (rounded down) that
of the normal visibility penalty.
Any applied immobilization penalties that normally fade
over time take twice as long to fade.
All Mokuton techniques add CHA/10, rather than DEX/10,
to your Accuracy, if this would be preferable.
The Upkeep of Mokuton techniques is reduced by
CHA/30, to a minimum of half its original value.
The Chakra Exhaustion penalties incurred by using
Mokuton techniques are reduced by 1, to a minimum of 1.
Mokuton is weak to Raiton, but strong against Doton and
Katon.
175
--( Mokuton: Shichuurou no Jutsu - Wood
Release: Four Pillars Prison Technique )--
After completing the handseals, you place your hands on the
ground and channel your chakra beneath your target, where
it bursts from the ground as timbers which grow rapidly and
form a wooden, usually cubic, prism. The timbers used in this
technique are heavily infused with chakra, making them very
resilient.
Type: Mokuton Ninjutsu, Rank C
Chakra: 25
Range: 30
Area: Up to 20 yard x 20 yard x 20 yard cube
Speed: 16
Seal Speed: 20 Effects: This is the Mokuton 'version' of
the Water Prison and/or Water Drowning techniques,
which cannot be directly converted into Mokuton
themselves.
It creates a wooden cage around anyone who can't escape
its area, which has 200+(damage bonus)*10 HP, and reduces
all damage it takes by your CHA. People inside cannot attack
people outside, and vice versa.
--( Mokuton: Jukai Koutan - Wood Release:
Nativity of a Sea of Trees )--
This technique uses chakra to cause trees and tree roots to
grow rapidly, bursting from any surface. It's too unrefined to
be used as a direct method of offense, but can be useful for
altering the landscape of a battlefield.
Type: Mokuton Ninjutsu, Rank B
Chakra: 5 + X
Range: (Damage bonus)*5
Area: X
Speed: 8
Seal Speed: 16 Effects: This overwrites any terrain-based
effects on the area it's used on. By changing the cost to 5 +
X*2, it can be used to create a one-story building. The
complexity of this building is determined by your Chakra
Control.
At 10 Chakra Control or less, it's more like a crude bundle
of tree trunks and branches that will at least keep most of the
rain out. From 11 - 20, it's about as well-built as a log cabin,
with up to three rooms. At 21 - 30, it could actually pass for a
real building, aside from the lack of anything made of metal.
At 31+ Chakra Control, you can add a second story to the
building.
176
Uchiha
The Uchiha clan once had a proud history, as one of the
greatest shinobi clans the world knew before the advent of
ninja villages. Unfortunately, by the present the only widely-
known aspect of their heritage is that they produced three of
the greatest traitors in ninja history: Uchiha Madara, Itachi,
and Sasuke.
Perhaps it's for the best, then, that the clan was effectively
eradicated a hundred years ago--most of the stigma was left
behind, buried with their corpses.
Konoha has spared no effort in trying to revive the Uchiha
clan, and has been, surprisingly, successful. Special Jounin
were assigned the sole task of tracking down people with
Uchiha ancestry--second cousins, someone whose
grandfather had married out of the clan, illegitimate children-
-and encouraging them to reproduce with one another; either
through marriage, or emotionless affairs.
It worked, though it took a few generations. Any child who
manifested the Sharingan was offered the Uchiha name, The Sharingan's greatest disadvantage is that it is dependant
along with their entire immediate family. These new Uchiha upon one's unimpeded visibility. None of the abilities provided
were encouraged to take pride in their bloodline, and in the by it may be used when you're at a visibility penalty of -6 or
fact that they were resurrecting it. The village offered a greater (Mistborn cannot help you in this regard).
multitude of incentives, did its best to discourage the stigma
of shinobi who were essentially volunteering to be breeding Unfortunately for the Uchiha, they are not inherently able to
stock, and even constructed the budding clan its own access this power. In times of need--generally when under
compound--not to isolate them, but to help them feel special. severe combat-related stress--the doujutsu will activate itself.
Despite some muttered protests throughout the village, they This is GM-regulated; you'll be informed if this takes place.
were even reinstated as one of Konoha's four noble clans. When it does, your Sharingan immediately activates at the
stage above the highest you've achieved, and from then on you
Some shinobi are resentful of the perceived special treatment may activate that stage at will.
the Uchiha receive; others take it in stride, accepting that it's
in the village's best interest to revitalize one of its most However, once a shinobi is talented enough, they'll be able to
powerful bloodlines. Admittedly, the Uchiha clan--now almost activate their Sharingan's higher stages for the first time
large enough to actually be considered one, though most of without need for that external stimulus. At 500, 1000, and
its members haven't, and never will, manifested its traits--has 1500 XP you automatically gain access the First, Second, and
yet to live up to its legendary prowess; it's claimed that in the Third Stage Sharingan, respectively, if you haven't already.
past, all an Uchiha had to do was make eye contact to force a Legends speaks of a fourth stage, though no one in recent
foe to commit suicide. Whether or not they ever shall reclaim memory has obtained it.
their feared and honored status remains to be seen.
Outside of their normal training, all members of the Uchiha
clan are taught how to use Katon ninjutsu while growing up.
Accordingly, they start with the Elemental Aptitude ability for
Fire.
Uchiha begin with 1 less Unique Point.
--( Abilities )--
-=[ Sharingan - Copy Wheel Eye ]=-
The sharingan is a doujutsu, or 'eye technique'; when it
manifests, the user's irises turn red, and a tomoe (essentially
a comma-shaped mark) appears in the iris, like a second
pupil. Another tomoe appears in each eye at the second, and
then third stages, for a maximum of three.
177
-=[ Sharingan, Stage 1 ]=-
Maintaining the Sharingan active is almost trivially easy, a Requires: Stage 1 Sharingan You may perform genjutsu
mere Upkeep 2 effect. Activating it is a Speed 0 action, which without handseals; however, this requires direct eye
can be performed alongside another technique or Interrupt. contact, meaning it can't be used from hiding, must be
targeting a person (rather than an area), and can be
avoided entirely if they simply shut their eyes (which
At the first stage, you are able to acquire the Dousatsugan brings its own penalties) or never look directly at your
and Saimingan techniques. Both are learned as D-rank jutsu, eyes (which can be done by just, say, staring at your, or
though have no skill or rank requirements. You may choose to their, feet, and affects them with a -4 visibility penalty).
purchase these as soon as you unlock Stage 1, even if you
don't have enough XP to do so--in which case you are, -=[ Yogengan - Eye of Prediction ]=-
essentially, in 'XP debt' until you have enough.
Requires: Stage 2 Sharingan Once per Fatigue category,
-=[ Sharingan, Stage 2 ]=- you may declare use of this technique. It allows you to
The Sharingan's second stage adds a second tomoe to each "take 10" on any defensive roll; rather than rolling 1d20,
eye, and is when the bulk of the doujutsu's power begins to you treat it as if your result had been a 10.
manifest. Their ability to copy techniques and actions You may also declare your action as 'Observe', a variable-
becomes refined, to the level of being able to extrapolate from speed action similar to blocking, in that for its duration, when
fine details and mimic even small mannerisms. attacked you may choose to activate Yogengan against any
attack directed against you (and not have it count as your one
You may obtain Yogengan and Shouningan. They are learned use for that Fatigue category).
as if they're C-rank techniques, though again, have no skill or
rank requirements to learn. You may choose to purchase -=[ Shouningan - Eye of Recognition ]=-
them as soon as you unlock Stage 2, going into XP debt if
necessary. Requires: Stage 2 Sharingan For starters, you can read
lips. This is not some kind of ultra undetectable super-
-=[ Sharingan, Stage 3 ]=- long-range spying technique; you have to actually have a
The third tomoe appears, with the three marks forming a ring clear view of the person's lips, and it's sorta conspicuous;
halfway between the pupil and the rim of the iris, equidistant though you can make an opposed Espionage roll to avoid
from one another. Upon reaching this stage, you can copy any them noticing, if you're trying to hide the fact that you're
genjutsu used upon you by another Uchiha with their Eye of staring at their face.
Hypnotism power, despite its lack of handseals (again, You can also copy a person's handwriting just by seeing
assuming you meet the proper requirements). You may also them write a single sentence. You can speed-read, and have a
learn Magen: Kyouten Chiten and Senchigan. They're treated photographic memory. This has other uses, such as being
as B-rank techniques, you know the rest by now. able to tell how to pick a given lock by watching one person
do it, or how to open a combination lock (though not
-=[ Dousatsugan - Eye of Insight ]=- necessarily the combination itself) by watching the
Requires: Stage 1 Sharingan You can see the flow of movements of someone's arms or hands as they do it.
chakra. This gives you a +4 bonus to defense rolls against
genjutsu. More impressively, it allows you to copy any
taijutsu technique you witness being performed, along
with any ninjutsu or genjutsu which use handseals.
This technique's greatest limitation is its user. You must
meet all skill requirements for the technique, and can't copy
elemental ninjutsu you don't have the appropriate Elemental
Aptitude for; Sealing and Medical techniques both require
access to those types of jutsu in order for you to copy them.
This does have one advantage over learning techniques the
"old-fashioned" way: you can copy techniques one rank above
what you could normally learn (which may vary by category).
You automatically learn any valid techniques you see, and can
use them for the remainder of the day. To keep them
permanently, you must pay half the normal XP cost to learn
the technique in question. You may go into 'XP debt' learning
techniques this way.
You may not copy custom or clan jutsu, as those are tailored
too specifically to either the individual or the clan in question.
-=[ Saimingan - Eye of Hypnotism ]=-
178
-=[ Magen: Kyouten Chiten - Demonic
Illusion: Mirror Heaven and Earth Change
]=-
A form of illusion reversal, in which a Sharingan user
instantly and simultaneously sees through and decrypts a
genjutsu technique, and then instantly reflects it upon its
original user. Some Uchiha will go so far as to claim that this
technique makes them immune to genjutsu, and they're... not
too far from the truth.
Type: Genjutsu
Speed: 6, Special
Requires: Stage 3 Sharingan Effects: This may be used
immediately after passing a defensive roll against a
genjutsu targeting you. You immediately perform that
genjutsu on its original user (paying its normal chakra
cost) via your Eye of Hypnotism, using your defensive Pictured: Wireless Emo PnP Eye.
roll's result as its new Accuracy. This adds 6 to the
initiative count on which you next act, as if it was an
interrupt. This can only be used on genjutsu which you
know (though copying them as they're performed, and
then reflecting them, is fair game).
-=[ Senchigan - Eye of Foresight ]=-
Requires: Stage 3 Sharingan It was once claimed, and
rarely still is, that the Sharingan genuinely allows its
wielder to see the future. What it actually does is pick up
on minute changes in an opponent's posture, minor eye
movements, slight shifts of their weight, muscles tensing
or relaxing in preparation for movement, even chakra
building up in preparation for a jutsu.
When you declare the use of this ability, declare a category
of technique (such as Weapon Taijutsu, Katon, or Combo
Taijutsu) and a Speed. Your opponent then declares and rolls
(if applicable) their defense. Any Interrupt may be used that's
valid against your declared Speed.
After seeing this result, you may choose to use any
technique of the declared type, with Speed equal to or lesser
than your declared Speed. Its damage is based on its normal
Speed, but its ability to be Interrupted, and when you take
your next action, are based on the declared Speed. Any
technique used this way has its Stamina or Chakra cost(s)
increased by 4.
If you choose to use a technique against which their
reaction is invalid (such as performing Doton: Domu after
they had rolled a 20 on their Suiton: Sujinheki), they do not
have to pay the chakra costs or Speed of their Interrupt. On
the other hand, using a technique that somehow bypasses
their defense (such as Earthen Skewer against Kazekame
Kaigara no Jutsu) is fair game.
179
Yamanaka
A fairly small clan within Leaf, the Yamanaka are highly
prized by Leaf's reconnaissance and investigative divisions.
In part, this is due to the disproportionate number of
Yamanaka who wind up being chakra sensor shinobi.
The Yamanaka have developed a specialize type of ninjutsu
allowing them to directly affect the minds of others, including
seizing control of another person's body. A disproportionate
number of Yamanaka are also chakra sensors, though it's still
a minority of them.
Members of the Yamanaka clan enjoy close relations with
their Nara and Akimichi contemporaries. There is even a
monument in Konoha dedicated to the alliance between the --( Yamanaka Clan Telepathy )--
three clans. To this day, no foe or circumstance has managed
to even strain that bond. One of the subtlest techniques possessed by the Yamanaka
clan is also one of the ones most valued by their village. This
allows instantaneous telepathic communication between a
-=[ Abilities ]=- group of individuals, a feat which has virtually limitless
tactical applications.
--( Sasayaki Kantoku no Jutsu - Whispering
Oversight Technique )-- Type: Ninjutsu, Rank D
Actually a fairly recent derivative of the Yamanaka Chakra: 10
techniques, this was developed because their secret Speed: 5
techniques, despite their seemingly subtle nature, are quite Seal Speed: 4
over and obtrusive to anyone under their effects. This Effects:
technique allows the user to see through the eyes of their This requires you to touch a person's head. Once activated,
target; as it lacks any visual cues, victims are typically left they are part of your telepathic network; all people who you've
completely unaware it's been used. brought in can talk to you, and one another, mentally. You can
Type: Genjutsu, Rank D have up to CHA/20 people linked this way, not counting
Chakra: 10 yourself.
Range: 50
Upkeep: 4 You can remove someone from this link, and they can remove
Speed: 10 themselves, at will. It has a maximum range of CHA*10 yards.
Seal Speed: 12 Effects: You use all of the target's senses
instead of your own. You are, far all intents and purposes, If two Yamanaka link, their limits of people are combined,
hitching a ride inside their body. This does not break though each Yamanaka counts as one person towards the
Yamanaka Clan Telepathy, but you cannot use it (or any total limit. The distance limits are also pooled; as long as
other technique) while maintaining Whispering Oversight. someone is within range of any of the linked Yamanaka, they
Your body is helpless, but you're aware if it's disturbed can remain part of the network.
(shaken, stabbed, and so forth).
180
--( Shintenshin no Jutsu - Mind Body You gain control of the victim's body. So long as this is in
Switch Technique )-- effect, they cannot take any actions other than those you
The signature ability of the Yamanaka clan, this jutsu allows a dictate. Unlike Shintenshin, this does not have any feedback
Yamanaka to send her mind into a target's body, seizing effects; the victim could be killed, and you would be
control and keeping the victim, essentially, along for the ride. unharmed.
They're aware of what's going on, but unable to take any sort
of action. Whatever action you force them to take has its normal Speed
Type: Ninjutsu, Rank C for them, and costs you 1 AP per 2 Speed of the action. You
Chakra: 15 may allow them to choose their own defenses (in which case
Range: 30 you do not pay AP for them) or dictate which defensive
Upkeep: 5 actions they take (in which case you do).
Speed: 12
Seal Speed: 8 Effects: If this hits, you gain control of the Like Shintenshin, the roll to avoid these effects is
target's body. Their body uses their attributes and abilities, 1d20+CHA/5, vs. your 1d20+CHA/5+5. However, they get a
but you retain your skills. You may use any jutsu you know; cumulative +2 bonus for each roll made. The triggers remain
however, elemental ninjutsu require the body to also be the same. However, if you force them to not defend against an
able to use that element. You use the victim's elemental attack, or force them to take an invalid defense (one which
affinity, rather than your own. will not in any way protect them from the attack, such as
blocking a move which does not have its damage reduced by
During this time, your own body is helpless; it appears to blocking) they immediately get a roll to break the effect
be asleep, and cannot be woken up by any means. You are (before the attack/defense is resolved), with a +10 bonus.
aware of any injuries your body sustains, but not its
surroundings or condition otherwise.
--( Shinten Bunshin no Jutsu - Mind Clone
Switch Technique )--
When the body you're possessing takes damage, your body The final derivative of Shintenshin no Jutsu, this allows the
takes the same amount of damage. You receive any Wounds user to transfer their consciousness into multiple targets and
they suffer (but not Wounds for your own Vitality or HP being gain complete control over them. Beyond the obvious tactical
depleted by this). When you return to your body, your Fatigue advantages, this allows for unprecedented coordination
increases by as many levels as theirs did. between the two bodies, as they share a single mind.
Someone possessed by this technique has several options for Type: Ninjutsu, Rank A
trying to escape. Whenever they are Wounded or advance a Chakra: 45 + 5 * X
Fatigue level, they are allowed a 1d20+CHA/5 roll, vs. your Upkeep: 5 + 2 * X
1d20+CHA/5+5. They may also spend a point of Willpower to Range: 35
get one such roll at any point. For each roll they've made Speed: 25 + 5 * X
previously in the battle, they have a +1 bonus. Seal Speed: 20
Effects:
You do not need to meet the normal skill or rank This functions as Shintenshin no Jutsu, but you may target
requirements for this technique. If you miss, you suffer a a total of X people, up to a maximum of (CHA)/40. You
Stun 25, but are not helpless; you're still in control of your receive damage, Fatigue, and Wounds carryover from all
body, but disoriented. victims.
--( Shinranshin no Jutsu - Mind Body
Disturbance Technique )--
A more potent variation of the Yamanaka's mind body switch
technique, this allows the Yamanaka to seize control of a
victim's body without abandoning their own. The control's not
complete--a possessed victim can still talk, shout a warning,
and so forth, but they can't control their actions beyond that.
Type: Ninjutsu, Rank B
Chakra: 30
Upkeep: 12
Range: 20
Speed: 16
Seal Speed: 20 Effects:
181
Sunakagure No Sato
183
--( Organ Mobility )--
The secret to much of the Henzaki's longevity, and their nigh-
immortality, is their ability to control their body's internal
structure. If an organ has been punctured, they can force the
wound shut or use another organ to put pressure on it. If a
compartment in their body is hemorrhaging, they can force
the lining to open and let it bleed out to relieve pressure.
Type: Ninjutsu, Rank C
Chakra: 15 + 5 * X
Speed: 8 Effects: You immediately recover from any
wound which doesn't somehow involve your bones. The
wound doesn't actually heal, but your body adapts in some
fashion to function despite it. This lasts for 24 hours, -6
hours per category the wound is above Minor.
You may spend 1 Willpower to use this when you're
wounded (as a Speed 0 Interrupt in response to being
wounded), in which case the wound is negated entirely--you
simply don't suffer it, don't have to recover from it, and so
forth.
X is 1 for Minor, 2 for Major, 3 for Severe, and 4 for Critical
wounds.
--( Sanguine Vitality )--
As a result of their bloodline, Henzaki blood itself has a
number of interesting, medically significant properties. Most
relevant to shinobi, it can be rapidly metabolized by virtually
anyone, and will induce temporary, rapid regeneration. It still
tastes like blood, and since it has to be consumed fresh from
the veins, it's not a particularly appetizing prospect.
Type: Ability
Base Cost: 3
Scale: 1
Limit: 1 + RES /30 Effects:
This require someone to be close and still enough to drink
your fresh blood. Generally speaking the Henzaki will cut
open their palm or arm and suspend their regeneration, but
simply biting them will suffice.
You can give up up to 1 point of HP (not Vitality) per rank for
every 5 IC which pass. Each point of HP restores 5 points of
Vitality (not HP) to the recipient. A person cannot die while
receiving blood from you.
However, if either you or the recipient moves, or is forcibly
moved, or takes any other actions, this effect is broken.
184
Hitori Your techniques can raise a victim's Dehydrate status to a
maximum of 3+(CHA)/8.
It's unknown how the Hitori came to be, despite plentiful All Ignite effects you inflict also add Dehydrate of half the
speculation on the matter. The first possessor of their Ignite's severity.
advanced chakra nature, Scorch release, was a single person Shakuton techniques cannot be reduced below Speed 4.
who lived nearly a century and a half ago. Some theorize that Shakuton is weak to Suiton, and strong against Fuuton
centuries of living in the desert and being exposed to its and Raiton.
'natural chakra' may have had a lasting effect on some of the
native people.
Battles involving Hitori outside of the desert leave their mark
for days, the dry air and parched soil lingering as if they'd
brought a little piece of Sunagakure with them.
Hitori themselves seem the very opposite of what you might
expect from a clan that dries up everything around them, the
essence of energy and youth throughout most of their lives.
They tend to be very outgoing, with fiery red hair and
occasional groups of freckles on their face and arms.
They tend to train on the outskirts of Sunagakure and --( Dehydration )--
frequently function alongside the Juugo Suto for this reason, This is a status effect. Every point of Dehydration is a -1
often posted outside the village proper--the fact that their penalty to the victim's Stamina and Chakra Exhaustion rolls.
powers are so inimical to life, even that of other shinobi, may Dehydrate stacks fully with itself; Dehydration 3 added to
have something to do that. Unwelcome guests within the Dehydration 2 makes a single Dehydration 5 status.
Wind Country are usually run off by the Hitori, who use their
abilities in a subtle fashion to create living conditions that Anyone suffering from Dehydration also suffers the effects of
quickly become unbearable. Paralysis equal to (Dehydrate's severity)/4. This is not an
actual Paralyze status, but a side-effect of the Dehydration;
Though a relatively new clan within the village, their abilities normal effects which interact with Paralysis (such as some
have earned them prestige and a respected place within its Raiton) do not affect it.
hierarchy, and in some ways they're considered to represent
the spirit of the country they live in. Unlike the Burns status, which similarly penalizes Stamina
rolls, this status is not cleared when someone fails a Fatigue
Hitori begin with Elemental Aptitude for Fire and Wind roll. Instead, its severity is decreased by RES/20 points every
ninjutsu, along with the first rank of Elemental Affinity: 10 minutes OOC (hour IC) out of combat, but only so long as
Shakuton, which includes Katon and Fuuton. the victim is able to drink plenty of water.
Hitori begin with 1 less Unique Point.
-=[ Abilities ]=-
--( Shakuton - Scorch Release )--
185
--( Evaporate )--
Focusing your chakra over an area, you can cause water to
evaporate. This is a Speed 8 action, and removes X*2 gallons
of water from the battlefield, with a Chakra cost of 5+X. The
maximum for X is CHA/10.
This cannot target water used as part of a sustained jutsu
(i.e. one with an Upkeep).
--( Kasou no Jutsu - Cremation Technique )--
You focus your chakra on a victim, and simply light them
ablaze.
Type: Shakuton Ninjutsu, Rank C
Chakra: 20
Range: CHA/2
Speed: 15 Effects: If this hits, it removes the victim's
Dehydrate status and replaces it with an Ignite of equal
severity. This does enjoy Shakuton's typical +CHA/30
Accuracy, and does apply a new Dehydrate equal to half
the Ignite's severity.
--( Sabaku no Keshin - Incarnation of
Desert )--
You project your chakra out across the battlefield, with
devastating results. The temperature rises, water begins to
evaporate, some plants may start to wilt, and hopefully
nothing nearby is particularly combustible.
Type: Shakuton Ninjutsu, Rank B
Chakra: 30
Upkeep: 6
Range: Ninjutsu damage bonus *10 Effects: Everyone
within the range except you has their Dehydrate status
increased by 1+(your CHA)/40 when you activate this
jutsu, and every 10 IC. This remains centered on you.
Every time this effect takes place, (CHA)/10 gallons of
water are removed from the battlefield.
186
Juugo Sato -=[ Abilities ]=-
--( Survival Instinct )--
Most clans pass on secret techniques as a rite of passage.
The Juugo Suto have a somewhat different rite: once a
member is ready they are left alone, in the middle of the
desert, without provisions or equipment, and told not to
return for at least a month; most of them aren't even
teenagers. It's a testament to the clan that virtually every
student is, in fact, ready to undertake this challenge, and
returns safely to the village. It's a testament to the ordeal that
they inevitably return from their journey changed: quieter,
calmer, and infinitely more aware of the world around them.
Type: Ability
Cost: 25
Effects: You are immune to surprise attacks. Attacks
which would normally not end an opponent's stealth still
do not do so, but they receive none of the benefits of
surprise attacks against you.
Sneak attacks against you instead follow the normal rules
for surprise attacks.
--( Tenacity )--
The Sand Foxes are not a 'real' clan, in any proper sense, and Desert is some of the most difficult terrain to navigate, but
most members do not have any blood relation to one another. the sand foxes do it. They adapt to the harsh environment. It's
The clan often adopts orphans to raise and train. not that it gets any easier, or that they've learned any secret.
They just face the obstacles, assess them, accept them, and
do what they must regardless.
What they lack in secret or bloodline techniques, the sand
foxes make up for in training from a very young age to Type: Ability
understand and be aware of the environment. It's by no Base Cost: 5
means cruel or harsh, but it's more than what others go Scale: 5
through. Limit: 4
Effects: You reduce the severity of any immobilization and
Socially, they function much like any other clan, but have an visibility penalties on you by 1, per rank. Each rank also
unusually strong close-knit, even familial bond with one reduces the maximum immobilization penalty you can
another. The sand foxes look out for their own. Within the suffer from by 1.
village they're respected, and usually return the favor. Many --( Desert Ghosts )--
are introverted--at least around people who aren't members of In the world of shinobi, there is no such thing as hunter and
their clan--but few are sullen. hunted; one is both, at all times. The juugo suto are
preeminently aware of this. That awareness, and their
The Juugo Suto have a well-deserved reputation for being mentality of never taking their safety for granted, has led to
excellent trackers and firmly loyal to their village. Almost no end of frustration for foreign shinobi trying to guage the
every team of shinobi sent to patrol the desert around Hidden strength and frequency of Suna's patrols.
Sand has at least one sand fox member, and even outside the
Wind Country they frequently serve as scouts. Type: Ability
Base Cost: 4
Experience Bonus: +5% Scale: 2
Limiting Attribute: DEX /20
Effects: For every rank you have a +1 bonus to Survival
rolls, and anyone attempting to track you has a -1 penalty
to their roll. If you are leading a group with a size of your
Survival skill or less (including you), you may make a
single Survival roll for all members, and anyone trying to
track the group receives a -1 penalty per rank to their roll.
Multiple Sand Foxes may work together, pooling their
Survival skills for the maximum size, and using only the
highest roll and penalty.
187
--( Intuition )--
There are multiple sayings in Sand about a sand fox's
intuition. Some are jokes at their expense, often told by
genin. And the clan bears them without comment, because
among the jounin those sayings are proverbs.
It's not, despite what some have speculated, anything
supernatural. The juugo suto can't actually watch every leaf in
a forest at once, or hear a feather falling. All they can do, and
all they need to do, is be calm, and watch, and listen, and
know what about a setting is just a little bit wrong.
Type: Ability
Cost: 50
Requires: 20 Awareness, 20 Survival Effects: All enemies
are treated as being 1 Stealth category lower than they
actually are, to you; this mainly applies for reducing their
Stealth bonus when you're looking for them.
This does allow you to attack an enemy in Stealth 1, though
you may do so only with ranged attacks, and then at a -3
penalty to Accuracy--you're going by intuition, and essentially
firing blind. Area-of-effect attacks do not suffer from this
Accuracy penalty. Similarly, you are inherently aware of the
presence (though not location) of anyone only in Stealth 1--
they can't sneak up on you.
188
Kairaishi Control Puppets: Defensive Formation (Speed Variable, AP
X, Interrupt)
Not actually a clan at all, Kairaishi is a term reserved for 1 + X puppets will move to protect you. You may choose
those in Suna who embrace a specific method of fighting: any defense the primary puppet is equipped to do. The speed
manipulation of weaponized puppets. of this is based on the speed of the defense used. If you spend
Learning to do so takes years of training, and with the AP to AP this down, the puppet's defense is also reduced.The
exception of a handful of geniuses every few generations defense has a +1 bonus for every two puppets in the
takes up almost all of one's free time during their academy formation.
years. Most puppeteers learn everything they know being
mentored by a master of the art, who will typically take only Control Puppets: Dodge (Speed 2 + X / 2, Interrupt, AP 1 + X
one student at a time. / 2)
One of the greatest assets of puppeteers is their ability to Up to 1 + X puppets dodge a technique. This may be used
essentially multiply their forces on the battlefield. A skilled alongside the user defending themselves (You may dodge
puppeteer can control several human-sized puppets at once, too!).
potentially tipping the numbers in their side's favor.
-=[ Abilities ]=- Control Puppets: Prepare (Speed 5)
You prepare yourself to do something involving your
--( Kugutsu no Jutsu - Puppet Technique )-- * puppets. This generates 5 AP, which does count towards your
The Kairaishi's signature technique and a unique ninjutsu, maximum but may only be used in actions taken with
this allows the user to extend strands of chakra from their Kugutsu no Jutsu.
body and attach them to puppets. Using the puppets, they can
attack and manipulate them from range while remaining Control Puppets: Move (Speed Variable)
relatively safe themselves. The better the user's control over You may move any number of puppets at once, using no AP.
their chakra, the better they can control puppets by the Every 1 AP you do choose to spend increases the Speed of
strands connecting them. their move action (but not this action, for you) by 2.
Type: Ninjutsu, Rank E
Chakra: 10 + X
Upkeep: 2 + X
Speed: 1 + X/2 (round down)
Effects:
You gain control of 1 + X puppets which are uncontrolled
on the battlefield. At all times, one of these puppets is
designated as your primary puppet. You choose this at the
start of any combat, and may change your primary puppet by
spending 10 AP. Many techniques use this puppet as the main
source of your attacks or defenses, your other puppets
supporting it, just adding a bonus to your attack. If they were
puppets which you haven't worked on (i.e. someone else's)
have a -3 penalty to all actions with them. While controlling
puppets, your hands are not free for handseals, using
weapons, or so forth. By default (i.e. without any ranks in
Puppet Mastery, below) you may only control 1 puppet at a
time. You do not have to keep track of puppet IC.
While maintaining this technique's Upkeep you may take the
following actions.
Control Puppets: Attack Formation (Speed Variable, AP X)
1 + X puppets will attack, using whatever the primary
puppet is equipped with to decide what you have available.
The speed of this technique is the speed of the primary
puppet's choice of attack. If you spend AP to AP this down,
the puppet's attack is also reduced. The attack has a +1 bonus
for every two puppets in the formation. This may be used to
cause your puppet to perform any Taijutsu (Unarmed, Combo,
or Grapple) you know, as well any Weapon Taijutsu you know
which they have the proper weapon for. Doing this requires
you to pay a Chakra cost equal to that technique's Stamina
cost.
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--( Puppet Mastery )-- --( Souen: Hitomu Gokuu - Puppet
A novice puppet master needs both hands to direct the Performance: Skillful Achievement with a
motions of a single puppet, often using a finger for each joint Human Body )--
or something similar. A master learns how to split their A technique developed amidst the First Shinobi War, this
chakra threads, and with as little as the twitching of a single jutsu became highly regarded by puppet master's allies and
digit and modulating of their chakra flows gracefully direct enemies, as it allows them to continue fighting even after
their puppets. their puppets have been destroyed, gaining a new ally with
every enemy defeated.
Type: Ability
Limit: XP /500, max 9
Type: Ninjutsu, Rank A
Effects: Chakra: 35
You may control 1 additional puppet at a time with Kugutsu Speed: 10
no Jutsu for each rank in this ability, up to a maximum of 10 Seal Speed: 20
(one per finger) with all 9 ranks. Range: 20
Effects:
--( Kugutsu Henge no Jutsu - Puppet You gain control of a corpse on the battlefield. If the body
Transformation Technique )-- has more than 3 Major Wounds, 2 Severe Wounds, or 1
With this technique you can channel chakra through your Critical Wound, it is too badly decimated to be of use and
puppet to give it your own appearance. This is typically done can't be used with this jutsu.
in conjunction with an actual disguise put on the puppet in
case the technique fails, as it suffers from the same The body functions exactly like a normal puppet would, using
limitations at normal Henge. your CHA in place of their STR, and your DEX in place of its
Type: Ninjutsu, Rank D DEX and AGI. Unlike normal puppets, you use the body's
Chakra: 5 normal HP amount to determine Wounds, and once it has
Speed: 8 received too many wounds, the body is considered destroyed
Seal Speed: 6 and no longer usable.
Effects: Alternatively, you can connect your Chakra Strands to that of
You disguise your puppet to look like you. This has all the a willing target to empower them. While you are connected,
limitations of normal Henge, but without any worry of a false you suffer from an Upkeep 15, and the following effects
impersonation: You know how you look and act to mimic occur:
yourself perfectly. Consequently, you have a +5 to your
Espionage roll against people figuring out your puppet isn't
you. The target uses the higher of yours or their bonus to
Chakra Exhaustion rolls (not taking into account the
Anything that detects normal Henge will also detect this penalty from this move's upkeep).
technique, and if the puppet takes damage the technique ends The target can choose to use your chakra instead of theirs,
immediately. in which case you take the any effects (chakra penalties or
lowered fatigue) as a result of chakra exhaustion rolls,
instead of them.
---( Kugutsu Kuchiyose no Jutsu - Puppet The target has access to all jutsu you know, and can use
Summoning Technique )-- any elemental jutsu that they or you has the appropriate
Most puppeteers don't carry all of their puppets out at once to aptitude for.
give themselves a tactical advantage, instead using this The target can use theirs or your Ninjutsu Damage Bonus,
technique to keep them stored in scrolls, to be summoned in whichever is higher.
battle when needed.
Both the target can you can end the upkeep at any point
Type: Ninjutsu, Rank D you wish, severing the connection. Any techniques which
Chakra: 5 + X*2 per puppet were dependent on the connection (like a Doton upkeep
Speed: 5 + X*2 per puppet move, while the target doesn't have aptitude for Doton)
Seal Speed: 6 immediately end.
Effects:
You summon X amount of puppets you've stored in scrolls Anything that can target and destroy chakra threads can also
ahead of time, which you can then use. do so to disrupt this technique. While maintaining this
technique in either form you cannot control puppets.
190
-=[ Puppets ]=- Note: Additional legs increase movement speed by 25% per
pair. Every two additional arms gives a +3 bonus to any roll
The weapon of choice of puppeteers, these range from the based on STR, including grapples. Despite the fact legs and
size of a small human to that of a large animal. There are no arms come in pairs, cosmetically there could be more or less;
'standard-issue' puppets, though the village does have a a centipede puppet might be described as having dozens of
stockpile of old and unused ones which can be borrowed. legs, even if it only actually had three pairs.
Puppets are usually custom-built by their user or inherited
and modified from that person's mentor.
You have XP/50 Puppet Points (PP). All parts have a cost in
PP (admittedly, some as low as 0); the total of all parts used
iin any single puppet can go up to your max PP. This is not
actually a resource, per se, but a measurement of skill.
Within your limits, you purchase parts using Requisition or
Savings. Swapping out parts on any number of puppets can
be accomplished with a single day of downtime back in the
village; once you leave on a mission, you're stuck with what
you've got.
In the village, puppets can be repaired between scenes.
When on a mission it takes an IC hour of dedicated work to
restore 10% of the HP of a single puppet, due to lacking the
proper tools and resources.
Puppets are immune to genjutsu and all status effects other
than immobilize and ignite. They take only half damage from
ignite. Since you are controlling them, your visibility penalties
apply; other status penalties on you do not.
Puppets use your CHA in place of their STR, and your DEX
in place of their AGI and DEX. They do not have RES or
CHA. They can move (As detailed above) but cannot move
more than your CHA in yards from your. Otherwise, puppets
receive all your bonuses to accuracy and rolls, such as from
abilities and uniques.
Finally, puppets are complicated pieces of equipment. Their
biggest weaknesses are their joints and other moving parts. If
a puppet is suffering from an immobilization penalty of 6 or
higher, it cannot act or be used with any part of Kugutsu no
Jutsu.The most basic, and expensive part of the puppet. The
frame of a puppet is constructed from chakra-conducive
wood, and all the puppets' various parts are anchored to it.
Frames are divided into several general categories, described
below. Each frame has a PP capacity for action location, for
example "Head: 3 PP". This means that you can fit up to 3
PP worth of upgrades in that location, if you're using that
frame.
By default, a frame can accommodate one torso, one head,
two arms, and one pair of legs. Each arm has its own,
separate PP capacity, but legs are outfitted as a pair.
While you can pay for these parts using Requisition or
Savings, be aware that once you've bought something with
Savings you cannot return it for a refund. You can still
upgrade it, but not remove existing upgrades.
191
Frames Cost: 300 Ryo
Small Special: -5 dodge, -5 stealth, and -2 accuracy. Adding 100
Ranging in size from a medium-sized dog to a human child, Ryo to the cost allows you to add an extra two arms, or pair of
these frames have the advantage of not requiring a lot of legs. You may spend up to 300 extra Ryo this way.
material and being reasonably forgiving in construction.
Unfortunately, this also means they're easily destroyed. -=[ Upgrades ]=-
HP: 200 Below are upgrades you can apply to your puppet's torso to
Head: 3 PP make it more effective at whatever it is you want its purpose
Torso: 3 PP to be. Unless specified otherwise, you can apply these
Arms: 2 PP each upgrades as many times as you have the PP and money for.
Legs: 4 PP Upgrades here do not count towards the PP capacity of any
Cost: 100 Ryo of the puppet's locations.
Special: You may exchange two arms for a second pair of
legs, but not vice versa. The puppet has a +2 bonus to Stealth
rolls, and +3 to dodge. Armored
Medium: Your puppet is covered with armor plates, or sturdy pieces
Generally the size of an adult human, these are the most of wood. This reduces any damage it takes by 5 points,
widely-used and adaptable puppets. They have a balance of stacking with its existing damage reduction. PP: 1
strength and speed, and can endure longer battles than more Cost: 50 Ryo
delicate models, while also retaining plenty of mobility.
HP: 400 Increased Capacity
Damage Reduction: 10 You can fit more things in your puppet! This increases the
Head: 5 PP PP capacity of a single location by 1.
Torso: 6 PP PP: 2
Arms: 3 PP each Cost: 50 Ryo
Legs: 6 PP
Cost: 250 Ryo Quiet Joints
Special: Increasing the cost by 100 Ryo allows you to fit on Your puppet can move without its components clicking
another two arms or one pair of legs. together and causing all sorts of noise. This costs gives a +3
Recon: bonus to Stealth. You may take this twice.
Somewhere between a small and medium frame, with light PP: 2
but sturdy materials, this frame is optimized for stealth and Cost: 50 Ryo
reconnaissance puppets.
HP: 250
Head: 8 PP Sturdy
Torso: 3 PP Your puppet is especially durable. You can spend 1 PP and
Arms: 2 PP each 25 Ryo to increase its HP by some amount, depending upon
Legs: 4 PP its frame size.
Cost: 200 Ryo Small: +50
Special: +5 Stealth Medium: +75
Reinforced: Recon: +25
Using the medium frame as a base, these use stronger and Reinforced: +100
heavier materials, reinforced joints, and armor plates. While Large: +75
these are exceptionally sturdy as a result, it's too compact to
allow for the extensive customization most puppeteers enjoy.
HP: 500
Damage Reduction: 25
Head: 2 PP
Torso: 2 PP
Arms: 1 PP each
Legs: 2 PP
Cost: 200 Ryo
Large:
The biggest and most expensive puppets, these tend to be
build with a specific purpose in mind. They have above-
average durability and great storage space, but can be
impractical in certain situations. The smallest of these are
easier larger than a large person.
HP: 350
Head: 5 PP
Torso: 10 PP
Arms: 4 PP each
Legs: 6 PP
192
Head Torso
Camera Exploding Torso
You install a camera inside your puppet's head! It follows By placing exploding tags in the body of a puppet, the thing
the normal rules for cameras (see Gear, in the Equipment is turned into what is essentially a walking bomb. This allows
chapter), though its presence is typically not obvious, since you to store up to (Chakra Control skill ranks)/5 Exploding
it's... you know, inside the puppet's head. You need film for it; Tags inside the puppet. You may detonate them as a Speed
see below. 10 action while controlling the puppet. The puppet takes
PP: 3 double the full damage, anyone inside or grappling it may
Cost: 500 Ryo choose to block (though not dodge). The range is 20 yards, +1
per tag after the first, and the damage is the total damage of
Film Reel all the tags used in this. The accuracy penalty for not being
You install a roll of film in your puppet's head. Goes well able to escape an AoE, however, is halved. You must pay for
with the camera! Each 'unit' of film (i.e. one picture) costs 25 the exploding tags separately.
Ryo. A single reel can hold up to ten of these. You can install If a puppet loses all its HP after doing this, it cannot be
multiple film reels, if you want to be able to take more than repaired without returning to a village and rebuilding it
ten pictures. entirely.
PP: 1 PP: 3 ; it costs an additional 1 PP per tag, which may be
Cost: 0 - 250 Ryo taken from any location
Cost: 100 + cost of exploding tags
Hidden Weapon (Melee):
You have a concealed weapon, typically a blade of some Hollow Body:
sort. This cannot be disarmed, and can be used to attack in All puppets are hollow, but this modification creates a
grapple. The first time in a battle it's used, it's an automatic spacious, shell-like area inside the torso of the puppet. This is
surprise attack. large enough to fit a person and, depending on the design,
This weapon is modified to be usable by the puppet; you may have eye holes too look out from. If so, Awareness
can't remove it and fight with it yourself. It can be any Small- checks can be made, but at a -4 penalty.
sized Slashing or Piercing weapon from the Equipment Getting into or out of the puppet is a Speed 8 action; it can
chapter of the PHB; the cost of that weapon is added to the be locked from the inside. However, while inside you may not
cost of his upgrade. use perform handseals (too cramped), attack or be attacked,
PP: 3 or control your other puppets.
Cost: 100 Ryo + Special A person inside cannot be attacked until the puppet has
been destroyed.
PP: 8
Hidden Weapon (Ranged): Cost: 150
Your puppet has a weapon launcher inside of its head. It
can hold up to twenty kunai, shuriken, or senbon, which must Reinforced:
be paid for normally. You can purchase this multiple times, Your puppet is reinforced. No, really. Each application of
each time adding to the capacity getting a separate launcher this increases the puppet's HP by 25.
for a different type of weapon. PP: 1
PP: 1 Cost: 10
Cost: 25 Ryo + Special
Perception
By placing small, chakra-conductive components in the Trap Body
head of the puppet the user can see and hear what the puppet An elaborate arrangement of wires and launches inside a
sees and hears. This upgrade can be toggled on and off as a hollowed out torso which, when triggered, fire and wrap
Speed 0 action. While using it, you suffer visibility penalties, around a target, then quickly retract to pull them into the
and make Awareness checks, based on your puppet's location puppet to capture them.
and 'senses' rather than your own. You can only use this for When the puppet is attacked in melee, this can be declared
one puppet at a time. in place of a defensive action; it's a Speed 10 Interrupt, which
PP: 2 costs 5 AP to use (via Chakra Threads). The puppet takes half
Cost: 50 Ryo damage from the attack, and the attacker must then defend
against this attack.
Voice Box If they fail, they are trapped and locked inside the puppet's
Using a chakra-based speaker in its head, your puppet can Hollow Body; Trap Bodies lock (automatically) from the
talk! Specifically, it can transmit your voice, or a distorted and outside, and cannot be opened from the inside without
unrecognizable version of it. destroying the puppet. The person inside is limited to basic
PP: 1 unarmed attacks against the puppet while inside. This can
Cost: 20 Ryo only be deployed once per battle, after which it needs to be
reset.
PP: 4
Cost: 200 Ryo
193
Arms Grapple Arm
Chakra Shield: Your puppet can fire off its hand, with a rope attaching it
Installed in an arm, these deploy by unfolding umbrella-like back to the arm. This allows your puppet to initiate a Grapple
wooden spokes and briefly projecting a temporarily solidified at a distance as a Speed 10 action. From there it can, as a
shield of chakra. This is a Speed 5 Interrupt, and costs 3 AP separate Speed 6 action, draw itself to the person in
to use, if used to defend the puppet, it's used alongside a question. From there it may perform any Grapple jutsu you
Control Puppets: Dodge, and instead of adding Speed it just know when you make it attack.
costs 5 AP. PP: 2
The shield will block up to CHA5 damage. If this stops an Cost: 75 Ryo
attack entirely, subtract half that attack's damage from CHA5;
that's how much 'HP' the shield has remaining for future Hidden Weapon:
uses. If an attack does more damage than the shield's HP the This is an upgrade to a weapon the puppet is already
puppet takes any carryover, and the shield is unusable for the equipped with. That weapon is concealed inside the puppet's
rest of the battle. arm and spring-loaded. The first time it's used in a battle it is
Even if this blocks all damage from a technique, it will not automatically a Surprise Attack. This cannot be done with a
stop any other effects (such as immobilization or ignite). Large weapon. After this upgrade, the weapon cannot be
PP: 3 disarmed.
Cost: 50 Ryo PP: 2
Cost: 25 Ryo
Equipped Weapon
Your puppet has a weapon it can use in its arm. This can be Legs
any weapon with a Stamina cost of 10 or less; you may Hidden Weapon:
increase the maximum Stamina cost by 5, by increasing the By hiding a weapon inside the puppet's leg, it allows the
PP cost by 1. The puppet increases an Accuracy bonuses on puppet to, well, attack with that weapon. Weapons of less
the weapon, and and penalties by 2. It may dual-wield only than Large size may be installed. Weapons used may have a
(Dual) weapons, and those only at your level of the Dual Stamina cost of up to 10, +5 per extra PP spent on this
Wielding ability. You must pay for the weapon used. upgrade.
To use a two-handed weapon, this must be purchased for The first time the weapon is used in a battle, it is an
both arms which will be using that weapon. The cost of the automatic Surprise Attack. This uses the weapon's damage,
weapon itself only has to be paid for once. speed, and so forth. You must pay for the weapon separately
PP: 1 - 4 from this upgrade.
Cost: 50 RYo + Weapon's cost Cost: 2 - 4 PP
Cost: 50 Ryo + Weapon's cost
Flamethrower:
A contraption which sprays a mist or stream of some Mobile Legs:
combustible substance and ignites it with chakra on contact Special legs designed to go over any terrain, be it rocks,
with oxygen. This enables the puppet to, as the name water, ice, or even up cliffs. These legs reduce immobilization
suggests, project powerful gouts of flame. penalties based on the condition of the ground by 1; you can
This is a Speed 14 action for the puppet. In addition to stack this benefit by giving this upgrade to multiple pairs of
doing (CHA/8)d10 damage, this inflicts Burns 6 and Ignite 5 legs. These legs can also use Water Walking and Wall
if the target fails a status roll, using your Chakra Control. Walking, if you have those abilities.
PP: 1 for the mechanism, 1 per 2 uses PP: 3
Cost: 50 for the mechanism, 25 per 2 uses Cost: 50 Ryo
Glider: Tail:
Special, folding wings installed inside the arms of your Your puppet replaces its legs with a tail! This reduces its
puppet, this can extend and retract as necessary. To be useful movement speed by 25% (or, if the puppet still has another
you must install this upgrade in both arms of a pair. This pair of legs, the pair converted into a tail just doesn't provide
upgrade halve the puppet's physical damage with those arms. a 25% increase in movement speed) but reduces
The puppet can fly. An airborne puppet may not carry immobilization penalties based on the condition of the
people (via Hollow Body). A flying puppet is immune to any ground by 2, and all other immobilization penalties by 1.
effects reliant upon contact with the ground (such as some Outfitting multiple pairs of legs with this upgrade stacks its
immobilization penalties) and cannot be targeted by melee- effects by improving the size and quality of the tail.
range techniques unless it made a melee-range attack in the This upgrade gives your puppet a +4 bonus to grapple rolls;
past 25 IC. that benefit does not stack if multiple pairs of legs have this.
PP: 2 The tail is prehensile, and may grip and grab things, and
Cost: 150 Ryo counts as a single limb in a grapple. PP: 3
Cost: 100 Ryo
194
Monkasei begin with Elemental Aptitude for Earth and Wind.
Monkasei They have Elemental Affinity: Jiton, which includes Doton
and Fuuton.
Monkasei start with 1 less Unique Point.
195
--( Magnetize )-- --( Mujona Kaiho - Merciless World Order
)--
This is a status effect, which represents the target having
become magnetized. Magnetize stacks fully with itself; By no means the most powerful of a Monkasei's abilities, this
someone with Magnetize 8 who's hit by a Magnetize 1 is one of the most visually impressive. You project your
technique is elevated to Magnetize 9. However, a Jiton magnetic chakra out across the battlefield, and use it to seize
technique cannot raise a person's Magnetize over 2*(rank). control of any discarded metal weapons--kunai, shurikens,
Thus, a person with Magnetize 2 who was hit by an E-rank even swords. Using that control, you're able to attack with
Jiton technique would not have their Magnetize status impunity without having to make a single motion.
increased.
Type: Jiton Ninjutsu, Rank C
Chakra: 10
Jiton techniques used against someone with a Magnetize Upkeep: 2
status get an Accuracy bonus equal to the status' severity. Speed: 4 Effects:
Metallic thrown weapons have an Accuracy bonus equal to
half the status' severity. Magnetize fades entirely half an hour While this is maintained you may spend AP to make
after the last time it was applied. ranged attacks with any metallic weapons present and not
being held on the battlefield. They have a range of CHA/2
--( Denji Yuusei - Electromagnetic
yards, and use your ninjutsu, rather than physical, damage
Dominance )--
bonus.
Your manipulation of magnetic chakra has lots of potential This costs 1 AP per 2 Speed it would normally cost to attack
uses! All of the following have a Chakra 10 cost, and are with the weapon; the weapon uses its base Speed for damage
considered to be Jiton Ninjutsu effects. purposes. This uses your CHA instead of DEX for Accuracy.
These weapons don't benefit from weapon-specific abilities.
When throwing metallic weapons (arrows are no good for They receive the full Accuracy from Magnetize as if this was a
this) you may use CHA/10 in place of DEX/10 for your Jiton ninjutsu, but none of the other Jiton effects (such as
accuracy bonus. applying more Magnetize) apply.
You may also deflect attacks with any metal weapons, ranged
or melee, by making an accuracy roll. This uses your CHA/10
in place of DEX/10, and receives any bonuses from having
magnetized your opponent. This is a Speed 1 Interrupt
Finally, you may disarm an opponent's held weapon as a
Speed 6 action, rolling 1d20+CHA/8 against their
1d20+STR/10, once again receiving magnetize bonuses. If
succsessful, you may throw the weapon up to CHA/4 yards in
any direction, or bring it to yourself (and, if you wish, wield it).
You can retrieve, as a Speed 4 action, any discarded metal
weapons or used projectiles within CHA/2 yards, bringing
them to yourself.
196
Sabechi Because this toxin is dependent upon the precise physiology
of the Sabechi who produces it, it will break down rapidly
outside their body. This prevents it from being stored for any
When Sunagakure initially organized itself into a formal significant amount of time, and means it can't be used to lace
village of Ninja, the Sabechi were the tribe most resistant to food or drinks.
allying themselves with those who had been their rivals for
generations. They fought against change and the alliances Poison Points are spent to add the following effects to
that were being made, relying upon nature for their survival poison, declared when you envenomate a weapon. These
against what quickly became a much larger force. effects all have costs that function the same as ability costs,
which you spend PP (rather than XP) on. For example,
In doing so, they resorted to extreme measures. While no Paralytic is Base 3 / Scale 2. This means the first rank costs 3
Sabechi ever confirmed as much, it is suspected that they PP, the second costs 5 (for a total of 8), and so forth.
tried all manners of profane rituals and struck bargains with
the most dangerous and amoral of the species to be found You may not unspend and respend Poison Points at well;
within Sunagakure, which is how they began to produce a once spent, they are allocated. However, you may choose to
poison from their own blood. use less than your full value; for example, your poison might
have Paralytic 3, but you could choose to make a single use of
Eventually they did assimilate into the village, sufficiently it only Paralytic 1.
impressed by the collective force of the tribes. For a long time
they voluntarily segregated themselves, but over time they This is significant because each PP spent on applied effects
formed bonds with the Henzaki and the Hitori in particular, increases the Vitality (or HP) cost by 1. So, using your poison
impressed by the former's talents and admiring the Hitori's at Paralytic 3 would add +15 Vitality to its cost, while
spirit. The three clans, often teamed together, form an odd Paralytic 1 would only add +3 Vitality.
balance of sorts; a Sabechi's dark humor, a Henzaki's
withdrawn neutrality, and a Hitori's overzealous enthusiasm.
Members of the clan are not a very vocal sort, with a sense of
humor that is often classified as 'twisted'. While well-
mannered, most Sabechi have a sense of wit which invariably
carries undertones not fully understood by those they
converse with until well after they've spoken, making those
that meet them frequently question just what they meant.
197
Paralytic You may taken the Weapon Focus ability for "Natural
Your poison debilitates the victim's muscles, slowing their Weapons." This applies to any attacks made with your
ability to react. This inflicts Paralysis 1 per rank. Base: 3 Sabechi clan mutations.
Scale: 2
--( Stinger )--
Necrotic: The most obvious of all the mutations and the signature
Your poison causes rapid cell death around the area struck. feature of the clan, a Sabechi's stinger is far more potent than
Aside from taking longer than usual to fully heal, this inflicts a scorpion's, even though they look about the same. It's much
Immobilization 1 per rank. Base: 2 Scale: 1 longer than it looks, able to extend over the Sabechi's
shoulder or around their side to strike those in front of them.
Irritant: Stamina: 10
There are many ways of accomplishing this. The most Damage: (STR/10)d8
common is including some chemical in the poison that will Speed: 10
cause an allergic reaction in most humans. Whatever the Special: -5 Accuracy
method, your poison causes irritation and possibly
inflammation, and inflicts Burns of its rank in severity. Base: Effects: You have a flexible tail with a curved tip. Most
1 Scale: 1 Sabechi tend to wrap it around their waists as a type of belt,
but some let it hang behind them. You can attack with the
Hallucinogen Stringer even in a grapple, and if you do so you don't suffer
Affects the senses and mental functions of its victims, the normal Accuracy penalty. If you strike with this weapon,
causing temporary disorientation and delirium. It inflicts a -1 you can inflict a dose of your poison. When attacking with
Visibility Penalty per rank. Base: 2 Scale: 1 your tail, your Rustblood has no Vitality cost. Your tail inflicts
Piercing wounds, and in a grapple you may make your
Neurotoxin attacks automatic called shots at no penalty.
Causes a temporary overload of the nerves, which stops
proper brain function for a few moments. Can be deadly in --( Quills )--
the midst of combat. It inflicts 2 Stun per rank. Base: 2 Scale: While not true "needles", some Sabechi actually have the
1 ability to straighten the hairs on their head, which tend to be
much thicker than normal hair, enough so to inject trivial
Virulent amounts of their poison. When used in groups, however, it
Your poison is especially deadly, taking a longer than normal can be quite deadly.
time to metabolize. This increases the Duration of the poison Stamina: Variable
by 5. The first three ranks of this effect cost 1 PP; the next Damage: Variable
three cost 2 PP; the next three cost 3 PP, and so forth. So, for Speed: Variable
+50 Duration (10 ranks) you'd need to spend (13 + 23 + 3*3 +
4) = 22 PP. Effects: This is treated as a Senbon multithrow, though it
does not require the normal ability to do so. If you use at least
--( Mithridatism )--
three Quills, you can deliver a dose of your poison with them.
Unlike actual senbon, you won't run out of quills.
Constant exposure to the Sabechi's own venom eventually These are not actual senbon, and do not benefit from any
has their bodies produce antibodies to a variety of poisons, senbon-specific abilities. Poisoning your quills requires the
building up an immunity to even the nastiest kinds of venom. normal Vitality cost for your Rustblood, but does not have the
Base: 5 Scale: 0 Limit: RES /30 maximum of 1+(Toxicology)/5.
Effects: For every rank, you reduce the rank of any Poison
you suffer from by 1. If you reduce the Poison's severity to 0
by this, you add a bonus to the Resistance roll against all
secondary effects of the Poison equal to the Poison's severity.
-=[ Predatory Protrusions ]=-
Every Sabechi has a way to deliver their poison naturally,
without the aid of weapons--such is the nature of their
bloodline. As their skill expands and chakra develops, it's not
unheard of for a Sabechi to begin manifesting other
mutations.
You choose one of the four mutations below at creation. For
every 2000 EXP you have, you can voluntarily choose to
lower your maximum Willpower by 1 to acquire an additional
protrusion.
198
--( Saliva )--
Sabechi who happen to deliver their poison this way tend not
to get many dates, leading it to be the least common of all the
mutations found within Sabechi, but those who have it swear
by its usefulness.
Chakra: 12
Damage: (CHA/10)d6
Range: 10
Speed: 8
Effects: You can apply a dose of your poison with this
attack. As in, by spitting on someone. This is a taijutsu attack,
though it uses your ninjutsu damage bonus and can only be
parried as if it was a ninjutsu technique. It inflicts Energy
wounds (due to the caustic nature of the saliva). As usual, this
costs 1 Vitality for every Poison Point utilized during the
attack.
--( Oily Skin )--
Frequently mistaken for sweat by their enemies, Sabechi
with this mutation tend to enjoy trading blows with their
opponents, crippling them the longer the fight goes on.
Stamina: 5
Upkeep: 2
Speed: 10
Effects: Rather than being an attack, this is activated as a
pre-emptive action. At that point you specify the composition
of your poison.
Anyone who strikes you with an unarmed attack must pass a
Resistance roll or be poisoned. As a Speed 6 action, you can
change the type of poison applied upon contact.
A new dose of poison is automatically applied to your skin
(And therefore, deducted from your Vit/HP) every time you
poison someone. This can knock you unconscious, but will
not reduce your HP below 0 (and will shut off, if the cost can't
be paid).
199
Kirigakure No Sato
Located in the south western part of Water Country,
Kirigakure no Sato has a cool to moderate climate. Being
near to the shore and often fluctuating in temperature, the
village is swallowed by fog year round, leaving it perpetually
moist and dreary. Entering Kirigakure, it's hard to make a
quick judgment of its size. Stone buildings loom like ghosts
dressed with sturdy flora disappearing from sight into the
hazy countryside.
After the war, Kiri was one of the first villages to recover.
Being an island, its physical infrastructure remained mostly The forces of Kiri can proudly call upon the Hozuki,
in tact. The first order of business was rebuilding the village's Kaguya, Niou, Terumi and Touu clans in their hour of need.
military strength. Previously Kiri had eradicated several clans There was a time in which the seven swordsmen were but a
who tried to overthrow the Mizukage and council elders. faded memory, although that has changed. The swordsman
Perhaps it was luck, but some of them escaped the purge. corps of mist has once again risen to prominence to become
Many previously exiled or near extinct clans, seeing a feared force. Because drunk, crazy, violent island dudes
Kirigakure weakened, came out of the woodwork and claimed with swords are dangerous.
their footholds, building new and better clan compounds and
taking seats on the Kiri council. Kiri, realizing they couldn't
afford to refuse them, allowed them back - but they live under
perpetual observation. Shortly after, many of the people came
to Kiri from the surrounding villages, having not fared as well
through the war. While Water Country is still hurting for total
population, Kiri appears to be bigger and stronger politically
than in the past. Rumors abound of them more or less
bullying local nobles and perhaps even the daimyo, though
nobody--on either side--will confirm that.
During the recovery after the Fourth Great Shinobi War,
Kirigakure underwent reform. They did away with their
chaotic, bloody past and introduced a new age of military
power and structure, adamantly refusing to risk losing their
seat as one of the Five Great Shinobi Superpowers. Because
of this, students who begin to fall behind in the academy are
pushed ever harder; those who can't keep up are cut out,
without second chances. They start training their shinobi at
younger ages than any other village, and their genin
graduation happens a year or two later than most other
villages. Should an individual remain out of work for an
extended period of time or fail to meet village expectations,
they're subject to review and the mercy of the Kirigakure
council.
Martial Law reigns supreme. In the past Kirigakure's greatest
threats came from within - those days are no more. The
village wastes no time in snuffing out even the hint of
rebellion or political discord.
200
If you choose to use your physical damage bonus with a
Sword Corps sword attack, instead of your Sword Damage Bonus from the
Precision ability (found directly below this one), you do not
receive the benefits of Blademaster on that attack.
--( Precision )--
Any ninja who uses a weapon seriously knows something
about it beyond ;put the pointy end into the other person;.
Mist's swordsmen generally understand their weapons,
knowing the importance of a sword being well-balanced, and
just how to cut someone to make the most of their weapon's
momentum.
Type: Ability
Base Cost: 5
Scale: 5
Limiting Attribute: DEX /20, Max 4
Effects:
You have a special "sword damage bonus" of DEX/15 (to, as
usual, a single decimal point). You may use this in place of
your physical damage bonus whenever wielding a sword, if
you prefer. Each rank beyond the first reduces the divisor by
1, to a minimum of DEX/12.
One of Mist's several special operations units, the Increases to your Physical Damage Bonus do not affect
Swordsman Corps are trained to be Kirigakure's elite your Sword Damage Bonus. However, anything which
infantry. Militaristic and merciless, only the students who reduces your PDB (such as many wounds) will also reduce
display an abnormal talent or fascination with your SDB.
swordsmanship are selected to be trained by the Corps. --( Silver Flash )--
Mist's swordsmen may not believe their kenjutsu is superior Once a sword kata has been perfected, you don't stop
to ninjutsu or typical taijutsu; some do, while most admit it's practicing it. If it is a ten-minute kata, and you know every
simply a very specific focus. Most, however, will very step perfectly, you will do it in nine minutes, and then in eight.
adamantly reject the concept that natural talents or abilities, You learn how to not think about what you're doing, and
such as bloodlines, can match their rigorous training. instead simply do it. You learn to stop being a person
wielding a sword, and become a sword guided by your
subconscious.
A disproportionate number of the Mizukage's honor guard
tend to be members of the Swordsman Corps. Type: Ability
Base Cost: 10
Members of the Swordsman Corps begin Scale: 5
with 1 less Unique Point. Because they Limiting Attribute: DEX /40
have no clue.
Effects:
-=[ Abilities ]=- Every rank reduces the Base Speed of your sword attacks by
1, but increases their damage for the purpose of causing
--( Blademaster )-- wounds by 5%.
Members of the swordsman corps do not put as much effort
into training with their swords as other ninja do into learning
the basics of ninjutsu--they put in more. This rigorous
training tends to leave members of the swordsman corp
disproportionately grim, and exceptionally dangerous.
Type: Ability
Cost: 10
Requires: Precision Effects: When using a sword, you use
DEX/8 rather than DEX/10 to determine your bonus to
Accuracy. Additionally, when making a sword attack you
may choose to replace your regular accuracy with an
accuracy roll (using 1d20 instead of 10 for the base value).
201
--( Daisho )-- In the event one of these swords is hopelessly lost (say, tossed
to the bottom of the ocean, or thrown into a volcano) a new
Most memebrs of Mist's Swordsman Corps have one sword one can be forged for the swordsman, though this is not done
which is distinct to them, and they learn to use it like an lightly; if given the chance, most would literally fight through
extension of their own body, often to the exclusion of other hell to get their sword back. It takes four weeks to obtain a
weapons. A select few, however, find themselves with the replacement sword, after which the original will no longer
need or desire to own more than one. If these individuals are recognize its former owner. A member of the swordsman
considered worthwhile, the Corps will allow them to have corps who accepts a replacement blade when it's in any way
another one of Mist's famous swords forged for them. possible to reclaim their old one is viewed with severe disdain
by their fellow swordsmen. (Using a regular katana in the
Technically, "daisho" refers to a paired set of weapons used meanwhile, however, is perfectly acceptable).
by samurai. It's a very precise word, with deep significance
and a great deal of ceremonial importance. Well, at some Upon reaching Chuunin rank all members of the Swordsman
point in the past some member of the Swordsman Corps Corps receive their own weapon automatically. Once you've
decided to present themselves as a samurai, and adopted the reached that rank, use the rules here to customize your
term to refer to their own paired weapons. It caught on, personal weapon.
because while ninja don't actually know anything about
samurai behavior, it sounds impressive to claim you follow Your sword begins with 20 points which you can spend on it
their ways, and now a "Daisho" among the swordsman corps at your discretion. The first thing for you to do is choose its
refers to any set of weapons an individual personally values. Structure features; this is its basic shape and so on. There
Type: Talent Effects: This may only be taken after you are 5 primary characteristics to select here, and each one has
already have a clan sword (meaning, you are of chuunin or a point cost listed next to it; for example, "(2) Slashing"
higher rank). You acquire a second sword, which follows means it costs 2 of your 20 points to make your weapon
all the normal rules for a clan sword, designed separately inflict Slashing damage.
from your first one. You may take this talent multiple
times, acquiring a new sword each time. After selecting all your Structure options, you move on to
Features. Although prices are in the same format, the layout
-=[ Clan Swords ]=-
is different.
Upon becoming a chuunin, a Mist swordsman will receive Features relate to three key components of your weapon: its
their own, personalized blade. Most of them will have kept, balance (how easy it is to handle), its blade (how sharp, and
used, and taken care of a single sword, usually a katana, from other special characteristics), and its body (its weight and
their days in the academy--in these cases, they usually opt to sturdiness). They are also divided into three tiers: Bottom,
have that weapon reforged. Middle, and Top. To take features in the Middle tier, you must
have spent at least 5 of your sword customization points in
that group; to take features from the Top tier, you must have
Though they don't partake in the forging process, the ninja spent at least 10 points in that tree.
will be there the entire time, and it's followed by a ritual
consecration, and a four-day period of solitary meditation in For example, if you spent 7 points on Low-tier and 3 points
which the shinobi is alone with only their blade, fasting and on Middle-tier features in Balance, you could take the top-tier
subsisting off only just enough water to stave off dehydration. Balance features. You would still be restricted to Low-tier
Blade and Body features, unless you also spent enough
The relationship between sword and swordsman is... points in those trees.
interesting. Most swordsmen take care of their blade better
than their teammates, and it's not even considered unusual You must spend at least 1 point in one of the three primary
for them to name and talk to it (if the sword starts talking trees of Features. There are also Special Features, which
back, though, that just means they're crazy). have two differences from regular features. The first, they
only have Bottom and Middle tiers. The second, they will not
There's more to this than lasting effects of the hallucinations determine your sword's number of damage dice.
from four days of fasting and partial dehydration. Members of
the swordsman corps always know where their sword is, in
terms of distance and direction. It could be on the other side
of the world, and given enough time, they'd be able to track it
down.
Many claim their swords are 'loyal' to them (others just say
their weapons are unique and they're the only ones who
know how to use them properly); and, indeed, a borrowed or
stolen sword functions as an ordinary katana, nothing more,
in the hands of anyone but its rightful owner.
202
==================== ====================
1. Structure 2. Features
-=[ Balance ]=-
1. Bottom:
Damage Type Every weapon must have at least one (1) +2 Bleed, -1 die of damage. Your sword must deal at
damage type. If it's both, you can decide whether to deal least 1d_ damage. This status effect is automatically -
slashing or piercing damage each time you attack, and the applied if the sword does damage.
weapon can be used with Slashing- or Piercing-only (1) If you spend AP on a sword attack, and miss, half the
moves (though in that case it deals only the type of AP spent (rounded down) is refunded.
damage allowed by the technique). (1) Your sword deals +1d damage, to a maximum of +4d.
(2) Slashing Middle:
(2) Piercing (2) -1 base Speed, maximum of -2.
2. (1) +1 Parry, to a maximum of +2
Size A weapon may have only one size. Size determines Top:
both which jutsu and abilities it functions with, as well as (1) Your Parry has its base Speed reduced by 1. This can
the number of damage dice it rolls. only be taken once.
(1) The weapon may be held with one less hand than
(0) Normal: 6d_ damage normal. This allows a two-handed weapon to be one-
3) Small: 4d_ damage handed without difficulty (though does mean it loses is
(3) Large: 8d_ damage two-handed damage bonus). A weapon that requires "no
3. hands" can be strapped to your body somehow.
Two-Handed? Only Large weapons may be two-handed. If
a weapon is two-handed, it can't be used one-handed -=[ Blade ]=-
unless you have the Monkey Grip ability. You may only Bottom:
choose one of these options. (2) Your sword's damage is increased by 10% for the
purposes of determining wounds; this can be taken up to 5
(0) One-Handed times.
(4) Two-Handed (1) Your sword attacks have their damage bonus increased
4. by 1, but their Accuracy decreased by 1 as well.
Number Some swordsmen have more than one weapon. (2) Your sword's die size is increased by 2, to a maximum
The Dual tag does not actually grant you an additional of _d20.
sword, just means your weapon is optimized for dual-
wielding (as per the ability). If you take Paired, you get a Middle:
second weapon which has 13 points to spend normally, (1) Attempting to parry your sword has a -1 penalty, to a
and may not take Paired itself. maximum of -3.
(1) Your sword deals three more dice of damage but has
(3) Dual its Stamina cost increased by 4. Top:
(5) Paired (2) Your sword deals another STR/20 dice of damage, but
5. has its Stamina cost increased by the number of dice
Damage Not something you spend points on, this time! Of added this way.
the three primary feature sets below (Quick, Steady, and (2) Your weapon's dice become .extra(die size-2). This can
Strong), determine which one you have the most points in. be purchased repeatedly, each time lowering the .extra
If there's a tie, choose one. That determines your sword's value by 1 (from .extra(10) to .extra(9), then .extra(8), and
Speed, Stamina cost, and die size. so on).
Balance: Speed 10, Stamina 8, _d6 damage
Blade: Speed 12, Stamina 10, _d10 damage
Body: Speed 15, Stamina 14, _d12 damage
203
-=[ Body ]=-
Bottom:
(1) You have a +1 bonus to rolls made to disarm an
opponent's weapon, and a +1 bonus to any of your
defenses against being disarmed. Your sword's base
Speed is increased by 1.
(1) If you block while holding your sword, you gain a DR
equal to your Sword Damage Bonus; this is multiplied by
the number of times you've taken this feature, and doubled
if used with the mid-tier Weapon Block ability.
(2) Your sword gains a Stun 1, to a maximum of Stun 4.
Middle:
(2) Weapon Block: While wielding your sword, you can
block weapon attacks as a Speed 4 Interrupt.
(2) You may declare when you make your attack that you
are reducing its damage by 50%. If it hits, it gains a Stun
of (damage dealt)/50. If you purchase this feature a second
time, you reduce your damage by only 25%. It cannot be
taken more than twice. This adds to the low-tier Stun
effect if you have it.
(1) Anyone attempting to parry your sword does so at a -1
penalty. This can be taken up to 4 times. Top:
(3) While blocking, you can declare Block as your defense -=[ Spiritual ]=-
against a disarm attempt. This allows you to use your
normal Accuracy value, or make an accuracy roll, against Bottom:
the disarm attempt, with a +5 bonus (in addition to all (2) You use CHA/15 to determine your damage bonus
other Steady bonuses). while using your sword. If you take this feature a second
time, the divisor is lowered by the Precision ability (to a
==================== minimum of CHA/12).
(2) When rolling accuracy with your sword, you use
3. Special Features CHA/10 rather than DEX/10.
-=[ Small ]=- Middle:
Bottom: (4) Twice a day you may call your sword to you so long as
(3) Your sword has +1 Accuracy, but -0.5 to your damage it's in a one mile radius. If it's nearby it will fly to your
bonus. This has a maximum of +2 / -1.0 grasp; if not, it will appear in your grasp as if summoned.
(1) Someone trying to parry your sword with a weapon This can count as drawing it for iaijutsu. Additionally, you
does so as if your attack's Speed was 1 lower. This can be have a permanent +3 bonus to any attempts to resist your
taken twice. Middle: sword being disarmed.
(2) Your sword's base Speed is reduced by 1. This can be
taken twice.
(1) The sword has a compartment in the handle for
poison. It can hold up to three doses, which must be of the
same type of poison. This allows you to, as a Speed 0
action, coat your blade with poison for a single attack.
(2) Your sword gains a Stun 1, to a maximum of Stun 4.
-=[ Large ]=-
Bottom:
(2) Your sword's base Speed is increased by 2, it gains
Delay 2, and your sword damage bonus is also increased
by 2 when using it. This may be taken twice.
(2) Anyone trying to parry or disarm your sword does so at
a -1 penalty. However, your parries with your weapon
similarly have a -1 penalty.
Middle:
(1) Your sword inflicts a Stun 2 to anyone who
successfully parries or blocks it. This stacks with any
other stuns applied by your weapon.
204
Terumi Blocking Futton reduces its damage normally. However,
its damage for the purpose of inflicting wounds is based
off its unreduced damage. The same applies to partial
defense.
Futton cannot inflict Ignite. Instead, Futton techniques
deal 5% more damage per point of Ignite they would
inflict.
Suiton techniques converted to Futton gain Burns equal to
their Chakra cost divided by 5.
Futton is strong against Katon and Fuuton, but weak to
Doton.
--( Boil )--
One of the few clans in Kirigakure that was never victim of Channeling your chakra into an impending water-based
the extensive bloodline purges in that village's pasts, the attack, you boil it harmlessly away before it reaches you.
Terumi clan came about only after they had concluded. Most Chakra: 5 + X/2
of the clan is descended directly from the Fifth Mizukage, Speed: X
from whom they take their name. Effects:
This can be used as a defensive Interrupt against any
Typically red-haired and slender, the Terumi have a slightly Suiton ninjutsu which requires gallons to be used. Make
exaggerated, but ultimately accurate, reputation for being hot- an Accuracy roll, with (CHA)/10 as a bonus. X is the
headed and tending to react strongly (and often violently) to amount of gallons used in the jutsu you're interrupting. If
comments about issues they find sensitive. Whether what successful, the technique fails, and the gallons of water
offended them was something a person actually said, or a used in it are destroyed.
simple mishearing on their part, doesn't seem to matter very
much. --( Sekai ni Tokeru - Dissolving World )--
Surprisingly for such a relatively new clan, the Terumi have The Terumi ability to boil water and alter the pH of steam
wound up in a position of lore-keepers for the village. Mist's taken to a logical extreme, this boils all water within a broad
largest library, and the vast majority of its historical records, radius within seconds, flooding the area with a rising high-
are managed by the clan. temperature vapor.
Type: Futton Ninjutsu, Rank B
Terumi begin with Elemental Aptitude for Fire and Water. Chakra: 35 + X/5
They have Elemental Affinity for Futton, which includes Area: Special
Katon and Suiton. Speed: 24
Terumi start with 1 less Unique Point.
Seal Speed: 22
Because property destruction.
Effects:
This destroys up to your CHA in gallons of water. Water
present on the battlefield will be boiled off first, and then
-=[ Abilities ]=- water used in jutsu with upkeeps. It's centered on you, and
has an Area of 50 or up to X, with X being the number of
--( Futton - Boil Release )-- gallons boiled, whichever is higher.
Combining fire- and water-natured chakra produces the It does X*(ninjutsu damage bonus) damage to anyone
somewhat inaccurately-named Boil Release; not all Futton caught inside the area. As is normal for a Futton
techniques necessarily use boiling water. Some converted technique, blocking and partial defense will not decrease
Katon instead manifest as a heated, often high-speed blast of the damage from its wounds.
corrosive mist.
Any Suiton or Katon technique may be converted into
Futton, with the following effects:
+5 Chakra cost.
Futton always deals Energy damage.
Optionally, Katon techniques may use up to half their
Chakra cost in gallons of water.
Katon techniques which don't utilize water instead
manifest as corrosive steam. When this condenses (after
the technique is resolved), it adds 1/5 of the move's Chakra
cost in gallons of water to the battlefield.
You may choose to boil off (remove from battle) up to half
the gallons of water used in a technique. Each gallon
'destroyed' this way increases the technique's damage by
5%.
205
Touu Touu begin with Elemental Aptitudes for Water and Wind.
They have an Elemental Affinity for Hyouton, which includes
Suiton and Fuuton.
Touu begin with 1 less Unique Point.
Because they are flakes.
206
--( Suitenhoufukyuu - Water Sky There are even legends of Touu once being able to drop rivers
Convergence )-- on people.
Often considered the mark of the Touu bloodline, even
moreso than their ability to use ice release ninjutsu. All
members of the bloodline, even ones without ninja training,
exhibit from a young age the ability to mentally control water.
They can lift it off the ground, cause it to float between their
hands, and even freeze it with a thought (or, conversely, liquify
ice).
For a child, this is limited to what's nearby, and what they can
see; for a skilled ninja, they can actually sense the presence --( Hijutsu: Sensatsu Suishou - Secret
of significant bodies of water (this does not include human Technique: Thousand Flying Water
beings or large animals). Needles )--
You may use any water scattered about the battlefield to fuel Water is gathered from the air, and then formed into dozens
your Suiton or Hyouton techniques, as if you'd performed the or hundreds (but 'thousand' sounds far more impressive) of
Water Gathering Technique. This does not allow you to seize long, levitating needles. Those needles are then directed a
control of someone else's water or techniques; if it's in a single target at high speeds; the needles nearly surround the
container, or is infused with someone's chakra, it's off limits. foe, making evasion especially difficult.
Note that this is a Suiton technique, and as such can be
You may take a Speed X action, with a Chakra cost of 5+2X, converted to Hyouton.
to freeze or liquify (CHA/30, minimum 1)X gallons of water Type: Suiton Ninjutsu, Rank B
on the battlefield. Ice may not be used in Suiton techniques; it Chakra: 20
can, however, be used to perform Hyouton (including Suiton Damage: Up to (CHA/8)d10
jutsu which you have converted into Hyouton). Range: CHA/3
Speed: 12
You can perform Suiton (but not Hyouton) jutsu without Seal Speed: 14
handseals, by adding (the base Seal Speed - CHA/10)/2, Requires: 2 gallons of water per 1d10
rounded up, to the action's base Speed. Normal alterations to Effects: This technique's damage is considered 25% higher
Seal Speed (such as from Ninjutsu Specialist) do not apply to for the purpose of inflicting wounds, and it always inflicts
this ability. Piercing wounds. If it wounds an enemy, it also applies one
wound of the next-lower rank
207
HOzuki -=[ Abilities ]=-
208
--( Masakana Namiochiru - Demon Fish
Wave Crash )--
Pulling in water from all around you and extending your
chakra from your watery form into it all, you turn a mass of
animate water with a vague outline of yourself at the center.
Despite the jutsu's name, the water constantly tends to
change shape and features, but most who see it can swear
they see something demonic formed. This not only offers
protection to the user, but also allows them to come crashing
down upon their enemies as well.
Type: Suiton Ninjutsu, Rank C
Chakra: 25
Upkeep: 6
Speed: 12
Requires: Suika no Jutsu active Effects:
You absorb up to CHA/2 gallons of water into yourself. In
this form you do not take extra damage from Raiton, and are
not stunned by it. You may use the water you've absorbed into
yourself in Suiton ninjutsu without first performing water-
gathering. You may not use any regular taijutsu while in this
form, though you get +Gallons/10 to your physical damage
bonus (rather than reducing it to 0, as would be normal for
Suika), and a 'shield' of Gallons*15 HP that takes damage
before your own vitality or HP (You lose the gallons when you
lose this HP). The only Taijutsu you may actually use in this
form is as follows:
Crashing Tsunami
Type: Suiton Taijutsu
Chakra: 20
Stamina: 20
Damage: 5d10+50
Speed: 20 Effects:
You may move up to CHA/2 yards when you use this attack,
and you may collect up to CHA/10 additional gallons into
yourself during this movement, assuming they are present on
the battlefield, but not above your maximum amount.
--( Suiton: Gosuiwan no Jutsu - Water
Release: Great Water Arm Technique )--
Putting their hydration technique to practical, but less-
extreme use, a Hozuki can force moisture into a single limb
(typically an arm) and give themselves what amounts to
hydraulic muscles. The difficulty of this technique comes
from how essential it is to properly control the distribution of
water throughout the body. Used properly, this gives
superhuman strength.
Type: Suiton Ninjutsu, Rank B
Chakra: 20 + 2 * X
Upkeep: X /2 Effects:
This increases your physical damage bonus by X, but gives
you a -2 penalty to Accuracy and d20 rolls due to being put
off-balance by your enlarged limb(s). X has a maximum of
CHA/20. This extreme strength is particularly useful for
punching down doors or walls which are insufficiently
reinforced. Notably, this cannot be used when Suika no Jutsu
is active.
209
Niou -=[ Abilities ]--
--( Genshin no Jutsu - Invisibility
Technique )--
The pride of the Niou clan, and their most closely guarded
secret: this wraps the user in a layer of chakra, and projects
their surroundings across their skin. A slight distortion is the
only indication that anything is out of the ordinary, the
technique even providing the illusion of distance.
Type: Ninjutsu, Rank E
Chakra: 10
Upkeep: 6
Speed: 8
Effects: You become invisible. While invisible, you may
The Niou clan possesses one of the most coveted Hide at will, with a +5 bonus; while hidden, you are always
techniques in the shinobi world: invisibility. Despite that, considered to be one Stealth category higher than you
they've avoided becoming famous. There are very few Niou; actually are. When making a Stealth roll, or an Espionage
rather than trying to generate a reputation that would have roll to be unnoticed (such as pilfering something, or
shinobi around the world terrified of their prowess, they picking a pocket) you roll 2d20.takeHighest(1) instead of
downplay and obfuscate their abilities. 1d20. Those Espionage rolls also receive a +5 bonus.
Your dodge rolls while invisible receive a similar benefit:
Their 'invisibility' is most frequently dismissed as more Mist you roll 2d20.takeHighest(1) rather than 1d20. This doesn't
ninja trickery, hiding behind veils of chakra-enhanced fog and apply to other defenses, or against area-of-effect techniques.
ninjutsu. The Niou are happy to keep things that way, and
their village quietly encourages this subterfuge. Even within --( Maboroshi no Jutsu - Phantom
Kirigakure, the Niou are few enough in number to be passed Technique )--
off as just a large extended family, not an actual ninja clan.
You project your chakra over another person, granting them
invisibility as well. This requires you to make physical contact
Niou tend to prefer to adopt in to their clan, and many of with them when it's first applied, and they must remain within
these orphans keep their original name, rather than take the (your CHA)/2 yards for its effects to persist.
clan's. They may pride themselves on membership, but
possessing a different last name makes it that much harder Type: Ability
for another shinobi to connect the dots. Base Cost: 10
Scale: 5
Despite their outward appearance of being largely Effects: You can conceal one additional person, or person-
disconnected, Niou tend to have a close-knit companionship sized object, with Genshin no Jutsu per rank. This does
with each other, a mutual respect that transcends personal require Genshin be active on yourself, and each additional
grudges. They are raised to be quietly but firmly loyal to their person concealed this way increases its upkeep by 3. People
clan and village, and to prefer reserved confidence over and items concealed this way use your stealth in place of
boastful ambition. their own; if you're hiding a group, you make only a single
Stealth roll for the entire group.
Niou frequently gather together to brag of their exploits to --( Meimei Arashi - Invisible Tempest )--
one another, simply to avoid doing so to other members of the
village, who may not fully understand their invisibility Wrapping a weapon or held object in your chakra-induced veil
technique--everybody likes to brag, after all. of invisibility is easy; unfortunately, that does not extend to
thrown weapons, as their invisibility comes to an end as soon
as they leave your grasp. This technique exists specifically to
patch that hole in the Niou's invisibility: it allows you to veil
one or more thrown weapons in your chakra, keeping them
unseen until they've struck their target.
Type: Ninjutsu, Rank C
Chakra: Special
Requires: Genshin no Jutsu active
Effects: This supplements a throwing or multi-throwing
attack by making it an automatic surprise attack. Its Chakra
cost is equal to the Stamina cost of the attack being used. If
used from hiding, this reduces your Stealth TN by only 2
each time it's used.
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Kaguya While there are no official restrictions, in practice the ranks
and positions of members of the Kaguya clan are closely
monitored. It speaks volumes that there has yet to be a
Kaguya hunter-nin. They're respected, but not trusted.
Kaguya begin with 1 less Unique Point.
Because they have a bone to pick.
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--( Teshi Sendan - Ten-Finger Drilling --( Karamatsu no Mai - Dance of the Larch )-
Bullets )-- -
You can fire the bones of your fingertips at opponents. They This technique creates razor-sharp bone spikes all over the
fly faster than most weapons, and rotate quickly enough to user's body, branching off from the existing skeletal structure.
literally drill through most defenses before losing their These bones can stop attacks on their own, or if necessary
momentum. the user can spin in place, turning themselves and the area
around them into a veritable death trap.
Type: Taijutsu, Rank D
Chakra: 5 + 2 * X Type: Taijutsu, Rank D
Damage: Xd10 Chakra: 22
Range: 10+RES/10 Special: Interrupt
Speed: 10 Speed: 8
Effects: You fire X projectiles, up to a maximum of 10; your Effects: This is a melee-range parry with a +1 bonus per
damage bonus for this attack is increased by 0.25 per rank of Bone Spurs you have active. If successful, they also
projectile. This attack deals Piercing damage and ignores take damage from your Spurs as if they had struck you, plus
armor. For the purposes of defending against Teshi Sendan it your damage bonus multiplied by this technique's speed. This
is considered a multi-throw, though it is not subject to other can not deal damage against a Large weapon attack.
multi-throw rules.
Skeletal Modifications: Blades, Spurs
Teshi Sendan's damage is increased by X*10% for the
purposes of dealing wounds. Regardless of its actual Speed, it --( Yanagi no Mai - Dance of the Willow )--
uses X as its Speed for the purposes of determining damage. A multitude of bones protrude from the body, most commonly
Any defenses with a set amount of HP (such as Earth Shore along the joints of the shoulders, elbows and knees, creating
Return) take double damage from Teshi Sendan. sharp spikes that extend outward in several directions,
turning their entire body into a weapon. Thereafter, the user
You may take Weapon Focus: Teshi Sendan, which increases can focus on evasion and counterattacking, with minimal
its Chakra cost appropriately (since Teshi Sendan does not movement required to strike at anyone who comes near.
have a Stamina cost).
Type: Taijutsu, Rank C
Skeletal Modifications: Osteogensis Chakra: 25
Upkeep: 4
--( Tsubaki no Mai - Dance of the Camellia )- Speed: 6
- Effects: While maintaining Dance of the Willow's Upkeep,
By manipulating their skeleton, Kaguya are able to extrude you may spend 4 AP to attack anyone in melee range using
weapons made of bone through their flesh, pulling them out your bones. By raising the cost to 6 AP you improve this
the rest of the way and using them in combat. Despite being attack to target everyone in melee range with you. You may
bones, these are stronger than iron. attack with Dance of the Willow at most once every 10 IC,
and it is always considered to be a surprise attack.
Type: Ninjutsu, Rank D
Chakra: 15 This is treated as a Speed 8 action, though it does not allow
Speed: 10 you to move as part of the attack; you do not delay your next
Effects: You can create any non-Large weapon from the action because of this, but that Speed is used to determine
Equipment section of the PHB, other than bows (arrows are viable defenses and damage bonus. You can spend additional
fine). If you wish, you may 'draw' these weapons as part of AP to lower the effective Speed further. Parrying Dance of
this action, simply discard them, or keep them partially the Willow reduces its damage by half and prevents it from
extended from your skeleton, ready to be 'drawn' whenever inflicting wounds, rather than defending against it fully.
you wish. If you are creating a weapon with the 'Dual'
property, you can create two of them with only one use of this You acquire a Skeletal Modification every time you spend AP
technique, though doing so increases its Chakra cost by 5. to activate Dance of the Willow, but not when you first use the
jutsu and pay its chakra cost.
In the hands of anyone but a Kaguya these have a -3 Accuracy
penalty. Your own bone weapons have a +2 bonus to their Skeletal Modifications:
Accuracy when you are using them. Other Kaguya using your
weapons receive no penalty or bonus. Armor, Blades, Spurs, Skeletal Realignment
Skeletal Modifications: Blades, Spurs, Osteogenesis, Skeletal
Realignment
212
--( Tessenka no Mai - Dance of the Clematis If someone attempts to escape the bone field, you may
)-- automatically Interrupt their action with any melee-range
attack of Speed 10 or less by moving to them and attacking; if
Through the use of Shikotsumyaku, the Kaguya creates a they are in Stealth when they attempt to do so, you
bone weapon from one of the central bones of the body automatically locate them in time to intercept. If you hit, this
(typically the femur or the spine), which is then augmented knocks them half of the way back towards the center of the
further. The resulting weapon is both stronger and lighter field.
than any metal, making it positively devastating in the hands
of a skilled Kaguya. When used, this effectively destroys any other terrain-based
Type: Taijutsu, Rank C effects (such as mud on the ground). Inside the field, the
Chakra: 35 Kaguya has a +5 bonus to Awareness. If this technique is
Speed: 20 used again when already inside its radius, the two fields
overlap and combine; nobody already in the field will be
Effects: This creates a Large Piercing weapon, which can damaged again; and the cost is halved, after applying
use both Sword and Polearm abilities and techniques. Osteogenesis' reductions.
Attacking is a Stamina 25, Speed 16 action. It deals 1d12
damage per Skeletal Modification you have, and you may take Sawarabi no Mai deals Piercing damage. Even if someone
the Weapon Focus ability for this weapon. For each rank in dodges Sawarabi no Mai, they do not escape its area; they
certain skeletal modifications, its effects are modified as simply avoid being skewered by spikes of bone erupting from
follows. the ground.
Armor: -1 base Speed After a few hours the bones will grow brittle as the chakra
dissipates and begin crumbling. Within a day there will be
Blades: Damage is considered 5% higher for determining nothing left but dust and bone chips.
wounds
Skeletal Modifications: Any two.
Spurs: +1 Accuracy
Osteogenesis: -2 Stamina cost
Skeletal Modifications: Any
--( Sawarabi no Mai - Dance of the Seedling
Fern )--
The pinnacle of the Kaguya clan's techniques, this creates a
countless number of bone spires around the user, creating an
entire field made from their bones which they can shape as
they desire. The field entraps and potentially skewers
everyone caught in it, and the Kaguya can instantly travel
from one bone to another by melding in and out of them.
Type: Taijutsu, Rank C
Chakra: 40
Damage: 1d12 per Skeletal Modification
Area: Physical damage bonus *5 yards
Speed: 25
Effects: You may instantly move anywhere in the radius as
a Speed 0 action. Using this, you can increase the Speed of
any action by 2 to make it a Surprise Attack. By melding into
and out of the bones you can remove any Immobilization
penalty (excluding those due to poison, genjutsu, etc.) as a
Speed 4 action. While inside your bone field, you can attempt
to Hide. When you hide, you begin at Stealth 2.
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-=[ Skeletal Modifications ]=-
As the Kaguya fight, their skeletal structure becomes
increasingly better-adapted for combat. Every time you use
one of your clan jutsu, you gain one of the following
modifications. You can apply them repeatedly, their effects
stacking additively.
Additionally, every time you suffer a Wound you gain a
skeletal modification of your choice.
If you wish, you may suppress activation of these
modifications. Suppressing any or all of your skeletal
modifications is a Speed 0 action. Regardless, once combat
has ended these effects all fade within an hour; bones retract
into your body, and so forth.
[ Armor ]
You extend your bones to cover your vital regions, forming
broad, flexible plates. This gives you a damage reduction of
(RES)/5, and can be applied up to 5 times.
[ Blades]
Numerous spikes and blades of hardened bone protrude from
your body in combat-useful ways, such as from your knees,
extending past your hands, and so forth. This increases your
damage bonus by 0.25 for unarmed taijutsu and weapons
created by Dance of the Camellia, or 0.5 for clan jutsu
(including Dance of the Clematis' weapon), each time it's
applied. There is no limit to how many ranks of bone blades
you may apply.
[ Spurs ]
Small shards and lengthier spikes of bones gradually cover
your body, protruding from beneath your skin and injurying
anyone foolish enough to strike you. Anyone who attacks you
in melee range, including with any weapons of less than
Large size, takes (your RES)/5 damage if they hit. This
damage is also dealt any time they use a Grapple Jutsu
against you. You can apply this up to 5 times.
[ Osteogenesis ]
The more a Kaguya fights, the easier it becomes for them to
do so. Every application of this modification reduces the
Chakra costs of your clan jutsu by 2. You can apply this up to
5 times.
[ Skeletal Realignment ]
You recover from any one wound of your choice which
involves your bones, such as broken ribs.
214
Equipment
Be aware: While holding one or more weapons, you can
1. Obtaining Equipment still make basic unarmed attacks. You cannot, however, use
2. Weapon-Specific Actions Unarmed or Combo jutsu. Grappling is still possible as long
as you have at least one hand free.
215
The multiplication from two-handed weapons does not apply ====================
to the damage bonus increase from the Weapon Focus ability,
or any ninjutsu which temporarily increase your damage
bonus.
1. Swords
a. Katana (Slashing) e. Wakizashi (Small, Slashing)
The traditional samurai sword, with a slightly curved blade Among samurai, this is the traditional partner of the
and wavy design along the edge due to its forging. katana. The wakizashi has a blade about a foot and a half
long. It's a relatively small sword, which makes it easier for
Cost: 150 ninja to conceal.
Stamina: 12 Cost: 75
Damage: 8d8 Stamina: 8
Speed: 13 Damage: 4d8
Special: +2 to parry swords Accuracy: +1
b. Ninja-to (Piercing)
Speed: 11
A small, light-weight straight-bladed sword with a traditionally
square-shaped handguard, the ninja-to is, as its name may
suggest, favored by shinobi.
Cost: 100
Stamina: 9
Damage: 4d8
Speed: 7
Special: Drawing and sheathing a ninja-to is a Speed 2
action.
c. Nodachi (Large, Slashing, One- or
Two-Handed)
The largest practical weapon, a nodachi is is designed for use
as a two-handed weapon. Ninja, however, have the brute
strength necessary to use them one-handed, admittedly with
some loss of efficacy. Nodachi range as great as four feet in
length.
Cost: 200
Stamina: 14
Damage: 5d12
Speed: 15
Special: Anyone attempting to parry a Nodachi has a -2
penalty; however, when attempting to parry using a f. Zanbato (Large, Slashing, Two-
Nodachi, your accuracy roll suffers a -3 penalty, and the Handed)
Parry action's base Speed is raised to 4. An enormous sword with a hilt over a foot long, and a blade
more than four times longer than that, in traditional
d. Tanto (Small, Piercing) militaries the zanbato is an anti-cavalry weapon. Ninja,
A straight-bladed dagger, usually double-edged, between six however, are hardly deterred by such impracticality.
and twelve inches long. Good for stabbing people! Popular
among reasonably wealthy civilians for purposes of self- Cost: 250
defense. Stamina: 15
Damage: 8d12
Cost: 50 Accuracy: -3
Stamina: 8 Speed: 18
Accuracy: +2
Damage: 3d8 Special: Delay 2. If you have 80 or higher STR you may
Speed: 10 increase the damage by 6d12, by raising its Stamina cost
Special: Ignores armor. to 20. If using a Zanbato to parry, the Parry action's base
Speed is 4.
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====================
2. Polearms
a. Bo Staff (Blunt, Two-Handed)
A weapon which sees more use in martial arts than among
ninja, the bo staff is traditionally six feet long, though ninja
scale their staves to their users. The bo is, essentially, a hard
wooden pole, sometimes tapered at the ends.
Cost: 100
Stamina: 14
Damage: 4d10
Accuracy: +1
Speed: 14
Special: You may attack with a bo staff without triggering
effects dependant upon being in melee with an enemy
(such as most damage-on-hit effects). You can parry
weapons with a +2 bonus, and unarmed attacks with a -2
penalty. When attacking, you may "dual-wield" this staff
with itself by attacking with both ends, but when doing so d. Yari (Piercing, Two-Handed)
lose its accuracy bonus; at this point, it is considered to An infantry weapon among mundane armies, the yari is about
have the Dual tag for the duration of that attack. If used as as simple as a polearm can get: wooden pole, straight
a Dual Wield attack, you do not receive the Two-Handed wooden blade with a sharp point that you stick into other
damage bonus multiplier. people.
b. Naginata (Slashing, Piercing, Two- Cost: 150
Handed) Stamina: 14
A weapon almost as traditional as the katana, and even more Damage: 3d12
rarely appropriated for use by ninja, the naginata is Speed: 12
essentially a wooden pole with a sword-like curved blade on Special: This weapon's damage is considered 20% higher
the end. for the purpose of inflicting wounds. By taking a -2
Cost: 125 Accuracy penalty you can avoid triggering effects which
Stamina: 16 rely upon you making melee contact with your enemy
Damage: 5d12 (such as some forms of damage reflection).
Accuracy: +2
Speed: 14
Special: By sacrificing this weapon's Accuracy bonus you
can avoid any effects that depend upon you making melee
contact with your opponent (such as some jutsu). Blocking
is an additional 10% less effective against a naginata.
c. Tetsubo (Large, Blunt, Two-Handed)
Rarely used among ninja, except ones who want to
demonstrate how overpoweringly strong they are, the tetsubo
is a large wooden pole, often with iron studs on the business
end.
Cost: 300
Stamina: 20
Damage: 6d12
Accuracy: -4
Speed: 22, Delay 6
Special: Stun 6 While being wielded two-handed, the
user's damage bonus is doubled (instead of being
increased by 50%).
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====================
3. Miscellaneous
a. Gunbai (Large, Blunt, Fan, Two- d. Nunchaku (Dual, Blunt)
Handed) A pair of wooden handles attached by a length of rope or
Large fans with reinforced wooden slats, these were chain, a single nunchaku is generally wielded by grabbing one
originally used by generals to signal soldiers on battlefields. handle and using it to spin the other and bludgeon someone.
Then some ninja was looking for a way to be unique, got Paired they do the same thing, except twice as much.
ahold of the idea, and, well... the usual. Though they're several Cost: 50
feet long, these fans do (impressively) fold. Stamina: 9
Cost: 100 Damage: 5d8
Stamina: 14 Accuracy: +1
Damage: 8d10 Speed: 10
Accuracy: -2 Special: If your last non-Interrupt action was an attack
Speed: 14 with nunchaku, attacking with your nunchaku has its total
Special: Delay 2. You may use a gunbai to block weapons, speed lowered by 1, to a minimum of 6.
reducing their damage by 50% rather than 25%. This may
be done 10 times before the fan breaks and is rendered
useless.
b. Kama (Dual, Piercing)
Farming tools used by the ninja of old, back before they had
awesome chakra-powered pyrotechnics. A kama is pretty
much a short wooden handle with a slightly-curved blade at a
right angle to it on one end.
Cost: 25
Stamina: 10
Damage: 5d10
Accuracy: +2
Speed: 11
c. Kusari-gama (Blunt, Piercing, Chain)
A weapon that consists of an adapted kama on a narrow
metal chain with a heav, typically iron, weight on one end.
Some shinobi have been known to replace the kama with a
heavy metal spike.
Cost: 175
Stamina: 12
Damage: Special
Accuracy: +1
Speed: 13
Special: You can strike with either end. The weighted end
(Blunt) deals 4d8 damage, while the bladed end (Piercing)
deals 8d8. The weighted end can be used to attack targets
up to 5 yards away, and gives a +4 bonus to disarm
attempts.
218
e. Sai (Dual, Blunt) h. Trench Knives (Dual, Slashing, Small)
A martial arts weapon, the sai consists of a single main, Essentially knuckle dusters, with the blunt or knobbed front
dagger-like spike, with two prongs extending from the handle. replaced by a serrated blade which extends several inches
The points of this weapon are typically blunted slightly, and past the end of the fingers.
the prongs reinforced; it's a primarily defensive weapon.
Cost: 40
Cost: 30 Stamina: 10
Stamina: 8 Damage: 4d8
Damage: 2d8 Speed: 10
Accuracy: +1 Special: +1 accuracy when using two to attack as one
Speed: 8 action. You may perform handseals while holding trench
Special: +2 parry. If you successfully parry any non-Large knives, increasing the Seal Speed by 3 (whether you're
weapon with your sai, you may immediately, as a Speed 0 using 1 or 2).
action, attempt to Disarm it. For the purposes of
determining what defenses can be used against this i. Umbrella (Blunt, Piercing)
Disarm attempt, it is considered to have a base Speed of Yes, umbrellas. Ones used in combat are reinforced with
12 (the normal for a Sai's Disarm). metal or hard wood, making them semi-decent bludgeoning
weapons, and most have a sharp, pointed tip added at the
f. Tessen (Dual, Blunt, Slashing, Small, end.
Fan) Cost: 120
A small war fan, used, much like their larger counterparts, to Stamina: 11
signal troops in combat. Or, if you're a ninja, to kill people Damage: 6d8
with. The tessen, as used by ninja, is a handheld folding or Accuracy: -3
non-folding fan with, at the very least, a sharpened metal Speed: 13
edge. Special: You may Block as a Speed 6 Interrupt while
Cost: 50 holding an umbrella. The umbrella may do this up to 5
Stamina: 9 times per battle before breaking and being useless.
Damage: 4d10
Speed: 10
Special: These may be used to parry unarmed attacks. Ranged Weapons
g. Tonfa (Dual, Blunt) 1. Small a. Kunai b. Shuriken c. Senbon
Originating from a small island off the shore of fire country, 2. Large a. Fuuma Shuriken b. Large Star Shuriken
the tonfa began as a martial arts implement, which ninja have 3. Exotic a. Bow, Daikyu b. Bow, Yumi c. Arrow d. Arrow,
seen fit to 'borrow' and upgrade. A single tonfa is essentially a Signal e. Arrow, Piercing
circular wooden bar the length of the wielder's forearm with a
handle 1/4 of the way from one end. Typically wielded in
pairs, they're an unorthodox but sometimes-effective weapon.
Cost: 30
Stamina: 9
Damage: 3d6
Accuracy: +1
Speed: 8
Special: +2 to parry, and you may parry unarmed attacks.
You may block weapon attacks and reduce their damage
by 50% as normal. This may be done five times with a
single tonfa before it breaks.
219
1. Small
a. Kunai (Piercing, Thrown) ====================
One of the two mainstays of ninja armed combat, the kunai is
a small metal knife, shaped like an elongated diamond. On
the short end it has a handle just long enough to wrap one's
2. Large
hand around, typically wrapped in cloth to improve the grip, a. Fuuma Shuriken (Slashing, Thrown)
and a metal ring on the end of that. A fairly complex device, a fuuma shuriken is four curved
blades that can fold together and be used as an improvised
Cost: 10 blade in melee combat, or unfolded and locked open, taking
Stamina: 5 on a pinwheel shape, to be thrown.
Damage: 2d6
Range: 5 + STR/4 Cost: 100
Speed: 6 Stamina: 15
Special: Kunai may be used as a melee weapon, in which Damage: (4+STR/12)d12
case they are (Small) and (Dual). Range: STR/3
Speed: 14
b. Shuriken (Slashing, Thrown) Special: For every point you hit by, you add 10% to the
The other classic ninja weapon, even more famous than the attack's total damage, to a maximum of +200% (so, if they
kunai, shuriken are small, flat four-pointed metal stars thrown dodged and you hit by 3 points you'd do 1.3 times damage,
at opponents to distract and mildly injure them. Like kunai, and that number would be reduced by the effects of partial
shuriken are black, making them less reflective and generally defense); this does not apply if it is blocked. This weapon's
harder to spot in low-light conditions. damage is considered 25% higher for the purpose of
inflicting wounds. You may also use the Fuuma Shuriken
Cost: 5 as a melee weapon, in which case it loses all of its other
Stamina: 5 special effects and deals only 4d12 damage.
Damage: 1d6
Accuracy: +2 b. Large Star Shuriken (Piercing,
Range: 5 + STR/4 Thrown)
Speed: 5 The name is about as literal as it could be: it's essentially a
c. Senbon (Piercing, Thrown)
shuriken many, many times larger than a normal shuriken, up
Large metal needles, traditionally used in acupuncture. to four feet from the tip of one point to the opposite. It
Rarely, particularly skilled shinobi will use these with generally sees limited use in combat due to its cumbersome
devastating efficiency. Frequently, particularly overconfident size.
shinobi will use this with depressing ineptitude. Cost: 100
Cost: 20 Stamina: 15
Stamina: 5 Damage: (4+STR/12)d12
Damage: 1d4 Range: STR/3
Accuracy: -2 Speed: 14
Range: 5 + STR/5 Special: For every point you hit by, beyond full damage,
Speed: 10 you add 10% to the attack's total damage; this does not
Special: Senbon ignore the effects of enemy armor. apply if it is blocked. This weapon's damage is considered
25% higher for the purpose of inflicting wounds. Because
these are large and encumbering, they are typically worn
somehow strapped to the back; for each large star
shuriken beyond the first you are carrying you have a -1
penalty to dodge rolls.
220
3. Exotic
a. Bow, Daikyu
A large bow, generally bigger than its wielder at six feet or so
high. The upper 'half' is actually 2/3 or so of the total length.
Gear
As most ninja find these near-useless in combat, they tend to 1. Ninja Tools a. Blank Scroll b. Blood Increasing Pill c.
see more use in assassination missions. Caltrops d. Cloth e. Container, Small f. Container,
Large g. Flash Bomb h. Ninja Wire i. Rope j. Smoke
Cost: 250 Bomb l. Smoke Bomb, Poison l. Soldier Pill
Stamina: 20 1. Survival a. Antidote b. Compass c. First Aid Kit
Damage: (STR/8) dice; die size determined by arrow d. Flare e. Flashlight f. Glow Stick g. Map h.
Speed: 20 Oxygen Mask i. Oxygen Tank
Range: STR 2. Infiltration a. Camouflage Kit b. Camera c.
Accuracy: -10 Camera Film d. Grappling Hook e. Lockpicks f.
Special: The bow uses double your damage bonus. Using Ninja Comm Device g. Telescope
a bow always takes two hands. You may take a Speed 10
Aim action which gives the attack +4 Accuracy. You may
Aim up to twice for a single attack. If you have to take any ====================
action which requires movement (including dodging), you
lose the benefits of your aim.
b. Bow, Yumi
1. Ninja Tools
Technically, it's called a hankyu, and kyudo practitioners a. Blank Scroll
would be horridly offended to hear shinobi calling all bows of A large scroll. Most of the time these are carried rolled up to
this sort 'yumis'. However, ninja hardly care! The yumi is a save space. They're useless, aside from the fact that a few
much smaller bow, typically not more than four feet long. sealing jutsu make use of them.
Cost: 150 Cost: 25 Ryo
Stamina: 15
Damage: (STR/10) dice; die size determined by arrow b. Blood Increasing Pill
Range: STR /2 These pills contain a peculiar mix of chemicals that, when
Speed: 14 consumed by someone capable of using chakra (such as a
Accuracy: -8 ninja) will allow their body to rapidly replenish lost blood.
Special: The bow uses 1.5 times your damage bonus. When you take one of these pills you regain RES/10 HP (but
Using a bow always takes two hands. You may use a not Vitality) each IC, for 50 IC. During this duration you take
Speed 8 Aim action which gives the attack +3 Accuracy. only one third damage from poison, and no damage from
You may Aim up to twice for a single attack. You may effects caused by bleeding (such as certain wounds). Using a
dodge while Aiming, though this increases the Speed of Blood Pill is a Speed 10 action.
your Dodge action by 3. Cost: 250 Ryo
c. Arrow (Piercing) c. Caltrops
These are necessary to use a bow in combat! Specifically, Small bits of metal that are basically just four short spikes
arrows are the ammunition for bows, and each attack you attached at a center; no matter how they land, there'll always
make with a bow requires you to use an arrow. Arrows can be a metal spike pointing upwards. The typical use is to
usually be retrieved after battle. scatter them across the ground to impede movement through
Arrows are expensive not because of their construction, but an area. As a Speed 10 action you can cover an area with a 5
because ones of the quality that chakra-using ninja need are yard radius in caltrops. Anyone moving through the area
hard to come by; shuriken and kunai are competitively mass- going at more than half their maximum movement speed
produced, arrows are not. takes 1d4 damage for every IC they spend moving through
Cost: 50 the area; this cannot inflict wounds.
Damage: d12 Cost: 20 Ryo for enough caltrops to cover one 5 yard area
d. Arrow, Piercing (Piercing) d. Cloth
Arrows with narrow steel tips that excel in penetrating armor Broad, sturdy cloth that looks like bandages, or perhaps
and the like. These ignore the effects of enemy armor when mummification wraps. This comes in large rolls of up to 200
dealing damage, but lose something in terms of killing power yards; carrying more than one roll inflicts a -1 immobilization
due to creating smaller wounds. penalty for each beyond the first (not due to weight, but
Cost: 50 because they're bulky). Confine Scroll Seals can carry one
Damage: d8 roll each.
Cost: 3 Ryo per yard.
221
e. Container, Small j. Smoke Bomb
A container, usually a gourd, clay jug, or waterskin, commonly Paper balls small enough to be easily held in one hand, when
worn at the hip. One container can hold 2 gallons of water or thrown at the ground they burst and release wide clouds of
another substance. For every container beyond the second, smoke. Smoke bombs have a range of STR/5 yards, and can
you suffer a -1 penalty to dodge due to encumberance. be thrown as a Speed 4 action. When thrown, it releases a
cloud of thick smoke that causes a -6 visibility penalty to all
Cost: 50 Ryo people within its 5 yard radius, for 10 IC. Anyone other than
f. Container, Large the user in the area may, as a Speed 1 interrupt, make an
A large gourd or other sort of container, several feet long and opposed Athletics (Defender) vs. Espionage to avoid the
usually worn on the back. It's heavy and bulky, but not quite smoke bomb, bringing them to the edge of their choice.
enough to restrict the mobility of a well-trained shinobi. It can Cost: 50 Ryo
hold up to 8 gallons of water, but you can only carry one with
you (due to its size!). k. Poison Smoke Bomb
Sturdier than regular smoke bombs, and much more
Cost: 150 Ryo dangerous, these are filled with some manner of poisonous
g. Flash Bomb vapor. They're used like regular smoke bombs, but have a 10
Flash bombs are devices which, when ignited, produce yard radius, a -4 visibility penalty, and persist for 25 IC. When
brilliant flashes of light. Anyone who doesn't know to close you buy a poison smoke bomb, select a poison (from the
their eyes when you throw one suffers a -4 visibility penalty Poisons section) which has Inhalation as one of its possible
for the next 10 IC. You can throw these up to STR/5 yards. vectors of delivery. When you throw the smoke bomb, make a
Throwing one is a Speed 4 action. Toxicology roll. Anyone who passes through the area must
You may also drop a flash bomb when dodging, in which make a Resistance roll against that Toxicology result, or be
case your dodge's Speed is increased by 4. poisoned. The cost of the poison smoke bomb is 100 Ryo,
plus the base cost (unreduced by buying multiples) for one
Cost: 30 Ryo dose of the chosen poison. Anyone other than the user in the
area may, as a Speed 1 interrupt, make an opposed Athletics
h. Ninja Wire (Defender) vs. Espionage to avoid the smoke bomb, bringing
High tension 16-gauge wire. It is generally only available in them to the edge of their choice.
ninja villages, and comes in spools with various lengths of
wire. Cost: 100 Ryo + cost of poison
Cost: 50 Ryo per 100 feet l. Soldier Pill
The proper name is 'military ration pills', but the term soldier
i. Rope pill is more commonly used among shinobi. They're less
I refuse to explain what this is. Individual lengths of rope can rations than fast-acting performance-enhancing drugs.
be purchased up to 300 feet (100 yards), but there's nothing Though every village has a slightly different recipe, the pills
stopping you from tying a few together. Tying somebody up are all marble-sized and black or dark brown. When eaten,
requires 10 yards of rope, and the person in question to not they have the approximate flavor and texture of sawdust.
be resisting. These pills are essentially just condensed stimulants and
You can tie someone up with ropes. If so, roll Espionage nutrients; taking one immediately lowers you a Fatigue
+10 to see how good your knots were. The result, or 20, is the category, and gives you +5 to Chakra Exhaustion and
difficulty of escaping. The user can try to slip the knots Stamina rolls for the next hour. Doing so is a Speed 10 action
(Espionage skill roll, +DEX/10) which takes 5 minutes to in battle. You may only take one per battle, and no more than
attempt (they can hide that they are doing so via an opposed RES/50 per day.
Espionage roll). This can be attempted repeatedly.
You can also attempt to snap the ropes using brute force.
This calls for a roll of 1d20 + (Athletics /5) + (STR /10) Cost: 250 Ryo
against a target of 30, requires a Stamina 25 roll, and is done
instantly, but repeated attempts cannot be made (either you're
strong enough to break the ropes, or you're not).
Cost: 10 Ryo per 5 yards.
222
====================
2. Survival
a. Antidote
Antidotes to several of the more popular and lethal poisons
which shinobi use are widely available, for somewhat obvious
reasons. A single dose of an antidote costs half the amount
for a single dose of a poison; multiple doses cost half as much
as the first. So, buying 2 doses of antidote for Black Adder
venom would be (40+20) 60 ryo, and buying 4 doses of
antidote for Yew toxin would be (60 + 3 * 30) 150 ryo.
Taking a dose of an antidote is a Speed 6 action, and
immediately cures you of the poison in question and all its d. Flare
lingering effects. Antidotes that act quickly enough to be A handy little pyrotechnic device, a cylinder usually a bit too
useful in emergencies, such as combat, aren't gentle on the large to fit comfortably in the palm. When lit (most have built-
body, with each applying a -2 penalty to your Accuracy and all in starters or strikers, to avoid the need for matches) they
d20 rolls for 100 IC. However, for that duration you are shine brilliantly, enough that it can be painful to look directly
immune to the poison in question. at them without squinting, and become blisteringly hot. They
Cost: Varies burn out quickly, within half a minute.
The vast majority of flares are projectiles, with built-in
b. Compass propellant. Aimed upwards, they'll launch into the air. During
A small, typically handheld device that has a needle inside a the day, this is typically unnoticed if you're doing anything
metal case (with a glass cover, so it can be seen) that points, other than staring at the spot it's launched up waiting to see
approximately, to magnetic north when held level. These it, and know exactly where it will be. In twilight and darker
aren't exactly precise, but they're good enough most of the conditions, however, a flare can be seen for a considerable
time. Notably, they can have trouble working underground or distance; they're often used for signalling, though suffer from
if they get zapped by a lightning jutsu. When trying to not being too discrete.
navigate the wilderness, having a compass gives a +2 bonus Cost: 40 Ryo
to any Survival rolls. If you also have a map of the country
you're in, this is raised to +4. e. Flashlight
Cost: 50 Ryo Flashlights are popular because ninja like to be able to see in
low-light environments! They're also useful because they can
c. First Aid Kit be turned off, or on, as needed. Quite handy for staying
A collection of bandages, ointments, and antiseptics. First aid hidden when you hear unwanted company approaching.
kits can be used to stop bleeding from Wounds, as a Speed Flashlights have a battery life of about half an hour. A spare
10 action per category of wound. They can also cure Burns, set of batteries (for another half hour of use) costs 20 Ryo.
with a Speed of 2 per level of severity of the burns. A single Cost: 40
first aid kit can do each of those once before being expended.
Alternately, it can treat a wound (in the sense of, "this f. Glow Stick
wound has penalty X until treated, and then only penalty Y"). A transparent small (around six inches long, usually) cylinder
This is a Speed 15 action per wound category, and filled with chemicals that, when mixed, glow brightly. A swift
completely consumes the first aid kit. blow to the stick (usually striking it against one's knee; simply
Cost: 25 Ryo bending it with enough force will also work) will shatter the
internal glass dividers, mixing the chemicals and producing a
pleasing illumination.
A glow stick will glow for about an hour; it cannot be
turned off once activated, short of breaking it completely and
letting the luminescent fluid inside it drain out (in which case
you just have a glowing puddle). They're available in a variety
of colors, with the most popular ones being green and blue.
Cost: 20
223
g. Map Wearing an oxygen mask with at least tank attached makes
A map of a given country. It's usually a really, really good for the wearer immune to external suffocation penalties (being
at least one person on every ninja team to have a map of any inside an unbreathable cloud would not affect them; being
country they expect to be going through. These have only physically choked would) and provides a +8 bonus to
basic information about terrain, landmarks, and settlements. Resistance rolls against statuses that would be inflicted by
Maps come with scroll cases for ease and safety of breathing something in (such as poison mist); the mask is not
transportation. A map gives a +4 bonus to any Survival rolls perfectly air-tight.
made in the appropriate country, within reason (they would Cost: 200 Ryo
help tracking someone, or finding shelter, but not exploring
the inside of a cave). i. Oxygen Tank
Cost: 50 Ryo Tanks of compressed, breathable air, usually strapped to one's
back. They're basically useless by themselves, but each
h. Oxygen Mask comes with a hose that can be attached to an oyxgen mask.
This is a small 'mask' that covers the wearer's mouth and Each tank provides 30 minutes of breathable air.
nose, and is held in place by elastic bands which form an Cost: 100 Ryo per tank
airtight seal. Rather than filtering air out, it has two possible
fixtures (usually one on each side of the mouth) for an oxygen ====================
tank to be attached. When wearing the mask, the user has a
-3 penalty to all Stamina rolls, as it takes a slight effort to
breathe through it. Putting this on in combat is a Speed 5
action.
3. Infiltration
a. Camouflage Kit b. Camera
Everything you need to blend in with the environment, like a Cameras are rare devices, and ones suited for use by ninja
truly sneaky ninja. These come in four flavors: forest/plains, even more so. Styles vary, but they are all small, and usually
desert, mountainous/rocky, and 'other' (covering anything not handheld. However, they are large enough that they cannot be
one of those). A kit may only be used in its corresponding effectively concealed while in use. The exact designs may
environment. vary greatly, though Sunagakure is fond of a model worn like
Using a kit takes 15 minutes, and is enough to conceal a a circlet on the head, with the lens covering one eye.
person at level 3 Stealth; the stealth roll is made after they're Most models include a flash that allows blurry pictures to
fully hidden. The exact contents are fairly nonspecific, but be taken in the dark. Each image uses a single piece of film,
regardless, each kit is good for only one use. acquired separately. Facilities to develop the film are rare, but
exist in all major shinobi villages, along with trained staff who
Cost: 150 Ryo will do so overnight for urgent matters, or within a week for
personal needs.
224
c. Camera Film A small pocket telescope, which telescopes out from two
These are specially treated, light-sensitive pieces of paper. inches to close to six. It allows you to effectively see what's
Due to the lack of standardization among models, pieces of going on up to five hundred yards away, and read reasonably-
film generally cannot be exchanged from one camera to sized text (assuming you have clear line of sight) up to a
another. These are usually stored inside the camera itself; if hundred yards away. Mechanically, this means that any
exposed to light before capturing an image they become Awareness rolls at a distance up to its maximum (to, say, see
useless, though afterwards there will be no effects from when a guard leaves his post) have no penalty.
direct light on the paper. Cost: 200 Ryo
Cost: 50 Ryo
d. Grappling Hook
A three- or four-pronged sturdy metal hook. The typical use is
to attach it to the end of a rope then throw it over a wall, up a
Poisons
tree, or across a small chasm, and hope it catches on 1. Rules a. Doses b. Melee Weapons c. Ranged Weapons
something (such as a piece of architecture, a branch, or a d. Types of Poison e. Identifying Poisons
appropriately-shaped rock). The user then climbs the rope to 1. Poisons a. Centipede b. Black Adder c. Yew d.
get to their destination! Bark Scorpion e. Cone Snail f. Deathstalker
These see limited use among experienced ninja, who Scorpion g. Death Cap h. Brown Recluse i.
typically have ways of easily doing the same thing, but Black Widow j. Wolfsbane k. Manchineel Tree
beginners often find them useful, and they can be l. King Cobra m. Belladonna n. Wandering
situationally helpful even for more advanced shinobi. Spider o. Box Jellyfish p. Water Hemlock q.
Stonefish r. Blue-Ringed Octopus s. Golden
Cost: 100 Ryo Dart Frog
e. Lockpicks
A set of small tools, easily carried in a pocket, used for
opening locks in absence of the key. These allow an Poisons are nasty business, and one of the murkier aspects of
Espionage roll to be made to open a lock, and also provide a ninja tactics. Certainly, before the days when shinobi had
bonus to said roll. That bonus has a maximum of +5, or the discovered the secrets of chakra manipulation, poisons were
user's Espionage skill ranks, whichever is lower; you have to a vital part of their arsenal. The proper use of poisons,
actually know how to use them to get any benefit. These are however, is hard to learn, and in most circumstances just isn't
reusable, though a roll of 5 or lower on the Espionage check as useful as being able to shoot fireballs and run up walls.
means they break in the attempt (which may still be Some ninja, however, still find uses for them. This section
successful). is for them!
Cost: 100 Ryo per +1 ====================
f. Ninja Comm Device
The pinnacle of technological advancement in the ninja
1. Rules
world, these are small wireless radios. They're typically worn a. Doses
as headsets with an ear insert and a microphone held Poisons are measured in doses. Each poison has a listed
suspended near the wearer's mouth. Normal comm devices price. The first dose costs that much; subsequent doses cost
can be tuned to transmit and receive on any of a dozen half that much, each. This is, essentially, a limit on how many
frequencies by the user, allowing any set of devices to be times you can use that poison before running out.
synchronized with one another. Though each village also has Each poison has a listed Toxicology rating. Your Toxicology
a few sets of specially made comm devices built to operate on skill ranks must be a minimum of that much to use that
"secure" frequencies, these are not typically given to shinobi poison.
on missions.
Commonly used in missions that require precise b. Melee Weapons
coordination or infiltration, these always receive, and are One dose of poison is enough to coat the business end of a
touch-activated to broadcast. They have a range of half a mile. weapon. You can apply up to 1+(Toxicology)/10 doses worth
Be aware that while these are generally a secure means of of poison to a weapon as a single Speed 10 action. Each time
communication, it's (theoretically) possible for enemies to the weapon hits something, it loses one dose. If you apply a
find your frequency if you're making continual use of the new poison to the weapon (even another dose of the same
comms, they know you're using them, and they're actively type), any remaining poison of the previous dose is wiped
trying to do so. away.
If you suffer a Major or greater Head wound while wearing
a comm device, it breaks as a result of the damage. A comm
device broken this way is too badly damaged to be repaired,
and will need to be replaced.
Cost: 500 Ryo ; 1000 Ryo for 2-mile radius
g. Telescope
225
c. Thrown Weapons b. Black Adder (Injury)
A single dose of poison can coat two thrown weapons. Like Snake poison, and not a particularly troublesome variety of it.
melee weapons, a thrown weapon does not lose its poison There's intense pain and significant swelling at the point of
coating unless it actually hits something or someone. A contact, but that's the worst of it. Hours afterwards, there will
thrown weapon may hold only a single dose of a poison; be a lingering, full-body pain, but nothing life-threatening.
applying a new poison wipes away the old. However, your Toxicology roll to poison a person with this has
a +3 bonus. Poison: 1 Duration: 100 Toxicology: 6 Cost: 80
d. Types of Poison
Poisons have four possible vectors: Contact, Injury,
Inhalation, and Ingestion. Contact poisons can be applied to
any blunt or slashing weapon, while Injury poisons can be
applied to slashing or piercing weapons.
Whenever you're hit by a weapon with Contact poison, or
damaged by one with Injury poison, you roll Resistance
against the poison user's Toxicology. If you fail this roll (which
does receive the benefits or partial defense), you have been
poisoned. You're afflicted by the poisons status effects (Poison
of some value, and sometimes other effects, described in the
individual poison) for its Duration. If partial defense applies,
it reduces the Duration, not the severity.
Ingestion poisons are effectively useless in combat, but can
be used to lace someone's food. Inhalation poisons can only
be used effectively by deploying Poison Smoke Bombs.
No matter how many poisons you're afflicted by, their
effects do not stack. Thus, if you had Poison 4 for Duration c. Yew (Injury, Ingested)
25, and Poison 2 for Duration 50, you would take 4 damage Only relatively dangerous in its normal form, the yew's toxin
per initiative count for 25 IC, and then for the next 25 you'd has proven its value to ninja by being versatile, easily refined,
take 2 damage per IC. Any additional effects apply regardless, and easy to get ahold of. Unlike poisonous animals, trees
as long as they don't overlap (Paralysis 1 and Paralysis 3 is don't tend to be small or wander around. While poisoned, any
just Paralysis 3, as normal). time your Stamina penalty increases, it increases by an
e. Identifying Poisons
additional 2 points. Poison: 1 Duration: 100 Toxicology: 6
When you or someone else has been poisoned, it's possible to Cost: 120
identify the venom just based on the symptoms. You may do d. Bark Scorpion (Injury)
so after 1/10 of the poison's total duration has passed. At that Stings from the bark scorpion aren't typically fatal; ninja
point, you can roll a Research, Toxicology, or Medicine skill weaponizing the venom distill it to improve the lethality.
check (your preference) against 20 + the poison's Toxicology Despite being exceptionally painful at the point of entry, it's
rating. Success means you've identified the poison. not likely to kill someone, though the lingering numbness and
If you fail, you may take a Speed 6 action afterwards to try spasms are certainly unpleasant to deal with. Poison: 1
to identify the symptoms, which you may repeat as many Immobilization: 2 Duration: 100 Toxicology: 9 Cost: 180
times as you like.
==================== e. Cone Snail (Injury, Contact)
A family of brightly-colored, excitingly-patterned snails, the
2. Poisons worst of these produce a venom which is a compound of
hundreds of different toxins. Aside from pain and swelling at
a. Centipede (Injury, Contact) the point of impact, the venom can easily cause respiratory
Giant centipedes aren't actually all that venomous, though failure.
their venom causes significant discomfort, and a pervasive There is no antidote to cone snail venom. If you've been
sensation of weakness. Centipede venom cannot harm HP, poisoned, when your Fatigue levels increases your Stamina
only Vitality. A person afflicted has their physical damage penalty is halved, rather than being reset to 0. You may not
bonus reduced by (0.5, +0.1 for every two points they failed Rest or lower your Stamina penalty in other ways. Poison: 1
their Resistance roll by) for the rest of the day, even if the Duration: 150 Toxicology: 9 Cost: 200
poison is cured. However, centipede venom has a -2 penalty to
the Toxicology roll used to inflict it. Multiple damage bonus
penalties from centipede venom don't stack; the highest one
replaces any lower ones. Poison: 1 Duration: 75 Toxicology: 3
Cost: 50
226
f. Deathstalker Scorpion (Injury) l. King Cobra (Injury)
Despite the name, one of the world's most venomous One of the world's deadliest snakes, the king cobra's venom is
scorpions isn't all that lethal to humans. As with most a neurotoxin that quickly leads to blurred vision,
scorpions, being envenomated is excruciatingly painful, far disorientation, and muscular paralysis. While poisoned, you
out of proportion to the actual threat posed. Poison: 2 have a -4 penalty to all skill rolls other than Resistance, and a
Paralysis: 1 Duration: 75 Toxicology: 12 Cost: 200 -5 penalty to Stamina and Chakra Exhaustion rolls. King
cobra venom has a +3 bonus to its Toxicology rolls. Poison: 2
g. Death Cap (Ingested) Paralysis: 3 Duration: 200 Toxicology: 22 Cost: 500
The death cap is one of, if not the, most poisonous
mushrooms in the world. Mercifully, there's no way to process m. Belladona (Injury, Ingestion)
it into a weaponized form. In addition to its Poison rating, Also known as devil's berries, belladona's poison causes
every 10 IC which pass a victim loses 1 point of RES. These delirium, hallucinations, and weakness. For its duration, your
recover at the rate of 1 per week which passes (double with physical damage bonus is halved. Anyone is able to hide from
medical treatment). Someone who reaches 0 RES simply you, regardless of your visibility penalty, if they double the
dies. Poison: 1 Duration: 500 Toxicology: 12 Cost: 300 Speed of their Hide action, though in this case you get a +5
bonus to your Awareness roll. If eaten, its Poison value is
h. Brown Recluse (Injury) doubled. Poison: 2 Visibility: -4 Duration: 200 Toxicology: 22
A shy, tiny spider, the brown recluse none the less has an Cost: 400
especially dangerous venom, especially to civilians; to
shinobi, it's only severely threatening. The poison is slow- n. Wandering Spider (Injury)
acting, but still dangerous. Poison: 1 Duration: 700 Not only is it one of the most dangerous spiders, it's one of
Toxicology: 15 Cost: 300 the most aggressive ones, and won't hesitate to attack
humans. The venom is a neurotoxin
i. Black Widow (Injury) While poisoned you suffer from -3 Accuracy. Any time your
This infamous little spider's venom has quite the unpleasant, Chakra penalty increases, your Stamina penalty increases by
and largely well-deserved, reputation. For the poison's half that much, and vice versa. Poison: 4 Duration: 100
duration, your Chakra Exhaustion and Stamina rolls all Toxicology: 26 Cost: 450
suffer from a -4 penalty. Poison: 2 Immobilize: 3 Duration:
150 Toxicology: 15 Cost: 300 o. Box Jellyfish (Injury, Contact)
Though they're not the deadliest of sea creature, they're what
j. Wolfsbane (Injury, Ingestion) most people will imagine when thinking of that. Affliction
A poisonous plant known also as monkshood, the least of with this venom results in convulsions, and before long will
one's worries are a severe burning sensation at the point of send a victim into shock.
injury, the abdomen, and the face. The more severe ones are The convulsions make it exceptionally difficult to act. You
staving off paralysis of one's heart and lungs. can't take any action with a base Speed of 20 or higher, -1 for
Wolfsbane has a -2 penalty to its Toxicology rolls if every 5 points you failed the Toxicology roll by. Poison: 3
delivered through injury, or +4 if by ingestion. When poisoned Paralysis: 1 Duration: 150 Toxicology: 26 Cost: 450
by Wolfsbane, your Stamina rolls use the higher of your
Stamina or Chakra Exhaustion penalty, and your Chakra p. Water Hemlock (Contact, Ingestion)
Exhaustion rolls use the higher of your Stamina or Chakra There are multiple varieties of hemlock, with this being by far
Exhaustion penalty. Poison: 4 Duration: 125 Toxicology: 18 the most unpleasant. The plant's sufficiently lethal that
Cost: 350 coming into contact with it purely by accident in the wild can
cause death. It's a powerful stimulant, leading to intense pain,
k. Manchineel Tree (Contact, Injury, tremors, disorientation, dizziness, fever, hallucinations,
Ingestion, Inhalation) tingling, dilated pupils, respiratory difficulty...
Nothing about this tree isn't inimical to human life. The sap While poisoned, you have a -4 penalty to Resistance and
and bark are poisonous, the fruit is absurdly toxic, the leaves Awareness rolls. Poison: 4 Visibility: -5 Duration: 200
are sufficient to poison water supplies. Tying people to the Toxicology: 30 Cost: 500
tree overnight is a brutal, highly effective method of
execution. In practice, ninja use the sap as a toxin, as it keeps q. Stonefish (Injury)
best. The most venomous fish in the world, it's commonly agreed
Envenomation results in severe full-body irritation and upon that having an injured limb amputated is less agonizing
shortness of breath. It's painfully distracting enough to inflict than enduring the pain. Though there will be a slow necrosis
a -2 penalty to Accuracy and d20 rolls, and inflicts its of flesh around the injury, the real risk is quite immediate.
Suffocation effect every 10 IC. Poison: 3 Suffocation: 1 Poison: 6 Duration: 100 Toxicology: 30 Cost: 500
Duration: 150 Toxicology: 18 Cost: 350
227
r. Blue-Ringed Octopus (Injury)
A small, unimposing creature, it's still one of the world's most 1. Genin
deadly animals. Its venom is a cocktail of more than a dozen
toxins that will kill within minutes. Thankfully they're rare, as a. Forehead Protector
no antidote exists. A rectangular piece of metal with your village's emblem
If one does have the misfortune of being poisoned, this prominently engraved. When worn on the forehead, it blocks
poison inflicts its Suffocation effect every 10 IC. Continual the effects of the first Minor head wound you receive, but is
first aid provided by someone else (specifically, forced knocked off in the process.
respiration) will prevent the Suffocation and Poison damage Cost: Free
from being inflicted while it's maintained. Poison 3 Paralysis
8 Suffocation 2 Duration 200 Toxicology: 35 Cost: N/A b. Exploding Tag
Rectangular slips of paper inscribed with special seals,
centered around the kanji for "explode". They're infused with
chakra, but normally inert. A tag can be "primed" by focusing
a small amount of chakra into them, at which point they can
stick to most surfaces (like walls, or the underside of bridges;
tags cannot be attached to people) and are ready to be
detonated; this doesn't take an action.
Detonating a tag is a Chakra 5, Speed 10 action which
requires you to physically touch the tag in question. You may
set it to detonate anywhere between 10 and (10 + your ranks
in the Chakra Control skill) IC afterwards. When a tag is on
its 'countdown' it begins sparking, smoking, and sizzling
distinctively; any shinobi will realize that it's about to go off.
Fire will not cause tags to explode, nor will they explode in
a "chain reaction". A tag that is blown up or burnt, even a
primed one, is just destroyed.
Tags do 5d20.open(10) damage, in Area 20. If multiple tags
s. Golden Dart Frog (Injury, Contact) are set off on the same IC (and someone is hit by them all),
A rare, deadly animal only known to be native to Rain their damage is combined for determining what wounds they
Country, the golden dart frog's poison is so potent that most inflict; explosions inflict Blunt wounds.
stories about it are believed to be exaggerations. The venom When detonated, tags count as a Speed 8+2 per tags attack
can remain potent for more than two years, and simply that cannot be made faster by any means. This uses your
touching a surface the frog has crossed can be enough for base accuracy, gaining no bonuses from anything, and anyone
small animals to perish. caught in the explosion incurs a -5 dodge penalty, with an
Attempts have been made to raise the animal in captivity, additional -2 penalty per tag in the explosion and they add
and failed. The common theory is that some part of their diet half of your NDB to their damage. However, anyone who
is what makes the poison coating their skin so deadly. That, escapes their area before they explode automatically avoids
combined with their rarity, makes this poison exceptionally all damage.
difficult to come by--which is a good thing. It shuts down the Certain jutsu may cause tags, in which the target must
nervous system, leading to numbness, paralysis, and defend against the projectile as well as the explosives when
ultimately heart failure. Poison: 10 Paralysis: 4 Immobilize: 5 appropriate.
Duration: 100 Toxicology: 35 Cost: N/A (the antidote is 500
Ryo per dose
Cost: 100 Ryo
Equipment by
Rank
1. Genin a. Forehead Protector b. Exploding Tag
2. Chunin a. Flak Vest b. Custom Smoke Bombs c.
Exploding Tag, Type 2
3. Jounin a. Hand Guards b. Exploding Tag, Type 3
4. ANBU a. ANBU Mask b. ANBU Cloak
5. Kage a. Kage Hat b. Kage Robes
228
==================== b. Exploding Tag, Type 3
The end-all and be-all of 'mundane' explosives, reserved for
2. Chuunin jounin simply because of how difficult they are to produce,
a. Flak Vest which is in turn reflected in how troublesome they are to get
Often referred to as 'chuunin vests', these are what many a ahold of.
genin strives to be allowed to wear. There's a jounin version Type 3, like Type 2, deal double damage to inanimate
as well, slightly different in appearance but functionally objects. They deal 10d20.open(10) damage, and have an Area
identical. of 50.
Any time your torso or abdomen would be wounded, the Cost: 500 Ryo
vest reduces the wound's severity by 1, and the final damage
by 25 (after determining if you're wounded). The next time, ====================
this damage reduction is 20; then 15, and so forth. When the
damage reduction reaches 0, the vest is damaged too badly to 4. ANBU
provide any protection and no longer reduces the severity of
your wounds. ANBU Mask
Cost: 400 Ryo Hand-crafted white ceramic masks featuring mono- or
bichromatic lines that make the mask resemble some kind of
b. Custom Smoke Bombs animal's face. Technically there's nothing preventing you from
Once someone's a chuunin, they have enough pull to get changing what animal it is each time you replace the mask,
these: smoke bombs designed to your own specifications! but most ANBU members stick with a single choice and use
Very nice, and such. For pricing, first determine the 'level' of it as a distinguishing feature.
smoke bomb you want, which starts at 0 and is modified by... ANBU masks reduce the severity of head wounds by one
Visibility Penalty: -4 (+0), -6 (+2), or -8 (+3) Duration: 5 IC (+1), rank, a total of three times before being made useless. The
10 IC (+2), 15 IC (+3), or 20 IC (+5) Radius: 5 yards (+1), 10 mask does crack, break, and fall off during this process.
yards (+2), or 25 yards (+3) Range: STR/5 yards (+0), STR/4 Cost: 200 Ryo
yards (+1), or STR/3 yards (+2)
Cost: Level*10 Ryo ANBU Cloak
High-quality cloaks that wrap around a user's body to obscure
c. Exploding Tag, Type 2 them from the shoulders down. They're practically
A more powerful version of the regular exploding tags, not waterproof, and do a great job of keeping out the rain. Stains--
given to genin because experience has shown, time and especially blood!--come right out in the wash!
again, that genin really can't be trusted with high-end Once per 100 IC you can make an automatic surprise
explosives. attack with any Small-size weapon, drawing it as a Speed 0
Chuunin, however, are more responsible--at least, in theory. action, as long as you haven't used that weapon previously in
Therefore, they get to play with the big explosions! Type 2 the fight.
tags function identically to regular exploding tags more They come in black (for most ANBU) and white (for
regards, though the deal 7d20.open(10) damage and have an captains). Most ANBU captains stick with the black anyway
Area of 30. Additionally, they deal double damage to since it looks better. They're ANBU captains, they do what
inanimate objects (such as walls, but not including jutsu- they want.
based defenses). Cost: 200 Ryo
Cost: 250 Ryo
====================
3. Jounin
a. Hand Guards
Gloves (often fingerless) with a metal plate covering the back
of the hand. These allow you to parry weapon attacks
unarmed; however, if you do so, any wounds (if you fail) will
be applied to your hands (or arms, or whatever, as
appropriate for the rank of the wounds).
That said, the first two times you're wounded doing this,
the wound's severity is reduced one rank. The second time
that happens, the guard on the back of that glove will be
broken. Thus, if you wear both gloves (100 Ryo pays for a
pair), you could do it a total of four times.
You may also block with these guards, with the same
wound location and severity effects. This allows you to block
weapons without reducing blocking's effectiveness.
Cost: 100 Ryo
229
====================
5. Kage
Kage Hat
Every village's Kage has a distinctive hat to go with their
formal Kage's robes. It's diamond-shaped with a pointed top,
sloping low enough to keep the sun from their eyes and
occasionally accompanied by a headdress to obscure the
sides of their head. If worn properly, it can also obscure the
upper half of their face from view, which looks really cool.
The hat is mostly a color corresponding to the country the
Kage is from, with a white portion at the front and a kanji
indicating their country of origin in the dominant color in that
section.
While not useful in combat, it is a VERY nice hat. What a sexy hat! Bitch would have to pry it from my cold dead
Cost: Priceless fingers!
Kage Robes
Formal attire for Kages, mostly white and off-white, with the
lower half (and some highlights on the upper half) being a
color corresponding to the village. They look bulky, but they
actually breathe very well! The robes are exceptionally
comfortable, and while not stylish they tend to swish and
swoosh dramatically.
The robes impose a -3 penalty on accuracy, dodge rolls, and
Athletics checks. However, because Kages are totally badass
they can shed these robes as a Speed -2 Interrupt. And yes,
that's a negative sign there.
230
You do not get XP for RPing during events, nor do you get
XP for any combat which takes place as part of one. Instead,
the GM who ran the event will tell you how much XP you
Experience have earned.
1. Gaining Experience Points a. Roleplay b. Combat c.
d. Training
Events d. Training e. Other
It's assumed that your ninja keeps themselves busy somehow
2. Spending Experience Points a. Attributes b. Abilities
when off-screen. Maybe they're doing missions for their
c. Jutsu d. Other
village, maybe they actually training, or maybe they're just
3. Experience Bonuses
laying in a hospital bed reflecting on their mistakes.
Realistically, however, you're not going to go over all these
things when playing the game; after all, your character is
==================== always a ninja, but you have a real life to worry about.
Whatever the reason, your character gets a small amount
of XP for each day the game's been going, representing this;
1. Gaining Experience with the way this works, it also helps characters made later in
Points the game catch up.
Because it can get a bit convoluted (but look on the bright
a. Roleplay side: free XP!) this has its own node; check "Training", also in
Roleplay is interacting with others while playing as your Chapter 9, for details.
character. Do note that this does have to be with other
people; playing with yourself may be fun, but claiming you e. Other
should be rewarded for it is just silly. You may get XP in some other fashion. Usually, this will
Every half hour of in-character activity awards 2 XP. You involve a GM telling you how much you got, and for what
must remain reasonably active throughout this. Thus, if you reason.
were playing for an hour and a half, but had to take a twenty-
minute break in the middle for whatever reason, you would
get 4 XP, counting only the hour and ten minutes during
which you were actually RPing.
When in doubt, use common sense.
b. Combat
As highly-trained (well, in theory), supernaturally-powered
fighters, ninja can learn a lot from combat, testing their
abilities against one another. Most of the time this is
(semi-)friendly practice rounds, or spars. Sometimes it's,
well... not.
You get 2 XP for every 30 minutes the fight lasts, though
you do not accumulate RP XP during that time. Additionally,
you may receive bonus XP for your fight depending on how
things went. Consult the lists below! Please do not use Fuumas in training against fellow mist
Bonuses: +1 per Fatigue level you end the battle at, to a ninja, we will take your swords! Leaf ninja who are sex
maximum of +5 +2 for every Major wound you acquire +4 for offenders are fine. - Office of the Mizukage
every Severe wound you acquire +6 for every Critical wound
you acquire
Penalties: -2 per Fatigue level you begin the battle at -1 per
Wound (regardless of level) you start the battle with
After fighting someone, you may not gain XP for fighting
that person for 24 hours. If you, however, are in a spar with
them and other people (who you haven't fought in the past 24
hours) you will still gain XP for it.
c. Events
Although the game revolves around the PCs, the world
they're in does not. Things are constantly going on off-screen,
separate from casual role playing. Sometimes, GMs will
make this known through an event.
These are often missions which the characters are sent on
by their village, with clearly defined objectives such as
delivering an item or protecting a person. However, this is by
no means the only type of event.
231
==================== ====================
232
====================
233
==================== Jounin are often given squads of Genin to lead, training the
next generation as they had once done for them. While it
varies between villages just how important this process is,
2. Genin usuually a genin's sensei is a lasting confidante and, at times,
After graduating from their village's Ninja Academy students someone to measure themselves against.
are promoted to the rank of Genin. This is when they're given Promotion Requirements:
a forehead protector with their village's emblem, worn to Be a Chuunin.
identify them as ninja. They're also entered into their village's Never inflict a critical on a fellow village shinobi during
Ninja Registry for identification purposes. training.
At the rank of Genin they will finally begin performing Be able to use D-rank Genjutsu.
actual missions for the village, usually of E- and D-rank, Pass a Jounin exam or be selected for advancement.
though sometimes higher with supervision. Genin are trusted
to go on missions outside of their village. Jounin have access to B-rank techniques. When you're
While genin are typically the weakest ninja in their village, promoted to Jounin to receive 2 Unique Points, and may
it's a rank, not a measurement of power. It's quite possible for choose two of the following rank benefits.
a genin to be more powerful than their superiors. ====================
Genin can learn E-rank Taijutsu and Ninjutsu techniques.
====================
5. Special Jounin
3. Chuunin Special jounin occupy distinguished positions in their village;
Genin and Chuunin typically think the rank is 'below' jounin,
Chuunin are shinobi who have proven themselves capable while most jounin respect a special jounin's expertise.
leaders within their village, able to coordinate effective Every special jounin has one field in which they excel.
strategies during missions and make intelligent decisions for When someone thinks of a special jounin they typically
themselves and others, and make up the bulk of the village's imagine interrogators, trackers, and med nin, though many
combat-ready forces. work behind the scenes as strategists and administrators (a
The villages organize a semi-annual Chuunin Exam, with few of them even have fearsome custom administrative
candidates from all villages participating. This is used both ninjutsu techniques).
for the ninja involved to prove their worthiness of Sometimes Jounin are promoted laterally to Special Jounin
advancement, but also as a way for the village to show off the status; similarly, ANBU may temporarily or permanently
talents of their shinobi; Chuunin Exams are relatively public 'retire' due to the psychological stress of their work, and
affairs, with many nobles and potential employers attending. become Special Jounin so that the village can still use their
While rare, at times exceptional shinobi will demonstrate talents. It's even possible for Chuunin to be promoted directly
their ability consistently in missions and other situations, and for Special Jounin status, if their skills are valuable enough
the village will choose to promote them without waiting for but their overall performance doesn't merit Jounin status.
them to pass the Chuunin Exams. Promotion Requirements:
Chuunin are all issued, and most choose to wear, special
flak jackets when they're promoted. These identify them as Be selected based on your specialized skills.
qualified as shinobi, and for many ninja wearing one is point Already be Chuunin or higher rank.
of pride. Some opt not to, instead preferring more distinct Special Jounin have access to C-rank techniques.
robes or capes. Additionally, for a single category (such as Medical Ninjutsu)
Promotion Requirements: they have access to B- and A-ranked techniques.
Be able to use D-rank Taijutsu and Ninjutsu. Upon promotion, Special Jounin receive 1 additional
Pass the Chuunin Exams. Unique Point to spend.
Chuunin have access to C-rank taijutsu and ninjutsu
techniques. Upon promotion to Chuunin, you gain 2 Unique
Points.
====================
4. Jounin
Considered the elite ninja of the village, Jounin are ninja who
prove themselves exceptionally capable shinobi. Jounin
Exams do exist, but they are not as public or prestigious as
Chuunin exams, which are meant to be a show to the
country's daimyo of that village's potential. They are sent on
high-priority A- and S-rank missions, regularly dealing with
life-threatening situations.
234
====================
8. Sennin
6. ANBU Calling this a rank is dubious, at best. Certainly, it's not an
official one. These are ninja who've reached a great level of
The black ops division of every village, ANBU (Ansatsu distinction in their village for reasons other than power in
Senjutsu Tokushu Butai) are the most elite, competent, and combat, but who are also skilled enough to be more than a
ruthless of their peers. They serve as the Kage's bodyguards, match for most other ninja in battle.
and are entrusted with the most sensitive missions. ANBU Most sennin serve as personal advisors to the kage, and
identify themselves (or, rather, hide their identities) by potential stand-ins for the kage; many sennin would be
wearing a unique face mask, white with a pattern in some suitable kages (though perhaps not powerful enough, yet), if
secondary color to make the mask resemble some type of not for personal issues, such as aversion to authority or a
animal. strong preference for field work.
In terms of skill and power, ANBU are comparable to Sennin are often give free reign to leave their village and
jounin. The difference is the kind of missions they are undertake long-term personal missions--one of the defining
assigned. ANBU are promoted with personal approval from characteristics of them is that they're implicitly trusted by
the Kage, and are among the most loyal and dedicated their village to such an extent.
shinobi of their village. Rank benefits:
They're also the ones most likely to be sent on high-profile
infiltration and assassination missions. Being ANBU is a You can come and go from your village as you please,
mixed blessing: they don't really have any more authority without being labelled as a missing nin. However, you're
within their own village, and while they are respected by their still expected to answer to the Kage, and not to act against
peers there's also a certain stigma attached to ANBU. your village's interests.
Promotion Requirements:
====================
Be a REAL Ninja.
ANBU have access to B-rank jutsu, and access to A-rank 9. Kage
jutsu of a single category (such as Combo Taijutsu). ANBU The highest rank attainable in any of the major shinobi
members receive 1 Unique Point. villages is that of Kage: the lead ninja in the village. Officially,
==================== only the leaders of the Five Great Ninja Villages are
recognized as Kages: Raikage (Cloud), Hokage (Leaf),
7. Missing Nin Mizukage (Mist), Kazekage (Sand), and Tsuchikage (Stone).
The leaders of Otogakure have taken to styling themselves as
Not actually a rank, but rather a status. This is the term the Otokages, though they are not officially realized as such.
applied to ninja who have deserted their village ("gone A village's Kage is not an autocrat; they are still
missing") for one reason or another. Missing nin are, in accountable to their village's ruling council. However, the
simplest terms, traitors. Most villages will, once they realize Kage is also more than a figurehead. They are one of the
one of their ninja has fled, promptly add that person to their village's most powerful shinobi, but also one who knows
Bingo Books and, if the reason they left was sufficiently when to listen to others and respect the needs of their people.
severe, or if they knew village secrets, dispatch ANBU teams Though most Genin entertain dreams of one day becoming
to hunt them down and either bring them back to the village their respective village's Kage, they generally manage to
or kill them. outgrow those desires. Being Kage is hard work, and typically
Some missing nin may defect to other villages. However, painfully dull to the ones capable of doing it well (many Kages
even if they're allowed to (many villages will accept, and then have infamously short tempers for paperwork).
promptly imprison the traitor) they are generally treated A Kage can either be appointed as successor by their
poorly and disrespected--once a traitor, always a traitor, and predecessor, or nominated by the village council. Once they've
in the shinobi world loyalty is one of the most valuable traits a taken the position, a Kage technically holds the title for life;
person can have. most step down in their later years and let a younger shinobi
Requirements: take over, remaining Kage in name only.
Desert your village. Harder than it sounds...
Rank benefits:
So, I've got good news, and I've got bad news...
The good news: You're your own boss! Nobody can tell you
what to do!
The bad news: Your village wants you dead or captured,
and everyone else wants the bounty your village put on
your head.
====================
235
Rank Benefits
However, if you ever act against your Nindo (even if it's the
1. Chuunin best decision to make, or just following orders) you cannot
2. Jounin use its effects for three months (twelve real-life days).
3. Special Jounin
4. ANBU
Unrelenting
You profoundly don't like to give up; when you set your mind
Rank benefits are specialized abilities acquired when one to doing something, you do it as it has never been done
ranks up. Each rank will have several for you to choose from; before. You can spend multiple points of Willpower (or
you automatically acquire any two of your choice, for free. activations of Limit Break, or things that work similarly) on a
These represent the fact that while all shinobi of a given rank single roll. There is no limit to how many times you may do so
will have similar overall capabilities, there's room for for one action, beyond how many Willpower you have to
different ninja to have widely varying areas of expertise. spend.
Some benefits can only be taken by members of certain
villages, as indicated by a label of "(village) Only".
==================== Will of Fire - Leaf Only
What brings Leaf ninja together and in some ways makes
1. Chuunin them the strongest of all the ninja villages--though none
would admit this--is their comraderie. That they are more or
Choose two of the following bonuses when you become less a giant family and protect one another as such is why the
Chuunin. Leaf ninja prospere, because they do so with a passion.
Whenever another Leaf ninja is Severely or Critically
Leader Wounded, or brought to 0 HP, something sparks within you,
You're exceptionally good at properly using and allocating motivating you in the defense of one another and the village.
your human resources. When you are the designated leader Starting immediately, and lasting for (maximum
of a group, you may activate this benefit up to XP/250 times Willpower)*5 IC after your next non-Interrupt action, you do
per in-character week. not accumulate penalties to Fatigue, and status effects which
When you do so, you can give an order to one person (or you are currently afflicted with are ignored. Any Genjutsu
use multiple activations to give orders to multiple people). which is affecting you is purged altogether, and you have a +5
They have a +3 bonus to any relevant rolls to following that bonus to defensive Genjutsu rolls in this time. Multiple
order. If the order was to perform a specific action, if instances of Will of Fire overlap, but do not stack.
applicable it will have +3 Accuracy.
These orders must be specific. "Do what you think is best"
would not qualify. If you told someone to "hold this position",
that would not give them the bonus to all combat rolls.
"Attack that person" wouldn't qualify, but "restrain them
somehow" would.
Generally speaking, a single instance of this benefit will
benefit only a single roll or attack.
Nindo
You have a nindo, or ninja way, that you hold as more
important than anything else. It gives you strength and
guidance when you find yourself in need of either. This can be
something like never leaving a comrade behind (even if they
promise they can, and probably can, handle themselves) or
never allowing yourself to have an unfair advantage (if a
stronger opponent is missing their left arm, holding yours
behind your back for the entire fight). The GMs must approve
your Nindo.
Once per two months (eight real-life days), while actively
following our nindo (such as fighting alongside that ally, or in
the battle with that enemy), you can activate this benefit.
Doing so resets your Chakra Exhaustion and Stamina
penalties to 0, and lowers your Fatigue by two categories.
236
Mist Born - Mist Only
Training to fight in low-light environments is something that
every village's ninja academy and instructors covers at least
briefly. Mist puts more of an emphasis on that than others,
some say because of the thick, choking fogs that often engulf
their island home, others arguing it's a result of the networks
of caverns under the island that students and genin often
train under.
Many Mist shinobi train themselves to be particularly adept
at fighting with reduced, or even no, visibility. They adapt to
low-light conditions quickly, their eyes adjusting or other
senses taking over as necessary. Every 10 IC you spend
suffering from a visibility penalty of any severity, the
maximum visibility penalty you can suffer from is lowered by
1, applied after Blind Fighting, to a minimum of -2. For
example, if you were inside the range of a Hidden Mist
Technique for 20 IC, and had 3 ranks of Blind Fighting, the
maximum visibility penalty (from any source) you could suffer
from would be (10-3-2) = 5.
However, every 10 IC you spend not suffering from any
visibility penalties, this bonus decays by 1. In the above
example, after 20 IC your Mist Born bonuses would have
dissipates entirely.
If you have closed your eyes, blindfolded yourself or
something similar, Mist Born does not take effect. Wounds
and jutsu which temporarily blind you, however, still trigger it.
For area-of-effect visibility penalties, you must actually be in
the area.
237
2. Jounin 3. Special Jounin
Experienced Shinobi Skill Mastery
You've been doing this ninja thing for a while, and it's second Choose a single skill which relates to your role as a Special
nature to you by now. If you could, based on only your DEX Jounin; Medicine for a medic nin, Survival for a tracker,
and Uniques, reduce the Seal Speed of a ninjutsu you know Chakra Control for a seal specialist, and so forth. You must
to 0 (not counting limited-use effects, such Single-Handed already have the Specialization ability for that skill. When you
Seals' "CHA/10 times per battle" reduction), then you can roll below a 10 when using that skill, your d20 roll is instead
perform that jutsu without needing to use handseals. considered to be a 10. Your maximum skill ranks are also
This doesn't apply to Genjutsu, Sealing Ninjutsu, or increased by 3.
Medical Ninjutsu. You must have GM approval for which skill you take this
for. You may take Mastery more than once, each time applied
to a different skill.
Mentor
Highly Talented
It's sort of expected that jounin will help teach the next
generation of shinobi; indeed, that's why many are given Whenever you spend a point of Willpower to reroll a skill roll,
teams of genin to watch over and train. Anyone can explain a you also add 5 points to the final result of the roll. You have
concept, but you can actually do so well. You'd make a great one point of "temporary" Willpower, which does not count as
instructor, truth be told. one of your maximum WP but is recovered normally, which
You can train other shinobi. This can be done with jutsu, in may only be spent to reroll skill rolls.
which case it takes one week per rank of the technique,
during which time you and the student can still go on
missions and about your regular business, but must be able Absurdly Prepared
to spend a reasonable amount of time practicing. This allows You take the concept of being prepared to its logical
a person to learn techniques of one rank beyond their normal conclusion, and then keep going. You don't just have the right
imitation, and can only be done with jutsu that you know tools for any given situation, you have more tools than you
yourself. know what to do with.
For example, if you knew a B-rank Katon jutsu, you could Whenever you spend requisition to obtain an item other
teach it to a Chuunin if they spent at least four weeks around than Exploding Tags, you get twice as many of that item.
you, learning it. Spending 100 requisition on lockpicks would get you two
You may also teach any talents under the "Capabilities" sets of +1 lockpicks. Buying 10 shuriken would instead give
heading which you already know. Doing this requires ten you 20 shuriken, and so forth.
weeks of training with your student. After training is
complete, they learn it normally. However, their next talent
must be spent to pay for whatever it was they learned, and General Expertise
they may only be one talent in "debt" at a time. For example,
say you were mentoring a student with 1100 XP, who used Pick a Chuunin or Jounin rank benefit; you receive it. This
their first talent to acquire Seal Training. After ten weeks they does not allow you to choose village-exclusive benefits from
would be able to learn, for example, Medical Training. At other villages.
2500 XP the talent point they'd normally get would be used
to "pay for" the Medical Training they received early.
Keep the GMs informed of who you're training, and with
what. There are Infamy gains associated, for both teacher and
student. And, notably, teaching members of other villages is
looked upon very poorly by your own village and, if they find
out, can be tantamount to treason.
Staying Power
All this ninja-ing has given you exceptional resilience. You
work yourself to the bone and fight against impossible odds
on a regular basis; it's not even really all that memorable
when you do it, any more! Your bonus to Chakra Exhaustion
and Stamina rolls from Fatigue is raised by +2 per category
(from a default of +5, giving you, under normal
circumstances, +7 per Fatigue level).
Back to the Basics
Pick one Chuunin rank benefit you don't have. You acquire it.
238
4. ANBU Extensive Training
Pick a Chuunin or Jounin rank benefit; you receive it.
Assassin
When you attack an opponent who is completely unaware of
your presence (you are in Stealth and they do not know you
are hiding from them; thus, this cannot be used if you hide
from them mid-battle) your attack has +4 Accuracy and +25%
damage.
Additionally, you can prepare sneak attacks at twice the
regular speed. Thus, when aborting a Prepare Sneak Attack
action to perform a Sneak Attack, the duration of your
Perform Sneak Attack action only needs to be at least half
the Speed of the action you're using as a Sneak Attack.
Deadly Reflexes
It's impossible to catch you off guard. You react without even
needing time to think about what you're doing, letting yourself
process the situation and get your bearings mid-battle. No
matter what your Initiative roll at the start of battle, your first ANBU doing what they have done best in Naruto World's
action is always on IC 0. past, watching shit happen, or totally worfing it.
Critical Strike
You know the value of a single, decisive blow at the right
moment. It ends battles--and lives. When attacking, if partial
defense applies to your attack's damage you may spend 1
point of Willpower and cause all effects of partial defense to
be ignored for that attack.
This is declared before you roll damage, and does allow
your opponent to, in response, spend a Willpower point of
their own on their defense. If this causes them to avoid your
attack after all, your point of Willpower is not spent.
This may only be used successfully once per battle.
Remember, you can only spend 1 point of Willpower on a
single action; thus, if you had already used a point of
Willpower to roll your Accuracy, you couldn't spend a second
one for Critical Strike.
239
Infamy
1. Explanation 2. Gaining Infamy Set v
2. Gaining Infamy a. Missions b. Rank c. Experience d. if you
Killing e. Other
a. Missions you d
3. Effects of Infamy Completing missions awards infamy; the more active you are,
and the higher-profile the tasks you're completing, the more
likely it is that somebody's going to hear about you, or that
==================== you'll develop a reputation.
Completing a mission awards 1 point of Infamy per rank; 1
1. Explanation for an E-rank, 2 for a D-rank, and so forth, up to 6 points of
Infamy for an S-ranked mission.
The nature of the job is that ninja are seldom well-liked by Although characters are assumed to be frequently going on
any village other than their own. Working together with missions appropriate to their skill level off-screen, this only
foreign nin is certainly not unheard of, and respect goes a applies for actual missions run by GMs. This is awarded
long way in the shinobi world, but trusting someone with your regardless of success or failure.
life does not mean you should actually trust them.
Also part of the nature of the job is that anyone who b. Rank
distinguishes themselves begins to get some sort of For every rank other than genin you obtain, you get +5
reputation; you can be either obscure, or successful, and Infamy. If you're somehow demoted, you do not lose that
despite how stealthy ninja try to be, being both has Infamy, and you do not get it a second time if you're
throughout history proven to be an impossibility. repromoted.
That is what Infamy is: how well and widely known you are, Thus, someone who was promoted to chuunin then promoted
the strength of your reputation. Infamy is a curse and a to jounin would have +10 Infamy (total) from rank. Later,
blessing, and more the former than the latter. It can, they're selected for ANBU, and after a few years of that retire
sometimes, be useful, especially if you have a reputation for to special jounin status; they're no longer a jounin or ANBU,
being honorable and need to convince suspicious adversaries but still have a total of +20 Infamy from ranks.
that you're trustworthy.
The exception is Missing Nin. If you desert your village, you
Most of the time, however, it's an albatross around your neck. acquire +15 Infamy. If you manage to be accepted back into
The more famous you are, the more every other village wants your old village or join a new one (good luck with that), and
you dead, because then you'll be one less advantage then go missing again (...seriously?) your Infamy once again
possessed by one of their potential enemies. increases by 15; for a total of, in that example, +30 from
having gone missing twice.
To be clear, Infamy is fairly abstract. If you go on an E-rank
mission, chances are no foreign ninja are going to see you c. Experience
doing it--but you still gain Infamy for it. If you kill someone The more talented you are, the more likely you are to stand
and nobody finds out about it, you still gain Infamy for it. out and be remembered. Accordingly, for every 500 XP you
These Infamy gains are meant to be representative of your have, you get a cumulative +1 Infamy. At 1000 XP you'd get
character's overall renown, not the actual effect of one +2, at 1500 it'd be +3, for a total of (+1 +2 +3 = ) +6.
specific action.
d. Killing
If you kill a player character with at least half your Infamy,
you gain 20% of their Infamy.
e. Other
GMs may award Infamy at their discretion for reasons that
don't fall into any of the above categories.
One notable thing that can result in Infamy: Certain jutsu,
abilities, and special techniques not necessarily listed in the
PHB may require "Training"--they're rarely, often closely-
guarded secrets. Knowing one of these is like adding another
ring to that bull's-eye on the back of your head: it's one more
reason for you to be an advantage your village has that
everyone else would just love to neutralize.
240
====================
3. Effects of Infamy
The biggest effect of Infamy is that it contributes to your
bounty, should you ever wind up in the bingo books of one or
more villages... and chances are you will wind up there,
eventually. Even if you don't do anything particularly
unforgivable, with high enough Infamy they'll probably just
add you as a matter of principle--though, by that point, just to
get your Infamy that high you've probably irritated them a few
times too many anyway. Bounties are, by default, Infamy*10
Ryo, once you actually have one.
Once you reach 25 Infamy, it's possible that anyone who
encounters you (and learns your name) has heard of you; a
result of (35 - your Infamy /10) or better on a Research roll
means they know basic information like your village, rank,
and bounty, and possibly a general idea of your reputation.
Infamy can also attract other sorts of... unwanted attention.
241
XP Total
The total of how much XP you've earned. You'll calculate this
Logs in the "Total XP" log; just copy the number from there over to
here. If you have an XP Bonus, you should make a note of
1. Explanation
that instead, though keep in mind that your actual total is
2. Spent XP
important for calculating some limits. If you had 200 XP, and
3. Infamy
a 10% bonus, a good way to fill this out might be "220
4. XP Logs
(200+20)". That way, you know how much XP you have to
5. Total XP
spend (220), and also your normal Total XP (200), to use
when determining things like the max amount you can spend
on attributes.
====================
XP Spent
1. Explanation How much XP you've spent on everything put together. This
is the total of your Ability, Jutsu, Attribute, and Other values in
Logging certain things in this game is mandatory. It's this category.
unfortunate, and undesirable, but it's also necessary for
everyone's sake. XP Remaining
Partly, this is for your own benefit. It helps you keep track
of things your character has gained, and makes it easy for you This is how much XP you haven't spent on anything--you can
to go back and check your work. hold onto it as long as you wish, or spend it as you please.
Also, as an unfortunate truth, some people will, when they Subtract XP Spent from XP Total; the result is what you'll put
can't be held accountable, cheat. It has happened before, here.
frequently enough to necessitate the use of these logs. This ====================
isn't saying that we distrust any one person in particular--but
rather, that the only fair way to handle this is to hold everyone
to the same standard. 3. Infamy
The only mandatory part of the regular character sheet is How you can keep track of your infamy!
everything under the "Logs" tab. Below are instructions on
how to properly fill them out. Infamy
====================
Each entry should be fairly self-explanatory once you've read
the Infamy node in the PHB. In "Missions", use the total from
2. Spent XP the Missions grid to the right. "Rank", "Experience", and
This log tallies how you've allocated the XP you've earned. It's "Kills" are all explained in the Infamy node. "Other" is
divided into two columns: Categories, and each category's anything which doesn't fall in those categories, such as GM-
responded "Allocation"--which is how much you've spent in awarded Infamy. And finally, "Total" is the sum of all those
that category. boxes.
So, if you'd spent 200 XP raising your attributes, you'd
write "200" in the Allocation column, across from Attribute Missions
A short list of official missions you've completed for your
Ability village. # Completed is exactly what it sounds like; how many
The total XP you've spent on all your abilities, both standard missions of that rank you've done. "Infamy" will be the
and clan. It should be autocalc the total on your sheet. number of missions in that category multiplied by the Infamy-
per-mission for that rank.
Total has a box for your total number of missions
Jutsu completed, and the total amount of Infamy earned from
The total XP you've spent learning all your jutsu. This may be missions.
modified by some uniques; use the actual, modified total
here.It should be autocalc the total on your sheet. Notes
Attribute What goes here is included in the node! But, in short, it's an
explanation for who you killed, and when, to get Infamy (and
The total amount of XP you've spent raising your attributesIt how much it was), and a list of any "Other" Infamy
should be autocalc the total on your sheet. acquisitions. The GMs who awarded those, regrettably, don't
have perfect memories.
Other
Anything else which you've had to spend XP on. Your sheet
doesn't automatically keep track of this, but you should!
242
====================
4. XP Logs
a. Name
If a spar, list the people involved, if a mission, get the name
from a ST. If a RP, same as spar, list who was involved.
b. Type of Action
RP, Spar, Mission, or Other.
c. IC Location
The Village or outside the village the country unless ST
specifies.
e. Room Location
The room on discord this took place in.
f. Times
The start/end times, please list your local time (CST,EST,etc)
====================
5. Total XP
And so we come to the end! Here you'll find a column of
categories, and, opposite them, a column in which to enter
numbers!
For Battle, RP, Event, and Other, take the most recent
"Total XP" entry from the respective categories in XP Logs,
and copy them over.
Similarly, Training is just the "Total" number in your
Training Log.
Creation should pretty much always be 100.
XP Bonus is only important if you have one. Unless you are
a Clanless, a Juugo Suto, or a person with the Super Novice
unique, you probably don't have an XP Bonus.
You should rename "XP Bonus (__%)" to the actual percent
you have; for example, "XP Bonus (10%)". In the
accompanying box, multiply your Total by that percent. 10%
of 131, for example, is 13.
Total + Bonus is your Total XP, plus your XP Bonus.
243
listed in "Capabilities" can be acquired through other
means--for example, some skilled shinobi might be willing to
mentor an up-and-coming student in how to perform medical
Talents jutsu, or you could make a deal with a missing nin to help
them abduct victims for unethical experiments in exchange
1. Introduction
for them teaching you how to use fuuinjutsu
2. Acquiring Talents
(coughryuucough).
3. Types of Talents
That said, those things are usually very difficult to acquire,
and may come with strings attached (which may not always
be visible).
==================== Learning these things through talents carry no such
requirements or downsides. You can have any RP
justification you want (within reason), such as being the
1. Introduction student of a renowned medic nin in your village, but there are
Talents are things which differentiate your character from the no requirements beyond purchasing the talents.
rank-and-file ninja. Jutsu, skills, and abilities are all things
which are fairly common. True, most ninja won't know A-
ranked Suiton jutsu--but knowing them is less a sign that one 1. Enhancements a. Celerity b. Generalist c. Multiple
is "special", and more an indication that you're an advanced Summoning Contracts d. Prodigy e. Skill Specialist
ninja. 2. Capabilities a. Eight Gates b. Kage Bunshin c.
Talents are somewhere between uniques and abilities. Summoning Contract d. Medical Training e. Natural
They're not fundamental aspects of your character--they're Chakra f. Rare Poisons g. Seal Training
things you've learned or developed over time, that are
genuinely hard to come by in an average shinobi.
In a more meta sense, talents are a way of getting rare,
exclusive abilities for your character. And the best part,
they're totally free!
====================
2. Acquiring Talents
You get talents automatically as your character gains
experience. You get talents at the following XP milestones:
1000
2500
4500
6000
And every 1500 XP afterwards (7500, 9000, etc.)
Thus, a 3000 XP character would have two talents!
You don't have to choose talents as soon as they're
accessible. If you get to 1000 XP and aren't sure what you
want, it's perfectly alright to hold off until later. There are no
penalties for waiting until later to pick talents.
You can take "Enhancement" talents repeatedly, whereas
most "Capability" talents can only be taken once.
====================
3. Types of Talents
Talents are divided into two broad categories: Enhancements
and Capabilities.
Enhancements are ways in which your character is just
plain better than the rank-and-file ninja. They're things you're
able to do that can't be taught or learned, fundamental parts
of you. These are all passive benefits.
Capabilities are a bit different. They're things you've
learned how to do, rare or esoteric techniques that anyone
could, in theory, learn, if they had the opportunity and
dedication.
Most of the talents
244
==================== b. Kage Bunshin
You learn martial ar--Kage Bunshin no Jutsu! It's a not-quite-
1. Enhancements forbidden technique, and probably the most powerful of the
cloning techniques usable by ninja without advanced
a. Celerity bloodlines. Unfortunately, it's also very draining on the user,
All your actions have their Speed reduced by 2. This functions almost prohibitively so.
exactly the same as spending AP to reduce their Speed, and See "Kage Bunshin" for the rules for this technique.
follows all the normal rules for doing so; it can also be
combined with AP to lower an action's Speed further. c. Summoning Contract
However, because Celerity takes place automatically, it still You've signed a blood contract with one of the various species
applies in situations where you're normally prohibited from of intelligent, super-powered animals that ninja are able to
spending AP (such as Surprise Attacks). You may choose not call upon. How this happens varies; some shinobi have
to apply this talent, or only partially apply it, to a given action mentors who, as part of training an apprentice to be their
if you wish. successor, will offer them the chance to sign one of these
contracts.
b. Generalist With this talent, however, you probably took the 'natural'
You've got an astonishing array of skills, even for a ninja. You approach: a ninja who hasn't signed a contract and attempts
gain any two rank benefits you currently or previously to performing the Summoning Technique will instead be
qualified for. "reverse-summoned" to the home of whichever animal
species they have the strongest affinity for (which can change
c. Multiple Summoning Contracts over a ninja's life). There, they will usually be given an
Ordinarily, a shinobi can only sign a single summoning opportunity to sign a blood contract before being sent back to
contract (at least, the ones listed in the PHB--special where they came from.
summoning contracts don't typically count for this). With this Pick a single summoning contract--you now have access to
talent, you can have multiple! Not sure how you convinced the it, as describe in "Summoning." To actually summon any of
various summon animals to be okay with this, but the creatures, or use any of the techniques, provided by this
congratulations. talent you first need the C-rank ninjutsu "Kuchiyose no
Jutsu." If you have this talent, you may purchase that
d. Prodigy technique without meeting the normal requirements for
You acquire a single rank benefit. This can be from a rank learning C-rank jutsu.
you've never had, and even one exclusive to another village
(such as taking Hunter Nin when you're a Leaf Chuunin).
e. Skill Specialist
You have an additional XP/200 Skill Points. You may only
take Skill Specialist once.
Taking this multiple times allows you to apply it to a
different skill each time, or repeatedly to the same skill. If
applied to the same skill, each additional application of Skill
Specialist gives another daily reroll.
====================
2. Capabilities
a. Eight Gates
In the human body, there are eight 'gates' along the body's
chakra circulatory system responsible for regulating the flow
of chakra, and by extension providing physical limiters to the
body for its own protection.
You may take this talent up to three times. Each time you
take it, you gain access to the hidden potentials of the gates.
The first time you take this talent, you gain the ability to open
the 1st and 2nd gates; the second time gives you access to the
3rd, 4th, 5th, and 6th gates; and, finally, taking the Eight
Gates talent a third time changes the wounding equation in
gates to 3*(gate opened) + (base Speed of the action) + (AP
used) %
See "The Eight Gates" for more information about how
these work.
245
d. Medical Training
Medical jutsu are particularly difficult to learn compared to
normal techniques, due to the extreme amounts of precision,
and knowledge of the human body, they require.
You got someone to teach you the principles of medical
ninjutsu, or were one of the rare few who managed to figure
them out yourselves after months of exhausting study. This
talent allows you to learn Medical Ninjutsu of D- and C-rank.
e. Natural Chakra
In addition to the chakra within shinobi--and indeed, in every
living being--there is chakra permeating the entire world.
Normally, this matters no more to shinobi than the oxygen in
the air they breathe. It's possible to learn how to access this
natural chakra, which is what you've done with this talent.
Natural chakra use is broken down into three tiers:
Enlightened, Adept, and Sage. Each time you take this talent
you gain access to one of the tiers, in order; accordingly, you
can take it up to three times.
f. Rare Poisons
You have access to two of the rarest, deadliest poisons in the
world: that of the golden dart frog, and the blue-ringed
octopus. As the villages tend to have very small supplies of
these venoms on hand (if they even have any at all), this
usually involves shady contacts or harvesting the toxins
yourself.
You cannot take this talent before you have 35 ranks of the
Toxicology skill. With it, you are able to purchase doses of
Golden Dart Frog or Blue Ringed Octopus poisons (found in
Chapter 8) using Requisiton or Savings.
Each dose costs 1000 Ryo; unlike normal poisons, the
price does not go down for buying them in bulk. You can have
a maximum of two doses (of the same poison, or one of each)
purchased with Requisition at a time. After using one, you
must two OOC weeks before replacing it.
g. Seal Training
Seals as in sealing techniques (fuuinjutsu), not handseals!
These are advanced, highly specialized techniques; they're
not necessary to be a ninja, by any means, but they can be
useful.
You understand enough about the principles above
fuuinjutsu to use some of the more advanced techniques.
Most of the time, this is because you got someone (a sensei,
or a jounin who you did enough favors for) to teach you, but
some particularly eruditious students are able to piece
together what they need to do on their own.
This allows you to learn C- and B-rank Sealing ninjutsu.
246
AP provided by the gates (listed under "AP Gain" in their
respective entries) goes into this pool. AP from the gates may
only be spent on the following things: > Reducing the Speed
The Eight Gates of taijutsu attacks > Abilities provided by the gates > The
ability Principle of Motion > The ability Surge (though if
1. Introduction
improving Accuracy, only for unarmed attacks)
2. Rules
Your regular AP may still be spent normally, as well as on
3. Wounding
abilities provided by the gates.
4. How to Read
Once you're able to access the gates, you gain the following
5. Restrictions
two actions:
Open Gates (Speed 5 + 3 X, Stamina 15 + 5 X) You open
one or more of the eight gates. By default, this opens only a
==================== single gate; you may choose to open several at once, for a
total of 1 + X gates. Doing this, however, drastically increases
the strain put upon your body, causing you to immediately
1. Introduction suffer X wounds (as described in Wounding, below).
Inside the human body there are eight gates which regulate For example, if you had two gates open, and wanted to
the flow of energy through the person's chakra circulatory open three more, it would be a Speed (5 + 32) 11 action, with
system. They have the function of self-imposed biological a Stamina cost of (15 + 52) 25, and you'd suffer 2 random
limiters, preventing a person from catastrophically wounds.
overexerting themselves. Close Gates (Speed 5 + 5 * X) You take several moments to
Ninja, however, are nothing if not cheerily self-destructive. calm yourself and stabilize your chakra flow before willing
Inevitably, shinobi found the way to forcibly, temporarily your chakra gates shut. This shuts all open gates, with X
"open" these gates. The result is a surge of chakra flow being the number currently opened. Unlike opening, closing
through the body, and an accompanying spike in physical them is all-or-nothing.
performance. ====================
The downside is that accessing the gates pushes the
human body well beyond its tolerance. While being able to 3. Wounding
access the gates for a brief surge of power does provide a
substantial tactical advantage, doing so for even a short time As mentioned above, using the gates is devastating, in no
can seriously injure the user. small part because doing so gives the user's body the ability
As mentioned, there are eight gates, but learning how to to physically tear itself apart.
open each one is an endeavor unto itself; knowing how to Every time you take an action with a Stamina or Chakra
open the first and second gates doesn't mean you understand cost while using the gates, you have a chance to wound
the third. yourself. That chance is:
5*(gate opened) + (base Speed of the action) + (AP used) %
For example, say you had opened the second gate and used
a basic unarmed attack (Speed 8), and spent 4 AP to reduce it
down to Speed 4. After performing your action you'd roll
1d100, and on a roll of (5*2 + 8 + 4) = 24 or lower, you'd
immediately suffer a wound.
These wounds cannot be prevented or reduced in severity.
The gates inflict Blunt wounds. When you suffer one, roll for
location.
The first wound you suffer on a given location in a single
week (OOC day) from the gates is a Minor wound. The
second is a Major, the third a Severe, and the fourth a Critical.
==================== For example, if you wounded yourself using the gates six
times, and rolled head three times, left arm once, right arm
once, and chest once, you'd have: A minor, major, and severe
2. Rules head wound Two minor arm wounds And a minor chest
Each gate confers its own set of benefits and abilities which wound
you receive and can use while it's open, described under the For a total of six different wounds.
individual gate's effects. Additionally, any wound-healing abilities (such as some
When the gates are opened, you have access to a special, Medical ninjutsu, or Henzaki Organ Mobility) cannot be used
second pool of Action Points, starting at 0 and with a while the gates are still open: you have to close them first.
maximum of half your normal AP maximum (in other words,
AGI/4).
247
====================
4. How to Read
Each gate contains a brief description of what it does, an "AP
Gain" number, and an ability.
Every time the IC reaches a multiple of 10, you gain the
action points listed under AP Gain, added to your gates-
specific pool of AP. If that pool is full, any excess AP are
simply list.
You only receive the AP Gain of the highest gate you have
open.
Each gate also has a listed ability, such as the first gate's
Enhanced Strength and the second gate's Rejuvenation. You
have access to the abilities of all opened gates. For example,
with the third gate open you would be able to use Enhanced
Strength (first), Rejuvenation (second), and Enhanced Power
(third).
====================
5. Restrictions
The eight gates work poorly with weapons, much to the woe
of many shinobi. This has a great deal to do with their nature:
while they grant overwhelming power, the user's technique
tends to suffer as a result. Weapons simply aren't meant to be
used by a body tearing itself apart, or swung with that sort of
speed and force.
Accordingly, some of the abilities granted by the gates do
not work with weapons as well as they do with unarmed
attacks. Specifically...
Enhanced Strength: Cannot be used with weapons.
Enhanced Power: Cannot be used with weapons.
Enhanced Speed: Does not increase weapon Accuracy.
Extreme Speed: May not be used to raise weapon Accuracy.
Additionally, members of the Hozuki clan cannot open the
gates when using their Hydration Technique--their body has
no bones, muscles, or circulatory system to enhance.
Activating the technique will not close any open gates, but
will suspend all their effects (including AP generation, ability
to spend Gates AP, and the chance to wound oneself when
acting) until the Hydration Technique is ended.
248
The Gates
Thus, if you spent 3 AP on Enhanced Power, you'd deal
-= The First Gate =- (damage bonus)*(7) damage.
-= Kaimon - Gate of Opening =-
Located in the brain, opening this gate removes the body's -= The Fifth Gate =-
ability to limit the output of its muscles. -= Tomon - Gate of Limit =-
AP Gain: 5
Enhanced Strength You can spend AP to increase your Located in the middle of the torso, the fifth gate is below the
Physical Damage Bonus for a single attack, at the rate of 1 fourth on the spinal column (which also serves as the body's
AP per 0.4. You may spend up to STR/10 AP this way. primary chakra meridian). Opening results in a marked
increase in speed and power for the shinobi who does so, but
begins tearing tendons away from the bones they're anchored
-= The Second Gate =- to.
AP Gain: 25
-= Kyuumon - Gate of Healing =- Enhanced Speed Every 5 AP you spend on attack
Also located in the brain, the second regulates the body's increases its Accuracy by 1. Every 5 AP you currently have in
breakdown of stored energy. By opening it, the body gains the your gate-specific AP pool gives you a +1 bonus to dodge
ability to access its energy reserves faster than would rolls.
normally be physically possible.
AP Gain: 10
Rejuvenation You may spend AP at any time to reduce your -= The Sixth Gate =-
Stamina penalty. Every 2 AP spent reduces your Stamina -= Keimon - Gate of View =-
penalty by 1.
Placed in the lower abdomen, the gate of view is responsible
for, relative to the previous five, gross regulation of chakra,
-= The Third Gate =- with the first five gates fine-tuning its distribution to one
extent or another.
-= Seimon - Gate of Life =- Simply opening the sixth gate results in the body blasting
Located on the spinal cord between the shoulders, opening chakra out from every one of its tenketsu. While it's open the
the third gate results in one's blood vessels dilating, causing user will radiate a strong artificial 'wind'; trees will bend
increased blood flow throughout the body. away, and water will rise form vortexes around them.
Opening this gate also has the effect of turning the user's AP Gain: 30
skin a very marked reddish color. Extreme Speed After making an attack or attempting to
AP Gain: 15 dodge and seeing if it succeeds or fails, you may spend AP to
Accelerated Bloodflow The increased flow of blood to all increase its result by 1 for every 10 points of AP spent.
regions of your body keeps your cells oxygenated and able to Additionally, you may use Enhanced Strength or Enhanced
perform at their peak. You reduce your Fatigue penalties by Power after determining if your attack hits.
the number of gates you have open. Therefore, if you were at
Fatigue 4 with the third gate open, you would have only a -1
penalty to Accuracy and a -5 penalty to defenses.
249
Note: The last two gates can only be obtained by GM
approval.
250
--( Kage Bunshin no Jutsu - Shadow 1. Consumable items (flash and smoke bombs, poison,
exploding tags, and so on). Anything which, after being
Clone Technique )-- used, cannot be reused.
Perhaps the pinnacle of development for the ninja replication 2. Chakra-infused items (such as storage scrolls) are
technique is this jutsu. Whereas bunshin creates what are physically replicated, but have no special properties.
essentially illusions, shadow clones use chakra to create a 3. No electronic items (cameras, comm devices) or items
perfect copy of the original person. with complex moving parts function.
Despite this, they are fairly delicate and unstable; a solid
blow will harm the clone as if it was flesh and blood, but
moments later the bunshin will vanish in a puff of smoke.
Speed: 5, +2 per clone
Seal Speed: 5, +2 per clone
Effects: You may create any number of clones; however,
each clone raises your Fatigue level by 1. You can't regain
Fatigue spent on clones so long as they exist. When created,
Kage Bunshin have all Wounds and Upkeeps you do, but not
status effects. Wounds gained, and Upkeeps activated, after
they're created do not automatically transfer to the clones.
Kage bunshin can perform any action other than creating
more clones; they can even perform handseals and use jutsu.
Kage Bunshin are always at Fatigue 1, and if they fail a
Fatigue roll or take any damage they're destroyed.
If a clone is destroyed, you do not get its Fatigue level back.
You may, as a Speed 5 + 2 * X action, end 1 + X clones.
Clones ended this way vanish in a puff of smoke, and you
regain the Fatigue level spent on them.
Although you do not have a mental link with your clones,
when one ceases to exist (either because it's destroyed or
because you voluntarily ended it) you gain memories of all the
experiences it had in the time when it was separated from
you. These memories, while 'legible', seem slightly unreal, the
mental equivalent of looking at a photograph's negatives
(meaning you can't confuse them with your own "real"
memories).
In combat, as mentioned, kage bunshin can act as if they
were you. If they are present at the start of battle, they use
your initiative roll; otherwise, they may act the IC after they're
created.
Mentally commanding your clones to act costs 1 AP per 5
Speed of the action they're going to use.
For example, say you made a Shadow Clone, and on IC 80
you wanted it to punch an enemy. This is a Speed 8 action, so
you'd spend 2 AP, and your clone couldn't act again until IC
88.
If, on IC 85, somebody attacked your clone, you could
spend 1 AP to have it take a Dodge action (Speed 2), after
which you wouldn't be able to give it another non-Interrupt
order until IC 90.
When Kage Bunshin attack, their actions are always
considered to be Held Back, as per the ability in Chapter 5;
they use half your damage bonus on your attacks, and the
severity of wounds they inflict is reduced one category. This
applies even if you do not have the Hold Back ability.
Clones do not accumulate AP, and you may not spend AP
to reduce the Speed of their actions. They do not have their
own Willpower, but you may spend your own Willpower for
them.
When created, Shadow Clones have all your equipment,
with the following exceptions:
251
====================
Natural Chakra 1. Enlightened
1. Introduction
2. Learning Meditation (10 XP)
The most basic ability someone seeking to harness natural
chakra must master, this is precisely what it sounds like. You
sit down, close your eyes, and become perfectly still, clearing
==================== your mind.
Obviously, this is easier said than done; a novice will find
1. Introduction themselves thinking about not thinking, then their nose will
start to itch, they'll get fidgety... and that is where most give
Chakra is everywhere, an intangible force permeating the up in frustration and go back to studying high-power ninjutsu.
world. For the most part, ninja (and everyone else) ignore When meditating you cannot talk, or even open your eyes
this. It's like knowing that there's oxygen all around: to look around, though you do remain aware of your
necessarily for life, but not particularly worthy of attention surroundings to the extent of what you can feel and hear.
since it's always there. Indeed, much of meditation is learning how to observe one's
It does play an important roll for shinobi: they naturally surroundings impartially, without reacting. You cannot
respire chakra from the environment, just like they inhale and maintain any Upkeeps greater than 0 while meditating.
exhale air, but as chakra is omnipresent, it never matters. In battle, you may declare Meditate as an action. When
It's called 'natural chakra'. Very rarely, some ninja manage meditating, you do nothing. Meditate as an action lasts until
to learn how to access it. The scarcity of this ability has a lot you declare that you Abort it; you do not need to declare how
to do with the fact that in most situations, it's impractical: long you'll be meditating when you begin.
accessing nature chakra requires one to be able to sit calmly There are two ways to end meditation.
and undisturbed for a significant amount of time, something The first is with End Meditation, a Speed 5 action which
which ninja rarely have the opportunity to do when under cannot have its Speed reduced.
pressure. The second is your meditation being disrupted. This occurs
==================== if you take any action other than End Meditation, if you are hit
by any damaging attack, or if you are moved in any way. If this
2. Learning happens, you have a -5 penalty to Chakra Exhaustion and
Stamina, Accuracy, and all d20 rolls, for the next 10 IC.
Learning to access nature chakra is not something one
simply does: it takes months of slowly learning to harmonize A Tranquil Body (10 XP)
oneself with the world around them, gradually learning to As you meditate your body relaxes and is refreshed,
deliberately calm the flow of chakra within their own body. weariness ebbing away and pain fading. Every 10 IC you
Similarly, someone who can use nature chakra does not spend meditating, your Stamina penalty is reduced by 1.
progress in stages; it's a natural growth, a process of inner
learning. A Tranquil Mind (10 XP)
However, that would be horribly difficult to represent with By emptying your mind, you reach a state of total serenity.
game mechanics, so natural chakra is conveniently broken Your emotions fade away, letting you assess things calmly and
down into three tiers! They are, in order: Enlightened, Adept, rationally. With that tranquility comes inner balance,
and Sage. disturbances of the mind translating into disturbance of one's
Within each tier, there are several abilities (which can be chakra, and their absence doing the same. Every 10 IC you
logged either under Other, or by creating a new ability spend meditating, your Chakra Exhaustion penalty is reduced
breakdown for nature chakra). By each ability there is a listed by 1
XP cost, which you must pay to learn it. You can purchase any A Tranquil Soul (20 XP)
ability within a tier you have access to, so long as you meet its
listed requirements. When your mind and body are in harmony, each completely
silent and at ease, your spirit becomes the same. Once you've
Natural Chakra Abilities been meditating for 20 IC, you may sacrifice a point of
Willpower to lower your Fatigue level by 1. After doing so, you
1. Enlightened must wait at least 20 IC before using it again.
2. Adept Requires: A Tranquil Body, A Tranquil Mind
3. Sage
Path to Tranquility (10 XP)
If you spend at least 100 IC meditating, the first time you fail
a Chakra Exhaustion or Stamina roll in the next ten minutes
you advance one less Fatigue category; your Stamina and
Chakra Exhaustion penalties still reset to 0.
Requires: A Tranquil Soul
252
A Dream of the World (20 XP) Nature is furious; it destroys, it obliterates. It is the raging
As one sinks into meditation, they become detached from wildfire, the roar of thunder. You may spend NC to increase
their worldly senses and the accompanying distractions. Only your damage bonus by a single attack, at the rate of 0.3 for
by doing so can they notice the minute variations in the every NC spent, or 0.1 for each NC spent with weapon
world's own chakra, in all their subtle wonder. attacks. You may increase your base damage bonus by up to
While meditating, you can tell how many people are within 25% of its base value using Body of Fire.
X yards, where X is the number of IC you've spent meditating, Body of Wood (20 XP)
up to a maximum of your CHA. This does not, however, allow
you tell anything else about them, even their direction or Nature is patient; it grows slowly, knowing that there is no
distance. need to rush, that the destination is what matters, not the
Except in combat! In combat, this allows you to find hiding time taken to get there. When taking any action, you may
enemies. Every 5 IC you spend meditating while a hidden spend up to 5 NC to improve the result of any Stamina or
enemy is within your range, you may make a Chakra Control Chakra Exhaustion rolls it causes you to make. Every NC
roll against their Stealth TN, with a +2 bonus for every 5 IC spent gives you +1 to that roll's result.
(total) you've been meditating. Requires: A Tranquil Soul Body of Earth (20 XP)
Nature is gentle; it nourishes, it strengthens, and it protects.
==================== While flowing through your chakra coils it infuses every bit of
your body, reinforcing your skin, bones, muscles, and nerves.
2. Adept Every NC you currently have gives a Damage Reduction (DR)
of 2.
One With Nature (20 XP)
Up until now, you've managed to 'sort of' meditate properly: A Dream of a Dream (20 XP)
you're almost sitting still, you're mostly not distracted. Every person alters the flow of chakra around them in a
Becoming one with nature requires a higher level of unique, distinctive way; some people brighten the world
discipline. merely by being there, while others darken, and still others
The phenomenon commonly described as being 'one with are like deep pits from which no light can escape.
nature' is where a person is so still, so unresponsive, that the When you sense someone using A Dream of the World, you
world's ambient chakra can flow unhindered through their can identify their chakra in the future. Having met someone
chakra coils, as if they were just another tree or current of in the past doesn't mean you can immediately identify their
wind. chakra.
As this takes place, nature chakra builds up within the Requires: A Dream of the World
shinobi's chakra system. While there are dangers associated
with it, they don't manifest at this level. Every 5 IC you spend ====================
meditating, you get one nature chakra counter (NC). You may
have a maximum of up to (RES+CHA)/4 nature chakra 3. Sage
counters.
However: If your meditation is broken through any means Path to Inner Peace (50 XP)
other than an End Meditation action (or, once you have the Before, your meditation was almost childish: what you
ability, activating Sage Mode), you lose all your accumulated thought was perfection was in truth a tribute to its own
nature chakra counters. flawed nature. What you thought was a deep understanding
Once a person stops meditating, this chakra is quickly of the world was an immature attempt to define something
cycled through their system and disposed of. You lose one NC which no words could hope to describe. What you thought
every 5 IC when not meditating. was control of your own body was only ignorance of your own
Requires: Path to Tranquility lack of discipline.
You're not sure when you realized how wrong you've been--
Body of Metal (20 XP) it was simply... apparent, one day, an epiphany. Understanding
Nature is unyielding; it is powerful, and will crush any who your flaws, you have not overcome them, but rather accepted
think themselves its better. For every NC you currently have, them, absorbed them into yourself, and in doing so let them
your damage bonuses are increased by 0.1 with everything dissolve like shadows in the light.
but weapons; with weapons, your damage bonus is increased All meditation effects take place twice as quickly: you gain
by 0.1 for every 2 NC you currently have. 1 NC every 2 IC spent meditating, you may use Tranquil Soul
every 10 IC, A Dream of the World's radius increases by 2
Body of Water (20 XP) yards every IC, and so forth.
Nature is adaptable; it changes to meet the needs of its Additionally, you can at this point talk to others without
current situation, not because it yields, but because it will breaking your meditation.
always be victorious under any circumstances. After seeing Requires: One With Nature, Basic Training 5, Hold Back 5
the result of a Chakra Exhaustion or Stamina roll, you may
spend 3 NC to increase the result by 1; there is no limit on
how many NC you may spend this way on a single roll.
Body of Fire (20 XP)
253
Sage Mode (50 XP) If you've previously located someone this way, during the
The pinnacle of senjutsu--"sage techniques"--is, appropriately current instance of Sage Mode, this bonus is raised to +1 for
enough, referred to as "sage mode". Activating sage mode every 5 NC you have (in other words, it's easier to find them
requires flawless self-control. after the first time, until your Sage Mode ends).
Sage mode requires perfectly balancing sage chakra with Requires: A Dream of a Dream
one's own "yin and "yang" chakra--two things that most ninja
never even need to concern themselves with. By drawing in
enough nature chakra and maintaining it in perfect harmony,
a heightened state of superhuman performance, the
eponymous sage mode, can be reached.
You may activate sage mode as a Speed 5 action once you
have at least 50 NC stored, and only if you are Meditating.
Doing so immediately ends your meditation, and you may not
meditate again until Sage Mode has ended.
Sage Mode lasts until you run out of NC; however, while it
is active you lose 2 NC every 5 IC (instead of 1). While in
Sage Mode, your current NC (for the purpose of determining
benefits from nature chakra's passive effects, such as Body of
Earth and Body of Metal) is always considered to be the
amount you had when you entered Sage Mode.
For example, if you entered Sage Mode with 60 NC, and
had spent 40 of them, you would still receive (60*2) 120
Damage Reduction from Body of Earth, until your Sage Mode
expired.
Requires: Path to Inner Peace
Awakening: Water (20 XP)
While in Sage Mode, you have a +1 bonus to Stamina and
Chakra Exhaustion rolls for every 10 NC you had when you
activated Sage Mode. After seeing the result of an attack
(whether it hits or not) or a defensive roll (successful or not),
you may improve the result by up to 3 by spending NC, at the
rate of 5 NC per +1.
Awakening: Fire (30 XP)
When using Body of Fire in Sage Mode, every 1 NC spent
increases your damage bonus by 0.5, or 0.2 for weapon
attacks, to a maximum of 50% of your base damage bonus.
Awakening: Earth (20 XP)
While in Sage Mode, your damage reduction from Body of
Earth cannot be bypassed or reduced by effects which would
normally do so. When an attack wounds you, you may spend
nature chakra counters to lower its severity, at the rate of 5
NC per level: for example, for 15 NC you could negate a
Severe wound entirely.
Awakening: Air (20 XP)
While in Sage Mode, you have a +1 bonus to Accuracy and
dodge for every 20 NC you entered Sage Mode with. For
every 10 NC, you have a +1 bonus to Athletics, Awareness,
Chakra Control, and Resistance rolls.
Awakening: Void (40 XP)
When in Sage Mode, A Dream of the World and A Dream of a
Dream are both automatically active at all times, with a
radius of your Sage Mode NC (if you entered with 54 NC, 54
yards). As a Speed 5 action you may make a Chakra Control
roll to locate all hidden enemies in range, with a +1 bonus for
every 10 NC you have.
254
Summoning Contracts
Once you have a contract and access to a particular
1. Introduction summon, you may call on it. To do this, you need to use
2. How They Work Kuchiyose no Jutsu (a C-rank ninjutsu); the Chakra cost,
3. Avatars Speed, and so forth, are all listed within the entries for
4. Limitations individual summons.
5. How To Read Summoned animals are not pets. At best, they are allies
6. Breach of Contract who happen to be on friendly terms with their summoner. If
you summon a creature to perform its duty, it will do so
without (much) complaining. However, it won't casually "hang
==================== around", train with you, or be eye candy. If you try to ask it to
do so, it will just leave.
====================
1. Introduction
There are some things even stranger than ninja who can 3. Avatars
manipulate chakra to give themselves superhuman abilities: As mentioned, these intelligent animals have their own social
for examples, animals who can manipulate chakra to give structures; most are fairly loose, and not organized in any
themselves superhuman abilities. These animals are fashion particularly recognizable to humans. One thing they
commonly called "summon creatures" by shinobi, as that is all have in common, however, is the presence of what ninja
how they will usually be encountered: by another ninja have come to refer to as an "avatar-class" summon.
summoning them. Avatars are the pinnacle of their species. They may not,
Animals are summoned for numerous reasons, such as strictly speaking, rule the other animals summoned by their
aiding in battle or, more frequently, performing something contract, but they are universally revered and deferred to. In
they can do better than the ninja calling them. The vast most cases avatars are more intelligent, and vastly more
majority of these animals have human-level intelligence and powerful, than any of the other animals of their species. They
performance well beyond what would be expected of their also tend to grow to enormous sizes, even beyond what's seen
species, and most of them can speak fluently. Exactly where in other summon animals (though this is not necessarily
these intelligent, talking, chakra-manipulating animals came always true, and many avatars are not actually the largest
from is a mystery even to shinobi. example of the species).
That being said, ninja tend to be pragmatic about these They're also astoundingly long-lived. Many of the avatars
matters. There are two things a shinobi needs to summon: have been alive for over a century, and are likely to live quite a
knowledge of the technique (Kuchiyose no Jutsu), and a great deal longer still. It's even said that some of them have,
contract. in the past, fought against the legendary bijuu--and while they
A contract is exactly that: a piece of paper which the ninja may not have won, the fact that they're still alive says a great
must sign their name to (typically in blood). Once the contract deal.
is signed, they gain the ability to summon the corresponding Avatars are also much more independent than the other
animal at will. In exchange, the ninja must give up some of animals their contracts call. Summoning one does not mean
their own chakra whenever they call the animal. that it will help you. Certainly, some will; others may only do
These contracts are supernatural in nature; they cannot be so for certain requests, or under certain circumstances, or
destroyed (rather, if they are, they'll reform without any signs with an expectation of something in return.
of damage). A ninja may summon any contract they've signed, In game terms, what this means is that a GM must be
and dismiss it, at will; some carry the contracts with them as around whenever you summon an avatar; they will handle the
a fashion statement or means of showing off, while others details of the above.
prefer to keep them out of sight so as not to tip their hand to
prospective enemies. Either way, the physical contract is not
needed to actually summon the animal it corresponds to.
====================
255
==================== ...That is, aside from respect. Different animals have
different opinions, moods, desires, and idiosyncracies.
Powerful summons will often object to being summoned
4. Limitations trivially, and hardly any summon will put up with being openly
The greatest limitation in most summons is how frequently disrespected by its summoner in its presence.
they can be used. Each individual summon may only be called Several behaviors constitute 'breach of contract'. For all
upon once per week, unless specified otherwise. For summons, regardless of contract, the ones below always
example, if you had the Bird contract and summoned the qualify: > Directly attacking your own summoned animal. >
Corpse-Devouring Crows, you coldn't use that particular Injuring it too badly in the crossfire (for example, catching
technique for an IC week (OOC day); on the other, you could your summon as well as an opponent in an area-of-effect
still summon an Owl Sage or Flawless Messenger. technique). KOing your summon, or dealing enough damage
Additionally, summons will not directly work against to inflict a Major or higher wound on it (counting any effects
someone with their contract. The techniques granted by a that increase damage for the purposes of determining
summoning contract can still be used, but the full-fledged wounds) will qualify. > Openly insulting or demeaning your
"Summons" of the contract will refuse to act in a battle summoned animal. Frustration in combat is acceptable, but
between contract-holders. berating it is not.
Beyond that, you may under normal circumstances have If a breach of contract occurs, the summoned animal will
only one summoning contract, unless you take the Multiple promptly excuse itself from the battle. That entire
Summonin Contracts talent. summoning contract will be completely unusable for the next
==================== three OOC weeks.
Most summoned animals are fairly helpful and even-
tempered; in most cases, only the conitions listed above will
5. How To Read constitute a breach of contract. Some, however, can be testier.
There are some similarities in most summoning contracts; In the individual descriptions of certain summons, there will
this is here to clarify what things mean, and help you be a list of additional Breach of Contract conditions. Meeting
understand them better! any of those conditions will constitute an immediate breach
Contracts offer two things: Techniques and Summons. For of contract, with the effects described above.
something listed as a Technique, you are summoning animals Notably, all Avatar-class summons have special Breach of
to accomplish a single, specific task. For example, in the Contract conditions, which are not listed. One must simply
Snake contract, the "Hidden Shadow Snake Hands" assess their personality and, based on that, do one's best not
technique: you summon multiple snakes, they perform an to offend them or earn their ire--sucking up to them may not
attack, and then they are unsummoned. be all that good of an idea either, as some hate summoners
Things listed as Summons are animals that will stay who aren't confident or who spend too much time simpering.
around for longer. They'll take actions you ask of them (within
reason), and they'll fight alongside you or try to accomplish a
goal using their capabilities in less strictly-defined ways. Each
Summon will have its own node describing it. These are all
summoned by performing Kuchiyose no Jutsu (C-rank
General Ninjutsu). The Chakra cost, Speed, and Seal Speed
listed in these nodes are the ones used for Kuchiyose no
Jutsu's "Variable" values.
In each contract, the first node will be labeled "Info." This
gives a brief overview of the contract, including how it's
viewed and how the animals behave. While not mechanically
significant, this is important to understand their nature.
Below that, there will be a section labeled "Access"--this is
important. Simply signing a contract will not immediately
give you free reign to summon the appropriate animals at will.
Summons will only respond to shinobi who they believe are
worth their time, or whose chakra is of high enough quality.
You must meet the minimum XP listed to use a given
technique or summon a specific animal.
====================
6. Breach of Contract
The "contract" between shinobi and summoned animal is, for
the most part, a one-sided thing. The ninja calls the summon
when they need its help, the summoned creature renders its
services and then leaves. In most cases they ask for very little,
if anything at all, in return, beyond the chakra used to call
them forth.
256
====================
Summoning Contracts:
Combat 4. Fatigue
Summons do not have Fatigue levels, as such, though they
still make Stamina and Chakra Exhaustion rolls, and
1. Introduction accumulate penalties to those rolls, normally. Instead,
2. Actions whenever a summon fails a Fatigue roll its penalties reset
3. Damage normally and it automatically loses 20% of its maximum
4. Fatigue Vitality.
5. Unsummoning This is part of representing how, as discussed in Damage,
summons disappear once they're no longer able to fight: it
doesn't really matter if they're worn out by overexertion or by
==================== being beaten on too heavily, one way or another they're not
able to go on.
====================
1. Introduction
Inevitably, ninja will try to call upon their summoned allies in 5. Unsummoning
combat, either against other ninja or to counter other
summoned creatures. Accordingly, the combat-worthy If you are ever in a position where you want to unsummon
summons have functional stat blocks for when this comes up. one of your summoned things, all it takes is a Speed 5 action
==================== and poof! You can unsummon any single summon, or even
multiple summoned things all at once.
2. Actions
When in battle with their summoner, a summoned creature's
actions should be tracked normally: if it takes a Speed 14
action on IC 50, it cannot act again until IC 64. However,
unlike a normal person, summons do not act automatically.
They will only take actions when directed by their summoner
(this can be the character doing it, by shouting out
instructions, or the summoned creature choosing what to do,
controlled by the player). Acting this way usually has an AP
cost: the summoner spends a certain amount of their own AP,
and the animal takes the appropriate action.
AP can be spent to lower the Speed of their actions, again
paid by the user. Summons to not accumulate AP on their
own. They do not have Willpower unless specifically stated,
and the summoner may not spend Willpower on their behalf.
If the summon is acting alone (for example, stalling
enemies) while its summoner is not involved in combat, it can
act without having to pay AP to do so. It accumulates its own
AP at the rate of 5 every 20 IC, which it can use normally.
====================
3. Damage
Technically, summons have HP. However, once they reach 0
Vitality they will automatically vanish in a puff of smoke,
being un-summoned. This means that it's impossible to
actually kill a summoned creature (they can die--you just have
to track them down "in person", which is typically more
trouble than it's worth).
Summons don't suffer from wounds.
257
Out of combat, the bird flies at 30 miles an hour. If it's
Bird Contract attacked, it has +25 dodge, and can take only 50 damage
In many ways, summoned birds are closer to their natural kin before being unsummoned. If it was sent with a handwritten
than most of the other chakra-enhanced summon animals. message, the message will disappear with it; anything else
Few of them speak human languages, and in most cases they (such as a sealed scroll) will be dropped.
are being called upon to do something birds already would, The bird will, after circling aimlessly for a while, fly
just quicker and more effectively. towards its specified destination. Attempting to follow the
As a species, birds ard neither friendly nor kind--but bird is impossible from the ground. If it cannot reach the
neither are they malicious or dismissive. They're proud, but intended recipient (because they're dead, or in a jail cell with
willing to respect anyone who will afford them the same. no windows, for example) it will come as close as it can, wait
While they are be no mean pacifists or even averse to around for a week, and then disappear.
violence, they are not, as a whole, particularly well-suited to One of this technique's downsides is that there's no way for
combat, which is enough for many ninja to steer away from the summoner to tell if the message was delivered
them. successfully. Furthermore, it may only be used once every
On the other hand, they can be quite useful in other ways, month (4 OOC days).
in no small part because they can fly. Additionally, many of
the summoned birds bear a stronger resemblance to their --( Shitai Musabori no Karasu -
naturally-occurring brethren than other summon animals do Corpse Devouring Crows )--
to theirs, which often allows summoned birds to go unnoticed A rarely-used aspect of the bird-summoning contract, though
when other creatures wouldn't. one that's seen a fair deal of popularity among the ANBU
==================== corps of various villages, it summons (despite its name) a
murder of crows, a wake of vultures, or group of other
Access appropriate carrion-eating bird.
The birds will swarm the area, devouring any recently-dead
800 XP: Flawless Messenger bodies without leaving a single trace of their passing.
1200 XP: Corpse Devouring Crows
1600 XP: Summon: Raven
2000 XP: Summon: Owl Chakra: 10 + 3 * X
2400 XP: Graceful Sky Emissary Speed: 10
4500 XP: Summon: Amahaou Seal Speed: 15
6000 XP: Summon: Garuda
Requires: Kuchiyose no Jutsu
Techniques Effects: The birds will completely consume 1 + X human-
--( Kanzen Shisha - Flawless sized corpses (or multiple smaller corpses, or part of a lower
Messenger )-- number of larger corpses) in a matter of minutes. The birds
are incredibly thorough, and will leave absolutely no trace of
This summons a small to medium-sized bird, though not a the individual behind, even cleaning up any blood that hasn't
bird of prey. The bird will accept a written message from its had time to dry.
summoner, wait to be told where to delier that message to, Thus, if you brutally murdered someone in their bedroom,
and then fly off to deliver it. and got blood all over the inside of the place, you could open
For obvious reasons, these birds are quite popular with a window and summon the birds, who would make it look as
ninja who use the bird-summoning contract: they make if the murder never took place--as long as the blood hadn't
excellent, efficient, and precise messengers, with almost no had time to dry and stain things. (Place might still be a mess,
risk of being intercepted, and none at all of being bribed, though).
subverted, or double agents. The birds can be summoned indoors, but only if there's
Chakra: 25 easy access to the outdoors nearby; an open window or door,
Speed: 10 for example.
Seal Speed: 15
Requires: Kuchiyose no Jutsu
Effects: The bird will accept an envelope, a small scroll, or
sheets of paper. After taking the message, it will wait until you
instruct it where that message should be delivered, which can
be any person you know or place you've been.
The bird will then fly off. If in combat, it flies 5 yards per IC
for the first 100 IC, and can't be targeted by anything with a
range of less than 20. After that, the speed increases to 10
yardsper IC and it can't be reached by anything with a range
of less than 100 yards. (Other flying enemies, however, have
no such restrictions on attacking them)
258
--( Yuugana Sukai-Shisha -
Graceful Sky Emissary )--
You summon a very large eagle or a giant hawk, which lifts
you up and carries you a short distance before leaving. While
certainly very showy, the situations where having a giant bird
carry you only a short distance is actually useful are fewer
than one may think.
Even so, it does have its uses, such as crossing chasms or
otherwise dangerous terrain. Also, the eagle will carry its
summoner to solid ground even if that would be beyond its
normal range, so it's pretty handy after getting thrown off a
cliff.
Chakra: 25 + 5 * X
Speed: 20
Seal Speed: 20
Requires: Kuchiyose no Jutsu
Effects: The eagle (or giant hawk) will pick up you and up
to one other person to carry, who must be within 5 yards of
one another. You need to hold on, which means that for the
duration of the trip at least one of your arms will be occupied
at all times holding the eagle's legs.
Also, worth noting: the eagle can actually support the
weight of about four people, so one common trick is to have
two ninja hold onto the backs of two others, and then
summon the eagle to carry each pair.
The eagle flies up 4 + X - Y yards per IC, up to a maximum
of 6. Y is the number of people the eagle is carrying. Once it
drops its passengers off, it is unsummoned. The eagle will
cary its passengers for up to 50 IC (or until told it reaches the
summoner's destination). If it isn't over solid ground at that
point, it will fly to the nearest safe location before dropping
them off. On the other hand, if the summoner asks it to drop
them in mid-air it will do so.
259
The raven can act competently without guidance from its
Summon: Raven summoner. None of its actions require AP to perform, and
1. Summoning when given general instructions ("scout the area", "see if you
2. Behavior can find any clues") it will do so to the best of its ability.
3. Attributes Flight
4. Abilities By default, the raven is airborne; it may land or take off as a
5. Terms of Contract Speed 10 action. When airborne, it cannot be targeted by any
attacks with a range of less than 100 yards. After descending
==================== to Steal (see below) an item, it is effectively 0 yards from the
ground; it regains 3 yards of altitude every IC. Melee attacks
1. Summoning can reach it only if the attacker can move (i.e. jump) far
enough to reach the raven as part of their attack.
Ravens are known to be exceptionally intelligent for birds,
able to create tools and recognize faces, and summoned
ravens are even more so. Most subspecies are hard to
differentiate, and so they seldom look out of place when flying
over an area.
Chakra: 25
Speed: 20
Seal Speed: 15
====================
2. Behavior
Despite being very clever, ravens don't talk. Or, it might be
accurate to say they don't speak.
They are able to communicate ideas to their summoner.
After returning from scouting, it will perch somewhere the
summoner can see it (on a tree stump, on a forearm if one is
offered, and so forth) and begin tilting its head, pecking
aimlessly with its peak, and shifting from side to side. Anyone
looking at it will be able to tell it's doing something unusual,
but the summoner will actually understand what it's "saying."
====================
3. Attributes
Vitality: 200
STR: 10
RES: 10
CHA: 10
DEX: 40
AGI: 50
Accuracy: 30
Dodge: +20
Movement: 5 yards per IC
Awareness: +20
Espionage: +25
Stealth: +30
Enhanced Vision
Ravens ignore bonuses to Stealth TNs based on Stealth level.
For example, if someone was in Stealth 3 with a Stealth TN
of 45, it would be treated only as 30 for the raven (as it
ignores the +15 from Stealth 3).
Independent Action
260
====================
4. Abilities
Standard Actions
Ravens may use Dodge and Move as described in the Combat
chapter of the PHB.
Scout (Speed N/A)
The raven leaves to scout the area. Depending on the radius
of the area it's told to scout, how long it will take varies. 25
yards: 30 seconds 50 yards: 2 minutes 100 yards: 5 minutes
200 yards: 10 minutes The raven will make an Awareness
check against everyone and everything in the area. It will then
report back to its summoner. It can communicate basic
concepts, such as number and location of people; presence of
buildings, carriages, and obvious traps; and so forth. It can
make basic guesses about people based on their appearance:
a group of four people leaping through trees are probably
ninja, the people working in the rice fields are probably
farmers, and so forth. It requires a break of at least twice as
long as it spent scouting before it will go scout the area again.
Spy (Speed N/A)
After finding something while scouting, or given instructions
by its summoner (like, "wait here"), the raven will go to an
area and do something appropriately bird-like, such as
perching nearby or pecking at the ground. It will wait there
until a condition, specified by the summoner is met, then fly
back and alert its summoner. A good example would be, "Go
watch the group you saw camped out in the woods, let me
know if any of them leave." Anyone being spied upon for more
than two minutes can make an Awareness roll against the
raven's Espionage to realize that it's behaving unnaturally for
a bird.
Steal (Speed 15)
Ravens may pick up any small, unattended objects, or minor
things like shiny buttons on people's coats or lightweight
pieces of headgear. If instructed by their summoner, they can
go for specific items; if not, they'll pick up whatever is most
useful (a discarded kunai to let their summoner know that
ninja are ahead, for example) or, failing that, shiniest.
Stopping the raven from stealing something requires an
Awareness roll (to notice it) and then an Accuracy roll against
its accuracy (to grab the item before it can), both of which are
allowed of anyone within 10 yards of whatever it's trying to
steal.
====================
5. Terms of Contract
When summoned, the raven will stay around until the next
time the sun sets (in other words, the rest of the day) or until
it's badly injured enough to be unsummoned.
If dispatched by being injured, another raven cannot be
summoned for two months (8 OOC days). If dismissed at
sundown or by the summoner, it can be called once a week
(OOC day) as normal.
261
Summon: Owl Sage Awareness: +20
1. Summoning Espionage: +20
2. Behavior Medicine: +15
3. Attributes Research: +30
4. Abilities Stealth: +25
5. Terms of Contract Toxicology: +20
==================== Busy
The owl will perform a total of X actions (from Abilities)
before leaving. This can be the same action multiple times.
1. Summoning Standard Actions do not count.
A large forest owl, about two feet 'tall' from its talons to the Flight
top of its head when perched, with alert yellow-orange eyes. By default, the owl will find somewhere to perch; it may take
The owl is quite wise, and moderately eccentric. It's also the off or land as a Speed 10 action. When airborne, it altitude
only summonable bird (aside from the avatar) which can automatically increases by 3 yards every IC, to a maximum of
speak to humans. 100 yards. It cannot be targeted by any attacks with a range
Chakra: 25 + X * 3 of less than its altitude. Melee attacks can reach it only if the
Speed: 20 attacker can move (i.e. jump) far enough to reach the owl as
Seal Speed: 20 part of their attack. After using its Distract or Disarm actions
it is considered 0 yards from the ground, and will then regain
The owl can only be summoned in areas where it can altitude accordingly.
reach the open sky (so, not in caves), and will only come if Night Vision
there's somewhere it can perch above eye level for its Owls ignore all darkness-based visibility penalties.
summoner (such as a tree branch or the top of a short pole). ====================
However, this location must still be close enough for casual
conversations, without it or the summoner having to raise
their voices. 4. Abilities
==================== Standard Actions Owls can use Move, Dodge, and Search.
Disarm (Speed 10, 6 AP)
2. Behavior The owl swoops down and tries to grab something an enemy
If the owl's summoner deliberately tries to "one up" it by is holding, then fly away with it! The enemy defends against
going higher or growing larger than the owl is high, it this as if it was a normal disarm attempt. If they fail, the owl
becomes offended and flies away. takes whatever weapon they had and flies up with it. The owl
Unlike most birds, the owl is capable of speaking human will drop it 15 IC later, at which point it can be retrieved.
language. It actually claims that most of the other summoned Distract (Speed X, 5+X/2 AP)
birds can, but choose not to (the validity of this claim is The owl flies around someone's face, generally being a
dubious at best). It has a soft-spoken, cultured manner of nuisance! This imposes a -4 visibility penalty on the person
speaking, though it avoids sounding pretentious or trying to being distracted due to the large bird flapping in front of their
talk over the head of its summoner (figuratively; literally, it face and making obnoxious hooting noises.
certainly does so). This penalty lasts for X IC, or until the owl takes at least
Beyond its curious fixation on having the highest elevation 100 damage. It can also be broken prematurely by moving 20
in any situation it finds itself in, the owl is quite agreeable and yards or more in 5 IC or less (by simply getting away from the
helpful, if disconcertingly prone to turning its head upside- owl). Until the Distraction ends (for any of those reasons), the
down or in a full circle when talking. owl will not regain altitude.
====================
3. Attributes
Vitality: 600
STR: 20
RES: 40
CHA: 20
DEX: 60
AGI: 60
Accuracy: 28
Dodge: +32
Movement: 4 yards per IC
262
Erudite (N/A)
You may ask the owl to make a Research roll for you on any
topic, either in place of making one yourself or in hopes of
getting a better result than you did with your own roll. It can
also make knowledge-based Medicine or Toxicology rolls
(though please don't try asking the owl to perform first aid on
someone--it never ends well).
Knowledge (N/A)
Owls are quite the impressive scholars (apparently), even
about matters related to ninja. After seeing any jutsu used, or
even hearing it described by someone who saw it, it can
identify the technique and all pertinent information about it
(rank, effects, possible workarounds, and so forth). The same
applies to the abiliies of any ninja clans and bloodlines. Each
technique it's asked about counts as one use of this ability,
each clan counts as two.
Note that for clans, it will provide general information:
"Yamanaka can enter the minds of their enemies and control
their actions, but the damage to the possessed individual
carries over to the original body," for example. It would not
provide an exhaustive breakdown of evey ability possessed by
the clan, unless each was asked as a separate question
(requiring the summoner to have at least enough familiarity
with the techniques to describe them to the owl).
Scout (Speed 0, 10 AP)
The owl will scout an area for its summoner. Out of battle this
has no Speed or AP cost, takes 10 minutes, and covers an
area with a 100 yard radius. The owl will report back with
what it found (it makes an Awareness roll against everyone
and everything in the area).
Used in combat, it uses the listed Speed and AP and
attempts to find a hidden enemy. It will continually perform
Search actions until the enemy (or enemies) it was asked to
find are discovered or break stealth. Once it finds them, it
will, as a Speed 0 action, Point Out whoever it found (as per
the rules in Combat -> Stealth).
====================
5. Terms of Contract
Normally, the owl can be called once every two weeks. If
involved in combat at all, it cannot be summoned again for
four weeks. If injured, this is raised to six; and if it loses all its
Vitality, it cannot be summoned again for three months (12
OOC days).
263
Whenever a Sky King attacks, everyone within its Shade
Summon: Amahou other than the target must make an Athletics roll against a
1. Summoning TN of 30 or be immediately Tripped, and Stunned for the next
2. Behavior 6 IC.
3. Attributes Flight
4. Abilities Unless they deliberately land (doing so, and taking off again,
are both Speed 15 actions), Sky Kings are always considered
==================== airborne, and as such ignore effects dependant upon the
condition of the ground. When they attack, they are
1. Summoning considered to be at ground level. Every IC which bases after
they take off or attack, they rise 5 yards straight up, to a
Sky Kings, as they are called, are tremendous snow-white maximum of 100 yards. Any attack from the ground must
eagles with wingspans of several hundred feet, capable of have sufficient range to hit them; melee attacks can be used
shadowing battlefields when they fly overhead. Each of their as long as the attacker can travel that far as part of their
feathers is as long as a person is tall, and they're strong attack (by jumping!).
enough to trivially lift up the largest of (mundane) land
animals. Of all the known summon creatures, they are by far Great Bird
the physically largest. The area beneath a Sky King in flight is subjected to heavy
gusts of wind every time it beats its wings. Within that area
Chakra: 50 (see "Shade") every time the IC reaches a multiple of 20 all
Speed: 40 clouds (such as from Mist Blaze Dance, or Hidden Mist
Seal Speed: 35 Technique) are removed.
The Amahaou can only be summoned outdoors, in areas Titanic
large enough for it to spread its wings and take flight. Amahaou cannot dodge area-of-effect attacks; instead, they
==================== automatically block them as a Speed 0 defense. Amahaou
cannot hide. Multi-throws inflict half damage to an Amahaou.
Amahaou are too large to be affected by any jutsu or effects
2. Behavior that work by binding or physically immobilizing them. They
As is the case with most summoned birds, Sky Kings cannot cannot be grappled by any enemies who are not Huge or
speak any language that humans will understand. Even so, larger.
they have at least human-level intelligence and can A Sky King cannot dodge any attack with a range greater
understand complex requests and plans. While it would not than its current altitude. This means that it is completely
be accurate to call them friendly, they willingly have a helpful unable to dodge any attack with a maximum range of greater
disposition. than 100 yards (its maximum atitude). This does mean that it
==================== cannot dodge while on the ground.
Attempting to parry the Amahaou's attacks requires either
a Strength of 100 or more, or an unarmed physical damage
3. Attributes bonus of 10 or greater, as well as both hands free.
Vitality: 6000
STR: 160
RES: 200
CHA: 100
DEX: 120
AGI: 100
Accuracy: 50
Dodge: N/A
Damage Bonus: 14
Movement: 6 yards per IC
Awareness: +30
Resistance: +25
Stealth: Yeah, no.
Bird of Prey
Any time an enemy in Stealth moves within a Sky King's
shadow (see "Shade"), it automatically sees them regardless
of their current Stealth level or Stealth TN. Making any
attack, even a ranged weapon attack, from stealth while in its
Shade is also enough motion to draw its attention this way.
Buffet
264
Shade Usable while in flight. The Amahou rakes with its claws. It
When in flight, an Amahaou is considered to occupy an area may choose up to two areas ten yards across within its Shade
with a 100 yard radius centered on its "actual" location; to attack. This attack targets everyone within both those
anyone in that area is effectively in melee range of it (not areas, though is not treated as an area-of-effect attack. This
counting distance from the ground). Anyone below it is deals 4d8*10 damage to anyone it hits.
immune to any weather-based effects caused by
thunderstorms, rain, and so forth. Scratch (Speed 16, 10 AP)
Usable on the ground. The Amahaou scratches an area within
Talons 20 yards with one of its claws. This targets everyone in an
A Sky King may grab up to two individuals, one in each claw. area 10 yards across, though is not treated as an area-of-
It suffers no penalties for being in control of the grapple. effect attack. It deals 4d6*10 damage to anyone hit by the
Enemies using the Escape Grapple technique have the attack.
Speed, Delay, and Stamina cost doubled. ====================
Tireless
An Amahou does not need to make Stamina rolls for its
actions. If forced to for other reasons (such as Suffocation), it
uses +25 for its effective bonus to Fatigue rolls.
5. Terms of Contract
==================== An Amahaou can only be summoned once every three
months (12 OOC days).
When one is summoned, it will either aid the summoner in
4. Abilities combat, or allow itself to be used as an aerial ferry. In the
Standard Actions latter case, it will do so until sunset or sunrise, whichever
Amahaou may use Move and Search. comes first. It will carry additional passengers, if the
Crush (Speed 12, 10 AP) summoner wishes.
Usable while on the ground. This may only be used while Due to the Sky King's immense size, falling off isn't much
someone is Pinned by the Amahaou. It deals (damage), which of an issue--a large portion of its back is essentially "flat"
is doubled for the purposes of inflicting (Blunt) wounds, and when in flight, and its feathers are sturdy enough to easily be
applies a Suffocation 2 each time it's used. Crushing cannot used as handholds. Climbing down can be tricky, but not, in
be avoided, and deals no base damage. However, it uses most cases, dangerous.
double the Amahaou's standard damage bonus for Once either of those is accomplished, it will depart--it will
determining its damage dealt (making it, under normal not help fight off enemies and then carry its summoner to
circumstances, 14210 = 336 damage, raised to 672 for safety, nor will it stay around and help fight after delivering its
inflicting wounds). somewhere where they need to go... unless it's attacked, in
which case it will defend itself mercilessly.
Peck (Speed 20, 16 AP)
Usable while on the ground. It's not actually a peck. It's
actually a bite from a titanic bird's equally oversized beak. If
this wounds a victim it inflicts both a Blunt (from the
crushing force) and Slashing (from... being bitten) wound of
the appropriate severity. It deals 20d20 damage, but has a -5
Accuracy penalty. If used against a Pinned opponent, this hits
automatically.
Pin (Speed 14, 20 AP)
Usable while in flight. The Amahou simultaneously lands and
attacks a single target. If they're hit they must immediately
make an Athletics roll against 35 or be Grappled by one of its
talons. During this period they're prone and unable to form
handseals. The Amahaou may not move without ending the
grapple. Even after escaping, whoever was Pinned is prone,
as if by the Trip taijutsu.
Pluck (Speed 20, 15 AP)
Usable while in flight. The Amahaou swoops down and
snatches up an unfortunate victim. This may target up to two
people within its Shade at once, as a single action. People
grabbed this way are treated as if held by the E-rank Grab
taijutsu. Escaping the grapple results in one falling 5 yards
per IC (because calculating actual acceleration due to gravity
would not be worth the effort). For every yard they were above
20 when they escaped, they take 1d12+1 damage when they
hit the ground. Falling inflicts Blunt wounds. The Amahaou
may also drop one or both of the people it's holding, as a
(Speed 10, 5 AP) action.
Rake (Speed 24, 10 AP)
265
Avatar Summon: Garuda
1. Summoning
2. Behavior
3. Attributes
====================
1. Summoning
The avatar of the birds, the legendary Lord Garuda, takes the
form of a bird of no clear species: an eagle-like body
structure, an owlish face, a pure-white raven's beak, and the
claws of a falcon. His plumage is similarly unique, brilliant
gold feathers along his leg, a red-feathered body crossed with
gold bands, white tailfeathers, a golden crest, and vibrant
blue pinion feathers.
Chakra: 60
Speed: 25
Seal Speed: 40
Physically, Garuda is much less imposing than any of the
sky kings, though he is still quite large, with a wingspan over
a hundred feet across. He's not as large as some of the avatar
summons, but he's certainly large enough to dwarf any
summoner.
Garuda can speak--or, rather, Garuda can 'speak'. When he
does so it is in a soft-spoken, deep, noble voice which is heard
in the minds of everyone who he wishes to hear him. He does
not talk in the conventional sense, making no actual noise. In
short, it's telepathy, or something very much like it.
====================
2. Behavior
Garuda is calm, even-tempered, and noble. He is righteous,
but not kind. He will willingly lend his aid to those who need
it for a just cause, but will be reluctant to aid individuals who
are merely seeking to advance their own interests or use his
power for their personal benefit.
====================
3. Attributes
As the avatar of birds Garuda is without equal in the sky,
capable of flying with breathtaking grace. He is undoubtedly a
fierce combatant, though likely lacks the raw power of some
of the larger, land-bound animal avatars.
Legends claim that Garuda himself is genuinely divine to
some measure, though what the implications of this may be
are unknown.
266
Once an enemy has blood on them, Tracking Fang can be
Canine Contract used; your ninken team appears by you and dives
Ever since they were domesticated from feral wolves, dogs underground. They will attack your target X/2 IC later, where
have been known as one of mankind's most faithful X is the number of yards that target is from you; if they move
companions. Even ordinary, non-shinobi dogs are fiercely away, the time until the dogs attack is increased, but no
loyal to their masters, and in Konoha there's an entire clan matter what the ninken team will eventually find them. No
dedicated to the rearing of shinobi dogs. penalties other than Fatigue are applied to your Accuracy
This contract summons a variety of different dogs. The with this technique. Similarly, you can use this against
lowest ranks (the ninken; literally "ninja dogs") are in fact someone who you can't see (because they're in stealth) as
groups of dogs trained in the ninja arts that are loyal to a long as they've been marked. Being hit by Tracking Fang will
small group of people. Each major village usually has a few immediately remove a stealthed individual from stealth.
teams of ninken loyal to them, and even the minor villages When the dogs do attack, it is defended against as if it was
typically have their own team. whatever Speed this technique was when you performed it. If
The two dog spirit summons are literally that: incorporeal it hits, the target suffers a -8 immobilization penalty, and you
spirits, perhaps even ghosts, of dogs. Despite their rather and they both roll Survival. The penalty lasts for 2 IC for
unsettling nature, they are, like the ninken, very helpful and every point you beat their Survival roll by, with a minimum of
loyal summons, willing to engage in combat or assist as 10 IC.
necessary when working towards their summoner's goals. If the victim takes a total of 300 or more points of area-of-
That changes at the higher ranks of the contract. The effect damage (before reductions), the effect ends
"Mountain Dogs" would be better known as giant wolves. immediately, and all of your ninken are unable to be
They, and the canine avatar Oguchi-no-Makami, are anything summoned for four weeks (as discussed in Summons ->
but trusting or subservient. By signing the contract, the Ninken -> Terms of Contract).
summoner has in effect become a member of their pack.
With the dogs, the summoner is their master; with the
wolves, the summoner is a lowly member of their pack. The
wolves will fight to defend their pack, viciously and to the
death if necessary, but that pack member had best remember
their place.
====================
Access
1000 XP: Summon: Ninken
1500 XP: Tracking Fang Technique
2000 XP: Inugami
3000 XP: Inugami Possession
4000 XP: Summon: Mountain Dogs
5000 XP: Summon: Oguchi
Techniques
--( Kuchiyose: Tsuiga no Jutsu -
Summoning: Tracking Fang
Technique )--
Summoning all 8 of their Ninken team, the shinobi uses a bit
of their own blood to give the dogs a scent trail. Following the
scent, the team dives underground and travels to its target.
Once there they burst up from the earth and bite down on the
target, keeping them immobilized for a short while.
Chakra: 30
Speed: 10
Seal Speed: 15
Effects: Before this technique can be used, you need to get
some of your own blood onto the target. This can be
accomplished one of two ways. The first, if your opponent has
damaged you with a piercing or slashing weapon and is still
carrying it, there will be enough blood on it. Alternately, you
can cut your hand with a slashing weapon as a Speed 4
action that deals 10 points of damage (which cannot be
reduced) to yourself. After doing so, you have 25 IC to hit your
target with a basic unarmed attack; if it takes longer than
that, you need to cut yourself again.
267
--( Kuchiyose: Inugami -
Summoning: Dog Spirit )--
The Inugami is said to be created by the death of a starving
dog buried up to its neck and left to die with food just out of
reach. As the myth goes, the spirit will then serve its former
master, but at times will remember how its life ended and
turn upon whoever bound it to that fate.
Whether or not there's any truth in that story, the canine
contract does provide the ability to summon these spirits.
They look like elongated, white-bodied dogs with brown
heads and paws. They don't speak, and aren't affectionate by
any means, but will serve the shinobi who summoned them
faithfully. After being called it flies towards its unfortunate
victim and vanishes into their body.
Chakra: 24
Speed: 15
Seal Speed: 12 --( Inugami Hyoukyo - Dog Spirit
Effects: Choose a single target to be cursed by the Inugami. Possession )--
While cursed, the target suffers a -3 penalty to Accuracy and Not only is the Inugami able to curse an enemy but it can also
their d20 rolls. This includes Accuracy, defenses, skill rolls, take over a person's body. Ordinarily, this is incredibly difficult
and Stamina and Chakra Exhaustion--but not damage for to do; however, if a shinobi wishes it they may willingly give
attacks which roll d20s for damage. themselves over to possession by the Inugami. While
This penalty lasts until the target rolls a natural 15 or ordinary people possessed by an Inugami begin to act like
higher on one of their affected d20 rolls, at which point the dogs themselves, shinobi are able to stave off the worst of
curse is broken. If they roll a natural 20 while affected by the that.
curse, it is instead reflected upon the shinobi who summoned
the Inugami, who must then break it by the normal means. (If Chakra: 20+2*X
they in turn roll a natural 20, it is once more reflected upon Upkeep: 4
the victim, until someone breaks it without rolling a 20). Speed: 8
Notably, there is no defense against this curse; it cannot be Seal Speed: 20
dodged, blocked, or so on.
Effects: The severity of any Bleed, Paralysis, and Poison
effects you are suffering from is reduced by X for the duration
of the possession. If this reduces a Poison to 0, it will not
automatically negate any other effects of that poison. Every
10 IC you recover X Hit Points, or X Vitality if you aren't
missing any Hit Points.
Any time you take an action and roll a 5 or less on a d20,
you suffer from a Stun 5 effect after the action is completed,
as you must struggle to maintain control of your mind and not
succumb to the spirit's canine instincts.
268
Summon: Ninjken Athletics: +10
1. Summoning Awareness: +10
2. Behavior Chakra Control: +10
3. Attributes Espionage: +10
4. Abilities Resistance: +10
5. The Eight Stealth: +10
6. Terms of Contract Survival: +15
==================== Ninja Training
Despite not having enough Chakra Control, each of the
Ninken has the equivalent of the abilities Wall Walking and
1. Summoning Water Walking.
Each of the ninken teams has a distinct uniform signifying Tireless
their village orientation, and yes, dogs wearing forehead Ninken do not need to make Stamina or Chakra Exhaustion
protectors or shirts with village insignia does look ridiculous. rolls when they act. If forced to by an outside force (such as
From there, each of the 8 dogs is usually of a breed that Suffocation), they have +5 to their rolls.
would be well suited to their chosen specialty. The ninken
teams seem to be separated by village and also by Tracking Fang Technique
generations. What this means is that the team of ninken your If the shinobi uses the Tracking Fang Technique jutsu while
grandpa summoned are not the ones you're going to be one or more ninken are present on the battlefield, they will all
summoning. burrow underground. They are effectively removed from
combat until the end of that technique's duration, at which
Chakra:15 + X 3 + Y 5 point they return to fight normally. Rather than immediately
Speed: 10 un-summoning themselves after taking 300 damage (as
Seal Speed: 15 would be normal for Tracking Fang), they take damage
"X" is the number of Ninken you are summoning at once, normally (though taking that much damage will still end
and "Y" is the number of times you have used Kuchiyose no Tracking Fang, as discussed in its effects).
Jutsu to summon your ninken in the past week (OOC day). ====================
====================
4. Abilities
2. Behavior Standard Actions (Speed as normal)
This Summon may use Dodge, Move, and Block as described
Ninken are some of the most loyal of all summons, and in in the Combat chapter of the PHB without spending any of
most cases are happy to help their summoners. Even if mildly the summoner's AP.
abused, the ninken will continue to do what their summoners Bite (Speed 10, AP 6)
ask. The standard method of attack for a canine is the bite and
They're talking dogs that use ninja skills, what's not to takedown, something they've been doing for millenia.
love?! Attacking at the feet and legs, this counts as a basic unarmed
No ninken are poodles, chihuahuas, or other small, attack and inflicts 4d10 Blunt damage. If the canine succeeds
annoying, yappy dogs. by 5 or more, it can make a automatic grapple check. If the
==================== canine wins the grapple check, the opponent does not suffer
the normal penalties for being grabbed, but may break free
3. Attributes using the normal methods; the main purpose of this is
enabling use of the Takedown ability (below).
Vitality: 600 Takedown (Speed 6, AP 8)
After getting a good bite down on an opponent, the canine
STR: 50 gives a good shake and tug, aiming to drag their target down
RES: 50 to the ground. This can be used while the canine is grappling
CHA: 30 a foe, make a grapple check, if succesful the target is knocked
DEX: 50 prone and still trapped in the grapple. A prone person has -3
AGI: 50 accuracy, -2 to defensive actions, and moves at reduced speed
(check grapple, or half if the canine loses the grapple).
Accuracy: 21
Dodge: +11
Damage Bonus: 3.3
Movement: 2 yards per IC.
269
Track (Speed 20, AP 5) The Spy is a master of disguise and manipulation, having an
The canine uses their superior senses, usually those of smell, Espionage skill of +15 and also the unique ability to use the
to track down their quarry. This uses a survival roll with a +5 ninjutsu art of Henge no Jutsu, though doing so has a Chakra
bonus to follow tracks towards a target. The difficulty of the cost of 15, and it cannot be maintained for more than half an
check is based on the conditions. A standard non-ninja hour.
requires only a 15 to track. A shinobi normally requires a 20, ====================
but if they are trying to cover their tracks they get an opposed
survival check, or a stealth check at -5. For each day old the
track is the difficulty to track increases by +2. Rain or shifting 6. Terms of Contract
ground conditions imposes a +5. Heavy rainfall, mudslides, or The ninken are a very laid-back and devoted group of
tracking over running water imposes a +10. creatures, showing extreme loyalty in most cases to their
Used in combat, this is a Survival roll with a +5 bonus summoners. As such, they're usually fine with whatever task
against the Stealth TN of any hidden individuals. The dog needs to be done, unless the summoner wants one of them to
may then Point Out whoever they've found, as per the normal risk their life for the summoner's own material gain.
rules for that action. They're also one of the few summons that will fight other
==================== animals of the same contract. Ninken will work against
shinobi who've signed the canine contract, and even other
5. The Eight ninken teams, as long as they're from a different village; a
The Leader team of Sand ninken will have no problem fighting a team of
The most charismatic of most Ninken teams, the leader can Leaf ninken and their master.
act without using the summoner's AP. That said, regardless of village affiliations the ninken will
have nothing to do with the Mountain Dogs or Oguchi-no-
The Brute Makami. If either of those are summoned into battle against
Called for when a little muscle is needed, the Brute has a them, the ninken will promptly flee with their tails between
STR of 90, a Damage Bonus of 6.0, and a +5 bonus to grapple their legs and unsummon themselves.
rolls. Unlike most summons, you can also summon ninken
Bloodhound repeatedly in the same week (OOC day).
In addition to following tracks, the Bloodhound can also be If a dog has all its Vitality depleted, that particular ninken
given a bit of blood from a bleeding target or a garment of cannot be summoned for four weeks. The Tracking Fang
clothing with the target's scent to follow. Additionally, the Technique cannot be used if one or more of your dogs are
bloodhound can use survival instead of awareness to notice a recovering after such an event.
target in stealth. The bloodhound has a +10 bonus to its
Survival rolls, and in combat does not need to spend the
summoner's AP to use its Track ability.
Bombsniffer
The Bombsniffer can use Survival to check for traps rather
than Awareness or Espionage, and has a +5 bonus to doing
so. In addition, it can sniff the remains of a detonated
explosion and attempt to track the one who prepared or
detonated the explosive tags.
Scout
The Scout has an Awareness skill of +15. It may use the
Search and Point Out actions (as described in Chapter 3)
without using any of the summoner's AP. It uses Search as a
Speed 4 action.
Tiny
The Tiny dog has a Stealth skill of +20, and can use its Bite
attack without breaking Stealth, though each time it does so
its Stealth TN is reduced by 5. It may use the Hide and
Improve Hiding abilities as described in Chapter 3, without
spending any of the summoner's AP. It can hide from anyone
who is suffering from a -4 or greater visibility penalty.
Acrobat
The Acrobat is fast and agile, having an Athletics skill of +15,
a movement speed of 3 yards per IC, and a dodge bonus of
+16 (in place of the normal +11, not on top of it).
Spy
270
Summon: Mountain Dogs Accuracy: 35
1. Summoning Dodge: +25
2. Behavior Damage Bonus: 6.6
3. Attributes Movement: 10 yards per IC.
4. Abilities Athletics: +20
5. Terms of Contract Awareness: +25
==================== Resistance: +20
Stealth: +30
Survival: +40
1. Summoning
The Mountain Dogs (or wolves, as westerners know them), Hamstring
are always summoned in a pair. They appear as two giant Whenever a mountain dog strikes someone with their Bite
wolves with grey coats and white undersides. While they're attack, that person's movement speed is reduced by 5% for
capable of speaking, they prefer not to, instead usually opting the next 20 IC. This ability stacks with itself, up to a
to growl their distaste. Unless the summoner is considerably maximum of 10 times. All stacks of Hamstring expire 20 IC
more powerful than them, they'll assertively bully their own after the most recently applied one. For example, if you were
summoner around. hit by Hamstring 12 times, once every 10 IC, the last time
The wolves' shoulders reach the height of a single-story being on IC 123, you wuold be at -50% movement speed until
building's roof, and they're nearly thirty feet long from the IC 143. This does not stack with immobilization; whichever
nose to the tip of their tail. provides the higher movement speed reduction overrides the
other (though this has no bearing in immobilization's
Chakra: 45 accuracy and dodge penalties).
Speed: 20
Seal Speed: 25 Large
Anyone of human size attempting to maintain control of a
==================== grapple with the Mountain Dogs has a -10 penalty to their
grapple rolls, and deals only half damage.
2. Behavior Pack Tactics
Wolves excel at attacking as a group. Whenever anyone with
If the summoner has less than 5000 XP, the Mountain Dogs the Pack Tactics ability acts on the same initiative count and
will view them as a lower member of the pack and expect makes a melee-range unarmed, any number of them may
them to follow orders. At this level they won't be willing to do declare they are using Pack Tactics. When using Pack
much beyond protect the summoner; if called on when the Tactics, the target uses the Speed of the slowest attack (that
summoner isn't in genuine trouble or facing down another is, the one with the highest numerical Speed) to determine
summoned animal, it's unlikely that they'll help at all. which interrupts their target can use, but must defend against
If the summoner has 5000 to 6000 XP, the Mountain Dogs each attack separately. The sum of the Speed of the defenses
will view them as barely an equal. They'll look for reasons to that the target wishes to use must be valid to use against that
bully the summoner around and nip at them in a show of speed. For example, if both wolves attack with a Speed 10
dominance. They'll grudgingly speak from time to time, but Bite, the target's defenses cannot have a total Speed greater
will avoid doing so more than they have to. At this point the than (10/2) 5. They could dodge and parry, or dodge both, but
summoner is seen as a rival for dominance. two parries would be impossible (Speed 3*2 = 6).
Above 6000 XP, the Mountain Dogs are subservient,
acknowledging the summoner as the leader of their "pack." Pack Membership
They still won't be quite as agreeable as the ninken, and will The summoner of the Mountain Dogs gains the Pack Tactics
expect to be treated reasonably well, but turnabout is fair play ability as long as at least one of the wolves remains in battle.
in terms of them being bossed around. Strength of Many
==================== The Mountain Dogs are able to fight more effectively
alongside a worthy summoner. They add (the summoner's
3. Attributes unarmed taijutsu Accuracy bonus)/5 to their own Accuracy;
this does not include the base 10, and ignores Fatigue and
status effects. Similarly, they add (the summoner's Dodge
Vitality: 2400 bonus)/5 to their own Dodge bonus, with the same rules.
STR: 100 Tireless
Mountain Dogs do not need to make Stamina or Chakra
RES: 100 Exhaustion rolls when it act. If forced to by an outside force
CHA: 100 (such as Suffocation), they have +15 to their rolls.
DEX: 120
AGI: 100
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==================== For other issues, it's a matter of needing a connection to
pack or territory. Protecting prospective mates, hunting
grounds, prey, or fellow 'pack members' (which is to say,
4. Abilities allies) from assailants or outside interference are all
Standard Actions The Mountain Dogs can use the Dodge, completely acceptable reasons to call on the Mountain Dogs.
Move, and Block actions as described in Combat without On the other hand, asking them to show up to kill a random
spending any of the summoner's AP. bystander or an enemy who isn't worth their time, or to flaunt
Bite (Speed 10, AP 6) their power for the summoner's sake, will typically earn the
The preferred attack for a canine is the bite and takedown, summoner a bite for their insolence--and count as a Breach of
something they've been doing for millenia. Whereas a Contract.
smaller dog would go for the legs, the mountains wolves have
no need to do so. A bite is a basic unarmed attack inflicting
12d12 Blunt damage. If the attack hits by 5 points or more, it
Summon Avatar: Oguchi-
may automatically use its Takedown attack (see below). no-Makami
Intercept (Speed 20, 15 AP) 1. Summoning
Wolves are already apex predators in their natural 2. Behavior
environments; the summoned versions adapt most of the
techniques they would use for hunting prey when fighting ====================
their enemies. This may be used as an Interrupt against
anyone who's spent 10 or more of the last 20 IC moving, with 1. Summoning
a range of (5)*(the number of IC the target spent moving in
the past 20 IC) yards. The wolf lunges for them, attempting to Oguchi-no-Makami, the "True God of the Great Mouth", has a
simultaneously bite and tackle them. This deals 6d20 Blunt mythical status and is believed by some to be a force of
damage, receives only half the Mountain Dog's damage nature, or an incarnation of nature itself. Stories can be found
bonus, and is an automatic Surprise Attack. If it hits, it inflicts across the world of a giant wolf-spirit by that name guarding
a Stun 12. an ancient forest. Of course, none can agree about the size of
guardian spirit, or which forest it's protecting, so most
Takedown (Speed +6, AP 4) shinobi concur that it's nothing more than a legend.
After hitting with their bite attack by 5 points or more, the Even so, there's at least one very real being by that name.
mountain dog may attempt to savage its victim and throw Oguchi is a giant white wolf, more than fifty feet tall at the
them to the ground. This requires an opposed grapple roll; if shoulder and over a hundred feet long. Lending some
successful, the damage from Bite is increased by 25% and the credence to the story, it's able to maneuver forests (and cities,
target is knocked prone as if by the E-rank Trip taijutsu. and similarly crowded areas) without disturbing a single leaf,
Notably, this cannot be used against someone who's already despite its incredible size. While Oguchi is dwarfed by many
prone. of the other avatars in sheer size, it's still a powerful creature,
Track (Speed 20, AP 5) one that should not be underestimated.
The canine uses their superior senses, usually those of smell, Chakra: 55
to track down their quarry. This uses a survival roll with a +5 Speed: 30
bonus to follow tracks towards a target. The difficulty of the Seal Speed: 25
check is based on the conditions. A standard non-ninja
requires only a 15 to track. A shinobi normally requires a 20, ====================
but if they are trying to cover their tracks they get an opposed
survival check, or a stealth check at -5. For each day old the
track is the difficulty to track increases by +2. Rain or shifting 2. Behavior
ground conditions imposes a +5. Heavy rainfall, mudslides or Oguchi is fierce and powerful, bowing to no one. Its
tracking over running water imposes a +10. summoners are members of its pack asking for help, not
==================== entitled masters calling it into battle to serve them. Many
summoners with this contract can report Oguchi simply
5. Terms of Contract ignoring their attempts to summon it; the common consensus
is that he'll only appear when his "pack" is in danger.
The mountain dogs are feral wolves, and as such care
nothing for the world of ninja. Instead, they care only about
their own pack and territories. Generally speaking, they'll be
only minimally inclined to assist a summoner unless that
shinobi's wishes align with their own.
That said, if the summoner is in danger, they will generally
rush to their pack's defense. However, if the summoner bit off
far more than they could possibly handle, and should have (by
the wolves' judgement) realized that ahead of time, odds are
the wolves will let them get what they deserve. A member of
the pack who is a detriment to its safety will simply be left to
fend for themselves.
272
What exactly this constitutes is unclear, but summoning
the Mountain Dogs into battle before it is likely to help. As
with all wolves, Oguchi is quick to show dominance, and does
not tolerate division among the pack. Oguchi is quick to quell
any disagreements, and always ready to protect his (or is it
her?) possessions.
Yes, possessions: Oguchi considers both the land and his
pack to be its rightful property, and will fight savagely to
protect them.
273
Effects: The feline chefs can be summoned up to three
Feline Contract times a day (rather than once a week, as with most
The feline contract, to the chagrin of many a ninja, mainly summons). The chef will cook a delicious meal for up to four
involves cats--as in, housecats. Not nearly enough panthers, people. However, the chefs absolutely do not take suggestions
tigers, lions, and other great cats for most shinobi's tastes, or requests, and if anyone tries telling them what to make
and fewer still summonable cats capable of holding their they'll pack their things up and leave in a huff, not returning
own, let alone turning the tide, in battle between trained for a week.
shinobi. It takes about half an hour for the cats to prepare the food;
In terms of personality, they're significantly more helpful anyone who isn't there waiting when the meal is finished
than their mundane counterparts. What they lack in useful doesn't get anything to eat.
supernatural abilities they make up for with a startling array Once a month (every 4 weeks), the summoner can inform
of mundane talents. While they rarely make an appearance the chefs that it's a special occasion (the justification doesn't
on the field of battle, shinobi with the contract will even need to be reasonable, as the chefs love the excuse to go
consistently describe their feline companions as being, if all out). The meal will take a full hour to prepare, but will be a
nothing else, 'useful'. stunning gourmet feast. While the shinobi who partake in the
That is not to say that the feline species have no combat- meal will be well-fed, this also gives the head chef an excuse
worth specimens, just that the more powerful creatures who to experiment with dishes and seasonings in ways that may
answer the contract's call will come only for similarly not sit well with the stomachs of their diners--not that they
powerful shinobi. Their avatar, Byakko, is said to be feared much care. After requesting a meal of this magnitude, one
even by the avatars of other contracts. has no choice but to eat every last bite.
Felines have an interesting relationship with the When eating the gourmet meal, roll 1d6 twice; the frst roll
summoned canines. The two groups have quarreled determines the benefits, and the second the side-effects. The
frequently in the past, and it has without exception escalated benefits all last for one day (in-character day, that is), as do
into a horribly violent mess. As such, the two groups have the side effects unless their individual description specify
established a truce: summoned felines and canines will never otherwise.
attack or directly act against one another. The avatars of Well-Fed
those species, however, ignore this truce when it comes to 1) Brain Food: You have a +3 bonus to all skill rolls, as you
their opposites; Byakko and Oguchi-no-Makami have no feel charged and ready for anything. 2) Complex Carbs: Your
qualms about fighting each other. Stamina and Chakra Exhaustion rolls all have a +4 bonus. 3)
==================== Protein Power: For the next 8 hours, you deal +10% taijutsu
damage. 4) Sugar Rush: You are wired, giving you a +2 bonus
to Accuracy and defensive rolls. 5) Surging Chakra: The
Access 'secret ingredient' charged your energy reserves, and your
1000 XP: Summon: Ninja Cat ninjutsu deals 10% more damage. 6) Great Meal: Your
1400 XP: Feline Chef Fatigue penalties are treated as being one level lower until
1800 XP: Feline Merchant you reach Fatigue 3, at which point this benefit ends.
2200 XP: Summon: Nekomata
2600 XP: Lucky Cat Food Poisoning
3000 XP: Cat Burglar
4000 XP: Summon: Rakshasa 1) Double Vision: You suffer from a -2 visibility penalty for the
5000 XP: Summon: Byakko next day; everything's a bit blurry. 2) Upset Stomach: You
have Paralysis 1 for the rest of the day as you wait for your
Techniques stomach to recover. 3) Woozy: You lose concentration for the
next 2 hours, imposing a -3 penalty to Chakra Exhaustion
--( Kuchiyose: Airuu - Summoning: rolls. 4) Sweaty: You can't stop sweating, giving you a -3
Feline Chef )-- penalty to all your Stamina rolls. 5 - 6) No downsides! You
lucked out.
Between one and five felines, all the size of large housecats When still feeling the effects of one such gourmet meal, an
and capable of walking both on all fours on bipedally, appear individual will be too full to eat anything else.
in front of the summoning. All show up wearing a cooking
apron, and one (the leader) will show up with a small chef's
hat.
These cats are expert chefs, and capable of preparing
excellent food literally anywhere. When summoned they'll
promptly run off to forage for ingredients; how they can make
a soup in the desert is a mystery, and just what's in the stew is
probably best not to ask, but their meals are always nutritious
and SO TASTY.
Somehow they will always produce the supplies they need
when people aren't looking (or even so much as blink), from
metal pots to grills to firepits.
Chakra: 10
Speed: 10
Seal Speed: 25
274
You may spend a Luck Counter at any point to reroll any
--( Kuchiyose: Shounin Neko - d20 roll you made, or replace an attack's Accuracy with an
Summoning: Feline Merchant )-- accuracy roll, keeping whichever of the results you prefer
The feline summoned by this technique stands upright on its (typically the better one). This may be done at the same time
hind legs and is about two and a half feet tall. It carries a you would normally spend Willpower.
cylindrical wicker basket on its back, strapped around its You get no Luck Counters from rolls you rerolled this way.
waist and over its shoulders. Its waist strap doubles a belt, If you rolled a 3 on a dodge, and spent a Luck Counter to
where it has several money pouches. reroll it and got a 2, you would not receive a Luck Counter
Occasionally these cats will wear some sort of outfits, (and would still spend one normally). You may spend only one
usually just consisting of a tunic and a shirt, though hats Luck Counter per roll.
aren't entirely unheard of. Normally these will display a If the figurine is lost or stolen, you may not use its effects;
pawprint somewhere on them, prominently. however, neither can whoever took it. Instead, whenever they
roll a 15 or higher on a d20 they must reroll until they get a
Chakra: 20 result below 15. Getting rid of, or even breaking, the figurine
Speed: 10 won't do them any good--as soon as they look away, it
Seal Speed: 15 reappears in their possession, until the technique would
Effects: This summon has two tasks it can perform! expire normally.
The first, it can be called upon to run general errands This remains around for a full day, or the duration of a fight
around a town or city. The cat will buy groceries and (if summoned during, or immediately before, combat) or
generally do any shopping you need, assuming you provide it mission. You may summon this figurine once every four
with appropriate funds. It can also requisition items for you weeks.
from ninja villages, before a mission! It can be summoned to
do this once a day. --( Kuchiyose: Akisu - Summoning:
The second, it does a little bit of work as a merchant. You Cat Burglar )--
can 'sell' any requisitioned items to it for half their value, and Yet another bipedal cat, the Akisu is dressed in a black
'buy' any items listed under "Gear" (which it produces from turtleneck, beanie, and domino mask. The cat burglar
its wicker basket full of knick-knacks). For example, you could requires payment up-front in catnip, and once it's received its
trade in two explosive tags (200), a katana (150), and a map of compensation the summoner names their mark. After a
Wind Country (50); this would allow you to buy up to 200 ryo moment of preparation the cat burglar gets to work, and in
of items from the cat--a telescope, for example. This may be hardly any time at all the summoner will receive a 'brand
done once a week. Any more often than that and the cat will new' item.
have nothing but useless junk available in its basket (some
bits of string, a clawed-up piece of fabric, and so on). Chakra: 25
Notably, it cannot provide you with poison smoke bombs-- Speed: 12
while the smoke bombs themselves are in Gear, the Seal Speed: 20
necessary poisons are not. Effects: The cat moves unerringly towards its target, at the
The cat cannot be summoned in battle, and flees if rate of 4 yards per IC. Even if the target hides or moves
attacked. outside of the initial range, nothing will stop the cat, which
flawlessly dodges all attacks and crosses difficult terrain with
--( Kuchiyose: Maneki Neko - ease! Well, almost nothing. It won't cross areas with an
Summoning: Lucky Cat )-- Immobilization penalty of -8 or higher, and if it's in a
This summons a ceramic figurine of a cat, standing about damaging area-of-effect technique with an Area of 30 or
three or four inches tall. It's a calico bobtail sitting on its higher it will be blown comically out of the blast radius before
hindquarters, with one paw raised up in a beckoning gesture. vanishing in a puff of smoke. Though you must be able to see
These statues are said to bring good luck, and are often found the target when you summon the cat burglar, it willt hen be
(albeit on larger scale) at the entrance to shops and gambling able to find them on their own no matter what tricks they use;
halls. it will break the Stealth of someone who hides from it, and
This particular one actually does bring good luck to its clones created after the cat was summoned will be unable to
bearer! Or, so the felines claim, and some of the few shinobi confuse it.
with this contract swear by its efficacy.
Chakra: 25
Speed: 15
Seal Speed: 20
Effects: Whenever you roll a 5 or lower on a d20, your
Maneki Neko receives 1 Luck Counter. It may have up to
three Luck Counters stored at a time.
275
Upon its arrival, the cat scampers up the victim and begins
searching their possessions! When this happens, roll 1d4. On
a roll of 1-3, the user selects one item the target has; on a roll
of 4, the target makes things difficult for the cat, resulting in it
grabbing something less valuable (meaning, the target
chooses the item).
The cat takes all items of that type; for example, all Maps,
or all Katanas. The only exception is that it cannot disarm its
target. If used against someone with Full Pockets, they
cannot use their unique to produce any more items of the
stolen type until they have an opportunity to resupply. The cat
will even steal items inside Storage Scrolls! It's a very, very
good burglar, after all.
It then returns to its summoner, following the same
movement rules, though this time an attack which manages
to catch the cat in its area results in the cat, after flying
through the air yowling, hitting the ground at its summoner's
feet before vanishing. Upon arriving at its summoner (one
way or another), said summoner can take any items they wish
as a Speed X action, with X being the number of items, but
having a minimum of 5 (AP cannot reduce this action's
Speed). Any excess items are dropped on the ground.
A cat carrying more than 10 items drops one every 8 yards
it travels.
Out of combat, the cat can be instructed to steal either
from a person or location, though needs fairly specific
instructions (the guard's keys, that painting, and so on).
276
Your cat trains (sort of) hard to remain a valuable ally in
Summon: Ninja Cat combat! As your XP increases, so does its performance. The
1. Summoning bonus movement speed is calculated to one decimal point (as
2. Behavior is its increased damage bonus, as usual). The bonus to skill
3. Attributes rolls only applies to skills the cat already has. Accuracy,
4. Abilities Dodge, Parry: (XP/200) Damage Bonus: (XP/500) Skill Rolls:
(XP/250) Movement Speed: +(XP/1000) yards per IC Vitality:
==================== (XP/100)*10
Independent
1. Summoning Your ninja cat can act on its own. It does not require you to
spend AP for it to take actions unless the action itself
A two- to three-foot-tall bipedal cat, much like the merchant specifies that it does.
and chef cats summoned by this same contract. This one
appears wearing simple ninja attire, including a headband or Small
bandana; they even wear forehead protectors, with a feline If hit by an area-of-effect technique, the cat takes only half
pawprint in place of a village insignia. damage. However, it is blown clear of the area (usually in an
As the summoner trains and becomes a better ninja, so will over-the-top, and likely comedic, fashion), and suffers a
'their' ninja cat! Over time the cat will expand its arsenal, knockback equal to the attack's Area.
wearing handguards and a vest, along with holsters for Ninja Training
shuriken and the like. Shinobi cats train tirelessly in the ninja arts, up to two hours
a day! They'll work just hard enough to keep up with their
Chakra: 30 summoner; any more would simply be an unreasonable
Speed: 15 amount of effort. For every 500 XP, pick one of the following
Seal Speed: 20 improvements. You may not select any of them more than
Yes, there really are cat ninjas. They all have impressive once.
credentials, such as being masters of neko-ken ("cat fist") Armor: Your cat appears in appropriate ninja-armor, such
style martial arts. While their efficacy in battle leaves much to as handguards, a padded vest, and so forth. Whenever it
be desired, they do have the advantage of occasionally would take more than 25% of its maximum Vitality in
debilitating opponents with laughter. damage from an attack, that attack's damage is divided by 4.
A visual aid, for those having trouble picturing a ninja cat: Neko-ken: Your cat has mastered martial arts! This gives it
http://i43.tinypic.com/5ehe1x.png a +4 bonus to any unarmed parries, and improves its Cat Paw
==================== Strike action.
Ninja Combatant: Your cat shows up with smoke and flash
bombs! It has (XP/750) of each, to a maximum of 5.
2. Behavior Ninjutsu: Yes. It can perform ninjutsu, somehow. Despite
Each summoner calls upon their own shinobi cat, who will be the cats referring to these as "nyanton" techniques, they are
a faithful companion in times of need. While handseals are actually perfectly ordinary jutsu. The jutsu usable are
out of the question, these cats train diligently to master the explained below. The cat can use 4+(XP/2000) ninjutsu per
shinobi arts in their off-time! battle.
==================== Quick: Your cat is fast! It adds (XP/1000) to its Accuracy,
along with its dodge and parry rolls, to a maximum of +4.
Saboteur: Your cat shows up with a grappling hook, rope,
3. Attributes set of cat-sized lockpicks (with a +2 bonus, if it matters) and
(XP/1500) type 2 exploding tags.
Vitaity: 400 Shuriken: Your cat now shows up with holsters for
STR: 40 shuriken! This unlocks the "shuriken throw" ability below.
RES: 50 Your cat carries (XP/100) shuriken into battle with it.
CHA: 40 Sword: It's more of a knife, really, considering their size.
DEX: 60 But to them, it's a sword! Katanas are common, though some
AGI: 80 will use combat knives or straight-bladed swords. This
unlocks the "sword attack" ability below.
Accuracy: 15
Dodge: +6
Damage Bonus: 2.0
Movement: 3 yards per IC
Athletics: +10
Awareness: +5
Espionage: +5
Stealth: +10
Survival: +5
Devoted
277
==================== One of the rare exceptions to the rule that summons of the
same contract will not work against one another, two ninja
cats, if summoned by enemies in a battle, will fight one
4. Abilities another!
Standard Actions
Ninja cats can use the dodge, parry, move, block, and hide
actions, as described in the Combat chapter of the PHB.
Agility (Speed 0, 5 AP)
This ability can be activated at any time, including after the
cat is attacked but before its defense has been declared. It
ends any immobilization penalties it's suffering from, and
makes it immune to that source (a specific instance of a jutsu,
for example) from then on. This does not apply to 'internal'
penalties--ones caused by poison, for example.
Cat Paw Strike (Speed 10)
Your cat punches, kicks, or occasionally claws, someone! This
is a basic unarmed taijutsu attack dealing 2d6 Blunt or
Slashing damage. If your cat has the Neko-ken attribute, this
is reduced to Speed 6 and adds a Stun 2, and its damage is
raised to 4d8. Its damage bonus is multiplied by 10, rather
than 6, even at this lower Speed.
Nyanjutsu (Speed Variable)
The cat can perform various ninjutsu techniques after it has
the "ninjutsu" attribute. They are as follows: Kawarimi
(Speed +2): This is declared after the cat is hit by a technique
and partial defense applies; its dodge is increased to speed 4
(and must remain a valid interrupt for this to be used), and
the cat dodges entirely, having left behind a wooden figurine
of a cat with its tongue stuck out in its place. Bunshin (Speed
6): The cat creates three clones, which follow the normal
rules in the E-rank Bunshin ninjutsu, with the following
exceptions. The cat is always hidden amongst the clones, as
each clone is capable of attacking, though only one may act at
a time. Henge (Speed 5): The cat may turn into any object of
approximately the same size, following the normal rules for
the E-rank Henge jutsu. Genjutsu Kai (Speed 10): The cat
may use this on itself or its summoner. Shunshin no Jutsu
(Speed 2): The cat may perform this as if it had (XP/200) AP,
a maximum of once every 20 IC. Utsusemi (Speed 0): The cat
can use this, for all the good it does.
Shuriken Throw (Speed 4 + X)
Your cat throws up to X shuriken. It may target up to X/4
people with this attack (dealing full damage), receives +X/5
Accuracy, and increases its damage bonus by X*0.2. X has a
maximum of (XP/250). Cats cannot use normal shuriken,
only special shuriken crafted to be usable by creatures
without opposable thumbs (which they acquire via the
"Shuriken" attribute).
Sword Attack (Speed 12)
Your cat attacks with its sword! This does require the
"Sword" attribute. This weapon deals 8d10 Slashing
damage, and follows normal rules for weapon attacks.
Additionally, it has a +3 bonus when being used to parry
other weapons.
====================
5. Terms of Contract
278
Summon: Nekomata Athletics: +10
1. Summoning Awareness: +15
2. Behavior Resistance: +10
3. Attributes Stealth: +20
4. Abilities Chakra Exhaustion: +12
5. Terms of Contract
==================== Levitate
The Nekomata is capable of floating, and spends most of its
time walking or sitting on empty air. It ignores any effects
1. Summoning associated with the condition of the ground, or requiring it to
Legend says that once a cat has lived long enough its tail will be in contact with it.
split in two and a nekomata will be born. Whether or not Small
that's the origin of these creatures is hard to say, but doubtful. The Nekomata is the size of a very large housecat. It takes
Nekomata are slightly bigger than a very large housecat, half damage of area-of-effect attacks, but any knockbacks its
and have the features and coloration of any ordinary breed of suffers are doubled.
cat, though grey and black are the most common colors. They
all posssess a pair of long, sinuous tails, and commonly walk Trickster
on air at face level. When not actively moving about they tend By raising their Chakra cost by 10, the Nekomata can replace
to lounge on people's shoulders or heads, often in the most its genjutsu roll with 1d20, and the defender's roll with
awkward or uncomfortable way possible for the recipient. 1d20+4; this is declared when an appropriate ability is being
used. Uniques, abilities, and doujutsu do not provide their
Chakra: 30 normal benefits. The Iron Curtain technique still works, and
Speed: 18 similarly the Nekomata receives any bonuses specific to
Seal Speed: 20 individual abilities it uses. Additionally, the Nekomata itself is
==================== immune to any targeted genjutsu.
====================
2. Behavior 4. Abilities
Nekomata are happy to assist in confusing and tormenting Cremation (Chakra 16, Speed 6, 4 AP)
the summoner's enemies. They're capable of deploying This applies an Ignite 1 to everyone present in battle, as pale
mirages and illusions with skill rivaling most shinobi, blue, ghostly flames briefly flicker over them.
taunting and frustrating their victims. That said, they're much Spirit Flame (Chakra 10 * X, Speed 14)
more cat-like than some of the contract's other animals, and The nekomata creates Xd4 wisps of hovering blue fire. You
will typically refuse to perform menial tasks. Nekomata are may pay 2 AP to have the Nekomata launch one of these at a
highly intelligent and can understand human languages, target, using its normal Accuracy +3. After somebody's been
though cannot speak them. hit by Spirit Fire, they can't be targeted by it again until at
If asked to engage in direct combat the cat will do so least 5 IC have passed.
reluctantly, and fight to the best of its ability. However, the Anyone struck by a Spirit Flame suffers Ignite 5 and Burns
summoner runs the risk of it getting bored and leaving 3. Both those statuses will stack with multiple uses of Spirit
without any warning. Fire, increasing the victim's current severity (from this
==================== source) appropriately. By raising the cost to attack with a
flame to 5 AP, you may use your Accuracy in place of the
3. Attributes Nekomata's; you may do this no more than once every 10 IC.
Vitality: 800
STR: 20
RES: 40
CHA: 100
DEX: 60
AGI: 80
Accuracy: 32
Dodge: +24
Genjutsu: +18
Damage Bonus: 4.0
Movement: 2 yard per IC
279
Phantasmal Flames (Chakra 16, Speed 10, 8 AP) The movement occurs even if its genjutsu roll failed. To
This multiplies the number of Spirit Flames present by 1d4. anyone who passed their roll, or later finds it, the Nekomata
Any 'extras' created this way are just illulsions. For example, is fully visible; to anyone else, it remains invisible. The "Point
if there were 3 Spirit Flames, and you rolled a 3 on Out" action has no effect when used against a Nekomata
Illusionary Flames, you would wind up with 3 real flames, hidden this way. If it uses Spirit Flames or Cremation it will
and 6 illusions, for (3*3) 9 total. If you use this ability again, it immediately exit stealth; however, attacking with an already-
replaces (rather than adds to) any currently-existing created Spirit Flame only reduces its Stealth TN by 4.
phantasmal flames. As with an ordinary genjutsu, victims receive a cumulative
Whenever you attack with a Spirit Flame, after it's bonus to defend against this technique for each time they've
determined if your attack would have hit (and your opponent been affected by it in combat. Unlike normal genjutsu, this
has used, and paid for, their defense appropriately), roll 1dX, effect doesn't end if the people who the Nekomata is hidden
with X being the total number of flames. If it's in the lower from are wounded.
(number of real flames), a real flame hits--if not, the attack ====================
was an illusion. You do not pay the AP cost to attack with a
spirit flame, and the illusion is destroyed.
In the above example, you would roll 1d9. On a roll of 1-3, 5. Terms of Contract
an actual Spirit Flame would have been launched. On a roll of Of the animals summoned by the feline contract, nekomata
4 - 9, it would be an illusion. are the closest to 'normal' cats in terms of behavior. They're
Mirage (Chakra 25) fickle, lazy, easily distracted, and prone to randomly becoming
The Nekomata may perform the Double False Surroundings bored. Any time it uses one of its abilities (other than Mirage,
technique (C-rank genjutsu), with an additional +5 bonus to which has its own rules) there's a 5% chance that it will lose
its genjutsu roll. The Nekomata does not need to pay the interest and unsummon itself.
Upkeep for it, though it ends if the Nekomata is
unsummoned. This may only be used out of combat.
Whenever it uses this ability, there is a 25% chance that it
will, rather than accompanying the summoner, choose to
lounge nearby and watch its illusion for the next 2d8 hours
before unsummoning itself. If the illusion is dispelled before
then, the Nekomata will still unsummon itself, but the
summoner will somehow, intuitively know that someone
removed the illusion.
Illusion of Death (Chakra 16, Speed 10, 8 AP)
An illusion which causes the victim to suffer from, essentially,
a dangerously overactive imagination. Whenever faced with
an impending attack, they briefly imagine fatal or otherwise
crippling outcomes: senbon piercing their trachea, a sword
cutting their head clean off, a fireball leaving them a charred
corpse, and so forth. This applies a Stun 4 whenever they
take a defensive Interrupt action. This follows all normal
rules for genjutsu.
Displace (Chakra 15, Speed 4, 4 AP)
Rather than actually avoiding an attack, the Nekomata
confounds its assailant with a clever illusion. This may be
used as a defensive interrupt, in place of a dodge. The
Nekomata makes a genjutsu roll against its attacker; if it
succeeds, it dodges the attack. If it succeeds by 10 or more, it
may then specify a new target within the attacker's range
(including how far they can move as part of their attack), and
redirect the attack at them. Someone defending against this
technique does not receive the normal cumulative bonus to
genjutsu rolls from being affected by a technique repeatedly.
Vanish (Chakra 20, Speed 10, 6 AP)
The Nekomata makes a Genjutsu roll with a +10 bonus.
Anyone who fails their defensive genjutsu roll loses sight of it;
it immediately becomes invisible, enters Stealth 3, and moves
up to (the result of its Genjutsu roll) yards in any direction.
280
Summon: Rakshasa Accuracy: 48
1. Summoning Dodge: +32
2. Behavior Genjutsu: +46
3. Attributes Stamina: +15
4. Abilities Chakra Exhaustion: +25
5. Terms of Contract
==================== Damage Bonus: 12.0
Movement: 2.6 yards per IC
1. Summoning Athletics: +30
Despite appearing in many myths, it's unclear what exactly Awareness: +35
rakshasa are; descriptions of their appearances and behavior Chakra Control: +35
are wildly inconsistent, from giant black tigers with vicious Espionage: +35
fangs and claws, to cannibals with flaming eyes and hair, to Research: +20
cruel spirits in human form. Of course, it's also possible that Stealth: +35
several of those depictions are true, as rakshasa are also Survival: +35
rumored to be capable of changing their form as easily as a
human would change clothes. Dark Mind
When called upon by shinobi, however, they tend to follow Though a Rakshasa's mind is not too different from a
a consistent appearance, that of a tall man (even 'female' human's to affect with genjutsu, doing so can be risky.
rakshasa apparently take on masculine bodies) with the head Attempting to influence its mind risks the person doing so
of a tiger, retractable claws at the ends of their fingers, and suffering a painful feedback through their chakra, typically in
orange-and-black fur across their bodies. Most are dressed in the form of a sudden wave of horror. If a Rakshasa is targeted
robes, typically red and gold in coloration. Some look noble, by a genjutsu and rolls an 11 or above on its defensive
others feral and violent. genjutsu roll, the person who targeted it automatically loses 1
Willpower. If they have no Willpower remaining, they instead
Chakra: 50 suffer a Stun 10.
Speed: 30
Seal Speed: 30 Spirit Siphon
Unlike most summons, the Rakshasa may spend Willpower--
==================== or, more specifically, its owner's. This can be done any time
Willpower would normally be spent, with the usual effects. If
2. Behavior the Rakshasa betrays its summoner (see Treachery, below) in
combat, it will always use Spirit Siphon on the attack made
A rakshasa's behavior and demeanor varies as wildly as their against them.
appearance, and so there's no way of knowing whether the Treachery
creature summoned genuinely intends to assist the Unlike most summons, Rakshasa will sometimes turn
summoner to the best of their ability, or is only helping them against the ninja who called upon them--but there's no way of
for the opportunity to sabotage their goals later on. As such, knowing that one is planning to do so until it's too late. Every
summoning a Rakshasa is a calculated risk in most time the Rakshasa is given a task, or acts in combat, there is
circumstances. a 10% chance that it will somehow turn against the
All Rakshasa can speak any human language (and some of summoner. This could mean informing people who it was
unclear origin) flawlessly and without accent; while some sent to spy on that the summoner is nearby, or sabotaging the
sound refined and others harsh and guttural, these seem to path it was sent to scout; in combat, this check is made
be personal affectations on the parts of the rakshasa whenever it attacks. If the 10% chance takes place, it instead
themselves. attacks the summoner with the same technique. After the
==================== Rakshasa betrays their summoner this way, it will disappear
(often cackling evilly as it does so); after five checks have
3. Attributes been made without betraying the summoner, that particular
Rakshasa will not do so for the remainder of the time it's
summoned. Additionally, Rakshasa will not betray
Vitality: 2000 summoners with 6000 or more XP.
STR: 100
RES: 110
CHA: 140
DEX: 120
AGI: 130
281
==================== The Rakshasa takes a step forward, then dissolves into wisps
of pitch black smoke and the smell of charcoal; moments
later it reappears with the same show of smoke, striking from
4. Abilities its own personal darkness. This augments one of the
Banishment (Speed 6, Chakra 30, 4 AP) Rakshasa's melee attacks (Rake or Soul Rot), and modifies its
This technique can be used in response to any attack which parameters accordingly. Between the time the action is used
targets the Rakshasa, including area-of-effect techniques and when the Delay ends, the Rakshasa cannot be targeted;
whose radius it's in. The Rakshasa traces a mandala in mid- after the Delay, it reappears on the battle field, in range of
air, the symbols etching themselves in ghostly flames, and the whoever its target is. When a Shadow Step attack is used, the
offending objects are removed. Used against ninjutsu, the Rakshasa does not need to specify its target. When the Delay
technique disappears completely, as if it had never been used ends, it appears behind its target; this can target anyone who
(though any costs are still paid). Against weapon taijutsu, the within 200 yards and not in Stealth when Shadow Step was
weapons vanish; unique weapons (ones not from the used. Entering Stealth, creating clones, or moving away
Equipment section of the PHB) reappear 2d100 yards away during the Delay will not prevent the Rakshasa from finding
from the Rakshasa, in the opposite direction from the its mark. When Shadow Step is declared, the Rakshasa can
attacker. Melee attackers instead reappear 2d20 yards in a either sacrifice 10% of its maximum Vitality for a +4 bonus to
direction of the Rakshasa's choosing. Accuracy, or 20% for a +8 bonus.
Burning Chains (Speed 12, Chakra 40, 8 AP) Soul Rot (Speed 18, Chakra 40, 15 AP)
The Rakshasa levels a gaze at a target and speaks in an The Rakshasa makes a melee strike against a victim, but
incomprehensible language; the flames around that person rather than dealing a vicious blow lightly rakes its claws
lift themselves off the individual's body and form chains of across them--and in doing so, bestows a potent curse upon
dark red fire and burnt iron, anchoring the unfortunate soul them. The unfortunate recipient will begin experiencing a
to the ground. This can only target someone suffering from horrid pain across their body--and, more pressingly, start
Ignite, and cannot be defended against, though the Rakshasa dying rapidly. Every IC that passes, they lose 20 HP. This
must be able to see the target, and it has a range of 50. All persists until the Rakshasa is unsummoned, the victim falls
Ignites on the target are suspended, and instead converted below 0 HP, or the Rakshasa's summoner orders the creature
into Immobilization penalties; Ignite 8 would become -8 to end the effect. If a Rakshasa uses this on the summoner
Immobilize. The "Ignite" continues to decay at its normal after betraying them, the effect instead persists until the
rate, but effects which remove or reduce Ignite don't work summoner's HP falls below 0 or a Contract Seal is applied to
(since it's an Immobilize, not an Ignite). Removing the them.
Immobilize penalty from Burning Chains causes the
Rakshasa's Upkeep to end, and the Ignite to return. If the
Rakshasa betrays its summoner when ordered to use
Burning Chains, it first transfers all Ignites from the target to
the summoner, and then uses Burning Chains.
Immolate (Speed 16, Chakra 50, 10 AP)
With a single gesture, the Rakshasa lights its victim ablaze.
This applies an automatic Ignite 10; it cannot be blocked,
parried, or stopped with ninjutsu-based defenses (such as
Ocean Shield). It can be dodged, though doing so is done at a
-10 penalty. If used against summons, this deals damage as a
percent of their maximum Vitality (as if it was damaging HP
under normal Ignite rules), rather than current, and is
reduced at half the normal speed (RES/40 rather than
RES/20). Immolate has a range of 40 yards, or 80 yards if
used against a summoned creature.
Rake (Speed 12, Stamina 15, 2 AP)
The Rakshasa slashes someone with its claws. This deals
12d20 Slashing damage, ignores armor, and inflicts a Bleed 8
status.
Shadow Step (Speed +4, +Delay 8, +6 AP)
282
Summon Avatar: Byakko
1. Summoning
2. Behavior
====================
1. Summoning
A mythical creature, Byakko is said to be the guardian of the
west, and the symbolic representation of autumn,
righteousness, and iron. The actual, physical Byakko is also a
white tiger large enough to crush houses under a single paw,
possessing a roar that can flatten trees and a ferocious gaze
that can send all but the mightiest opponents fleeing in terror.
Chakra: 60
Speed: 20
Seal Speed: 40
====================
2. Behavior
Byakko is the Lord of Beasts, the apex predator of the land. In
his eyes, he is the almighty emperor of the world; all other
animals, and even shinobi, are his subjects. He is a stern, but
magnanimous ruler, free of contempt, scruelty, or scorn for
his 'subjects'--his lordship of them is only natural, in light of
his all-eclipsing power.
Even other summoned avatars are viewed not as equals by
Byakko, but rather as challenging prey.
283
Attempting to negotiate as a ninja is a risky prospect, because
Summoning Contract: as often as not the people you try to talk to really don't care
that you have a white flag, and would rather jump and murder
Hare you than listen to you explaining why violence really isn't
Hares (including rabbits, but really, what ninja knows the necessary.
difference?) are the least adept in battle of all the major This technique creates a wooden pendant, a circle with
species of summoned animals. Much like their wild three carved hares inside it forming a triskelion of sorts,
counterparts they are not predatory and have no natural which can only be worn by the summoner (and, if not put on
defenses beyond their ability to flee (which they are, to be fair, within a minute, crumbles to dust). So long as it's worn, they
quite good at). have significant protections against hostility, though in
That alone ensures that most ninja do not consider the exchange must live up to their own set of standards.
rabbits worth the time and effort involved in fostering good The pendant's design looks something like so:
relations with them. Still, some go to the trouble of doing so. http://www.legendarydartmoor.co.uk/images/Tinners2.gif
Hares are kind-hearted creatures, but not weak-willed. Chakra: 30
They will not tolerate a master who takes delight in causing Speed: 20
others suffering, or who is unwilling to attempt to resolve Seal Speed: 60
issues peacefully. Similarly, when confronting enemies who
they view as genuinely evil, the few combat-capable Effects: Anyone attacking, hindering, or taking other hostile
summoned rabbits display a shocking degree of actions against you has a -15 penalty to any associated
remorselessness. Stamina and Chakra Exhaustion rolls, and a -5 penalty to
==================== their Accuracy and other offensive rolls against you.
Additionally, during this technique's duration you gain 100
Access DR.
However, you cannot attack anyone who hasn't attacked
you first or take other hostile actions that aren't in self-
800 XP: A Small Rabit defense. You may not hide (via Stealth) unless it's during
1200 XP: Diplomatic Immunity battle. You cannot enter any buildings, camps, or other
1600 XP: Summon: Jade Rabbit guarded areas without first making your presence known to
2000 XP: Hare of Inaba the owners, occupants, or guards (as appropriate) and
2400 XP: Summon: Yojimbo receiving their permission.
3000 XP: Sanctuary If you break the restrictions of this technique, the wooden
4000 XP: Summon: Satsu no Usagi pendant shatters and its effects end immediately. When this
4500 XP: Summon: Tsuki no Usagi occurs you automatically advance two Fatigue levels; this
increase in Fatigue cannot be avoided.
You can also take the pendant off, in which case it simply
Techniques crumbles to dust. The pendant must be worn obviously; you
cannot tuck it into a shirt or otherwise deliberately hide it. If
--( Kuchiyose: Chiisana Usagi - you do so, or if you attempt to actively goad people into
Summoning: A Small Rabbit )-- attacking you (to inflict its penalties on them before you
retaliate), it breaks. The pendant will not last longer than 6
It does exactly what it says: summons a small rabbit. These hours.
are remarkably docile and friendly creatures, and an
exception to the standard that summoned animals won't
simply wait around at their summoner's leisure.
The rabbit cannot talk, and lacks any obvious supernatural
talents. It likes carrots and lettuce, and will allow itself to be
carried around and petted at the summoner's leisure.
Chakra: 10 + X/2
Speed: 5
Seal Speed: 10
Requires: Kuchiyose no Jutsu
Effects: If anyone attempts to attack the rabbit or its
summoner it flees immediately, leaping away before
disappearing in a puff of smoke.
However, whenever there is someone hidden within 10+X
yards who the summoner doesn't know about, the rabbit will
tense up begin shaking, going very still as its ears perk up.
--( Gaikou Tokken - Diplomatic
Immunity )--
284
Effects: Taking any sort of offensive action within the area
--( Inaba no Usagi - Hare of Inaba )- is prohibited, as is deliberately launching attacks into it.
- Offensive actions include all attacks and targeted genjutsu,
According to legends, the goddess Amaterasu was once whether or not they deal damage. Setting explosives and
wandering the land looking for a place to rest for the night. modifying the terrain for combat (for example, the A-rank
As the story goes, she was approached by a rabbit which took Yomi Numa, or Katon explosive clouds) are offensive actions.
her to the town of Inaba, and for its kindness she gave it her Breaking this rule carries a harsh penalty: Anyone who
blessings. does so has a -10 penalty to all their offensive actions,
It's rather hard to believe that the story's true, the rabbit including Accuracy, genjutsu, Stealth and Awareness rolls,
was real, and it's still alive and available to be summoned--it's Toxicology and Chakra Control rolls to inflict status effects,
more likely that 'Hare of Inaba' is the collective term given to and parry rolls made as part of 'counter-attack' moves (such
these large (for rabbits) white rabbits, though more as Halting Blow). This lasts for as long as they're in the
supersticious people are hesitant to harm them all the same, sanctuary field, and one hour afterwards.
as the myth claims anyone who does so will incur the sun Once a person has violated the sanctuary's restrictions,
goddess' wrath. they can be attacked and otherwise subjected to offensive
actions with impunity; anyone attacking them is not breaking
Chakra: 25 the rules of the sanctuary. Anybody who aids them, however,
Speed: 10 such as taking a hit for them or giving them supplies mid-
Seal Speed: 15 battle, is similarly affected if they do so within the field.
Effects: This summons a white rabbit which cannot speak. This lasts X/4 hours, to a maximum of 12. The summoner
When it's called, the summoner asks it to guide them to a may not choose to end it early, and is subject to the same
location of their choosing. This may be a place the summoner restrictions and penalties as anyone else.
is familiar with, or a descriptive (rather than specific)
location; "The other side of this mountain range" or "The
nearest town" would both be acceptable, but "The enemy
camp," or "The nearest group of shinobi hiding from us"
would not. In short, it could not be used to find a person or
group that doesn't want to be found or whose existence the
summoner isn't aware of.
However, it will then flawlessly lead the summoner and
anyone with them, at a pace equivalent to a brisk walk (or
slower, if necessary), to the chosen location so long as it's
within a week's travel. It will lead them around all ambushes,
traps, snares, hidden enemies, and so on. If it reaches a point
where this is impossible (there is only a single bridge
crossing a river and there are explosives planted on it, or
enemies waiting to attack on the other side) it will stop and
sit there, shaking, until either the threat is dealt with or it's
carried through the 'danger zone' by its summoner.
If the rabbit is attacked, it flees instantly, though there may
be more to this story of a 'curse' befalling those who attempt
to injure it than most shinobi believe. However, attempting to
use the rabbit as a 'shield' of sorts (summoning it in battle as
a deterrent to someone attacking you or the area near you) is
a Breach of Contract.
--( Seiiki - Sanctuary )--
Following the hare's ideals of nonviolent resolution of
conflicts, this technique facilitates peaceful negotiations by
ensuring that those who attempt to use diplomacy as a cover
to ambush or attack their enemies are punished for doing so.
How the technique works at all puzzles shinobi, as it doesn't
have similarities to any known sort of jutsu.
After the technique is completed, the entire affected area
somehow seems lighter and more peaceful. Anyone inside its
boundaries instinctively knows that hostility is not welcome,
and has a marked aversion to any such actions.
Chakra: 25 + X
Range: 0
Area: 100 + X*2
Speed: 25
Seal Speed: 80
285
Summon: Jade Rabbit 4. Abilities
1. Summoning Standard Actions
2. Behavior The Jade Rabbit may use Dodge, Move, and Block as
3. Attributes described in the Combat chapter of the PHB, without their
4. Abilities summoner needing to spend AP.
5. Terms of Contract Blinding Flash (Speed 10, AP 12)
The Jade Rabbit is a beacon of hope but also one of light!
==================== This technique uses the C-rank Raiton Taiyoken
286
For every Yojimbo after the first present on the battlefield, all
Summon: Yojimbo the others receive +3 Accuracy, an additional +2 to parries, +2
1. Summoning to Take the Hit, +1 to their damage bonus, and -1 to their AP
2. Behavior costs. This stacks up to five times (when there are six
3. Attributes Yojimbo present).
4. Abilities ====================
5. Terms of Contract
==================== 4. Abilities
Standard Actions
Yojimbo may use Dodge, Move, Parry, and Block as described
1. Summoning in the Combat chapter of the PHB, without their summoner
Literally meaning 'bodyguard', the yojimbo is just that. It's a needing to spend AP.
three foot tall bipedal white rabbit wearing a blue haori, black Iajutsu Strike (Speed 10, AP 15)
hakama, and straw sandals, with its ears tied together by The Yojimbo can make a quick strike as their first
white cloth an an imitation of a topknot. Yojimbo hares each unsheathing, it gains an additional +3 Accuracy
carry a single katana. They have hands, rather than forepaws, Defensive Formation (Speed Variable)
complete with opposable thumbs. Protecting a target is their bread and butter, well-trained
Chakra: 15 + X * 10 Yojimbo keep their targets alive, it is their honor and their life.
Speed: While there are two or more Yojimbo present, they can use
Seal Speed: 25 the ability Defensive Formation, Total Defense, and Guard, as
detailed in the Physical Abilities
You summon X Yojimbo, up to a maximum of 3. ====================
====================
287
Summon: Satsu no Usagi 4. Abilities
1. Summoning Sharp Teeth (Speed 8, AP 10)
2. Behavior And he can leap about! When you use this attack, you can
3. Attributes move up to 40 yards. This does 5d20 damage, and after you
4. Abilities calculate it fully out, you double the total. In addition, it
5. Terms of Contract counts 50% higher for the purposes of wounding. It inflicts
Slashing wounds and if it every inflicts a critical head, roll
==================== 1d20. On a 20, the opponent's head comes clean off and they
die.
====================
1. Summoning
From the deepest parts of the plains the hares roam, Satsu 5. Terms of Contract
no Usagi is a loner, a singular, powerful entity who has always
been a force to be reckoned with. The rest give him his space Summoning this creature is actually considered a Breach of
but he still manages to lash out occasionally. Contract for the hare contract itself; the Murder Rabbit can
still be summoned during the regular Breach of Contract
Chakra: 45 period, which does not count as a 'new' offense (the rest of
Speed: 10 the contract will be usable again after the three OOC week
Seal Speed: 25 period from the initial summoning of the Murder Rabbit).
==================== Once the Rabbit has been summoned it cannot be dismissed
until it has taken at least one human life.
2. Behavior
As soon as Satsu no Usagi is on the field, he will attack the
closest target besides you. If there is no other target? He will
attack you. He will continue to kill until he can't find anyone.
No one can escape his wrath.
====================
3. Attributes
Vitality: 1500
STR: 50
RES: 70
CHA: 80
DEX: 100
AGI: 150
Accuracy: 45
Dodge: +35
Genjutsu: +40
Damage Bonus: 17.0
Movement: 5 yard per IC
Athletics: +15
Awareness: +35
Resistance: +15
Stealth: +0
Chakra Exhaustion: +20
Bad-Tempered Rodent
The mind of this rabbit is very singular. It is immune to Stun,
Genjutsu, Immobilize, and takes half damage from Bleed,
Ignite, or any other damage over time type ability.
Elusive Target
The rabbit is small and has the luck of the moon! It has
access to the Ninjutsu, Kawarimi. It also takes no damage
from AoE attacks where it isn't the sole target.
====================
288
More commonly, however, shinobi will call upon it for its
Summon Avatar: Tsuki no other famous skill: the rabbit is probably the greatest
apothecary alive. It can produce restorative elixirs, medical
Usagi poultices, antidotes for any known poison (and probably
1. Summoning some that aren't known), and, supposedly, that mythical "elixir
2. Behavior of immortality." The lack of immortal shinobi suggests that it
3. Attributes does not, in fact, confer immortality, however.
4. Abilities
5. Terms of Contract
====================
1. Summoning
The Moon Rabbit is a large rabbit, though not in the same
way that most summoned avatars are: it's barely two feet long
from nose to tail. The rabbit has downy white fur, and keenly
intelligent jade-green eyes. When summoned, it typically
appears sitting upright on its haunches, with a mortar and
pestle in front of it (how it handles the pestle with its paws is
quite the mystery, though it seems to have no trouble doing
so). When the rabbit speaks, it does so with a soft, serious,
androgynous voice.
Chakra: 40
Speed: 40
Seal Speed: 40
====================
2. Behavior
The hare avatar is not exactly a pacifist, but it does refuse to
engage in combat (if it would even be able to defend itself is a
largely academic question). Some summoners claim that
they've been able to get it to negotiate with the avatars of
other contracts, both leaving the field of battle, but even if the
Moon Rabbit is willing to do that, it probably doesn't
appreciate being used as, essentially, a glorified bargaining
token.
The rabbit is not exactly friendly, though 'amicable' might
be a fair description. It's a fairly serious creature, and while it
will make an effort to be helpful to its summoners, it won't
appreciate being treated like their personal dispensary or
advisor on a regular basis. Despite its diminutive stature, it's
still a summoned avatar.
====================
3. Attributes
According to legends, the Moon Rabbit lives on, well, the
moon, where it prepares a magical elixir which grants the
gods their immortality. This is probably not that rabbit,
though there are certainly similarities.
The Moon Rabbit has extensive medical knowledge, and
can identify almost any malady which might be affecting
someone, and suggest treatments for almost any condition. If
called upon to provide consultation for medical matters, it
will freely do so, and its advice will almost always prove
excellent. Though it won't stay for more than a few hours,
that's enough time to coordinate the actions of an entire
hospital for maximum efficiency, and set up highly effective
triage procedures.
289
As a messenger, Tsukai is reliable in the sense that
Summoning Contact: eventually he'll deliver whatever he was supposed to, and he's
incredibly hard to catch. On the other hand, he can be far
Monkey slower than most animal--for that matter, most human--
Primates are often seen as some of most intelligent of messengers, given his propensity for taking 'breaks' and
animals, in part because of their human-like appearances and slacking off for upwards of a week at a time.
mannerisms, a fact even more apparent in their shinobi Once the message is delivered, Tsukai will 'inform' the
counterparts. At the same time, monkeys are also known to summoner of this in the form of a prank--usually getting
be belligerent and irreverent, and prone to causing mischief something shoved down the back of their pants or having a
when it suits them... which is just as true about their more banana thrown at the back of their head, before the monkey
intelligent, chakra-wielding counterparts. vanishes. Now, if only he'd put that talent to use in delivering
Shinobi who form a contract with the monkeys need only a his messages.
great deal of patience, but a healthy appreciation for satire Chakra: 20
and an ability to laugh at their own misfortunes (of which Speed: 15
there will likely be quite a few) are necessary to avoid going Seal Speed: 10
mad with frustration. Requires: Kuchiyose no Jutsu
What sets monkeys apart from most of the counterparts is
that they're capable of performing actual ninjutsu, complete Effects: The monkey can carry a trio of normal-sized
with handseals. Not all of them can, and they don't have as scrolls, or any similar-sized objects--or even a small knapsack
wide a variety of techniques as actual shinobi, but it's still or other container (meaning it's not limited to just messages),
quite an impressive accomplishment compared to other and will bring it to a destination or person of your choice. If a
animals (having human-like hands helps, no doubt). person, you must tell the monkey where to look for them.
The Avatar of the monkeys is the legendary Monkey King In combat the monkey hides after receiving the message,
Enma, known to command a great deal of respect even from with a prodigious stealth bonus of +40. After hiding the
the avatars of other summonable species--other than the monkey will proceed to run away at a speed of 3 yards every
Queen of Spiders, Tsuchigumo, with whom he has a long- IC. If attacked it defends with a +20 to dodge, and has 100
standing enmity. Among his more famous traits is his ability Vitality.
to transform into the Adamantime Staff, a legendary weapon Message delivery time is inconsistent at best, thanks to
said to be without equal. Tsukai's nature. No matter the distance he's sent (within the
==================== shinobi nations), the message takes 3d10 days to be delivered.
This has nothing to do with difficulty getting there, and
Access everything to do with Tsukai getting distracted and slacking
off whenever he pleases, regardless of how important his task
may be.
800 XP: Monkey Messenger More than a few summoners are annoyed by Tsukai's
1200 XP: The Threefold Tools of the Monkey unreliability, but, well... what can you do?
1600 XP: Partner Monkey
2000 XP: Substitution Monkey
2400 XP: Three Great Monkey Statues
2500 XP: Summon: Handsome Monkey Prince
4000 XP: Summon: Pillar-Supporting Monkey
6000 XP: Summon: Monkey King Enma
Techniques
--( Saru Tsukai - Monkey Messenger
)--
A small capuchin monkey dressed in a suit appears before
the summoner. He bows politely, and usually follows that up
with something bothersome, such as throwing a rock at a
bystander, poking someone in the leg with a stick, baring his
hindquarters at his summoner, or some other form of mostly-
harmless message.
Having done so, the monkey then waits to be a given a
message. The monkey can carry any small written document,
or even recite a verbal message--though it's best to be wary of
the latter. While the monkey will faithfully and accurately
deliver all the information, he'll also add plenty of extra
insults (directed at both the recipient and the summoner).
290
A small but highly polished and lacquered calabash gourd
--( Sarusanbaigu - The Threefold with a cap at the top and a bright scarlet rope to secure it to
Tools of the Monkey )-- one's belt, the monkey's gourd doens't look like it should be
A long time ago, there actually were three tools, each with able to hold more than half a gallon of liquid. Sometimes, it
three abilities. Its was a catchy name, and accurate! Over holds less; other times, it holds... much, much more. When
time the monkeys picked up more tools, but haven't seen any summoned, the user can choose one of three liquids for the
reason to change the technique's name. A summoner trying gourd to be filled with: water, sake, or an elixir. Regardles, the
to explain to them that it should be changed will be treated as gourd can be summoned once a week (OOC day).
if stupid by whichever monkey he happens to be speaking to.
Really, it's best to just not bring the subject up. Water: The small gourd actually contains 20 gallons of water
Chakra: 15 that can be used in jutsu, or for any normal purpose. The
Speed: 10 gourd lasts for 1 hour and can be refilled, but anything other
Seal Speed: 10 than water put into it will curiously spill out despite the
holder's best efforts.
Effects: Sake: Possibly a good reason to sign the monkey contract on
its own, the gourd can pour out what amounts to one shot of
This summons a single item from the list below. Unlike most sake every minute for 12 hours straight. After taking a drink
summoning techniques, there is no direct limitation on how (Speed 5) the user has to make a Resistance roll against 10 +
often you may perform this one. However, each of the tools 1 per drink after the first. Failure leaves them at a -1 penalty
has its own duration (how long it will stay around before to Accuracy and skill rolls, stacking with itself. It's not all bad,
vanishing in a puff of smoke, even if you were busy using it), though, as they gain a DR equal to the number of drinks
and its own amount of time you must wait before summoning they've had. This lasts for one hour per drink, and after it
that particular tool again. wears off leaves the most incredible, devastating, world-
ending hangover any human is likely to experience.
This does mean that you could, if you needed, summon all five
of the tools one after another in a single situation. Each of the Elixir: Supposedly a magical elixir, maybe just a special
tools can be targeted even if you're carrying it (treated as a mixture of drugs. The elixir is meant for consumption by
called) shot. They have 100 Vitality and 100 DR, and vanish monkeys (who often face retribution for their mischevious
when their Vitality reaches 0. pranks), but works for humans as well. Taking a drink (a
Speed 10 action) allows a Resistance roll with a +2 against
any status you're currently afflicted by which originally
= Kinaikagi - Golden Skeleton Key allowed one, against the original difficulty.
=
An ornate (really, gaudy) golden key with a handle sculpted to This only works against things requiring a status roll, and
resemble the face of a monkey, complete with two small ruby negates only the penalties caused from failing. Succeeding
eyes, and two prongs shaped like miniature grasping monkey against a poison would end its effect entirely, while
arms, with the keys of teeth being the monkey's fingers. succeeding against Dragon Fire Technique would lower the
Curiously, it is able to fit keyholes of any size, though getting Burns and Ignite by half their original severity; any damage
it to actually open the locks takes a bit of work. already taken (or similar) is not undone.
The key functions as a +5 set of lockpicks that is always The elixir lasts for 50 IC. Passing it on to someone else is a
completely silent and never breaks. Additionally, it can be Speed 5 action.
thrown at a lock within STR/4 yards. Using it this way
requires an Espionage roll to "pick" the lock without the
normal +5 bonus, as well as an Accuracy roll needing a (20 +
1 per yard the lock is away) to actually hit the lock. If
successful, whatever was being targeted is immediately
unlocked--though the key must be retrieved (or
unsummoned).
The golden key can be summoned for up to an hour, once
every month (4 OOC days).
291
= Gentou - Magic Lantern = The rope has a DR of 100, but can only take 10 damage
before snapping. The segment closest to the summoner
An ornate golden lantern; the top and bottom are in the shape remains, while the rest vanishes in a puff of smoke. The rope
of hexagonal cones, and the body has six gold-framed glass can be thrown up to 50 + (the results of an Athletics roll) feet.
faces, with golden designs of monkeys engaged in various Golden rope is also great for tying people up, giving a +20
activities inlaid in the glass; when turned on in pitch bonus to the Espionage roll (instead of just +10).
blackness, this produces crisp shadow-outlines of the
monkeys on nearby walls. Golden rope will last for an hour, or eight hours if
immediately used to tie somebody up. It can be summoned
Inside the lantern is a golden flame that can be coaxed bright against one month (4 OOC days) later.
or darker with a whisper. The bottom of the lantern can be
unlatched and opened, revealing some incomprehensible
mechanical devices which, with a bit of experimentation, will = Maitatsu Tsue - Dancing Staff =
raise internal shutters up to cover any combination of the A long, gnarled walking stick, sturdy and sizable enough to be
glass panes (though, really, those shutters shouldn't be able to used as a bo staff by the summoner. It has the normal
fit in there...). If you close all the shutters and ask the lantern properties of a bo staff (from the Equipment chapter), plus a
to help you, it will open the shutter that is currently pointing few unique characteristics.
north--letting it function as a compass. The light it sheds can
change to any color you request.
If disarmed or discarded, the staff hops back up to a vertical
position of its own volitiong and begins to pogo back to the
By manipulating the shutters this can act like a lamp, a summoner. The staff starts moving 1 IC after it's been
flashlight, or anything inbetween. It can illuminate a radius disarmed, and moves 1 yard per IC; when moving like this, it
up to 40 yards (as a lamp), or a narrow cone up to 100 yards can be 'picked up' as a Speed 0 action. Immobilization
long (as a flashlight). It can shine in a smaller area by penalties slow it down normally.
dimming the flame.
Finally, if left in a spot and asked to look like a person it can If grabbed by anyone else the staff will wait 5 IC before
create a vague illusion of a general type of person, large man, striking them in the face and bouncing free, applying a Stun 4
small child, thin woman; essentially a body shape and effect and resuming its trip back to its summoner.
age/gender. The illusion can be seen through with an
Awareness check of 10, +1 per yard away from it. This only Outside of combat, if propped up and told to 'stay' it will do
works in poor lighting (such as at night), and uses up the just that. The staff will stand straight up, or at any improbable
lantern's duration 10 times as fast. The illusion can be angle, as if held by an invisible force. It's virtually immovable
performing any basic physical task, but nothing elaborate and like this, and can be used in all sorts of creative ways--such as
nothing requiring it to move more than ten feet from the spot hopping on top of it and posing dramatically.
the lantern was set down at.
The staff can be summoned for up to four hours, once every
Gentou lasts for up to 10 hours before vanishing in a puff of two weeks (2 OOC days).
smoke (or up to 1 hour if used as an illusion for the whole
duration).
292
Each of these techniques has a "(30 - X)" in its Chakra cost. X
--( Migawarizaru - Substitution is the number of IC which have passed since the last time you
Monkey )-- summoned one of the three statues, with a minimum of 0.
Migawarizaru is summoned in response to an attack, the Thus, if you summoned one at the beginning of the battle, it
monkey taking the hit for the shinobi. Or, rather, one of his would be Chakra 30; if you summoned another 50 IC later, it
many clones does; a puff of smoke engulfs the 'ninja' who was would also be Chakra 30; and if you summoned the last
just hit, revealing them to be a monkey, before that monkey statue 10 IC after that, it would have a Chakra cost of 50.
vanishes in another puff of smoke. Moments later duplicates
of the summoner begin appearing across the battlefield, each --( Iwazaru - Speak No Evil )-- The first monkey appears as 10
of them cloned monkeys disguised as the summoner via yard tall statue that looks to be made out of a gleaming metal
Henge no Jutsu. One of them is the summoned monkey of some sort. The statue is that of a sitting monkey covering
himself, indistinguishable from the rest. In the ensuing its mouth with its hands.
confusion the summoner is free to either escape the battle, or
take advantage of the situation to strike. Chakra: 30 + (30 - X)
Area: 100
Chakra: 32 Speed: 15
Special: Interrupt Seal Speed: 20
Speed: +6
Seal Speed: 10 Effects:
Effects: The statue has 1000 Hit Points, and a Damage Reduction of
200 which applies against all thrown weapons other than
Migawizaru functions similarly to Kawarimi. You may use it Fuuma Shurike and Large Star Shuriken.
after failing to dodge a technique, so long as partial defense
applies. So long as the dodge's new total Speed (including the Anyone within the area who speaks, or spends AP to control
+6 from Migawizaru, and its Seal Speed) would allow it to be the actions of a summoned creature, loses half their current
used as a valid Interrupt, you may pay 10 AP to fully dodge AP (after any such expenditure) and gains no AP the next
the attack and use this technique. As a reminder, while you time the initiative count reaches a multiple of 20. Taking any
could use AP to reduce the final Speed of Dodge + Migawiaru action with a Speed above 10 also incurs this effect, unless
to 4 (2+6 = 8, to a minimum of half that with AP), the modified the shinobi is careful to be quiet, which amounts to taking a
Seal Speed, if above 0, cannot be reduced this way. -2 immobilization penalty for their action. After suffering the
statue's effects once, a shinobi will be able to figure out what
After the substitution is used, the monkey himself appears will cause them from then on.
along with seven more clones on the battlefield, each of them
disguised as the summoner and carrying on with some form
of obnoxious antics. The summoner may choose to either
immediately attempt to enter stealth (with their opponent(s)
receiving an immediate Awareness roll against their Stealth
roll), or automatically hide among clones as with a normal
Bunshin technique.
When the clones are targeted, roll 1dX; X is equal to the
number of clones remaining, plus 1 for Migawizaru, plus 1
more if the summoner is hidden among them. On a roll of 1,
the Migawizaru is hit and they all vanish. If the summoner is
hidden among the clones, 1 hits the summoner (and all the
clones vanish, along with Migawizaru) and 2 hits Migawizaru.
293
--( Kikazaru - Hear No Evil )-- Appearing as a small brown capuchin, the Partner Monkey is
a simple creature summoned to provide assistance with
Another 10 yard tall statue, this monkey seems to be crafted small tasks. Being of such small stature and with little to no
of a solid white marble. It appears sitting atop the previous combat skills, the Partner Monkey is quite skilled at sneaking
statue, hands covering its ears. into tight spots and stealing small objects.
Chakra: 30 + (30-X) Chakra: 25
Area: 100 Speed: 15
Speed: 15 Seal Speed: 10
Seal Speed: 20
====================
Effects:
When Kikazaru is summoned, everyone present on the 2. Behavior
battlefield receives a "Curse Counter", with its value starting One of the few monkeys that can't speak, the Partner Monkey
at 0. Whenever someone takes an action, their counter is can easily understand most orders, and if treated well it will
raised by that action's Speed. Every time the IC reaches a be happy to follow any that don't put it into danger. Not
multiple of 10, the statue 'checks' to see who has the highest helping out of the goodness of it's own heart... the Partner
Curse Counter. That individual (or those individuals, if there's Monkey likes to be given treats. Fruits and candies are
a tie) suffers a -4 immobilization penalty, and has their usually enough to get it to perform most any task that it
Stamina and Chakra Exhaustion penalties doubled. doesn't think is immediately dangerous.
1. Summoning
294
==================== One of the few uses of the Partner Monkey in a combat
situation, the Summoner can send the Partner Monkey out to
scout an area. This works by giving the monkey a general
3. Attributes location to scout out and choosing how long they wish the
monkey to be gone. The Partner Monkey can move 3 yards
Vitality: 400 per IC towards the location. Once there the monkey does a
STR: 20 quick search(using up 0 IC), but can also use 6 more IC to do
RES: 40 a search actions. When declaring a scouting action you may
CHA: 20 choose to set a time for the monkey to return in which case it
DEX: 60 will only have scouted the area it was able to reach before
AGI: 60 have to come back... or you may have the Partner Monkey
Accuracy: 30 simply go to an area and search a few times(your choice)
Dodge: +20 before coming back. Note that the speed of the action is
Damage Bonus: 1.3 based upon how far the Partner Monkey has to travel(and
Athletics: +15 travel back from) as well as time spent searching. Upon it's
Awareness: +10 return, the Monkey will perform a sort of pantomime that for
Espionage: +15 some reason the Summoner is able to understand and gain
Resistance: +5 general details about the scouted area. These details include:
Stealth: +20 general terrain, prescence of enemies(that it saw using
Almost Tireless awareness), and any obstacles.
Partner Monkeys do not need to make Stamina or Chakra
Exhaustion rolls for their actions. Instead, they reduce their Monkey Mission (Speed Variable, 5 AP per action/skill use)
current Vitality by (Stamina or Chakra cost)*3. They do not Similar to the Scout action, the summoner sends the Monkey
normally accumulate penalties to Stamina or Chakra on a non-dangerous mission utilizing it's skills. This could be
Exhaustion; if they have penalties from an outside source as simple as hopping over a fence and undoing a latch from
(such as Suffocation or some poisons), add those to the the other side to as complicated as scaling a building,
effective Stamina or Chakra cost to determine how much unlocking a window, opening a safe, and finally stealing a set
Vitality they lose. of plans before coming back. Like scouting, the Partner
Monkey can move 3 yards per IC and requires 10 IC for each
Dextrous Fingers use of a skill other than awareness. The Monkey can be sent
A Partner Monkey has small hands with powerful fingers, on a wide range of missions, but be warned that if it senses
allowing it to pick locks without the use of any lockpicks. any danger it can't be sure to avoid it will abandon the
mission and return rather than braving the odds.
Extraordinary Reflexes Perform Ninjutsu (Speed Variable, Variable AP)
Given the monkey's agility, it can dodge attacks as a Speed 0 The Partner Monkey can actually perform a small selection of
interrupt. Ninjutsu, or be commanded to perform them at a set time.
The Partner Monkey has a Seal Speed reduction of 6, and
Small does not use Stamina or Chakra rolls when using the Jutsu it
The Partner Monkey is very small and light, being able to knows. Instead, subtract (Chakra Cost)*3 from the Partner
move while still maintaining Stealth 2. In addition, all Monkey's Vitality whenever it uses a Jutsu. The Summoner
knockback effects have their efficacy doubled. has to spend AP equal to 1/2 the speed of the jutsu(including
the remaining seal speed). =Jutsu Known= Ninjutsu: Henge
==================== no Jutsu : Limited to a small wind up monkey toy with
cymbals.
4. Abilities Ninjutsu: Genjutsu Kai : Can use on the summoner, but only
Standard Actions if commanded to.
Partner Monkey may use Dodge, Move, and Block as
described in the Combat chapter of the PHB, without their
summoner needing to spend AP. Fuuton: Soujikaze no Jutsu : Clearing out smoke and mist.
Bite (Speed 8, 4 AP) Fuuton: Kazekiri : Cutting ropes or making openings in thin
Not an amazing combatant, the Partner Monkey usually gets barriers.
out of dangerous situations using it's teeth. A bite inflicts 4d6
piercing damage and is considered a basic unarmed attack. Fuuton: Rakuyou Buyou : Escaping once it sees danger.
The Partner Monkey's bite is far more painful than it is
actually damaging and if used in a grapple, it gets a +10 to the
check to escape the grapple. Fuuton: Nagare : To leap down from extreme heights.
Scout (Speed Variable, 10 AP)
295
====================
5. Terms of Contract
The partner monkey has been known to refuse a mission if it
does not receive a treat or trinket as payment when
summoned or given particular taxing tasks (most ninja
capable of summoning it will keep a bag of peanuts or a few
shiny beads around, for just this purpose).
If the summoner knowingly sends the monkey into danger
(deliberate combat, or as a decoy), the partner monkey will
immediately leave, and this will be considered a Breach of
Contract. Even afterwards, the monkey will be grumpy when
summoned, and require heavy condolences (bananas work
wonders) before listening to the summoner at all.
Being summoned to help the summoner when they're in
genuine, dire need (meaning the summoner is already
fighting, and doesn't, for example, immediately hide or flee
once the monkey shows up) is acceptable, but the monkey
does not like it and will only perform up to four actions (be
they attacks or jutsu) before it protests and leaves in a puff of
smoke. Again, it will require an 'apology' in the form of gifts
before helping again.
296
In combat, the Monkey Prince actively mocks and humiliates
Monkey Prince his opponents, dancing around and delivering alternating
attacks and taunts. He expects his summoner to stand back
and simply watch as the Prince does his thing, unless the
1. Summoning Prince is being attacked by a summoner and a summoned
2. Behavior creature simultaneously--in which case he expects the
3. Attributes summoner to assist him.
4. Abilities
5. Terms of Contract ====================
==================== 3. Attributes
Vitality: 2200
1. Summoning STR: 100
The Handsome Monkey Prince (or, "Tansei Sarukou") has an RES: 100
almost human stature, bipedal and close to six feet tall, CHA: 100
resembling a man with the fur and tail of a monkey. He's also DEX: 120
possessed of incredibly good looks, disarming charm, and AGI: 120
phenomenal wit... or, so he tells it. He appears dressed in a Accuracy: 35
bright red breasplate, bracers, and greaves, along with fine Dodge: +30
black pants and a gaudy golden belt. Damage Bonus: 6.0
Athletics: +30
Chakra: 120 Awareness: +25
Speed: 30 Espionage: +20
Seal Speed: 15 Resistance: +15
The best way to summon the Prince is to first provide a Stealth: +25
fitting demonstration of one's admiration for him by Extraordinary Reflexes
summoning the Three Great Monkey Statues. If one is Given the Monkey Prince's agility, he can dodge attacks as a
present on the battlefield, his Chakra cost is reduced to 100; Speed 0 interrupt.
if two are present, it's reduced to 80. If all three statues are Golden Flip
present in battle, it only costs 40 Chakra to summon the The Monkey Prince suffers no penalty to dodge area of effect
prince. techniques, and upon succesfully dodging one can move to
any edge of the area automatically.
When he's summoned, the statues vanish. The statues Tireless
themselves cannot be summoned while he's present on a The Monkey Prince does not need to make Stamina or
battlefield. Chakra Exhaustion rolls when he acst(other than performing
jutsu). If forced to by an outside force (such as Suffocation),
==================== they have +10 to their rolls.
Independent
2. Behavior The Monkey Prince is too vain to be given orders by the
Summoner. Instead the Monkey Prince will simply attack
Most believe the Monkey Prince added the 'handsome' to his anyone immediately hostile to his loyal subject(the
own name, a testament to his own pride and vanity. summoner). In addition, the Monkey Prince acts of his own
volition, not requiring AP from the summoner.
When summoned, he will 'politely' ask the summoner to
stand back and watch him handle the problem at hand. The
more of the statues that were summoned before he was, the
more politel he'll be. With all three having been used to
summon him he'll show up ready and enthusiastic to jump
into a fight, so long as the summoner doesn't try to boss him
around. Without any having been used the Monkey Prince
will be positively snobbish, and will only fight on the
summoner's behalf if said summoner shows him great
respect.
297
Mountain-Conquering Pride The clone will call the opponent names, taunt them, and
If pitted against another summoned creature, the Handsome dodge attacks until it's hit--at which point it's destroyed, as
Monkey Prince receives a bonus to his Accuracy, dodge, and with a normal clone, and the enemy will realize what
skill rolls equal to (the minimum listed XP needed to happened. However, the Prince will still be hidden!
summon that creature)/500, and an increase to his damage
bnous equal to (that amount of XP)/1000, to one decimal Perform Ninjutsu (Speed Variable)
place as usual. If its XP level is 4000 or higher, he does not The Monkey Prince knows ninjutsu! It's mostly something he
pay any cost when using his ninjutsu against them. learned because it was interesting, but he got bored and
If fighting a person, these bonuses instead come from that stopped learning jutsu after picking a few Katon and Fuuton
individual's actual XP (sub-total XP, in the case of clanless). If techniques. He could learn all the ninjutsu if he pleased, but it
fighting both people and summons (or multiple of either), he would be much too troublesome.
only uses the highest bonus. He reduces Seal Speeds by 12, and does not make
Stamina or Chakra rolls when using jutsu. Instead, his
Peerless Champion current Vitality is reduced by (Chakra cost)*3 whenever he
The monkey prince uses only a fraction of his real strength in performs a jutsu. The Prince knows the following techniques:
order to give his opponents a sporting chance, and if =Jutsu Known= Fuuton: Wind Release Stream Fuuton: Great
someone exceeds his expectations will raise them Breakthrough (generally used to knock people away before
accordingly. Every time one of his attacks misses, he gains +2 they get close, for harassment purposes) Fuuton: Violent
Accuracy for the rest of the battle. Every time he fails to Wind Palm (he doesn't carry any throwing weapons) Fuuton:
dodge an attack, he gains +1 dodge for the rest of the battle. Wind Turtle's Shell Fuuton: Vaulting Leap Katon: Flame
Finally, every time the damage from one of his attacks is Flower Katon: Sticky Fire Technique Katon: Grand Fireball
completely prevented (such as by DR, or the Earth Shore Katon: Great Dragon Fire
Return technique) his physical and ninjutsu damage bonuses ====================
are both increased by 2 for the remainder of the battle.
====================
5. Terms of Contract
4. Abilities The Handsome Monkey Prince is extremely vain and self-
Standard Actions important. If the summoner doesn't show him proper respect
The Monkey Prince may use Dodge, Move, and Block as and deferential treatment (flattery always helps), the Prince
described in the Combat chapter of the PHB. will get annoyed and leave. There are many nobles who
aboslutely abhor sycophants, but the Handsome Monkey
Strike (Speed 8) Prince is not one of them. The more the summoner praises
Skilled with using his hands, feet, tail, and most other parts of and fawns over him, the more the Prince will like the
his body as a weapon the Monkey Prince can strike pretty summoner and enjoy being called out to assist them.
hard when he wants to. While he could hit much harder than In combat, once the Monkey Prince is summoned he will
he does--he's strong enough to lift mountains overhead, he'll expect the summoner to stand aside and let the Prince fight.
assure his summoners--he prefers to goad his opponents with If the summoner tries to help the Monkey Prince will tell him
weaker, glancing blows. A strike from the Prince does 10d10 to stop, and step aside; if the summoner continues, the
Blunt damage, as a basic unarmed attack. Prince will get angry and leave.
Golden Cloud (Speed 4) That being said, if his enemy goes out of their way to attack
The Monkey Prince is well known for his flying Golden the summoner, the Prince won't object to them defending
Cloud, and for the listed speed he can summon it to his side themselves or retaliating. Similarly, if he's fighting a
and hop on. It is, as its name suggests, a small opaque golden summoner and their own summoned creature, he won't mind
cloud, about four feet across. The Prince can sit or stand on his own summoner helping him. However, in other situations
it; anyone else simply falls through. On the cloud the Monkey he'll want to fight alone (or possibly with the help of other
Prince has a +3 bonus to dodge and can move 5 yards every summoned monkeys), even if outnumbered.
IC. If he makes an attack or uses a jutsu he dismounts from
the cloud, and has to call it again to receive its benefits.
Despite its ability to fly, the cloud can only reach an altitude of
30 yards. The Prince claims this is an arbitrary limit he has
imposed upon it in combat, to make fights more fair for his
opponents.
Decoy (Speed 5, Interrupt)
When attempting to dodge against a melee-range attack and
gaining only a partial success, the Monkey Prince can spend
50 Vitality to avoid the attack entirely and leave a clone
behind. The prince immediately makes a Stealth roll with a
+15 bonus, opposed by his opponent's Awareness. On
success, the Prince is hidden and the opponent thinks the
clone is the prince.
298
Pillar Monkey Vitality: 4500
1. Summoning STR: 180
2. Behavior RES: 140
3. Attributes CHA: 100
4. Abilities DEX: 120
5. Terms of Contract AGI: 120
Accuracy: 46
==================== Damage Bonus: 20.0
Athletics: +30
Awareness: +35
1. Summoning Espionage: +15
Guardians against evil, Munamochisaru ("Pillar-Supporting Resistance: +25
Monkeys") are strong enough to act as pillars and hold the Stealth: +10
roofs of massive shrines up. They're enormous, more than Extended Range
forty feet tall and rippling with muscles; despite being often Munamochi-Saru have a 10 yard attack range, which is still
mistaken for apes, they are, in fact, giant monkeys. These melee due to their large size.
enormous, brown-furred creatures are far more serious than
most of their kin, some of the most dutiful and honor-bound Huge
of their species, and prove quick to defend their summoners. Munamochi-Saru cannot be tripped or knocked airborne, and
That said, they're not much use for anything that doesn't any knockback effects have their efficacy reduced by half.
involve brute force. Being a forty foot tall monkey sort of... has However, they also cannot dodge or block.
that effect. Tireless
Munamochi-Saru do not need to make Stamina or Chakra
Chakra: 40 Exhaustion rolls when they act. If forced to by an outside
Speed: 25 force (such as Suffocation), they have +25 to their rolls.
Seal Speed: 25 ====================
====================
4. Abilities
2. Behavior Standard Actions Munamochi-Saru may use Move as
Supposedly, the Munamochi-saru can speak and perform described in the Combat chapter of the PHB, without their
handseals like other monkeys can--however, none of them summoner needing to spend AP. They may use Take The Hit
ever seem to do so. They understand orders, and seem to be normally, but commanding them to do so costs 4 AP.
quiet intelligent, but say nothing in response, usually just Monkey Smash (Speed 10, 4 AP)
gruffly nodding their heads, occasionally grunting in The giant monkey punches, claws, or kicks those that it's set
affirmation, and solving problems with their muscles. against. This deals 14d20 Blunt or Slashing damage, and is
They're quick to use their size and strength to defend the considered a basic unarmed attack.
summoner and any of the summoner's friends or allies. Ground Pound (Speed 20, 8 AP)
They'll also actively defend the pure and innocent, even Balling up both fists, Munamochi-saru slams both hands into
without orders (this almost always includes children; adults the ground or upon a downed opponent in a hammering
are another matter entirely). They usually have no qualms motion. Chakra is poured into the ground and it shatters,
about attacking the summoner's enemies, but will try to opening up around the monkey before it hops back out of the
minimalize collateral damage, as they're very capable of area. This strikes an area of 40 yards with a penalty of -2 to
tearing up massive areas of the landscape when they fight. accuracy. It deals 28d20 damage and is considered Unarmed
==================== Taijutsu. If used on a prone target, Ground Pound's damage
is considered 150% higher for inflicting wounds. th a -2
3. Attributes penalty in place of Ground Pound's normal accuracy.
299
Tail Sweep (Speed 6, 5 AP)
As Munamochi-saru are such a huge and imposing monkeys,
most think of them as apes. However, they are in fact still
monkeys, and as such have tails. A tail sweep usually involves
the monkey feinting forwards ominously with one arm, then
whipping their tail out to sweep an opponent off their feet.
This attack only does 6d12 damage; if it hits, the victim next
gets an Awareness roll against the monkey's Accuracy. If they
pass, they suffer a Stun 2. If they fail, they're left prone as per
the E-rank Trip taijutus.
Tail Sweep always rolls Accuracy, using 1d20+36. If it
knocks someone prone, the Munamochi-saru can pay 5 AP
and immediately follow up with a Ground Pound (at its
normal AP cost, and adding its normal Speed to when the
monkey will act next) at that target, using its Tail Sweep
accuracy wi
Monkey Pillar (Speed 3+X, Interrupt, X AP, Chakra 10+2*X)
In addition to acting as living pillars, the Munamochi-saru are
quite capable of creating them. Driving their hands into the
ground (be it loose earth or solid stone), they can lift a solid
wall or pillar in front of them. Even if used on dirt or sand, the
pillar will be hardened into solid stone when it's raised this
way.
This is used as a defensive Interrupt, automatically
succeeding and blocking up to X*100 damage. Any damage
over thi amount carries through to the Munamochi-saru. This
is treated as a Doton ninjutsu, and takes double damage from
Raiton, but only half from Sution. Anyone within five yards of
the monkey will also be protected by this wall. It can only be
used against attacks originating 10 yards or more away from
the Munamochi-saru.
====================
5. Terms of Contract
The pillar-supporting monkeys are not dim-witted, but are still
fairly simple creatures. As long as the summoner doesn't ask
them to do more than use their brute strength and size,
they'll get along just fine.
The one thing they will never do is harm pure-hearted
innocents, and attempting to convince one to do so knowingly
is a Breach of Contract.
300
Summon Avatar: Enma
1. Summoning
2. Behavior
====================
1. Summoning
Enma is an eight foot tall, white-furred monkey with a body
structure similar to a human, allowing him to walk upright
and swing from limbs like an ape. He wears a black suit with
mesh armor underneath, and to top it off a sleeveless kimono
made of tiger fur with white trim and held closed with a sash.
He usually has a very grumpy look on his face.
Chakra: 65
Speed: 30
Seal Speed: 35
====================
2. Behavior
Monkeys are somewhat fickle and it can be quite a
complicated process to gain their trust. That said, once the
Monkey King has grown fond of someone (a long process) he
will treat them as a member of his monkey troop and fight
fiercely to protect them. That said, Monkeys have plenty of
better things to be doing with their time and Enma doesn't
like being summoned for frivolous purposes.
Having grown quite old and cantankerous, Enma will only
answer a summons if the summoner's life is on the line.
Where that line is drawn is dependent on how well he knows
the summoner in question. He also has a long-standing
unfriendly rivalry with the Spider Queen Tsuchigumo, and
will answer any summons to fight her.
Enma does not generally take orders. He'll do what the
summoner needs, but will usually decide for himself how he
wants to go about accopmlishing their goal. The better the
summoner's rapport with Enma, the more closely he'll
cooperate with them. If Enma has faith in his summoner's
abilities, he may even use his ability to transform into the
legendary Adamantine Staff, a weapon said to be
indestructible and possessed of numerous supernatural
capabilities, for his summoner to wield.
In addition, Enma is well-schooled in the ninja arts and has
an extensive suite of ninjutsu he can perform. He actually
outclasses many ninja with his jutsu use. While other Avatars
are immense beasts capable of causing destruction on a
massive scale, the Monkey King Enma is smarter, more
skilled, and able to become an undefeatable weapon in the
right hands.
301
You summon a small earthenware decanter filled with a
Salamander Contract pitch-black liquid the consistency of water. The blood of this
Unlike many of the other creatures a Shinobi might form a species of salamander is poisonous--but, a single whiff of the
contract with, Salamanders care little for the summoners. stuff would be enough to convince most people not to even
They come when called, but that's about it; they can't (or at consider drinking it.
least don't) speak, and while they're never reluctant to help in Chakra: 20
battle, nor are they eager. They go about it as a matter of Speed: 5
course, suggesting perhaps a still very bestial nature. Seal Speed: 15
While this means that a summoner doesn't have to worry Requires: Kuchiyose no Jutsu
about offend their summon or incurring its animosity, it also
means that salamanders don't particularly care about looking Effects: If you take a Speed 4 action to drink the blood,
out for their summoner. In combat they can be frightening you... are poisoned!
indiscriminate in the devastation they unleash. An This has a Poison 1 effect, with a Duration of 1000 IC.
unprepared summoner can easily get themselves or their However, the black blood blocks the action of any other
allies wiped out by collateral damage. poisons: while you can be poisoned, so long as the black
To counteract that, and perhaps as an indication that the blood is coursins through your veins you will ignore their
salamanders do have something resembling good will effects, and their own durations will expire normally.
towards those who call on them, before being able to You may purge the black blood from your system as a
summon any of the creatures themselves a summoner will Speed 10 action, by "unsummoning" it.
first gain the ability to summon the blood of the beasts, which
has various effects which, when properly applied, can give --( Kuchiyose: Aochi - Summoning:
them some degree of protection from the creatures they call. Blue Blood )--
====================
You summon a small wooden bowl with a tepid, syrupy
substance inside it. If you hadn't figured it out yet, it's
Access salamander blood, said to have mystical properties!
Chakra: 20
1000 XP: Red Blood Speed: 5
1500 XP: Black Blood Seal Speed: 15
2000 XP: Blue Blood Requires: Kuchiyose no Jutsu
2500 XP: Summon: Chameleon
3000 XP: Summon: Basilisk Effects: You may close your eyes and take a Speed 5 action
4000 XP: Summon: Ibuse to coat your eyelids in the blue blood.
5000 XP: Summon: Ka Riu For the next 100 IC, or until you open your eyes or wipe the
blood away, you can 'see' despite your eyes being closed,
--( Kuchiyose: Akachi - Summoning: viewing the world as black and all objects as chalky white
Red Blood )-- outlines. While disorienting, it's quite effective.
You halve all visibility penalties for the duration, and are
You summon a small clay jug filled with thick, viscous red immune to any effects requiring eye contact. Additionally, you
blood. The blood from this particular salamander species is have a +5 bonus to all your Awareness rolls, as this unnatural
known for its incredible flame-retardant properties. sight eliminates most visual distractions.
Chakra: 20
Speed: 5
Seal Speed: 15
Requires: Kuchiyose no Jutsu
Effects: If you take a Speed 8 action to smear the blood
over yourself, you become highly resistant to heat and fire.
For the next 200 IC, you are immune to the Ignite status
effect and any ongoing Ignites will end. You become immune
to Burns, but existing Burns won't be removed. You cannot be
wounded by Katon, and the severity of wounds from para-
elements based on Katon (Shakuton and Futton) are reduced
by one category. Finally, you take 25% less damage from
Katon or its advanced elemental forms.
--( Kuchiyose: Kurochi -
Summoning: Black Blood )--
302
Summon: Chameleon Vitality: 1000
1. Summoning STR: 100
2. Behavior RES: 60
3. Attributes CHA: 40
4. Abilities DEX: 80
5. Terms of Contract AGI: 80
====================
Accuracy: 35
Dodge: +30
1. Summoning Damage Bonus: 6.6
Even normal chameleons were, in the past, thought of as Movement: 6 yards per IC.
being supernatural monsters, so finding one among the ranks
of summoned animals shouldn't be surprising. Why the Athletics: +15
salamander contract covers something which is technically a Awareness: +25
lizard, and not an amphibian, however, remains mysterious. Resistance: +15
Aloof and uncaring like the other animals it shares a Stealth: +30
contract with, the chameleon serves as ask and then leaves
promptly. The chamaleon is fairly small by the standards of Agile
summoned animals, "only" big enough for two people to The chameleon does not suffer AoE penalties for dodging
crouch fairly inside its mouth with moderate discomfort. area-of-effect techniques, and indeed has a +5 bonus to dodge
With long limbs, a tail that ends in a curling spiral, and some them.
of the strangest eyes of any creature, the chameleon is Bestial
certainly a unique sight. The Chameleon isn't driven by higher desires, and as a result
While regular chameleons can blend in with their it cannot be negotiated or reasoned with. It has a +10 bonus
surroundings, this one can alter the color and reflectiveness to its rolls against genjutsu.
of its skin so well as to be virtually invisible. It can walk
across virtually any surface, and while it prefers to avoid Expert Climber
combat its long, sticky, extendable tongue can be wielded Due to a combinatino of chakra control, grasping claws, and
with stunning speed and deftness. small sticky pads on its feet, the chameleon can climb along
any wall or surface, even upside-down, without any effort. Any
Chakra: 25 immobilization penalties it suffers from the condition of the
Speed: 20 terrain are halved.
Seal Speed: 20 Flee
==================== When the chameleon is fleeing (see "Terms of Contract"), it
has a +5 bonus to dodge, cannot be stunned, reduces all
immobilization penalties by 3, and moves at full speed when
2. Behavior in Camouflage.
Like most creatures summoned by the salamander contract, Large
the chameleon really doesn't care about its summoner. Unlike Given the chameleon's size, it can make melee attacks at a
the others, it's typically not willing to risk injury in battle, range of up to 5 yards.
either. It has no problem being near or even in a battlefield, so Tireless
long as it's not taking any sort of damage or having to defend Chameleons do not need to make Stamina or Chakra
itself. Exhaustion rolls when they act. If forced to by an outside
When it's summoned, the summoner may choose to "bribe" force (such as Suffocation), they have +10 to their rolls.
the chameleon by increasing the Chakra cost by 15. If this is
done, it will stay and fight in combat, albeit reluctantly.
If not, the chameleon will flee as soon as it's injured. It will
gives its summoner up to 10 IC to climb into its mouth before
doing so; if carrying a shinobi, it will turn invisible and try to
run away. If it's not carrying anyone by the end of those 10 IC,
it will simply un-summon itself.
If ever left to wait around (say, outside a building while the
summoner infiltrates it), the chameleon will wander up to
5d10 yards in any direction looking for insects and small
animals to eat.
====================
3. Attributes
303
==================== Ordering the chameleon to move while in its mouth is 1 AP
for every 5 IC the chameleon spends moving, and it cannot
make tongue attacks (Tongue Lash and Wrap-Up) while
4. Abilities carrying someone in its mouth.
Standard Actions Being inside the chameleon's mouth makes it generally
This Summon may use Dodge, Move, and Block as described impossible to affect the outside world, and imposes a
in the Combat chapter of the PHB without spending any of complete loss of visibility, with one exception. Someone using
the summoner's AP. the blue blood can see through the chameleon's mouth, and
Camouflage (Speed 20, 10 AP) view the outside world.9
The chameleon blends into its surroundings, turning almost ====================
completely invisible. While camouflaged it can move at only
half its normal speed, and is in Stealth 2. A camouflaged 5. Terms of Contract
chameleon can Hide as a Speed 10 (5 AP) action, even if the
normal requirements for hiding are not met. When rolling for The chameleon will flee under the following circumstances:
stealth, and dodging in camouflage, the chameleon rolls It wasn't bribed, and it takes any damage.
2d20.takeHighest(1) rather than 1d20. Its Vitality falls below 25%.
Swat (Speed 8, 5 AP) Its tongue is cut off.
Using one is its legs or tail, the Chameleon swings at an
enemy as a last resort to get them away. This inflicts 8d10 When it decides to flee, the summoner has 10 IC to get into
Blunt damage and counts as a basic unarmed attack, which its mouth before it does so. If it has no passengers at that
knocks whoever was hit 3d6 yards away and. point, it un-summons itself. If it does, it enters camouflage as
a Speed 0 action and will no longer take orders from the
Tongue Lash (Speed 10, 8 AP) summoner, and does not use the summoner's AP.
Spitting out its tongue in a frog-like fashion, the chameleon If the chameleon has its tongue cut off while using its
lashes out and smacks a target with blinding speed. This Wrap-Up ability, that summoner cannot summon a
inflicts 6d6 Blunt damage, a Stun 5, and trips anyone who chameleon again for the next 2 OOC weeks, although this is
doesn't pass an Athletics roll against the chameleon's. Used not considered to be a Breach of Contract for salamanders as
against any form of bug or insects (including Aburame a whole.
swarms and Spider summons) this attack inflcits double
damage. This attack has a 20 yard range.
Wrap-Up (Speed 15, 10 AP)
The chameleon attempts to capture and enemy with its
tongue. This attack has a 20 yard range. If this hits, the
opponent has an Immobilize penalty of 1 for every point their
defense failed by (if their dodge was a 31 against the
chameleon's 35 accuracy, they'd be at Immobilize -4).
Someone hit this way cannot move more than 20 yards away
from the chameleon; the chameleon can move only at half
speed while someone is wrapped this way. This lasts until the
chameleon takes an action other than moving or dodging.
The other way to escape is to hit the tongue with a slashing
or piercing attack that does more than 100 damage in a
single hit, which will slice off its tongue (and cause it to flee;
see "Terms of Contract").
Carry (Speed 20 / See Text, Variable AP)
The chameleon is large enough to fit two people inside its
mouth and carry them around; in combat, climbing into its
mouth is a Speed 10 action that requires the person to be
standing directly next to the chameleon, while it's a Speed 20
action for the chameleon to safely close its mouth around
them. There's enough air to last one person ten minutes, or
two people five minutes. After this time is up, the people
inside suffer a Suffocation 1 every 5 IC until the chameleon
opens its mouth.
With its mouth open, the benefits of camouflage are
suspended (reduced to stealth one, doesn't roll 2d20, cannot
hide in plain sight, but it does not break stealth if already
hidden) and the chameleon can only move at half speed to
avoid spilling its passengers out. Out of combat this takes
less than a minute; in combat, it takes 30 IC for the air supply
to be replenished.
304
Summon: Basilisk Accuracy: 32
1. Summoning Dodge: +22
2. Behavior Damage Bonus: 8.3
3. Attributes Stamina: +15
4. Abilities Chakra Exhaustion: +10
5. Terms of Contract
==================== Athletics: +20
Awareness: +20
Resistance: +20
1. Summoning
Basilisks bear a very strong resemblance to the very much Bestial
mundane komodo dragon, four legs bowed out nearly parallel The Basilisk isn't driven by higher desires like many other
to the ground, leaving it to drag its belly across the ground for summons (and ninja), as a result it cannot be bribed or
most of its movements while also able to rise up for a reasoned with. It has a +10 bonus to its defenses aginst any
shockingly fast run. form of genjutsu.
The first difference is that the basically is about as tall as a Thick Hide
shed, and proportionately longer. The second is its coloration. Basilisks have a Damage Reduction of 60.
The basilisk's hide, while leathery to the touch, is iridescent
in coloration, ranging from midnight blue to nearly shining Large
cyan depending on the angle one views it from. It is, most Given the Basilisk's building-smashing size, it can make
people agree, and incredibly beautiful sight to behold... for the melee attacks at a range of up to 10 yards. Humans, and
few moments one can view it. summons without the Large or Huge attributes, cannot
Legends say that the basilisk's gaze can turn a person to grapple the basilisk.
stone, and in reality it at the very least causes a disturbingly Obvious
similar effect. Nobody's sure exactly what causes this (it Basilisks are giant amphibians with iridescent skin. They
being rather difficult to test without... turning to stone), but cannot hide.
what is known is that not looking at the creature, and Petrifying Gaze
specifically avoiding seeing its eyes, is able to prevent this Anyone within 50 yards of the basilisk is vulnerable to being
effect. petrified by its gaze, includin the summoner. Whenever
Chakra: 35 someone see it, they begin to turn to stone. Every 10 IC they
Speed: 20 have their Petrify status increased by 1; there is no direct
Seal Speed: 20 defense, resistance roll, or immunity allowed to this, except
as described below.
==================== There are three ways to avoid this. The first is to keep one's
eyes closed, applying a -10 visibility penalty. The second is to
2. Behavior keep one's eyes focused on the basilisk's feet, applying only a
-4 visibility penalty, though comes with a risk. If a ninja is
Like most salamanders, the basilisk is uncaring in combat. damaged by an attack while doing this, they have a (damage
The deadly gaze of the beast is as harmful as the summoner taken /10)% chance to have their Petrify status increased by
to all others, and the basilisk won't take any special care to 1. The final method is for the basilisk or the summoner to be
avoid petrifying the one who called it into battle. at a -6 visibility penalty.
In combat its preferred tactic is simply to petrify everyone If one stops using one of those methods, their Petrify
in sight, but if anyone gets too close or attacks it, it's capable immediately increases by 1, and the "every 10 IC" for that
of lashing out with tooth, claw, and tail. Additionally, people individual begins taking place based on that time.
failing to meet its gaze can make it irritable and aggressive Petrify
==================== This is a special status effect. Petrify also applies an
Immobilization penalty equal to its rank, which cannot be
3. Attributes reduced by effects which explicitly reduce immobilization.
Once a person's Petrification status reaches 10 they turn to
solid stone over the next several seconds, killing them
Vitality: 1800 irrevocably. At lower ranks its manifests as an increasingly
severe stiffness and numbness across one's entire body.
STR: 100 In addition, once Petrify reaches 3, the victim's Elemental
RES: 120 Affinity is shifted to Doton. If this was already their elemental
CHA: 60 affinity, it has no effect. If it was not, they also receive a
DEX: 80 penalty equal to their Elemental Affinity rank to all non-Doton
AGI: 80 Chakra Exhaustion and Chakra Control rolls.
305
For example, if you had rank 4 Elemental Affinity: Fire, once Removing the bodies also counts as trying to stop it. Doing
your Petrify reached 3 you would have a +4 bonus to Chakra this, in addition to causing the basilisk to try to eat the
Exhaustion and Chakra Control rolls with Doton, and a -4 to offending party, constitutes breach of contract if the
all others--including those related to non-elemental jutsu. summoner is involved in it or fails to help the basilisk drive
After 50 IC of not having one's Petrify status increase, it off whoever's interfering.
begins to fade at a rate of 1 per 20 IC. Once applied, the
change to elemental affinity will take 24 hours to be reversed.
====================
4. Abilities
Standard Actions (Speed as normal)
A Basilisk may use Dodge, Move, and Block as described in
the Combat chapter of the PHB without spending any of the
summoner's AP.
Fang and Claw (Speed 6, 5 AP)
The Basilisk charges, moving up to 10 yards and making a
melee range attack with its fangs or claws inflicting 10d10
Piercing or Slashing damage. This counts as a basic
unarmed attack, and may target up to three people in its
range. If directed against a single target, the basilisk's
damage bonus is increased by 50%.
Stone Glare (Speed 10, 25 AP, Chakra 25)
The basilisk's eyes widen, its scales shimmer, and...
something, happens. Everyone within 50 yards of the basilisk
has their Petrify status raised by 1, even if they're not looking
at it. This will also turn small animals and plants to stone;
after three uses, an entire area is petrified: the ground has
become solid rocks, trees are stone through and through, and
any low-flying birds will fall from the sky. Water is safe from
the effects, but aquatic life is not.
Tail Sweep (Speed 10, 8 AP)
Swinging its large and powerful tail like a scythe, the Basilisk
clears the area behind and around it. This counts as an Area
10 attack that deals 15d8 Blunt damage and inflicts Stun 6,
as well as a 12 yard knockback. The basilisk will often lunge
forwards (moving as part of the attack, in this case, not being
limited to "directly towards" the target) before using this,
allowing it to catch people who were directly to its sides.
====================
5. Terms of Contract
The basilisk is a fairly simple creature, showing up and
causing havoc; it's intelligent, but without complex desires. It
requires little of its summoner, but its gaze is as liable to
destroy its summoner as it is their enemies.
There is one condition that can be troublesome. If the
basilisk is present when a fight ends (it cannot be dismissed
after one side has surrendered or stood down, or the last
blow has been dealt), it will not be possible to de-summon the
creatures until it's had the opportunity to consume the flesh
of its foes, preferring the living-but-injured over the dead (and
it will eat corpses of allies as well). The basilisk will only leave
after eating 2d10 people, or running out of appropriate food.
It won't eat anyone who is alive and also never injured it
during battle. Anyone who tries to stop it, including the
summoner, will become next on the menu.
306
Summon: Ibuse Athletics: +20
1. Summoning Awareness: +25
2. Behavior Resistance: +20
3. Attributes Stealth: +30
4. Abilities Toxicology: +35
5. Terms of Contract Stamina: +15
==================== Chakra Exhaustion: +15
Amphibian
1. Summoning Ibuse takes only 25% damage from Suiton techniques; any
techniques or advanced elemental natures incorporating
Ibuse is an enormous purple-grey beast, large enough to Suiton deal only 50% damage.
swallow a small house between its jaws. He has a pair of
small, dark, beady eyes that often go unnoticed, and his skin is Spongey
always slightly moist. His thick, damp hide has an almost Ibuse has very slippery skin, as well as pourous, spongy flesh.
flabby texture. Blunt attacks deal only 25% damage, Piercing attacks do only
What's particularly unusual about Ibuse is that he is, so to 50% damage, and Katon does 75% damage (though advanced
say, 'unique'--in the same sense that there is only one avatar natures using it still deal full damage). He is immune to
for any given contract, there is only one Ibuse; it's a name, not Burns and Ignite. He cannot be grappled, even by summons
a title or a description. Additionally, of all the salamander prodigiously large enough to accomplish that feat.
summons he is the least bestial in outlook, demonstrating Huge
genuine good will towards his summoner, and even growing Ibuse cannot dodge area-of-effect attacks; instead, he
attached to those who call on him frequently (without abusing automatically blocks them as a Speed 0 defense. Ibuse
that good will). cannot hide (via stealth) due to being enormous. He cannot
be knocked airborne, and any knockback effects have their
Chakra: 45 efficacy reduced by half.
Speed: 20
Seal Speed: 25 Thick Skin
Ibuse has a Damage Reduction of 100.
==================== Tireless
Ibuse does not need to make Stamina or Chakra Exhaustion
2. Behavior rolls when it act. If forced to by an outside force (such as
Suffocation), they have +15 to their rolls.
Ibuse is far more agreeable than other salamanders, doing ====================
his best to follow the summoner's orders to the letter. Unlike
other salamanders he will actually form a bond with its
summoners, though he still can't communicate... and given 4. Abilities
the standoffish nature of salamanders as a whole, this means Standard Actions
that Ibuse is agreeable and willingly helpful, not actually Ibuse may use Dodge, Move, and Block as described in the
'friendly' by most standards. Combat chapter of the PHB without spending any of the
Unfortunately, he's still a large, clumsy beast, and still summoner's AP.
incapable of speech. Furthermore, his main method of attack Block (Speed 4, 2 AP)
is fairly uncontrollable, meaning that there's actually very Ibuse may use Block as a Speed 4 Interrupt, even when he
little Ibuse can do to avoid inadvertently harming a hasn't declared that he's blocking for a period of time.
summoner who isn't sufficiently prepared.
==================== Burrow (Speed 10, 5 AP)
Ibuse dives underground, making a Stealth roll with a +10
bonus. From there, Ibuse can move underground, covering 3
3. Attributes yards every IC spent moving; area-of-effect techniques can't
damage him at this point. Once he's been located, an attack
Vitality: 2400 dealing at least 500 base damage will break through to the
depth he's at, ending this technique; he'll automatically block
STR: 100 the technique used against him this way.
RES: 100
CHA: 100
DEX: 100
AGI: 100
Accuracy: 45
Dodge: +30
Damage Bonus: 11.5
307
Smash (Speed 12, 5 AP)
Using his mass, Ibuse aims to stomp a target, slap his tail
down on them, or attack in a similar fashion. This is treated
as a basic unarmed melee attack with a range of 15 yards,
dealing 10d12 Blunt damage and inflicting a Stun 6 if its
victim is wounded by the attack.
Swallow Whole (Speed 8, 10 AP)
If underground and within 5 yards of an enemy, Ibuse can be
commanded to try to swallow them. This counts as a Area 10
attack, and if it hits, the enemy is swallowed up and trapped
inside Ibuse's stomach. While inside, the enemy is subject to
stomach acid that inflicts a Poison 10 status as long as they
are trapped inside. An enemy traped inside Ibuse can try to
force their way out, damaging the stomach as a target that
can't defend itself but with all actions they take having their
normal Speed doubled (which does not increase their
damage). Once at least 1000 damage has been dealt to the
inside of Ibuse's stomach, anyone alive inside has broken out
and can escape. After someone has escaped from Ibuse's
stomach this way, Swallow Whole cannot be used for the
remainder of the battle. This damage is not actually dealt to
Ibuse's Vitality.
Poison Mist (Speed 20, 10 AP, Chakra 25)
Ibuse opens his mouth and exhales a cloud of powerful,
paralytic poison, in the form of a frothing purple mist.
Everyone in a 100 yard radius of Ibuse has to make a
Resistance roll against Ibuse's toxicology, or be poisoned.
Whenever someone enters the cloud, and every 10 IC they
spend in it, they also need to make a Resistance roll. The
cloud itself lingers for 30 IC, after which time it disperses.
Ibuse can only store so much poison at once, and it takes a
while for the chemical reactions that prime it inside his body
to take place; once this ability is used, Ibuse can't utilize it
again for another 100 IC.
Paralytic Poison
Poison: 8
Paralyze: 5
Duration: 50
====================
5. Terms of Contract
Ibuse is a very kind and caring summon, for a Salamander.
So kind in fact, that Ibuse doesn't even get mad if the
summoner includes Ibuse in area of effect attacks. Ibuse just
takes the hits and keeps on following the summoner's orders.
In other words, catching Ibuse in the crossfire of the
summoner's attacks will not constitute a breach of contract.
308
Summon Avatar: Ka Rui
1. Summoning
2. Behavior
====================
1. Summoning
The beast known as Ka Riu is literally legendary--and
according to the legends, is a dragon made entirely of living
flames, a literal force of nature. While very few shinobi have
seen the Salamander Avatar, the general opinion is that they
simply share a name. It's probably not actually an immortal,
primal incarnation of fire.
It does, however, very definitely breathe fire, and there are
certainly people who claim that it can, and does, fly.
Considering how little information salamanders generally
share about themselves, the avatar probably just 'inherited'
the mythical dragon's name due to similarities (flying,
breathing fire, being phenomenally powerful, those things).
Chakra: 50
Speed: 30
Seal Speed: 40
====================
2. Behavior
In Ka Riu's eyes, all are equal. It torches anything and
everything in the vicinity where it's summoned. About the
best a summoner can hope for is that the resulting devastaion
will be more damaging to their enemies than themselves or
their allies.
It will accept its summoner's requests for where it should
direct its flames, but will plainly ignore any requests about
trying to avoid certain individuals or minimize collateral
damage. Anyone foolish enough to personally attract the
"dragon's" attention by injuring it will similarly have
themselves, and their surroundings, bathed in flames.
309
While not particularly dangerous to living tissue (which is
Slug Contract good, since the user is covered in it), this slime is highly
Slugs are a rarely-seen contract for several reasons. The first, corrosive to certain other materials. Any time a weapon
their temperament doesn't lend itself well to the shinobi strikes you, its damage dice are reduced by 1; when they
lifestyle; while they aren't pacifists, they're kind-hearted reach 0, the weapon is useless and breaks the next time it's
creatures that feel violence should be used only after all other used to attack anything.
reasonable options have been exhausted. The second, they
don't tend towards spectacular displays of violence and --( Kuchiyose: Yakuyou Hiru -
power, which are things virtually all shinobi love. And finally, Summoning: Medicinal Leeches )--
they're slugs. Seriously, who wants to brag that they can You summon a number of large leeches, which adhere to
summon giant slugs into battle? either your skin or that of someone willing to have half a
All that aside, the slugs themselves tend to be wary of most dozen giant leeches sucking their blood (a rather small
summoners' intentions at first. Once they're convinced that portion of the poulation). These leeches perform two
the person summoning them is similarly kind-hearted (which functions: the first, they return some of the extracted blood to
is not, by any means, the same thing as "unwilling to fight" or the host, but do so after filtering it, cleansing the recipient's
"unassertive"--though it may in some cases go hand-in-hand system of toxins. Additionally, they convert some of the
with those two) they become some of the friendliest drained blood into chakra, which the person covered in
summons, not concerned with relative status or power like leeches is able to draw on in order to rejuvenate themselves.
animals of some others species.
==================== Chakra: 15+X
Range: Touch
Access Speed: 8
Seal Speed: 20
1000 XP: Slug Slime Effects: A number of leeches appear on you and begin
1500 XP: Summon: Leech Swarm draining your blood. You acquire a Bleed X status, which does
2000 XP: Medicinal Leeches not decrease so long as this techniques is maintained.
2500 XP: Summon: Slug Swarm However, you receive a +X/2 bonus to Chakra Exhaustion and
3000 XP: Acid Shot Stamina rolls. The Bleed status from this effect of Medicinal
3500 XP: Snail Shell Sanctum Leeches does not impose a Stamina penalty. X has a
4000 XP: Summon: Rock Snail maximum of double your ninjutsu damage bonus.
4500 XP: Slug Body So long as this technique is in place, more leeches will
5000 XP: Summon: Katsuyu automatically be summoned if you are poisoned. If you are
suffering from a poison, you suffer a Bleed Y, with Y being
equal to the severity of the Poison status itself; they persist
Techniques until the poison is cured (either by reaching its normal
duration, or through other means, such as an antidote), and
--( Neba no Namakuji - Slug Slime )- then unsummon themselves. While this is in place, you suffer
- no detrimental effects from the poison, though this Bleed
The summoner secretes a thin layer of clear, slightly glossy status does impose its normal Stamina penalty.
liquid from their pores, covering their body with it. Despite You may apply this to another person only if they are
being criticized as a 'gross' technique, most users agree that willing or helpless. You, or the recipient, may end the
it's really not that bad, and just feels like being slightly wet, technique at will. The two possible Bleed effects from
like having recently come out of a shower. Then again, they Medicinal Leeches (one to improve your Stamina and Chakra
summon slugs, so it's questionable how reliable they are to Exhaustion, and one to negate poisons) are considered
begin with. different sources of Bleed.
Chakra: 20
Upkeep: 4
Speed: 10
Seal Speed: 10
Effects: All offensive grapple rolls involving you, including
ones to remain in control of a grapple, have a -X penalty; it
does not matter whether you are making them, or the other
person in the grapple. Similarly, any Immobilization penalties
you suffer from for reasons other than poison are reduced by
2.
310
The technique persists until the user ends it, or someone
--( Kakusan Satsusei - Acid Shot )-- breaks a hole in the shell from the inside (requiring a total of
Much as it would suggest, you spit out a high-velocity ball of 2000 non-Piercing damage to be done to it). In the former
acid at a victim. Contrary to popular beliefs, and all overused case, everyone appears within 10 yards of them, or the
jokes aside, this actually leaves the ninja using it with nearest safe terrain. In the latter, the snail shell itself appears
incredibly clean teeth and minty fresh breath. there, complete with gaping hole in the side; it vanishes
several seconds later, leaving the passengers behind.
Chakra: 15 + X * 2
Damage: (2+2*X)d12 --( Karada o Kyouda - Slug Body )--
Range: 15
Speed: 8 Not really a summoning in the proper sense, the user causes
their body to take on the spongey quality of a slug's. In
Effects: Unlike other summon techniques, you may use this addition to their skin feeling rubbery, their muscle fibers and
any number of times within a single battle. X is the number of bones become slightly elastic. The effect isn't extreme enough
times it has already been used in that battle; thus, the third to allow things like squeezing through doorways, or prevent
time you used it, it would have a Chakra cost of (15+2*2) = normal combat, but does soften blows relying on the
19. In addition to its listed damage, each hit also applies Acid application of brute force, and the user's rubbery body
5 (described below) to its target. The damage, and severity of becomes more prone to being pushed aside by dangerous
this satus effect, are reduced by partial defense normally. injuries rather than giving way.
Acid Shot deals Energy damage.
Acid (Status Effect) You have acid on you, eating away at Chakra: 30
your body! There's not much to be done about it, and it's more Upkeep: 4
painful than dangerous. Not to say that it isn't dangerous-- Speed: 10
chemical burns suck like that. Whenever you take damage Seal Speed: 22
from something capable of inflicting wounds, its damage is Effects: You reduce all Blunt damage by 25%, and stuns
considered (X*5) points higher for the purposes of caused by attacks inflicting Blunt damage are halved.
determining whether or not you're wounded, and what Additionally, attacks which deal damage types other than
severity the wound is, where X is the severity of your Acid Energy do not benefit from effects which increase their
status. Acid stacks with itself; two Acid 5 hits become Acid damage for the purposes of wounding when used against you.
10. This increase is applied after all other alterations to
damage, including blocking, DR, and percent-based increases
(or decreases) in effective damage for dealing wounds.
--( Kuchiyose: Katatsumari
Butsuden - Summoning: Snail Shell
Sanctum )--
You summon the entrance to an enormous snail's shell (the
entrance well over ten feet around), which generates a vortex
that sucks anyone nearby into it! Because it's actually
possible for even an untrained human to resist the pull for the
few seconds its takes for the shell's entrance to disappear
again, this technique is mostly used when keeping someone
safe from collateral damage is of paramount importance.
Chakra: 27
Upkeep: 4
Range: 25
Area: 2
Speed: 18
Seal Speed: 25
Effects: This can target any number of people within its
area, but they all must be willing or helpless. They're
transported to the inside of the inside of the snail's shell.
There's enough air to breathe indefinitely, and fit a few dozen
people comfortably (far more than could realistically be fit
into the technique's target area).
311
Keep track of all the damage done by the Bleed status caused
Summon: Leech Swarm by the leech swarm's Hemophagy ability. When the swarm is
1. Summoning unsummoned for any reason other than a breach of contract,
2. Behavior the summoner is healed for that much. This healing will first
3. Attributes fill their HP, then begin restoring lost Vitality. It will not,
4. Abilities however, take them above their maximum Vitality.
5. Terms of Contract Swarm
For combat purposes the swarm is treated as a single entity,
==================== its Vitality total representing the amount of damage that
needs to be done before the leeches all unsummon at once.
1. Summoning Additionally, by using more chakra in the summoning, more
leeches can be summoned. A maximum of (XP)/200 can be
Leeches are nasty little bloodsucking things, their rare and added to the Chakra cost. Every +1 Chakra cost gives the
dubious medicinal purposes aside. Nobody likes leeches; swarm +30 Vitality and +0.1 yards per IC movement speed.
then again, nobody likes slugs, either. While these summoned ====================
leeches are oversized, they aren't absurdly so; a single leech
could probably fit on an average shinobi's palm with some
difficulty. 4. Abilities
Of course, this doesn't summon a single leech. It summons Standard Actions The leech swarm may use the Move action
dozens, if not hundreds, of them. as described in the Combat chapter of the PHB without
Chakra: 10 + Special (see "Swarm" under Attributes) spending any of the summoner's AP.
Speed: 14 Hemophagy (Speed 8, 10 AP)
Seal Speed: 16 This attack only be used when the leeches are at 0 yards
==================== range from the target, and have been there for at least 5 IC.
Leeches crawl up onto the victim's body and begin draining
their blood! The target acquires a Bleed status that starts at
2. Behavior Severity 1 and increases by 1 every IC until they've moved at
least 5 yards away. This Bleed has a maximum severity of
When it comes to following orders, the leeches have (the swarm's maximum Vitality)/50. If the swarm catches up
something approaching human-level intelligence. They can't to an unfortunate victim again, another activation of
communicate, sadly (or perhaps thankfully), but can be Hemophagy will cause it to resume increasing the Bleed's
directed to prioritize specific opponents or lie in wait in a severity.
trap. This Bleed status does not decrease normally, and ignores
In combat, they tend to swarm a single target and adhere to effects that prevent, remove, or reduce the severity of the
them, at which point they begin consuming the victim's blood. Bleed status effect. There are two ways to get rid of it! The
==================== first, every 50 damage the victim takes from area-of-effect
attacks, before reductions are applied, will reduce the Bleed
3. Attributes by 1. Secondly, the swarm leaving the battlefield will cause
the Bleed to end immediately.
Vitality: 150 ====================
Movement: 1.0 yards per IC
Anesthetize 5. Terms of Contract
As is the case with many leeches, these ones suck blood! And,
when they do so, they secrete a mild anesthetic that prevents Knowingly ordering the leeches to attack civilians constitutes
the bite from hurting. Except these are ninja leeches, so a breach of contract, as does attempting to use them to
everything's more extreme! Someone affected by the leech torture captives.
swarm's Hemophagy ability reduces the distance they can
move in 1 IC by 0.1 per point of Bleed status caused by that
ability.
Horde
The leech swarm takes only 1/4 damage from single-target
attacks, and is immune to genjutsu. Area-of-effect techniques
do full damage. They're also immune to status effects other
than area-of-effect Immobilization, all single-target non-
damaging effects (such as Trip), and grapples. Finally, they
treat the severity of AoE Immobilization effects afflicting
them as being 6 lower.
Revitalization
312
For combat purposes the swarm is treated as a single entity,
Summon: Slug Swarm its Vitality total representing the amount of damage that
1. Summoning needs to be done before the slugss all unsummon at once.
2. Behavior Additionally, by using more chakra in the summoning, more
3. Attributes slugs can be summoned. A maximum of (XP)/200 can be
4. Abilities added to the Chakra cost. Every +1 Chakra cost gives the
5. Terms of Contract swarm +30 Vitality and +0.1 yards per IC movement speed.
====================
====================
4. Abilities
1. Summoning Standard Actions
Slugs are the center of the contract and they work well as a The slug swarm may use the Move action as described in the
team. They have a powerful acid a when they swarm together Combat chapter of the PHB without spending any of the
they are a force to be reckoned with. summoner's AP.
Of course, this doesn't summon a single slug. It summons Acid Shot (Speed 8, Range 15, 10 AP)
dozens, if not hundreds, of them. The slugs may all together fire their acid at a target. This uses
Chakra: 14 + Special (see "Swarm" under Attributes) the Technique Acid Shot from the slugs.
Speed: 16 ====================
Seal Speed: 17
==================== 5. Terms of Contract
Knowingly ordering the slugs to attack civilians constitutes a
breach of contract, as does attempting to use them to torture
2. Behavior captives.
When it comes to following orders, the slugs have something
approaching human-level intelligence. They can
communicate simple motions by a team effort of motioning
around themselves.
In combat, they tend to swarm a single target and adhere to
them, at which point they begin melt them down.
====================
3. Attributes
Vitality: 150
Movement: 1.0 yards per IC
Burning Bodies
The slugs are coated with the same kind of acid they spit out
and it burns! Anyone who attacks the slugs with a melee
unarmed attack gets a little bit of the acid on their skin! This
inflicts an acid two effect as described in the Technique Acid
Shot.
Horde
The slug swarm takes only 1/4 damage from single-target
attacks, and is immune to genjutsu. Area-of-effect techniques
do full damage. They're also immune to status effects other
than area-of-effect Immobilization, all single-target non-
damaging effects (such as Trip), and grapples. Finally, they
treat the severity of AoE Immobilization effects afflicting
them as being 6 lower.
Burrow
Using their acid the swarm of slugs can burrow slowly
through objects. This counts as using the C-rank Moving
Underground As If Swimming but leaving it open long
enough that one person can travel through it besides them.
Swarm
313
Summon: The Rock Snail Athletics: +10
1. Summoning Awareness: +10
2. Behavior Resistance: +50
3. Attributes
4. Abilities Titanic
5. Terms of Contract The Rock Snail cannot dodge area-of-effect attacks; instead,
they automatically block them as a Speed 0 defense. The
==================== Rock Snail cannot hide. Multi-throws inflict half damage to
The Rock Snail. The Rock Snail is too large to be affected by
any jutsu or effects that work by binding or physically
1. Summoning immobilizing them. They cannot be grappled by any enemies
Only found in the deepest and widest caves, this snail seems who are not Huge or larger.
to be the thing that carves the passages itself. It pushes it's The Rock Snail cannot dodge any attack
way through whole mountains and creates a labyrinth of Attempting to parry the Rock Snail's attacks requires either
caverns. Deep in the center is it's home. A sentient creature, a Strength of 80 or more, or an unarmed physical damage
it can't exactly speak but can feel it's summoner's mind and bonus of 10 or greater, as well as both hands free. It can also
communicate with them through a telepathic link. Naturally it make it's attacks at a range of 15.
is a gentle creature but when summoned it can be a force to Tireless
be reckoned with, mostly because of it's size. The Rock Snail does not need to make Stamina rolls for its
It's towers over two story buildings and can basically move actions. If forced to for other reasons (such as Suffocation), it
through them, it's mighty shell being a dark, nearly metallic uses +25 for its effective bonus to Fatigue rolls.
brown color and etched like the rocks in the mountains it
breaks through. Gemstones and geodes poke out from the Bestial
different parts of it as they've been ground into it's corners, a The Rock Snail isn't driven by higher desires like many other
shimmering shell showing such splendor. summons (and ninja), as a result it cannot be bribed or
reasoned with. It has a +10 bonus to its defenses aginst any
Chakra: 40 form of genjutsu.
Speed: 20 Slimy Exterior
Seal Speed: 20 When you roll to hit this creature with a taijutsu attack
==================== (Ranged OR Melee) you have to roll 2d20 and take the lowest
one for your attack.
2. Behavior Gooey Center
Basilisks have a Damage Reduction of 40.
The Rock Snail has a bit of a personality to it, it will help the Telepathic Bond
user but will not go into salt water, nor will it go through fire. The Rock Snail cannot talk but can feel the mind of the
Despite it's immense size it has simple fears. summoner. This way it can still communicate and will stay in
In combat its preferred tactic is to mentally stun it's contact with you at any distance after being summoned until
enemies, charge any the ones it can and crush them. If it dismissed. This allows you to give commands without
becomes the focus of attacks that actually begin to hurt it, it breaking Stealth
will withdraw into it's shell. If someone ignites it, it will stay
withdrawn until the ignite goes away.
====================
3. Attributes
Vitality: 3200
STR: 100
RES: 200
CHA: 90
DEX: 90
AGI: 30
Accuracy: 32
Dodge: +0
Damage Bonus: 12.0
Genjutsu: +25
Stamina: +25
Chakra Exhaustion: +25
314
====================
4. Abilities
Standard Actions (Speed as normal)
The Rock Snail may use Move and Block as described in the
Combat chapter of the PHB without spending any of the
summoner's AP.
Mental Blast (Range 40, Speed 8, 10 AP)
The Rock Snail has an incredibly powerful mind for a
creature that seems huge and lumbering, it can reach into the
minds of ninja and disorient them. This isn't an exceptionally
powerful technique but using the Snail's genjutsu roll you
make an attack that if successful inflicts the target with a
Stun 10. This has a -2 to it's attack every time you use it on
the same target in a combat, cumulatively, but each time it's
successful on the same target the Stun becomes 5 higher
(Stun 15, Stun 20, etc.)
Withdraw (Speed 4, 5 AP)
This action can be used to bring the Rock Snail's head into
it's shell. It's Awareness rolls gain -10 and it triples it's
damage reduction. It can still attack but cannot move and if it
uses Lurching Crush, Withdraw ends and Lurching Crush's
line attack is doubled in length. Otherwise you can end
Withdraw by using this action again.
Lurching Crush (Delay 5,Speed 15, 12 AP)
The Rock Snail dives forward as fast as it's slimy underside
can carry it. Making a rampaging charge, the Snail crushes
anything that gets in it's path. It runs in a 20 yard straight
line, that is 7 yards wide, dealing 6d20 damage to anything it
goes over. If the terrain it moves through is rocky then it gains
5 DR every time it uses this.
Like a Rock (Variable)
Being almost a part of the mountains, the snail can use all E-
rank, D-rank, and C-rank Doton Techniques. It cannot wield a
weapon.
====================
5. Terms of Contract
The Rock Snail is slightly a coward and will keep itself away
from some situations, but it will never abandon you until you
dismiss it. It is a loyal creature and feel that if you summon it
you really need it's aid. It still cannot be convinced to go into
saltwater or to go through fire.
315
Summon Avatar: Katsuya
1. Summoning
2. Behavior
====================
1. Summoning
Katsuyu, the lady of the slugs.
Chakra: 50
Speed: 20
Seal Speed: 30
====================
2. Behavior
316
These snakes inflict multiple status effects; all of these
Snake Contract effects are caused by that specific poison, and if it's cured
Snakes are one of the most maligned summoning creatures. they go away with it. Unless otherwise specified in the
They are not, however, misunderstood in the least. Snakes individual descriptions, there is no benefit to summoning
aren't so much actively malevolent or subversive as they are multiples of the same venomous snake (their effects and
disdainful of all other creatures (and even some of their own bonuses do not stack; Python and Black Adder are
kind). They're quite honest on the matter, too; while the exceptions).
weaker summons at least won't be openly disrespectful, the If you hit, make a single Toxicology skill roll using your
more powerful they become the more likely they are to berate XP/200 in place of your Toxicology skill ranks, opposed by
and insult their summoner. your opponent's standard Resistance. An opponent who fails
The current avatar-class summon of the snake contract is is poisoned by every snake you used (but please review the
unknown. A hundred years ago it was Manda, a tremendous rules in Status and Conditions -> Poison before using this
cobra who is said to have died in the Fourth Great Shinobi technique). Without further ado, the snakes:
War. Since then, nobody has mastered the contract to the a. Black Adder (Chakra +5)
level necessary to summon the current avatar... Your Toxicology roll with Sen'eijashu has a +3 bonus for each
...Or if they have, they just got eaten. Black Adder summoned. Poison 1, Duration 100
Snakes do that, as it turns out. b. Black Mamba (Chakra +5)
==================== This technique begins with Suffocation 0. Every 25 IC, the
Suffocation status increases by 1 (provoking a Stamina 15
Access roll, as is normal for Suffocation, from the victim). This
suffocation penalty begins decreasing only after the poison is
cured or has expired (i.e. the end of its Duration) Poison 2,
1000 XP: Hidden Shadow Snake Hands Duration 250, Suffocation (Special)
1500 XP: Vanishing Python Technique
2000 XP: Summon: Cobra c. Blue Krait (Chakra +10)
2250 XP: Many Hidden Shadow Snake Hands Your victim suffers an Immobilize with a severity equal to the
2500 XP: Suicide Shedding total of all Poison statuses they're suffering from. Poison 2,
3000 XP: Summon: Hydra Immobilize (Special), Duration 150
4000 XP: Superior Suicide Shedding d. King Cobra (+10)
????? XP: Summon: ? For the duration of the poison, the victim has a -4 penalty to
Stamina and Chakra Exhaustion rolls, and a -4 penalty to all
their non-Resistance skill rolls. Poison 2, Paralysis 3,
Techniques Duration 200
--( Sen'eijashu - Hidden Shadow e. Pit Viper (Chakra +10)
Snake Hands )-- For the poison's duration, any Bleed effects on the victim will
not decrease naturally. Poison 1, Bleed 3, Duration 200
This technique is one of the reasons people who use a snake-
summoning contract prefer to have long sleeves on their f. Puff Adder (Chakra +10)
garments. You summon up to three snakes which appear The puff adder's venom has the unusual, and fairly terrifying,
coiled around one of your arms and leap from your sleeves to effect of causing widespread cellular death near the site of
strike at an opponent. the bite. If the victim is poisoned, roll for location (unless a
It's much more visually impressive if they seem to leap out wound was inflicted using Sen'eijashu, in which case use that
of nowhere beneath the sleeves of your shirt, coat, or similar location), for a Piercing wound. 50 IC after being poisoned,
garment. the victim suffers a Minor wound on that location. 100 IC
later, they suffer a Major wound; another 100 IC later, they
Chakra: 10 + (Variable) suffer a Severe wound. Poison 1, Duration 250
Damage: (Total Chakra cost /4)d12
Range: 10
Speed: 12
Requires: Kuchiyose no Jutsu
Effects: You may use this technique twice per day; the first
time it's used in a given combat, it's an automatic Sneak
Attack. In future uses, it's an automatic Surprise Attack. The
damage dealt by Hidden Snake Hands inflicts Piercing
wounds.
The effects of Sen'eijashu are variable: you choose which
varieties of snakes to summon, and modify its Chakra cost,
damage, and effects accordingly. By default, you summon
zero snakes; you may summon up to three, applying the
Chakra modifiers for each snake chosen.
317
g. Python (Chakra +5) Range: 10
This snake has no venom. Instead, your various summoned Speed: 20
snakes bite into the opponent and don't release them (or Seal Speed: 24
disappear immediately after attacking, as the snakes created Requires: Kuchiyose no Jutsu
by this technique normally do). The opponent cannot move
beyond Sen'eijashu's range from you, and you may, as a Effects: Oh my god two variables in the chakra cost it's
Speed 10 or Speed +5 (when used alongside a melee-range algebra all over again.
attack) action reel them in, instantly bringing them into melee Y is the number of "passengers", people other than the
range with you. Check for location if this hits (or use the user. If they are willing or unable to resist, it's a simple matter
location of the wound inflicted by Sen'eijashu, if any); if it's a of them entering the mouth. If they try to avoid it, the snake
leg or an arm, that limb is in a Leg or Arm Lock, as swallowing them has only Accuracy 20. All passengers must
appropriate, as per the D-rank Grapple Taijutsu. A person be within 10 yards of each other when the snake is
bitten by the snakes may attempt to escape via the Break summoned.
Grapple (but not Escape Grapple) action, which is raised to X hours later, the snake's head will reappear within 50
Speed 6; you do not have to make a Stamina roll when yards of the location it was summoned at and its mouth will
someone is struggling free, and use your CHA in place of open, allowing passengers to leave (or just spitting them out,
your STR (as the "attacker"). Each python summoned beyond if they don't). To the passengers, it will seem as though no
the first gives you a +5 bonus to your "grapple" rolls. time at all has passed. For all intents and purposes, they did
h. Taipan (Chakra +5) not exist for the past however-many hours. Attempts to reach
Sen'eijashu has a +2 Accuracy bonus. You may make them, communicate with them, or forcibly end this technique
Sen'eijashu a Called Shot, with no Accuracy penalty. Poison early will all fail. If the area they disappeared in is no longer
4, Duration 50 safe, the snake will instead deposit them on the nearest solid
ground.
X has a maximum of (summoner's total XP)/100, and a
--( Sen'ei Tajashu - Many Hidden minimum of 1.
Shadow Snake Hands )--
An advanced version of Sen'eijashu, this summons a huge --( Kuchiyose: Kaikou Jisatsu
quantity of snakes, usually on the order of dozens, which will Youshiki - Summoning: Suicide
intimidate, divert, and attack their opponents. Shedding Style )--
Chakra: +5 per additional target You summon a giant, forty-or-more foot long snake which
Accuracy: +2 coils itself around you in the blink of an eye, forming a
Range: 25 protective living barrier of sorts. By the time an enemy's
Speed: 16 attack actually arrives the snake has already shed its skin and
Requires: Sen'eijashu returned to wherever it came from, leaving the discarded skin
Effects: This is essentially an upgraded version of to crumble shortly afterwards
Sen'eijashu, with increased range and Speed. As noted, you Chakra: 25
may further increase Sen'eijashu's Chakra cost to target any Special: Interrupt
number of additional people within range with your snakes. Speed: 10
Otherwise, all effects (base Chakra cost, costs to add Seal Speed: 15
snakes, number of snakes that may attack any given target)
are the same as Sen'eijashu. Each target is attacked with Effects: This protects everyone within 5 yards of you from
every variety of snake you paid for. whatever attack it is used to interrupt. All damage and
However, this is still considered a separate technique from secondary effects which require you to have been hit are
Sen'eijashu. negated. Suicide Shedding may only be used against attacks
used from more than 5 yards away.
--( Uwabami no Shoushitsu no Jutsu However, this summon may not be used again for (damage
of the attack it was used to stop)/100 weeks (OOC days), with
- Vanishing Python Technique )-- a minimum of 1.
A technique many users of the snake-summoning contract
are hesitant to use, mostly because it involves getting
swallowed by a type of animal known to have absolutely no
compunctions about eating their masters. Nonetheless, the
snakes ensure their summoners that stories of fatalities
resulting from this technique are entirely fabricated. Maybe.
Only one way to find out.
The head of a giant python rises up from the ground
(without causing any damage to it, even! how convenient) and
either opens its mouth allowing the user to step in, or just
snaps its jaw shut and swallows them before retreating back
into the morass of chakra from which it came, and vanishing
as if it had never been there.
Chakra: 20 + X 2 + Y 5
318
--( Superior Suicide Shedding )--
The delay before you can use Suicide Shedding again is
reduced to (damage of the attack it was used to stop)/200
weeks (OOC days), still with a minimum of 1. This is a
permanent, passive upgrade to Suicide Shedding, not a
separate technique.
319
Summon Cobra Chakra Exhaustion: +15
1. Summoning
2. Behavior Enhanced Smell
3. Attributes The cobra halves visibility penalties to its Awareness rolls
4. Abilities and Accuracy.
==================== Hypnotic Gaze
The cobra must be able to make eye contact to use any of its
Serpent Illusion abilities. As such, they can be avoided by
1. Summoning someone who shuts their uses. Never looking directly at the
cobra works... sort of. This afflicts them with an effective -4
A large purple cobra, with a body a bit over a foot and a half visibility penalty, but snakes are highly agile, and able to move
in diameter, and well over thirty feet in total length. The in ways people wouldn't expect. This doesn't confer immunity
upper side of its body is dark purple, and its underbelly (along to its genjutsu, but does give a +10 bonus to any defensive
with the inside of its hood) a pale, striated purple-gray. rolls against it.
Chakra: 30 Sly Mind
Speed: 15 Cobras have a +5 bonus to their defensive rolls against
Seal Speed: 20 genjutsu, raised to +10 for rolls to see through already-in-
They look kind of like this: place static genjutsu. Anyone who fails to affect one with a
http://i41.tinypic.com/2pyw0zk.jpg But somewhat less genjutsu must immediately defend against one of the cobra's
adorable. Serpentine Illusions (at the summoner's choice) with a -5
==================== penalty, with the cobra paying no cost (in Speed or Chakra)
for this.
Snake
2. Behavior Because they are snakes, cobras cannot be tripped. Any
The cobras can talk, and they totally don't hiss their S-es. immobilization penalties are reduced by 5, and any
Well, some do, others don't; it varies from one to the other. reductions in movement speed from other sources are halved.
Some summoners find themselves summoning the same Venom
cobra time and again, while others call a different one each As might be expected, cobras are venomous. Certain of their
time. The common theory is that this is the snakes just attacks have a chance to poison their enemies, as will be
screwing with people (though they resent any such described in Abilities. It has the following statistics.
accusations). Emperor Cobra Venom (Injury, Ingestion, Contact,
Cobras are highly critical of their summoners, in a smug Inhalation)
fashion, but will ultimately still fulfill their summoner's Poison: 4
requests. Paralysis: 2
==================== Duration: 250
Toxicology: 25 (to be used by a human)
3. Attributes ====================
320
Constrict (Speed 14, 6 AP) Serpentine Illusion: Spiral Grave (Speed 25, 25 AP, Chakra
A cobra can grab someone and wrap them in its tail. This is 40)
treated as a grapple, but the cobra suffers none of the normal This jutsu drives its victims slowly, if temporarily, insane. It
penalties for being in a grapple; however, it cannot move begins with a sense of impending doom, moving on to cold
while holding someone this way. Every 10 IC, the person sweat and steadily-mounting anxiety, then ringing noises and
being constricted suffers a Suffocation 1 and takes 5*(cobra's flickers of motion at the edge of one's field of view, then
damage bonus) damage. The cobra has a +5 bonus to its rolls difficulty breathing--and, finally, the body begins simply
to maintain the grapple. Escape Grapple cannot be used to shutting down.
escape from a cobra's coils. If the cobra chooses to Bite the However, so long as this technique is in effect the victim
person it's constricting, their defense has a -6 penalty. knows the direction and distance of the cobra who placed it
upon them; it's impossible for the cobra to hide from that
Devour Illusion (Speed 15, 5 AP, Chakra 20) person.
When confronted with a genjutsu, cobras can siphon the Every 10 IC, the victim suffers a Suffocation 1, loses 5% of
chakra sustaining it out of the air and "eat" it. This works their maximum Vitality (or HP if they have run out of Vitality),
against area-of-effect genjutsu as well as genjutsu affecting and suffers a cumulative -1 penalty to defend against
individuals, though in the latter case whoever has the genjutsu. This will continue indefinitely until the victim falls
genjutsu on them broken also advances 1 Fatigue level. This unconscious or the cobra is unsummoned (due to taking too
may only be used on willing individuals. much damage, or for any other reason). There is no other way
Serpentine Illusion: Bottomless Abyss (Speed 15, 10 AP, to break this technique.
Chakra 30) Venomous Spit (Speed 12, 10 AP, Chakra 10)
An illusion which plays on two of the most primal, instinctive High-velocity projectile poison! It deals 2d4*5 damage,
human fears: falling, and darkness. The victim of this ignores damage reduction and blocking, and may be a called
technique feels as if they're falling down a dark, bottomless shot--if used as a called shot, it has +1d6 accuracy. Someone
pit, the terror rising as they anticipate the inevitable impact at hit by the spit must make a Resistance roll with a +3 bonus or
the bottom. be poisoned. It does not inflict wounds. However, if it's a
It never comes, of course--but the illusion is enough to called shot made at the victim's head, they suffer a -8 visibility
leave people reeling. penalty which is reduced by 1 every 10 IC, to a minimum of
If this technique hits, it inflicts a Stun 10 + 5 * X, where X -4. Afterwards, it is reduced by 1 every week, finally fading
is the number of Willpower the victim is missing. Someone entirely after a month. As it turns out, having poison in your
with 6 maximum willpower who had 4 remaining, thus, suffer eyes sucks.
a Stun 20. If they are missing at least half of their maximum ====================
Willpower (thus, someone with 3 out of 6 WP left would be
affected, but not someone with 4 out of 7), they also advance a
Fatigue category. 5. Terms of Contract
However, for every time someone has been affected by
Bottomless Abyss they have a +10 bonus to future defenses A summoner may ask the cobra to provide some of its venom.
against it in that battle. It will offer enough venom to provide three doses. However,
this is all it will do--after providing venom this way, it will
Serpentine Illusion: Coiling Horror (Speed 10, 10 AP, Chakra unsummon itself (not staying around for combat, or to help
15 + 5 * X) otherwise); if it's already performed some other service for
This is a genjutsu which targets up to X people. Those the summoner, it will refuse.
affected are placed in a trance-like state and unable to take This venom will last for three weeks, after which time it is
any actions whatsoever (with their IC advancing normally) so no longer toxic.
long as this jutsu lasts; while it does, the cobra may not break After being milked for venom, the cobra cannot be
eye contact or take other actions. summoned for four weeks.
Anyone held this way may make another genjutsu roll every
50 IC, against the cobra's original result, with a cumulative +2
bonus. They also break free automatically if they are the
target of any attack. However! This only applies to attacks
from which they can feel genuine malice ("killing intent", in
shinobi terms)--a friend punching them to try to free them
will, unfortunately, not free them from the illusion. Anyone
trapped by this technique may spent a point of Willpower at
any time to make another roll, with a +5 bonus (which is
added to their cumulative bonus for future rolls as well).
Against anyone with 2 or fewer maximum Willpower
(which includes virtually all non-shinobi), the cobra does not
need to maintain eye contact to maintain the hypnotism, and
can in fact mentally give the victims any sort of non-combat
commands (such as "go wander out of town instead of
guarding this building"). Against non-shinobi, suicide is a
valid command. (Certain exceptionally strong-willed
individuals may be able to resist that--but this is a very, very
small percent of the population).
321
The hydra halves visibility penalties to its Awareness rolls
Summon: Hydra and Accuracy.
1. Summoning Extended Range
2. Behavior The snakes have a 30 yard attack range, due to their
3. Attributes immense size; these are still considered melee attacks.
4. Abilities Hard Scales
==================== Hydras have a Damage Reduction of 40.
Huge
1. Summoning Hydras cannot dodge area-of-effect attacks; instead, they
automatically block them as a Speed 0 defense. Hydras
The term is something of a misnomer. This actually cannot hide (via stealth) due to being enormous. They cannot
summons individual giant snakes, each several hundred feet be knocked airborne, and any knockback effects have their
long and capable of crushing wooden buildings beneath them efficacy reduced by half.
as they travel. These are long, brown, non-poisonous snakes, Snake
resembling giant boa constrictors. Because they are snakes, hydras cannot be tripped. Any
The name comes from the fact that these snakes are able immobilization penalties are reduced by 5, and any
to fuse their bodies together, while maintaining multiple reductions in movement speed from other sources are halved.
distinct heads.
Tireless
Chakra: 25 + X * 10 Hydras do not need to make Stamina or Chakra Exhaustion
Speed: 15 + X * 5 rolls when they act. If forced to by an outside force (such as
Seal Speed: 30 Suffocation), they have +15 to their rolls.
You summon X snakes, up to a maximum of (total ====================
XP)/1500.
In addition to the once-per-week limitation on using a
specific summon, you may only summon a total of (total
4. Abilities
XP)/1000 hydras in a two month (8 OOC day) period. Standard Actions
Hydra may use Dodge, Move, and Block as described in the
==================== Combat chapter of the PHB, without their summoner
needing to spend AP. They may use Take The Hit normally,
2. Behavior but commanding them to do so costs 5 AP.
The snakes are intelligent, but cannot speak. They Combine (Speed 0)
understand directions well enough, however, and are This requires the hydras to all be within 50 yards of one
reasonably obedient. They may ignore troublesome orders another. They physically combine into a single being, their
(like telling them not to attack that random civilian who just bodies seeming to melt together while maintaining however
threw a rock at them), but won't be deliberately contrary. many distinct heads. This has the following effects: > Damage
==================== reduction, remaining Vitality, and maximum Vitality is
combined. > Their Extended Range is changed to 20*
(number of snakes) yards. > Whenever they attack, thay may
3. Attributes choose up to (number of snakes) different targets. > +4
Accuracy, defensive rolls, grapple rolls, and skill rolls, for
Vitality: 1500 each snake beyond the first > Smash deals +5d12 damage
per snake, and their damage bonus is increased by 2 per
STR: 150 snake.
RES: 100 Constrict (Speed 10, 6 AP)
CHA: 50 A hydra can grab someone and wrap them in its tail. This is
DEX: 120 treated as a grapple, but the hydra suffers none of the normal
AGI: 80 penalties for being in a grapple. Every 10 IC, the person
being constricted suffers a Suffocation 1 and takes 10*
Accuracy: 40 (hydra's damage bonus) damage. The hydra has a +10 bonus
Dodge: +25 to its rolls to maintain the grapple. Escape Grapple cannot be
Damage Bonus: 10 used to escape from a hydra's constriction.
Movement: 2.5 yards per IC Reflexive Block (Speed 4, 4 AP)
In addition to being able to declare blocking normally, hydras
Athletics: +15 may do so reflexively as a Speed 4 Interrupt if their
Awareness: +35 summoner spends 4 AP.
Resistance +25
Survival: +20
Enhanced Smell
322
Serpent Strike (Variable AP)
When directing the hydra's action, you may spend up to 10
AP improving its Accuracy; every 2 AP spent this way
increases its Accuracy by 1.
Smash (Speed 14, 5 AP)
The hydra tail-smashes, head butts, or just slithers over
something, with destructive force! This deals 15d12 Blunt
damage, and is considered a basic unarmed attack.
323
Summon Avatar: ???
Presumably, there is an avatar-level snake summon. They're
one of the most powerful summoned species, and respect
power (mostly just their own) above all else, so certainly one
of the creatures would have asserted its dominance over the
rest. Those few individuals who have contracted with the
snakes and gotten them to talk on the subject have been able
to confirm that the snakes do have an avatar, but nothing
more.
It's reasonably well-documented (to the extent that
anything about summons is) that the previous avatar, Manda,
required live human sacrifices in exchange for not devouring
his summoner--not because he actually needed them, but
simply because it pleased him to exert his authority that way.
Whether that will hold true for his successor, however, is
anyone's guess.
Any information about this summon is probably going to
have to come from summoning it first-hand.
Good luck.
====================
1. Summoning
Chakra: 80
Speed: 40
Seal Speed: 30
324
Unlike normal techniques, this may be used more than
Spider Contract once per week (OOC day). The total X values of all uses of
Of all the widely-known summon creatures, spiders have the Spider Web in a given week cannot exceed CHA/2; thus, with
greatest stigma attached to them. Of course, that's in part 40 CHA, you could use X = 10, X = 2, and then two X = 4, in
because as a species even ordinary spiders are much the same OOC day. After each use, it cannot be used again for
maligned. While normal spiders are entirely undeserving of X*4 IC.
their reputation, being helpful by killing off all manner of X has a minimum of 1.
verminous insects.
It's hard to say whether summoned spiders actually are as --( Hikimado Jiraigen - Trap Door
malevolent as they're made out to be. They're certainly not Minefield )--
friendly, and seem to be utterly devoid of ethics or morals You summon a number of giant burrowing spiders beneath
(amoral, not immoral)--they'll just as gladly protect a village of the battlefield, which lie in wait for an enemy to pass over
innocent civilians and eat them all. Even shinobi who can them. When someone does, the ground collapses and they
summon them are incapable of giving any meaningful fall onto the waiting, more-than-man-sized spider, which
characteriations of the creatures they call on; more than any delivers a bite of potent venom before disappearing.
other summoned animal, the minds of the spiders are alien to
humans. Chakra: 30
That, really, is what makes them so frightening. Speed: 20
Though the poison plays a role too, to be fair. Seal Speed: 25
==================== Area: 20
Effects: When you use this technique you make a Stealth
Access check with a -5 penalty; anyone watching, or who approaches
the area, makes an Awareness roll against that. If they
1000 XP: Web Weaving succeed, they'll notice that something is wrong with the area
1500 XP: Summon: Spider Swarm (and could reasonably surmise that avoiding it would be a
2000 XP: Trap Door Minefield good idea). If they fail, they don't know that there's anything
2500 XP: Summon: Kyodaigumo unusual.
3000 XP: Spider Bite While in the area, any time anyone other than you moves as
3750 XP: Summon: part of an attack, or spends 5 IC or more moving (total, in the
4500 XP: Discard the Dying Husk latter case; 2 IC of movement, followed by 3 IC of movement,
6000 XP: Summon: Tsuchigumo would trigger it), they must roll 1d3. On a roll of 1 they've
walked over one of the traps, and immediately make an
Athletics roll as their 'dodge' against your Accuracy (this does
Techniques receive any bonuses and penalties to defensive rolls), with a
penalty to their roll equal to their current Immobilization
--( Orisu - Web Weaving )-- penalty (if any). If they succeed, they can continue normally. If
You summon a supernaturally resilient, sticky, and large they fail, they fall in and are attacked by the spider.
spider web. In the case of (relatively) smaller ones, the user Falling in does interrupt whatever action they were taking
actually spits these out as projectiles towards the targets. (unless they were just moving), in which case no costs are
Larger ones appear above, and fall down onto, the area being paid, the trap leaves them stuck at their original location, and
covered in webs. their IC is not advanced based on the attack's Speed. The
spider bites them before being unsummoned, afflicting them
Chakra: 20 + X with a Stun X, where X is the amount they failed their
Range: 10 + X Athletics roll by. You then make a Toxicology roll, using your
Area: X*2 XP/200 in place of your Toxicology skill ranks, against their
Speed: 14 Resistance. If they fail, they're poisoned; the venom of these
Seal Speed: 10 + X spiders is Poison X/2 (maximum 8), Paralysis X/4 (maximum
Effects: This technique does not affect you or any of your 4), and Duration X*5 (with no maximum).
spider summons. Anyone hit suffers a -4 immobilization
penalty, which increases by 1 every 10 IC, to a maximum of
-10, so long as they remain in the affected area. Anyone who
dodges, or enters the area after it's been created, starts with a
-2 immobilization penalty (as they are still inside the webbed
area) which then increases normally.
Every 10 IC spent outside the web, its immobilization
penalty decreases by 1.
Alternately, you can remove the Area from this technique
and target a single person who is already suffering from this
technique's immobilization penalty. If they're hit, they're
pulled X yards towards you and their immobilization penalty
is increased by 1.
325
If used on an area where a web of Area 10 or greater has Effects: You are moved up to (CHA)*(0.6) yards away in any
already been created, the trap field has a +10 bonus to its direction, and immediately make a Stealth roll with a +15
Stealth instead of a -5 penalty, and its Area is changed to that bonus; enemies who fail their Awareness roll do not realize
of the web. A single use of this jutsu has Y traps in it, where Y anything happened. You are then immediately raised to
is the number of spider summons you have access (up to a Stealth 2. When you use this technique you lose half
maximum of, normally, 4). You can perform this technique (rounded up) your remaining Willpower, have your current
from stealth without revealing your location. AP set to 0, and automatically advance an additional Fatigue
level (though not if doing so would render you unconscious)
--( Kumo Koushou - Spider Bite )-- after the Chakra Exhaustion roll has been resolved. At the
same time, all ongoing Immobilization, Ignite, and Burn
This technique temporarily transforms your canines (teeth, effects you are suffering from are removed.
not pet dogs) into a pair of large fangs and briefly 'summons' Your 'old' body is left behind to fight. It functions exactly as
the venom glands of a giant spider inside them. Then, in a you do, but you have no mental link with it. It retains all your
rather unorthodox combat move you bite down on your victim equipment, but cannot benefit from any consumable items
and inject them with the toxin; this lasts only long enough for (such as soldier pills).
a single attempt, before the venom glands disappear and your This technique can be used from stealth, without breaking
teeth revert. your stealth (though it will remove you from level 3 stealth). If
Chakra: 45 an enemy finds you while you're still hiding after using this
Damage: 15d12.open(6)*1 technique, roll 1d2. On a roll of 1, they found you; on a roll of
Accuracy: -10 2, they found your shell and believe it to be you.
Range: Melee Your shell has all your traits along with Vitality equal to
Speed: 15 how much Vitality or HP you had remaining when you used
this technique (whichever was higher), and is at the same
Effects: Every point of Immobilization penalty that your Fatigue level you were at before performing this technique. It
target is suffering from reduce this technique's Accuracy can use any jutsu you knew, but cannot spend Willpower and
penalty by 2, to a minimum of -0 (if they're at -5 is considered to be Holding Back (as per the ability) at all
immobilization or higher), and it's damage for the purposes of times (even if you normally lack the ability to do so). It does
inflicting wounds is increased by 10% per point of not receive a bonus to Stamina or Chakra Exhaustion rolls
Immobilization (to a maximum of +100%). They still suffer all based on its Fatigue. On the other hand, it's immune to
the normal penalties for being immobilized. poison, bleeding, and suffocation. When its Vitality reaches 0,
This is a taijutsu attack which inflicts Piercing wounds and or it reaches the point of passing out from Fatigue, it breaks
ignores DR and armor. apart and crumbles into a pile of brittle chitin.
If this hits, it poisons the enemy with either Black Widow This technique's Speed cannot be reduced. So long as the
or Brown Recluse poison (chosen when you declare the shell survives, neither you nor it gain any AP.
attack). For your Toxicology roll, use (XP)/200 in place of your
Toxicology skill ranks. If Brown Recluse poison is used, it's
raised to Poison 3, and its Duration is lowered to 500. If
Black Widow poison is used, it's raised to Poison 4 and the
penalty to Stamina and Chakra Exhaustion rolls is raised to
-6. Antidotes for those poisons still work normally.
--( Shindakara Haki - Discard the
Dying Husk )--
You 'shed' your skin and in a blur of motion escape from your
'shell', which is left infused with chakra and capable of acting
independently, as if nothing happened. This technique is best
used to beat a hasty retreat when in danger, as it leaves you
vulnerable and also buys time until your opponents realize
what happened.
Chakra: 60
Speed: 30
326
The spider swarm takes only 1/4 damage from single-target
Summon: Spider Swarm attacks, and is immune to genjutsu. Area-of-effect techniques
1. Summoning have their damage reduced by (Swarm size)%, to a maximum
2. Behavior of 50%. They cannot be grappled and are immune to status
3. Attributes effects other than area-affecting immobilization and visibility
4. Abilities penalties. They are also immune to any single-target non-
damaging effects (such as Trip and Feint).
==================== Swarm
For combat purposes the swarm is treated as a single entity.
1. Summoning It has a bonus to Accuracy and d20 rolls of (Swarm sze)/8.
Swarm size is determined when the spiders are summoned,
While still terrifyingly large, these spiders aren't "giant" by the and raised by repeated use of this summoning technique.
standards of most summoned creatures--a person could fit Rather than having Vitality like a normal summon, every 10
three or four of them on the palm of their hand without too points of damage reduces the Swarm size by 1. A single-
much difficulty. However, also unlike most summons, these target attack may not remove more than half (rounded up) the
calls forth dozens of the creatures. Rather than appearing in Swarm's size in a single attack.
a puff of smoke, they will, if the terrain allows for it, come
crawling out from under rocks, down from the branches in Unnerving Presence
trees, burrowing up from under soft soil, and so on. The spiders are constantly creeping around, sneaking up on
unsuspecting foes--and have some eerie way of never being
Chakra: 10 + X too far from their summoner. Rather than moving, the swarm
Speed: 8 can attack (and be attacked) from anywhere within (DEX /2)
Seal Speed: 14 yards of their summoner.
This calls 20+CHA/10 spiders; this is your Swarm size (see Web Body
Attributes, below). You may use this technique multiple times Despite being spiders, they're also ninja spiders! When these
in the same day, with subsequent uses adding 2d20+CHA/20 creatures 'die', they explode into a burst of extremely sticky
spiders to your existing Swarm. You cannot create multiple webbing. Any melee attack which reduces the Swarm size
spider swarms. The X in the Chakra cost is (your current causes a -2 Immobilization penalty on the attacker which
Swarm size)/4. fades at the rate of 1 point per 10 IC. Any area-of-effect
This technique can be used multiple times in the same day, technique which reduces the swarm size instead inflicts this
unlike normal summons. However, once the swarm departs penalty on everyone within (number the Swarm was reduced
or is wiped out you cannot call another one for 3 OOC days (3 by) yards. Anyone who has the Spider contract is immune to
IC weeks). this immobilization penalty. The penalty from Web Body
==================== spiders stacks additively with any other Immobilization effect
caused by some portion of the Spider contract. If someone
already suffering from Web Body's immobilization is afflicted
2. Behavior by it again, their existing penalty is instead increased by 1, to
Despite being far more intelligent than they should be for a maximum of -6.
something of their size, these creatures are still mostly ====================
animalistic, and are incapable of conversation or meaningful
independent action. They can understand and follow orders,
and execute them rather cleverly, but not much else.
4. Abilities
==================== Standard Actions
The spider swarm may use Dodge as described in the
Combat chapter of the PHB without spending any of the
3. Attributes summoner's AP; however, since it cannot actually move on its
own, it is likely to suffer massive dodge penalties against
area-of-effect techniques.
Vitality: N/A
Detonate (Speed 4, X AP)
Accuracy: 20 Spiders explode into a mess of sticky webbing! This reduces
Dodge: +8 your Swarm size by X, and has an Area of X; it can be
Damage Bonus: 4.0 centered on any location in your Swarm's range. If the
Movement: N/A swarm's last action was to use Poisonous Bite on someone,
and that person is the target of their Detonate, they will be
Athletics: +5 automatically hit. Detonate causes no damage, but inflicts the
Awareness: +10 Web Body immobilization penalty on anyone who fails to
Resistance: +1 defend themselves.
Survival: +15
Horde
327
Gnaw (Speed 12, 4 * X AP)
The spiders swarm over the user and gnaw off anything that
may be hindering them. Their super chakra-enhanced
mandibles can break through chains, vines, or even webs.
This lowers an existing Immobilization penalty on the user or
someone within the swarm's range by X. This cannot remove
Immobilization penalties based on the terrain (such as Yomi
Numa) or caused by wounds. "X" has a maximum of the
Swarm size.
Poisonous Bite (Speed 6, 6+X/5 AP)
The spiders swarm a victim and bite them, injecting venom
and causing a surprising level of immediate physical harm
(they are, after all, ninja spiders). This deals (X/3)d20 damage,
ignores armor, inflicts Piercing wounds, and causes a Poison
(X/5) effect which lasts for 25 IC. X has a maximum of the
Swarm size.
====================
5. Terms of Contract
Unlike most summoned creatures, Spider Swarms will not
'care' if you catch them in your own area-of-effect techniques.
328
Every Spider Swarm active while Kyodaigumo is present
Summon: Kyodaigumo needs to be dealt twice as much damage to reduce its size,
1. Summoning and has its Swarm size increased by 1d10 every time the IC
2. Behavior reaches a multiple of 10. The first benefit is lost if the
3. Attributes Kyodaigumo is unsummoned, but the increased size remains.
4. Abilities Exoskeleton
5. Terms of Contract When blocking, the Kyodaigumo reduces incoming damage
by 75% (as opposed to 50%). Blocking is not less effective
==================== against weapons (normally, it is 25% less effective).
Web Body
1. Summoning If the Kyodaigumo takes 75% or more of its current Vitality in
Chakra: 30 a single attack, it explodes into massive cloud of spider
Speed: 20 webbing. The Area is equal to (Kyodaigumo's remaining
Seal Speed: 20 Vitality before being hit with that attack)/10 yards. Everyone
in this area suffers a -6 Immobilization penalty. Individuals
==================== with the Spider contract suffer only a -4 penalty.
Web Walker
2. Behavior If the Kyodaigumo is suffering an Immobilization penalty
caused by spider webs, that penalty is instead a bonus to its
While terrifyingly intelligent, the Kyodaigumo isn't able to Accuracy, Dodge, and Athletics rolls. It has a bonus to its
make much use of that in battle: it's much too large to hide Awareness rolls against anyone suffering from such a penalty
itself, and not particularly well-equipped for direct combat. It equal to the severity of that penalty (so, if they had a -6
compensates for that by calling more spiders into battle for it, Immobilization penalty from webs, it would have +6
and seeking to overwhelm enemies through sheer numers. Awareness against them). Its movement speed is increased
While it will willingly participate in setting up traps and by 10% for every point of web-based Immobilization applied
ambushes for its summoner, and has no objections to to it (rather than reduced).
patiently laying in wait to attack, the Kyodaigumo is reluctant ====================
to use its Brood Mother attribute or Egg Sac abilities outside
of combat. It will do so if asked to by its summoner, but 50 IC
later if battle has not begun it will unsummon itself. 4. Abilities
(As a note from the editor: Do not try to find ways to abuse Standard Actions
this by being "technically" in combat. I will not be amused, The kyodaigumo may use the dodge, block, and hide actions
and the spider's smarter than that anyway.) as described in the Combat chapter of the PHB without
==================== spending any of hte summoner's AP.
Egg Sac (Speed X5, X3 AP)
3. Attributes The spider summons an egg sac filled with baby spiders,
which immediately bursts and releases the creatures onto the
battlefield. This may either create a new Spider Swarm,
Vitality: 2400 containing Xd20 spiders, or add to an already-existing
swarm. This cannot take a swarm above 100 spiders (any
STR: 80 'extra' are simply lost).
RES: 120
CHA: 60 Poisonous Bite (Speed 14, 10 AP)
DEX: 80 The spider bites someone, and injects them with venom! It's
AGI: 40 not strong enough to be lethal to most shinobi, though it's still
far from harmless. This deals 6d20 Piercing damage, ignores
Accuracy: 30 Armor and DR, and inflicts a Poison 4 status for 100 IC if it
Dodge: +10 deals damage--there is no Toxicology or Resistance roll
Damage Bonus: 7.5 involved.
Movement: 1 yard per IC Web Spinning (Speed 20, 15 AP)
The Kyodaigumo may perform this tehcniques (listed in the
Athletics: +25 Techniques section of the contract), though it uses the listed
Awareness: +25 Speed, has no Seal Speed, and may only use it once per time
Resistance: +25 it's summoned.
Stealth: +5
Survival: +25
Bestial
The Kyodaigumo isn't driven by higher desires, and as a
result cannot be negotiated or reasoned with and has a +15
defensive bonus to Genjutsu rolls. They are, however, fairly
intelligent.
Brood Mother
329
====================
5. Terms of Contract
If there are any active Spider Swarms, it is possible to cause
a Breach of Contract with the Kyodaigumo.
Specifically, if the summoner completely wipes out one of
their swarms, or a swarm summoned by another creature
called by the Spider contract, it will be considered a Breach
of Contract.
330
If the Assassin Spider is suffering an Immobilization penalty
Summon: The Assassin caused by spider webs, that penalty is instead a bonus to its
Accuracy, Dodge, and Athletics rolls. It has a bonus to its
Spider Awareness rolls against anyone suffering from such a penalty
1. Summoning equal to the severity of that penalty (so, if they had a -6
2. Behavior Immobilization penalty from webs, it would have +6
3. Attributes Awareness against them). Its movement speed is increased
4. Abilities by 10% for every point of web-based Immobilization applied
5. Terms of Contract to it (rather than reduced).
====================
====================
1. Summoning 4. Abilities
Standard Actions
Using a series of tricks and illusions, the assassin spider is no The Assassin Spider may use the dodge, block, parry, and
minor inconvenience. It can make the safest place feel hide actions as described in the Combat chapter of the PHB
dangerous, or the most dangerous areas appear safe. It is without spending any of the summoner's AP.
small, smaller than even some of the swarming spiders, only Trap Illusion (Speed 10, 20 AP)
about a foot long, but it's bite is not to be trifled with. It has This is a genjutsu that causes the target to 'want to be alone'
immense front eyes because of the way it hunts, it is a for some unknown reason. They will not disclose the reason
jumping spider! It's favored prey is the sneaky kinda...other to others, they feel compelled to keep it to themselves. Every
spiders...or ninja. 30 IC, or 5 Minutes OOC, the target gets another chance to
==================== roll against the spider. The target will go as far as to escape
their allies as fast as they can to get alone.
2. Behavior Fangs of the End (Speed 5, 8 AP)
It keeps to the shadows, moves to stealth whenever it gets the This spider has very specialized fangs, they are almost 2/3rds
opportunity. It uses illusions to separate people and then the size of it's body so it packs quite the bite. Dealing 12d10,
when it has the opportunity to get someone alone, it if this is a sneak attack it inflicts a Poison 50 that lasts 20 IC.
STRIKES trying to finish them. ====================
==================== 1. Terms of Contract ------------------------------
This spider is simple, give it a target and it will follow
3. Attributes through in finishing them. It will accept as much as a second
target, but no more. After defeating two targets it will dismiss.
Vitality: 2250
STR: 65
RES: 95
CHA: 60
DEX: 80
AGI: 100
Accuracy: 36
Dodge: +40
Parry: +45
Damage Bonus: 10.5
Movement: 3 yard per IC
Genjutsu: +40
Athletics: +45
Awareness: +45
Espionage: +50
Resistance: +45
Stealth: +50
Survival: +45
God of the Shadows
Any attack the Assassin Spider makes from stealth is
automatically a sneak attack, and after making any attack the
spider can roll a new stealth and re-enter stealth, though at a
-5 penalty.
Web Walker
331
Summon Avatar:
Tsuchigumo
Tsuchigumo, also known as Yatsukahagi and Ogumo ("Great
Spider"), is an individual or a position among the spiders; it's
not clear if there's only one Tsuchigumo, or if the title is
passed from one spider-ruler to the next. In mythology,
Tsuchigumo appears as a usually malevolent trickster who is
confronted and ultimately defeated by various heroes;
sometimes they kill the spider, and in others they demand a
boon in exchange for enduring its trials (and usually surviving
one or more attempts on their life). Its actions are typically
presented less as the result of genuine malice, and more a
case of a spider simply doing what spiders do.
Though Tsuchigumo takes the form of an enormous spider
broodmother (at least, in the memory of shinobi), it's said she
can also assume human form. She rarely likes to intervene
directly in combat, preferring to send her subordinates and
children to handle those matters for her. Tsuchigumo likely
has strong associations with the earth (the name, after all,
literally means "Earth Spider").
1. Summoning
2. Behavior
====================
1. Summoning
Chakra: 50
Speed: 30
Seal Speed: 40
====================
2. Behavior
It's no secret among holders of either the Spider or Monkey
contract that Tsuchigumo and Enma have a long-standing
enmity. More serious than rivalry, but not quite intense
enough to constitute hatred, the two will go out of their way to
confront one another when present on the same battlefield,
and will refuse to fight on the same side.
While Tsuchigumo would be malefic by human standards,
a more accurate understanding of her behavior might be that
she is amoral, or at best has a sense of right and wrong
incomprehensible to her summoners.
====================
3. Attributes
What's known of Tsuchigumo's capabilities come from a
mixture of hearsay and legends.
It's said she's a shapeshifter and illusionist, with some
degree of command over the earth. If not wise, she is
certainly cunning. She has a reputation for being extremely
difficult to reason with, not due to stubbornness, but because
her whims or reasons for acting are virtually
incomprehensible.
When she does fight, as Queen of the Spiders she is
capable of calling upon her progeny in vast numbers.
332
Speed: 20
Toad Contract Seal Speed: 50
The toads are a misunderstood group as a whole, alternately Effects: Each summoner with this contract is assigned
referred to as a gang of thieves and ruffians by some, and their own unique scroll toad, and unless a special deal is
being valorous and noble protectors of the weak who're just made with the toads only ever has that one scroll toad to call
rough around the edges. upon. The scroll toad sticks around to do its job (having
Both are somewhat accurate. The social structure of the things written on it), and then leaves or climbs into the
summoned toads bears more than a passing resemblance to summoner's stomach (inflicting a Stun 40 on the summoner).
a Yakuza 'family'. Much like an actual crime syndicate the Retrieving a scroll stored this way is a Speed 20 action.
toads usually want nothing to do with outsiders, but are more Nobody but the summoner themselves can retrieve the
than happy to help one of their own. They have no problem scroll from their stomach; if the summoner is killed, the toad
carrying weapons, and make use of them extensively in will simply unsummon itself. Normally, information on the
combat; where exactly the toads are getting a supply of giant scroll will be stored indefinitely, but the toad can, at the
weapons is a mystery to this day. summoner's request, wipe part or all of the scroll clean.
And, much like the idealized versions of Yakuza syndicates, Once the summoner has decided he no longer needs the
they do have a code of honor. They don't prey upon the weak, scroll, the toad can climb out and will head home. After being
they stand up for the 'little guy', and so on. Most toads, unsummoned, the Scroll Toad cannot be called upon again
despite being perfectly okay with the sort of work ninja might for eight weeks.
call upon them to do, won't harm the innocent or do have
anything to do with genuinely 'evil' or malicious actions. They --( Gamagakure no Jutsu - Hiding in
tend to fit the cultural stereotype of the "gangster with a heart
of gold." a Toad Technique )--
Like any well-organized group, they are expressly A spectacular infiltration technique, if one that gives most of
concerned with the well-being and advancement of their own its users some serious second thoughts the first few times
interests. A summoner is tasked with become a fitting they find themselves using it. The shinobi summons a small
member of the 'family', and if he upholds the same standards toad and climbs (or leaps, or jumps, or dives) into it;
and ideals as the toads he'll be sure to rise within ranks, somehow the toad is able to bend space in such a way that
gaining greater standing, prestise, and responsibility. not only can the summoner fit into its mouth, they can stay
==================== comfortably inside until the air supply runs out.
All forms of detection and communication fail to penetrate
Access the toad's stomach; as a result the user is almost impossible
to detect, but also unable to tell what the situation in the
outside world is.
1000 XP: Summon: Guardian Toad The toad gives the summoner a ride to a pre-specified
1500 XP: Scroll Toad location, and once there (or upon a trigger condition) spits
2000 XP: Hiding in a Toad Technique the summoner out before unsummoning itself.
2500 XP: Toad Mouth Bind
3000 XP: Summon: Kyodai Chakra: 35
4000 XP: Barrier Gourd Prison Speed: 30
5000 XP: Food Cart Destroying Technique Seal Speed: 60
6000 XP: Summon: Gamabunta Effects: A small diving toad is summoned.After giving it
instructions the summoner hops inside its mouth
Techniques (...somehow) and loses all contact with the outside world.
Inside the toad the summoner cannot perceive, or be
--( Kuchiyose: Fukugama - perceived by, the outside world. Communication devices won't
Summoning: Scroll Toad )-- work, Chakra Sensing will fail to penetrate the toad's
stomach, and so on.
Scroll Toads are an anatomical impossibility even among The interior is humid and unpleasantly warm, but
summoned creatures, which says a great deal. They're tall tolerable. There's a 48 hour supply of air, but the summoner
and appear seated upright, and seem to be wearing an obi. will need to bring their own food and water (drinking a toad's
Upon being asked, the toad rises up and reveals that the stomach acid is not particularly advisable). While inside the
middle of its body is actually a rolled-up scroll; that scroll can toad's stomach the summoner will not recover Fatigue or
then be extended and have any number of important things Vitality.
inscribed upon it, usually summoning contracts, important
seals, secret information, or forbiden techniques. Once the
summoner no longer needs the scroll any more, it can be
unsummoned.
Alternately, the toad can climb into the summoner's mouth
and somehow reside in their stomach indefinitely, to be called
out again when the scroll is needed. How this works is
unclear, and probably best not dwelled upon.
Chakra: 25
333
The toad can be told to release the summoner on a number The linings of the esophagus are extremely resilient, with
of conditions (given to it before the summoner hops inside): it each square meter (an area large enough for a person to
reaches a set location, a certain amount of time has passed squeeze out of) having 500 HP, and a DR of 200 which
(or automatically after air runs out), a specific person applies against Katon, Blunt, and multi-throwing attacks, as
described in detail is standing in front of the toad, or well as regenerating 200 Hp every 10 IC. Toad Mouth Bind
automatically if the toad is attacked (in which case the can be used once every 2 months (8 OOC days).
shinobi will be spit out and the toad will unsummon itself).
More than one condition can be set, either in combination
("at that place and at that time") or as alternatives ("at that
place or in front of that person").
A small creature, the diving toad is just slightly too large to
fit on someone's hand. It can dive up to 100 yards in fresh
water, and can stay submerged in mud or fresh water
indefinitely. If attacked it unsummons itself immediately.
While being capable of speech, diving toads will frequently
complain that people "all look the same" to it. If told to
release its passenger in front of a person, that person must be
standing directly in front of it, in plain view, and within two
yards. Additionally, the summoner must be able to provide a
picture of them or have a very good description with two or
more unique, identifying features (which can lead to mix-ups,
on rare occasions). Otherwise, the toad won't be able to
recognize them.
The diving toad can only be summoned once every four
weeks.
--( Kuchiyose: Gamaguchi Shibari -
Summoning: Toad Mouth Bind )--
Classified as a partial summoning, the shinobi summons the
esophagus of a great fire-breathing toad said to live on Mount
Myoboku. This is only usable inside buildings, caves, or other
confined areas; the esophageal lining covers the floors, walls,
and ceilings in their entirety, and seals up any remaining
exits. If deployed properly, there will be hardly any time at all
for the victims inside to escape, leaving them trapped inside--
a very unfortunate situation, as the summoner can then
control the toad's esophagus to move and ensare their
enemies.
Chakra: 40
Upkeep: 6
Area: 50
Speed: 20, Delay 10
Seal Speed: 25
Special: Can only be used in confined areas/indoors/caves
Effects: The stomach lining of a giant toad appears and
begins growing to cover all passageways, extending outwards
from the summoner to the full Area of the technique. Anyone
who hasn't exited the area by the time the Delay ends is
trapped inside; anyone able to leave before then escapes
automatically.
By spending 5 AP, the summoner can direct the esophagus
to ensnare any number of targets trapped within (extending
'whips' of flesh from the lining to restrain them if necessary),
increasing each of their immobilization penalties by 1. This
may be done up to once every 5 IC, and does not require any
actual action on the summoner's part, though does
necessitate a Chakra 10 roll.
Those trapped can take a Speed 10, Stamina 15 action to
pull themselves free, reducing the immobilization penalty
from Toad Mouth Bind by 2.
334
It is unclear where this technique earned its name, as using it
--( Kekkai: Gama Hyoro - Barrier to destroy a food cart would be overkill of the highest degree.
Gourd Prison )-- A giant, several-story-tall toad is summoned in mid-air above
This technique generates a powerful spatial barrier centered the unfortunate victim of this technique, and proceeds to fall
around the user which transports anyone caught in it on top of them. While this isn't the quickest method of
(including the user themselves) into the stomach of a gourd deploying a summon, or attacking an enemy, available, it's
toad: a massive, cavernous area filled with a lake of corrosive hard to rival its ability to cause wide-area destruction.
gastric acid, and, for some reason, many small partially- Chakra: X (Minimum 30, Maximum 60)
digested buildings still standing within it. Speed: X/2, Delay X/3
The only way to escape is to defeat the summoner, Damage: Xd12.open(6)*1
convince them to end the technique, or wait until its duration Range: 100
ends--and neither of the last two tend to be all that effective. Area: 80
At the location where this technique was used a large, Seal Speed: 50
black kanji for "oil" is imprinted on the ground; when the
technique ends, that mark vanishes and the stomach's Effects: This may only be used if a Kyodai is available to be
previous occupants are deposited in the nearest relatively summoned. It replaces the normal Speed and Seal Speed for
safe (so, not on fire, covered in spikes, directly under a net, or doing so.
so on) area within a hundred yards. A Kyodai is summoned X*5 yards above the target (make
the Chakra Exhaustion roll for the summon after Food Cart
Chakra: 45 Destroyer's); from there gravity does its thing, and the toad
Upkeep: 4 falls. This technique has a damage bonus of 0, but anyone
Range: 50 who is still in its area when the Delay ends is automatically
Area: 20 hit. The summoned toad takes no damage, and may act after
Speed: 15 they hit the ground.
Seal Speed: 30
Effects: As soon as it activates, this technique automatically
transports anyone within its Area, centered on the user, to the
gourd toad's stomach; the user may choose not to activate
this aspect of it (though they will always be transported there
themselves), but it's all-or-nothing; they can take everyone
within 20 yards of themselves, or nobody.
Additionally, they may target up to one person within its
range, with +4 Accuracy and ignoring any Fatigue penalties
the user currently suffers from. A giant toad's tongue lashes
out from the spot the summoner vanished at, snatches that
person up, and pulls them into the spatial distortion.
This technique will last a maximum of five minutes. Until
then, it is impossible for anyone to enter or exit the toad's
stomach.
As long as this isn't the summoner's first time being inside,
they have a home field advantage. This gives them a +3 bonus
to Accuracy, defense, Awareness, and Stealth while inside the
stomach. If somebody is knocked back or thrown more than 3
yards they'll be knocked into the acid, suffering a Stun 10 and
taking Xd10 energy damage (with no damage bonus applied),
where X is the number of IC which pass before their next
action (at which point they are assumed to pull themself out
of the acid). Water walking does not function on this stomach
acid.
Toad Gourd Prison may only be used once every 3 months
(12 OOC days).
--( Kuchiyose: Yatai Kuzushi no
Jutsu - Summoning: Food Cart
Destroying Technique )--
335
Summon: Guardian Accuracy: 20
1. Summoning Dodge: +10
2. Behavior Damage Bonus: 3.0
3. Attributes Movement: 2 yards per IC.
4. Abilities Athletics: +10
5. Terms of Contract Awareness: +10
==================== Resistance: +15
1. Summoning Armor
The Guardian is heavily armored, having a DR of (Damage
Guardian Toads are chest-high on a man, which, given the Bonus*10).
squat nature of the species, makes them quite bulky. They're Big Mouth
large enough for a person to ride on, at least in theory, though The Guardian has a large enough mouth that it can fit many
will not allow their summoners to do so; it would be small objects within it, keeping them protected from harm
disrespectful, and they're guardians and enforcers, not and outside influence. The object can only be removed by
horses. inflicting a called shot to the toad's mouth that does 500 or
Guardians can range in color from bright orange and green more damage in a single strike(it doesn't inflict a wound, just
to washed-out browns and yellows, and any number of shades frees the object). The toad can hold about the same amount
inbetween. More often than not Guardians are summoned as a single sealing scroll in its mouth (or a Scroll Toad).
into battle, so they come appropriately equipped for combat,
outfitted in metal armor and ready to exhibit their exceptional Shatei
taijutsu skill. The Guardian Toad works hard to keep up with its
summoner, gaining a bonus of (Summoner's XP)/250 to
Chakra: 25 accuracy, defenses, and skill rolls. In addition, the Guardian's
Speed: 15 damage bonus is increased by (Summoner's XP)/500. Finally,
Seal Speed: 20 their Vitality is increased by (Summoner's XP / 500)*100.
==================== ====================
2. Behavior 4. Abilities
Standard Actions
The Guardian are quite smart--smarter than most people, Guardian Toads may use Dodge, Move, and Parry as
though that's not necessarily saying much--but aren't much described in the Combat chapter of the PHB without
for conversation. They fill the role of a low-level enforcer or spending any of the summoner's AP.
bodyguard for a minor official, being called on to provide a bit Defend (Speed 1 or 6, Interrupt, AP 1 or 6)
of extra muscle when the summoner needs backup. If they're Guardians can block as a Speed 1 Interrupt by spending 1
not given all the information they need to perform a task, AP. Alternately, they can use Take the Hit as a Speed 6
they'll fill in the blanks to the best of their judgment. Interrupt with a cost of 6 AP; after taking the hit they are
Communication will usually involve affirmative grunts and considered to be blocking if they succeed by at least 1 point.
the occasional wordless grumble.
As this is one of the more commonly called-upon summons Toad Strike (Speed 10, AP 4)
of its contract, many summons will call the same Guardian The toad leaps forward and delivers a powerful palm strike
for backup in most situations, and build a stronger inflicting 10d10.extra(6) blunt damage. This counts as a basic
relationship with them. Eventually this leads to actually unarmed attack.
getting monosyllabic verbal responses from the toad ("Yup"
and " 'Kay," being close to the limit of their willingness to
converse), and the toad actually, occasionally, asking for
elaboration when it needs it.
====================
3. Attributes
Vitality: 1000
STR: 60
RES: 50
CHA: 60
DEX: 50
AGI: 50
336
Tongue Lash (Speed 4, AP 8)
Once every 20 IC, the toad may lash out with its tongue; this
has a range of 10 yards and +2 Accuracy. Used as an attack,
this deals 5d20.extra(12) blunt damage. Alternately, it may be
used to retrieve an object on the battlefield and hide it in their
mouth. This can also be used to strike a weapon or object
someone is holding, making a disarm check (with no penalty
for large or small weapons). If successfully used as a disarm
the toad may either toss the object aside (as per normal
disarm rules) or immediately retrieve it and store it in its
mouth. Tongue Lash cannot be used while the toad already
has something stored in its mouth.
====================
5. Terms of Contract
As mentioned, the Guardian is a bodyguard and enforcer,
ready to protect its summoner and any important
'acquisitions'. They'll gladly jump in front of an attack aimed
for their summoner if the need arises (though will only do so
for things which seem like they'd be an actual threat to the
summoner's well-being), and will gladly bring up the rear in
an escape.
Tha said, they expect to receive an appropriate amount of
respect for their efforts, and be treated as a valued underling,
not a disposable thug. Bringing up the rear in an escape is
one thing, but asking them to hold enemies off until they
succumb to their wounds is another entirely. Leaving them in
combat while you flee (which is not the same as having them
cover your escape, then unsummoning them once you've got
a head start) constitutes a Breach of Contract.
Additionally, if the Guardian is unsummoned due to
injuries (vitality dropping to zero) it cannot be summoned
again for four weeks.
337
Summon: Kyodai STR: 140
1. Summoning RES: 100
2. Behavior CHA: 60
3. Attributes DEX: 120
4. Abilities AGI: 100
5. Terms of Contract Accuracy: 40
==================== Dodge: +25
Damage Bonus: 10
Movement: 4 yards per IC
1. Summoning
Within actual yakuza organizations, the rank of "Kyodai" Athletics: +25
refers to senior enforcers of individual gangs, leaders in their Awareness: +20
own right. Within the mob-family-like organization of the Espionage: +20
toads, these giant specimens occupy the same rank. Each of Resistance: +30
them is truly massive, towering above most trees and
buildings and approaching the Toad Avatar, Gamabunta, in Giant Weapons
size. On top of that, every one of them is a skilled combatant, Parrying a giant toad's weapons is not generally advisable. It
often bringing appropriately scaled-up weapons into combat can only be done by someone with at least 140 STR, and they
with them. Their coloration varies wildly from one to the suffer a Stun (200 - their STR)/10 whether or not they
next, encompassing just about every coloration found in succeed. Otherwise, all normal rules for parrying weapons
actual toads, and several not encountered in any natural apply.
species. Huge
Chakra: 50 Kyodai cannot hide, due to their size. They cannot be
Speed: 20 knocked airborne or tripped, and any knockback effects have
Seal Speed: 30 their efficacy reduced by half. Additionally, their attacks have
a range of 20 yards, though are still considered to be melee
==================== range.
Jump
2. Behavior Being toads, they're quite adept at jumping, and frequently do
so when they need to cross large distances in a pinch. When
Kyodai are quite capable of conversation, though how a Kyodai moves as part of an attack, they may a distance
talkative they are varies greatly from one to the next; they all equal to the full Speed worth of movement--in other words, if
have distinct personalities, and so summoners will tend to using a Speed 12 attack they may move up to (12 * 4) 48
call upon the same few repeatedly to build a greater rapport-- yards as part of it.
much like people, they get along better with someone they
see more often.
That said, how they react to the summoner depends largely
upon that summoner's 'rank' within their organization.
If a summoner can't call on Gamabunta, they're viewed as
an underling, or at best a not-very-respected equal, who needs
some extra muscle to bail them out of a tight situation.
Assisting them is a necessary evil, and the toad will do what it
needs to to finish the job and head home as quickly and
efficiently as possible.
If the summoner has summoned Gamabunta in the past
and has at least a passing degree of respect from Mount
Myoboku's Oyabun, the toad warriors treat summoners as
respected peers as long as they get a similar degree of
respect in return.
====================
3. Attributes
Vitality: 3000
338
Kyodai
As befits their rank and skill, the giant toad warriors all bring Bare Hands: Yes! This toad knows martial arts! They
some form of weapon to battle. When you summon a warrior, make Speed 10 attacks dealing 10d12 Blunt damage.
choose which of the following weapons they'll be equipped However, if their attacks miss they do not expend any of
with. You may summon a different sort of weapon-user each the summoner's AP. If their attacks hit, the summoner
time, if you please. may immediately spend another 4 AP to have the toad
perform a flashy series of blows which inflicts a Stun 4 on
Mancatcher and Shield: The toad's mancatcher is a the victim.
vaguely Y-shaped metal weapon, with short spikes
covering each prong. The shield allows this toad to block ====================
attacks as a Speed 5 Interrupt by paying 5 AP, which
reduces damage by 60% and is fully effective when 4. Abilities
blocking weapons. The shield will break, however, once
the total damage of all attacks it's been used to block Standard Actions
reaches 3000. The mancatcher can be used as a Speed 14 Kyodai may use the dodge, move, and block actions as
attack dealing 16d10 Blunt damage, and has a +1 bonus described in the Combat chapter without spending any of the
to Accuracy. Used against human-sized opponents, they summoner's AP.
suffer a -4 immobilization penalty until their next action. Leap (Speed 5, 10 AP)
Against Large summons, they suffer a -4 immobilization The Kyodai can leap up to 300 yards horizontally, or 150
penalty that does not reduce their movement speed until yards vertically, or any combination of the two (so, at
the Kyodai attacks with it again or they move outside of its maximum, a 300 yard horizontal leap that carried them in an
attack range. Their movement speed is reduced by arc which, at its highest point, reached 150 yards off the
(Kyodai's STR - that summon's STR)/10 yards per IC. Any ground). For determining how long this takes to cross the
summons with a size description other than Large suffer a entire length, use whichever distance is greater; during the
Stun equal to however many points they were hit by. leap, the toad travels at a rate of 10 yards per IC. While in
mid-air the toad is free to take other actions, but cannot
Twin Katana: The toad appears with two katanas. Using move, change direction, or dodge area-of-effect attacks.
them is a Speed 14 attack dealing 28d8 Slashing damage; Leap Attack (Speed X + Variable, 10 + X AP)
if used to parry, they have a +2 bonus. Whenever the toad The toad lunges for its target with incredible speed! This can
attacks with these weapons they may select two targets attack anyone within Leap's range. X is how many IC it would
who are both in range, attacking one with each weapon. take to reach their location with Leap; if they're 120 yards
Both katanas may be used to simultaneously attack any away, X is 12. The "Variable" value is the normal Speed to
Large or larger summon, in which case the number of perform Skillful Strike. This takes place immediately (unlike
damage dice remains unchanged but the toad's damage Leap, where the movement happens over time). For
bonus is increased to 15 for that attack. determining damage, and valid defenses, the toad's weapon's
normal Speed is used.
Wakizashi: The Wakizashi deals 14d12 Slashing damage, Skillful Strike (Speed Variable, 5 AP)
and is a Speed 12 attack with +2 Accuracy. The toad may The toad uses its weapon of choice (as described under
use it to attack without spending the summoner's AP, but "Kyodai", in Attributes) to attack.
if it does so it cannot attack again for 20 IC (instead of 12 ====================
IC, based on the attack's Speed); this does not actually
change the Speed of the attack. 6. Terms of Contract
Kyodai have little objection to being called into battle to
Tetsubo: Yes, a huge wooden club, probably made from an protect the summoner or other members of the toad 'family';
actual tree trunk and fitted with metal studs. This attack it's part of their job as mob bosses, and while they may not be
has -4 Accuracy, but cannot be parried. It is a Speed 20 totally agreeable or treat the summoner with all that much
attack dealing 20d20 Blunt damage, with a damage bonus respect, they won't let those sort of attitude issues get in the
of 20. If it hits, in inflicts a Stun 8. However, the AP cost to way of doing their job.
attack with it is increased by 5 (to 10 for Skillful Strike, Of course, they're also part of an idealized version of the
and 15 + X for Leap Attack). yakuza, and as such think of themselves as valorous
champions of the weak and downtrodden. They'll go out of
their way to help anyone who falls into the category (so, not
Twin Sai: A paired set of sai; while they do have a +4 any shinobi, not nobility, and not wealthy civilians), and will
bonus to parrying weapons, it's usually not all that useful refuse orders to harm them or disregard their safety.
for a giant toad. Attacking with them is a Speed 12 action, Convincing them that somebody is actually weak and being
and they deal 14d10 Blunt damage. If an attack with these abused is a reliable, if difficult, way to get their full
weapons misses, the summoner may spend 5 AP for the cooperation.
toad to make a strike with the second sai, in which case an
Accuracy roll replaces their normal Accuracy.
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Summon Avatar:
Gamabunta
1. Summoning
2. Behavior
====================
1. Summoning
To shinobi, Gamabunta is the Toad Avatar; to other toads he
is the Oyabun, the head of their Yakuza-like 'family'. He's one
of the larger summoned avatars, tall enough that the great
forests covering most of the Fire Country are barely tall
enough to reach his hip. While he's not that much larger than
the toad Warriors (the 'Kyodai' among the toads), his skills far
surpass theirs. He's boss for a reason.
Gamabunta has dull, rust-red skin covered in warts. His
'chest' is brightly tattooed in red ink, though those markings
are partially obscured by the blue happi vest he wears; his
other identifying feature (aside from being, you know, a giant
toad) is the vertical scar across his right eyelid, where he was
presumably slashed (and fortunately not blinded) by some
large blade.
When Gamabunta appears, it is with a a slim (for him)
metal pipe in his mouth; he does, indeed, smoke. He carries a
blade holstered at his back which to him is a tanto--though in
shinobi terms, the blade is the size of a tower, and large
enough to cleave rivers into the ground.
Chakra: 70
Speed: 30
Seal Speed: 50
====================
2. Behavior
Gamabunta is usually grumpy and apathetic; being
summoned is not something he's every very pleased about. A
summoner who's managed to earn his personal respect has a
better time of things, but for the most part Gamabunta is the
Boss of a massive organization and has much better things to
do with his time than be forced into a conversation with a
random underling, let alone help bail said underling out of
trouble.
That said, Gamabunta does have a strong (if somewhat
warped) sense of right and wrong, and will fight valiantly
against genuine, serious threats. Usually refusing to be
anywhere he hasn't chosen to, his opinion can be skewed one
way or the other based on the nature of his 'family's'
involvement.
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