World of Five Nations: Errata Edition, Version 1i
World of Five Nations: Errata Edition, Version 1i
  By: Kuma-Sennin, Sketch, Bas_Celik, Mitian, Caddy, Goju, Russian Drunkard, VashtheStampede, Zyzz, TheMaddness,
      SomeoneElse, ManOfTroy, NoGodsOrDevils, kommando/JJAS, UnoriginalName02, xporc, Argo, Nomen, and
                                               Anonymous as a whole.
                                       Errata and re-setting by Russian Drunkard and JJAS
DISCLAIMER: I, nor any member of my team, claim to own any part or property, material or intellectual, of the work
Naruto and all products and properties derived from it. Naruto is the sole property of Masashi Kishimoto and whatever
companies or organizations hold legal authority to distribute and produce all related products. This is just a fan-made game
NOT intended for sale, resale, or any financial gain. We just made it to have fun.
I enjoyed watching the series of Naruto and reading the manga for a length of time, however actions in the manga have
taken a complete path away from what little sense the story made to begin with since Shippuden and has gone entirely to
serving fan-desires and not being a plausible story with a coherent setting. Call my efforts what you may, I know this is silly
and I am aware this is no great work, but it’s something that I have wanted to try my hand at; recreating the world with a
forced attempt to make an interesting and coherent setting. Along the way I found some amazing friends who shared my
thoughts, and together we made something fun and great. The world created by the author was fascinating to me and
seeing that being completely ignored and changed seemed like a waste of everything that could have been in the setting.
E-mail us any updates and homebrews at:
         perseverence89@gmail.com -Kuma-Sennin (Original Author)
         drunkardlol@yahoo.com -Russian_Drunkard (Errata Author)
Come see the Forums! http://worldoffivenations.proboards.com/
             Any questions? Check out the IRC channel at irc.thisisnotatrueending.com #FiveNationsGeneral
Road to Ninja
A shinobi is not born a normal child. They were born to a world of violence and hate, but unlike the faceless masses that support and
fear them, they were born in a shinobi village with the potential to rise above the commoners and become a shinobi, a human weapon.
Heritage:
Your heritage represents the immediate circumstances of your birth or of your youngest years of life.
Instrument of Murder:
You were put to brutal desensitization programs from a young age. You may not choose other options during your "Road to Ninja" once
you have chosen this one. However, you gain the following bonuses. You are immune to the penalties associated with becoming
"Injured" and "Wounded". You gain 1.25x Starting MP. However, the damage to your social skills and ability to work together is massive.
It takes triple the normal number of Bond actions to Bond with you. You cannot work in a Squad or a Platoon except with shinobi who
you have a "Close Bond" or higher with. When you are placed into "Wounded" condition you gain an instance of "Rage" that can only be
removed by expending double the usual amount of Grit to remove an effect. (Rage: Your mind is lost in a sea of red. You cannot use Jutsu
or enter a Mode or Synch unless you are specifically permitted to do so by an intervening UA. You deal 1.5x damage on all uses of
Taijutsu and gain +10 Movement. However, you cannot select your target and must attack the nearest target with all ferocity. If a target
attacks you, however, you must reselect them as your new target if your current target hasn't taken aggressive action within the last 2
Rounds.)
Fighter's Soul:
You were born capable in the arts of hand to hand combat. You gain +1 ASB to all uses of a "Taijutsu" skill. You deal +3 damage with all
"Taijutsu"-based sources of damage.
Liar's Tongue:
You gain +2 ASB when using "Deception", "Intimidation", or "Diplomacy". If you also possess the "Glib" Trait this bonus increases to +3
for each.
Holistic Body:
You may reduce the Chakra Cost of all actions you do by 1, to a minimum of 1, so long as you have taken no damage during this
encounter other than self-inflicted damage.
Sneaky:
You gain +2 ASB when using Stealth and move like a snake in the grass, allowing you to move at full speed when in Stealth, as opposed to
1/2 Speed.
Origin: Orphan:
You are born of parents that died shortly after your birth, leaving you without a family. Your lack of parental figures may have affected
you in many ways, but it does make you a bit more willing to stand up and fight for yourself. You start a battle with 1 Grit.
Heritage: X Clan:
You are born from a specific Clan within your village. This allows you to learn any Hiden that your Clan has at any point in your career as
there is no shortage of people willing to teach it. Additionally, because of your Clan's name, you gain +3 Reputation at the start of play.
Heritage: Famous Parent:
Your parent was a famous person in the village. You start play with +10 Reputation, but should you fail to live up to your parent's name,
the reputation will dwindle until the +10 bonus is gone.
Innocence:
Your Innocence represents the time before you joined the Shinobi Academy, the times of worry free childhood. However, the world is
vicious and not everyone enjoyed the peaceful childhood they deserved.
Happy Childhood:
You were raised by caring parents and had friends. If you take the "Cheerful" Trait on character generation you gain extra 10 MP and get
+2 Grit on uses of “Raise Spirit” as it is easy for you to pump yourself up.
Bullied to Toughness:
You were pushed around as a kid and it sticks with you to this day. You won't quit and bullies don’t make you flinch. By suffering -1
Grit/Turn, you become immune to the “Terrified” status condition.
Head-start Student:
One of your parents was pushing you to be ready to become a shinobi. You gain 5 MP, but also suffer -1 Grit/turn because of your empty
childhood. You also may select a single basic skill. You do not have to pay the extra MP when raising it to Rank 5 and Rank 10.
Rambunctious Youth:
You were energetic and lively as a child. You gain +2 Chakra to your Chakra Pool.
Scrapes and Scars:
You loved picking fights and you won and lost your fair share. You gain +16/8/4 Injury.
Best Friend (X):
Name a shinobi. You start the game with a Bond with that shinobi or increase an existing Bond by a level. The subject of this choice gains
the benefits of this as well.
Crucible:
The Crucible represents your years in the Academy, a time of massive change and struggle. You are treated with chemicals and drugs,
made to do extreme exercise, all at a young age to make you a killer.
Academy Training:
You attended the Shinobi Academy rather uneventfully. Gain 1 Skill Rank in Shuriken Training, Kunai Training, Martial Arts, and Dodge.
Know-it-All:
You attended Academy and were extremely well studied, usually so much so people were calling you the brains of the class. You start
with 1 in every Knowledge Skill and 2 Lore Skills.
Popular:
You were well known throughout your class and everyone found you likable, usually because of a combination of your looks and
personality. Start with +3 Reputation and a Bond with all students who graduated in your class.
Class Clown:
You were the loser in your class. People remember your failures and still giggle at them, well into your adult life. You suffer -3 Renown.
However, you are driven to succeed. Your starting determination is 3.
Loner:
If you take the "Lone Wolf" Trait you gain +5 MP. This attitude has been present since you were a child, and people have learned to
accept that is your nature. Your close friends know how to work around your surly nature. You may enter a "Platoon" with a shinobi who
you have at least a "Close Bond" with and who has at least a "Close Bond" with you.
Conflict:
A shinobi is in the Academy for roughly 4-6 years, depending on their rate of advancement, some even graduate sooner. However, this
road is fraught with potential struggle and hardship, as is nearly every moment of your past.
Kid Problems:
You had the usual trials and tribulations of a child; people who didn't like you, crushes that didn't pan out, but on the whole you had an
average childhood. Your well-adjusted nature allows you to handle people excellently. Gain +1 ASB on uses Deception, Diplomacy, and
Intimidation. Additionally, you are immune to the “Aura of Malice” of shinobi in your own Formation.
Fated Foes (X):
Name a shinobi in your class. You gain a Rivalry with them for free. This Rivalry can be one sided. When fighting in Formation with this
shinobi you push yourself hard to out-do your Rival. You gain +1 Grit/turn and regenerate X Injury per Round where X is your
Determination.
Clan Tragedy (Requires Heritage- Clan):
A terrible event happened in your Clan. You gain +2 Renown if a famous member died. You gain +4 Renown if a large number were wiped
out. You gain +10 Renown if you are the last of the Clan. You may also gain the “Arrogant” Trait at the cost of 10 MP, but only during
character creation.
Crippling Injury:
You were wounded very badly, maybe even to the point of death. You suffer -1 Taijutsu, starting you at 0. However, you never let this
keep you down, and gain +1 Grit at the end of the turn each time that you use a Taijutsu-based action during combat.
Kidnapped:
Someone tried to steal you away from the village for one reason or another. However, you either escaped, which gave you confidence
and allows you to use the "Raise Spirit" action as a free action, rather than a partial action. Alternatively, someone rescued you, which
connected the two of you immediately. If you had no "Bond" with them gain one. If you had one increase it by 1 level.
Hated:
The people around you detested you. For whatever reason you were a social pariah and it showed. You have 1/2 the normal number of
Social Points and gain the Hatred (Own Village) Perk. If you wish to remove the Perk you must Bond with at least two shinobi from your
village. At this point you no longer suffer from the Hatred Perk. To regain the other 1/2 of your Social Points you must have at least 40
Renown before people begin to recognize you as a worthwhile shinobi, despite your failures. This loneliness was dangerous. You gain the
benefits of the “Lone Wolf” Trait so long as you have “Hatred (Own Village)”.
Maturation:
The Maturation represents your final moments before becoming a recognized Genin, a crowning moment that may serve to inspire you
for the rest of your life.
Stop, Evildoer!:
You helped, or perhaps even singlehandedly, stopped a crime happening in the village of some significance. You earned the respect of
the village higher ups and gain +5 Renown. Also, your strong sense of right and wrong allow you to start each encounter with 1 Grit.
Thrust into Conflict:
You were churned out of the Academy into a world that actively sought to kill you; perhaps because of your heritage, your village, or
even your individual self. Regardless, you have held a weapon and used it to defend and kill since you left the Academy. You deal +5
damage with any weapon.
Carrying on the Torch:
Your closest teacher, perhaps even a family member or your mentor, was killed shortly after deeming you ready to enter the shinobi
world. Because of your weakness you were unable to avenge them, and gain the Hatred Perk against their killer.
Pacifist Soul:
The world of the shinobi is drenched in blood. You are well aware of this and have sworn yourself to do anything possible to contributing
to it as little as possible, and, you dream, eventually stopping it. Whenever you "Defeat" a foe using "Genjutsu" or "Taijutsu" you may
choose to leave them with 1 Injury, but still "Defeated". Each time you do this you gain 1 Nindo. Each time you kill, however, your Nindo
drops to 0, and if it already is 0 you suffer massive depression , inflicting a cumulative -1 ASP for a week for each time your Nindo would
be reduced to 0 beyond the first. "Ninjutsu" cannot be used conservatively.
Chip on your Shoulder:
The world has done a disservice to you somewhere along the road and you feel that you should actively fight back against it. If you ever
become a "Rogue Ninja" you may retain the benefits of your Village Trait as well as the benefit of the "Rogue Ninja" Trait. Any references
to members of the trait are applied now to "shinobi who have the 'Rogue Ninja' Trait and have at least a 'Close Bond' with you".
Three-Man Squad:
You are assigned to the traditional team of 3 Genin. Because of this you gain a "Bond" with your team as well as your Teacher. However,
if you have a tumultuous team relationship you instead gain +1 Grit/Turn when fighting outside of the time as you try to show off.
Fish Out of Water (Requires Prodigy):
You were advanced well beyond the normal rate of progression for shinobi. You may be a Jonin at the age of as young as 12! This
disconnect causes people to be jealous of your success and petty adults to be extremely jealous. You gain +10 Renown due to your
amazing skills, but gaining a "Bond" with someone beyond your "Backstory" requires double the amount of actions.
Realization:
The Realization is the sum of all of your experiences, the final breath before diving into the pool of the shinobi world. Your Realization
can put a final signature on your time before the story.
Combat Savant:
All shinobi are trained in the arts of fighting, at least to a basic level. You, however, became expert at fighting amongst your peers,
allowing you to put your twist on it. You may designate a Taijutsu-based "Core Skill" usable in melee, or "Kusari-Gama Training". When
you use this skill you gain +1 ASB and deal +X bonus damage where X is your Rank. Additionally, you may select a single "Maneuver" and
may change it's name, marking it as your "Hijutsu". When you use your "Hijutsu", usable once per combat, you may add your Rank in
ASB to the technique.
Operator:
All shinobi are trained in the arts of secrecy and stealthy combat, at least to a basic level. You, however, take to the shadows like they
were your home. When you attack while under the effects of "Stealth" you deal +5*X damage, where X is your Rank. If you activate a
follow-up this bonus damage is doubled. Additionally, you may move a distance equal to your Ninjutsu or Taijutsu, your choice, before
making an "Attack" from Stealth as a free action.
Eclectic Student:
All shinobi are trained in the arts of studying their foes and understanding shinobi warfare, at least to a basic level. You, however, don't
just learn things, you absorb knowledge. You gain +2 ASB to all "Knowledge" uses. Additionally, you may increase all Lore skills when you
increase a single Lore. Finally, whenever you make a successful "Knowledge Check" you gain 1 Grit.
Fleet of Foot:
All shinobi are trained in the arts of manipulating their chakra to increase their body speed to superhuman speed, at least to a basic
level. You, however, don't just use your chakra, you ride its power like a horse on the plains. You may add double your "Dodge" skill to
your Movement. Additionally, your Shunshin distance increases to 3x your base distance, but the Chakra Cost goes up to 3.
Mission Executor:
All shinobi are trained in the arts of working together, at least to a basic level. You, however, don't just let people organize themselves,
you guide like a veteran. When you are in the Squad Leader position and spend a full-turn speaking to your team they gain a +2 ASB to all
actions for the next Round, which decreases to +1 ASB after the next Round and then on the 3rd Round vanishes. Additionally, so long as
you are in your Role people cannot be removed from the Formation.
By the Books:
All shinobi are trained in many different arts that are supposed to combine into a coherent piece of human military hardware for the
village. You, however, are the living example of this. You gain 1 Rank in Dodge, Kunai Training, Shuriken Training, Martial Arts, Stealth,
Counter Genjutsu Training, and all Knowledge Skills.
Character Generation
A character is built using the following values based on your Rank.
It is recommended that you begin playing at Genin or a higher rank.
A Character may have a maximum of three Elemental Natures (from Elemental Affinity Trait) at any point of time.
Note: One of the main rules of the system is that ALL FRACTIONS ARE ROUNDED DOWN unless otherwise stated.
A Character’s Stats and Skills are capped based on their Rank. The caps are as follows:
All characters in World of Five Nations have the following fixed stats.
Chakra Control:
The strength and size of a shinobi’s Chakra system. A low CC Stat means that Jutsu quickly tire you and you can’t control your own chakra
well. The Derived Stat “Chakra Pool” comes from this Stat. When a shinobi has 3 or more in Chakra Control they gain the “Water Walking
Jutsu”, “Generic Sealing Jutsu”, and “Escape Artist Jutsu” for free. Every 2 points of Chakra Control you have beyond 4 grants an
additional success to a use of “Mold Energy”.
Taijutsu:
A shinobi’s bodily power. A shinobi with a high Tai stat is strong, tough, and very healthful. The Derived Stat “Injury” comes from this
Stat. When a shinobi increases their Taijutsu stat to higher than 5 they gain the “Shunshin” Jutsu for free. Every 2 points of Taijutsu you
have beyond 4 grants a Speed Rank.
Ninjutsu:
A shinobi’s intelligence, capacity of comprehension, and strength of Jutsu. A shinobi with a high Nin stat knows many Jutsu and can use
them all to great effect. When a shinobi increases their Ninjutsu stat to higher than 5 they gain the “Replacement Jutsu” for free. Every 2
points of Ninjutsu you have beyond 4 reduce the Chakra Cost of a single Jutsu or effect you currently posses by 1, to a minimum of 1.
Finally, every 2 points of Ninjutsu beyond 2 give you an additional Jutsu or Maneuver of your choice.
Genjutsu:
A shinobi’s force of personality, awareness, and talent regarding Genjutsu. A shinobi with a high Gen stat will be very aware, charismatic,
and able to get their desires across clearly. The Derived Stat “Intuition” comes from this Stat. When a shinobi increases their Genjutsu
stat to higher than 3 they gain the “Genjutsu Release” Jutsu for free. Every 2 points of Genjutsu you have beyond 4 allow you to have
another “Twist” in your Genjutsu.
Determination:
A shinobi’s force of will and spirit. A shinobi with a low Det stat will be unmotivated, lazy, or cowardly. The Derived Stat “Grit” comes
from this Stat. Unlike the others, Determination has no Jutsu gained by increasing its level. Every 2 points of Determination you have
beyond 4 allow you start an encounter with 1 Grit.
Derived stats:
Chakra Pool:
A shinobi’s chakra pool is equal to their CC * 2 and then add their Rank. This resource is called Chakra and is used to fuel Jutsu and other
effects and items.
Injury:
A shinobi’s Injury is equal to Taijutsu * Rank * 4. This is your Healthy Pool, Halve it for your Injured Pool, and halve it a second time for
your Wounded Pool. Once you have reduced all pools to 0 or lower you are Defeated. So if you have 10 Taijutsu and are Rank 4 your
Injury looks like this, 160/80/40. It takes 160 total damage to make you Injured, 240 total damage to make you Wounded, and 280 total
damage to Defeat you. When a pool is depleted to 0 you are not moved to the next pool. You are moved to the next pool only when you
receive damage that would bring your current pool under 0. When your Healthy Pool is depleted you suffer a -1 ASP to all actions due to
your wounds. When your Injured Pool is depleted you suffer a -2 ASP to all actions. When your Wounded Pool is depleted you are
Defeated.
Intuition:
A shinobi has an Intuition equal to ½ their Gen stat. Intuition is used whenever a shinobi needs to detect a shinobi in “Stealth”, counter
an “Ambush”, or when they engage in “Social Warfare”. Add your Intuition score as automatic successes to these test results.
Grit:
A shinobi’s Grit/turn is equal to (Det/3)+1. A shinobi gains Grit at the end of each round of combat equal to this stat. Grit has no upper
limit, so long as combat keeps going you can keep accruing Grit. You can use Grit in a number of ways.
         Removing Negative Effects: You can remove a single Effect from yourself, as noted in the combat section, as a free action by
         paying X Grit where X is the Rank of the Effect’s originator.
         Fueling Unique Abilities: When you create Unique Abilities they either require an amount of Grit to be active or active cost Grit
         from your pool to turn on.
Initiative:
A shinobi’s ability to react to being attacked. Initiative is determined by the following formula, (Intuition+Ninjutsu Stat)/2. If a shinobi has
a higher Speed Rank they will always act first as they are simply faster, but when two shinobi are tied they compare their Initiative
scores. If they are both tied on Initiative as well they both roll 1d10 and compare the result, the lower result goes first.
Stability:
A shinobi’s ability to maintain their footing against the massively powerful swings of their peers and other foes in Taijutsu. This is the
threshold of damage a shinobi may receive in a single “Attack” action before suffering “Knockback”. This threshold is only considered
from sources of “Taijutsu” damage or “Weaponized” Jutsu. A shinobi has Stability of Taijutsu*7, if they are large it is Taijutsu*10, if they
are Hulking it is Taijutsu*15, if they are Massive it is Taijutsu*20.
TRAITS
Traits represent fundamental elements of a character’s personality, physicality, or skills. They cannot be purchased and are granted at a
fixed rate. A shinobi gains two when they become Genin, which is the only time to get Traits marked “CG” or Character Generation, and
then one at every following Rank increase.
(CG) Advanced Chakra Detection: You have the amazing ability to detect the chakra of other shinobi, a gift you were born with. This
sensing ability allows you to function in the “Sensor” role in squads. You may detect any shinobi within your Engaged zone automatically
as a free action. As a partial action you may expand this to cover the entire battlefield. An enemy shinobi you detect is deprived of their
benefits of “Stealth”, and if you can converse with your comrades about the presence of the enemy shinobi, they are not penalized with
the “Flat-Footed” status. Additionally, you may be informed of their Chakra Strength, Injury Level, and elemental nature against any
shinobi you can detect.
(CG) Ardent Passion: Your Nindo is not only your goals and your drive; it's a lot of your character! You live and breathe your Nindo, and
as such you gain 1 Nindo at the end of every session if you did not already gain Nindo outside of the free Nindo gained at the start of the
session. Additionally, when you use a Nindo Effect you gain a +X ASB to your next action where X is your Rank since you are filled with
passion.
(CG) Aura of Malice: You Unnerve all shinobi who can see you; and any opponent who is 3 ranks or more lower than you are Terrified as
soon as they see you. Additionally, if you succeed on using “Killing Intent” on a target that is currently suffering from “Unnerve” due this
trait they become “Terrified”. Finally, you are immune to the effects of “Intimidate”.
(CG) Blockhead: You aren’t renowned for your wits, to be polite. In more simple terms, you’re a bit of an idiot. However, because of this
you are even more driven to prove yourself. You gain +1 Grit/turn and suffer no penalties for being in Injured or Wounded Status.
However, you need to succeed on a Knowledge Check twice to gain the benefit.
(CG) Brilliant: Your mind is both vast and powerful. Your comprehension of Jutsu is excellent. You add 2x your Ninjutsu to all Jutsu and
Maneuvers, as well as Ranged Attacks with Kunai, instead of the usual 1xNinjutsu. You add 2xNinjutsu to Ranged Attacks with shuriken.
Additionally, you may use Knowledge Checks as a partial action rather than a full.
(CG) Chakra Coils Disorder: Your anatomy is irregular and as such you are incapable of molding chakra in any way shape or form. You can
never learn or use Genjutsu, Ninjutsu, or Chakra Control based Skills with the exception of Counter Genjutsu Training. You cannot even
activate sealed items. You automatically fail all checks that test Chakra Control. However, you have learned to cope. You gain +2 to
Taijutsu, may ignore the Rank Caps on your Taijutsu Stat and may select a single Taijutsu-based Core Skill which you can raise past the
Rank Caps as well. Additionally, you get a free 3 MP Perk that you qualify for, +1 Grit/turn, and an additional Maneuver at character
generation. You may, however, benefit from the "Water Walking Jutsu" despite your inability to use Jutsu. Finally, you may train "Taijutsu
Mastery" when you reach Jonin without purchasing the "Path to Power" Perk. You may use Chakra for effects that demand it, and you
may increase your Chakra Control, though it gives you nothing more than Chakra Pool.
(CG) Chakra Infuse: The unique ability to imbue mundane objects, like clay, paper or stone, with chakra. Usually, that requires some sort
of body modification, like orifices on palms, or body consisting of material. If the shinobi in question has Ninjutsu of at least 8 and
Genjutsu of at least 6 they may, as a full-round action, create a number of Imbue Counters equal to their rank. When they imbue them
with an element they must select which Element, which they possess the training for, they wish to imbue the creation with. They may
then reduce the number of actions to use a Jutsu with the same element by a single partial action at the cost of one of their Imbue
Counters. A Jutsu that consumes an Imbue Counter costs ½ the required Chakra. Finally, they may use X Jutsu that consumed an Imbue
Counter, where X is their Kekkei Genkai Training, to become animate. An animated Jutsu does not consume itself when it is successfully
”Defended” against. It may be used to ”Attack” again on a single target within Ninjutsu of the initial target at the end of the Round using
the same stats as it used the first time.
(CG) Deceiver: You may use a Twist as soon as your Genjutsu affects a target, even if you have no partial actions remaining this Turn.
Additionally, you may activate a “Follow-Up” without paying Grit if you have the requisite successes when you “Attack” a shinobi affected
by your “Genjutsu”.
(CG) Dual Minded: Your mind and spirit are capable of gazing beyond the real and into the realm of illusion. Your Intuition is doubled
upon acquiring this Trait. Additionally, whenever an opponent breaks a Genjutsu you placed on them with the "Genjutsu Release"
technique or a variant of that technique you may automatically use any Clone technique that you possess for only 1 Chakra. If the Clone
Jutsu has an X in the Chakra Cost you must still pay for X, however the other chakra costs are reduced to 1 for the purposes of paying
Chakra.
(CG) Expansive Knowledge: You may start play with 2x the normal amount of Jutsu and Maneuvers a shinobi of your rank would
normally start with. Whenever you gain another rank you gain a Jutsu or Maneuver for free. Additionally, whenever you raise “Taijutsu
Knowledge”, “Ninjutsu Knowledge”, or “Genjutsu Knowledge”, you may raise the other two automatically to the same level. Finally, you
may retain the bonuses of any “Knowledge Check” you complete against another shinobi.
(CG) Fast Friend: You have been raised, trained, and forced to live with a single creature for the majority of your life. This creature, for all
intents and purposes, is your best friend and constant comrade, a part of you. Your comrade must be one of the creature templates
listed in the "Summoning" section and you gain the benefits of the free Trait as if you had a Summoning Contract with it. Create it at your
Rank and add the "Friendbeast" Perk for free. You begin your character with 0 Resources as you spend them on feeding your comrade.
Additionally, whenever you are in the same Zone as your comrade you gain +1 Grit/Turn. When you reach Special Jonin rank you may
automatically add your Fast Friend to, or join with, any Squad that you are in, placing the Fast Friend in the Offensive Specialist role as a
free action. Once in Formation with you the bonus Grit gained is doubled. However, should your friend be Defeated it is considered dead
and gone, and this trait becomes null and void. If you spend 1 Nindo your Friend is still defeated, but survives somehow, though it is still
removed from the fight. When you are not in the same encounter with your comrade you only use 1/2 your ASB on all rolls and are
required to roll equal to or less than your Rank, not Rank+2, to get a success due to the disorienting nature of the encounter.
(CG) Kekkei Genkai: You gain the benefit of a special Kekkei Genkai. This Trait is subject to heavy Kage approval.
(CG) Large: You are unusually tall, unusually strong, or extremely sizeable compared to the rest of the world. You are suffer only ½ the
amount of Knockback from any Knockback effect and are immune to the effects of "Browbeat". Additionally, your damage from basic
Taijutsu melee attacks and Maneuvers that deal Taijutsu damage are increased to 1.5x, ignoring Elemental Channeling bonus damage.
Kekkei Genkai that deal damage or increase damage based on Taijutsu also enjoy the benefits of this Trait.
(CG) Prodigy: You are an exceptional genius. Your talent allows you to gain an additional starting Jutsu or a Maneuver and you can raise a
single starting skill by 1 rank. Additionally, you may train an “Advanced Skill” as a “Basic Skill”. At Special Jonin you may train an additional
“Advanced Skill” as a “Basic Skill”. You cannot have this trait with Extreme Training Regimen.
(CG) Shadow Incarnate: You possess a rare ability which allows you to mask your chakra signature, giving you potential to become one of
the greatest assassins of your time. Shinobi with "Chakra Sight", "ACD" and "Tremorsense" do not automatically notice you and still need
to roll against your Stealth. Additionally, you gain +2 ASB whenever you attack a target that isn't aware of your presence.
Alert: You are extremely reflexive and aware of your surroundings. You are never “Flat-Footed” because of being caught unaware or by a
shinobi who inflicts “Flat-Footed” on you due to Speed Ranks. However, you may still be “Flat-Footed” in other ways.
Arrogant: You are supremely assured in yourself, so much so that it is difficult to get along with you. You cannot have a "Bond" above
"Close Bond", as your abrasive and cock-sure self is unbearable for most people. You cannot be affected by "Unnerved" or "Terrified"
from foes of a Rank equal to or lesser than yours. Additionally, when battling against a foe of equal or lesser Rank you succeed on all
contests so long as you exceed, tie, or produce 2 fewer success than your opponent. If you ever fail a contest against a foe of equal or
lower Rank the benefits of this Trait are negated and your Grit Pool drops to 0 as your confidence is shattered. However, you may spend
a Downtime action to recover this Trait if you lose its benefits.
Blinded: Something in your life has caused you to lose your sight. However, hard training has allowed you to compensate for this loss.
You become immune to sight-based Genjutsu effects and the Blinded effect as well as any effect that relies on sight. You can't make out
faces, or colors but you are able to navigate without much difficulty. You take a -2 to Automatic Success Penalty on any non AoE attacks
directed at a foe not adjacent to you.
Bloodhound (Requires Kage Approval or Heritage: Inuzuka Clan): You have somehow gained supernatural senses and may use them to
detect foes and track targets using Scent. You may roll Intuition to notice hiding enemies out to Perception Range, and automatically
notice any enemies that enter into your Engaged range. You may track characters so long as you have their scent, this usually requires an
item that they have used or worn quite a bit. If you possess such an item you automatically may find them so long as they are no further
than one Zone away from you. Your sense of smell can be fooled though, an opponent who knows that you use Scent may attempt to
conceal their scent with a Deception check vs your Intuition. If they succeed you are unable to locate them. Abilities that protect against
Chakra Detection do nothing to stop Scent unless specifically stated.
Burly: Your body is thick and durable. If you have less than 6 Taijutsu you are considered to have 6 Taijutsu for the purposes of Injury
Calculation. However, if you have more than 6 Taijutsu you are considered to have your current Taijutsu+ (1/2 Rank) for the purposes of
Injury Calculation.
Cheerful: You are joyous and an all around happy person. Every time an “Attack” action of yours is successfully “Defended” or
“Countered” or you are hit in combat you gain a point in your “Assist” pool. You may spend these points as a free action to grant a single
automatic success to all actions all allies attempt for the remainder of the Round for 1 point from your Assist Pool. You are also difficult
to damper; you can never have your Grit/Turn reduced, but you can still become Grit Locked.
Close Comrade: When a shinobi in Formation with you, or that you have a Close Bond or higher with, suffers damage and you are
adjacent to them you may expend a single point of Grit and reduce that damage by 1/2. There is no limit to the number of times you
may do this, as long as you have the Grit required you may activate Close Comrade. Finally, when you use the “Bond” downtime action
you enter the next mission with a +X ASB to all actions during the first combat encounter you are placed in where X is your rank.
Cold Headed (Requires Kage Approval): Something has happened to you that has extinguished your burning shinobi will. You are now
cold and ruthless. Your Nindo drops to 0 and you can never again gain Nindo. However, convert any Nindo you currently possess into MP
at a rate of 5 MP:1 Nindo. Additionally your Determination drops to 0. You instead gain Grit from Taijutsu, Ninjutsu, or Genjutsu at the
normal rate with Determination. However, any effects that force you to target your determination automatically fail and give your
opponent a critical success. Finally, those who fight against you can only use their Nindo for defensive purposes. This includes activating
"Moment of Triumph" or "Twist of Fate" against you.
Collaborative Genius: You are talented in the use of combining Elemental Natures to create a stronger result, or in combining Ninjutsu
and Taijutsu together. When you and a shinobi you are in Formation with use an "Attack" action at the same time as one another that
would trigger an "Elemental Interaction" you may gain Grit equal to your Rank. Additionally, the damage dealt ignores Mundane DR.
Finally, when you use "Channel Elemental Chakra", you may inflict -X ASP to an opponent who uses a Taijutsu-based "Defend" action or
“Parry” that isn't done while using "Channel Elemental Chakra". The X value is equal to your Elemental Training you used to Channel.
Dissecting Eyes: Something about your analytical gaze unnerves and disturbs those who you force to endure your stare. In truth, most
people do not like having their truths exposed to you. You are immune to "Deception" and all related effects. Additionally, all successful
Knowledge Checks grant you +X+2 ASB rather than +X where X is the Ranks of the Knowledge Skill used. Your immunity to "Deception"
does not, however, grant you immunity to "Stealth" or "Invisibility".
Dogged: For each consecutive turn you spend at least 1 partial action using an "Attack" action on the same target you gain +1 ASB to
further “Attack” actions on that target to a maximum of your Rank. Additionally, for every +1 ASB granted by this Trait you may add X
damage to any “Attack” actions against that target where X is your Rank*2.
Elemental Purity: Your focus on a single Element is truly impressive. Select Water, Fire, Earth, Lightning, or Wind Element Affinity. You
must possess the Elemental Affinity Trait you select. You cannot gain an Advanced Elemental Affinity Trait if you possess this trait.
However, by possessing this Trait you may triple all numeric effects from applying your chose Element to Jutsu and Channeling it through
a weapon.
Excellent Teammate: Something about you makes you a terrific person to have at someone's side. Whenever you fill a role you may
choose a single ally in Formation with you at the start of your turn. During this turn, the ally gains +X automatic successes to any
“Defend” actions where X is your Rank. Additionally you are considered to have a “Bond” with all shinobi you are in Formation with. If
you already have a “Bond” or higher with a shinobi in your squad that shinobi gains +1 Grit/Turn.
Extreme Training Regimen: Extreme Training Regimen: You are unusually devoted to hard and even outrageous training methods. These
methods may even cause you to tear muscles, stress yourself out, and push your body to the very limit. When you would receive an
“Exhausted” condition from Training it doesn’t represent a need for rest, but rather the mark of adequate training. This bodily strain fills
your spirit with pride. Instead of the usual penalties caused by “Exhausted” you suffer a mere –X ASP to your “Dodge” where X is your
Rank. In exchange you gain 1 Speed Rank, and +X to your “Attack” actions. Unlike other shinobi whenever you aren’t training you are
resting, except during missions. Using any “Downtime” Action, other than “Training” that would inflict “Exhausted”, causes you to lose
your “Exhausted” condition.
Flighty: You don't like to stick around when things get too rough. Whenever you use “Dodge” you may move your Base Movement
instead of your Ninjutsu or Taijutsu. Additionally, if someone becomes adjacent to you for the first time in a Round you may
automatically move a number of squares away equal to your Ninjutsu.
Genius (Requires Brilliant): Your intelligence is among the greatest in the world. You may reduce the number of partial actions needed
for a "Knowledge Check" by one partial action. Additionally, you retain the benefits of any "Knowedge Checks" against any foe you gain
from them. Your piercing cleverness allows you to pay 1 Grit to automatically gain another "Knowledge Check" bonus when you gain the
first one against a foe. This amazing understanding of a foe allows you to be automatically made aware of when that foe gains a
"Knowledge Bonus" on any shinobi you are in Formation with, including yourself, and tells you when they have prepared a "Ready"
action, though you do not know the trigger or effect.
Glib: Your words are a vacuum for the mind. You gain +1 ASB on "Browbeat" and "Defuse" actions. However, if you have Genjutsu of 8 or
higher, you can leave people blinking like fools with your words and attitude. Any foe who you successfully affect with the
aforementioned actions loses 1 partial action their next turn as they are left catching up to you.
Good Looking: You are very aesthetically pleasant to many people. You may use a “Bond” Downtime action automatically any time you
are given Downtime so long as the person you use the action with would be attracted to you.
Grand Summoner: You are a very adept summoner, skilled at pulling your contract creatures through Space and Time to your side. You
may pay half the usual cost to summon a creature. Additionally, you may use either your Summoning Skills or Summoning Mastery as a
"Defend" action against any "Attack" action so long as you aren't Flat Footed.
Gutsy (Requires Iron Resolve+Determination 7 or Higher): You gain Grit at a rate equal to Determination+1 per turn, rather than
(Det/2)+1 per turn. Additionally, if an effect would reduce your Injury to the next level automatically you may pay 4 Grit to remain in your
current Injury Pool with 1 point remaining. This effect cannot be used to stop moving into the next Injury Pool from damage, only from
effects that automatically reduce your Injury Pool.
Headstrong (Requires Short-Tempered): You are immune to the effects of all "Role Special Abilities" both allied and enemy. You may
choose to suspend this effect for 3 Grit, which negates it for the duration of the Turn. An opponent may choose to suspend this effect for
double that amount. Additionally, whenever you use the benefits of the "Tenacious" Trait or are enjoying the benefits of "Dogged" you
recover X Injury at both the start and end of the Round where X is your Determination. Suspending the effect of this Trait is a free action.
Hot-Blooded: Passion for combat flows through your veins. For each "Attack" action you perform, after your first in a turn, you gain 1
"Passion" counter. These counters give you another "Attack" action for every 3 "Passion" counters you possess. Not attacking in a single
turn makes you lose all "Passion" counters, as well as an opponent successfully using the “Parry” maneuver on you. Finally, you can’t gain
“Passion” counters while “Exhausted” or “Nauseated”. You may only gain up to two extra “Attack” actions per single Turn from this trait.
Inspirational Commander: You are very mindful to the needs of your unit. As a free action you may convert your Team Points to other
Points and give them to an ally at these rates: Team Points to selected point: Tactics Points, Strategy Points, Pressure Counters. You may
convert Team Points to Grit and give it to an ally at the rate of 5:1. If you spend a partial action you may exchange Team Points to the
aforementioned other choices at a rate of 1:1, except for Grit, which becomes 3:1. The shinobi who receives these points cannot be you
and must be in the same Combat Zone as you.
Iron Resolve: You gain Grit at a rate of (Det/2)+1 rather than (Det/3)+1. Additionally, you may pay 2 Grit to remove or suspend an Effect
regardless of the Rank of the effect.
Kekkei Genkai (Acquired): You gain the benefit of a special Kekkei Genkai. However, because you were not born with it you must pay
double all listed costs to activate, maintain, or do anything related to this Kekkei Genkai. Additionally, you must pay 1 additional MP per
Skill Rank to raise the “Kekkei Genkai Training” Advanced Skill. Finally, this is also subject to heavy Kage approval.
Learn Through Doing: Instead of training on your off-time you learn best while doing the things you want to learn. You no longer may
select the "Train" Downtime Action. Instead, at the end of each session that you are on a mission you gain your Rank in MP, which you
may spend immediately. This MP gain is capped at Rank x 5 MP per mission. You also gain +Rank MP at the completion of each mission.
Lone Wolf: You may never enter a Squad or Platoon. However, you gain +X ASB to all actions where X is 1/2 your Rank. You also gain +2
Grit/Turn and may pay Grit, as you would to remove a status effect, to negate the use of any "Role Ability" from another shinobi before
the effect takes place. Finally, when you use the “Train” Downtime action alone you gain double the base amount of MP.
Lucky: You are blessed with the gift of good luck. At any point in an encounter you may pay X Grit where X is ½ your Rank. If you do so
you may reroll an entire action or force an opponent to do the same. You may choose which result you desire. An opponent must choose
the worst result. Additionally, if you pay double the cost all 2's that you roll count as 1's for the purposes of extra successes.
Mad Man: You can only use movement based "Defend" actions. Any enemy you attack with Taijutsu cannot use "Counter" actions and all
of their "Defend" actions suffer -X ASP where X is Rank.
Martial Training: You must pay 9 MP to learn a Jutsu, rather than the usual 6. However, you may reduce the cost of purchasing a
Maneuver by 2. Additionally, for when you use a Maneuver you gain +1 ASB to your further uses of a Maneuver until the end of the turn.
Martyr’s Spirit: When you would spend a Fate Point you may instead halve the damage the target receives, negate all effects, and then
move in front of the target, pushing them back a square. If you do so, you then receive the other half of the damage. Additionally, the
Medical Training skill is a Basic Skill for you.
Master Tactician: When you are filling the "Tactician" role in a Formation you gain 2 Tactic Points at the start of your turn and you can
use your Tactics Pool to maneuver your opponent so long as you have line of sight of them and they are in the same Zone. Additionally,
whenever you activate a Follow-Up you gain 4 Tactics Points at the start of your next turn.
Maverick: You like to operate deep behind enemy lines. When you are the only shinobi in your Formation in the same Combat Zone you
gain double your Grit/Turn. Additionally, your movement increases to 1.5 normal as you feel a drive to fight. To benefit from this Trait
you must be in a Formation.
Mind for Leadership: You are adept at organizing and directing your teammates. Whenever a shinobi you are in Formation with pays any
resource to activate a Role Special Ability they gain +2 Automatic Success Bonus during this turn. Additionally you may affect a number
of allies you are in formation with up to 1/2 your Rank when you use the Squad Leader Role ability for an equivalent amount of Grit.
Multitasker (Requires Puppeteer): You may control a number of additional puppets equal to 1/2 your Rank, rounded down. You may
manipulate each one of these puppets in the same partial action. Finally, if you would ever inflict “Flank” or “Airborne” status effects on
an opponent using your puppets, they ignore any immunity to these status effects.
Patient: You have learned patience. Whenever you use a ready action you gain a number of automatic successes equal to 1/2 your Rank.
Additionally, if you have a “Knowledge Bonus” on the triggered action of your ready action you may inflict –X ASP to that shinobi where X
is your ranks in the Knowledge Skill you gained the bonus from.
Power of Body: You gain +1 ASB to all uses of basic Taijutsu-based attacks and Maneuvers. You deal +3 damage on all Taijutsu based
attacks. Additionally, you feel a part of yourself growing more alive...
Power of Mind: You gain +1 ASB to all uses of Ninjutsu and opponents suffer a -1 ASP to "Knowledge Checks" and uses of "Dodge"
against you. Additionally, you feel a part of yourself growing wiser....
Power of Spirit: You gain +1 ASB to all uses of Genjutsu, and your Intuition is doubled. Additionally, you feel a part of yourself growing
more conscious of the world…
Puppeteer: You have studied hard and have begun your path to Mastery of the deceptive and versatile tool, the Ninja Puppet. You are
able to create and carry a number of Puppets equal to your Rank -1 and you may have them fight beside you in combat. Creating a
puppet is a Downtime action. You may normally only have one puppet out at a time though.
Ranged Support Expert: All of the Chakra Costs to activate your Role Ability as a “Support Specialist” are reduced by ½.
Saint of Shinobi Warfare (Requires Power of Spirit, Power of Body, and Power of Mind, High Jonin or Higher): You are no longer a mere
shinobi warrior, but have instead mastered the threefold path of Shinobi Warfare. Quadruple all numeric bonuses granted from the three
Traits required to take this Trait, except for doubling your Intuition from "Power of Spirit", instead of doubling it you may triple it.
Furthermore, you gain an additional partial action to all of your turns due to your efficiency and wisdom. Finally, you are immune to
"Flat-Footed", "Unnerved", and "Terrified" due to your sagacious ways.
Savior: You are focused on protecting your teammates. Regardless of your speed if you ready an action to "Protect X when X is attacked",
where X is a shinobi you are in formation with and in the same Combat Zone as, you may move adjacent to them when your action is
triggered and may use a "Defend" or "Counter" action with a +X ASB bonus where X is your Rank.
Short-Tempered: It doesn't take much to set you off, whether that's into a raging fury, or into a bounding charge. You begin each combat
that you are NOT caught by surprise with two round's worth of Grit that you can naturally generate. If you are caught by surprise you
only gain one round's worth of Grit automatically. However, you can never "Ready" an action or "Delay" an action. Additionally, you
cannot ever use "Knowledge Checks". Finally, you can remove Status conditions with 1/2 the required amount of Grit.
Specialist X: You have a great background of working in a Formation and in a Role, so much so that you carry that training into your solo
career. Designate a Role when you select this Trait. You may use the Special Ability of that Role even when you aren’t in Formation.
Additionally, when you are in Formation, you may enter a second Role in addition to the designated role, though you suffer -1 Grit/Turn
due to the effort of maintaining both Roles. You cannot take this Trait until you are a Special Jonin or higher.
Summoning Contract: You have signed one of the rare scrolls that allow you to reach through space and time to pull an animal of great
power and lineage to serve you in combat and outside of it. When you acquire this Trait you may learn the “Summoning Jutsu” as one of
your Jutsu during character generation, or you may purchase it normally. Additionally, you gain one Trait related to the animal in
question. More can be found in the “Summoning” section in the Jutsu chapter. This Trait should not be given to a player without having
them fulfill heavy roleplaying requirements or a suitable backstory, at the Kage’s discretion.
Team Training: Whenever you use the "Train" option during Downtime and at least one shinobi you have entered Formation with during
the past session does as well you both gain +X bonus MP where X is the number of shinobi who take part in this training. However, only
shinobi you share at least a Close Bond with may benefit from this Trait's bonus MP, and they do not receive the “Exhausted” status from
Hard Training. If you and the other shinobi share a Bond greater than a Close Bond you may ignore the “Exhausted” status inflicted by
Breakneck Training. The Kage is encouraged to closely monitor the amount of shinobi who possess this Trait to suit the needs of the
game.
Tenacious: Despite other's best efforts they can't seem to slip away from you. When an adjacent shinobi uses “Dodge” as a Defend
action, you can pay 1 Grit. In that case you can follow them using your Taijutsu score and end in the same relative position in your new
area of arrival. You may also activate the effects of this Trait after using an “Attack” that causes “Knockback” on the opponent. If they
have a movement greater than yours you must go as far as you possibly can.
Wild Dance (Requires Mad Man): No foe can gain a "Knowledge Bonus" on any of your Taijutsu-based Skills. Additionally, any foe that
attempts do to so actually becomes drawn into your insane pattern of attack, giving them an amount of ASP equal to the ASB they would
normally gain. They must spend the equivalent amount of time as they spent to gain the Knowledge Bonus to remove it. Additionally, any
foe that is enjoying a "Knowledge Check-Taijutsu" against you cannot "Defend" with a non-movement based "Defend" action or use the
"Parry" Maneuver. All damage you deal against a foe that attempts to "Defend" you with a movement-based "Defend" action is increased
to 1.5x normal damage.
Zealot: When you pick this Trait you must designate a shinobi or a specific cause. When you fight directly under the shinobi named or for
the cause named you gain double your Grit/Turn and are immune to "Unnerved". However, you may never act against this shinobi or this
cause. This is subject to Kage approval.
Village Traits are special in that they are decided based on your character’s village of origin and are unlikely to change. However, a
shinobi can abandon their village and gain the “Rogue” Trait. From there it is extremely difficult to join another village, but it is doable.
Will of Fire (Konohagakure): When a shinobi you have at least a Close Bond with dies, even if you aren’t present, you may choose a
single sentence of their Nindo and add it to your own. Additionally, you gain the benefits of Close Comrade with any shinobi you have a
Close Bond or higher with, and you gain +1 ASB for the highest Bond Level among shinobi you are in Formation with, starting at +1 ASB
for a Bond, +2 for Close Bond, and so on. If you have the same level of “Bond” with every shinobi you are in Formation with you may
double the bonus.
Cruelty of the Desert (Sunagakure): You gain 4 Grit whenever you reduce a shinobi to “Injured” or “Wounded” status. Additionally, when
fighting against a foe who is in a lower Injury Pool than you, you gain +X ASB, when not in Formation, where X is ½ your Rank.
Insular Culture (Kumogakure): You gain +1 ASB to all actions when in Formation with another shinobi who shares this trait. You also gain
a +1 Grit/Turn bonus when in Formation with at least two other shinobi who share this trait. When you are not in Formation you gain the
benefits of the “Lone Wolf” trait, but do not gain the bonus Grit. Finally, you are unaffected by the Grit Reduction of “Reputation” and
“Famous Team”.
Mist Brutality (Kirigakure): Whenever your Grit Pool exceeds your Rank you deal 1.5x damage from all Taijutsu and Water-Element
Ninjutsu sources. Additionally, while fighting on a watery surface you gain +10 movement speed as you surf across the water, which is
also added to all uses of the “Charge” line.
One of the Masses (Iwagakure): You may pay ½ the amount of Grit required to remove status effects. Additionally, when you spend Grit,
you regain an amount of Injury equal to your Determination. Finally, you gain +1 Grit/Turn when in Injured Status, and +2 Grit/Turn when
in Wounded Status.
Hard Living (Rogue/Minor Village): You have embraced either the path of the Rogue or the path of a shinobi born to a lesser village.
Either way, you are prey to the larger Villages and must endure great hardship. You are immune to the penalties associated with entering
Injured and Wounded Status and instead receive the inverse, a bonus of +1 for being in Injured Status and a +2 for being in Wounded
Status. You receive these bonuses even if you would otherwise suffer no penalties from being in Injured and Wounded status and gain
the listed values of +1 and +2 respectively. These bonuses are cumulative, just like the penalties would be.
Bounty Hunter (Requires Hard Living Trait): Having abandoned your Nindo a long time ago you have instead embraced money as the
validation for your existence. You gain 1 point of Nindo for each 10,000 Ryo you currently possess. The Kage sets a shinobi’s Bounty, and
only noteworthy shinobi possess a bounty of any true value. You are still able to use Nindo, but your Determination is considered to be
(Det-3) for the purpose of activating Nindo effects. If you spend the Nindo you are considered to have spent the money on expenses
during your travels.
Elemental Affinity Traits represent a character’s natural closeness to an Element. Without an Elemental Affinity a shinobi cannot add
Elemental Effects to their Jutsu. Additionally, Advanced Chakra Natures are rare gifts that represent either combination elements or
unique elements. When a shinobi has both the Advanced Chakra Nature and both of its component Traits they may add all effects and
skill ranks to the damage and effect of the technique. For example; a shinobi with Lava Element adds Fire Element’s effect, Earth
Element’s effect, and Lava Element’s effect all at the same time. However, to add an Advanced Chakra Nature to a Jutsu you must have
at least 3 Ranks in both of the base elements listed.
Earth Element Affinity: You are naturally talented at channeling and manipulating earth element chakra. You are steady and unyielding.
You permanently gain +4*Rank/+2*Rank/+Rank Injury.
Fire Element Affinity: You are naturally talented at channeling and manipulating fire element chakra. You are passionate and full of life.
You permanently gain +Rank/3 (Rounded Down) Grit/Turn.
Water Element Affinity: You are naturally talented at channeling and manipulating water element chakra. To use Water Jutsu you require
a significant body of water nearby, at the Kage's discretion. However, because of this limitation you learn to do with what little you have
and are full of energy. You permanently gain +Rank to your chakra pool.
Lightning Element Affinity: You are naturally talented at channeling and manipulating lightning element chakra. By your very nature you
seem to be more adept at maneuvering yourself, be it through careful movement or extreme speed. You gain a bonus to your movement
speed equal to your Rank, which also applies to all Perks in the “Charge” line.
Wind Element Affinity: You are naturally talented at channeling and manipulating wind element chakra. You are energetic and
opportunistic. You may activate all "Follow-Ups" for -X Grit, where X is 1/2 your Rank, though you still need the requisite successes to
activate a "Follow-Up".
Shadow Element Affinity: You are trained in the art of using shadows to manipulate the battlefield and those in it. You may add 1/2 your
Rank in Shadow Element to the "Tactics" skill for purposes of determining your Tactics Pool. Additionally, if you are affecting a shinobi in
formation with you with a "Shadow Element" Jutsu you may use the "Repositioning" ability for 0 Grit instead of any other costs. You may
only benefit from this second ability while in the "Tactician" Role. You must have the Perk "Heritage: Nara Clan" to gain this Trait.
Mind Element Affinity: Your Clan has devoted generations of shinobi to studying the workings of the human mind and its interaction
with chakra. You are considered to have the "Advanced Chakra Detection" Trait. Additionally, because of this innate familiarity you are
capable of operating as a "Sensor" while maintaining an additional role. You must have the Perk "Heritage: Yamanaka Clan" to gain this
Trait.
Sound Element Affinity: You are able to manipulate the rare element of Sound. Though you are exempt from any elemental weaknesses
you also have no elemental strengths. You are clever and alert, and gain +1 Speed Rank for the purposes of determining Initiative.
Kekkei Genkai are genetic mutations that are passed down a family’s bloodline, usually resulting in tremendous unique power. In the
world of shinobi these Kekkei Genkai are respected, envied, and feared; the villages that host them, therefore, jealously hoard all Kekkei
Genkai. The Kekkei Genkai, therefore, all require a specific Village Trait to be used. Some Kekkei Genkai, during the time before the
villages were fully settled, were scattered, allowing certain Kekkei Genkai to show up in multiple villages. However, it should be noted
that the Kage is free to approve a player acquiring one of the Kekkei Genkai even if they do not possess the necessary Village Trait.
Berserker’s Blood (Mist Brutality)
Blaze Element (Will of Fire and Sharingan Eye) Note: This Trait is not (CG)
Blood of the Kazekages (Cruelty of the Desert)
Boil Element (Mist Brutality)
Byakugan (Will of Fire)
Calorie Control (Will of Fire)
Clan of Power (Insular Culture)
Crystal Element (Hard Living and Kage Approval)
Dead Bone Pulse (Mist Brutality)
Dust Element (One of the Masses and Kage Approval)
Explosion Element (One of the Masses)
Hydrofication (Mist Brutality)
Ice Element (Mist Brutality)
Lava Element (Mist Brutality or One of the Masses)
Living Hive (Will of Fire)
Magnet Element (Insular Culture or Cruelty of the Desert)
Scorch Element (Cruelty of the Desert)
Senju Clan Cells (Will of Fire)
Sharingan Eye (Will of Fire)
Storm Element (Insular Culture)
Wood Element (Will of Fire and Senju Clan Cells)
SKILLS
A shinobi is nothing without their training. From the age of five a shinobi has been trained in the basics of warfare, given chemicals and
treatments to enhance their bodies and awaken their chakra, and when they graduate from the Academy they are capable of defeating
most regular adult soldiers. Much of this combat capability comes in the form of the various shinobi skills they have been trained in.
A shinobi’s Skills represent their specific training in various realms of Shinobi Warfare. To purchase a skill a shinobi pays MP equal to the
rank they wish to purchase, up to Rank 5. When a shinobi reaches Rank 4 in a skill they must spend a Downtime action, as well as the
normal cost of 5 MP at Rank and an additional 5 MP to purchase the “Talent” of the skill. This Downtime action is called “Practice” and
grants no bonuses outside of allowing a character to progress along the path of the skill. A shinobi must purchase the entire Rank 5
package, the “Practice” Downtime for 5 MP as well as the 5 MP for the skill. A character must be able to immediately spend a Downtime
practicing. However, after purchasing the Talent at Rank 5, the price resets; Rank 6 costs 1 MP. At Rank 10 a shinobi must again spend a
Downtime action to “Practice” and pay 10 MP this time to purchase the “Master” ability of their skill. All above costs are doubled for
Advanced Skills.
Note: It has been noted by most players that unless the Kage that is running the game is quite experienced with handing out Downtimes,
“Practice” Downtime may result in players having little time for other Downtimes, while granting little benefit. We advise you to remove
“Practice” Downtime, and just have the player pay additional 5 and 10 MP in order to purchase “Talent” and Master” abilities.
When a Shinobi is called on to “Test” a skill they roll a number of d10’s equal to the Stat tied to the Skill in question. Then, they add a
number of Automatic Successes to the result of the roll equal to the Skill’s Rank. If a shinobi uses a Skill untrained they may not add any
ASB to the roll. A shinobi cannot use an Advanced Skill untrained.
Skills come in three varieties. There are Core Skill, Support Skills, and Utility Skills. A Core Skill is used as the foundation for a character; it
often is their main form of attack and defense. A Core Skill can be used to Attack, and Counter unless noted. A Weapon Skill, as well as
Martial Arts can be used to “Defend” using the “Parry” action. A Support Skill either allows you to use secondary skills to supplement
your combat or to combine two Core Skills or improve a Core Skill. Utility Skills are the last and they are stand-alone skills that do not
interact with the other skills at all.
An overview of all Skills in the game is below.
Basic Skills
Fire Element Training (Core, Nin)
Water Element Training (Core, Nin)
Lightning Element Training (Core, Nin)
Earth Element Training (Core, Nin)
Wind Element Training (Core, Nin)
Sound Element Training (Core, Nin)
          Weapon Skills
          Kunai Training (Core, Tai/Nin)
          Shuriken Training (Core, Tai/Nin)
          Martial Arts Training (Core, Tai)
          Tanto Training (Core, Tai)
          Chokuto Training (Core, Tai)
          Greatsword Training (Core, Tai)
          Kama Training (Core, Tai)
          Kusarigama Training (Core, Tai)
          Iron Chain Training (Core, Tai/Nin)
          Yari Training (Core, Tai)
          Naginata Training (Core, Tai)
          Staff Training (Core, Tai)
          Yumi Training (Core, Tai)
          Tonfa Training (Core, Tai)
          Nekote Training (Core, Tai)
          Shield Training (Core, Tai)
          Senbon Training (Core, Nin)
Stealth (Support, Nin)
Shinobi Tools Training (Support, Nin)
Dodge (Support, Nin/Tai)
Counter Genjutsu Training (Support, Genjutsu)
Taijutsu Knowledge (Utility, Tai/Nin)
Ninjutsu Knowledge (Utility, Nin)
Genjutsu Knowledge (Utility, Gen/Nin)
Tactics (Utility, Nin)
Deception (Utility, Gen)
Intimidation (Utility, Gen)
Diplomacy (Utility, Gen)
Famous Shinobi Lore (Utility, Nin)
Regional Lore X (Utility, Nin)
International Lore (Utility, Nin)
Advanced Skills
Genjutsu Training (Core, Gen) Weapon Master (Core, Tai)
Kekkei Genkai Training: Blaze Element (Core, Nin)
Kekkei Genkai Training: Blood of the Kazekages (Core, Nin)
Kekkei Genkai Training: Boil Element (Core, Nin)
Kekkei Genkai Training: Crystal Element (Core, Nin)
Kekkei Genkai Training: Dead Bone Pulse (Core, Tai)
Kekkei Genkai Training: Dust Element (Core, Nin)
Kekkei Genkai Training: Explosion Element (Core, Nin)
Kekkei Genkai Training: Hydrofication (Core, Tai)
Kekkei Genkai Training: Ice Element (Core, Nin)
Kekkei Genkai Training: Lava Element (Core, Nin)
Kekkei Genkai Training: Living Hive (Core, Nin)
Kekkei Genkai Training: Magnet Element (Core, Nin)
Kekkei Genkai Training: Scorch Element (Core, Nin)
Kekkei Genkai Training: Storm Element (Core, Nin)
Kekkei Genkai Training: Wood Element (Core, Nin)
Puppetry Training (Core, Nin)
Medical Training (Core, CC)
Shadow Element (Core, Nin)
Mind Element (Core, Nin)
Gentle Fist (Core, Tai)
Kekkei Genkai Training: Berserker's Blood (Support, CC)
Kekkei Genkai Training: Byakugan (Support, Tai)
Kekkei Genkai Training: Calorie Control (Support, CC)
Kekkei Genkai Training: Clan of Power (Support, Tai)
Kekkei Genkai Training: Senjuu Clan Cells (Support, CC)
Kekkei Genkai Training: Sharingan Eye (Support, Nin)
Man Beast Aspect (Support, Chakra Control)
Ninjutsu Mastery (Support, Nin)
Taijutsu Mastery (Support, Tai)
Genjutsu Mastery (Support, Gen)
Summoning Skills (Utility, Nin) Summoning Mastery (Utility, Nin)
Strategy (Utility, Nin)
Fuuinjutsu Training (Utility, Nin)
Basic Skills
Fire Element: +12 Damage. Additionally, the target suffers 4*X damage at the end of the Round where X is each instance of Fire damage
they received this Round.
Water Element Training (Core, Ninjutsu, Basic):
Water Manipulation [Novice] (Rank 1-2): You can control and direct ambient water into a mighty attack. To use any of your Jutsu with
"Water Element" you require an ambient source of water, at least enough to use your Jutsu, up to the Kage's discretion. Your "Water
Element" Jutsu deal damage equal to your Rank+Ninjutsu Score+Jutsu Base Damage+Water Element Training+Water Element Damage.
Follow Through [Adept] (Rank 3-6): Due to the nature of your Jutsu, even if you aim at only a single area, there will inevitably be
collateral damage due to the mass of the projectiles you throw. All of your Jutsu with "Water Element" and at least 5 Chakra Cost gain
Burst X and Line X, where X is equal to your Rank.
Strike from Quarters Unseen [Talent] (Rank 5): The talent of controlling water is extremely difficult for you do without water, in fact, it's
basically impossible. However, the nature of the controlling factor of water allows you to attack from places enemies could never
imagine. You may have any Jutsu with "Water Element" use the source of the water as the origin point, rather than you. Opponents are
considered "Flat-Footed" against these attacks unless they have "Chakra Sight" or you have benefited from this Talent against them
already. Additionally, if they make a successful "Counter" they may choose to either hit you, which allows the technique to hit them
anyway, or to hit the technique, keeping you safe. This costs 3 Grit to add to a Jutsu. You may only use a source of water as the origin
point within the same zone as you.
Submerge [Journeyman] (Rank 7-9): Due to the inevitable size of your "Water Element" Jutsu it is possible to almost create a floodplain
with your techniques. If you use a Jutsu that benefits from "Follow Through" it will occupy the space with water. The depth of the water
is 10 squares per point of Chakra beyond 5 that you spend on the technique. If an opponent becomes "Airborne" above the water or
suffers "Knockback" from above they plummet to the depths of the water. Finally, any foe that is submerged in the water and becomes
the target of your "Water Element" Jutsu, and you successfully deal damage, you may automatically activate "Critical Hit" against them
as they are totally drowned in the water. You may also add 1/2 your Ranks in "Water Element Training" to all "Advanced Element" Jutsu
Training for all purposes that are a combination of Water and another Element. You may also add all "Water Element Training" effects
and Water's Elemental Damage to the Jutsu.
Tidal Force [Master] (Rank 10): Your Water Element Jutsu have reached the point that you are capable of commanding truly devastating
amounts of water, enough to ravage an entire battlefield. Whenever you use a "Water Element" Jutsu and the targeted area is affected
by your "Submerge" effect the water bucks and roils, causing all shinobi who are under the water to automatically suffer "Water
Element" +Your Ninjutsu in damage which is not reduced by DR of any sort. Additionally, when you benefit from "Strike from Quarters
Unseen" on a target above any body of water greater than 2 squares in depth you may make them "Immobilized", which will begin to
drown them. Finally, any target hit by a "Water Element" Jutsu with the "Torrent" effect becomes "Stunned" due to the titanic force of
the attack.
Headwaters [Grandmaster]: Your mastery over "Water Element" is complete. You may create any amount of water from your raw Chakra
for your "Water Element" Jutsu, which removes the requirement of a body of water, so long as your maximum Chakra Pool is 25 or
greater. Additionally, all of your "Water Element" Jutsu count as using double the amount of Chakra they actually cost for the purposes of
all effects, including damage. If your maximum Chakra Pool is 50 of greater, the effects triple instead. Finally, the area caused by "Follow
Through" is doubled.
Earth Element: +10 Damage. Reduces the target’s speed by 1 Rank to a minimum of 1.
Wind Element Training (Core, Ninjutsu, Basic):
Wind Dancer [Novice] (Rank 1-2): Your Jutsu hone and sharpen the air around you and your victims. Your "Wind Element" Jutsu deal
damage equal to your Rank+Ninjutsu Score+Jutsu Base Damage+Wind Element Training+Wind Element Damage as well as ignoring
Mundane DR.
Air Buffer [Adept] (Rank 3-6): The power of the winds, as it commands and hosts all projectiles, allows you to be capricious. If you use a
"Wind Element" Jutsu as a "Defend" action against any weapon-based "Ranged" attack you may not only negate all projectiles incoming,
but you may reverse them upon their user. The attacker may choose to dodge or "Defend". However, if they are also using a "Wind
Element" Jutsu, the projectiles cannot rebound on you again.
Slice [Talent] (Rank 5): Your use of wind allows you to sharpen it into an amazingly sharp object, more piercing than any steel blade. By
focusing the winds you may tune them to slice apart objects in your way. Any non-living object, but not including gear a shinobi wears,
that is in the area of your Wind Element Jutsu become torn to shreds if they are natural or were created by a shinobi of lower Rank. If
they were made by a shinobi of equal or greater Rank you must deal enough damage to break their Chakra DR as well as any Injury the
object has in a single attack. If you succeed your "Wind Element" Jutsu becomes filled with debris. Any shinobi in the path of the attack
who you successfully hit suffers a number of "Stagger" conditions equal to your Rank and becomes "Immobilized" for a turn as they are
battered and brace against the wind. This costs 4 Grit to add to your Jutsu.
Howling Wind [Journeyman] (Rank 7-9): Commanding the wind into attacks doesn't make it die down easily. Your "Wind Element" Jutsu
with Burst or Line of at least 5 gain "Continuous: X" where X is 1/2 your Rank. Any projectiles that pass through this area automatically
miss, and any shinobi who passes through this area have their turn ended automatically as they stop to cover themselves from the slicing
wind. A shinobi that passes through this area takes damage equal to 1/2 the damage the creating Jutsu initially dealt. If they end their
turn in the area of efface they suffer full damage.
Wind Pressure [Master] (Rank 10): Few shinobi are able to stand up to the howling force of a windstorm, and you can bring that power
down into a single area. Any foe that becomes damaged by your "Wind Element" Jutsu has incredibly powerful forces tear at them. If
they are carrying a weapon they become "Disarmed". Additionally, you may choose to apply "Prone", "Knockback", or "Airborne". If you
pay 2 Grit you may apply "Knockback" and "Airborne" to them. Finally, if you manage to concentrate the attack, which is to say use a
"Wind Element" Jutsu without Burst or Line, they are sliced apart by the wind, applying a number of "Bleeding" stacks equal to your
Rank. Applying the "Bleeding" stacks costs 2 Grit.
Absolute Force [Grandmaster]: The awesome force of the wind allows it to even wear away at mountains over time. Your talents have
allowed you to bring gale force winds to bear every time you use a "Wind Element" Jutsu. All damage you deal to a foe that is "Airborne"
or in an area of "Howling Wind" takes double damage automatically. Additionally, your "Burst" Jutsu with "Wind Element" cause the
entire area to be blown apart, sending everyone backwards with "Knockback" and causing "Stunned" on the end of their path as they try
to gather their bearings.
Wind Element: +15 damage. Reduces Mundane DR of a piece of equipment by 2 permanently for each instance of damage. If the target
has 0 Mundane DR from equipment they gain an instance of “Bleeding”. If a piece of armor has its DR reduced to 0 by this effect it is
destroyed and unusable. The DR reduction lasts until the end of combat.
Sound Element Training (Core, Ninjutsu, Basic)
A Sound Start [Novice] (Rank 1-2) Your jutsu have to do with air pressure and vibrations, creating a rarely visible but often heard force.
They deal damage equal to your Rank + Ninjutsu + Jutsu Base Damage + Sound Element. Your sound waves often disorient people,
inflicting an instance of “Stagger” on a successful hit.
Vibrating Volumes [Adept] (Rank 3-6) Sound waves that you create curious due to the fact that they easily spread through objects,
causing them to vibrate and destroy themselves from within. Your jutsu ignore Mundane DR and are able to destroy any mundane object
on the battlefield. You may also now purchase “Tremorsense” perk
Internal Resonance [Talent] (Rank 5) The main problem with Sound Element is that it is nearly impossible to improve once you reach a
certain level of skill. However, you’ve gone further. Through body modification, you’ve opened a whole new world of sound creation. You
gain “Signature Item” perk, which is considered to occupy “Inside” equipment slot, and cannot be “Disarmed”. This Signature item
automatically gains “Receptive” property. Moreover, whenever you use a jutsu with a “Sound Element Effect” through it, you may pay 3
Grit and 2 Chakra. If you do, the technique gains “Continuous” as well as “Amplifiable”.
Unwavering Waveform [Journeyman] (Rank 7-9). Another aspect of Sound Element is that essentially it is nothing but manipulation of
air pressure, its vibration. Due to that, you can easily affect things mid-flight, essentially becoming immune to ranged attacks. You
automatically defend against any non-chakra enhanced projectiles. Additionally, if a shinobi tries to defend with “Block”, they are
considered to roll 0 successes.
Echoing Doom [Master] (Rank 10) You’ve reached the point where your techniques are a formidable force for anyone that is foolish
enough to clash with you in close combat. Any shinobi that tries to defend against your attack with an action other than “Dodge” or
“Replacement” is automatically hit. Due to the nature of resonating sound waves you no longer need to spend a partial action
maintaining a “Continuous” jutsu, but instead may pay half of the jutsu’s original cost to maintain it.
Sound and Sense [Grandmaster] Your mastery at the highest degree, there is not much left but improve your own body and mind, in
order to know where to unleash the force that you control. Double your intuition. You can’t be affected with “Flat-footed” through
surprise or speed. You may add Intuition*Rank damage to all your Jutsu with Sound Elemen
Sound Element: +10 Damage. Techniques with this element deal additional 20 damage to opponents for each size category above
normal. (30 Damage to “Large”, 40 Damage to “Hulking”, 50 Damage to “Massive” and so on)
Tremorsense (5MP): Gain benefits of “Tremorsense”.
Kunai Training [Core, Ninjutsu/Taijutsu, Basic]:
Student of Shinobi [Novice] (Rank 1-2): You are trained in the use of kunai, one of the standard weapons in the shinobi world. You may
use this weapon either as a projectile, or as a knife. You deal damage with your attacks equal to either Taijutsu+Kunai Training+Base
Weapon Damage, or Ninjutsu+Kunai Training+Base Weapon Damage
Two-Hand Training [Adept] (Rank 3-6): Due to their lightness, ability to be controlled with the fingers through their loops, and perfect
balance as weapons, many users are capable of wielding a kunai in both hands. Though it is difficult to attack twice when you are used to
attacking once (add only 1/2 all of your ASB on the second attack) you are capable of doing so. You may draw a replacement for each
hand in the same partial action if you do not have Quick Draw. This allows you only to use a kunai in your second hand as the secondary
attack. Both attacks must be aimed at the same target.
Equal Applications [Talent] (Rank 5): When you use your Kunai Training skills to throw your Kunai you may Flat-Foot your opponent if
your Taijutsu is greater than theirs. This Flat-Footed lasts until the end of the round. If you use your Kunai in a melee attack you may
inflict -X ASP where X is your Rank if you deal damage and your Ninjutsu is greater than theirs. The ASP lasts until the end of the round.
You must pay 2 Grit to activate either of these effects. If you use one of the effects and then the second effect in the same turn you must
pay double the Grit to activate the second effect, but the effects last until the target removes it with Grit, or for X turns, where X is your
Rank.
Two Fangs [Journeyman] (Rank 7-9): You may now attack any target you are capable of attacking with your second attack. Additionally,
the penalty to ASB is lifted from the second attack if you pay 1 Grit. You must pay the Grit before rolling your attack. If you successfully
hit the same target with both attacks, the second attack deals 1.5x damage.
Master of Versatility [Master] (Rank 10): You no longer need to pay to negate the penalty to your ASB on your second attack.
Additionally, when you use your Kunai Training to make a ranged attack and then a melee attack you gain 1 Grit. If you use it on the same
target you gain a cumulative +1 ASB against that target until the end of the round. To gain this bonus ASB you must alternate between
ranged attacks and melee.
Combination Expert [Grandmaster]: Whenever you make a successful attack with your initial attack you may automatically hit with your
secondary attack against that target. If you do not have Quick Draw, you gain it for free. If you attack two different targets, one with your
primary and one with your secondary, you gain 1/2 your Rank in Grit at the end of the turn in addition to whatever Grit you would
normally gain.
Shuriken Training [Core, Ninjutsu/Taijutsu, Basic]
Shinobi Initiate [Novice] (Rank 1-2): You are versed in the art of using shuriken. Developed as a shinobi all purpose ranged weapon,
shuriken are small and very fast throwing stars. Shuriken cannot be used to "Defend" except against ranged Taijutsu-based attacks.
Shuriken have a range of Engaged-10. When a shinobi uses an "Attack" action with shuriken they throw an amount equal to their Rank. A
shinobi who uses a weapon-based "Defend" action may only Defend a number of shuriken equal to the number of weapons in their
hands+1/2 their Rank. A shinobi deals damage with shuriken equal to Shuriken Training+Base Damage. By default, Shuriken do not get
bonus damage from Ninjutsu. However, “Brilliant” CG Trait -does- add additional damage to Shuriken attacks.
Fistful of Steel [Adept] (Rank 3-6): When a shinobi reaches this level of their training they are able to start throwing a large number of
shuriken at any given time. The number of shuriken thrown in a single "Attack" action is increased by 2 at Ranks 3, 6, and 9 of Shuriken
Training. Additionally, if they "Ready" an action to throw their weapons the amount they throw in an "Attack" action is doubled.
Steel Rain [Talent] (Rank 5): As a full-round action a shinobi trained in this art can cover a Burst 10 Line 10 area with a massive storm of
shuriken. Any shinobi caught in the area who attempt a weapon-based "Defend" action suffer -X ASP where X is the user's Speed Ranks.
Any target in the area is hit by 30 shuriken minus any they defended with their weapons. This costs 3 Grit and 30 shuriken to use.
Piercing Projectiles [Journeyman] (Rank 7-9): Your throwing talent with the shuriken increase in such a way that you can now lodge your
shuriken successfully into the target and make them stick. A target that is hit by at least five shuriken becomes "Immobilized" as the
shuriken pierce and lodge themselves into the flesh of the target. It takes 1 partial action to remove five shuriken. Additionally, if you
have "Tremendous Opening", you gain 1 free partial action the first time you "Immobilize" a target with this effect during an encounter.
Finally, the time needed to use an Oversized Shuriken is reduced by 1 partial action.
Shuriken Elite [Master] (Rank 10): For every 3 resources you spend buying Shuriken you gain a free "Windmill Shuriken". Additionally, if
you have at least 3 Ranks in "Shinobi Tools Training" you may create a number of "Explosive Tag Shuriken", which deals damage as a
shuriken plus an explosive tag equal to your Rank as a Downtime action. You may intermix these with your regular shuriken at the cost of
3 Grit. The ability to intermix these lasts until the end of the Round.
Steel Tsunami [Grandmaster]: You can use the intermixing ability of "Shuriken Elite" as a free action a number of rounds equal to your
Rank. Additionally, you may throw Oversized Shuriken in this mix, as well as being able to throw them normally as if they were regular
shuriken. Finally, if your opponent tries to "Defend" with a weapon-based Defend action this is not a Shuriken or Kunai ranged "Defend"
action, they suffer 1.5x damage from all shuriken.
Martial Arts [Core, Taijutsu, Basic]
Way of the Fist [Novice Level] (Rank 1-2): You are trained in the art of fighting opponents using your body instead of a weapon. You deal
damage equal to your Taijutsu + Ranks in Martial Arts.
Four Great Schools [Adept Level] (Rank 3-6): Though they go by many names, all martial artists are trained in one of four great schools
of combat. The Sage of the Six Paths named them each for the cardinal directions. When a shinobi reaches this level he must state his
commitment to one of these schools of training.
         North: Trained in the art of brutal strength, the North School educates its practitioners in the use of raw power to devastate
         foes. The intensive training taken by these men and women give them 1.5x Taijutsu in damage, which becomes 2x if they are
         Large.
         South: Like the storms in the seas, the Southern warriors have mastered the art of attacking in a flurry of attacks. For each
         partial action they use for a basic Taijutsu attack they may make two "Attack" actions. If they opt to use this effect their Martial
         Arts attacks deal 1/2 damage.
         East: The most disciplined school, the Eastern style trains in rigid adherence to form and kata. All users gain +1 ASB whenever
         they use a Maneuver of any sort. However, their "Defend" and "Counter" actions suffer due to their rigid adherence to attack,
         and they suffer a -1 ASP to those actions.
         West: The Western school teaches its students that true Mastery goes to the man left standing. To that end, they teach the
         virtues of knowledge over anything. They gain +1 additional ASB when they benefit from Taijutsu Knowledge. Additionally, their
         opponents suffer -X ASP to their Taijutsu Checks vs the practitioner where X is the student's Rank.
Body of Steel [Talent] (Rank 5): Regardless of the training of the initiate in question, the universal truth of the Martial Artist is that his
body must be trained to withstand the rigors of warfare. Whenever the character gains 4 or more Grit in a single turn, or attacks with
three or more "Attack" actions in a single turn, he may spend a partial action Focusing. A shinobi gains the following bonuses for each
instance of Focus. A shinobi may have a number of "Focus" on himself equal to his Rank. The chakra DR granted by these stacks are
refreshed at the start of turn. They do not accumulate on top of each other over turns.
         Focus- +1 Taijutsu, +15 Chakra Based DR, +1 ASB when using an "Attack" action that is not met with a "Parry" or "Counter.
Mounting Skill [Journeyman Level] (Rank 7-9): A student here may choose to gain an additional bonus from a school they aren't trained
in from the Adept Level, or they may gain the upgrade onto their current school.
         North: Ignores Mundane DR with Martial Arts. The victim of the student's knockback suffer 3 damage per square always, which
         becomes 5/square if they hit an object.
         South: Gains a cumulative +X damage bonus whenever they hit the same target, so long as it was the last target they made an
         "Attack" action against. The bonus damage is equal to Martial Arts Training +Rank. This is NOT halved by the effects of South
         Style.
         East: Opponent's suffer a cumulative -2 ASP each time they are affected by one of the shinobi's Maneuvers. This bonus is
         removed if you Stun the shinobi.
         West: The practitioner may negate the effects of a Maneuver used on him by a shinobi he has succeeded on a Knowledge Check
         vs, and may reduce the damage dealt by 1/2.
Combo Fighter [Master Level] (Rank 10): List a number of Maneuvers and/or Basic Attacks that you will complete during the turn. For
each that you successfully complete, you gain the following bonuses. If you fail to meet your expectations, your Grit becomes 0. If you
exceed your expectations, you gain 2x your Grit for the turn.
         1 - Remove any conditions from yourself that can be removed by Grit. Disarm the opponent automatically.
         2 - Roll 1d10 and inflict one of the effects. [1-2: Prone, 3-4: Blind, 5-6: Immobilize, 7-8: Nauseate, 9-10: Stun]
         3 - 3x damage. Additionally, the foe suffers -X ASP for 1 turn, which cannot be removed by Grit, where X is your Taijutsu.
Master of the Art [Grandmaster Level]: At the start of each of your turns you may gain the effect and damage as if you were wielding a
mundane melee weapon of your choice and apply that to all of your Martial Arts attacks. If you pay 1 Grit at any time as a free action,
you may change the weapon your fists are emulating. For this time, you are counted in all ways as wielding this weapon. Additionally,
your Empty Fist attacks automatically succeed against any foe that is currently not in a Stance.
Tanto Training [Core, Taijutsu, Basic]
Deceiver [Novice] (Rank 1-2): You are trained in the use of the tanto, a traditional samurai sword short. This weapon is often carried by
Black Ops agents for its intense power when applied through stealth. A tanto is carried one handed. A tanto deals damage equal to
Taijutsu+Tanto Training+Base Weapon Damage.
Mismatched Blade and Sheath [Adept] (Rank 3-6): Traditionally, the samurai carried their tanto around when they couldn't use their
katana, but shinobi found that the sheath of the wakizashi, a longer blade, allowed for great deceptive uses. The tanto user combines
this with the speed of their draw to defeat foes quickly. When a shinobi using a tanto is adjacent to a foe and makes an "Attack" action
with his tanto while it is still sheathed the target becomes "Flat-Footed" until the end of the turn. This may only be done once per
encounter. A tanto user, however, may always Feint as a free action if they have their tanto sheathed before they attack.
Shinobi Strike [Talent] (Rank 5): At their cores, long ago, shinobi were trained in killing silently for money. This tradition is best
exemplified with the tanto's ability to opportunistically kill from stealth. When attacking a foe who is "Flat-Footed" the tanto deals triple
its base damage. If the subject is suffering this "Flat-Footed" status from being unprepared from battle, or the attacker being in Stealth,
their total damage is also doubled. This costs 2 Grit to benefit from the bonus damage.
Exploit Opening [Journeyman] (Rank 7-9): A foe who falls for the attacker's discrattionary tactics is often easy prey. A tanto user who
deals damage to a foe suffering from at least 1 ASP from "Feint" and "Flat-Footed" becomes "Disarmed" and "Immobilized" as the
attacker finds a key opening and cuts deep with their attack. The target, so long as they suffer 1 ASP from the tanto user's "Feint"
actions, has their Speed Ranks reduced by 1 for the purposes of "Defending" the attacks of the tanto user.
Coiled Snake [Master] (Rank 10): By using their incredible reaction time to their advantage the tanto user can strike a blow that throws
their attackers pace completely off. If the tanto is sheathed and the shinobi makes a "Ready" action to "Disarm" they automatically
succeed so long as their target suffers at least 1 ASP from a successful Feint from the owner of the tanto. If an opponent becomes
"Disarmed" through this method you may make an "Attack" action with your tanto as a free action immediately. This attack benefits
from "Shinobi Strike" even if they would otherwise not be affected by it. Additionally, if the tanto user deals damage while under the
benefit of the "Commando" Perk they deal triple damage instead of double from Shinobi Strike.
Viper Strike [Grandmaster]: The tanto's advantage over larger weapons is not its cutting power or oppressive strength, but its ability to
find weakness or make them deadly where they already do exist. The tanto user, when benefitting from Shinobi Strike's bonus damage,
may add 10 damage to their attack before the multiplication from Shinobi Strike for each of the following conditions the victim is
suffering: Flat-Footed, Flanked, Immobilized, Stunned, Prone, Bleeding, and for each -2 ASP from the user's Feint.
Chokuto Training [Core, Taijutsu, Basic]
Student of the Blade [Novice] (Rank 1-2): Your training in the chokuto sets you on the path of matching the Samurai who once
controlled the land. Though their katana arts are still alien to the shinobi, your chokuto training is close. You may use a chokuto one or
two-handed. If you use it two-handed you may increase the damage by 2. You deal damage with your Taijutsu+Chokuto Training+Base
Weapon Damage.
Speed Edge [Adept] (Rank 3-6): You may add triple Speed Ranks to all damage dealt by your Chokuto. The bonus damage you gain from
this is doubled when you deal damage with your first attack with a chokuto against your first target in the encounter.
Flash Dance [Talent] (Rank 5): The chokuto user best deals their damage with the initial strike of combat, much like the samurai. During
their first attack with a chokuto in an encounter they may add their base movement speed to the damage dealt. If the target is using a
weapon that causes them to suffer from ASP due to the shinobi attacking with a chokuto they become disarmed as well. This effect costs
3 Grit to activate, including the damage.
Bounding Combatant [Journeyman] (Rank 7-9): You gain 1 bonus Grit for each target beyond the first that you make an "Attack" action
against on your turn. Additionally, the bonus damage from Speed Edge is doubled.
Predictive Combatant [Master] (Rank 10): You may add any ranks you have in Speed Familiarity to your Speed Ranks for the purposes of
determining Flat-Footed status of shinobi and any bonuses granted from Chokuto Training, including triple your Speed Familiarity Ranks
to "Speed Edge", but not movement. Additionally, any target that is using a weapon that suffers ASP from you wielding a Chokuto takes
1.5x damage.
Dervish Dance [Grandmaster]: Any "Attack" actions you make against a target beyond the first gain Burst X where X is Speed Ranks as
you whirl around the battlefield in a flash of steel and clothing. Each target that you attack beyond the first gains -1 ASP for each target
you made an "Attack" action previously this turn. This ASP counts for the purposes of "Flash Dance" and "Predictive Combatant".
Greatsword Training [Core, Taijutsu, Basic]
Strength of Arms [Novice] (Rank 1-2): You are trained in the use of heavy bladed weapons that require both hands to hold. Additionally,
to properly heft a Greatsword you require at least 6 Taijutsu. You deal damage with your attacks equal to Taijutsu + Greatsword Training+
10 (weapon damage).
Massive Attack [Adept] (Rank 3-6): Even the most average of Greatsword wielders can use its tremendous weight and size to bear down
on opponents. When a foe uses a non-Greatsword weapon-based "Defend" action against any "Attack" you make using the Greatsword,
even if they're successful, they suffer damage equal to the base damage of the Greatsword. If they "Defend" with Martial Arts, however,
they take full damage, but do not suffer any extra effects.
Overpower [Talent] (Rank 5): Your weapon's size and weight gives it a clear advantage over all conventional shinobi melee weapons,
provided you can leverage them correctly. When you use the "Parry" maneuver successfully you may pay 2 Grit. If you do, you may deal
damage equal to the average of a basic Taijutsu attack from you in addition to the damage the attack you successfully parried. This also
knocks the opponent "Prone". However you have 1 less Partial Action than normal, next turn, because of the time required to recover
your balance.
Battlefield Threat [Journeyman] (Rank 7-9): You have mastered using the length of the weapon, as well as your own reach, to master
the ability to strike beyond foe's range safely. Your range with the weapon increases by 1, and also gains Line 1. You may choose to not
have the Line effect apply. The first time you attack a foe who is not adjacent to you they are considered to be Flat-Footed, unless you
are Flat-Footed by them.
Shield and Sword [Master] (Rank 10): The Greatsword's sheer volume of metal allows the truly skilled to use it as both offense and
defense in one neat package. You gain Mundane DR equal to your 3*Greatsword Damage until the end of the round so long as you fight
with the weapon two-handed. This bonus DR only applies when you use a "Defend" action using Greatsword Training. If you use a
"Counter" or a "Parry", instead you may add any Mundane DR you currently have to the damage, as you add all of your weight into the
attack.
Titan of Battle [Grandmaster]: You are one with your blade. You may use the Greatsword one handed and maintain all bonuses that
require you to be holding the weapon two-handed. At all times you gain 1/2 the DR granted from "Shield and Sword", and when you use
a "Defend" action the DR from "Shield and Sword" is doubled. Additionally, if an opponent tries to "Parry" your Greatsword and they are
using a weapon they automatically fail. If an opponent tries to "Parry" your Greatsword and they are using Martial Arts you may activate
a Critical Hit.
Kama Training [Core, Taijutsu, Basic]
Crane Student [Novice] (Rank 1-2): You are trained in the art of using the kama. This weapon was initially used to cut rice but has been
since taken up by shinobi as a weapon of their independence. This weapon is potent for disarming and is used one handed. A user deals
damage equal to Taijutsu+Kama Training+Weapon Base Damage.
Biting Disarm [Adept] (Rank 3-6): When you use the "Disarm" maneuver you deal 1/2 your normal damage, instead of dealing no
damage as your weapons bite into the hand of the victim.
Lodging Attacks [Talent] (Rank 5): Your attacks with the kama both slice flesh and can be used as piercing weapons to lodge into an
opponent. When you deal damage with the Powerful Attack maneuver against a target who is carrying a weapon you may use the
"Disarm" maneuver, which hits automatically. If you deal damage with the Powerful Attack maneuver against a target who is unarmed
they become "Stun" as your weapon lodges into their flesh. You cannot attack with the weapon and must remain stationary to keep the
effect going. If you release the weapon, however, the "Stun" ends instantly. This costs 2 Grit to benefit from each time you wish to
benefit from it.
Flense [Journeyman] (Rank 7-9): The kama's long bladed head allows deep cuts if you are able to dig into the flesh and then rip away. If
a target is suffering from "Stun" due to your "Lodging Attacks" ability you may choose to set them free, violently. Make an "Attack" action
that can only be defended against by "Dodge", which they are permitted due despite being "Stunned" but only for this specific action. If
successful, you rip the weapon out of their skin, causing them to drop to the next Injury level and become "Prone".
Rending Disarm [Master] (Rank 10): Your use of the "Disarm" maneuver deals full damage instead of half. Additionally, if you use
"Disarm" on an unarmed target you may choose to negate one of their arms for the duration of the encounter, or until they are healed
by the medical jutsu. Finally, if you activate a "Follow-Up" on the "Disarm" Maneuver, you may make another basic Taijutsu "Attack"
action. However, you may only gain another attack action once per round.
Bloody Crane [Grandmaster]: Any target that becomes the victim of your "Flense" becomes Stunned for 1 round. Additionally, if a
shinobi who is unarmed becomes the target of your Kama attacks automatically fails any "Martial Arts" or other unarmed combat style
based "Defend" actions against your kama, as you have long learned how to make them able to stop nothing except blade.
Kusarigama Training [Core, Taijutsu, Basic]
Chain User [Novice] (Rank 1-2): You have begun the long and difficult road of kusarigama usage. This weapon is complex and requires
both hands to use. It deals damage equal to Taijutsu+Kusarigama Training+Base Damage.
Momentum Build [Adept] (Rank 3-6): One of the earliest tricks used with the kusarigama is in fact one of the cores of using it. By
spending a partial action the shinobi may rotate one of the ends of their kusarigama of their choosing. If they do so they may add 1/2
their (Rank+Speed Ranks) as Speed Ranks to the next attack of the Kusarigama. This bonus is used upon completion of the next "Attack"
action, regardless of if it hits or not. These Speed Ranks apply "Flat-Footed" against the target even if the user of the Kusarigama isn't
adjacent to their target. You lose all stored "Speed Ranks" if you become "Immobilzed", "Stunned", or "Disarmed".
Human Tornado [Talent] (Rank 5): You may attack, not in the traditional way, but in a frenzy of kama strikes and weighted attacks. As a
full turn action that consumes your entire turn regardless of your Speed you may make an "Attack" against a foe with a -2 ASP. If you hit
the target you may hit them with a number of kama and weighted attacks, which alternate, equal to the Speed Ranks available for your
attack. For example, if you generate 2 Speed Ranks you hit them two times, once with the kama and once with the weight. The Speed
Ranks decrease by 1 as you begin the next attack. You may choose which end of the weapon to begin with. Costs 3 Grit.
Blasting Impact [Journeyman] (Rank 7-9): The bonus Speed Ranks granted from "Momentum Build" may be stored, to a maximum of
your Taijutsu. You may choose how many Speed Ranks you wish to remove from your stored amount when you make an "Attack" action.
When you deal damage with your kusarigama you may consume X stored Speed Ranks. You deal 10*X bonus damage to the attack. If the
bonus damage exceeds 40 the target becomes "Stunned" for 1 round so long as they take at least 1 damage. This only may be done with
the weight, not the kama. You lose all stored "Speed Ranks" if you become "Immobilzed", "Stunned", or "Disarmed".
Reaping Scythe [Master] (Rank 10): Your attacks with the kama become chaotic and almost impossible to predict when they've built up
sufficient speed. If you hit with your kusarigama's kama end you are considered to have hit with X successes over your opponent,
regardless of the result of the actual attack, where X is your stored Speed Ranks. If you are able to activate a Follow-Up with this you
must pay 1.5x the Grit. Additionally, any foe that enters a Burst X area around you, where X is your stored Speed Ranks, automatically
suffers damage as if they were hit by your kusarigama's spinning end. Finally, when you strike with the kama end of your kusarigama you
may consume Y stored Speed Ranks upon dealing damage. You may inflict Y instance of Bleed on the target, where Y is the speed stacks
you consumed.
Steel Typhoon [Grandmaster]: You generate double the amount of Speed Ranks in a single partial action from "Momentum Build".
Additionally, if someone attempts to enter the range of "Reaping Scythe" you may use a Maneuver, which requires a partial action, as a
free action at the cost of 1 Grit. If you are currently using "Intercept" there is no limit to the number attacks you may make with your
kusarigama due to its amazing range. Finally, you may add your kusarigama's range to the range of Intercept. You do not have to move
adjacent to the target to stop their movement with "Intercept", but you do have to move close enough to them to allow your
Kusarigama's maximum range to hit. This movement is free.
Iron Chain Training (Core, Taijutsu/Ninjutsu, Basic)
Chain Manipulator [Novice, Rank 1-2]: You have taken up the unusual art of wielding a length of chain, about ten feet in total, and using
it as a weapon in combat. Though the chain is hard and heavy it is not a very combat effective weapon, inflicting a -1ASP to all uses of it
and deals 1/2 damage at all times, as well as adding 1/2 the shinobi's Taijutsu score to damage.
Snatch and Grab [Adept, Rank 3-6]: Through your dedicated training to the substandard weapon that is the iron chain you have learned
to bring out one of its best attributes to the fore; its unpredictability. Whenever you activate a "Follow-Up" of any cost when you are
adjacent to the target or succeed against an opponent with your "Iron Chain Training" you may automatically "Constrict" a single limb of
your opponent's. To maintain the effect you may no longer use your Iron Chain and must maintain at least one hand on the chain to hold
the target.
Steel Coils [Talent, Rank 5]: Studying the chain has taught you a lot about the way opponent's move their bodies when they are trying to
avoid your chains. A shinobi who isn't aware of the tricky nature of your chains will often elude one loop to simply walk into another
trap. Whenever a shinobi whose Speed Ranks, including Speed Sight, are lower than yours by your Rank or less uses Grit to negate your
"Constrict" condition you may apply two "Constrict" conditions. To activate this ability you must pay 2 Grit. Additionally, whenever you
are able to place a "Constrict" condition you may restrain the target's Neck as a target. When a target has the "Constrict-Neck" condition
they are considered to be affected by the "Stagger" condition and are suffocating; in a number of rounds equal to their Taijutsu score
they will become automatically Defeated. If you spend a partial action each round to pull on the chain while they are suffering from this
condition they are instead automatically Defeated in a number of partial actions equal to their Taijutsu score-2.
Viper Pit [Journeyman, Rank 7-9]: A target who you have caught with your chains is already in a bad position, but they may not realize
even when they are about to step into it. Once per turn, as a free action, you may designate a single square that is adjacent to you. If a
shinobi enters the square they become "Flat-Footed" and you may make an "Attack" action as a free action. If you are successful you
may apply two "Constrict" conditions.
Prisoner's Folly [Master, Rank 10]: There are those who think they can escape your chains, and those who think that being in your cold
iron embrace is not threatening. These people are wrong. You may either move your target as a pathetic puppet or deliver under them
freedom from your grip at great pain. As a partial action you may roll Taijutsu+2 and the Defender rolls Taijutsu-2. If the Attacker is
successful you may move the target anywhere within the reach of his weapon. Additionally, as a full round action using the same roll,
you may attempt to break the constricted limb. If he is successful the target no longer suffers the "Constrict" condition, but cannot use
the limb for the remainder of the encounter. If the broken limb is a leg the target's SR becomes 1 and their movement speed is halved. If
the shinobi wishes to break the neck the roll becomes Taijutsu-3 against the Defender's Taijutsu+1. If you wish to use your Ninjutsu score
the Defender receives +1 ASB on their Taijutsu to Defend against you. A defender cannot use their Ninjutsu to Defend against this action.
Dragon Dancer [Grandmaster]: Using the Iron Chain is, largely, an unfulfilling art in terms of combat effectiveness, finding little killing
ability and being more useful for utility. However, those who reach the highest echelons of using it realize a deadly secret; the iron chain
is already a part of a highly specialized weapon. Indeed, the Kusari-Gama is little more than a long iron chain with a weapon on both
ends. A Grandmaster of Iron Chain Training, based in Ninjutsu, may consider their uses of "Kusari-Gama Training" to be "Iron Chain
Training" uses for the purposes of effects, with the exception of the damage reduction and ASP inflicted by the Novice ability of Iron
Chain Training. A shinobi who has Grandmaster of Iron Chain Training based in Taijutsu, however, has learned to wield a titanic length of
chain, doubling the chain's range, adding Burst 1 if they so desire, and allowing them to apply the "Prone" and "Knockback" conditions to
any of their victims suffering from the "Constrict" condition which was placed by them as a free action which removes the "Constrict"
condition.
Yari Training [Core, Taijutsu, Basic]
Spearman [Novice] (Rank 1-2): You are trained in the art of using the Yari Spear. This spear gives you great range and a potent weapon
against people who try to rush you down. You use a Yari with two hands. You deal damage equal to your Taijutsu+Yari Training+Base
Damage.
Ready Stinger [Adept] (Rank 3-6): You may add the bonus granted by Speed Familiarity as ASB against "Attack" actions that you would
gain the Yari's "Counter" bonus against when making a "Counter".
Impale [Talent] (Rank 5): Your spear is very capable of piercing through a shinobi should you get a good hit on them. Whenever you use
a "Follow-Up" that requires at least 3 Grit, or successfully deal double damage from the Yari's effect you may impale them. After you deal
damage reduce them to 1 Injury in the Injury Pool they are currently in automatically if you have dealt at least 1 point of damage. This
costs 3 Grit to activate.
Patient Hunter [Journeyman] (Rank 7-9): You can use a "Ready" action to prepare a "Counter" attack if you know it's coming. If you
make a "Counter" against the target of your "Ready" action, or if they trigger your "Intercept" action you gain +X ASB to this "Counter" or
use of "Intercept" where X is your Initiative. If this is used as an "Intercept" action the "Attack" granted by Intercept counts as a
"Counter" for the purposes of effects granted by the Yari.
Sleeping Dragon [Master] (Rank 10): Your Yari is a deadly weapon that foes should rightfully fear charging at. If someone suffers double
damage from your Yari's effect, and you deal at least 1 damage, you may move them down to the next Injury Pool automatically at the
end of the Round. Finally, any "Counter" you make with the Yari gains Line equal to your Rank as the attack flies either past or through
them.
Marked for Death [Grandmaster]: You may designate a shinobi as your prey. The designated shinobi is considered to be using a "Charge"
for the purposes of your "Counter" attacks whenever they make a Taijutsu-based melee attack against you for the duration of this
encounter. If you become "Stunned" you lose the benefits of this effect. You may use this effect once per encounter.
Naginata Training [Core, Taijutsu, Basic]
Polearm Shinobi [Novice] (Rank 1-2): You are trained in the art of using the Naginata. This weapon epitomizes slicing power and is often
used from horseback or in a powerful charge. You use a Naginata with two hands. You deal damage equal to your Taijutsu+Naginata
Training+Base Weapon Damage.
Impact [Adept] (Rank 3-6): You may add the bonus movement granted by "Charge" as damage to your Naginata attacks. If you are
"Large" and your target is not you may reduce their Mundane DR to 1/2 its normal value before dealing damage.
Body Slice [Talent] (Rank 5): You gain the following as Follow-Up. "Body Slice (4+): Your attack allowed you to cut a piece of the target
extremely deeply. Their Taijutsu is reduced by 1/2 for the remainder of the encounter, or until they receive healing from the "Medical
Jutsu". This Taijutsu reduction is applied before you deal damage. This Follow-Up can only be used after a successful "Attack" action from
the "Charge" line of Perks."
Sea of Blades [Journeyman] (Rank 7-9): Your charge with your Naginata allows you to attack in a whirlwind of blades. When you use a
perk from the "Charge" line to make a basic Taijutsu "Attack", you may make a number of basic Taijutsu "Attack" actions equal to your
total partial actions in a turn. This consumes your entire turn, and is an optional ability.
Perfect Cut [Master] (Rank 10): Rather than assailing a foe in a flurry of attacks you may make a single perfect slice that suits your status
as a master. As a full-round action you make a "Charge" that would gain the benefit of "Sea of Blades" you may choose instead to make a
single "Attack" with a -5 ASP. If you are successful, and deal at least 1 point of damage, you may remove your opponent's hand. You deal
damage as normal, as well as inflicting -5 ASP on them due to the blinding pain. If the hand is not attached with the Medical Jutsu within
a day of its removal the hand is lost for good.
Elite Shock Trooper [Grandmaster]: The bonus "Attack" actions granted by "Sea of Blades" may be substituted for the following
maneuvers if you are capable of using them; "Trip Attack", "Powerful Attack", and "Furious Attack".
Staff Training [Core, Taijutsu, Basic]
Way of Balance [Novice] (Rank 1-2): You are trained in the art of using the staff. A wooden length of wood roughly six feet long, the staff
can be found commonly and cheaply nearly anywhere in the world. Due to its relatively deceptive appearance, people often
underestimate it. The staff is wielded two handed. You deal damage equal to your Taijutsu+Staff Training+Base Weapon Training.
Shifty Attacks [Adept] (Rank 3-6): After a successful basic "Attack" using the Staff you may move a distance equal to 1/2 your Staff
Training ranks as a free action. Additionally, you may reduce the damage you suffer from "Knockback" by 1/2, as you stop your flight with
your Staff. This bonus is negated if you are "Disarmed".
Pop Up [Talent] (Rank 5): When you activate a "Follow-Up" of any kind from an "Attack" action with your staff you may choose to make
your target "Airborne" automatically. Additionally, you may "Disarm" your target. This costs 3 Grit, if the target is "Large" and you are
not, you must pay an additional 3 Grit.
Sunset [Journeyman] (Rank 7-9): The staff is a weapon prized for its ability to keep away from foes. Additionally, its reach allows the user
to jump extremely high. Add your Staff Training ranks to your jumping distance. If you use "Overhead Strike" on a target suffering from
"Airborne" you may automatically activate the "Massive Impact" Follow-Up for free, even if you would not normally be able to. Finally,
you deal double damage to targets who are "Airborne" or "Prone" due to being able to bring your weapon down so potently.
Fifth Limb [Master] (Rank 10): The staff has become little more than an extension of your body. The bonus movement granted by "Shifty
Attacks" is doubled, and you may negate any damage you would suffer from "Knockback", but you may still engage in the movement if
you so wish. Additionally, if you are ever made "Prone", you may negate it automatically so long as you aren't "Flat-Footed". Finally, if
someone attempts to make you "Prone", you may make a basic Taijutsu "Attack" automatically, but may not activate any "Follow-Ups"
after it. These bonuses are negated if you are "Disarmed". You may add the distance from this ability to all uses of "Dodge", "Shunshin",
and "Charge".
Trained in All Directions [Grandmaster]: You gain the bonuses of "360 Degree Defense" even if you do not meet the prerequisites
otherwise. Any foe that you successfully hit with your "Attack" action from "360 Degree Defense" are made "Airborne" automatically.
This bonus remains even if you are "Disarmed". Additionally, all of your "Attack" actions gain "Line 1". Your "Overhead Strike" gains Burst
1. Finally, if you move with the bonuses of "Shifty Attacks" past a shinobi that you haven't yet attacked this turn you may make a free
"Attack" action against them.
Yumi Training [Core, Taijutsu, Basic]
Archer [Novice] (Rank 1-2): You have begun training to use the Yumi, a bow stolen from the samurai. This bow has a great range and
allows you to attack from great distance. A Yumi deals damage equal to Taijutsu+Yumi Training+Base Damage.
Shoot from Afar [Adept] (Rank 3-6): When you use the "Snipe" maneuver you may increase the Range of the Yumi by your Rank for each
round spent aiming at no cost to ASP.
Hawkeye [Talent] (Rank 5): Your accuracy with the bow is quite good at this point, so good in fact that you can target specific areas of
your opponent. If you target their arms you may "Disarm" them automatically. If you target their legs you may "Prone" them
automatically. If you target their head, and you have 3 or more successes, you may activate "Critical Hit". To gain the bonuses of Hawkeye
you must pay 1 Grit per activation. These bonus effects can only be applied to basic "Yumi" attacks, rather than "Snipe".
Sunstrike [Journeyman] (Rank 7-9): By giving away your incredible aim you add a massive hailstorm of arrows to pepper a region, hoping
for success. As a full-round action you can fire a cluster of arrows at a Burst X, where X is your Yumi Training Skill, anywhere in the
"Threatened" zone. You cannot increase this to Perception by inflicting ASP on yourself, nor can you reduce it to Engaged. Targets in the
Burst X area suffer -X ASP to "Defend" actions with "Dodge".
Assassinate [Master] (Rank 10): The Yumi is a dangerous weapon, and being able to take your time and aim allows you to deal truly
horrific wounds, often fatal. If you spend at least 4 partial actions aiming with the "Snipe" maneuver, and deal enough damage to reduce
the opponent's Injury by two Injury Levels they become automatically Defeated. You may apply the effects of "Hawkeye" to the "Snipe"
maneuver. Additionally, the damage generated from "Snipe" is doubled.
Raptor in Flight [Grandmaster]: Many archers are able to focus, aim, and fire a deadly precise shot. But when the target recovers they
often don't have too much problem finding the archer and visiting horrible death on them. You are able to move a distance equal to one
partial action each turn you use the "Snipe" maneuver. If you wish to Shunshin you must pay triple as it is difficult to maintain your aim
as well as move at such great speeds. However, if you do Shunshin, the damage you deal is doubled as the arrow will carry your energy
into its flight.
Tonfa Training [Core, Taijutsu, Basic]
Tonfa Student [Novice] (Rank 1-2): You are trained in the art of using the tonfa. These weapons are valued for their low profile and
comfortable as well as varied combat style. A tonfa is wielded one handed, but is often wielded as a pair. A tonfa deals damage equal to
Taijutsu+Tonfa Training+Base Weapon Damage.
Dual Tonfa [Adept] (Rank 3-6): All students of the tonfa quickly learn to use two tonfa as naturally as one. You gain a second attack with
a tonfa. Both attacks deal 1/2 damage, but suffer no ASB penalty, unlike other dual wielding, since they are naturally expected to be used
in a pair. You make the second attack whenever you use a basic Tonfa "Attack" action.
Rotational Defense [Talent] (Rank 5): Whenever you make a successful "Defend" action with the tonfa you may deal damage as a
successful "Attack" action would deal to your attacker automatically. Additionally, you may make an "Attack" with your tonfa against your
"Attacker" should you have a higher Speed Rank. This bonus may only be applied when you are wielding two tonfa at once. This costs 2
Grit per use of this effect, including the damage dealt to the attacker.
Bludgeons [Journeyman] (Rank 7-9): You may at this point in your training choose to hold the tonfa as clubs instead of in their
traditional style. Using them in this manner negates the tonfa effects, as well as the benefit of "Rotational Defense", but increases the
damage your main-hand tonfa deals to full damage, rather than half. This bonus only applies when dual wielding tonfa. Additionally, all
of your "Attack" actions in this form afflict foes with the "Stagger" condition. Switching between traditional and bludgeons is a partial
action.
Threefold Mastery [Master] (Rank 10): Your understanding of the tonfa reaches such a point that you can use tonfa as bludgeons,
traditional style, and as a weapon that harms attackers. You no longer need to pay grit to gain benefits from "Rotational Defense". When
using "Bludgeons" you deal full damage with both tonfa, instead of just your main hand. Finally, if you successfully hit the target and they
have at least two "Stagger" conditions, you deal double damage.
Flow Like Silk [Grandmaster]: You may switch between Bludgeons and Traditional Style as a free action. Additionally, whenever you
apply one "Stagger" while wielding Tonfa, you apply two "Stagger" conditions. Finally, if the target ever has the fourth or greater amount
of "Stagger" conditions dealt to them by you they become "Stunned" for one round, at the end of which they drop to one "Stagger"
condition. When using your tonfa in the traditional style you deal triple the amount of damage from "Rotational Defense". If you use a
"Follow-Up" after your successful "Defend" in traditional style you may apply the "Prone" status to them.
Nekote Training [Core, Taijutsu, Basic]
Feline Fighter [Novice] (Rank 1-2): You have started training in the use of Nekote. These weapons were once used by shinobi who
couldn't use ninjutsu well to climb fortifications. However, now, they are still used by some for their slashing power and ability to inflict
bleeding. Nekote are used as a pair which occupies both hands. Nekote deal damage equal to Taijutsu+Nekote Training+Base Weapon
Damage.
Cat Pounce [Adept] (Rank 3-6): When you use a "Charge"-line ability to attack with your Nekote you may inflict double the usual amount
of "Bleed".
Tiger's Fury [Talent] (Rank 5): By pushing at your attacker with a flurry of swipes and swift lunges you are able to force their wounds to
bleed profusely. As a full round action make a basic "Attack" action. If successful you deal no damage, and inflict only a single Bleeding to
your opponent, however, the opponent is forced to move a number of squares backwards from your attack equal to their maximum
partial action movement from you, additionally, the damage from their "Bleeding" conditions all trigger immediately at the end of the
turn.
Flash of Claws [Journeyman] (Rank 7-9): You may add a number of "Bleeding" conditions to any "Maneuver" you use with your Nekote
equal to 1/2 your Speed Ranks, to a minimum of 1.
Cat and Mouse [Master] (Rank 10): Opponent's find it difficult to push their attacks when they are dripping blood. If an opponent has
their melee "Attack" action successfully defended by your use of "Dodge" they are scratched again as you jump away, inflicting a number
of "Bleeding" conditions to them equal to 1/2 your Rank. Additionally, you may add your Rank to the damage all "Bleeding" conditions
inflict from your nekote.
Slaughter Frenzy [Grandmaster]: When you use the "Blitz" maneuver all "Bleeding" conditions deal their damage immediately at the
end of the turn, in addition to when the opponent's turn begins. Additionally, you may choose to continue dealing 0.5x damage with
your nekote instead of increasing the damage for each successful hit. If you choose to do so you may inflict a cumulative +1 Bleeding
conditions for each additional success over the opponent.
Shield Training [Core, Taijutsu, Basic]
Defender [Novice] (Rank 1-2): While many can pick up a shield you are training in its complete use. Samurai scorned shields, claiming
them to be weapons of cowards. The Shield, by default, grants 15 Mundane DR which doubles to 30 Mundane DR if you become
"Immobilized" and hide behind it. A shield is one handed. A shield deals no damage by default. Increasing your ranks in Shield Training
increase the Mundane DR granted. A Shield cannot be used to "Attack", "Defend", or "Counter" by default.
Shield Block [Adept] (Rank 3-6): You may use your shield to dedicatedly block an attack, rolling Taijutsu+Shield Training to "Defend" with
the shield. You may also use this shield to block Ninjutsu. If you are deploying your shield you gain +X ASB to this "Defend" action where
X is your Rank.
Battering Ram [Talent] (Rank 5): The shield, by nature, is a heavy piece of metal. Should you put your weight behind it and rush at a foe,
or strike at them with the shield, it is a very difficult weapon to resist. You may "Attack" with the shield using the same roll as you would
use to "Defend". If you do so, the opponent suffers -3 ASP to weapon-based "Defend" actions, unless they are wielding a Greatsword,
due to the shield's weight. Your Shield deals damage equal to its undeployed DR+Taijutsu+Shield Training. Attacking in this fashion costs
4 Grit per use and prohibits the use of your Shield until the end of the Round.
Bunker [Journeyman] (Rank 7-9): Using your shield you may guard a shinobi directly behind you as well. This use of your shield grants
double the DR from deploying it when you do deploy it, but only in the direction you name you are facing. If you are "Flanked" you
cannot use the DR from this ability. When you reach Rank 10 in Shield Training the protection this ability offers increases to a Line 10
Burst 2 area behind you.
Fortress of Retribution [Master] (Rank 10): If you successfully "Defend" an attack using your "Shield Block" you may use the "Battering
Ram" talent without paying the Grit. If you strike the target they become "Prone" automatically. Additionally, you do not need to become
Immobilized to gain the DR increase granted by deploying your shield, but you must pay 3 Grit and suffer -1 Grit/Turn when doing so. You
may also enjoy the benefits of your shield even after using "Battering Ram".
Titanic Stronghold [Grandmaster]: Your shield is a heavily trained wall that will not allow attackers through. You may use your Shield to
"Parry" and enjoy the benefits of "Ready and Waiting" even if you do not have the Perk. Finally, you may automatically use "Battering
Ram" when an opponent uses a maneuver against you that you successfully "Defend" against, or when you "Parry". You no longer are
"Immobilized" when you deploy your shield, but if you move the bonus DR and effects from deploying the shield are negated.
Senbon Training (Core, Ninjutsu, Basic)
Needle Ninja [Novice] (Rank 1-2): You have begun using the weapon known as senbon, small needles that cause minimal damage but
have the ability to strike acupuncture points if the user has enough skill. A shinobi may throw 3 Senbon per Rank in a single ranged
"Attack" action. Senbon have a range equal to your Ninjutsu score.
Thin Projectiles [Adept] (Rank 3-6): The senbon, while longer than shuriken, has a much more difficult to see profile. A shinobi who has
Speed Familiarity lower than your Offensive Speed suffers double the ASP to "Dodge" against your senbon when you throw them due to
their hard to see nature.
Acupuncture [Talent] (Rank 5): Though relatively incapable of piercing armor a senbon is best used to pierce skin and cause all manner
of deadly effects against targets who expose skin. If you possess "Medical Training" of at least 5 you may ignore the Mundane DR granted
by armor that a target is wearing as you simply throw at the parts not armored. If you have "Medical Training" of 7 you are able to hit
precise points at range, inflicting "Disable" on an area that is exposed of your choosing. Applying this effect costs 2 Grit and 1 Chakra.
Pin Cushion [Journeyman] (Rank 7-9): If there's one thing that senbon are excellent at it's piercing the target's skin. Against a foe that is
gaining no Mundane DR from Armor whenever you hit with a Thrown attack with senbon you may hit them an additional time for free.
Against a foe who is wearing armor you no longer have all of your damage negated if they have Mundane DR.
Ultimate Precision [Master] (Rank 10): The inevitable realization ever senbon comes to use is that their weapon will never inflict the
critically huge damage of other weapons, but what it lacks in raw damage it makes up for in its ability to hit accurately. Instead of
throwing several senbon with a thrown Attack you may throw a single one. This attack gains +X ASB where X is the number of senbon
you may throw in a single attack -1. If the attack hits you may inflict the "Stunned" condition as well as the "Disable" condition on the
target on any location. The condition lasts as long as the needle is in the target.
Storm of Needles [Grandmaster]: Needles aren't capable of massive damage individually, as you've learned, but even a needle can kill
someone when you throw dozens of them. As a full-round action you may draw up to Rank*20 needles. Select a single target in your
range. Make a single basic Attack action with the enemy suffer -5 ASP. For each degree of success over the target you may hit them with
10 needles. If you hit with all the needles the target suffers "Staggered", "Incapacitated", and "Prone".
Shinobi Tools Training (Support, Ninjutsu, Basic):
You are trained in the art of using a variety of different tools, which are, while insignificant at surface glance, may give you a considerable
advantage during a fight. This skill is used with most of Shinobi Tools, or when otherwise referred to. Moreover, this is the skill that is
used when setting up traps. Roll Ninjutsu+Shinobi Tools against your opponent's Genjutsu+Intuition. If you have more successes then
them, your trap remains unseen. Unlike most other skills this skill does not require to spend MP on Rank 5 Talent, but does require MP in
order to acquire a Rank 10 Specialization. This skill has 10 Ranks.
At Rank 5 you may subtract 3 Resources from the cost of shinobi tools, to a minimum of 1 Resource. Moreover, you may use a Soldier or
Blood pill an additional time per encounter.
At Rank 10 of this skill you may use a Soldier or Blood pill yet an additional time, up to three times per encounter. Moreover, you may
purchase a specialization. Unlike most skills, you may purchase multiple specializations.
(Specialization 1) Manipulated Shuriken Technique (Requires Shuriken Training 5): You may use your Shuriken Training instead of
Shinobi Tools training when attacking with a wire. If you do, the range of wire is increased to that of a shuriken attack.
(Specialization 2) Utility Sealing (Requires Fuinjutsu Training 5): You may use your Fuinjutsu Training Ranks for the purpose of
determining skill level required to remove Sealing Tag. Additionally, you do not require two other shinobi to activate and maintain Barrier
Tag, as long as you stand in the center of the surrounded area. Reduce the cost of Empty Tag to 1 Resource
(Specialization 3) Chakra-reinforced Lenses (Requires Chakra Control 5): The effects of Optical Scope now extend to your “Chakra Sight”
(Specialization 4) Piercing Opposition (Requires Dodge 5, Speed Freak): After a successful “Dodge” or “Replacement”, you may spread
makibishi around yourself as a free action.
(Specialization 5) Poison Finesse: When using Poison Vial you apply three instances of “Poisoned”, as opposed to one
Susanoo Improvements: Benefits of these improvements are only effective when user is under the effect of “He Who Helps by All Means”.
Additional Arm: Your Susanoo has more than two arms, often located near elbows. Range of your basic Taijutsu Attacks is increased to 3.
Armor: Your Susanoo is especially sturdy and has an additional layer of armor covering it. Add 10 to the DR your Susanoo
Sword: Your Susanoo is equipped with a burning blade. Your attacks with “Kagutsuchi” have their range increased to Range 5, Line 5
Sword of Totsuka (Requires: Improvement: Sword, Improvement: Additional Arm, Genjutsu Training 10): Your Susanoo possesses the
legendary Sword of Totsuke, which is said to seal those it pierces in an eternal illusion. If a shinobi is hit by an attack with “Kagutsuchi”,
they automatically become subject to a genjutsu of your choice. Activating this improvement increases the cost of Susanoo upkeep by 2
chakra per turn.
Shield (Requires: Taijutsu Knowledge 5, Ninjutsu Knowledge 5, Genjutsu Knowledge 5): Your Susanoo has a round shield which can
block physical attacks. When you use “Block” maneuver to defend against a Taijutsu attack you may block with this shield instead. If you
do, receive Chakra DR, instead of Mundane DR. The base damage of this shield is considered to be 10. Activating this improvement
increases the cost of Susanoo upkeep by 2 chakra per turn.
Yata Mirror (Requires: Improvement: Shield, “Total Ninjutsu Assessment” perk): Your Susanoo holds the legendary Yata Mirror, famed
for making it nearly invulnerable. You may use “Block” maneuver against Ninjutsu. If you do, you may automatically negate the effects of
a Ninjutsu, unless it possesses an Advanced Elemental Effect.
Magatama (Requires: Chakra Control 10, Fire Element Training 10, Shuriken Training 10): You may launch a “Magatama” for 1 chakra.
Bow (Requires: Improvement: Magatama, Improvement: Additional Arm, Taijutsu 10): The range of your Magatama are increased to
20. Activating this improvement increases the cost of Susanoo upkeep by 1 chakra per turn
Kekkei Genkai: Blaze Element (Requires Kekkei Genkai: Sharingan): You are confident and proud, bowing before no one. You may take
“Grandeur (X Stat)”, where X is a stat you have KKG for. This “Grandeur (X Stat)” isn’t counted towards your Grandeur Limit. You may
reduce chakra cost of Grandmaster ability of a KKG skill you have Grandeur for to 0.
Blaze Element: +10 Damage. Jutsu with this element are considered superior in chakra amount and element for the purpose of
“Elemental Interaction” and “Ninjutsu Sousai”. You may only add this effect to a Jutsu with “Amaterasu” effect.
“Magatama”: [Rt: A /C: 1 /Se: None /S: 20 /R: 10, Line 1, Burst 1, Explosive Projectile /D: 60 /E: Blaze Element, Knockback 10.
Kekkei Genkai Training: Blood of the Kazekages (Core, Ninjutsu, Advanced)
Desert Menace [Novice] (Rank 1-2): The greatest shinobi in the Land of Wind, those who had the strength to unite the lands or at least
to dominate their countrymen, were those who possessed this bloodline, the amazing ability to manipulate sand, an object eternally
present in their homeland. You may manipulate the sand into Jutsu or use it simply as a weapon to crush your foes. This control over
sand, however, does not allow you to simply will it into existence. To gain the benefits of this skill you must carry a massive amount of
sand around with you in some shape or form. This reduces your Speed to Rank+5 when walking, and you can go no higher than Speed
Rank 1. However, when you accept these burdens you can create tendrils from the main source of sand and use it to attack as a full-turn
action. You may "Attack" using Ninjutsu+"Kekkei Genkai Training: Blood of the Kazekages" Skill. If you hit you deal damage equal to
Ninjutsu+this Skill+15. This attack has a range of 5 and cannot be extended. A Jutsu with "Sand Element" deals damage equal to
Rank+Ninjutsu Score+Skill Ranks+Sand Element.
Armor of Sand [Adept] (Rank 3-6): Your natural power manipulates the sand to creep over your skin and protect you from damage,
subconsciously. You may change this armor of sand to appear like your skin. This armor's Injury is calculated like Injury, instead it uses the
number of Sand Counters you possess in lieu of Taijutsu, however it does not have a Wounded category. If you receive damage first
remove it from the armor. If the armor does not receive enough damage in a round to deplete its Healthy Pool it regenerates back to full.
The Injured Pool, however, takes a number of turns equal to 6-Rank to restore back to full. If the pool is completely depleted and the
armor is broken it takes a full day to restore.
Sand Constructs [Talent] (Rank 5): Through manipulation of the sand you command you are capable of creating objects. Through there
is no exact limitation upon what you can make it is up to the Kage. As a rule of thumb it takes a partial action, 2 Grit, and 1 Chakra to
convert 1 Sand Counter into a square's worth of an object, such as a platform of sand to stand on. Any creation you make with your Sand
can be moved by your Sand Control as a partial action a number of squares equal to 2*NInjutsu per partial action. If it is larger than two
squares that speed is halved, and becomes halved again for every two squares it occupies until it becomes immobile. Finally, your non-
Jutsu Attack actions with your Sand are capable of making a Maneuver at the cost of 2 Chakra. You may use your Ninjutsu and "Kekkei
Genkai: Blood of the Kazekages" in lieu of Taijutsu and any requisite skill, but you may only use "Disciple of the Unarmed" and "Disciple
of the Aggressor" maneuvers.
Tendrils of Sand [Journeyman] (Rank 7-9): Rather than slamming massive columns of sand into the target you simply control small whips
of sand that dart forward and seek a foe, latching onto them and allowing others to hit more easily. You may make an "Attack" with your
Sand as listed in Desert Menace, however, it is only a partial action, but deals only half damage. A foe that takes damage from this type
of an attack gets a "Sand Counter". A shinobi with a "Sand Counter" takes -2 ASP per "Sand Counter" on them to further "Defend"
actions against your "Kekkei Genkai: Blood of the Kazekages" Attacks.
Wrath of the Kazekages [Master] (Rank 10): Your potent mastery over sand has made you a true nightmare to face on the battlefield. All
damage inflicted by your non-Jutsu Attack actions increase to 1.5x their normal damage. Additionally, you may create weapons out of
sand, such as a spear or an arrow, and jettison them towards an opponent. To create these weapons you must spend "Sand Counters". A
normal sized weapon requires only 1 Sand Counter and adds its bonus damage to the attack. However, if you spend more Sand Counters
you increase the damage hugely. By spending 3 Sand Counters the weapon is large and deals 3x its base damage. By spending 5 Sand
Counters the weapon is massive, easily as big as a tree, and deals 10x its base damage. These weapons do not move slower because of
their great speed and their damage is added to the next non-Jutsu Attack you make with this Skill. Using these weapons for an attack
adds 10 to the range of your Attack.
Lore of the Hermit [Grandmaster]: It is said the first shinobi learned of this technique from a hermit who lived alone in the desert, and
his final secret is passed onto you. You have learned to move even the massive projections of sand at great speed. If you make an Attack
using the rules described in Desert Menace you deal triple damage if successful and may automatically make the opponent suffer either
"Knockback" or "Airborne". Finally, if you use the Attack method described in Tendrils of Sand you may give those attacks Speed Rank of
1/2 your Ninjutsu score.
Kekkei Genkai: Blood of the Kazekages (Requires Cruelty of the Desert): You are stern, unshakable, and uncompromising. Many lesser
men and women quail before your stare and things that would make another man flinch and hide simply don't phase you. You are
immune to "Unnerved" and "Terrified". Finally, you have a number of "Sand Counters" equal to your Ninjutsu Score+"Kekkei Genkai:
Blood of the Kazekages" Ranks. These Sand Counters do not regenerate automatically and you must recollect the Sand you use. Doing so
is a lengthy process and cannot be done at a reasonable speed unless you are adjacent to the sand.
Sand Element: +15 damage. If you spend a Sand Counter on a Jutsu you may have it automatically inflict "Prone" and may add your
"Kekkei Genkai: Blood of the Kazekages" Ranks to the damage an additional time.
Kekkei Genkai Training: Boil Element (Core, Ninjutsu, Advanced)
Steam User [Novice] (Rank 1-2): By combining the power of water with the heat of fire you create such scalding mist that it is like acid.
In fact, its effects so distantly resemble actual boiling water that many misconceive this to be acid, but you are aware of its true nature.
Your "Boil Element" Jutsu deal damage equal to your Rank+Ninjutsu Score+Base Damage+Kekkei Genkai Training: Boil Element+Boil
Element Damage as well as having the effects of "Boil Element".
Wafting Cloud [Adept] (Rank 3-6): The acidic effect of your Jutsu has a nasty tendency to linger. A shinobi takes 1/2 the damage of the
Jutsu each turn they are within the cloud, as well as an additional time of taking full damage each Round they are within the cloud. The
cloud also increases in size by 1 Burst for each Round it is in existence.
Concentrated Breath [Talent] (Rank 5): By focusing your mouth and shooting the acidic mist forward as a torrent rather than letting it
waft forward as it normally does you increase its potency. The Jutsu lasts an additional Round and deals bonus damage equal to the
Mundane DR it reduced. Additionally, a shinobi hit by this effect suffers a "Stagger" condition from the pain of having their flesh ripped
away. To add this effect costs 2 Grit and 2 Chakra. Finally, Jutsu with this effect gain Range 20.
Devouring Acid [Journeyman] (Rank 7-9): Your training has made the mist more hungry, it seems. A shinobi who has received damage
from the mist and then leaves it suffers an additional Turn's worth of its effects. Additionally, the damage dealt by your acid completely
ignores Chakra Based DR now. Finally, if your Boil Element Jutsu reduce a shinobi by an Injury Level it lowers them to the next Injury
Level automatically.
Lingering Cloud [Master] (Rank 10): Your mastery over your acid has reached a truly terrifying potency. You may add 1/2 your Rank to
the number of Rounds your Jutsu have continuous. Additionally, they increase by 2 Burst instead of 1 as "Wafting Cloud" gives you.
Finally, a shinobi who is "Immobilized" or "Stunned" takes 1.5x damage from your "Boil Element" Jutsu. You are immune to all damage
from "Boil Element" Jutsu of your own creation.
Maw of the Mist [Grandmaster]: The crushing truth of your Jutsu is those who are aware of it fear it, and those who aren't aware of it
are devoured. A shinobi who gains Knowledge Bonus against your "Boil Element" automatically becomes "Unnerved" at the knowledge.
If they were "Unnerved" they become "Terrified". If a shinobi is reduced to the next Injury level by the effect of "Devouring Acid" they
suffer this effect as well. Finally, if you use "Killer Intent" with your "Boil Element" you may automatically succeed and affect X shinobi
where X is 1/4 your Ninjutsu score (minimum 1).
Kekkei Genkai: Boil Element(Requires Mist Brutality): You are a caustic personality with a sharp side to you. You gain +3 ASB to "Counter
Genjutsu" uses and may negate a single "Twist" once per encounter.
Boil Element: +10 damage. The Jutsu's range is reduced to 5 and cannot be increased. However, it gains Burst 2 and remains active for a
single Round, until the start of your next Turn. Additionally, it corrodes flesh and armor. Any armor that is inside of the Boil Element has
its Mundane DR reduced by an amount equal to your Ninjutsu Score+Kekkei Genkai Training: Boil Element Ranks for each Turn they are
within the cloud. The Mundane DR reduction is done before damage is dealt.
Kekkei Genkai Training: Crystal Element (Core, Ninjutsu, Advanced)
Crystal Caster [Novice] (Rank 1-2): Despite the fact that the crystals you create are almost as weak as glass, they are incredibly sharp and
tend to stick in your enemies, inhibiting their movement. Your “Crystal Element Jutsu” deal damage equal to your Rank+Ninjutsu
Score+Jutsu Base Damage+Kekkei Genkai Training: Crystal Element Ranks+Crystal Element Damage. If your techniques has “Terraform”
and hits a target, you may make them “Immobilized”. Additionally, if your jutsu is benefitting from “Slice” ability, it gets “Shredding” for
free.
Glass Spire [Adept] (Rank 3-6): You’ve learned that the power of your jutsu lies not only in the sharpness of crystal shards, but also in
ability to leave a permanent present on the battlefield, making sure that there’s not a single place where your opponents can feel safe.
You can create crystalline structures using your element. As a partial action, you may create a structure that occupies one square. This
structure may act as an origin of any “Crystal Element Jutsu” much like in “Strike from Quarters Unseen”. Your structures have Injury
equal to your Rankx15. However, they also have DR of Rankx20 against any damage with the exception of Fire, Lightning, Wind and other
attacks that are purely energetic in nature. Moreover, Sound Element attack automatically destroy your crystals.
Flying Shards [Talent] (Rank 5): Even though you are a skilled shinobi, it is impossible for anyone to carry battle for long periods of time
without chakra. Thus, you’ve decided to supplement your elemental techniques with some more physical skills. If your Shuriken Training
skill is 5, you may add Crystal Element Effect and Crystal Element Training to your shuriken attack for the purpose of damage. You may
use this effect with Projectile Barrage. If you do, ASP inflicted by the maneuver is increased to Rank+2. This effect costs 3 Grit to activate.
Crystalline Contamination [Journeyman] (Rank 7-9): By their nature, the crystals you create for offensive purposes are unstable and
tend to explode into shards as soon as you stop applying chakra to them. However, you’ve learned how to radiate a constant chakra field
around yourself, transforming your techniques into mighty reflective barriers. You may have your jutsu remain on the battlefield and act
as a crystalline structure. As a partial action you may create a crystalline barrier that occupies a Burst 1 area around you. Moreover, if you
counter a jutsu with “Water Element”, “Earth Element” or “Wood Element” effects you may have the technique rebound onto its user for
half of its damage, as well as instantly create additional crystalline structure for 3 chakra.
Linked Shards [Master] (Rank 10): It is not easy to possess four elements at the same time and not concentrate only on one of them, but
you’ve become a master of elemental combination, utilizing Water, Wind and earth to their full potential. If your Crystal Element jutsu
has “Barrage”, you may ignore up to X ASP from it where X is your Water Element Training Skill divided by 2. If you would inflict
“Knockback” with your Crystal Element Jutsu, you may instead inflict a number of instances of “Bleeding” equal to your Rank. A shinobi
that is suffering from “Earthbind” inflicted by your jutsu has to roll his Rank on the dice, as opposed to Rank+2 to receive a success.
Crystal Clarity [Grandmaster]: After long time of applying your training superficially, only to inflict bleeding cuts and wounds, you realize
the true potential of your Element. Anyone immobilized by your crystal release is considered to be “Stunned” and inside a crystalline
structure. If you attack them with a weapon that has “Crystal Element” channeled through it, the shinobi inside is automatically
“Defeated”
Kekkei Genkai: Crystal Element: You are a rare owner of a Kekkei Tota – an advanced elemental nature that possesses three elements.
You are quite and mysterious, with a slight tint of narcissism. You gain “Good Looking” Trait for free and may pay 3 less Chakra on any use
of an Elemental Clone Jutsu as long as you have at least one crystalline structure on the battlefield.
Crystal Element: +12 Damage. Jutsu with this effect can’t benefit from “Stone” form. Your jutsu are physical projections of crystals, and
as such, a shinobi may "Defend" with a weapon or Taijutsu-based "Defend" action. To successfully "Defend" against the technique they
must equal or exceed the damage of your Jutsu. If they do not meet this requirement the technique still hits them. However, if a shinobi
tries to “Defend” against your jutsu with “Shredding” or “Barrage”, they suffer –X ASP where X is your Rank
Kekkei Genkai Training: Dead Bone Pulse (Core, Taijutsu, Advanced)
Iron Bones [Novice] (Rank 1-2): Your Clan, the Kaguya Clan, is a savage clan of warriors who fight with their bodies in a way unlike any
other. You are able to project bones from your body and use them as blades. When you are "Bladed" you may make a melee "Attack",
"Defend", and "Counter" attacks with your bones. You count as armed for all purposes unless being unarmed would benefit you greater,
at your discretion. While "Bladed" you deal damage equal to Taijutsu+Kekkei Genkai Training: Dead Bone Pulse+ Bone Damage
(Rank+Kekkei Genkai:Training: Dead Bone Pulse Ranks).
Burst of Spines [Adept] (Rank 3-6): Your bones are extremely fast when they emerge from your flesh and rush to the surface. In a Burst 1
area around you, whenever you become "Bladed" for the first time on a turn, all targets suffer damage as if you had hit with a basic
"Dead Bone Pulse" attack. You may also pay 1 Grit to activate this effect again. The Grit cost increases by 1 per subsequent use in a turn.
Digital Shrapnel [Talent] (Rank 5): While famous for their ability to create blades out of their limbs the Kaguya also are capable of
shooting their finger bones at extremely high speeds as bullets. Make a ranged "Dead Bone Pulse" "Attack" action. The target suffers -X
ASP, where X equal your Rank, to "Defend" with a non-movement based "Defend" action due to the extreme speed, small size, and
number of the projectiles. The "Attack" is considered to be one Speed Rank higher than you can move. However, if the enemy is not
penalized by the Speed of the attack they do not suffer the -X ASP to "Defend". The "Attack" ignores Mundane DR and deals damage
equal to a basic "Dead Bone Pulse" attack increased to 1.5x damage.
Passing the Bone [Journeyman] (Rank 7-9): Due to the speed of your bones ability to explode out you can use an extremely dangerous
combat style. By fighting without deploying your bones you can make them jump out when an enemy doesn't expect them to grant
range, damage, and speed that was thought hitherto impossible. When you are not "Bladed" and make a "Dead Bone Pulse" "Attack"
action your opponent suffers a -X ASP, where X equals your Rank, to "Defend" with a movement based "Defend" action due to the
alacrity of your attack. If you succeed on this attack you may become "Bladed" and activate "Burst of Spines". This use does not count
towards your uses of "Burst of Spines" in a round. Additionally, if you hit the target, all damage you deal with "Burst of Spines" is doubled
for the duration of the round.
Kaguya Warmonger [Master] (Rank 10): Your Clan was born to war, that cannot be denied, and now you have inherited their rage. You
gain the benefits of the "Sadist" Perk, or, if you have "Sadist", the Grit returned is doubled. The DR granted by "Bladed" is tripled, as well
as the Bone Damage you deal from basic "Dead Bone Pulse" attack actions. Finally, if you suffer -1 ASP to all "Attack" actions you may
make an additional "Attack" action at the end of the turn against all foes within a Burst 1 area of you.
Kaguya Warlord [Grandmaster]: While lesser Kaguya spend their lives mongering for war, you have mastered it. A foe that dares attack
you with "Martial Arts" even if they are emulating a weapon, suffers damage equal to your basic "Dead Bone Pulse" attack action plus
damage equal to your DR against their attack due to the piercing power of your bones. Additionally, when you deal at least 40 damage to
a target they suffer "Stagger" from the pain caused. If you attack a foe that is carrying a weapon and you use the "Disarm" maneuver
successfully you may make an "Attack" action immediately at the cost of 2 Chakra. You can't be reduced to the next injury pool by a
Taijutsu attack or source of damage unless the pool you are in is at 0. Additionally, your body is reinforced allowing you to reduce a
source of Taijutsu damage that deals over 150 damage to 1/2 damage or to 1/4 if you pay 3 Grit and Chakra to reinforce your entire
body.
Kaguya Warrior: You may project bones from your hands, arms, and legs, allowing you to attack in a deadly dance that your clan is
famous for. You may pay 2 Chakra to project these bones, and then may retract them and do so any number of subsequent times for
free, as a free action. When your bones are projected you are considered to be "Bladed". Additionally, you are extremely durable, and
gain two instances of the "Healthy" Perk for free. However, you cannot benefit from the "Bladed" status while wearing any armor nor can
you use any of your clan's abilities from "Kekkei Genkai Training: Dead Bone Pulse".
Bladed: You are ridged and covered in hard blade-like protrusions of bones, making attacking you in hand to hand difficult. If a foe makes
an "Attack" action while adjacent to you, a "Charge" related "Attack" or any "Attack" action that involves moving into you they
automatically suffer damage equal to your Taijutsu. Additionally, your bones grant a degree of armor, giving you 10 Mundane DR which is
doubled against Taijutsu based damage and all "Weaponized" Jutsu.
Kekkei Genkai Training: Dust Element
Atomization Apprentice [Novice] (Rank 1-2): You’ve been given honor to inherit the secrets of Dust Release – the most devastating
secret of Land of Earth. Your jutsu are pure destruction given form, reducing everything they hit into a microscopic dust. Your “Dust
Element Jutsu” deal damage equal to your Rank + Ninjutsu Score + Jutsu Base Damage + Kekkei Genkai Training: Dust Element Ranks +
Dust Element Damage. Your techniques ignore Mundane DR.
Shape Scion [Adept] (Rank 3-6): Unlike most other jutsu, your jutsu don’t use seals. Even more bizarre, they often represent simple
three-dimensional shapes, which revolve around a small white sphere. You may apply the following range modifiers to any of your jutsu
as a free action. There may be only one range modifier at a time: “Cube”, “Cone”, “Cylinder”. Moreover, by paying 1 chakra you may
increase the existing Burst of your jutsu by 1.
Manifold Mastery [Talent] (Rank 5): Your training in one of the most complex elemental releases continues, and you learn even more
puzzling tendencies of your techniques. By paying 3 Grit and 2 Chakra you may split your technique into two copies of itself. If a shinobi
that wasn’t targeted by the original jutsu is targeted by one of the copies, they are considered to be “Flat-footed”. If the shinobi that was
targeted by the original jutsu is now targeted by both of the copies, they are considered to be “Flanked” by a number of opponents
equal to your Rank. Your jutsu can’t “Terraform”, the only thing left after them is empty space.
Aerial Annihilation [Journeyman] (Rank 7-9): Transforming everything into fine dust seemed like the only use for Dust Release, but
you’ve figured out how to affect weights of different objects, including people. By paying 1 Chakra at the beginning of every turn you
gain an ability to flight, ignoring any restrictions of 2 dimensions. Moreover, as long as your Wind Element training is at least 7, your jutsu
ignore Chakra DR. Your jutsu can’t benefit from “Set Ablaze”, “Choking Fumes”, “Inferno” or “Sage’s Fire” but for each Rank in Fire
Training you may add 2 Chakra to your maximum Chakra Pool.
Sub-atomic Separation [Master] (Rank 10): The slow preparation of your techniques have taught you how to use them effectively,
despite their gigantic size. Your “Dust Release” jutsu can’t be countered by other ninjutsu, or defend against by non-dodge action. If a
shinobi fails to “Dodge” against your attack, instead of inflicting full damage, you may instead deal Rakn*10 damage and remove one of
shinobi’s limbs.
Dust to Dust [Grandmaster]: For many it may seem strange for a shinobi like yourself to play around with small chakra balls. However,
the mocking gazes quickly turn into terror as soon as you release the annihilating jutsu. When a shinobi is hit by your technique, they are
automatically “Defeated”, unless they pay 10 Grit. If they do, they are still dealt damage of the technique fully. This effect is always on
and affects both allies and enemies.
“Cube”: The jutsu may have up to Rank in Burst, decided after you’ve hit the target. The jutsu’s Speed Rank is reduced by 1
“Cone”: The jutsu occupies a cone-shaped area, but may only have a range of: 4/9/16/25, etc. If the jutsu’s range falls inbetween the two
values, you may add 10 damage and use the smaller range
“Cylinder”: The jutsu gets Rank lines, each up to Rank+2 in length. All lines have to be adjacent to at least another line.
Dust Element: +20 Damage. All jutsu with this element have “Slow” and cost additional 3 Chakra. Instead, for each partial action spent
performing the technique the user may add his Ninjutsu Stat to its damage. However, once a jutsu with this element is released, it gains
additional Speed Ranks equal to your Rank.
Kekkei Genkai: Dust Element: You are a rare owner of a Kekkei Tota – an advanced elemental nature that possesses three elements.
There are rarely similarities between users of Dust Element, since this nature is inherited with the title from Tsuchikages, but one thing is
for sure – you hold Land of Earth above all else, to the point that you are willing to capitalize on any opportunity that would be beneficial
for your country. You are considered to be “Hulking” for the purpose of calculating Stability. All “Earth Element” instances that you inflict
reduce target’s Speed Rank by 2. Additionally, you triple the damage of “Hammerfist” maneuver for each instance of “Earth Element”
your target suffers. Your Elemental Natures are Earth, Fire and Wind.
Kekkei Genkai Training: Explosion Element (Core, Ninjutsu, Advanced)
Detonating Jutsu [Novice] (Rank 1-2): Your Clan has mastered the ability to convert chakra into an explosive, much like exploding tags.
Your "Explosion Element Jutsu" deal damage equal to your Rank+Ninjutsu Score+Jutsu Base Damage+Kekkei Genkai Training: Explosion
Element Ranks+Explosion Element damage as well as having Burst X where X is your Rank.
Pressure Wave [Adept] (Rank 3-6): Your Jutsu have a tremendous destructive force, in fact, they can be used for little else. So great is
their power that even those that avoid the Jutsu itself can be sent flying by the force of the technique's detonation. X squares around the
area of your Jutsu, where X is 1/2 your Rank, a massive shockwave of heat and pressure rolls out. Any shinobi caught in this pressure
wave suffer "Knockback" automatically. Additionally, they become "Prone" at the end of the "Knockback" from the force unless they have
Taijutsu 8 or higher due to their strength and agility.
Blast Cannon [Talent] (Rank 5): While all Jutsu require seals normally it is possible for a shinobi with talent to use their chakra in a raw
release. Normally this use of chakra does little more than slow a fall or accelerate their movement. However, because of the particularly
deadly nature of your Chakra, you may use this as a surprisingly deadly though expensive weapon. In lieu of a "Defend" action you may
release a massive burst of raw Explosive chakra between yourself and an adjacent shinobi. You must pay X Chakra, and you deal 15X
damage. If the damage of your released chakra equals or exceeds the "Attack" you overwhelm the attack and cause them to take the
excess damage. Both you and the adjacent shinobi suffer "Knockback". However, because of your repeated use of this technique, you are
immune to "Knockback" damage, though you still are sent flying away. This costs 2 Grit in addition to the Chakra cost.
Blowout [Journeyman] (Rank 7-9): Your Explosion element, though technically a combination of "Lightning Element" and "Earth
Element", is very difficult to combine with those two elements. When you would normally be able to "Elemental Combine" you do not
gain all the effects of "Earth Element Training" or any of the effects of "Lightning Element". The base damage of your "Explosion
Element" effect increases by 15 for each of these abilities you possess but cannot apply: "Solid State", "Earthbind", "Lightning Speed",
"Paralyze", "Charge Up", or "Overload". Additionally, if you have "Wrath on High" or "Earthquake" you may add triple your Ninjutsu score
to damage for "Explosion Element Jutsu". Finally, you may apply "Ground Shifter" to your "Explosion Element" Jutsu, but you must pay 3
Chakra as well as the 3 Grit.
Roar of War [Master] (Rank 10): The damage of your explosions has reached a new high point. Any foe in the center of your Jutsu, as
well as a Burst 1 around the center suffer double the damage of your Jutsu as they are in the ground zero of the technique. Additionally,
shinobi affected by "Shockwave" suffer 1/2 the damage of the Jutsu. For the purposes of "Blast Canon" instead of multiplying the X value
by 15 you may multiply it by your base "Explosion Element" damage. Finally, any foe that becomes damaged by your "Explosion
Element" Jutsu or "Shockwave" becomes "Unnerved". They become "Terrified" if they take double damage due to the effect of "Roar of
War".
World Shredder [Grandmaster]: Explosion element at this level is no longer just a deadly element, it reshapes the world if left to its own
devices. When you use an A Rank or higher Jutsu you may affect the entire area affected with "Spikes" or "Uneven Trench", from the
"Ground Shifter" effect so long as you can use it. If you can't use it normally you can emulate it by paying 3 Grit. Finally, any foe that
takes double damage from "Roar of War" loses an Injury Level automatically before damage is applied.
Kekkei Genkai: Explosion Element: Your ability is seen amongst the most valuable in your village, and as such you are from a Clan of
prideful people, as well as being exposed to your terrifying gift at a young age. You are immune to "Unnerved" or "Terrified" due to your
almost reckless bravery. Additionally, whenever you succeed in an "Attack" you gain 1 Grit.
Explosion Element: +15 damage. All Jutsu with this effect gain Burst X where X is your Rank. However, because of the intense power
required, your Jutsu cost 1 additional chakra.
Kekkei Genkai Training: Hydrofication (Core, Taijutsu, Advanced)
Body of Water [Novice] (Rank 1-2): As a member of the Hozuki Clan you are born with an extremely strange anatomy. Your body is
primarily water and chakra. Because of this you are able to use your Chakra to phase attacks through you. You may negate any damage
from a weapon-based or Taijutsu-based "Attack" action by paying 1 Chakra. You may do this a number of times per encounter equal to
your "Kekkei Genkai Training: Hydrofication" Ranks. You may not use this skill for "Attack", "Defend", or "Counter" unless otherwise
stated.
Drop in the Bucket [Adept] (Rank 3-6): Because of your largely water-based physiology you must remain well hydrated, but you may also
use this to your advantage. For each round you spend submerged in water, or when you receive damage from a "Water Element" Jutsu,
you may heal a number of Injury equal to (Rank*Kekkei Genkai Training: Hydrofication*2).
Morphling [Talent] (Rank 5): One of the strangest parts of your anatomy is how it is, for the most part, temporarily variable. While you
do have a base form, and that will change with natural growth, you can charge your body with Chakra and temporarily shift it. By paying
3X chakra you may increase your Taijutsu by X, enlarging your musculature and making yourself more powerful. Additionally, you can
increase your speed by 1 Speed Rank per 5 Chakra you pay as you break yourself into a gush of water and rush at the target. Increasing
your Speed Rank or Taijutsu is a full-round action, but you may do this as a free action by paying 3 Grit in addition to the chakra cost.
Revitalizing Waters [Journeyman] (Rank 7-9): The water not only heals you, but since it is your very life force, you can draw chakra from
it. For each full turn, regardless of the number of partial actions, you spend submerged in water you may regain an amount of Chakra
equal to your "Kekkei Genkai Training: Hydrofication" Ranks. You gain 1/4 that amount when you are hit by a "Water Element" Jutsu.
Additionally, you may use your "Kekkei Genkai Training: Hydrofication" Ranks to attempt to break yourself apart in time to "Defend" from
an "Attack" action so long as you aren't "Flat-Footed".
Water Gun [Master] (Rank 10): The ultimate technique of your Clan is a largely silly looking technique, but in truth that hides its deadly
nature. You may make "Attack" and "Counter" actions with your "Kekkei Genkai Training: Hydrofication" Ranks. You deal base damage
equal to "Water Element" and these attacks have a range equal to 2x Taijutsu. Finally, if you use them on a target that is "Stunned" the
damage increases to "Kekkei Genkai Training: Hydrofication * Water Element Training * Rank." The damage is further doubled if you
spend a full-round action aiming at their head.
Water Gatling [Grandmaster]: The ability to project your body's water has only accelerated with your training. For each "Attack" action
you make with your "Water Gun" you may deal damage as if you hit three times as you fire off multiple shots. This ability to lay down
covering fire allows you to use "Projectile Barrage" using your "Water Gun" and also to use "Pinning Throw" and to use the "Steel Rain"
talent from the "Shuriken" Skill line if you possess it. If you do not, you may emulate it by paying 3 Grit. Finally, whenever you hit with
two instances of "Water Gun" you may "Stagger" the target as they get weighed down by the water.
Kekkei Genkai: Hydrofication (Requires Mist Brutality): You are born with the closest affinity to water possible. Your body is made of
water in the shape, texture, and appearance of a regular human body. You possess a base form, like a normal human, which grows as you
age, but you are comprised of water and chakra. You may create jutsu with the "Water Element" effect. You are immune to any damage
from "Fire Element" Jutsu or "Fire Element" based effects. However, you suffer 3x damage from "Lightning Element" due to its
conductivity through you, as well as becoming "Stunned" for 1 round after taking damage from a "Lightning Element" source. Finally,
your body may both be used as a source of water for any "Water Element" Jutsu you use, though you move with the Jutsu to the point of
impact. If the area is a Burst or a Line you may end anywhere in the affected area.
Kekkei Genkai Training: Ice Element (Core, Ninjutsu, Advanced)
Frost Wielder [Novice] (Rank 1-2): Your Clan has long been valued and feared for their mastery over Ice, combining Wind Element and
Water Element. Your "Ice Element" Jutsu deal damage equal to your Rank+Ninjutsu Score+Jutsu Base Damage+Kekkei Genkai Training:
Ice Element Ranks+Ice Element Damage as well as having the effects of "Ice Element".
Cold Forge [Adept] (Rank 3-6): Your Clan's skill in Jutsu has also allowed them to be truly deadly assassins; creating weapons where
there are none and using them to murder the unsuspecting. For 1 Chakra and a partial action you may create a one-handed non-chakra
weapon of any kind. This weapon functions as a normal weapon completely.
Crystal Ice Mirror [Talent] (Rank 5): The most famous technique of your bloodline; the Crystal Ice Mirror technique allows you to create
a thin sheet of Ice that can absorb attacks and give you a surprising barrier. As a free action you may pay 2 Grit and 1 Chakra to create a
single Mirror. This Mirror has 1 Injury but will absorb a single Taijutsu-based attack action or Jutsu completeyl before breaking. However,
if the Attack is from a shinobi with a Speed Rank higher than yours your Mirror fails. Additionally, if the Jutsu would inflict "Pierce" to the
Mirror the Jutsu procedes naturally.
Glacial Dance [Journeyman] (Rank 7-9): You have reached a level of your Kekkei Genkai that is powerful enough to combine your body
with the Ice Mirror and move through it as easily as you walk up a tree. You may enter a Crystal Ice Mirror by moving into it and stopping
your movement. You may do this even as part of a "Charge". If you leave a Crystal Ice Mirror by using a "Charge" maneuver", or launch a
Jutsu from it, you (or the Jutsu) moves at 1 Speed Rank higher than usual. Additionally, you may enter "Stealth" from the Crystal Ice
Mirror by exiting out of the back and leaving an image of yourself in the mirror. If the Mirror is broken with you inside of it you suffer no
ill effects. When combining “Water Element” and “Wind Element” with your “Ice Element” you possess do not combine well. However,
for each of the abilities that would be added to “Ice Element” from “Water Element” and “Wind Element” allows you to create another
Ice Mirror with a single use of your Talent. Additionally, each mirror created by the benefits of this has a copy of you that mirrors your
movements and, should you throw a projectile from the Mirror, does the same.
Creations of Icy Death [Master] (Rank 10): The weapons generated by your "Cold Forge" ability are of deadly power now, chakra flowing
through them and making them even sharper than steel in your hands. All weapons created by your "Cold Forge" ability are counted as
"Channeling Elemental Chakra-Ice" and retain this bonus even while thrown, so long as they thrown no further than a number of squares
equal to your Ninjutsu. Additionally, whenever you "Attack" from within your Crystal Ice Mirror you gain +X ASB where X is 1/2 your
Ranks of "Kekkei Genkai Training: Ice Element".
Iceborn Predator [Grandmaster]: So great is your connection to the ice and cold that you can create many ice mirrors where before you
could only create one. When you create an Ice Mirror from the Talent effect of this Skill you instead create 5 that you may arrange
however you please. Additionally, the bonus ASB granted from the Trait "Kekkei Genkai: Ice Element" is tripled, and you gain bonus
damage to all attacks that you "Ready" equal to your Ranks in "Water Element Training" + "Wind Element Training" + "Kekkei Genkai
Training: Ice Element".
Kekkei Genkai: Ice Element: Your nerves are cold like ice and your focus is perfect. You gain +X ASB where X is 1/2 your Rank when you
use a "Ready" action. If your Speed Rank is higher than the target of your "Ready" action and you successfully deal damage to them with
your "Ready" action or "Defend" their attack successfully you may take an extra partial action. Do this only once per Round.
Ice Element: +10 damage. Inflicts -X ASP, where X is your Rank, if they are Flanked.
Kekkei Genkai Training: Lava Element (Core, Ninjutsu, Advanced)
Volcanic [Novice] (Rank 1-2): Your Jutsu bring the deadly power of superheated earth, made liquid, into an attack.. Your "Lava Element"
Jutsu deal damage equal to your Rank+Ninjutsu Score+Jutsu Base Damage+Lava Element Training+Lava Element Damage as well as
having Continuous X, where X is your Rank and you do not need to spend actions to keep them maintained.
Lava Flow [Adept] (Rank 3-6): The lava you create has a tendency to creep even after it has landed, like a superheated slime that seeks
life itself. Your "Lava Element" Jutsu, at the end of each Round until they are dispersed, may move a number of squares equal to 1/2 your
Ninjutsu. The direction of their movement is determined on the end of the first round, and you may not choose to have it stop once it
begins moving. If you do not allow your lava to move it boils and pops dangerously as it rests, automatically dealing 1/2 damage in a
Burst 1 area beyond the "Lava Element" Jutsu's current area to any shinobi nearby.
Eruption [Talent] (Rank 5): Lava Element, the child of Fire and Earth, is a dangerous and horrific technique. Even more dangerous than
the lava itself is the ability to build it up and allow it explode forth like a volcano. When you use an "Earth Element" Jutsu with
"Terraforming" you may pay 2 Grit. If you do so immediately pay the chakra cost for a "Lava Element" Jutsu you can complete in a single
partial action. At any point over a number of partial actions equal to your Rank you may cause the Jutsu to erupt as a free action for 2
more Grit. The Jutsu deals double damage from the pressure you had it build up with and gains Burst X where X is your Rank. You may
decide the origin point of the "Lava Element" Jutsu so long as it emanates from your "Terraforming" affected "Earth Element" Jutsu.
Deadly Toxins [Journeyman] (Rank 7-9): The lava that litters the battlefield turns the air itself into a methane-choked death-trap. Any
shinobi that is within X squares of your "Lava Element" Jutsu at the end of the Round suffers "Nauseated" and "Poisoned". If they remain
within the effect range a second Round they become "Exhausted" and "Immobilized". If they end a third round adjacent to the lava they
become instantly "Defeated". Immunity to Poison grants an immunity to these effects. You are immune to the effects of this technique,
but not all poison.
Vulcan's Fury [Master] (Rank 10): Your Jutsu are awe inspiring in their scope of power. If you increase the Chakra cost of your "Lava
Element" Jutsu by 1.5x at the time of casting you may make the Jutsu deal double damage and have double all of its range settings. Any
non-living material touched by your "Lava Element" becomes melted to the point of uselessness.
Magmatic Surge [Grandmaster]: Your nature, both laid back in times of peace and bellicose and violent in war, makes you a natural for
bringing the lava element to bear. Whenever you use a Lava Element Jutsu it gets your heart racing and grants you Grit equal to the
rating of the Jutsu, (E Rank giving 1 and S Rank giving 6 Grit). Additionally, the lava you control can be cooled rapidly at your command to
form traps or even obstacles. You may command lava that you produce to cool instantly, inflicting "Stunned" to all shinobi caught within.
Additionally, structures you create with cooled lava have 50 mundane DR and Injury equal to 3* the damage of the Jutsu.
Kekkei Genkai: Lava Element: You are slow to start when a fight begins, but your passion builds up to an irresistible surge. You gain +1
Grit/turn on the end of the second round of Combat. This bonus increases by +1 Grit/turn each subsequent turn. When you are gaining
+5 Grit/turn from this effect you gain the benefits of "Iron Resolve" until the end of the encounter.
Lava Element: +12 Damage. Your Jutsu have Continuous X where X is your Rank and you do not need to maintain it.
Kekkei Genkai Training: Living Hive (Core, Ninjutsu, Advanced)
Bug Tamer [Novice] (Rank 1-2): Your Clan possesses a strange physiology that allows it to house special chakra eating bugs inside
themselves. These bugs respond to chakra signals that you give them and move where and when you tell them to. You can make "Attack"
and "Counter" actions with this skill, but you may not "Defend" as the bugs are too fragile to intercept damage. An attack with your bugs
deals damage equal to Ninjutsu+"Kekkei Genkai Training: Living Hive" Ranks. Additionally, at Ranks 1, 5, 9, and Grandmaster you may
select an "Evolution" for your Swarms.
Fly on the Wall [Adept] (Rank 3-6): Most Aburame specialize in stealthy combat involving draining a foe of their Chakra before they even
know a fight is upon them. When you are in "Stealth" all of your Swarms are considered to have "Stealth" which remains even when they
make "Attack" actions against a target. This ability is negated if the target has "Chakra Sight" or "Scent", but only when the Swarms are
adjacent to them.
Insect Cocoon [Talent] (Rank 5): Kikaichu don't have a very long lifespan and so they are very replaceable to Aburame shinobi. However,
should all of their active Swarms be depleted they can quickly breed a new generation. As a full-round action you may pay 4 Grit and 3
Chakra. In that case restore your Swarms back to their maximum size.
Bred for Success [Journeyman] (Rank 7-9): You are capable of fine-tuning the degree of control you have over your kikaichu, creating
advantages over foes that you have faced before. If you are able to retain a "Knowledge Bonus" against a shinobi at the end of the
encounter the bonus ASB granted by your Knowledge Bonus is doubled for your Swarms against that shinobi.
Master Breeder [Master] (Rank 10): You have reached a level of familiarity with the kikiachu that is so great it can only be considered
inhuman. You and your Swarms "Kekkei Genkai: Living Hive" Attack actions drain 2 chakra now instead of one. Additionally, you are
capable of having the kikaichu ferry chakra back to you. The Swarm must occupy the same square as you and spend a full-turn to enrich
your body with chakra before they can be deployed again. A Swarm can only hold 2 Chakra.
Aburame Paragon [Grandmaster]: You are possibly more kikaichu than human at this point, which bestows great power upon you. You
may direct a Swarm to form a construct, perhaps a large cloud, a bridge, or a cage. You must use a Swarm to cover an entire square. The
kikaichu aren't consumed or destroyed upon being used in this fashion. If you create a cage around a target the Swarm must succeed on
an "Attack" action, but if they are successful the target is considered to be the victim of a "Grapple", but all damage that would be dealt
based off Taijutsu is instead Ninjutsu+"Kekkei Genkai Training: Living Hive". The Swarm still drains chakra in this fashion.
Kekkei Genkai: Living Hive (Requires Will of Fire): You house a body full of kikaichu, chakra eating bugs that you support in exchange for
their services as useful tools. Because of the ravaging damage they have done to make room to live in your body your Taijutsu counts as
3 lower than it actually is for the purposes of Injury calculation to a minimum of Taijutsu 1. However, this fragility is a small price to pay.
You possess a number of "Swarms" inside of your body equal to your Rank which regenerate at a Rate of 1 Swarm per day. These Swarms
can be sent out as a free action and move at a rate of 20 squares per move action. Directing them towards a target is a partial action, but
once sent they do not need to be ordered again to continue attacking the target. Whenever you or a Swarm deal damage with "Kekkei
Genkai Training: Living Hive" you drain 1 Chakra.
Swarm: Uses your Ninjutsu and "Kekkei Genkai Training: Living Hive" to Attack. They cannot counter. They are immune to weapon-based
"Attack" actions as well as uses of "Puppetry" and "Martial Arts", but they are automatically defeated and destroyed if attacked by a
Ninjutsu.
Evolutions-
Female Bugs- You are able to send out a single Female Bug at the cost of 1 Chakra. You may designate a target within your Zone for this
bug to attach to. This bug cannot receive damage and moves at a rate of 30 squares per partial action. It emits a trail detectable only by
your kikaichu that automatically negates any attempts at "Stealth" by the target against you or your Swarms, once attached. If your
Swarm attempts an "Attack" action against the target they gain +3 ASB.
Rapid Breeding- Your Swarms regenerate extremely quickly at a Rate of 3 per day. Additionally, you may pay 3 Chakra to create a Swarm
as a free action. You may only do this once per encounter.
Bug Whisperer- You may communicate with your Swarms as if they were speaking your language. These Swarms can inform you of the
location of shinobi in the area. Additionally, they can convey messages from other shinobi, but not the other way around.
Venomous Bugs- Your kikaichu's bite not only eats chakra but pumps poison into the body in its place. Whenever you or a Swarm deals
damage with "Kekkei Genaki Training: LIving Hive" you may apply one "Poisoned" condition to the target.
Poison Eaters- The kikaichu are capable of devouring the poison they are immune to. As a free action, once per turn, the kikaichu can
remove a "Poisoned" condition from either you or a shinobi you are adjacent to.
Body of Bugs (Requires Ninjutsu Knowledge 4)- When you use the "Replacement Jutsu" you may choose to pay 2 Grit. If you do so you
may create a Swarm for free and leave it in your place. If you used your "Replacement Jutsu" against a melee attack the Swarm may
immediately make an "Attack" action against the target.
Crawling On My Skin (Requires Taijutsu Knowledge 4)- When a shinobi is "Flanked" by at least two Swarms and they receive damage
from a Swarm the Swarm covers them entirely, committing themselves to a suicide attack. The chakra reduction and damage are
doubled and it is applied at the start of the covered shinobi's Turn. A shinobi who is covered may spend a partial action to clear the bugs
off their flesh, negating this effect.
Eyes of the Insect (Requires Genjutsu Knowledge 4)- Kikaichu are simple creatures, too simple to be confounded by genjutsu due to
their primal nervous systems. If you are Aware of a Genjutsu they may free you as a free action that requires you to have at least 1
Swarm inside of you. When a shinobi who you have a "Knowledge Bonus" against uses a Genjutsu you may pay 3 Grit and use the
kikaichu to shield your eyes and automatically negate the effects against you. This does not offer protection against sound-based
Genjutsu.
Kekkei Genkai Training: Magnet Element (Core, Ninjutsu, Advanced)
Metal Controller [Novice] (Rank 1-2): You have the ability to manipulate electro-magnetic fields and may confer this to your Jutsu. Your
Jutsu with "Magnet Element" deal damage equal to your Rank+Ninjutsu+Jutsu Base Damage+Magnet Element Training+Magnet Element
as well as inflict the "Magnetized" effect.
Magnetize Flesh [Adept] (Rank 3-6): Your ability to draw metal towards those who are cursed with your magnetic touch increases with
experience. If you pay 2 Grit and 1 Chakra more for your Jutsu with "Magnet Element" the ASP inflicted by "Magnetized" is doubled.
Additionally, if the target attempts to use "Dodge” they use 1/2 their pool.
Polarity Manipulation [Talent] (Rank 5): Your focus in the fields of magnetism and manipulation of metal have reached a point that you
may fine-tune the focus of your magnetism. When you use a Jutsu with "Magnet Element" you may decide to make it a "Negative
Charge" or a "Positive Charge". A target with "Negative Charge" is repelled from the ground slightly. They gain 10 movement and +2 ASB
to uses of "Dodge". However, if they "Shunshin" they instead have their movement negated and are made "Airborne" until their next
turn begins. A target with "Positive Charge" is extremely magnetic. Any attacks made with a metallic weapon automatically hit a target
with "Positive Charge". A metallic attack must go towards the first target with "Positive Charge" that it encounters. Additionally, if a
shinobi with one charge becomes adjacent to a shinobi with the same charge they suffer "Knockback" unless they pay 2 Chakra and 2
Grit to suppress the effect. If two shinobi with different "Charges" are within X squares of one another, where X is your Ninjutsu score,
they must spend 3 Grit to resist, or they become pulled adjacent to one another, meeting in the middle. Finally, the owner of this Kekkei
Genkai may apply one of these charges to their personal magnetic field as a free action on their turn. Any use of these effects costs 1
Chakra and 1 Grit.
Rebounding Field [Journeyman] (Rank 7-9): All targets affected by "Magnetized" become hit by their own projectiles, even if they are
chakra enhanced. This effect is optional, it is decided when the "Magnet Element" deals damage to the target. Additionally, the shinobi
may give the "Magnetized" effect as well as a charge from "Polarity Manipulation" as a partial action to a shinobi they are in formation
with. Finally, the charge applied by "Polarity Manipulation" can be changed as a free action for 2 Chakra and 2 Grit, though only one such
change may be done in a turn.
Master of Magnetism [Master] (Rank 10): Through great efforts you have achieved utter mastery of your magnetic powers. If a shinobi
is wearing an amount of metal at least worth 3 resources, or a piece of metal at least the size of your hand, you can apply the "Tracked"
status to them if you're in the Sensor role. Additionally, because of this accurate metal sense shinobi who use Stealth cannot sneak up on
you so long as they carry metal. You are aware whenever a shinobi with at least enough metal to allow you to track them them enters
your Engaged Zone. As a partial action you can sense the entire battlefield. Finally, because of your intense control, you may cause
"Knockback" with double the distance, or pull a distance towards you equal to the aforementioned double distance knockback, any
number of enemies in your zone who have "Magnetized" as a partial action that costs 4 Chakra.
Electromagnetic Disturbance [Grandmaster]: All of your Jutsu with "Magnet Element" deal double damage against a foe that is
"Magnetized". Additionally, you can use the effect of "Master of Magnetism" on any foes affected by your Jutsu with "Magnet Element",
so long as they received damage, as a free action at no cost. Finally, your Jutsu with "Magnet Element" gain +X ASB where X is 1/2 your
Ninjutsu to all "Attack" and "Counter" actions against a foe with Magnetized.
Kekkei Genkai: Magnet Element: A magnetic field surrounds your skin, causing you to negate all non-chakra enhanced projectiles.
Additionally, you may add "Magnet Element" to any Jutsu you create.
Magnet Element: Jutsu with "Magnet Element" deal 5 damage and inflict the target with the "Magnetized" effect.
Magnetized: You are magnetically polarized. You suffer -2 ASP on all "Defend" actions against metallic weaponry, as well as taking 1.5x
increased damage from all metallic weaponry.
Kekkei Genkai Training: Scorch Element (Core, Ninjutsu, Advanced)
Blazing Heat [Novice] (Rank 1-2): Your Clan has inherited one of the most deadly abilities in the Hidden Sand Village, the ability to
combine Fire and Wind into a single devastating element, Scorch. Your "Scorch Element" Jutsu deal damage equal to your Rank+Ninjutsu
Score+Jutsu Base Damage+Kekkei Genkai Training: Scorch Element Ranks+Scorch Element Damage as well as having the effects of
"Scorch Element".
Withering Heat [Adept] (Rank 3-6): The focused intense heat of your Scorch element is like a blacksmith's forge opening suddenly on
your victims, a horrifying experience. The target suffers the "Scorched" condition whenever you hit the target with your Jutsu, even if
you deal no damage due to DR. Additionally, if you use a "Scorch Element Jutsu" as a "Defend" against a "Water Element" Jutsu, but not
an Advanced Element with "Water Element" except Ice, the damage is reduced to 1/4 as your Jutsu rapidly devours its water and air.
Scirocco [Talent] (Rank 5): The sudden appearance of a gust of blazing hot wind can cause strange and, to non-desert dwellers, terrifying
effects. At the beginning of the encounter you may create a Scirocco, a twisting demon-like column of raw Scorch Element Chakra. The
Scirocco occupies a single square and counts as a "Scorch Element" Jutsu for all purposes of any effects. You may command this creation
to move as a partial action. It moves a number of squares equal to double the sum of your Ninjutsu+"Kekkei Genkai Training: Scorch
Element" Ranks. However, this creation cannot extend beyond your Combat Zone, or it will immediately disperse. A shinobi does not get
to make a "Defend" action until they, or someone in Formation with them, has already been affected by it once this encounter. If you are
performing a "Scorch Element" Jutsu that requires more than a single partial action moving the Scirocco becomes a free action that you
can do a single time during the turn. To activate your Scirocco you must pay 1 Chakra and 3 Grit at the end of the first round of combat.
Exsanguinate [Journeyman] (Rank 7-9): You have learned through devious experience that the human body is comprised mostly of
water. Any shinobi with a "Scorched" condition loses 1 Speed Rank and deals -20 damage on all uses of Taijutsu. Additionally, any
instance of "Fire Element" that you would inflict with a "Scorch Element" Jutsu becomes half that amount of "Scorched" conditions
instead. All effects of "Fire Element Training" that refer to "Fire Element" instances now refer to "Scorched" conditions.
Desert Fury [Master] (Rank 10): Your Scorch Element Jutsu are horrifying in their deadly power, which makes this level of achievement
all the more terrifying. For each shinobi that received damage from your "Scorch Element" Jutsu you may pay 1 Grit. You may only create
one "Scirocco" per shinobi affected. If you do so, you may create a number of "Scirocco", which function as your normal Scirocco in the
same square as the target hit, so if you hit three targets you create three different "Scirocco", one in the same square as each shinobi hit.
These Scirocco only last until the end of the round, but you may move them all a single time as a free action. Finally, all Scirocco you
control deal damage equal to your "Kekkei Genkai Training: Scorch Element" times 4 automatically to whomever they share a square
with. Multiple Scirocco may share a square with a single person.
Aqua Nemesis [Grandmaster]: The withering power of your "Scorch Element" Jutsu has reached a truly nefarious level. If a shinobi ever
suffers 20 "Scorched" conditions at the same time they are automatically "Defeated" as their body is unable to function without water.
Additionally, if you ever deal more than 250 damage in a single instance of a "Scorch Element" Jutsu they are also automatically
"Defeated".
Kekkei Genkai: Scorch Element: Your gaze is like the hot desert sun itself. You inflict "Unnerved" on a single target within your sight
range at the beginning of each round. For each round beyond the first you spend focusing on a specific target they lose X Grit, where X is
1/2 your Ninjutsu.
Scorch Element: +5 damage. All Jutsu with this effect deal double damage.
Scorched: -1 ASP, -5 Movement. This cannot be removed or suppressed by Grit, but only through application of the Medical Jutsu.
Kekkei Genkai Training: Storm Element (Core, Ninjutsu, Advanced)
Storm Adept [Novice] (Rank 1-2): Your Clan has earned fame and repute in combining water and lightning to create tendril-like beams of
electric energy you guide into battle. This art, however, is very demanding on your chakra just as water usually is. A Storm Element Jutsu
deals damage equal to Rank+Ninjutsu Score+Base Damage+ Kekkei Genkai Training: Storm Element Ranks+Storm Element as well as
inflicting Storm Element's effect.
Imbue with Vigor [Adept] (Rank 3-6): Your Storm Element Jutsu, because of their elemental combination, work exponentially better
with just a little bit more energy. As such, you may add an additional partial action to increase damage, Burst, Line or "Tendril" effect of
the Jutsu by 3, including range and effects, but not effects duration. If you pay 3 Chakra you may gain the benefit of this effect as a free
action.
Fingers of Raijin [Talent] (Rank 5): A signature ability of Storm Element is its singular beam-like appearance. However, any Storm
Element user isn't considered an adult until they can master this technique. As a free action you apply the following to a "Storm
Element" Jutsu you have completed the seals for. "This Jutsu gains 1 'Tendril' effect." Benefitting from this requires 3 Chakra and 2 Grit.
Dance of Destruction [Journeyman] (Rank 7-9): With the ability to create devastating amounts of damage with ease, the Storm Element
user needs to be cautious of their allies. As such, they may exclude any shinobi in the area of a "Storm Element" Jutsu that does not have
a Burst. They may also use their Jutsu to weave behind and surround an opponent. If their Jutsu has the "Tendril" effect the opponent
suffers -2 ASP to uses of "Dodge" for each Tendril effect that has targeted them this turn. Your Jutsu with the "Tendril" effect do not have
to hit the same target as the parent Jutsu. The bonus area granted by “Follow Through” can exclude a number of squares equal to your
Rank from its Burst. Your “Storm Element” Jutsu do not gain the benefits of “Submerge” or “Tidal Force” if they would normally gain
them, but instead create another “Tendril”. If you would benefit from “Headwaters” you deal double damage with your first “Storm
Element” Jutsu used per encounter, including all “Tendril” effects it has.
Halo of the Storm [Master] (Rank 10): When you place your hands together to release the power of your Jutsu it is possible to create a
massive radiant halo of energy flares out from your hands. This halo serves as an amplifying effect to your "Storm Element" Jutsu. You
may pay 6 Chakra to create the Halo as a free action after completing a "Storm Element" Jutsu's handseals. If you do so, double the
amount of "Tendril" effects you would gain to the next Jutsu you use. Additionally, the power of this Halo increases their speed
dramatically. All Jutsu that pass through this Halo gain 1 Speed Rank. The Halo lasts until the end of your turn.
Hydra of the Gods [Grandmaster]: Your Storm Element has reached a level of mastery allowing you to pin-point and single out a target
for instant elimination, but it can also lay low a field of foes while keeping allies safe from harm. Any foe that is dropped to the next
Injury Level by the effects of a "Storm Element" Jutsu with "Tendril" is unable to use "Dodge" against other Jutsu with the "Tendril" effect
for the duration of the encounter. Additionally, if you pay 6 Chakra before releasing the Jutsu your Jutsu gains "Continuous: 1".
Controlling the Jutsu requires a full-turn action, not a partial.
Kekkei Genkai: Storm Element (Requires Insular Culture): You are cool and relaxed, even under pressure and normally terrifying
situations. You are immune to the "Unnerved" effect and gain +5 ASB to resist "Killer Intent".
Storm Element: +20 damage. For every 6 Chakra paid in the total cost, including all effects, of this Jutsu, add the base damage an
additional time.
Tendril (effect): Your Jutsu create a perfect copy of itself as you launch it. This second copy gets its own "Attack" roll but with -2 ASP. A
tendril has to "Attack" the same target unless otherwise noted.
Kekkei Genkai Training: Wood Element (Core, Ninjutsu, Advanced)
Seed Tender [Novice] (Rank 1-2): You are a rarity in the realm of your Clan. You may use techniques with the Wood Element, something
created by the most famous shinobi in your Clan, Hashirama Senju. Your "Wood Element Jutsu" deal damage equal to your
Rank+Ninjutsu Score+Jutsu Base Damage+Kekkei Genkai Training: Wood Element Ranks+Wood Element Damage as well as having the
effects of "Wood Element".
Grove of Trees [Adept] (Rank 3-6): The nature of your wood element is that it is almost an explosion of growth. You may reduce the
Range of your technique by 2 squares a number of times equal to your Rank. For each time you reduce its overall range you may grant it
"Burst: 1", "Line: 3", may use another origin point of the Jutsu within the changed range. For example, if your Wood Element technique
has Range: 20 and you are a Jonin you may reduce it to Range 10. In that case you may add Burst: 5, Line: 15, or create five other origins
points of the technique, all of which count as "Attack" actions and deal damage.
Limbs of the Forest [Talent] (Rank 5): Creating wood from your Jutsu is a very easy task considering your massive chakra reserves. You
also can create small offshoots of your Jutsu at a moment's notice to either protect yourself or another. When a shinobi you are in
Formation with, or yourself, become the target of an "Attack" action you may choose to forsake a "Defend" action if possible. If you do so
you may create a tendril of wood, or a wooden creation, to appear between the shinobi and an incoming attack. The wooden creation
has Injury equal to your "Kekkei Genkai Training: Wood Element" Ranks plus "Earth Element Training" Ranks plus "Water Element
Training" ranks multiplied by your Rank. If you use this to against an incoming melee attacker the wood appears 1 square between the
attacker and the defender. The defender is moved back 1 square when this is create. If the "Attack" is 2 or more Speed Ranks higher than
your HSM Ranks+SF Ranks you cannot use this ability. This costs 2 Grit per use and 1 Chakra.
Walk the Iron Forest [Journeyman] (Rank 7-9): You are capable of creating massive structures of wood that have tremendous durability.
The Injury of all of your Wood creations have double Injury. Additionally, you may spend a partial action to restore any partially injured
pieces of Wood that you have made to full injury. Finally, while other shinobi may be impaired by your wood creations you have no
problem navigating them and in fact work better on them. While you are in contact with wood that you have created you gain 10 squares
of movement, and are not "Airborne" if your wooden structures are vertical. However, the Journeyman, Master, and if applicable,
Grandmaster ability of Water Element Training do not apply to your uses of "Wood Element". Because of this, you may reduce the
Chakra cost of all of your Wood Element Techniques by 1 for each of these abilities you would normally be able to add to a technique to
a minimum of 1.
Deep Forest Creation [Master] (Rank 10): The trees you create are a massive obstruction on the battlefield and cause tremors. When
you use a "Wood Element" Jutsu within Burst X of a shinobi their Speed Ranks become 1 for the duration of the Round. Additionally, if
you use your "Wood Element" Jutsu from a point that would inflict "Flanked" with you, the shinobi suffers "Flanked" with double the
penalty. Finally, if a shinobi would be "Flanked" and is Speed Rank 1 they become "Immobilized" in addition to other effects as the trees
bind their limbs.
Binding Trees [Grandmaster]: The ultimate use of "Wood Element" is that its amazing life-force can suffocate and stifle the life of those
within its deadly grasp. A shinobi that is "Immoblized" with a "Wood Element" Jutsu cannot use chakra and counts as being under the
effects of the "Grapple" maneuver where your Ninjutsu counts as the Taijutsu. Additionally, if they are in a "Mode" they are removed
from the effects of that mode additionally.
Kekkei Genkai: Wood Element (Requires Senju Clan Cells): Your chakra has the rare ability to create life itself. Because of this, when you
use the "Mold Energy" ability you gain double the output you would normally be able to get. Additionally, you add double your Rank to
your Chakra pool.
Wood Element: +10 Damage. Your Jutsu are physical projections of wood, and as such, a shinobi may "Defend" with a weapon or
Taijutsu-based "Defend" action. To successfully "Defend" against the technique they must equal or exceed the damage of your Jutsu. If
they do not meet this requirement the technique still hits them. However, because of the nature of your techniques the wood remains
on the battlefield. Finally, you may originate any Jutsu from any existing source of wood, including structures, or your wood element
Jutsu, rather than having you as the base point. A piece of wood also will absorb damage if it is between a shinobi an an "Attack". The
wood has Injury equal to its Damage*5.
Puppetry (Core, Ninjutsu, Advanced)
Chakra Strings [Novice] (Rank 1-2): You are trained in the art of using a ninja tool, a puppet of wood and metal, as your weapon in
combat. Though this art of using Chakra Strings leaves you vulnerable to counter-attack the true nature of puppetry is one of
misdirection and false appearances. You may manipulate a single puppet using the rules in the "Puppet" section of the Equipments
chapter of the book. Additionally, you may use your chakra strings to move a willing object of a weight no greater than Ninjutsu*40
pounds instead of a puppet. You may move an unwilling target of 1/2 that amount. Your Chakra Strings have a range equal to your
Ninjutsu, but they allow a "Defend" action. If you use your Chakra Strings on an adjacent target they hit automatically. However, once
you have a subject attached to your strings, there is no maximum length for your strings, so long as you have at least 1 Chakra you can
use your Strings, though doing so is a partial action.
Sword Hunter [Adept] (Rank 3-6): Many shinobi focused in the art of Ninjutsu are extremely vulnerable to rapid attacks from Taijutsu
specialist shinobi due to their relative unfamiliarity with hand-to-hand combat. However, your art enables you to be one of the few who
isn't. If a shinobi make a Taijutsu-based "Attack" action against you while they are within X squares of your Puppet, where X is your
Ninjutsu score, you may, as a free action, use the "Disarm" Maneuver, using your Puppetry score instead of a weapon skill to affect the
target. If they are unarmed you may instead automatically inflict "Poisoned" on them, but you still must suffer their attack. Finally, a
target that you have your Chakra Strings attached to cannot be affected by a Tactician's Role Ability in formation.
Fear of Puppets [Talent] (Rank 5): A shinobi with any degree of wisdom knows the utter danger a Puppet can pose a Taijutsu focused
shinobi; a Puppet cannot be bullied, it cannot feel pain, it can't be pinned down in any meaningful way, and it cannot have any truly
lasting damage done to it until it is completely broken. When you move a Puppet adjacent to a shinobi who is carrying a weapon in their
hands you may use the "Disarm" maneuver as a free action. Additionally, your puppet now takes the opportunity to strike at the
unarmed opponent. If your Puppet successfully used the "Disarm" maneuver earlier this turn, or if the shinobi had no weapon to disarm,
it may make an "Attack" as normal. This "Attack" however, deals 10* the victim's Taijutsu damage to the target instead of its normal
attack. To use this attack you must pay 2 Grit and 2 Chakra, the "Disarm" maneuver use, however, is free.
Bane of Heroes [Journeyman] (Rank 7-9): The most common creation given to Puppets is poison, as it can be applied to all of their many
tools and is insidiously powerful, especially against those with larger bodies. As such, you have learned to use the poison extremely well
and to make it all the more vicious. The duration of all "Poisoned" conditions inflicted by your are doubled, and your rank is considered
to be Kage for the purposes of suppressing the effects with Grit. Finally, when a shinobi uses the "Medical Jutsu" on a shinobi affected by
your "Poisoned" conditions they may remove only one instance per use of the Jutsu, as opposed to removing all of them, unless they are
a Master in Medical Training.
Legionnaire of Needle and Knife [Master] (Rank 10): Your skill with puppets and Puppet Creation has allowed you to reach a level of
mastery thought to be reserved for only the greatest. You may add one of the following Traits to any of your pre-existing Puppets, even if
they have the maximum number of permitted traits: Weapons Platform, Man Hunter, or Chakra Cannon. You may apply one of these
Traits to any subsequent Puppets you create during your career. Additionally, any shinobi you are currently affecting with your Chakra
Strings is removed from and cannot enter any Formation of any type. Finally, your Chakra Strings do not automatically sever when you
receive damage anymore. Instead, the strings must be cut by either a weapon that is currently "Channeling Elemental Chakra", a Jutsu,
or an attack from a medical shinobi's "Chakra Scalpels". You may move your Puppet at the end of each Turn a number of squares equal to
1/2 the distance you may normally move it as a free action. If this movement would trigger "Fear of Puppets" you must pay 2 Grit to use
the "Disarm" maneuver.
Human Puppetry [Grandmaster]: The gruesome and horrific secret of Puppetry is not all the knives and needles and thread. The secret
of Puppetry is that the best puppets are not puppets at all, they were once people. See the "Human Puppetry" section for rules.
Additionally, a shinobi affected by your Chakra Strings is considered "Flat-Footed". The "Flat-Footed" inflicted by this ability ignores any
immunity to "Flat-Footed".
Puppet Upgrades:
Weapons Platform (Requires Skirmisher): Your Puppet has been configured with many types of launchers, dispensers, and projectors to
allow it to unleash an utterly unholy amount of projectile weapons. All "Attack" actions with this puppet that are ranged are counted as a
use of the "Projectile Barrage" Maneuver, which is reduced to a partial action. Additionally, you may designate either "Kunai Training" or
"Shuriken Training". In that case, your "Puppetry Skill" is counted as that specific skill for the duration of this turn for the purposes of
your Puppet's "Projectile Barrage".
Man Hunter (Requires Hardy): Your Puppet's natural weaponry, usually found in sharp surprising tips and edges, are now big fully sized
shinobi weapons. You may select a single Weapon-based Training skill, not including Kunai or Shuriken Training. This Puppet may gain the
benefit of that Skill, counting your "Puppetry" Skill as ranks in their stated weapon Skill. Additionally, though the Puppet is outfitted, for
free, with a weapon that would allow them to use their selected skill, that weapon deals double its normal base damage as it is so
integral to the puppet's workings.
Chakra Cannon (Requires Hollow Body): Instead of creating a large area to sit inside your puppet only, you have placed a complicated
seal inside of it and a metal cannon in its mouth to allow it to compress your chakra into a projectile and launch it as an attack. You must
pay X Chakra before this Puppet makes an "Attack" with its Chakra Cannon. The Chakra Cannon has a range of your Ninjutsu, and deals
damage equal to X*25. Additionally, the Chakra Cannon ignores Mundane DR and inflicts Knockback on its target. It has a Line equal to
its Range and has a Burst equal to your Rank.
Human Puppetry: A Puppeteer may choose to, when they "Defeat" a foe that had at least one condition of "Posioned" on them, to
preserve the body should they reach them after their defeat within two rounds. If they are successful, and have a Large Scroll, they may
store the body. As a Downtime action a Puppeteer may convert this body into a Human Puppet. This Human Puppet is considered to be a
normal puppet at the Puppeteer's level with a few exceptions. Any Kekkei Genkai, as well as Elemental Affinities, they possessed and up
to 1/2 Rank # of their Jutsu may be retained and activated by the Puppeteer paying the necessary chakra costs to fuel them. A Human
Puppet does not need to make handseals as their heart is placed in a core and the Puppeteer activates them remotely. This allows the
Puppet to fight as normal and the Puppeteer to use their Jutsu. Using a Jutsu through a Puppet is a partial action that is separate of
manipulating the puppet. A shinobi must pay 10 Resources in materials to convert a body to a human puppet. Finally, a shinobi may only
have a number of human puppets equal to 1/2 their Rank.
Medical Training (Core, Chakra Control, Advanced)
Healer [Novice] (Rank 1-2): You are training in the extremely difficult art of using chakra to accelerate cellular regeneration and to
remove ailment from the human body. While you cannot create life with your chakra, you can promote healing and betterment of the
body. You may pay X Chakra and restore 8 Injury to either yourself or a shinobi adjacent to you. You may add your Ranks in "Medical
Training" to the X Value of the Jutsu for free. By default you cannot "Attack", "Defend", or "Counter" with your Medical Jutsu.
Understanding of Anatomy [Adept] (Rank 3-6): The study of medical techniques is extremely arduous and almost entirely unrelated to
other shinobi arts. However, in your studies you have come to understand the human body with far greater skill that most. Because of
this you may augment your Taijutsu based attacks with surgical precision. When you use a Taijutsu-based melee "Attack" action you may
add 1/4 your Ranks of "Medical Training" to the roll, but may add double your "Medical Training" ranks to the damage due to the
incredible placement of your attacks.
Chakra Scalpels [Talent] (Rank 5): You have learned to use all manner of metallic instruments and tools to make your trade easier to
perform. However, chief among those that are useful on the battlefield is the scalpel. Despite its edge, however, the scalpel is small and
relatively unsuited for warfare. You have learned to create blades of chakra that you can use with cutting precision. You may learn the
"Chakra Scalpels" Stance for free upon acquiring this Talent.
Prognosis Negative [Journeyman] (Rank 7-9): Your ability to both heal and harm is one that you value highly. Your foes, however, are left
wishing that you would emphasize the former over the latter. When you place a "Severed" condition on an opponent in their "Wounded"
Injury Pool they are automatically defeated. Alternatively, you may choose to have them suffer 20*Medical Training damage as you slash
through their vulnerable bodies right for their most vital regions. Additionally, if you defeat an enemy through this method you may gain
3 Grit.
Cell Regeneration [Master] (Rank 10): It is extremely difficult to be a medic in the world of shinobi warfare. Many times your patients
die before you can reach them, or they suffer such a horrific injury that no medic on earth could heal them. Those fears alone are
compounded with the worry that you, the medic, may die before you can heal them. However, through excellent study, you have
managed to spike your own body's regeneration to knit wounds as you fight. At the end of each Round you may heal an amount of Injury
equal to a use of medical Jutsu using only 1/2 your Ranks in Medical Training and no chakra for the X value. You must pay 1 Chakra per
Round, at the start of the Round, to maintain this effect. If you wish to turn it on again it must be done as a full-round action. This ability
is considered to be always on unless you stop it.
Medical Jutsu- Cost: X Chakra, Damage: None, Range: Engaged-1, Speed: 1 Partial Action: This technique can only be used by a shinobi
with at least 1 rank in Medical Training. For each X Chakra you spend you may heal 8 Injury on either yourself or a shinobi adjacent to
you. If you pay more than your Rank for the X value the action requires another full-round action. For each subsequent healing action
you perform on the same target in the same Round the amount of healing is reduced to ¼. You may add your ranks in Medical Training to
the X value when converting your Chakra paid to Injury healed automatically when healing another shinobi, or when healing yourself if
you take a full-round action to do so.
Hiden: Shadow Element (Core, Ninjutsu, Advanced)
Shadow Player (Novice) [Rank 1-2]: You are capable of manipulating your shadows to attack foes. To train in this Skill you must have
“Heritage- Nara Clan” and the “Shadow Element Affinity” Trait. You may use Jutsu with "Shadow Element". A Jutsu with Shadow Element
deals damage equal to your Rank+Ninjutsu Score+Hiden: Shadow Element+Jutsu base Damage+Shadow Element. Your Jutsu also applies
the effect of "Shadow Element".
Shadow Possession (Adept) [Rank 3-6]: One of the first techniques learned in your Clan allows you to grip targets and hold them in
place. A target affected by a “Shadow Element” Jutsu that does no damage becomes “Stunned”. An affected target must mirror your
movements as best as they can but are otherwise incapable of movement, though they may speak. If a target becomes freed and
becomes affected by this effect again they require an additional Chakra per round to hold each time you use this effect against them in
the same Round.
Shadow Strangle (Talent) [Rank 5]: The shadow element is not well suited to dealing damage as a projectile, it's limited in range and
often is more suitable for holding people. However, the members of the Nara clan have learned how to make it a fatal technique. You
may add the "Shadow Strangle" effect to a target affected by the effects of “Shadow Strangle”. This costs 3 Grit. Your training with you
shadows also allows you to create a more complicated attack with your shadows, allowing them to fork outwards and snag multiple
people with ease. You may ignore a number of targets equal to your Rank for the purposes of paying extra Chakra to maintain your
shadow bind. IE, if you are a Chunin you may hold up to 3 targets and need only pay 1 Chakra, however, upon trying to hold a fourth
target you must pay 2 chakra per round.
Thin Shadows (Journeyman) [Rank 7-9]: Rather than using the bulky shadows to forcibly stretch your own shadow you have learned to
use small tendrils of shadow that are far more nimble. The range of your non-Burst and non-Line "Shadow Element" Jutsu are doubled.
Additionally, you may affect an ally with a "Shadow Element" Jutsu that would benefit from “Shadow Possession” but still allow them to
move, and you do not need to pay the Chakra cost to hold them. If they become adjacent to another shinobi you may transfer the Jutsu
to the target adjacent to them for 2 Chakra. If you use this method they do not get to make a "Defend" unless they have a Speed Rank
greater than the ally you are currently affecting, however, they may use the "Replacement Jutsu".
Shadow Stitching (Master) [Rank 10]: Your Shadow Element Jutsu are now semi-real, able to reach out of the shadows to attack. You
may project your shadows as a partial action as an "Attack" action originating either from yourself or from a target you are affecting with
a "Shadow Element" Jutsu. This costs 2 Chakra to use, but once you pay the cost you may make this attack again without paying the cost
during the encounter. Roll Ninjutsu+Hiden: Shadow Element+Ninjutsu Mastery+Other ASB. This attack deals damage equal to your
(Ninjutsu+Hiden:Shadow Element)*3 and ignores all DR. Additionally, if you pay 2 Chakra, you may cast a "Shadow Element" Jutsu as a
free action if you could normally complete the seal in a partial action. Finally, these shadow tendrils may act as hands and you may use
them to use weapons, manipulate tools, or even hold people using the same roll as your "Attack" roll above. Your Jutsu with “Shadow
Element” may also now move upwards as well as across the ground.
Black Spider (Grandmaster): Your control over shadows is such that no longer do you need to move to manipulate those held by your
shadow. As a partial action you can move any number of shinobi affected by your "Shadow Possession" effect up to the maximum
distance of your Shadow Element's reach, or all the way adjacent to you if it is within their base movement. If it is not possible they
move as close as they can get. You may do this as a free action for 3 Grit. Finally, your Shadow Element Jutsu's Range is doubled, and the
damage of your "Shadow Stitching" attack is also doubled.
Shadow Element Affinity: You are trained in the art of using shadows to manipulate the battlefield and those in it. You may add 1/2 your
Rank in Shadow Element to the "Tactics" skill for purposes of determining your Tactics Pool. Additionally, if you are affecting a shinobi in
formation with you with a "Shadow Element" Jutsu you may use the "Repositioning" ability for 0 Grit instead of any other costs. You may
only benefit from this second ability while in the "Tactician" Role. You must have the Perk "Heritage: Nara Clan" to gain this Trait.
Shadow Element: +2 Damage. Your Shadow Element Jutsu have a base range that is limited to a total number of squares affected equal
to 1/2 of your Ninjutsu Score. In a condition of intense shadows, up to Kage's discretion, this range is doubled. In conditions of weak
shadows the range is halved. In total darkness your Jutsu cannot function. All of your Jutsu have "Continuous", but you do not need to
maintain the hold with a Partial Action. Instead, you must pay 1 Chakra (+1 per additional shinobi) per Round to affect your targets. You
may only hold a number of targets equal to (1/2 Ninjutsu)+ Rank. A target may free themselves with a successful Taijutsu test with a
number of successes equal to your 2*Current Chakra Pool as a full-round action. If you receive damage you lose your hold on all targets.
Finally, your "Shadow Element" Jutsu can only be successfully "Defended" against by “Dodge” as they require only contact to fully affect
the target. A Jutsu with “Shadow Element” cannot affect a target that is not on the ground.
Shadow Strangle: A hand of shadow creeps up the target and finds their neck and begins squeezing. The target suffers Ninjutsu*X
damage at the end of each round where X is the 1/2 difference between your distance from the target and the maximum distance
possible. If you are adjacent to the target and have 10 Ninjutsu the target suffers 40 damage per Round. To maintain this strangle you
must pay 2 additional chakra per turn per target you affect.
Hiden: Mind Element (Core, Ninjutsu, Advanced)
Mental Manipulator [Novice, Rank 1-2]: Through careful study and development of techniques the Yamanaka have developed a
powerful connection to the human mind. To train this Skill you must have “Heritage- Yamanka Clan”. Through the use of their technique
they are actually capable of manipulating the mind with their chakra, even from afar. A Jutsu with "Mind Element" deals damage equal
to your Rank+Ninjutsu Score+"Hiden: Mind Element"+Jutsu damage+Mind Element Damage.
Consciousness Exchange [Adept, Rank 3-6]: The first technique learned by your Clan is the ability to seize a target's mind with yours,
placing you in their body and leaving them a prison in their own body. This has several useful implications. You may add the "Swap"
effect listed below to your Jutsu for free. However, a Jutsu with the "Swap" effect can have no other effects and can deal no damage.
Bail Out [Talent, Rank 5]: Though possessing a body is extremely useful, there can be great danger attached to it, any damage the body
takes is transferred to you, making the techniques of the Clan dangerous since it takes time and makes the user vulnerable. However,
with practice you can escape the weaknesses of the technique. You may end the effects of a Jutsu with the "Swap" effect as a free action
by paying 2 Grit and 1 Chakra.
Specter’s Familiarity [Journeyman, Rank 7-9]: Fighting with another's body is strange and frustrating, you cannot use their Jutsu and it is
usually a vastly different body every time. However, you have become accustomed to fighting in a skin that's not your own, taking bold
risks that others would consider crazy, but you know are just measured enough to work. When you are controlling a body that is not your
own you gain +3 ASB to "Attack" but suffer -3 ASB to "Defend". If you successfully make a "Counter", however, you deal 1.5x damage,
due to the newfound power in your body.
Possessor [Master, Rank 10]: One of the last steps of the Yamanaka's secret techniques is the ability to seize a body without leaving your
own mind. You may add the "Disturbance" effect to a Jutsu, but it may have no other effects. When you seize the body you may issue it a
single order, which it will carry out to the best of its ability. A shinobi can remove this with Grit, but doing so requires double the normal
amount. You may order a body as a partial action after its initial one. Finally, you may control a number of bodies equal to your Rank.
Secrets of the Mind [Grandmaster]: At the top of the Yamanaka Clan stands those to whom the mind is but another library, a place with
many doors and hallways rife with information and vulnerability. If you spend a full-round action adjacent to a "Stunned" shinobi, or a
target who cannot defend itself, you may enter its mind. Doing so allows you to read its memories, though the deepest memories take a
great deal of time to drag out. Additionally, when you use a Jutsu with the "Disturbance" effect the target's body becomes charged with
adrenaline and goes to its limits to attack as if it were being threatened with death, courtesy of your control. A shinobi who is affected by
a "Disburtance" effect deals 1.5x damage, gains +X ASB where X is your Rank to Attacks, and suffers 1.5x damage as it makes no attempt
to control itself.
Mind Element Affinity: Your Clan has devoted generations of shinobi to studying the workings of the human mind and its interaction
with chakra. You are considered to have the "Advanced Chakra Detection" Trait. Additionally, because of this innate familiarity you are
capable of operating as a "Sensor" while maintaining an additional role. You must have the "Heritage: Yamanaka Clan" to gain this Trait.
Mind Element: -5 damage. Your "Mind Element" Jutsu requires an unobstructed path to the target. The target cannot "Defend" with any
technique other than "Dodge" to which they receive a +2 Bonus. However, they may only get this bonus if they have seen you use the
technique before or have a "Knowledge Bonus-Mind Element". If they do not have this Knowledge Bonus or have not seen you use a
"Mind Element" technique before they do not know to dodge and must take the hit. However, due to the technique having to actually
travel a "Mind Element" Jutsu can have a range no greater than 10 squares. If the distance is greater it takes an additional partial action
to reach the target for every 10 squares further it must travel.
Swap: You are in control of the target’s every movement. They cannot speak and you are free to move their body in any way you desire.
However, because of the nature of this technique and the mental link between yourself and the target, any damage the target receives is
returned to you due to the backlash. Additionally, you cannot control the target’s chakra system at all and have no access to their mind.
You may not use any Jutsu or activate any effect that requires Chakra or a UA. While you have cast this Jutsu your body slumps over; an
empty shell. You may simply move the target’s body.
Disturbance: You control the target’s body from afar. Giving the target an order can be done as soon as this effect is placed on them, but
giving subsequent orders takes a partial action. The victim cannot be ordered to use Jutsu as the control is over the body, not the mind,
nor can they be ordered to activate UA’s. Damage the victim of this effect suffers is not returned back to you as backlash. This chakra
disturbance cannot be removed directly. The Yamanaka controller must be killed to relinquish control.
Note: Both “Swap” and “Disturbance” are Status Effects and therefore may be removed by spending an amount of Grit equal to the Rank
of the attacker as a Free Action.
Gentle Fist Training (Core, Taijutsu, Advanced)
Chakra Striker [Novice] (Rank 1-2): You are trained in the rarest martial art in the world, the Gentle Fist. Non-Hyuga cannot learn this art,
as it requires extreme precision in striking chakra points. To train this Skill you must have “Kekkei Genkai: Byakugan.” Because of the
relatively weak striking power of your attacks you deal 1/2 damage with all "Attack" and "Counter" actions with this style. All damage
you deal with "Gentle Fist" ignores Mundane DR. However, your attacks hurt in a way that other shinobi cannot strengthen themselves
against. Your "Attack" actions and "Counter" actions remove X chakra from the opponent. X is equal to 1/4 your Ranks of "Gentle Fist
Training" and your ranks of "Kekkei Genkai Training: Byakugan" added together.
Gentle Defense [Adept] (Rank 3-6): The Path of the Gentle Fist is one fraught with danger. Your Byakugan allows you tremendous insight
and defense, but you know well the single blind spot that exists in your Byakugan's vision. As such, you have learned to counter. When a
foe would inflict the "Flanked" condition on you, you gain +2 ASB to all "Attack" actions and "Counter" actions against them, as they are
surprised at your ability to defend so well. This bonus doubles when it is not your turn. Additionally, you can purchase the "Eight
Trigrams: Kaiten" Maneuver.
Eight Trigrams: 64 Palms [Talent] (Rank 5): Considered to be a titanic display of skill, the 64 Palms is a devastating barrage of attacks. As
a full-round action you may make an "Attack" against a foe within Rank+5 squares of you. If successful you move adjacent to the foe and
unleash a barrage of Gentle Fist attacks. For the purposes of damage and chakra removal you are considered to have hit them a number
of times equal to your Rank+2. At the end of this barrage their body reels from the powerful attack and they are "Immobilized" for the
duration of the Round. Costs 4 Grit.
Soft Force [Journeyman] (Rank 7-9): Your training in the Gentle Fist has reached such a level that you may make Gentle Fist attacks from
range. Your "Attack" and "Counter" actions with Gentle Fist gain Range equal to your Chakra Control. Additionally, due to the column-like
nature of this ability your attacks gain Line X and Burst 2, where the X value is equal to your Chakra Control.
Eight Trigrams Field [Master] (Rank 10): The concept of Eight Trigrams, the martial arts concept that embodies your Hyuga style, is
always drawn by your clansmen as a guide for how to position and move yourself to strike effectively. This concept, however, becomes
manifest to you at this level. Using your Byakugan and Gentle Fist in perfect synch with one another you are capable of creating an area
around you that you are effectively untouchable in. You project a theoretical field around you at all times equal to your Taijutsu+Chakra
Control. Any foe who makes an "Attack" action against you on this field that is not "Genjutsu" is subject to your wrath. You may
immediately make an "Attack" action, so long as you are capable of movement and not "Prone". You may use a Maneuver at the cost of 2
Grit.
Hyuga One Shot [Grandmaster]: The 361 Chakra Points in human body are not only the source of chakra, but are vital for life itself.
Closing all of these points would take a truly massive barrage of attacks, or, for a master such as yourself, a single well placed strike. Make
an "Attack" action that costs your entire turn, regardless of your speed or number of partial actions at a -3 ASP. If you hit the target you
may deal no damage, but instead deal Chakra damage as if you had hit them Rank number of times. If they would be reduced to 0 or less
chakra they are Defeated instead. This can only be done to targets that are adjacent to you. This may be used with "Eight Trigrams Field"
so long as you are adjacent to them.
Eight Trigrams: Kaiten (Maneuver): One of the Hyuga Clan's signature techniques, the Kaiten, or rotation, is a powerful defensive
technique that claims invulnerability, though it is in truth just extremely powerful. Against a shinobi you have a "Lockdown" against, as a
"Defend" action with a +2 ASB, you may spin around and pour chakra through your hands. This technique is effective against Ninjutsu
and Taijutsu equally, however, it is expensive. If you "Defend" against a melee Taijutsu "Attack" action the target suffers "Knockback" and
suffers damage and effects as if you had hit with a "Gentle Fist" basic attack action. Additionally, if you "Defend" against any projectiles
they are "Defended" against automatically so long as they are not chakra enhanced. This technique also occupies a Burst X area where X
is your Rank+(1/2 your Taijutsu Stat+Taijutsu Mastery). If you “Defend” against a Jutsu you may negate the damage and effects of a Jutsu
with a B Rating. You may “Defend” against an A Rated Jutsu for 1 additional Chakra, and may “Defend” against an S Rated Jutsu for 2
additional Chakra. These costs are not cumulative. You may choose to keep the shinobi in this area safe from the "Knockback" and
damage, however, you may not make this choice selective, either all targets in the area are safe, or none of them are. Any foe other than
the "Attacker" that caused this "Defend" action to be used, which would be hit by the Burst, may make a “Dodge” check at -2 ASP due to
the rapid speed of the technique. This costs 2 Grit and 4 Chakra per use.
Kekkei Genkai Training: Berserker's Blood (Support, Chakra Control, Advanced)
Mutant [Novice] (Rank 1-2): Your Clan was born with a terrible curse, unlike many other Clans whose gift is all beneficial. Though you do
possess an amazing strength of Chakra its poisonous effects consume your mind if you are not sure to vent it often and turn you into a
berserker. You may use the "Claws" and "Chitinous Skin" Mutation Chakra abilities as a partial action.
Body Berserk [Adept] (Rank 3-6): Training on your body's ability to draw in the chakra from the world and change it the way it does has
allowed you to grow more accustomed to the feeling of having it flow through you. You may now activate two expenses of "Mutation
Chakra" per partial action. However, you are also more vulnerable to your rage. Whenever you receive damage you gain 2 "Mutation
Chakra". Additionally, you may use the "Genetic Weapon", "Empower", and "Reach" Mutation Chakra abilities as a partial action.
Roar of the Bloodthirsty [Talent] (Rank 5): By forging onward down the line of carnage and rage that is in your blood you have tapped
into the true monstrosity you can become. Whenever you have at least an amount of Mutation Chakra equal to your Rank you may enter
Berserk. If you do so, however, through the use of this ability you may retain control over your character. Doing so is a full-round action
and it costs 3 Grit.
Hyper Evolution [Journeyman] (Rank 7-9): Through familiarity you are now able to spend "Mutation Chakra" as a free action. However,
because of the speed at which you force these changes all numeric effects are tripled, including their cost as well as the rate at which
you gain "Mutation Chakra". Additionally, you may choose to not pay the Chakra cost in addition to the Mutation Chakra at any time, but
doing so triggers "Berserk". Finally, you gain 5 movement for the duration of the round whenever you spend "Mutation Chakra". You may
now use the "Piston", "Horns", "Bulk", and "Siphon" Mutation Chakra abilities.
Genetic Supremacy [Master] (Rank 10): You finally have reached the peak of your evolution. The chakra that infuses your body is so
natural to you at this point that you can never be rid of it. When you suffer the "Berserk" condition you may add your Chakra Control to
your Taijutsu for the duration of it, if you have no control. If you do have control over your character you may add 1/2 your Chakra
Control to your Taijutsu for the duration of it. You may use the "Wings", "Vents", and "Canon" Mutation Chakra abilities.
Kekkei Genkai: Berserker's Blood (Requires Mist Brutality): You have a pool of "Mutation Chakra" that is adjacent to your normal Chakra
pool. It is equal to (Chakra Control+Taijutsu) at the start of each session. Outside of combat it increases at a Rate of Rank # of points per
hour. Inside of combat it increases by that that amount per round. If the "Mutation Chakra" ever exceeds your current "Chakra Pool" you
suffer from the "Berserk" condition, listed below. By default you may spend "Mutation Chakra" as a partial action in the following ways.
Unless otherwise stated effects granted by spending "Mutation Chakra" are cumulative. Any expense of "Mutation Chakra" must be met
with an expense of Chakra equal to 1/2 the amount spent. Additionally, you may benefit from none of the listed effects below if you are
wearing any type of Armor or carrying any type of Weapon.
(2MC) Chitinous Skin: Your skin on your arms grows gray and hard. You gain 3 Mundane DR until the end of two Rounds.
(1MC) Claws: Your hands turn into animal like claws. You deal 2 additional damage on uses of "Martial Arts" until the end of the
encounter.
(4MC) Genetic Weapon: You convert a single hand into a weapon. Your hand gains the properties and 1*base damage of a single-handed
weapon of your choice. If you use "Martial Arts" you may treat your attacks with this weapon-arm as a Martial Arts. Alternatively, if you
use a weapon skill that is based around the weapon your arm is mutated into you may use that instead of Martial Arts. This lasts until the
end of the encounter or until you wish to remove it.
(3MC) Empower: Your muscles grow thick and your bones grow denser and heavier. Any Taijutsu damage you deal is counted as if you
had 2 additional Taijutsu. This number is increased before the multiplication from "Large". This lasts until the end of the encounter.
(1MC) Reach: You may attack up to an additional 1 square away. If you use "Grapple" the target is pulled to the square adjacent to you if
you successfully landed your maneuver. This lasts until the end of the current Round.
(2MC) Piston: Activate this only after you have successfully hit a target with a Taijutsu-based melee "Attack" but before you deal
damage. Increase the damage dealt by your next "Attack" by 5.
(6MC) Horns: When you use the "Charge" maneuver if you move the full distance of your "Charge" and deal damage you may continue
moving in the same direction the difference between how far you moved in your "Charge" and your movement score. This lasts until the
end of the encounter or when you wish to dispel it.
(3MC) Bulk: By increasing your weight and density you may negate attempts to move you. Negate the next instance of "Knockback",
"Airborne", or "Prone". You need two instances of this ability to negate a single use of "Active Positioning" used on you. An instance of
Bulk lasts until the end of two Rounds.
(5MC) Siphon: By channeling your Mutation Chakra into a target you may heal 15 Injury. You may only use this ability during a single
round of your choosing per encounter.
Berserk: You are mad with aggression. You cannot "Defend" or "Counter". If you receive damage from a shinobi your next "Attack" action
against them gains +2 ASB. If you deal damage to a shinobi you deal +X where X is 3*Rank in bonus damage from the joy of killing. You
cannot control your character and must attack the nearest shinobi as violently as you can. If your Kage does not feel that you are doing
your best to attack fully he may take control of your character for the duration. This cannot be suppressed by Grit, but if you are put
under a Genjutsu or suffer the effects of "Killer Intent" this condition is removed. When there is no shinobi in the same zone as you the
condition also ends.
Kekkei Genkai Training: Byakugan (Core, Taijutsu, Advanced)
Hyuga Clansman [Novice] (Rank 1-2): You are born of the Konohagakure Hyuga Clan, a proud and powerful clan of shinobi. You are born
with your Kekkei Genkai fully active, but still untrained. Unlike other Core Skills, you cannot use this skill to "Attack", "Defend", or
"Counter".
Way of the Patient Warrior [Adept] (Rank 3-6): Your Byakugan allows you to perceive and react to attacks from all angles, but also
allows you to sense people's intentions through their chakra systems. When it is not your turn you gain a +X, where X is 1/2 your ranks in
"Kekkei Genkai Training: Byakugan", to all "Defend" actions against Taijutsu and Ninjutsu.
One Body Strike [Talent] (Rank 5): Your time spent viewing chakra points and how they function have given you mastery over your own
chakra points. As a "Defend" action you may choose to pay X Chakra. In that case you may multiply X by 15. If you meet or exceed the
damage of the attack you negate all damage and effects. If your opponent was adjacent to you when you use this technique they suffer
Knockback as well as any excess from the result of multiplying your X value. If you fail to meet or exceed the damage of the attack you
still suffer full effects and damage. This costs 2 Grit to be used.
Absolute Focus [Journeyman] (Rank 7-9): Having trained your perceptive skills beyond the realms of what you could have dreamed
when you were beginning this path you can now effortlessly maintain view on your targets even while otherwise engaged. You are no
longer bound by the restrictions of the "Sensor" Role which limit your ability to fight. You may keep a target "Tracked" as a free action.
Additionally, you may increase the number of "Tracked" targets at a single time up to 1/2 your Rank. Finally, you automatically recognize
when you are in a "Genjutsu" or when a shinobi you spend at least a partial action focusing on is under the effects of "Genjutsu".
White Knight of Hyuga [Master] (Rank 10): You are able to meld both your ability to fight with your incredible Hyuga perception. You
may be in both the "Sensor" and "Melee Specialist" role at the same time so long as you have "Gentle Fist" at Rank 5 or higher.
Additionally, because of your intense focus on the flow of combat you are able to choose to "Oversee" a shinobi you are in formation
with instead of putting "Lockdown" on a foe. When a shinobi that you have "Oversee" on becomes the target of an "Attack" action, so
long as your Speed is equal to or greater than the incoming "Attack", you may move adjacent to them, if you are in the same zone. If so,
you may use a Maneuver, or a "Defend" action before your target. Should you succeed, you may immediately "Lockdown" the target,
even if you have the maximum number of targets affected by your "Lockdown". This costs 1 Grit to activate.
Limitless Byakugan [Grandmaster]: Approaching you is a dire risk for any foe to dare undertake. Your ability to assess incoming threats
and analyze their method of attack is utterly peerless in the shinobi world. You may make "Knowledge Checks" as a free action by paying
1 Grit at the time of using them.
Whenever a shinobi who you have a "Knowledge Check" against for at least two different stats attacks, you gain +X to any "Defend"
where X is 1/2 your "Kekkei Genkai Training: Byakugan" ranks. Additionally, you may "Track" a number of foes equal to your Rank, instead
of 1/2 your Rank.
Kekkei Genkai: Byakugan- Your eyes bestow amazing powers upon you. You are immune to the "Flanked" condition. You may view the
zone you are occupying with "Chakra Sight". Additionally, you can telescopically view with your Byakugan as a partial action. The range is
equal to 15 squares base and an additional 15 squares for each rank of "Kekkei Genkai: Bykaugan" you possess. Additionally, by
possessing this Kekkei Genkai you are permitted to begin training the "Gentle Fist" Advanced Skill. Shinobi who acquire the "Gentle Fist"
as an Acquired Kekkei Genkai do not get to train in "Gentle Fist".
Kekkei Genkai Training: Calorie Control (Support, CC, Advanced)
Large and In Charge [Novice] (Rank 1-2): The Akimichi Clan is one of the noble Clans of Konoha, and they are earnest friends and
stalwart shinobi. This Kekkei Genkai cannot be used to "Attack", "Defend", or "Counter" and serves a purely support role.
Momentum [Adept] (Rank 3-6): Whenever an Akimichi uses one of their Clan Powers listed below they gain a burst of energy which
makes them fearsome combatants. They gain +1 ASB for each Clan Power used to a maximum of +X where X is their Rank per Turn. This
bonus fades at the end of the turn.
Akimichi Pills [Talent] (Rank 5): Each member of the Clan is capable of using a series of pills to release their Chakra and increase their
fighting prowess. An Akimichi may take the pills as a partial action which requires 2 Grit to begin the process. However, each use of the
pills applies 5 instances of "Poisoned" that cannot be removed and that do not end. The effects of pills are listed below. Additionally,
your fat can be used as Chakra now. You add your Chakra Control and Taijutsu together, then double them, to figure out your Chakra Pool
rather than just doubling your Chakra Pool.
Stout Hearted [Journeyman] (Rank 7-9): Akimichi are some of the most courageous in Konoha. They are immune to the "Unnerved"
effect, though they can still be terrified. Additionally, at this level of their training, an Akimichi can use the "Green Pill" without becoming
poisoned.
Battlefield Giant [Master] (Rank 10): Akimichi command a tremendous presence on the battlefield and are able to dominate other
combatants. Whenever a shinobi attempts a "Maneuver" against them they require 5 or more successes over the Akimichi to succeed on
the "Maneuver". This also increases the required successes to activate a "Follow-Up". At this level of their training, an Akimichi can use
the "Yellow Pill" without becoming poisoned.
Kekkei Genkai: Calorie Control (Requires Will of Fire): Your body is obese and loaded with fat. As such your base movement is 1, rather
than 5, and you require an exorbitant amount of food. Because of this when you increase your SR you multiply it by 1 rather than 5.
However, you are also extremely heavy and hard to move. You count as "Large" even if you don't possess the Trait. Additionally, when
you "Charge" it automatically inflicts "Knockback" if you are successful.
Green Pill: The first of the three pills bolsters the user's power greatly. They may add their Chakra Pool to all uses of melee. Additionally,
you may reduce the cost of all of your Clan Powers by 1 Chakra.
Yellow Pill: The second pill enables the Akimichi to grow titanic in size and strength. Increase your Taijutsu by your Chakra Control for the
duration of the encounter. Additionally, you gain the "Massive" effect permanently and it cannot be removed, but you may dispel it at
your desire.
Red Pill: The final pill converts all of the fat from an Akimichi's body into raw power. If you are currently "Massive" return to your normal
size. However, at this stage you grow titanic butterfly wings made out of pure chakra that enable flight. Additionally, your base Speed
increases from 1 to 10 and you gain 2 Speed Rank. Finally, you gain +5 ASB on all uses of Taijutsu and gain 1 Power Rank as well, and your
Chakra Pool returns to full. The bonuses from the Green Pill are also in effect during this time and are tripled.
Clan Powers-
All Clan powers last a number of Rounds equal to the number of times you have used them.
Bulk Up- You engorge a limb up to nearly comical size, but you gain matching strength. Your Martial Arts range increases by 5 squares per
use and you deal 5 bonus damage. Subsequent uses may increase the damage or the size, but not both. If you use this ability three times
in a single turn your Martial Arts attacks gain Burst X where X is your Rank. Costs 4 Chakra per Use.
Stand Tall- You grow larger and more imposing. The first two uses of this ability do nothing, but upon using it a third time you grow
nearly twenty feet in size and grow 8 times heavier. Your footsteps are thunderous and can be felt within an entire zone. You gain +2X
ASB where X is the number of times you have used this ability to all Maneuevers. Costs 5 Chakra per use.
Meat Tank- A favorite technique of your Clan's, you balloon yourself up into an orb of chakra and fat. You gain +20 movement speed and
can make a single "Attack" action per move against a foe in your way. These "Attack" actions count as the "Charge" Maneuver. If you pay
to activate this Power during an Attack you may increase the damage dealt by 10. Costs 5 Chakra per use.
Kekkei Genkai Training: Clan of Power (Core, Taijutsu, Advanced):
Beast of Battle [Novice] (Rank 1-2): You are born of Kumogakure's Ushi clan. Your clan has always been full of powerful individuals who
are gifted with bodies that grow in size and strength far beyond the normal means of regular shinobi. Because of this, you are blessed
with the "Powerful Body" benefit. You cannot normally use this skill for "Attack", "Defend", or "Counter" actions, as it is only a reflection
of your stature.
Maximum Impact [Adept] (Rank 3-6): Your ability to propel your amazing mass into the fray is terrifying. When you use a "Charge"
based "Attack" or a maneuver or Gambit that includes movement your "Attack" gains Burst 1 with you as the central point, rather than
your target of attack.
Horns of the Bull [Talent] (Rank 5): Many shinobi are powerful in martial arts or in hand-to-hand combat, but few can boast the same
level of deadly competence with the Grapple as your clansmen. You may use one of the following techniques; "Suplex", "Bomb", and
"Spear". These techniques all require the "Grapple" maneuver to be known.
Unstoppable Force [Journeyman] (Rank 7-9): When a member of your Clan moves there are very few who dare stand in their way. If a
shinobi uses "Intercept" on you, or attempts to use "Ready and Waiting" to stop your "Charge" they use 1/2 their ASB unless they are
"Large". However, if you are "Hulking" they also must be "Hulking". Additionally, you may consider your Taijutsu to be 1.5x normal for the
purposes of Injury calculation.
Titan's Endurance [Master] (Rank 10): You have trained and improved your body to such a degree that it is little more than steel with
veins running through it. To this end, you are a monster of endurance. You can ignore penalties from Injured and Wounded status.
Additionally, you gain Mundane DR equal to 3*Taijutsu. When you use a "Follow-Up" from a melee Taijutsu-based "Attack" action you
may add this DR to the damage. If you are "Hulking" this Mudane DR is increased to 1.5x.
Atlas Grip [Grandmaster]: So great is your power and training that you are able to restrain foes without any trouble. You may "Grapple"
a shinobi with one hand. If you are in "Grappler Stance" you may "Grapple" two shinobi with each hand. If you are Hulking and in
"Grappler Stance" you may "Grapple" up to six shinobi with both hands. All damage you deal with "Grapple" and any techniques that
require "Grapple" or directly lead into "Grapple" deal double damage.
Powerful Body: You are born of a Clan of mighty individuals. No adult is smaller than 6'0" in height, and usually towering in their titanic
musculature. All members of this clan gain the benefits of the "Large" Trait. However, if you have "Large" you are considered to be
"Hulking". If you are "Hulking" you occupy a 2x2 square, rather than a 1x1 as other shinobi. Additionally, when you "Charge" you cause
"Knockback" automatically. Finally, when you "Parry" while not wielding a weapon you are considered to be wielding one due to your
sheer overwhelming power.
Suplex: You must have "Ready and Waiting" or SR4 or higher to use this technique. When a shinobi uses a movement-based "Attack"
action, such as a "Charge" or the benefits of "Raider Stance" you may automatically "Grapple" the target. However, if you are "Flat-
Footed" you do not benefit from this ability. Costs 3 Grit per use.
Bomb: You must be in a "Grapple" with the target. Raising your target up you slam them into the ground with all of your considerable
force. As a full-round action that consumes your whole turn regardless of partial actions, make a basic "Martial Arts" attack. If you are
successful the target suffers damage equal to a basic "Martial Arts" attack *(1/2 your Ranks in "Kekkei Genkai Training: Clan of Power").
Additionally, the target suffers "Prone", "Stagger", and -2 ASP. Costs 4 Grit.
Spear: You must have "Charge" to use this ability. When you make a basic "Martial Arts" "Attack" action from "Charge" you may choose
to use your body as a projectile and grab them. If they "Defend" with a skill that is not "Martial Arts" and their speed is not greater than
yours by 2 or more you automatically hit them. You may then "Grapple" them as a free action. Costs 2 Grit.
Kekkei Genkai Training: Senjuu Clan Cells (Support, CC, Advanced)
Body of the Sage [Novice] (Rank 1-2): Your Clan possesses an amazing gift, a body that is full of power and life energy, giving vibrant
energetic chakra coils and a strong and healthy body. Unlike other Skills this Skill cannot have its cost to increase its Ranks reduced by
any source.
Staggering Chakra [Adept] (Rank 3-6): It takes a great deal of training, and is rare even amongst your Clan, but you have stretched your
Chakra Coil to its very limits and found that you have a profound control over your body's already enhanced Chakra supply. You multiply
your Chakra Control by 2.5 rather than by 2 for the purposes of figuring out your Chakra Pool.
Deep Reserves [Talent] (Rank 5): Drawing your power from every single cell available to you and masterfully converting the raw Chakra
to energy for your shinobi warfare. You gain a secondary pool of Chakra which can be accessed in two ways; when your regular Chakra
Pool is reduced to 0, or if you pay 6 Grit to pull from the second pool. The secondary pool of Chakra is equal to Rank/3. When you draw
from that pool your main Chakra Pool is returned to 1/2 its total amount.
Vitality [Journeyman] (Rank 7-9): Training to your utter limits, often to the edge of death itself, you have been able to reach the next
level of mastery in your command over your body. You multiply your Chakra Control by 3 for the purposes of your Chakra Pool.
Additionally, increase the value of all of your Injury Pools by 1.5.
Sagacious Paragon [Master] (Rank 10): You are nearly the living embodiment of the Sage's physical health and power. Increase your
Chakra Control and Taijutsu by 1/2 your Rank permanently. If your Rank increases adjust your Chakra Control and Taijutsu appropriately.
During Combat you regenerate Rank*5 Injury per round and 2 Chakra per round. Finally, if an effect would kill you outside of combat,
such as Bleeding, you may remove all conditions of it and ignore it. However, these conditions may kill you during combat.
Kekkei Genkai: Senjuu Cells(Requires Will of Fire): You are healthy and full of life. You gain +X Chakra where X is your Rank+Ranks in
"Kekkei Genkai Training: Senjuu Clan Cells". This is added after you multiply your Chakra Control. Additionally, whenever you rest you
recover double the Injury and Chakra.
Kekkei Genkai: Sharingan Eye (Core, Ninjutsu, Advanced)
Uchiha Clansman [Novice] (Rank 1-2): You are born of the Konohagakure Uchiha Clan, a proud and powerful clan of shinobi. Your
birthright, though it is unawakened, is the Sharingan Eye. Your eyes are dormant at this point, but the potential to develop them lies
within you. Unlike other Core Skills, you cannot use this skill to "Attack", "Defend", or "Counter".
Enhanced Reflexes [Adept] (Rank 3-6): Your body is preparing itself for the growth and awakening of your Sharingan Eye. You gain 5
Movement, +1 Taijutsu, and gain 2 Chakra to their maximum limit.
Sharingan, Awaken! [Talent] (Rank 5): Through arduous effort, your Sharingan Eye has finally awakened. You can perceive the world in a
new light. You may activate your Sharingan Eye, a partial action that costs 3 Chakra. Additionally, for every Round you have your
Sharingan Eye active, you lose 1 Chakra. See the "Sharingan Awakened" section for the full list of abilities.
Three-Tomoe Sharingan [Journeyman] (Rank 7-9): Your eyes have matured, as well as your body's ability to handle your kekkei genkai's
power. You no longer need to pay Chakra to maintain or activate your Sharingan Eye. Additionally, you may activate your Sharingan Eye
as a free action whenever you like. You may reduce the number of partial actions it requires for you to make a "Knowledge Check" by a
single partial action. Additionally, 1/2 your Ranks in "Kekkei Genkai: Sharingan Eye" apply to "Defend" actions vs Genjutsu as well as all
"Knowledge Checks".
Mangekyou Sharingan Eye [Master] (Rank 10): Your Sharingan Eyes have reached the peak of their development. You no longer can be
caught "Flat-Footed" due to your amazing perceptiveness. Additionally, if you are at least a "Journeyman" in "Genjutsu Training" you may
reverse a Genjutsu upon its user if you have completed a successful "Genjutsu Knowledge Check" against them by paying the chakra cost
of the technique. Finally, all of your "Taijutsu" and "Ninjutsu" "Attack" actions are considered to be 2 Speed Ranks higher due to your
ability to predict movement.
Amaterasu [Grandmaster]: The most powerful secret of the Sharingan Eye is the ability to harmonize its power with an Uchiha's innate
fondness for fire. If you are at least a "Journeyman" in "Fire Element Training" you may pay 5 BP to add the following to any A Rank" or
Higher "Fire Element" Jutsu.
"Amaterasu: The flames of your technique project from your eyes now, and are of the most dire heat. Once a target is hit they will
continue burn until they are dead, or if they remove the effect area. If the subject remains adjacent to a living target the flames will
attempt to leap at them with the same "Attack" roll you used to hit the initial target, which the secondary target may "Defend" against.
Jutsu with this effect cost an additional 10 Chakra, but are also immune to the effects of "Elemental Interaction" with "Water Element"
Jutsu. Finally, a Jutsu with this effect inflicts a number of instances of "Fire Element" equal to your Ranks of "Kekkei Genkai- Sharingan
Eye"."
Kekkei Genkai: Sharingan Eye- The blood of your clan runs through you, however, and you are different from non-Uchiha. You gain the
"Fire" elemental nature automatically, though you do not gain the "Fire Element Affinity" Trait, you may still create Jutsu with the "Fire
Element" effect. You gain 1 rank of Speed Familiarity at Rank 1, 4, 7, and 10 of the "Kekkei Genkai: Sharingan Eye" Skill. Additionally, you
gain +1 ASB to “Dodge” at Ranks 3, 7, and 10 of the "Kekkei Genkai:Sharingan Eye" Skill.
Sharingan Awakened- You gain a +3 ASB to all uses of "Knowledge" skills due to the amazing insight given by your Sharingan Eye. You
gain "Chakra Sight" in your entire zone. Finally, you gain a +2 ASB on uses of Taijutsu or Ninjutsu to "Counter" or "Attack", due to the
almost precognition you possess.
Hiden: Man Beast Aspect (Support, Chakra Control, Advanced)
Hand and Paw [Novice, Rank 1-2]: Though animals have often been used by shinobi as tools and companions your Clan, the Inuzuka,
have made these animals their partners and family. Each Inuzuka is given a small puppy when they are but a child that will grow with
them and fight alongside them. This skill allows the shinobi to train in the techniques developed in their Clan for working alongside these
animals. Additionally, creatures with "Friendbeast" whose partners have at least 1 Rank in this skill can train in this Skill as well. The Jutsu
granted by this Skill are usable by the animals, despite their usual prohibition against using Ninjutsu. The benefits an animal receives is
behind the "//" in the skill descriptions. The Animal cannot have a higher level of "Hiden: Man Beast Apsect" than its owner. You must
have the "Heritage: Inuzuka Clan" to train in this skill.
Four Leg Technique//Man-Beast Clone [Adept, Rank 3-6]: When you use the "Disguise Jutsu" you may pay 1 extra Chakra and it
becomes the "Four Leg Technique" which gives you a more bestial appearance, and makes you more feral and powerful. You may add
half your ranks in "Hiden: Man Beast Aspect" to your uses of "Martial Arts". However, if you do so, you cannot gain benefit from the
"Four Great Schools" or "Mounting Skill" Abilities in the Martial Arts Skill if you have them. You do, however, ignore Mundane DR as your
chakra-fueled limbs and claws rip through armor. You may not end this technique once it has begun. //(Man-Beast Clone: You have
trained hard in the art of studying your Master's form and when he uses the "Four Leg Technique" you may pay the same amount of
Chakra and become a Clone of him. This renders the two of you as perfect copies. Additionally, when you attack the same target as your
Master did last turn, you gain +X ASB to your "Attack" where X is your Rank and deal a bonus +20 damage.) The Master must be
benefitting from this form to use any of the subsequent Skill Bonuses of "Hiden: Man Beast Aspect".
Passing Fang//Fang over Fang [Talent, Rank 5]: By using Chakra to spike your movement, much like the Shunshin Jutsu, you rotate
yourself, claws forward, turning into a living drill. The distance of your "Charge" doubles. The minimum distance, however, triples. At the
end of the "Charge" make a basic "Martial Arts" with +X ASB where X is your Rank and you may ignore 10 Mundane DR. This increases
the cost of your "Charge" Maneuver to 3 Chakra and 2 Grit.//You are also capable of doing the "Passing Fang" as your Master can, but
you may also "Ready" an action to do it at the same time as him, creating the "Fang over Fang" Technique. The bonus ASB is doubled as
is the Mundane DR reduction. Additionally, if you are successful you and your Master deal damage as if you had hit twice. When you are
a "Special Jonin" you and your Master deal damage as if you both had hit three times instead of two on a successful "Fang over Fang".
Two-Headed Wolf [Journeyman, Rank 7-9]: The ultimate technique of combination between Master and Beast, the Two-Headed Wolf is
a technique passed down the line of the Inuzuka Clan for generations. The Master and Beast must be sharing the same square (or
adjacent if they are both Special Jonin or higher). They must both pay 6 Chakra and 3 Grit. They emerge from the smoke a massive
canine beast with two heads. You and your Beast are considered to be one creature now, however, you still take two Turns. You gain the
"Massive-Long" effect which cannot be removed until the technique is ended. The technique lasts a number of turns equal to your Rank,
though you may refresh the duration by paying the initial cost an additional time. Finally, the damage dealt by and bonus damage
granted by effects of this Skill are doubled while in this form.
Master and Partner, Two Beasts as One [Master, Rank 10]: The link between you and your Beast has grown to such an amount that your
beast is not even a close friend, he is closer even than family, he is little more than a reflection of you. If you do not have a "Bond" with
your Beast gain a "Life Bond" with your beast, and he gains one with you. Then gain a Platoon with your Beast. Finally, when you do any
Downtime action with your beast it counts as a "Bonding" action. Regenerate 1 Chakra per Round you are adjacent to, or riding on, your
Beast. Your Beast heals 15 Injury per Round you are adjacent to him, or he is being ridden.
Ninjutsu Mastery (Utility, Ninjutsu, Advanced):
Ninjutsu Mastery represents advanced study into the theory and concepts behind Ninjutsu’s very workings. All Ranks in Ninjutsu Mastery
are added as ASB to all uses of Ninjutsu. Reaching Rank 5 in Ninjutsu Mastery allows you to select a single “Ninjutsu” Skill that is at
Master. You may advance that skill to Grandmaster. This is a 5 Rank Skill and possesses no Specializations. This skill requires the perk
”Path to Power”.
Worldwide Renown (Requires Reputation, Kage Approval, 5 MP): At this point your moniker not only inspires fear - it got a history of its
own, and much more people know you by your nickname, instead of your actual name. People lose additional 1 Grit/Turn and suffer -2
ASP when they try to "Browbeat" you.
        Legendary (Requires Worldwide Renown, Kage Approval, 10 MP): You are a walking legend and are considered to be one of
        -The- names of your epoch. Just the sound of your name can do wonders to your enemies, not to mention that for someone this
        important, all paths are open. Whenever you reduce opponent to their next Injury Pool, they automatically become
        "Unnerved". If they are already "Unnerved", they become "Terrified".
Always Armed: Even when not explicitly stated you are considered to have a single kunai OR a number of shuriken equal to your Rank
tucked away in your vest, clothes, or bags. However, if you are searched and done so by other shinobi this is considered to be negated.
        Cheek Pouch (Requires Always Armed, Deception 3, Chakra Control 4,): Through your unusual biology, chakra imbued tattoos
        or neat ninjutsu trick you can safely store dangerous things in your mouth. You may carry up to 5 Ninja tools in your mouth, or
        up to 3 Resources worth of Senbon. They are considered to be hidden and are not found during a normal search by other
        shinobi. Using tools or senbon hidden in your mouth does not require hands.
                 Swordeater (Requires Cheek Pouch, Taijutsu 6, Chakra Control 6, 5 MP): Through unusual biology, elaborate seals or
                 neat ninjutsu trick you can safely store rather large things in your stomach (A trait which often earns a considerable
                 amount of snickers from fellow shinobi when mentioned). You may store a weapon or an object smaller than a
                 Greatsword in your stomach. Taking the weapon out or putting it back is always a partial action, even with "Quickdraw"
                 perk. Using this object does not require hands and the object can't be found through mundane means.
        Rigged for the Worst (Requires Always Armed): Before dying the character may spend 3 Grit. If this is done the user activates a
        number of explosive tag on his person equal to his Rank, eliminating his remains fully and completely. If the user has 1 Nindo to
        spend in addition to this he instead detonates a number of tags equal to his Rank X 5.
Sixth Sense (Requires Genjutsu 5, 5 MP): You can't often explain what you feel, but you have an uncanny ability to feel danger. Your gut
is often right, and you often pick up "vibes" that other can't feel. Add half your Rank to Initiative and Intuition after all calculations.
Fast Seals (Requires Ninjutsu 5, 5 MP): You are unusually adept at using Hand seals and can do so with astounding speed. By paying 5
Grit and negating your Grit gain for the turn, you may use a jutsu that would require 2 Partial Actions to complete in a single Partial
Action. This perk can only be used a number of times equal to your Rank per encounter.
        Lightning Fast Seals (Requires Ninjutsu 7, Deception 5, Fast Seals, 10 MP): Your hands move so fast that even you can barely
        see them, but it doesn't matter - they complete seals on their own. By paying 1 Chakra you may negate a "Knowledge Bonus" a
        shinobi acquired on your Jutsu, even if they're not suffering ASP from your Feint actions. In addition, any jutsu that would take
        more than your Rank in partial actions to complete now takes 2 Partial Actions less to complete.
Creative Application: Whenever your jutsu benefits from "Elemental Interaction" or "Elemental Combine", gain 2 Grit.
Chakra Dimming (Requires Shadow Incarnate Trait): You can reduce the strength of your chakra signal, giving a -1 ASP penalty to foes
trying to detect your chakra signal.
        Chakra Muffle (Requires Chakra Dimming): You give additional -2 ASP penalty to foes trying to detect your chakra signal for a
        total of -3 ASP.
Black Steel (Requires Black Ops, 5 MP): All your equipment is made from specially treated metal, which resist magnetic forces. Shinobi
which benefit from "Master of Magnetism" do not automatically know when you enter their "Engaged Zone", but have to roll against to
Stealth. If they fail, they are allowed to roll once per turn whenever you move once inside their "Engaged Zone".
Aura of Calm [Requires Genjutsu 7, Diplomacy 5, 5MP]: After attempting a Defuse action any enemy attempting to attack you suffers a
-2 ASP so long as you do not attack on the same Turn you use Defuse. This penalty lasts until your next Turn.
         Master of Leverage [Requires Aura of Calm, Genjutsu 8, 10MP]: You are a master of manipulation, with a knack for getting
         others to doubt themselves in your presence, even as a lie you can convince even a hardened shinobi that opposing you will
         lead to the ruin of that which they hold dear. If you successfully use a Defuse action and have not attacked this Turn your
         opponent may not attack you or attempt to harm you until your next turn. If your opponent spends Grit to attack you anyway
         you may immediately spend a point of Nindo to Stun your opponent for two Turns. As long as the opponent is Stunned, you may
         activate “Critical Hit” follow-up for only 5 Grit when attacking him.
Menacing Presence [Requires Genjutsu 5, Intimidation 5, 5 MP]: You are adept at instilling fear in your enemies. When you use a
Browbeat action you may spend 2 grit to cause your opponent to become Unnerved for one Turn.
         Unopposed Pressure [Requires Menacing Presence, Genjutsu 7, 5MP]: Your words themselves are enough to win battles and
         cause lesser foes to flee in your presence. After attempting a Browbeat action all enemies in the same Zone as you suffer a -1
         ASP to both their attack and defense pools. This penalty lasts until you next turn.
                  Voice of Steel [Requires Unopposed Pressure, Genjutsu 9, 15 MP]: You are a person of strongest will, with ability to
                  break spirits of others with harsh truth of your superiority. You may make a “Browbeat” action against a single shinobi
                  in their “Wounded” Injury Pool or a single shinobi suffering from “Terrified”. If you succeed, the target loses 1 Nindo,
                  shattered by the fact that their loss is inevitable. If they have no Nindo to lose, they become “Terrified”. If they are
                  already “Terrified”, they concede defeat.
Afterimage [Requires Genjutsu 8, Genjutsu Knowledge 4, 5 MP]: Whenever you use a "Shunshin" you may pay 1 additional Chakra and
create a "Shadow Clone" that you may choose to have occupy a square you passed through. Additionally, you may pay 1 Grit at the end
of your "Shunshin" to swap places with your "Shadow Clone".
         Guess Again [Requires Afterimage, Jonin or Higher, 10 MP]: For 2 Chakra and 3 Grit you may automatically exchange your
         position with that of a "Bunshin" or "Shadow Clone" you created instead of using a "Defend" action. You may not activate this
         against a foe who you are suffering an ASP due to Speed from.
Phantom Touch [Requires Chakra Control 6, Genjutsu Training 4, 5 MP]: You are capable of changing the way you deliver a Genjutsu. If
you pay 3 more Chakra you may make the "Method of Delivery" of your Jutsu into "Touch". This 3 Chakra are not reduced by Genjutsu
Adept skill. If you pay this cost you may "Defend" against a Taijutsu "Attack" with your "Genjutsu Training" to touch your attacker,
freezing their attack. Additionally, you can "Attack" with your Genjutsu using this touch. If the target uses a non-move-based "Defense"
action they are automatically hit. You may only do this a single time per encounter.
Eight Gates Training: This perk is prerequisite for Eight Gates Stance and allows the usage of Gates. A character may open 1 Gate at
Taijutsu 7, and an additional one for each level of Taijutsu, up to a total of 8 Gates at 15 Taijutsu. A Gate can be opened as a free action
that can only be done at the beginning of the Round, after you receive any damage from already opened Gates. Opening more than one
Gate in one Round requires you to spend 2xRank Grit for each Gate opened.
Fearsome Visage [10 MP]: Your looks instill fear in those who are weak and for good reasons. You may use Taijutsu instead of Genjutsu
for the purpose of Browbeat.
The Will to Shatter Fate [Requires Voice of Steel, Genjutsu 10, Determination 8, 15MP]: You have transcended mere threats and base
intimidation, now when you impose your will upon others you set a spark alight inside of them: a terrible recognition of the difference
between you both and a smoldering seed of your own ideals. If you would normally defeated an opponent through using Voice of Steel,
you may choose to inflict Enchanted status effect on them instead. Even if an opponent is immune to Terrified and other Fear based
effects they may still be Enchanted by this perk. This status effect can only be removed through expenditure of 2 Nindo. If you defeat an
opponent who is Enchanted through the use of this perk that character then becomes enthralled by your ideology and will serve you
loyally, his ideals coming to match your own. He receives a new line of Nindo that corresponds to one of your own, of his choosing. Note
that you cannot defeat an Enchanted opponent through the use of Voice of Steel.
                                                    UNIQUE ABILITIES
A shinobi gains “Unique Abilities” at every rank. There are five different types of Unique Abilities; Aspects, Gambits, Styles, Downtime,
and Modes. They increase in power in the order they are listed; an Aspect should ALWAYS be weaker than a Downtime or a Style for
example. Unique Abilities are open ended in their nature, but a Kage is advised to keep a close measure on their power so as to not let a
character get out of control. Moreover, even though Unique Abilities are open ended in their nature, there is one thing they can not do.
All UA are forbidden to affect MP Gain or MP Cost of abilities. Neither are they allowed to introduce other elements that would affect
MP Gain or Costs of already existing skills or stats (With an exclusion of “Prodigy” (CG) Trait) To help with understanding what exactly
Unique Abilities do, here is a further explanation of different types of Unique Abilities:
Aspects are Unique Abilities that are always on and are almost like miniature Traits or Perks. They require no Grit to activate. They are
the weakest of the Unique Abilities.
Downtimes are Unique Abilities that modify or give new choices for a shinobi during their Downtime. This includes new Skills that can be
trained as usual, and new Traits or Perks you can purchase or acquire. They require no Grit to activate.
Gambits are Unique Abilities that represent a single attack or move that invests your energy and your Grit into a single moment. When
you design a Gambit you must designate a Skill that your Gambit is based on. Your Gambit deals base damage as a basic attack using that
skill, or if it uses an Elemental Skill it deals the base Elemental Damage and your Ninjutsu damage. If you have the Chakra Coils Disorder
Trait you may instead pay 8 Injury for each point of Chakra you would otherwise spend. A Gambit Costs (UA Level+3X) Grit to activate as
well as Chakra equal to your Rank. Gambit uses Stat Roll + Gambit Skill + X ASB
Styles are Unique Abilities that function off of a trigger of some sort. Examples may include a certain technique you use, a status effect
being applied, or even your Injury reaching a certain threshold. Styles require an amount of Grit in your pool to activate equal to the
level of the (UA*3), but you don’t have to spend it.
Desperation UAs trigger when you enter either Injured or Wounded, at your designation. In this sense, they are akin to a Style (Enters
Injured Pool). However, a Desperation UA is more powerful than a Style, however it can only be triggered once per encounter. A
Desperation UA triggers immediately upon the condition being met. Unlike all other UA's, by default, a Desperation UA grants Grit equal
to (UA Level*2) when it triggers if it triggers when put into “Injured Pool” or (UA Level*3) when it triggers if triggered by being put into
“Wounded Pool”.
Drive UAs represents a temporary boost granted after an expenditure of Grit and a number of requisite successes. In essence, a Drive UA
is a "Follow-Up" of your own designation. It must require an amount of Grit equal to the number of successes you deem it worthy of
requiring. You must designate whether the Drive activates on "Attack", "Defend", "Counter", or any combination thereof. A Drive UA that
triggers off all three conditions would be very weak relative to one that triggers off "Counter" (which is deemed the most difficult to
use). A Drive costs (UA Level+X) Grit to activate where X is the requisite successes to activate it.
Combos represent your training extensively with a single shinobi to combine two of your best abilities into a single well focused attack.
To gain this UA both parties must have a Life Bond with one another and must take this UA at the same time. To use a Combination
Attack with another shinobi the two shinobi must be adjacent to one another and must delay their action until the very end of the
Round, where they will remain for the remainder of combat. In all other ways this is treated like a Gambit, but has a power-level
equivalent to that of a mode due to the Chakra cost, the penalty of reducing speed, and the specificity of needing a comrade. It costs
both members the same amount of Grit as it would to for both of them to activate a Gambit. They must both select the same value for X.
Synchs are a Unique Ability that features a state of increased teamwork between two shinobi. To take a Synch UA both shinobi must
have at least a Life Bond with the other and must both take this UA at the same time. To activate a Synch UA both shinobi must be in
Formation with one another and adjacent with the other at the end of the round. However, a Synch UA is extremely powerful. It is a
Mode-level UA, but focuses on specific elements of both the user's skill set and their partners. Additionally, a Synch UA costs Grit to
activate like a mode, but does not put you in Grit Lock. Finally, if the shinobi are ever removed from Formation with one another their
Synch ends and they cannot activate it again during the encounter, even if they return to Formation and have the requisite Grit and
placement. Modes cost both Characters the same amount of Grit as if they both had activated a Mode.
Modes are Unique Abilities that involve transformation, radical changes in your character, or a large acquisition of new abilities. When
you activate a Mode you remove all “Status Effects” from your character that were placed by another shinobi. Additionally, while in a
Mode, you cannot have additional “Status Effects” placed on you by other shinobi. Effects caused by your own actions, such as Chakra
Exhaustion, or the penalties from Wounded and Injured Status, still apply. Modes cost an amount of Grit equal to the level of the UA and
while you are in a Mode you cannot gain more Grit through any means. Modes cost (UA Level*4) Grit to activate and must be done at
the end of the Round.
Quite often, more experienced Kage with several games under their belt are comfortable with eye-balling strengths of Unique Abilities.
That is a perfectly acceptable way of creating Unique Abilities. However, for those that don’t feel as comfortable with coming up with a
balanced ability, here are some guidelines on how to “construct” a UA, with a given amount of points. While this system isn’t perfect
either, it can be used to learn finer aspects of UA Crafting.
UA Rank x 10MP for Aspects and Downtimes, x15MP for Styles, Drives, Desperations, and Gambits and x20MP for Modes and Combos
and x30 MP for Synchs.
Slight Penalty: -5 MP, Significant Penalty: -10 MP, Massive Penalty: -20 MP
Special Ability: - 20 MP Value: You may create a truly unique ability that cannot be represented by numbers. It should be on par with a
Trait roughly and should be handled with extreme caution. Avoid using if you aren't comfortable with the system.
Trait Effect: 15 MP
CG Trait Effect: 45 MP
Perk: Value of Perk (+Prerequisite Perks) MP
ASB- 5 MP (single Skill)/10 (Single Action)/ 15 MP (Universal)
ASP- 3 MP (Single Skill)/6 MP (Single Action)/9 MP (Universal)
Generates 1 Round of Grit: 10 MP
Enter a Role Outside of Formation: 10 MP
Enter two Roles at once in Formation: 10 MP
Repetition- Only one Target/One Application: Total MPx1. A number of targets up to Rank of UA/A number of Applications up to Rank of
UA: Total MPx2, Limitless Repititions/Applications: Total MPx3
Extra Partial Action- 30 MP:
Add 2 Damage- 1 MP:
Variable based on Character Constant: x8 MP:
Variable based on chosen limit: x10 MP
Variable based on Successes: x5 MP
2 Movement- 1 MP
Automatic Success at a Single Task: 35 MP
Recover 1 Chakra: 5 MP
Add an Extra Core Skill: 44 MP
-1 Grit to the cost of a Follow-Up: 2 MP
Deal Double Damage: 30 MP
Grant Knowledge Bonus against a Single Skill: 10 MP
Grant Knowledge Bonus against all Skills of a Single Stat: 30 MP
Grant Knowledge Bonus against all Skills: 75 MP
Grit Lock Enemy: 20 MP
Target in same Zone: 0 MP
Target up to 1 Zone Away: 20 MP
Target up to 2 Zones away: 35 MP
Unique Technique (UT)
Most shinobi invent new ways to distinguish themselves from their comrades, and often come up with peculiar variations
of some generic technique, which only they can use. These "signature moves" or Unique Techniques (UT) are like a
miniature UA Gambits, but are significantly weaker than their UA counterparts. A UT can be based on either a Taijutsu-
based Skill (which makes it a Maneuver) or Ninjutsu-based Skill (which makes it a Jutsu). By default, a UT deals damage of a
basic attack of its respective skill if Taijutsu-based, or Elemental Damage + Ninjutsu Stat if Ninjutsu-based.
A UT is built with 3 x Rank MP, pretty much like a UA. However, unlike a UA, UT's often have restrictions on what effects
can be added to it, and are generally slightly less powerful.
There are three types of UT: Initiators, Chains and Finishers. Each of them requires you to have Rank Grit in your Grit Pool
(which is not consumed upon use) and 1 Nindo (which is consumed upon use), as well as Rank Chakra, if it's a Jutsu.
Initiators: An unexpected technique that usually sets up the combat for a shinobi, an Initiator is often designed to hit for
sure, as well as make following attacks easier. An Initiator UT is the only one that can have ASB bonuses added to it.
Chains: A fast technique that is usually used right after a successful attack, a Chain is often designed to press the advantage
and make sure that the successful attack counts. A Chain UT may be automatically used after a successful attack, as long as
the attack had at least 5 successes over the Defense action of the opponent. It may be used even if you have no Partial
Actions left, but if it is used that way, you lose 1 Partial Action from the next Round. Moreover, same Chain UT can't be
used more than once in a Round.
Finishers: A powerful technique that is usually used on an already weakened opponent, a Finisher is often designed to
finish the opponent off, or at least make sure he won't recover from the situation. A Finisher UT is the only one that can
inflict "Stunned" and "Blinded" Status Effects. Like a Chain UT, a Finisher UT may be used without any Partial Actions
available, but only after a successful Chain, and consumes up to 2 Partial Actions from next Round (if no more Partial
Actions are left in current Round), which are carried over to a Round after that, if all Partial Actions have already been lost.
UT's can be used in succession, but the required conviction of a shinobi doing so increases dramatically. For each previous
UT, the cost increases by 1 Nindo. So, a shinobi that wants to use an Initiator, a Chain and a Finisher, will have to first pay 1
Nindo, then 2 Nindo and then 3 Nindo, for a total of 6 Nindo.
When you increase your Rank, you have several options of what to do with your Unique Technique. First, you can leave it
as-is, without any changes, but for each time you do it, it gives you Rank Grit upon successful use. (For example, if you've
stuck with a Genin UT until SJ, whenever you successfully use it, you gain 8 Grit). Second, you may discard it and build a
new Unique Technique. Finally, you are allowed to spend an amount of Nindo equal to your Rank when the previous UT
was built, and build a new UT. If you do that, your old UT becomes a special Maneuver or a Jutsu, which retains its previous
qualities, can't be modified, and requires 1 Nindo to use.
A UT should always be weaker than a respective Rank UA. If building it via MP system, a UT can't have more MP in it than 3
times it's original MP. So, a Genin UT can have a maximum of 18 MP with drawbacks, a Chunin UT - 27 MP, etc.
Guideline to Crafting UT:
+1 ASB when using UT: 5 MP
Inflicts -1 ASP: 3 MP (Single Skill)/6 MP (Single Action)/9 MP (Universal)
Generates 1 Round of Grit: 10 MP
Repetition: Only one Target/One Application: Total MPx1. A number of targets up to Rank of UT/A number of Applications
up to Rank of UT: Total MPx2, Limitless Repititions/Applications: Total Mpx3
Extra Partial Action: 30 MP
Add 2 Damage: 1 MP:
Variable based on Character Constant: x8 MP:
Variable based on chosen limit: x10 MP
Variable based on Successes: x5 MP
2 Movement-:1 MP
Automatic Success at a Single Task: 35 MP
Recover 1 Chakra: 5 MP
Deal Double Damage: 30 MP
Grant Knowledge Bonus against a Single Skill: 10 MP
Grant Knowledge Bonus against all Skills of a Single Stat: 30 MP
Grant Knowledge Bonus against all Skills: 75 MP
Target in same Zone: 0 MP
Target up to 1 Zone Away: 20 MP
Target up to 2 Zones away: 35 MP
Requires More than 1 User: -5 MP for each additional Shinobi
Inflicts Status Effect:     Stagger: 15 MP
                            Nauseated/Blinded: 20 MP
                            Bleeding/Poisoned: 10 MP
                            Stunned: 25 MP
                            Prone/Airborne: 15 MP
                            Flat-Footed: 17 MP
                            Immobilized: 15 MP
                            Knockback: 5 MP
                                                         NINDO
Nindo represents a shinobi's belief system; their desires and wishes that keep them on the path of bloodshed and suffering
that is being a shinobi. A shinobi who acts strongly in a way that suits his Nindo, and makes decisions as a player to follow
that path even if it isn't the most expedient, is rewarded Nindo.
Additionally, a character generates 1 Nindo at the start of each session, as they are assumed to be living under their
shinobi beliefs.
When a character is created they receive a number of sentences equal to their Rank to flesh out their Nindo. Once they
have listed all the sentences they must select one of the Attributes for each line. Each Attribute possesses a secondary
condition that a shinobi may gain Nindo as well as a special effect that Nindo may be spent on.
During the course of play a Nindo can be used for a number of reasons, all of which involve pushing through adversity and
carrying on to victory. In addition to these universal ways, which all require an amount of Determination to be used, a
shinobi may use the special attribute uses of their Nindo.
Any bonuses which are continuous, such as the final ability of "Overwhelm", are not active until the Nindo ability is used.
When it is, however, the continuous bonuses remain until the end of the encounter.
Universal-
Luck of Ninja (Det 3): As a free action you may reroll a single "Defend" action. You must keep the second roll.
Cleanse (Det 3): As a full round action you may remove any number of Status Conditions you are suffering from, but not
including ones that require a use of "Medical Jutsu" to remove.
Shadow Step (Det 3): As a partial action you may move a distance up to your base movement. At the end of this
movement you may roll to enter "Stealth".
Endurance (Det 4): As a free action you gain Chakra DR equal to your Rank*5. This lasts until the end of the turn.
Get Away! (Det 4): You may use the "Replacement Jutsu" at no Chakra Cost. Lose a partial action on your next turn.
Firm (Det 5): As a free action you may negate an effect that would move you or inflict "Airborne", "Prone", or "Knockback".
Twist of Fate (Det 6): As a free action you may reroll a single roll of any kind, but with a +2 ASB. You may keep which roll
you wish.
Purge (Det 7): As a partial action you may remove any number of Status Conditions you are suffering from, including those
that require a use of the "Medical Jutsu" to remove.
Twilight Step (Det 7): As a free action you may move a distance up to 1/2 your base movement. At the end of this
movement you may roll to enter "Stealth" or may choose to enter "Stealth" with Rank*3 successes.
Brace for Impact (Det 7): As a free action you may gain Chakra DR equal to your Rank*10. This lasts until the end of the
next Round.
Trump Card (Det 8): Increase the action needed to complete an action you haven't used in this encounter by a single
partial action. You gain +X ASB and 10*X to damage where X is your Rank. You must be at least in "Injured" Pool to use this
ability.
True Allies (Det 8): You may activate a Synch-type UA or a Combo-type UA as a partial action so long as you and your
partner are adjacent. If you are not adjacent this becomes a full-turn action and you may move adjacent to them so long as
they are within the same Zone as you.
My Final Form (Det 9): As a "Defend" action you may roll Determination +X ASB where X is your Determination. If you are
successful you take no damage and suffer no effects from the "Attack" and may activate a Mode-type UA. If you do so you
gain +Y Grit, where Y is the number of opponents within 10 squares of you.
Power-
A shinobi with this Attribute values strength over others above all. Whether this power manifests itself in benevolent
strength used to shield or malicious power used to oppress is not important; a shinobi with this Attribute wants to defeat
others with strength.
Overwhelm (Det 3): As a free action you may increase the next instance of damage you would deal by 5*X where X is the
number of Nindo lines you possess with the "Power" Attribute. If X is equal to 4 or more they may ignore any mundane or
chakra DR the shinobi who receives damage has. If the X is equal to 6 you may use the "Critical Hit" Follow-Up without
paying the Grit cost.
Growth-
A shinobi with this Attribute values their own progress and wants to achieve greater heights than they could prior achieve.
This desire may stem from a number of things, but a shinobi with this Attribute wants to break their previous limits at any
cost.
Grasp (Det 6): As a free action a shinobi may count a roll that has X successes lower than the opponent's Action as a
success with 1 success over the opponent's roll where X is the number of Nindo lines they possess with the "Growth"
Attribute. If X is equal to 3 or more they may count their roll as a success with 4 successes over the opponent's. If X is equal
to 6 they may take an extra partial action when they use this Nindo Ability. They may do this only once per encounter.
Knowledge-
A shinobi with this Attribute values their understanding. They wish to comprehend many things; be they about people,
shinobi, or the world itself. This desire is neither benevolent or malevolent, but is itself a desire to know fact.
Glean (Det 2): As a partial action you may designate a target as their "Focus". The next X different actions that the target
uses you automatically gain a "Knowledge Bonus" against, even if he has no ranks in the requisite skill, where X is the
number of Nindo lines you possess with the "Knowledge" Attribute. If X is equal to 2 or more they may increase the ASB
gained from the "Knowledge Bonus" by 1. If X is equal to 6 you gain +Y Grit per turn where Y is the number of shinobi they
have at least one "Knowledge Bonus" against.
Protection-
A shinobi with this Attribute values their comrades or a single place or possession. They wish to assure this object's
continued safety and will do anything to keep it safe. This desire is always benevolent, sometimes even the worst of
shinobi can wish for a good thing for another.
Aegis (Det 5): As a partial action you strengthen your will and force yourself to struggle harder to survive so that you can
keep the object of your Nindo safe; you can't protect them when you're dead, after all. You gain the "Aegis" Status Effect
which negates the next X instances of damage after which it is removed, where X is the number of Nindo lines you possess
with the "Protection" Attribute. If X is equal to 5 or more you may recover 40 Injury per use of this Nindo. If X is equal to 6
you may replenish the current Health Pool you are in to full when "Aegis" is removed from you.
Glory-
A shinobi with this Attribute values fame, renown, and recognition. They wish to be revered by their comrades for their
great deeds and their competence. This desire is neither good nor evil, but can often lead to dark roads if not satisfied.
Spotlight (Det 5): As a full-round action you may do nothing other than talk about yourself, pose, make a heroic gesture, or
be otherwise theatrical in a way that draws people's attention, but you must have at least a single opponent within the
same Zone as you. If you do so, you gain +2X Grit where X is the number of Nindo lines you possess with the "Glory"
Attribute. If X is equal to 3 or more, enemies who are within the same Zone as you, or who see your display, suffer -Y ASB
where Y is 1/10 of your Renown. If X is equal to 6 you gain 300 Chakra DR, which stacks with each subsequent use of this
Nindo Ability, when you use this ability.
                           EQUIPMENT, TOOLS, AND EFFECTS
A shinobi often carries a host of tools, equipment, and other such gear with them into missions to elevate their chances of
success. In addition to all of those physical items shinobi wield a number of techniques that generate effects to enhance
themselves. A shinobi may purchase items on this list at character generation and at the start of every session they are
back in their village for the Resources Cost listed. A shinobi gains Resources based on rank.
Genin: 5 Resources
Chunin: 15 Resources
Special Jonin: 30 Resources
Jonin: 45 Resources
High Jonin: 70 Resources
Kage: 125 Resources
A shinobi cannot become the user of Jutsu while holding anything in their hands. Dropping a weapon is a free action, but
recovering it requires a partial action.
Conversion Rate
Whenever you see “Ryo” mentioned in this book, the text is most likely talking about in-setting currency. To convert from
Ryo to Resources, follow the following proportion.
1 Resource = 1000Ryo
Weapons
Kunai: Cost-1 Resource/3 Kunai, Damage: 2- A standard projectile of the shinobi world and a signature tool of ninja. Kunai
are used with the “Kunai Training” Skill and can be thrown up to Engaged-10. A Kunai is a deadly knife made for shinobi
usage. When used in melee a kunai allows for nimble and highly responsive defenses. Reduce the ASP inflicted by “Parry”
when using a kunai by 2. Additionally, you may, as a full-turn action, hold two kunai in one hand and stab with them at -2
ASP. If you are successful you may inflict “Bleeding” on the target and if you activate a “Follow-Up” you may inflict a
“Disable” condition to a single limb.
Shuriken: Cost- 1 Resource/10 Shuriken, Damage: 1- A shuriken can only be thrown and cannot be used to “Defend” with,
except for other thrown weapons. Shuriken are used with the “Shuriken Training” Skill and can be thrown up to Engaged-
10. A shuriken is a whirlwind of steel that whistles ominously through the air, but it doesn’t cause deep wounds. However,
a barrage of shuriken has felled even the best of shinobi. The damage a shuriken deals is increased by 1 for each shuriken
the target was hit by this Round.
Tanto: Cost- 3 Resources, Damage: 4- A thin one handed blade used by Black Ops Agents and a variety of shinobi. The
Tanto is used with the “Tanto Training” Skill and can be drawn as if the shinobi using it had the “Quick Draw” perk due to
its ease of access. Additionally, the short and business-like nature of the blade allows for lethal cuts. An “Attack” with a
Tanto that has the “Critical Hit” Follow-Up activated requires only 7 successes and 7 Grit.
Chokuto: Cost- 7 Resources, Damage: 6- A longer blade which is similar to the katana, the Chokuto requires a Taijutsu of 4
or greater to use thanks to the agility and strength needed to use it. The Chokuto is used with the “Chokuto Training” skill.
The Chokuto is lengthy and is capable of being wielded as a stabbing or a slashing weapon. At the start of each “Attack”
action the user may choose to stab or slash. A stab ignores 10 mundane DR. A slash inflicts two “Bleeding” conditions if the
user activates a “Follow-Up”. A shinobi who is wielding and uses a skill based on Kunai, Tanto, Kama, Martial Arts, or any
unarmed skill to “Defend” against a Chokuto suffers a -2 ASP due to the size difference of the weapons.
Greatsword: Cost- 10 Resources, Damage: 10- A truly massive blade. The Greatsword requires Taijutsu of 6 or higher to use
because of the sheer weight of the weapon in question and must be used two-handed. However, if you have Taijutsu of 9
or higher you may wield it one handed. If you wield it two-handed when you could wield it with one hand you may add
your Taijutsu bonus an additional time to damage dealt. When a Greatsword is wielded two-handed you may only “Attack”
with it a maximum of twice per turn. The Greatsword is used with the “Greatsword Training” skill. A shinobi who wields
and uses a skill based on Kunai, Tanto, Kama, Chokuto, Martial Arts, or any unarmed skill to “Defend” against a Greatsword
suffers a -4 ASP due to the size difference of the weapons.
Kama: Cost- 4 Resources, Damage: 3: A small one-handed sickle that is used to slice flesh. The kama is used with the
“Kama Training” Skill and grants a +1 ASB to the “Disarm” Maneuver and all related maneuvers. The weapon damage of
the Kama increases to 8 against a foe who is wearing a Tactical Vest or less protective garments.
Kusarigama: Cost- 10 Resources, Damage- 8/4- The kusarigama is a combination weapon, a length of chain holds a kama
together with a heavy metal weight on the end. The kusarigama has a range equal to the user's Taijutsu score, but all
attacks caused by the kusarigama count as melee. The user may choose to attack with either the kama, which deals 8
damage, or the weight which deals 4 damage but applies a "Stagger" to the target if damage is dealt.
Windmill Shuriken: Cost- 6 Resources, Damage: 6- A devastating bladed weapon that can be unfolded into a whirlwind of
steel. The Windmill Shuriken allows a shinobi to “Defend” as a normal weapon and can be used to “Attack” a target
without throwing it. Additionally, it can be thrown as a normal shuriken. If you use the “Projectile Barrage” maneuver you
may throw this as the final attack in the barrage. If you do so; you gain +Rank ASB and your opponent cannot use a
“Defend” action that is not “Dodge”.
Staff: Cost- 5 Resources, Damage: 4- A two-handed length of wood, often reinforced with iron at the ends. The Staff is used
with the “Staff Training” skill and increases a shinobi’s basic Taijutsu “Attack” range by 1. Additionally, whenever a shinobi
uses the “Dodge” Skills they may add their Staff Training to the distance as they use the staff as a pole vault and increase
their distance. Finally, a shinobi with this weapon may increase any vertical distance they make by 4 squares. An “Attack”
with a Staff that benefits from bonus damage due to their aerial descent deals base 8 damage instead of 4.
Nunchaku: Cost- 4 Resources, Damage: 2- Two small lengths of wood with a chain holding them together, used in a
spinning barrage of blows and impressive attacks. The Nunchaku are used with the “Martial Arts” skill, but require at least
1 Rank in “Taijutsu Mastery” to properly mix into their style. The damage from the “Fist of” line of Perks are added to this
weapon’s damage. A shinobi using Nunchaku adds 1 square to their basic Taijutsu “Attack” range and is counted as armed
for the purposes of effects. A shinobi who is wielding this weapon and uses their “Master of the Art” Grandmaster Ability
to also select Nunchaku inflicts a cumulative -1 ASP to all uses of “Dodge” whenever they deal damage with it. A shinobi
with “Hot-Blooded” who uses the Nunchaku deals ½ their damage per hit, but deals damage in two separate instances.
Detonating Kunai: Cost- 3 Resources, Damage: 3- A kunai with a nasty surprise. This kunai has a tail of explosive tags held
on with an iron wire set to explode on contact. This weapon uses the “Kunai Training” skill. A shinobi who uses a “Defend”
action that is not “Dodge” is automatically hit. This weapon deals bonus damage equal to the maximum number of
explosive tags you could ready in a single partial action. The explosion has the same blast radius.
Mancatcher: Cost- 7 Resources, Damage: 5- A weapon used by Samurai to pin down and restrain a shinobi or criminal
without killing him, it is a staff with a pronged end at one end which is meant to be placed around the target’s neck to pin
them. This weapon uses the “Staff Training” Skill and if the shinobi activates a Follow-Up after an “Attack” is used the
target becomes “Prone” and “Immobilized” and cannot remove one condition without removing the other. However, you
cannot attack with this weapon while they are suffering from those conditions.
Naginata: Cost- 8 Resources, Damage: 7- The favored weapon of female Samurai and various other warrior types, some
shinobi have picked this weapon up for its deadly reach and slicing power. This weapon increases the user’s basic Taijutsu
“Attack” range by 1 and deals double its base damage on a “Charge”, “Full Charge”, or “Rushdown” attack. An “Attack”
from maximum charge range ignores 10 Mundane DR.
Yumi: Cost- 7 Resources, Damage: 5- A wooden bow, used in Samurai warfare. A shinobi must use the “Yumi Training” skill
to properly shoot this item. Not a favored tool in shinobi warfare due to its fragility and need for open space, the bow has
a range equal to 3x the shooter’s Taijutsu. Additionally, it cannot be used to “Defend” against any melee attack, but it can
“Defend” against ranged attacks. A shinobi may rig an explosive tag to their arrows. Finally, the Yumi can shoot beyond its
maximum range, but at the price of -1 ASP per 5 squares beyond to a maximum of 20 extra squares.
Tonfa: Cost- 5 Resources, Damage- 3- The tonfa is a length of wood as long as the user's forearm with a handle 1/4 the way
down its length which allows the user to hold it in a number of ways. The tonfa user may deal damage equal to their
tonfa's base damage on a successful “Parry" action to their attacker. This damage is tripled if the user has at least 3 higher
Offensive Speed than the target’s Defensive Speed as they clobber their body in return.
Nekote: Cost- 7 Resources, Damage- 4- The nekote are a pair of claws that fit over the users fingertips. This allows them to
make what appear to be superficial scratches, but in truth cause grievous bleeding. A shinobi suffers a "Bleeding" condition
each time they are dealt damage by an "Attack" action from the nekote. Nekote cannot be removed from a shinobi with
the "Disarm" maneuver or any "Disarm" effects.
Yari: Cost- 8 Resources, Damage: 7- A weapon used mostly by Samurai horsemen, the Yari is a long spear weapon which
has a straight-forward tip unlike the Naginata's curved blade. This weapon increases the user's basic Taijutsu "Attack"
range by 1 and deals double damage when used to "Counter" a shinobi who is using any "Attack" that allows them to move
in addition to "Attack" or when that shinobi has attacked more than one target in the same round. If the user’s Taijutsu is
at least 7 may ignore 10 Mundane DR.
Iron Chain- Cost: 6 Resources, Damage: 4- The iron chain is what its name would suggest; a heavy length of linked chains
which can be used to bludgeon a foe. Because of its length the weapon may strike 1 square beyond adjacent. When used
to "Counter", and if successful, the shinobi may remove the target's weapon from their hands, if they attacked with one.
Kusarigama: Resources- 10, Damage- 8/4- The kusarigama is a combination weapon, a length of chain holds a kama
together with a heavy metal weight on the end. The kusarigama has a range equal to the user's Taijutsu score, making it a
ranged weapon. However, the Kusarigama is considered to be a melee weapon for the purposes of maneuvers only. The
user may choose to attack with either the kama, which deals 8 damage, or the weight which deals 4 damage but applies a
"Stagger" to the target if damage is dealt.
Oversized Shuriken: Cost- 5 Resources, Damage- 10- This weapon is a massive shuriken. Requiring two hands to use and a
lot of wind up to throw properly, this gigantic shuriken is thrown with Shuriken Skills, but requires a full-round action. This
weapon deals 2 additional damage per shuriken that have hit the target in this Round.
Senbon: Cost: 1 Resource/10, Damage: 1- The senbon is a small needle, roughly twice as long as a grown man's finger.
These weapons are not made for muscular or physically strong shinobi, as their use demands accuracy above raw strength.
If a senbon would be reduced by DR its damage is negated entirely. They can be used in melee to "Parry", and when used
in melee they are counted as a kunai for the purposes of damage. Add 1/2 your Ninjutsu to the damage of a senbon.
Armor
Chain Mesh: Cost: 5 Resources, DR: Mundane 5 Often worn under clothing by shinobi who favor a more concealed sort of
protection, the chain mesh doesn’t encumber or inhibit movement at all.
Tactical Vest: Cost: 10 Resources, DR: Mundane 10 A shinobi must be at least a Chunin to purchase this armor. This armor
is worn over clothing and allows a shinobi to use up to three Tools as if he had Quick Draw. These items must be
designated at the start of an encounter.
Advanced Combat Armor: Cost: 40 Resources, DR: Mundane 20 A relic of older times and a middle-ground between the
Tactical Vest and First War Armor, the ACA is a sturdy reliable piece of military armor made for wars. The default ACA has
no storage and is merely armor. A shinobi must be at least a Jonin to purchase this armor. ACA may be purchased as the
Tactical ACA variant for 5 more Resources, in which case it bestows the same Quick Draw benefit as the Tactical Vest in
addition to the increase DR. Wearing ACA reduces one’s ability to move quickly and naturally due to its weight. Reduce
your Speed Rank by 1 to a minimum of 1. If you have a Speed Rank of 1 you suffer -5 base movement.
Armor of the First War: Cost: 80 Resources, DR: Mundane 40 When the First Shinobi World War broke out nations were
quick to modify and change old Samurai armor for shinobi use. A shinobi cannot enter “Stealth” with this armor on and
have their Speed Ranks reduced by 2 while wearing this armor, to a minimum of 1, due to its great weight. A shinobi’s
vertical movement now requires 3 squares of forward movement. However, all Knockback distances are reduced by 4
squares due to its great weight. A shinobi must at least be a High Jonin to purchase this armor due to its rarity.
Shield: Cost: 15 Resources, DR: Mundane 15 A heavy round disc of metal used by only the most rare Samurai and even
rarer shinobi. A shield prohibits the use of two handed weapons and counts as occupying the shinobi’s hands for the sake
of using Jutsu. However, a Shield cannot be removed with the “Disarm” Maneuver, and can be deployed as a full-round
action to double its granted DR, though bestowing “Immobilized” on the user.
Tools
A note on tools: All Tools require the “Shinobi Tools Training” skill to be deployed effectively. However, unlike using a Skill
untrained normally, a shinobi suffers no penalty for not having this skill trained. Using a Shinobi Tool is a Ninjutsu based
“Attack” action.
Forehead Protector: Cost: 0 Resources- The mark of a shinobi from your village. Wearing this grants you +10 Reputation
amongst shinobi in your villages but marks your origins to others while visible.
Explosive Tag: Cost- 5 Resources/3 Tags, Damage: 10- A small piece of paper with an adhesive seal on the backside and the
release seal on the front, it can be detonated remotely by the shinobi who armed it as a free action. Arming an explosive
tag is a partial action, and a shinobi may arm a number of Explosive Tags equal to his rank in a single partial action. Placing
the same of tags on the ground requires another partial action. They deal the full damage to all shinobi on the square they
are placed, but deal ½ to a shinobi in a Burst 3 Area. Any shinobi hit by damage from this tag suffers 3 squares of
Knockback.
Sealing Tag: Cost- 10 Resources/1 Tag: A small tag that will attach itself and automatically create a seal on the target.
Completing the seal takes an entire turn, but does not require the user to act. Removing the seal requires at least 4 Ranks
of “Fuuinjutsu”. Once complete the target cannot be summoned or move through the use of Space-Time Jutsu.
Hip Pouch: Cost: 3 Resources- A small bag that fits comfortably on a shinobi’s waist. They may carry ten Ninja Tools within
this pouch.
Shuriken Holster: Cost: 2 Resources- A small holster that wraps neatly around the shinobi’s leg. It allows for the storage of
fifty shuriken and grants “Quick Draw” for those Shuriken.
Smoke Grenades: Cost: 4 Resources- A smoke grenade is an apple-sized orb filled with seals that release upon hard
contact. The smoke grenade fills a Burst 5 area and bestows the “Obscured Sight” effect on all within it who do not possess
“Chakra Sight” or “Scent”. A shinobi may use “Dodge” to escape the effect as it is thrown. The area is increased by 1 for
each 2 Ranks of “Shinobi Tools Training”. Any “Wind Element” Jutsu will remove the Smoke.
Choking Smoke Grenades: Cost 6 Resources- Similar to a smoke grenade in every way except that the smoke in these
grenades is a noxious gas. Shinobi with “Scent” have their “Scent” negated while inside of the smoke and a shinobi who
ends their next Turn in the smoke suffer “Nauseated” automatically.
Stink Bomb: Cost: 2 Resources- A small pellet similar to a smoke pellet, the stink bomb prevents all within the area, a Burst
2, from benefitting from “Scent” as well as losing the “Scent” of someone they were currently tracking.
Smoke Pellets: Cost: 2 Resources/ 2 Smoke Pellets- A smoke pellet is a smaller version of the smoke grenade and only fills a
Burst 2 Area. However, in every other respect it is like a Smoke Grenade, though it does not gain the bonus area increase
from having “Shinobi Tools Training”.
Flash Grenades: Cost: 3 Resources- A flash grenade is an apple-sized orb filled with seals that release upon hard contact.
The flash grenade fills a Burst 5 area with a flash of blinding light. All shinobi in the area are “Blinded”. A shinobi may use
“Dodge” to escape the effect as it is thrown. The user gains a +X ASB on use of “Shadow Element” Jutsu during this turn so
long as the targets are in the area of the Flash Grenades where X is half his Ranks in “Shinobi Tools Training”.
Antidotes: Cost 3 Resources- A small vial of antidote. It will negate and completely remove an instance of “Poisoned”.
However this does not negate a “Poisoned” Condition from a UA, or from a Puppet with “Insidious Poison”. It takes a
partial action to use this.
Coagulant: Cost 3 Resources- A salve that can be applied to the site of a cut. This negates one instance of bleeding. It takes
a partial action to use this.
Short Wave Radio: Cost: 5 Resources/4 Radios- These short wave radios allow shinobi to maintain communication
anywhere inside a battlefield.
Medical Scroll: Cost 3 Resources- A medical scroll for emergency healing. Used by a medic, you may heal up to the max of
150 Injury per scroll. If the user has no medical training, the amount healed is also limited to the maximum of recipients
current injury pool. Using this item takes two full-round actions and three chakra.
Blood Pills: Cost 3 Resources/2 Pills- Blood Pills staunch bleeding and bolster a body’s healing factor. You may only
consume a single Blood Pill per encounter. A Blood Pill restores half of your current Injury Pool.
Soldier Pills: Cost: 3 Resources/2 Pills- Soldier Pills are filled with chakra-boosting nutrients and medicines to restore a
shinobi’s system in a flash. You may only consume a single Soldier Pill per encounter. A Soldier Pill restores 4 Chakra.
Poison Vial: Cost: 5 Resources- A vial containing a dangerous poison. If applied to a weapon, a partial action, the next use
of this weapon inflicts “Poisoned”. A weapon may only benefit from one instance of “Poisoned” from this item at a time.
You may also apply this to food, drink, or a “Stunned” target as a partial action.
Small Scroll: Cost: 2 Resources- A small scroll will fit in a shinobi’s hand. Small scrolls can hold a number of “Fuuinjutsu
Effects” with up to 4 “Complexity”. Using a scroll requires a single rank in “Fuuinjutsu Training” and a partial action.
Medium Scroll: Cost 9 Resources- A medium scroll is between one and two feet long and can hold fairly complicated seals.
A Medium Scroll can hold a number of “Fuuinjutsu Effects” with up to 6 “Complexity. They are not small enough to be
readied with Tactical Armor. Using a scroll requires a single rank in “Fuuinjutsu Training” and a partial action.
Large Scroll: Cost: 15 Resources- A masterwork of sealing technology. A great scroll is huge, usually between three feet and
four feet long and can hold amazingly complicated seals. A Large Scroll can hold a number of “Fuuinjutsu Effects” up to 10
“Complexity”. Using a scroll requires a single rank in “Fuuinjutsu Training” and a partial action.
Iron Chain: Cost: 6 Resources- A heavy gauge series of chain links which can be used in a vast number of ways. If the user
attacks with their “Shinobi Tools Training” skill they can ensnare a foe’s leg with this, bestowing the “Immobilized” penalty
to them. If the user has Ninjutsu of 8 or higher they may do so as a free action when they move adjacent to the target. As a
full-round action a shinobi can attempt to bind a foe with an “Attack” using their “Shinobi Tools Training” skill. If they are
successful with this second use the target is “Immobilized” and also cannot use Jutsu. If the user has Speed Rank 2 or
higher this attack is only a partial action. Finally, a shinobi can ready this as a trap for a foe that enters the designated
square using their “Shinobi Tools Training” skill. If the trap is tripped the target’s turn ends immediately and they are
“Stunned” for a single turn. All of these uses can be “Defended” by the “Dodge” skill. If you possess at least 1 Rank of “Iron
Chain Training” you may use either this or the weapon Iron Chain interchangeably.
Makibishi: Cost: 2 Resources/One Use- Makibishi are small, thus difficult to see, caltrops that inhibit movement. A use of
Makibishi creates a Burst 1 area within 3 squares of the user that becomes covered in them, as a full-turn action. A shinobi
that walks through this area, or Shunshins through the area, has their movement stopped in the first square they pass
through. Clearing a path through the Makibishi increases a movement action from a partial to a full-turn action. Moving
through an area with Makibishi after being stopped reduces your Speed Ranks by 1 and subtracts 5 from your base
movement speed. A shinobi cannot see the Makibishi from further than 10 squares away.
Iron Wire: Cost 5 Resources- Found in the kits of many shinobi, the iron wire is a standard issue to clever thinkers. If a
shinobi uses a “Feint” action while wielding this tool the target becomes “Immobilized” if they receive damage. Holding
this tool requires one hand. Additionally, a target may attack with their “Shinobi Tools Training” to try and “Immobilize” a
target at a range of Engaged-5 or less.
Shinobi Cloak: Cost: 5 Resources- Worn over even armor, except for Armor of the First War, and clothing the cloak comes
with a hood and keeps the wearer warm and safe from the elements. Additionally, its flowing snapping form and ability to
conceal movements impose a -2 ASP on all foes that attempt a Knowledge Check on the wearer. Finally, the wearer gains
+1 ASB to any “Feint” attempts.
Hidden Weapon Mechanism: Cost: 1 Resource- This is a small device rigged up a shinobi’s sleeve. A shinobi gains “Quick
Draw” when drawing their first handful of shuriken or their first kunai during an encounter.
Optical Scope: Cost: 3 Resources- This small device is worn over a shinobi’s eye and allows them to see great distances.
They may treat any target within “Threatened” Range of them as being in “Engaged” for the purposes of sight and
observation. This does not extend to “Chakra Sight”. A shinobi may know their exact distance in feet as well as being able
to learn their movement speed if they maintain sight of the target for a Round.
Concealed Mouth Ember: Cost: 3 Resources- A small cool pill that may be spat out after being bitten. Doing so is a partial
action and counts as a “Fire Element” Jutsu that deals 3 damage with a range of 2.
Binding Cloth: Cost: 10 Resources- A “Large Scroll” sized bolt of cloth that can be used to bind a foe. Doing so requires a
Ninjutsu+ “Shinobi Skills Training” roll with a Range of 3. If successful the target becomes “Stunned”. This effect lasts a
single turn and the target cannot receive damage or be the victim of other effects, other than ones they are currently
suffering, while so affected by the cloth. The user must have “Cruelty of the Desert” to use this item.
Barrier Tag: Cost: 5 Resources/Tag- A single tag with the symbol for “bind”. At least three of these must be placed in
different squares. A shinobi must also be at each barrier and spend their whole turn maintaining it. If done, however, the
area between serves as an invisible wall of Chakra that alerts all three shinobi maintaining it whenever something passes
through it, where it was done, and what their current Chakra Pool is.
Empty Tag: Cost: 3 Resources/Tag- A single piece of chakra receptive paper. This tag can hold a “Fuuinjutsu” effect of
“Complexity” 3 or less. You may imbue a number of Tags equal to 1/5 your “Fuuinjutsu Training”+1 as a Downtime action.
In combat scribing a seal onto an empty Tag requires a number of full-round actions equal to the “Complexity” of the Seal.
Chakra Tattoo: Cost: 6 Resources- The ink, needle, and chakra-enhanced materials needed to place a tattoo on a single
participant. Doing so can only be done as a “Downtime” and costs both you one and the subject you wish to scribe the
tattoo onto. Releasing the tattoo requires no chakra, but takes a partial action unless the bearer of the tattoo has “Quick
Draw”. Creating a Chakra Tattoo costs Chakra equal to the Complexity of the “Fuuinjutsu Effect” which will be removed
from their Chakra Pool at the start of their next mission unless they Rest.,
Water Supply Scroll: Cost 3 Resources- This item takes a partial action to activate. Upon activation, it expels a gushing
fountain of water, filling a Burst 2-area around the activator. This area counts as an ambient water source, and is usable by
Water Element Jutsu and the likes.
Item Qualities
Due to the “Signature Item” and “Item of Legend” Perks a shinobi can acquire a weapon that is simply better than other
standard ninja tools. The exact nature of these items are, as always, up to Kage discretion, but a system is available to be
used, where each level of Perk provides a certain amount of Quality Points. A “Signature Item” has a number of Quality
Points equal to the Rank at which the perk was purchased + 2. An “Item of Legend” has has double the amount of Quality
Points it had when it was purchased as Signature item. Additionally, a “Signature Item” and an “Item of Legend” will always
have 1 Special Property that is up to Kage approval and player suggestion. The Special Property should be fairly weak, but
useful. However, if a shinobi is willing to spend Quality Points on it the Kage should keep that in mind when approving the
item. A list of “Signature Items” and “Items of Legend” from the source material will be available in the Kage Section.
1 Point Properties:
Increased Damage: Increases the damage of the weapon by 3. This may be purchased multiple times but each time their
cost increases by 1.
Increased Armor: Increases the DR of the Armor by 3. This may be purchased multiple times but each time their cost
increases by 2.
Increased Range: Increases the range of a weapon by a single square. If the weapon can be thrown, as in its description,
the bonus increases to 4 squares. This may be purchased multiple times.
Infinite Steel: This effect may only be applied to non-weapons. This item possesses a seal on it that produces a nearly
limitless amount of Shuriken and Kunai that you can call to hand as a free action, rendering your ammunition unlimited.
2 Point Properties:
Summoning Seal: Through the use of a great seal or a tattoo you have been able to forge a bond between yourself and this
item. For 1 chakra you may call the item to your hand and Ready it as a free action.
Explosive: The item packs a serious punch when you decide to destroy it. This Property is normally placed on a weapon but
it can be placed on other items as well, however if the item in question doesn't have the Indestructible Property it will be
consumed and destroyed in the explosion caused by this Property. Explosive adds a Burst 2 area explosion that deals
[Weapon damage if applicable x 2] + 10 points of damage and causes the Knockback and Prone Status Modifiers. Needless
to say the user is not considered automatically immune if they're caught in the area of effect so it is recommended that the
item's user exercise caution.
Indestructible: Possessed by truly legendary items, an Indestructible item cannot be broken in any means or form.
Personalized: This weapon has been made for your hand. It grains a +1 ASB on any related rolls, but this bonus only may
be applied to its original wielder and will not function on another shinobi. This may be taken multiple times.
Receptive: This weapon is made of a special treated metal or material that allows it to channel chakra without breaking.
You may “Channel Elemental Chakra” with this weapon. Once you pay for the initial cost you may use it for the rest of the
scene even if you lose the weapon. Additionally, you may cast jutsu through the weapon, if you wish to.
Bound: This weapon is affixed with a rope or a chain that allows it to strike from range before having it pulled back. The
weapon gains Range equal to 2*Rank at the time of purchase. The weapon may be returned back to your hand as a partial
action. If you have Rank in the weapon’s Skill of at least 5 you may return the weapon to your hand as a free action.
3+ Point Properties:
Sentient (5 Quality Points): Your item is conscious and can convey a general feeling with the person holding it. Its
personality is up to the creator’s choice, but if the weapon is “Personalized” it is unfriendly and outright aggressive to
someone other than its owner, inflicting a -3 ASP to all uses of it. This weapon possesses a small flow of Chakra, which is
detectable by those with “Chakra Sight” and allows it to apply the “Genjutsu Release” effect to you if told to do so by you
or another shinobi. However, it lacks the ability to detect the need of its own accord.
Sensory (7 Quality Points, Requires Sentient): Your item is able to detect Chakra in the Engaged Area around it as if it
possessed ACD. It can detect disturbances in your own Chakra flow as well. When you are beneath 4 Chakra, if it is a
weapon, it deals 1.5x weapon damage. If it is armor it gains 1.5x its Mundane DR.
Chakra Edge (6 Quality Points, Weapon only): The weapon’s blade is non-existent most of the time. However, you need
only grip it and give it a small prompt with your chakra to make it spring to life. This blade takes whatever color you desire
and deals damage as a normal weapon of its type. However, this weapon inflicts horrible wounds. You may pay X Chakra to
increase the cutting power of the blade, causing it to deal 10*X damage. Additionally, if this weapon is “Receptive” you
may double the damage from “Channel Elemental Chakra” and the blade takes the appearance of the element it is
channeling.
Elemental Reserve (5 Quality Points): The item was created with an inherent elemental chakra. Though the amount was
not significant enough to deal damage on its own it can serve to function as another Jutsu for the purposes of “Elemental
Combine”. Once chosen the Element cannot be changed.
Vault of Treasures (6 Quality Points, Scrolls Only): This scroll was designed for one purpose only; to serve as the favorite
tool of a shinobi who wants every option. 10 “Ninja Tools” may be stored in this scroll and each may be deployed a single
time, however, multiple instances of a single tool may be stored to allowed for multiple uses. The scroll may be deployed
as a partial action, and once done it rests on the arms of the shinobi, preventing their use. However, once open they may
jettison a number of tools equal to ½ the user’s Rank as a partial action up to 10 squares away plus whatever range the
item would normally have. All items launched from this item are counted as if they were thrown by a ninja with “Shinobi
Tools Training” of 5.
Hunger of the Oni (10 Quality Points): This item has a deep hunger for the vital energies of those who dare meet its ire.
Choose between Injury or Chakra. If the item is a weapon whenever it deals damage it absorbs and transfers either
5*weapon damage in Injury back to you or 1/2 the Weapon’s damage in Chakra.
Chakra Carrier (4 Quality Points): While similar in many ways to “Receptive” this quality specifically allows Chakra of any
nature to be stored inside of it. While you can channel through this weapon as receptive it is not limited to the five basic
elements. The effects are the basic effects of each Element as listed in their skill descriptions.
Fuuinjutsu Locus (4 Quality Points): This item possesses qualities the ability to radiate chakra out to “Tags”, “Tattoos”, and
“Seals” of your creation all at the same time. You may select any number of these under your control you wish to send
chakra to and you may do so all at once as a partial action. If the item that possesses this quality is a weapon it cannot be
used for combat while you activate your creations. If the item that possesses this quality is armor you must hold both of
your hands together to activate your creations. If the item that possesses this quality is a tool you must be seated to use it,
as well as occupying your hands.
Seal of Regrowth (3 Quality Points): Your item is capable of restoring itself with a small application of chakra. You must
pay 5 Chakra to restore it back to full as a full-round action. If you have this quality on a weapon, you may have it restore
itself only when it reduces a foe to the next Injury Level. You may also have it regenerate by letting it drink the blood of the
dead.
Seal of Yin and Yang (10 Quality Points, Armor Only): Your armor has a complicated seal that was used in its creation that
uses your own Chakra as a battery to winnow away at Chakra that would seek to harm you. Whenever you would receive
damage from a Jutsu, excluding Genjutsu, that is in excess of 100 you lose 3 Chakra. In that case, reduce the damage to 1/3
of its total. If a Jutsu’s effect would ignore your Mundane DR gain a barrier of Chakra-Based DR equal to your Chakra
Control*5.
                                                        COMBAT
The core of the shinobi is completion of missions, and, more times than not, that means combat. At its core, combat in
World of Five Nations is fairly simple. To test any Skill a shinobi rolls a number of d10’s equal to the Stat the Skill is based
on. Then, they compare the results of those die to their Rank+2.
For each result showing less than or equal to their Rank+2 they get two successes. If the dice show a “1” you may instead
add four successes rather than two. Then they add any Automatic Success Bonuses from Skills and any other listed related
sources. Additionally, the terms “ASP” and “ASB” will be used several times in the text. These terms stand for Automatic
Success Penalty and Automatic Success Bonus. When you see them they add or detract from the automatic successes you
add to the result of your rolls. Their opponent then Defends with a valid skill and both sides compare total Successes. The
shinobi with the higher Successes wins the conflict. If there is a tie the Attacker wins. If the Attacker wins he deals damage,
if the Defender wins he takes no damage (regardless whether he'd end up staying in an area effected by a jutsu or not, for
example – unless said jutsu has the effect ”Cataclysmic”). Parry is the only “Defend” option available without trained skills.
Damage is determined by the following formula:
               Base Damage (of Weapon or Jutsu) + Stat of the Attack + Rank of the Skill Used – ASP for Parry
Simplified Explanation: To roll an attack, roll a number of d10 equal to your attacking Stat, and add appropriate ASB,
such as: Rank of Skill you are making the “Attack” action with, ASB from UAs, perks or traits.
Additionally, there is a third type of action; Counter.
To Counter, a shinobi must pay 2 Grit and suffers -2 ASP, rolling as if he were to “Attack”. If he succeeds in the Counter he
may deal damage and apply effects as if he had attacked the opponent. If he fails, however, he takes 1.5x the damage he
would have normally received. A shinobi cannot activate an “Attack” Follow-Up when they successfully Counter.
Damage is reduced by ”Damage Reduction” (generally shortened to DR), which comes in three forms:
         Mundane DR:
         Mundane DR is granted by armor and other similar sources. It prevents damage directly, but can be bypassed
         through specialty skills or effects, which is mentioned in such cases.
         Chakra DR:
         Chakra DR is harder to avoid than mundane, but can be depleted by attacks. Every point of damage erodes the
         chakra DR, until it is no more. Chakra DR usually refreshes at beginning of the round, which is mentioned
         separately.
         Absolute DR:
         Absolute DR is unavoidable unless other mentioned, and does not deplete. It's pure soak, and can be attained
         from very rare sources, usually restricted to higher ranks.
A turn is comprised of two partial actions by default. A “full-round action” is two partial actions. There are certain actions
in the game that specifically says “an action taking your entire turn” or a “full-turn action”. Those do not pay attention to
how many partial actions you have.
Combat can be broken up into a number of different “phases”.
    1.   Pre-Combat Phase: Shinobi enter Stealth, use their Strategy Skill, and other effects that trigger when not engaged
         in Combat.
    2.   Start of Combat: Shinobi with greater Speed Ranks act. Shinobi do NOT gain Grit until they become aware of the
         other party, however they are alerted that they are in a combat zone at this point, unless everyone against them
         is in Stealth.
    3.   Opening Hostilities: When one side detects another they begin gaining Grit at their individual rates.
    4.   Begin Fighting: At this stage both sides are aware of one another, are gaining Grit, and are moving in order of
         their Speed Ranks. Initiative is determined primarily by Speed Rank and then by the individual’s Initiative stat.
    5.   End of Combat: When one side is completely Defeated, has fled the Perception Range of all enemy combatants,
         or a peaceful settlement has been reached. At this point all shinobi’s Grit Pools empty back to 0.
    6.   Recovery: A shinobi restores Chakra at a rate of ½ their Ninjutsu Stat per day, including at least 6 hours rest. A
shinobi restores Injury at a rate of their Taijutsu Stat per day, including at least 6 hours rest. These values can be
modified through the use of medicine, Medical Ninjutsu Checks, and other elements. Recovery can only be done
outside of Combat. Entering Combat again causes the 24-hour day period to reset.
Formation Based Combat
Shinobi are trained from their first days in the Academy to work as a cohesive unit to accomplish their missions with the
highest success and lowest mortality rate. When embarking on any missions a group of two or more shinobi may enter
“Formation”. This is also called becoming a “Squad”. In this unit there are a number of roles available to be taken, none of
which are mandatory except for the “Squad Leader” which is a position that must be filled by one member of the Squad. If
the “Squad Leader” is killed or Defeated during combat the “Squad” is broken and takes 1 full-turn per member to
reinstate cohesion. Additionally, should any member become “Terrified” they are removed from the Squad and lose the
benefits of their role, as they are too afraid to function properly. While operating in a Squad a shinobi is able to perform at
their tasks more effectively than usual, finding untold energy, ability, and competence. To represent this, each Squad has a
“Role Ability” that they gain access to. The Roles and their abilities are as follows:
Squad Leader: Deployment- You have a pool of "Team Points" that you can spend in various and sundry ways. Before the
beginning of Combat you generate a number of "Team Points" equal to your Ninjutsu. Additionally, for each shinobi you
have a "Bond" with you gain 1 extra point, A "Close Bond” gives 2 points, and so on. As a free action, so long as you are
able to communicate with one another and remain in formation you may allocate "Team Points" to anyone in the Squad,
including yourself, to give a +1 Automatic Succes Bonus at the cost of 3 "Team Points", to a maximum of double your Rank
per Round. You may also pay 5 "Team Points" and grant a partial action to an ally, though you may give no more than 1/2
your Rank in partial actions per Round. The cost in "Team Points" is reduced by 1 if you spend a partial action on your turn
to give your commands. Additionally, the Squad Leader must pay 2 Grit each time he gives a team-member a Partial
Action.
Medical Specialist: Healing Hand- Not only do you bring your keen senses of observation, your powerful restorative
powers, and your vast chakra pool, but also a strange luck that follows along with you. You gain an amount of "Fate Points"
at the start of the battle equal to 1/2 your Medical Training Ranks. If a shinobi you are in the same zone as, can move to a
single move action, and are in Formation with, would be Defeated, you can spend one of these points as a free action. In
this case they suffer the full effects of the attack, but their Injury cannot drop lower than 1. You are then automatically
moved adjacent to them.
Offensive Specialist: Warpath- In the role of a team your job is both the easiest and the most difficult. You are given the
illustrious job of rushing head-first into the enemy and killing high priority targets. Though there may be devastating traps,
horrifying Kekkei Genkai, and other misfortunes waiting for you, it's your job to make sure the job gets done. Fortunately,
you are the member of the team that many teams build their entire strategy on. As such, all other Roles are capable of
helping out the Offensive Specialist and granting them bonuses on their path to victory. An Offensive Specialist enjoys the
following benefits based on the Role Ability used upon them.
         Deployment: When you are given +1 ASB from this Ability you gain +3 damage on your next source of "Taijutsu"-
         based damage. When you are given an additional Partial Action from this Ability you may add your Taijutsu score
         to your damage an additional time.
         Healing Hand: A Medic may spend one of their Fate Points, while adjacent to you, to grant you a "Guardian
         Angel". This "Guardian Angel" allows you to ignore the damage and effects of the next attack that would deal
         damage to you. You may only have one "Guardian Angel" on you at a time.
         Observation: A Support Specialist who is in communication with you may spend one of their "Openings" to give
         you a clear line of attack. When you use your "Charge" Maneuver and a shinobi would be in the way of you and
         your target you may automatically make them "Prone" and continue your Charge. If the target is moved after you
         target them, but before you make your "Attack", you may follow them so long as they are no further than your
         Taijutsu score # of squares away.
         Active Positioning: If you use the "Charge" maneuver and a Tactician adds to your movement he may move you an
         additional square for each square he would normally move you. If the Tactician uses this Ability on the target of
         your Charge the target cannot be moved by another Tactician.
         Lockdown: When you make an "Attack" against the target of the Lockdown and they attempt to "Counter" they
         automatically fail. If they try to make a "Dodge" action and they are successful you may move adjacent to them so
         long as they do not move further than your base movement. If they use the "Block" action you may reduce the DR
         Granted by that action by 1/2.
Support Specialist: Observation: Trained in the art of making sure the plans of the Leader flow smoothly, the Support
Specialist is the unsung hero of countless teams. The support specialist may spend a full-turn action to “Observe”. If he
does he sees a number of “Openings” equal to 1/3 his Ninjutsu. He may only use the effects of this Role on another
shinobi’s turn and may store a maximum number of Openings equal to his Rank. He may use the Openings in the following
methods as a free action.
    1.   Intervene- The Support Specialist may use a Jutsu in response to another shinobi’s Jutsu. If he uses this effect on
         an enemy he may use it as a “Defend” action in addition to an ally’s Defend action. If he uses this effect when an
         ally uses a Jutsu he may benefit from the effects of “Elemental Interaction”. Regardless, he may add ½ his
         successes to his ally’s “Attack” action. To use a Jutsu with this ability the Jutsu must be able to be used in a partial
         action. He may use this effect in a single Turn a number of times equal to his Speed Ranks. Costs 2 Openings.
    2.   Interfere- The Support Specialist uses their talent in Ninjutsu to inhibit a shinobi’s movement. If he uses this effect
         on an ally he may stop their movement at any time after the movement has been declared, including stopping
         them so much that it cancels their movement. If he uses this effect on an enemy he may stop their movement at
         half the intended travel distance. Using this effect costs 1 Opening. However, if he also wants to Immobilize the
         target after their movement is halted he may pay an additional Opening.
Tactician: Active Positioning: Your scope of comprehension covers the entire battlefield rather than just in the small
skirmishes that break out. As such, you are capable of deploying well time explosions, using wire and chain to pull people,
and throwing kunai and other tools to maneuver your comrades across the battlefield. At the beginning of combat the
shinobi in the “Tactician” role generates a number of Tactics Points equal to their Ninjutsu + Tactics Skill + Ninjutsu
Mastery. As a full-round action the Tactician may move an allied shinobi who is not adjacent to an enemy a number of
squares up to their Tactics Pool, which decreases their Tactics Pool by 1 for each square moved. Activating this ability costs
2 Grit per use.
Sensor: Lockdown- As a partial action, which disallows attacking or Jutsu use, the Sensor can lock down a single foe that is
within his or her sensor range. This foe is now considered "Tracked" and cannot Shunshin, use a Clone technique, or use a
Replacement while under the watch of the Sensor. Finally, all shinobi in Formation with the Sensor gain the full benefits of
Sensor's Knowledge Checks on the "Tracked" target. The ability is canceled when the Sensor takes damage unless the
Sensor pays 2 Grit. This ability costs 3 Grit to activate.
Speed Ranks
Offensive Speed- SR+Speed Bonuses-Speed Penalties
Defensive Speed- SR+Speed Familiarity-Speed Penalties
In the battles between shinobi it is often Speed that is the deciding factor when skills are equal. Speed is used in several
different applications, all of which have combat importance.
When two parties of shinobi encounter one another on even footing, which is to say no ambushes, the turn order is
decided first and foremost based on everyone's Offensive Speed. The faster shinobi simply are able to act more quickly
than other shinobi. A shinobi that hasn't acted during the encounter is "Flat-Footed". Additionally, a shinobi's movement is
based on speed, allowing them to traverse a battlefield more easily.
In combat Speed can be used to bolster a shinobi's offense. When you use the "Shunshin Jutsu" you create a Burst X area
at the end of the movement where X is your Offensive Speed. All shinobi within the Burst who have a lower Defensive
Speed than your Offensive Speed become "Flat-Footed" until the end of the Round. Additionally, a shinobi who has a lower
Defensive Speed than a target's Offensive Speed suffers -X ASP where X is the difference between your Speeds. This applies
to both "Attack", "Defend", and "Counter" rolls. Finally, whenever a shinobi with a lower "Defensive Speed" uses "Dodge"
to Defend they suffer -X to their Ranks of Dodge for the purposes of the Defend, which is cumulative with the -X ASP
inflicted by having lower Speed and may disqualify them from using some of their Stunts. (For example, if a Shinobi with
Speed 2 with Dodge 4 tries to "Defend" with their Dodge against a Shinobi with Speed 4 they only add +4 ASB to their
Defend from the Dodge and cannot use Bound, Juke, Sway, or Weave.)
Finally, a shinobi who possesses greater Speed is more powerful when they move. A shinobi with Offensive Speed 3 and
every 3 after that may add bonus damage to all of their non-ranged Taijutsu Attacks equal to their Taijutsu an additional
time. If they use a Jutsu they may add the Elemental Damage an additional time.
Status Effects
Over the course of combat a shinobi may be affected by a number of ailments and effects that both help and hinder him. A
Status Effect lasts a number of Rounds equal to the originator’s Rank unless otherwise noted. A Status Effect may be
removed as a Free Action by spending an amount of Grit equal to the originator’s Rank, unless otherwise noted. They are
as follows:
Exhausted: You suffer -[Character Rank] ASB to all "Attack" actions and have your Speed Ranks reduced by 1.
Obscured Sight: The shinobi's vision is obscured to the point where they cannot see beyond their square, which makes
targeting a foe with a Jutsu impossible. Additionally, due to the discomforting nature of this effect, the target suffers -3
ASP. The effect will designate whether a sensor can still sense while affected.
Tremorsense: You have the ability to see without your eyes. You detect movements through the ground by sending out a
chakra signal and feeling it bounce back, like echolocation. Whenever you use this ability you may detect all shinobi in your
combat zone. For each partial action you spend focusing on this you may detect an additional zone away. This costs 2
Chakra to do. If a shinobi is benefitting from “Stealth” and have moved this Round you may detect them. If they have not
moved, however, you do not detect them.
Stagger: Your body aches from the painful beating it has suffered. You lose 1 Speed Rank for the duration of the turn,
suffer -1 ASP, and deal 1/2 damage from all sources. Additionally, you cannot Shunshin or Replace during this turn. This
condition lasts 1/2 the usual duration, but unlike other effects its effects may stack in effectiveness with the exception of
reducing damage.
Tricky: You are trying hard to confuse your opponent with bizzare moves and stances, which not only feels awkward but
also is confusing yourself as well. You suffer -4 ASB to all actions, -1 Grit/Turn, and cannot activate "Follow-Ups" but may
activate Drive UAs. This Status Effect can be removed through Grit, like most Status Effects. This condition lasts 1/2 the
usual duration, but unlike other effects its effects may stack in effectiveness with the exception of reducing damage.
Chakra Exhaustion: When a shinobi is drained to 0 or lower Chakra or attempts to use any amount that would reduce
them to 0 or lower the attempt fails and they drop to the next lowest Injury level, additionally any physical action or action
requiring their chakra reduces their ASB by 1/2 and they are also not able to activate any follow-ups. If they do not recover
chakra to at least 1 or higher they suffer the effects of Chakra Exhaustion again at the start of their next Turn.
Nauseated: Your head spins and your stomach turns upside down. You may only take 1 partial action per turn, can only
move at base movement speed, and are not able to use Dodge. However, a shinobi with at least 3 Ranks in Medical
Ninjutsu can cure you of it as a partial action when adjacent to you. You may not spend Grit to remove this status.
Constrict: A limb of yours is tangled by a chain or a wire. You may not use this limb for Jutsu or making "Attack" or
"Defend" actions. If your weapon is in this hand you cannot use it. You may "Attack" the item restraining you and if you
break it you are freed from this condition. If a single leg is Constricted you cannot move and cannot use movement-based
actions, such as "Dodge" or the "Charge" Maneuver.
Bleeding: Your flesh is hemorrhaged and you are bleeding. At the start of each of your turns you suffer X damage where X
is your Taijutsu score. You lose 5 movement for every two "Bleeding" effects you suffer from. If you "Shunshin" you take
the same amount of damage you took at the beginning of your turn again immediately. A use of the "Medical Jutsu"
removes a number of bleeding instances equal to the user's Rank. Both the damage and movement reduction is
cumulative.
Stunned: You are unable to move and act in any capacity.
Prone: You are on your back or stomach, unable to fight properly. Your Taijutsu-based "Attack" and "Defend" actions, along
with "Dodge”, are reduced to 1/2 ASB. Additionally, they deal 1/2 damage. Your movement is reduced to 5 during this
time. You may spend 1 partial action to regain your footing.
Flanked: The shinobi suffers -2 ASP to all Defensive actions, not including Countering, for each opponent flanking them and
cannot move faster than base movement without having Ranks in Dodge greater than or equal to the lowest of his
attackers.
Flat Footed: The shinobi can’t react to his opponents and uses 1/2 his ASB to “Counter” and cannot use Dodge as a
defensive action. If Flat-footed is inflicted through stealth, the shinobi can't use "Replacement" jutsu, unless his Initiative is
equal to Initiative of the effect's originator
Immobilized: Your limbs are locked. You cannot move, including “Dodge”, “Shunshin”, or any actions that require
movement to use. You are effectively rooted in place. However, you can fight. Due to the inability to move freely, however,
you suffer -4 ASP to all actions using a weapon, except for “Attack” actions with a thrown weapon.
Blinded: All of your ASB is reduced by 1/2.
Knockback: You are blasted backwards. You are sent back a number of squares equal to your attacker’s Taijutsu or
Ninjutsu, their choice. For each square traveled this way you suffer 2 damage. If you would hit a solid object that stops
your flight you suffer 4 damage instead for each square you would have traveled.
Unnerved: You are shaken by the disturbing nature of your foe. You suffer a -1 ASP to all actions and you suffer -1
Grit/turn.
Terrified: You are gripped by fear and are stunned for a single turn. If you do not remove this status before the end of the
second turn you are considered effectively defeated; however you are not killed, you are simply unconscious or fleeing at
the Kage's discretion. You may inflict a sum of damage equal to your highest stat to yourself during the second turn in
order to remove this status if you lack the required Grit as a partial action.
Airborne: You are airborne and considered Flat-Footed. Additionally, you take damage at the end of the turn equal to the
distance from your apex to the ground as if you had suffered a Knockback effect. You may negate the damage with a
successful Dodge test vs a number of successes equal to your opponent's rank. Immunity to “Flat-Footed” does not extend
to Airborne.
Poisoned: At the end of each turn you take damage equal to 5*your Taijutsu. It lasts 3 rounds unless otherwise noted.
Unlike other effects, Poisoned does stack for multiple applications. When a subject is healed with a “Medical Ninjutsu” all
effects of Poisoned may be removed for free.
Disable: Due to a precisely aimed attack a part of your body has been rendered incapable of its usual functions. This has
the following effects based on the targeted area. Arm- The arm hangs limply, useless for the duration of the effect. It
cannot be used for Jutsu and cannot be used to wield weapons. Leg- The leg's muscles are unresponsive and it drags.
Reduce your Speed Ranks to 1 and then suffer -5 base movement speed, reducing you to a minimum of 1. Nerves- Your
nervous system is haywire and has been scrambled. Though a shinobi with "Medical Training" 5 may ignore this status as a
partial action, other shinobi must roll Rank-2, to a minimum of 1, or lower on uses of "Taijutsu" to gain a success and their
ASB are halved for Taijutsu actions. Torso- Your heart is stressed, lungs can't draw breath well, and a feeling of great
discomfort hinders you. You lose a partial action to each of your turns.
Emboldened: Your fighting spirit is overflowing and your zeal for battle enhanced. You gain +1ASP to all actions and gain
+1Grit/turn.
Fervent: Your zeal has all but blinded you to the danger of the enemy. So long as you are Fervent you are immune to fear
based effects. Additionally you may not have your Grit/turn lowered below ½ by effects that do not outright deny Grit gain,
such as entering into a Mode or becoming Grit Locked.
Pierced: The shinobi has had their bodies pierced by an elemental attack. They suffer -2 ASP to all actions and are reduced
to SR 1 due to the pain and shock. This condition can be subdued for a single round by the usual expenditure of Grit, but to
be removed must be treated by the Medical Jutsu.
Overwhelmed: The shinobi has had their entire forms covered by an elemental attack. This nightmarish event leaves the
shinobi gasping for air and unable to react well. The shinobi loses 1 partial action for their next Turn, which increases to 2
partial actions if the user of the techinque activates a Critical Hit follow-up.
Shocked: This shinobi has witnessed something few have seen, a Jutsu of sheer unimaginable power. To witness such a
thing is to be reminded of mortality at its most dangerous. Your Grit becomes reduced immediately to 0, and you suffer -5
ASP as you reel from the trauma inflicted. Additionally, the landscape around you is a warped battlefield. So long as you
occupy a square affected by the Jutsu that inflicted this condition on you, you deal 1/2 damage. This condition requires
two uses of "Remove Effect" to clear from yourself.
Grit Lock: Your Grit Gain is locked at 0.
Alternative Combat Actions
Feint: Attacker rolls Genjutsu+Deception against defender's Genjutsu+Intuition. The target has to be in the same Combat
Zone as you. If the attacker succeeds they can inflict -1 ASP for each success achieved this way to the Defender's next
"Defend" action. The ASP can be no higher than your Ranks in Deception. Feinting is a partial action. A Feint can only be
done once per turn.
Browbeat: Through use of one's force of will and dialogue like a hammer upon a lesser foe a shinobi can destroy another's
will. This is a full-round action that is limited to engagement range. The attacker and defender both roll
Genjutsu+Intimidate. If the attacker is successful he has shaken his victim to the core and negates his victim's grit gain for
the turn. If the attacker activates a Critical Hit follow up the victim is also Terrified.
Defuse: A shinobi can also use their ability to be reasonable and level-headed; to remove the fire from everyone's belly. All
shinobi in Engagement range of the user, including the user himself, have their Grit gain this round reduced by half. This is a
full-round action. The shinobi may choose a number of shinobi up to his Diplomacy Ranks who are unaffected by this.
Raise Spirit: Instead of taking action you focus your mind and your determination for the upcoming struggle and get ready
for the battle. At the end of the round you gain 2x the amount of Grit you would normally receive. This is a partial action.
However, you must use an attack action your next turn and are not able to defend, only counter, during the next round. If
you do not use an attack action you do not gain Grit for the next 2 turns.
Block: Forgoing a “Defend” action, mostly in situations where you have no option to “Defend” a shinobi may simply cover
themselves with their arms and hope for the best. The shinobi gains Mundane DR equal to their Rank until the end of this
“Attack” action. Additionally, the opponent may not activate a “Follow-Up” on a shinobi who used this action. Each
subsequent of “Block” in the same encounter reduces the DR granted by ½. If an opponent uses an “Attack” action with
“Blitz” or “Barrage” you are counted as having a number of successes equal to their result -1. Finally, a shinobi who uses
this action when an opponent uses a “Gambit” UA is counted as having 0 successes.
Ready: Instead of taking action immediately you choose to wait until the correct condition is satisfied. You must set a
trigger and name a result. The trigger must name a shinobi that you are aware of and an action caused by that shinobi or
upon that shinobi. The result must be an effect you are capable of producing. For example: “When I am attacked by a
melee Taijutsu Attack, I will use my Water Dragon Jutsu”.
Delay Action: Choosing to wait, you act last in the Round. If you use this option you gain 1.5x Grit at the end of the round
due to your excitement building.
Intercept: Sometimes you just will not allow someone past you. As a partial action you raise your guard and keep yourself
ready to stop any enemies who try to move beyond your grasp. When you use this action you create an area around you
where X is your 1/2 your Taijutsu Score+Speed Familiarity+Speed Ranks. Any foe that enters this area must stop their
movement immediately unless they posses a greater Speed Rank than you, though you gain the benefit of your Speed
Familiarity perks for the purposes of determining who has the greater speed. If they are stopped in this way you may make
a basic Taijutsu-based "Attack" action against them and move adjacent to them. This is considered a "Ready" action for the
purposes of effects. You may only Intercept a single target in a turn.
Killing Intent: As a full round action you may focus all of your malice, aggression, and skill to a singular edge and try to
overwhelm a foe with it. Roll Genjutsu D10 and add a number of ASB equal to the Rank of any skill you can make an
"Attack" action with currently. The opponent may "Defend" with Genjutsu D10 plus any skill they have, which can "Defend"
against your skill chosen to "Attack". If you are successful the opponent deals 1/2 damage for a number of turns equal to X,
where X is the difference between your "Attack" and their "Defend" roll. They may spend a full-round action gathering
themselves; in which case their damage returns to normal. You may use this ability against any foe in the same combat
zone as you who can clearly see and hear you. You may only use this ability one time per encounter.
Mold Energy: As a full turn action a shinobi may convert either Injury to Grit, exhausting themselves as they push
themselves into the heights of frenzy, or Grit to Chakra, focusing their will to fight into energy. The time to use Mold Energy
becomes a partial action when the shinobi has Chakra Control 6 or higher and becomes a free action when the shinobi has
Chakra Control 10 or higher. A shinobi may use this ability once per encounter. To use it a shinobi rolls Chakra Control and
for each success may convert in a single category a number of times equal to their successes. For example, 5 successes
means you could convert 10 Grit to 5 Chakra or 40 Injury to 5 Grit, but not 8 Grit to 4 Chakra AND 16 Injury to 2 Grit.
         2 Grit: 1 Chakra
        8 Injury: 1 Grit
It is possible to convert Chakra to Injury, though that is used through the Medical Jutsu, which can be found in the default
Jutsu section at the end of the book, but it also requires ranks in the Medical Training Skill.
Parry: Roll as if making an “Attack”, though you suffer a -3 ASP when using a weapon, though the penalty increases to -5 if
you are not using a weapon. If you succeed you receive no damage.
Knowledge
Knowledge Check- Stat+Knowledge Skill+ASB vs Target Skill's last use # of successes.
Observing one's opponents is important to triumph in the battlefield. A shinobi who is observant, or very well trained in
their specific field of study, can understand an opponent's fighting style and gain the upper hand. A shinobi may have a
number of "Knowledge Bonuses" at any time equal to their Ninjutsu Stat.
To gain a "Knowledge Bonus" a shinobi must roll a Knowledge Skill with the relevant Stat, or Ninjutsu the target's last use
of the skill as a partial action. For example, if Shinobi A wants to gain a "Knowledge Bonus" against Shinobi B's Martial Arts
he must roll Taijutsu or Ninjutsu+Taijutsu Knowledge ASB with a number of successes equal to or greater than Shinobi B's
last use of Martial Arts. Because of the difficulty a shinobi may choose to make this roll a full-turn action. If they do so the
ASB granted from their Knowledge Skill is doubled. If a perk or a Trait would decrease the time needed for a Knowledge
Check to a Free Action, you may only perform Free Action Knowledge Checks on your turn.
A "Knowledge Bonus" grants +X ASB to Defend actions against that skill where X is the shinobi's ranks in their Knowledge
Skill used to gain the bonus. So, if Shinobi A were successful he would have "Knowledge Bonus-Martial Arts" against
Shinobi B. However, if Shinobi C attacks Shinobi A with Martial Arts he may not use the bonus, as Shinobi C has a different
style of combat.
If a shinobi wishes to free themselves from the "Knowledge Bonus" an opponent has against them they must alter their
fighting style, be tricky, and otherwise hamper their combat. As a Partial Action, a shinobi may inflict “Tricky” Status Effect
on themselves. They suffer -4 ASB to all actions, suffer -1 Grit/Turn, and cannot activate "Follow-Ups" but may activate
Drive UAs. This Status Effect can be removed through Grit, like most Status Effects. As opposed to most Status Effects,
“Tricky” is similar to “Stagger” and lasts only a number of turns equal to half of the attacker’s Rank. Though this appears to
be much more severe than the actual Knowledge Bonus there are several Perks a shinobi can take to make their
Knowledge Bonus more effective. Using this action removes all "Knowledge Bonuses" gained during this encounter and
negates the effect of all "Knowledge Bonuses" that were not gained during this encounter. A shinobi may attempt a new
"Knowledge Bonus", which can again be removed or negated.
Stealth:
At the beginning of combat, all participants roll Ninjutsu+Stealth for their Stealth rolls. Then, all participants roll
Genjutsu+Intuition against each member of the opposing team. Those that are found by at least 1 enemy shinobi are not
going to benefit from stealth. Those that aren’t discovered by enemy shinobi will benefit from stealth. If there’s a shinobi
that benefits from stealth, members of the opposing side get to make another Intuition roll against him at the beginning of
every Round, until all shinobi are found.
In the case where one team has succeeded on all of its Stealth rolls and has noticed all the members of the other team,
they will benefit from Ambush bonus. They gain an amount of Grit as if they’ve been in combat for 2 Rounds, get a free
Round of action (the opposing team has no Partial Actions during that Round) and benefit from stealth as usual. After the
ambush round, initiative is resolved as usual.
Attacking from Stealth inflicts Flat-Footed on the target for the duration of the attack. Returning to Stealth to attain the
bonus on your attacks requires a special action such as Shadow Step, from Nindo.
Follow-Ups
Attacker Follow-Ups: These require the listed amount of successes over your opponent’s Defend action.
These all cost an amount of Grit equal to the successes required.
Thrill of Battle (2+): You gain +1 ASB until the end of combat. Each use of this Follow-Up stacks cumulatively.
Disheartening Blow (4+): The opponent gains only ½ their normal amount of Grit this turn.
Once More! (6+): You gain another partial action you may immediately use. This can only be activated once per encounter.
Massive Impact (8+): Your attack deals 1.5x normal damage and the defender suffers a –X ASP to all Attack actions during
the next turn where X is the user’s Rank.
Critical Hit (10+): Your attack reduces the target to the next Injury Level and then deals 2x damage. All effects that would
activate for being reduced to another level of Injury activate at the end of the Round.
Defender Follow-Ups: These require the listed amount of successes over your opponent’s Attack action.
These all cost an amount of Grit equal to the successes required.
Mounting Defense (2+): You gain bonus Grit at the end of the turn equal to your Rank. Additionally, you recover Rank*5
Injury as you catch a second wind.
Get a Breather (3+): Your defense was so excellent you are able to get well outside of retribution. Move a number of
squares away from your attacker equal to the stat used to Defend with. They cannot pursue you after you use this Follow-
Up for the duration of the Round.
Rally! (6+): Remove any Status effects from yourself that can be removed with Grit.
Jutsu creation
Jutsu can be found in one of two forms; Ninjutsu and Genjutsu. Both have a base Statistic Line that can be changed with
Build Points, which is a flat value that a shinobi is allowed to spend when making a technique. To improve a Jutsu further
Perks must be spent to increase it. The base stats are as follows:
Name: Each Jutsu should have a name of the user's creation.
Rating: A Jutsu possesses a rating that measures its power relative to other jutsu.
Cost: A Ninjutsu costs a certain amount of Chakra. This contributes to its Rating.
Seals: A Ninjutsu requires a basic number of seals to use correctly. A shinobi can a number of seals in a partial action equal
to their Rank.
Range: A Ninjutsu has a certain range of effectiveness. Next section discusses range and its effects in-depth.
Speed: A Ninjutsu moves at a certain speed. The jutsu has Speed equal to Speed Rank of its user and moves 5*SR squares
per turn.
Damage: A Ninjutsu deals this much damage when it hits its target.
Effect: A Ninjutsu has the following effects.
The available Seals for Jutsu are as follows. You must apply a minimum number of seals to your Jutsu equal to its Rating,
but you may add as many as you wish. A shinobi completes a number of seals in a partial action equal to their Rank. When
adding Seals you may not add the same seal consecutively. You cannot, therefore, have your seals “Boar-Boar-Boar”, but
you may have “Boar-Dragon-Boar”. If a second effect is listed it is only available to Jutsu that are of the element designated
before the slash. Finally, an Advanced Element Ninjutsu must have at least one seal of both of its base elements. Note that
a jutsu must have an element of some sort – UA may be used to create custom elements for use.
         Bird- Adds 2*Ninjutsu to Damage
         Boar- Damage up by 15.
         Dog- Increase existing Burst by 2.
         Dragon- Increases existing Line by 5.
         Ox- Destroys mundane objects in the area of effect, excluding equipment.
         Tiger- Increases Damage by 5 per affected Target
         Snake- Opponent gains a "Stagger" condition.
         Rat- Opponent gains -X ASP for the next Turn where X is 1/2 your Rank.
         Horse- Gain Grit at the end of the round equal to your Rank.
         Monkey- Opponent gains -X ASP to "Dodge" where X is your "Ninjutsu Knowledge" when hit by the Jutsu.
         Hare- Speed up by 3, decrease damage by 20. Increasing the jutsu's speed through this seal does not add
         elemental damage an additional time.
         Ram- Increases the Range of the Jutsu by 5.
Determining Rating:
         D->C->B->A->S → D= 2 C= 3 B= 4 A= 5 S=6
For every 3 Chakra it increases beyond its starting point it increase its Rating by one step. For every 5 Seals in the Jutsu
increase its Rating by one step.
The principle of two Ninjutsu of the same element meeting one another in direct conflict; Ninjutsu Sousai, allows a shinobi
to "Defend" or "Counter" a Jutsu of the same element astheir own. If both techniques have the same Chakra cost as the
other both techniques are canceled as they negate one another. However, if one technique meets another and one has
more chakra it will consume the other, adding 1/2 of the Base Damage+Elemental Base Damage to its own damage, and
then rebound upon the weaker Jutsu's user, hitting automatically.
When a shinobi uses a Jutsu as a "Defend" against another Jutsu the Jutsu with the higher Rating gains +3 ASB per step of
Rating between them. If the Jutsu has a superior element it gains +5 ASB. If a jutsu with a superior element successfully
"Defends", the defender may hit the attacker with the jutsu, as if he used "Counter". The principle of two Ninjutsu of the
same element meeting one another in direct conflict; Ninjutsu Sousai, allows a shinobi to "Defend" or "Counter" a Jutsu of
the same element as their own. If both techniques have the same Chakra cost as the other both techniques are canceled
as they negate one another. For additional details and effects of elemental interaction see ”Advanced Shinobi Rules”.
Starting Formula of a Jutsu: Name of Ninjutsu: [Rt: /C: 3/Se: /R: 25/S: /D: /E: ]
A shinobi has an amount of BP to spend on their Jutsu equal to 2*the Rating of the Jutsu. They may be spent in the
following ways. The following effects are for Ninjutsu only.
Ninjutsu effects:
Elemental Effect (Requires Chakra Control 3)- Adds an Elemental Effect to your Jutsu. You may only have one Elemental
Effect, unless you add an Advanced Elemental Effect in which case you must add both component effects, if applicable.
Costs 3 BP.
Increase Damage- Increases the damage value by 4. Cost 1 BP.
Reduce Chakra Cost- Reduces the Chakra Cost of the technique by 1 to a minimum of 1. Costs 3 BP.
Amplifiable: The Jutsu can actually be increased by pushing more chakra into it, yielding a more damaging technique. Add
"+X" to the Chakra Cost of the Jutsu. Then add "+5X" to the Damage of the Jutsu. You may decide what X is each time you
use the Jutsu. Costs 4 BP.
Stun (Requires Chakra Control 6)- Stuns the target for a number of turns equal to your Rank. Costs 9 BP.
Immobilize (Requires Chakra Control 6)- Immobilizes the target for a number of turns equal to your Rank. Costs 5 BP.
Prone (Requires Wind Element or Water Element or Earth Element)- Knocks the target Prone. Costs 3 BP.
Nauseated (Requires Sound Element)- Nauseates the target. Costs 4 BP.
Blinded (Requires Lightning Element or Fire Element)- Blinds the target for a number of rounds equal to your Rank. Cost 6
BP.
Airborne (Requires Earth Element or Water Element or Wind Element)- Knocks the target airborne. Costs 5 BP.
Item Reliant (Requires Chakra Control 4)- The Jutsu is unusable without the listed item present and readily available.
Refunds 2 BP. The Kage may increase or decrease this refund based on the prevalence of the item.
Knockback (Requires Chakra Control 5)- The target is knocked back a number of squares equal to your Rank. Cost 3 BP.
Ritualistic (Requires 5 Chakra Control)- Your Jutsu demands a preparation of some sort, be it scroll based or otherwise. As
such you must spend a turn preparing an area equal to 1 square during which time you cannot take damage. If you do take
damage you lose the Chakra and the technique is canceled. Refunds 4 BP.
Shredding (Requires Chakra Control 7 and Ninjutsu of 7)- Your attack is vicious to the point where you rend apart armor.
With each application of this technique you reduce the DR of the target by an amount equal to your Rank. If a piece of
armor is reduced to 0 DR it is broken and the item is ruined. Cost 4 BP.
Shielding (Requires Chakra Control 6, Continuous and Pulse)- Your Jutsu doesn’t deal damage, but instead prevents it. You
gain Chakra Based DR equal to double the total damage your technique would normally deal. Reusing this Jutsu restores
the Shield, but doesn’t increase it past the maximum. The amount of chakra DR granted by this effect is doubled if the
Jutsu is “Earth Element”, and it does not need to be continuous. A shielding jutsu cannot be passed through as long as it
still has a DR value. The user of this jutsu may dispel it at any time. Cost 3 BP.
Continuous (Requires Chakra Control 5 and Ninjutsu 6)- The nature of your technique allows it to keep applying its effect
over time. You must spend a partial action to maintain the Jutsu and cannot use other Jutsu during this time. Costs 5 BP.
Barrage- Rather than aiming for a single powerful shot you aim for many attacks to wear down a target. Use your Jutsu as
normal, however, for this attack you suffer X+1 ASP where X is a number of your choosing to a maximum of your Rank. For
each success over your opponent you may hit them an additional time. Your first hit deals 0.5x damage, your second deals
1x damage, your third deals 1.5x damage and so on to a maximum number of hits equal to X. If the opponent uses a
“Defend” action that is not Dodge they must have a number of successes over your “Attack” action equal to your X value.
For each success they fall short of this number you deal damage as if you had hit with that many attacks. Costs 4 BP.
Slow- In the world of hand seals this Jutsu requires a great deal of seal work and is interruptible. You cannot use this Jutsu
with a foe adjacent to you. Additionally if you use this Jutsu a number of squares away equal to an enemy's Dodge Ranks
they may move adjacent to you as a free action, but it does not stop your technique. Refunds 3 BP.
Modify Area - You may add a 1 Burst area at the end point of your Jutsu, or a 3 Line area at the end point of your Jutsu.
They are not mutually exclusive. Cost 4 BP.
Increase Area - You may increase the numeric value of the Range by 3, including any Blast or Lines. Cost 1 BP.
Reduce Area- You may reduce the numeric value of the Range by 3, including any Blast or Lines. Refunds 1 BP.
Torrent (Requires Water Element, Chakra Control 7 or Higher)- Water element is unique in one very notable way. When
you increase your chakra output you exponentially increase the weight and impact of your attacks. For each point of
Chakra you pay for your Jutsu add a bonus 3 damage to the total damage. Additionally, if you pay 4 or more, the target
automatically suffers "Knockback", and if you pay 5 or more the target automatically suffers "Prone". Costs 6 BP.
Clinging (Requires Earth Element and Chakra Control 7 or Higher): Your earth techniques are not only massive displays of
primal force, but are also tricky and insidious. If the target uses "Dodge” to successfully escape your technique you may
pay (10-Ninjutsu Stat) in Chakra, to a minimum of 1, to reactivate the Jutsu as a free action at the end of the Round, having
placed a piece of it on their person in their escape. The target's may use only 1/2 their ASB for "Dodge" on this second roll.
However, if they are successful the "Clinging" effect is not applied again. Costs 6 BP.
Sweltering (Requires Fire Element and Chakra Control 8 or Higher): The power of your fire element techniques is not only
in its raw flames and force, but in the unbelievable heat that saps the energy from all who it is even close to. You may pay 2
Chakra once your Jutsu hits. If you do so, the target's Grit gain is reduced by your Rank+Fire Element Training for this turn.
Additionally, the target has their total number of actions on their next turn reduced by ½ * (Rank+Fire Element Training) to
a minimum of one. 6 BP.
Devastating Damage (Requires Wind Element Effect + Chakra Control 10): Multiply the amount of chakra-based DR you
reduce with your "Wind Element" effect by your Rank as well as the bonus damage granted from the “Wind Element”
effect. 6 BP.
Penetrating (Requires Lightning Element and Chakra Control 7 or higher): Instead of turning the power of your lightning
into a shock that numbs and chars the system you convert it into pure piercing power, often impaling a foe outright. For
each X you paid into the “Amplifiable” effect of your Lightning Element Technique and each success you have over your
opponent’s “Defend” action you may instead increase the damage by 6 and reduce any Mundane DR they possess by 2. If
you reduce their Mundane DR to 0 or less your attack rips a hole in their body and they suffer the “Pierced” effect. Cost 6
BP.
Weaponized Jutsu (Requires Range: Engaged-0, Chakra Control 6 or higher, and Chunin or Higher): You have created a
modification of your Jutsu that allows you to hold it in one or both hands and deliver it point blank. When you add this
Effect to the Jutsu you must decide upon if the Jutsu is “One Handed” or “Two Handed”. You must have that many hands
free to create and maintain the Jutsu. Once used, the Jutsu counts as a weapon. You may “Attack” and “Counter” with this
Jutsu using your Ninjutsu as if it were a melee weapon.You use the respective “Element Training” skill, instead of a
“Weapon” skill if you do. The Weaponized-Jutsu lasts a number of turns equal to your Rank, however, it is consumed on
the first time you deal damage with it. Additionally, if you are “Disarmed” you lose the Jutsu due to your control over it
being lost. Your opponent gains the ability to “Defend” with a weapon-based Taijutsu Skill or Martial Arts. However, if a foe
uses a “Defend” action that is not “Dodge” without “Channeling Elemental Chakra” they are automatically hit. You may
treat this Jutsu like a Maneuver, if you desire, and may also use a Maneuver with this Jutsu, though you count as Unarmed.
Finally, Speed of your Jutsu is conferred to you in form of Movement for the duration of you holding the Jutsu. Costs 4 BP
(Two Handed) or 6 BP (One Handed)
JUTSU RANGES AND SHAPES
Projectile: The default mode of the Jutsu. The projectile is a Jutsu that has a Range and no other modifiers to its Range. If a
subject interjects itself in the path of travel of the technique they will be hit instead of the intended target.
Powerful Projectile: A Jutsu with a Line less than its total range. If the projectile is intercepted within the range of the Line,
it continues on to its original destination. The target who stopped the Jutsu will suffer from the new effect "Pierced" if they
take damage and the initial target will suffer half damage and no effects. If the damage is ever reduced to 0 by a target's
DR the Jutsu is halted entirely.
Beam: A Beam Jutsu is a Jutsu with a Line range equal to its total range. A target that stops this Jutsu at any point in its
trajectory will suffer from "Pierce" if they have taken damage and the Jutsu will continue to its initial destination. For each
target that stops it, the damage will be reduced by 1/2 and they will suffer effects so long as they suffer damage. If the
damage is ever reduced to 0 by a target's DR the Jutsu is halted entirely.
Explosion: A Jutsu with a non-zero Range and a Burst value of at least 1. An Explosion Jutsu forces all targets in the radius
to make a "Defend" check. One successful "Defend" from a Jutsu that is of the dominant element will negate the Jutsu and
its effects for all targets.
Pulse: A Jutsu with a zero Range value and a Burst of at least 1. A Pulse Jutsu can be used as any other Jutsu can as a
"Defend" action should you be able to complete the seals in a single partial action. However, a Pulse Jutsu can purchase
the "Flashpoint" effect, in which case it automatically hits the attacker if they were using a "Charge", "Guerilla Warfare", or
a function of the "Raider" stance.
Field: A Jutsu with a zero Range value, a Burst of at least 1, and the Continuous effect. A Field Jutsu is maintained so long
as the user is willing to pay for it. Any foe who enters the Field automatically suffers the damage and effects of it. A Field is
effective as many squares in the air as its Burst value.
Explosive Projectile: A Jutsu with a non-Zero range value, a Burst of at least 1, and a Line of less than its total distance. The
Burst is applied if the Jutsu is stopped prematurely at the point of its stopping. If the original target is still within the radius
of the Burst they suffer full damage, otherwise they treat the Projectile as a "Powerful Projectile". The target that stops the
Jutsu prematurely suffers the "Pierce" condition as well as the "Overwhelmed" condition if they take damage.
Blast: A Jutsu with a non-Zero Range value, a Burst of at least 1, and a Line equal to its total distance. The Blast is a cannon-
like beam that is as broad as its Burst in all directions of each point of the Line, and ends in a Burst at its destination.
Should a target stop a Burst prematurely they suffer the "Pierced" and "Overwhelmed" condition. Stopping a Blast, unless
you can block the full width of the attack, does nothing except inflict these conditions, even if you take no damage.
Growing: A Jutsu with the new "Growing" range modifier. A Growing Jutsu acts entirely differently from other Jutsu,
forming a Cone. As such, it only functions with certain set ranges. If a Range falls between two values of the "Growing" the
caster may project the cone's beginning a number of squares equal to the distance. Refer to the figure in the book for a
clearer explanation. The values are: 4, 9, 16, 25, 36, 49, 64 and so on.
Disastrous: A Disastrous Jutsu is one that has purchased the "Disaster" effect. A Disastrous Jutsu hits the entire Zone the
Caster currently occupies and the next zone around him. A shinobi who cannot escape the range of this techinque during
the course of their defend action obviously suffer the effects. A Shinobi that suffers the effects of a disastrous Jutsu suffers
the "Overwhelmed" effect.
Cataclysmic: A Cataclysmic Jutsu is one that has purchased the "Cataclysm" effect. A Cataclysmic Jutsu hits the entire
battlefield, with the exception of up to a Burst X area where the X is the user's Ninjutsu score, around the user's square.
Obviously, due to the nature of this effect, a "Dodge" check is impossible to succeed on. A shinobi that suffers the effects
of a disastrous Jutsu suffers the "Overwhelmed" effect as well as the "Shocked" effect.
New Effects
Pierced (effect): The shinobi has had their bodies pierced by an elemental attack. They suffer -2 ASP to all actions and are
reduced to SR 1 due to the pain and shock. This condition can be subdued for a single round by the usual expenditure of
Grit, but to be removed must be treated by the Medical Jutsu.
Overwhelmed (effect): The shinobi has had their entire forms covered by an elemental attack. This nightmarish event
leaves the shinobi gasping for air and unable to react well. The shinobi loses 1 partial action for their next Turn, which
increases to 2 partial actions if the user of the techinque activates a Critical Hit follow-up.
Shocked (effect): This shinobi has witnessed something few have seen, a Jutsu of sheer unimaginable power. To witness
such a thing is to be reminded of mortality at its most dangerous. Your Grit becomes reduced immediately to 0, and you
suffer -5 ASP as you reel from the trauma inflicted. Additionally, the landscape around you is a warped battlefield. So long
as you occupy a square affected by the Jutsu that inflicted this condition on you, you deal 1/2 damage. This condition
requires two uses of "Remove Effect" to clear from yourself.
Flashpoint (Jutsu Effect, Requires Pulse Jutsu): You have trained yourself to use this jutsu just at the moment an opponent
rushes at you. To use this effect the Speed of the Jutsu must at least match the Attacker's speed. When you use this Jutsu
the attacker may choose to either abandon their attack, and use a "Defend" action, ending their turn after this, or they
may suffer the damage and effects of your Jutsu and then finish their action, if able. In case the Flashpoint Jutsu contains
knockback, knockback is resolved after the attacker's action. A jutsu with this effect automatically hits the attacker if they
were using a "Charge", "Guerilla Warfare", or a function of the "Raider" stance. 5 BP.
Disaster (Jutsu Effect, Requires Ninjutsu 8, Requires Journeyman in Elemental Training of the Jutsu's Element, Requires
Rating A, requires at least 1 full-turn worth of seals, Requires Range 25 or higher): Your Jutsu is a weapon of deadly and
horrifying warfare. Any foe that suffers the effect of this technique suffers the "Overwhelmed" effect, automatically.
Additionally, this Jutsu destroys structures and trees in the area that are not enhanced by chakra automatically. If they are
enhanced by Chakra, if the Jutsu deals enough damage to exceed its Chakra DR, they are then destroyed. Finally, all
damage dealt to targets in this area ignores Mundane DR due to its sheer volume. This technique cannot have a Follow-Up
used after it. 8 BP.
Cataclysm (Jutsu Effect, Requires Ninjutsu 11+, Requires Master in Elemental Training of Jutsu's Element, Requires
Rating S, Requires two full-turn's worth of seals, Requires Range 25 or higher): Your Jutsu is a doomsday weapon capable
of making nations cower before you. A Cataclysm Jutsu automatically deals double damage to all within its area of
influence. All structures and natural features, even Chakra enhanced, are destroyed leaving a featureless crater. All damage
dealt to the targets in the area ignores Mundane DR due to the critical volume of the technique. Finally, all shinobi who
suffer the effects of this technique suffer the "Shocked" and "Overwhelmed" condition. This technique cannot have a
Follow-Up used after it. 14 BP.
Genjutsu
Genjutsu Name/Cost: 6/Range: Engaged (Other than User)/Damage: 0/Effect: Grit Lock
(All Genjutsu use this stat line as a default and cannot modify it through the use of BP)
Genjutsu is the art of illusion, using your chakra to manipulate another shinobi into perceiving pieces of a reality of your
creation. Genjutsu is a difficult art, making it an advanced skill, but it is inherently powerful. You cannot "block" a Genjutsu
due to its nature as a perception based attack. This engenders some special rules.
When a shinobi increases their Rank in "Genjutsu Training" they may select a single Twist from the list each time. A shinobi
adds these Twists when they create a Genjutsu. When a shinobi creates a Genjutsu they may add a number of Twists equal
to 1/2 their Genjutsu Ranks. They may exceed this limit by increasing the cost of the Genjutsu by 2 per additional Twist
added beyond their 1/2 Genjutsu Ranks limit.
In combat a shinobi may use a Genjutsu as a full-turn action. By default, all shinobi in the Engaged zone, other than the
user, are the targets of the "Attack". Due to combat being a situation where a shinobi needs to focus on their targets at all
times; unless a target has "Chakra Sight", they have seen the shinobi use a "Genjutsu" during this encounter, or they have a
"Knowledge Bonus" against the attacker's "Genjutsu Training" skill, they may not make a "Defend" or "Counter" as they do
not know the attack is a Genjutsu. However, if they do meet one of the three qualifications they are aware that the attack
is a Genjutsu, but they still cannot make a "Defend" or a "Counter" action as the Genjutsu is being used. A shinobi who
uses Genjutsu to "Attack" cannot use the default "Follow-Ups", however they may use any Drive UA's that specifically
permit them to be used after Genjutsu.
Once the Genjutsu has successfully captured the targets they then suffer the effects of the Genjutsu, by default, Grit Lock.
The shinobi who placed the Genjutsu, called the controller or owner, may use one of their Twists as a partial action. The
shinobi who are under the effects of the Genjutsu, called the victims or targets, are either Aware of Unaware of the
Genjutsu. If they possessed one of the three qualities mentioned previously, Chakra Sight, having already seen the attacker
using a Genjutsu, or having a "Knowledge Bonus” against the target’s “Genjutsu Training” carried over, they are Aware.
Otherwise, they are Unaware.
A target that is Unaware believes what they see to be reality and must act accordingly. A Kage is within his rights to force a
character to act appropriately. A target that is Aware may, as a partial action, attempt to free themselves with the use of a
"Counter Genjutsu Training" roll against the "Attack" roll used by the owner. Alternatively, they may attempt to deal
damage to themselves as a partial action. To succeed on this they must roll Genjutsu+a number of automatic successes
equal to their Intuition+"Counter Genjutsu Training" Ranks against HALF of the Attacker's successes. If they are successful
they may deal damage to themselves equal to (Highest Stat-Intuition)*10. You may pay Grit equal to your Rank to reduce
this damage by 1/2. This damage always does minimum 1 point of damage, though DR (even absolute) does reduce the
total, it can reduce it no lower than 1.
Shinobi that are Unaware, at the start of each of their Turns, roll Genjutsu+Genjutsu Knowledge+Intuition against the
Attacker's successes as a free action. if they beat the Attacker they become Aware. You gain a cumulative +1 ASB at the
start of each of your turns to this roll. They may also, as a partial action, attempt the roll again, which doubles any ASB they
receive.
Finally, any damage taken from outside of the Genjutsu, including from the owner of the Genjutsu, immediately breaks the
Genjutsu completely. Alternatively, a shinobi that is freed from the Genjutsu may automatically free them through the use
of the "Genjutsu Release" Jutsu.
Genjutsu Twists
Disfigure (Twist, Requires Intimidate 3 or higher): You warp and painfully twist at the flesh of a shinobi, causing them to
suffer a sense of dread at seeing their body morphed like this. The target becomes "Unnerved". If they are already
"Unnerved" they become "Terrified". WARP- The target's body gets phantom pains from the damage they suffered. They
gain a number of "Stagger" conditions equal to your Rank. These conditions continue even if they leave the effects of your
"Genjutsu", though they disappear at a rate of 1 per Round.
Sleeper's Paralysis (Twist, Requires Ninjutsu 4, Genjutsu 4): This effect takes hold immediately of a number of targets
equal to 1/2 your Rank. The target believes themselves to be moving, but in truth they are rooted to the ground. They are
considered "Immobilized" for all purposes. Additionally, their limbs are heavy, and they suffer -4 ASP to a successful
"Genjutsu Release" attempt. WARP- The target drops to their knees from the staggering feeling of helplessness. They
become "Prone". Additionally, their body is heavy when they return to full control, they deal 1/2 damage from all
"Taijutsu" sources and they require an additional partial action to complete seals until the end of the Round.
Time Lapse (Twist, Requires Genjutsu 5): The target sees themselves as frozen by impediments of your choosing; chains,
ropes, and other such devices are common themes. They see the battle happening all around them and are left feeling
helpless. The target becomes "Immobilized" so long as they are under the effects of the Genjutsu. Additionally, they see
their allies dying around them, causing them to be "Nauseated". This increases the cost of the Genjutsu by 2. WARP- Their
perception of time is ruined when they break your Genjutsu. Any ranks of "Speed Familiarity" instead of adding to their
Speed Rank subtract from it, to a minimum of SR1. Additionally, their movement is reduced to 1/2. This effect lasts a
number of rounds equal to your Rank.
Illusory Damage (Twist, Requires Genjutusu Knowledge 3 and Ninjutsu Knolwedge 3): Ripped flesh, metal weapons
impaling them, burning flames licking at their flesh, these are but a few samples of what you can do with this technique.
The target takes damage equal to 2*your Genjutsu Stat. Additionally they lose 1 partial action from their next turn due to
the traumatic pain they suffer. Adds 4 to the Genjutsu's cost. WARP- The target's current action is ended and any resource
used is wasted. This consumes their partial action if applicable. Additionally, the damage suffered is doubled.
Kitsune Trick (Twist, Requires Stealth 3 or higher): Your body breaks away to the perception of all inside your Genjutsu,
making you effectively in "Stealth". Though someone with "Chakra Sight" can see you and you can be found with
"Bloodhound" you are invisible completely and leave no trace of your passing when you move. Adds 2 to the Cost of the
Genjutsu. WARP- You become invisible even to the methods of detection listed; in your world no one can find you.
Pinwheel Eyes (Twist, Requires "Kekkei Genkai: Sharingan Eye" or "Kekkei Genkai Sharingan Eye (Acquired)"): Instead of
an ostentatious display of light or something like that you choose to hypnotize with your clan's eyes. This effect changes
the range and is not usable as a Twist unless you use it as a Warp. You may use your Genjutsu on a single target that you
can clearly see and that can see you. If you pay double the cost of your Genjutsu you may use it as a "Counter" with a
successful "Genjutsu Training" roll against their "Attack", so long as you are not suffering any penalties from their
enhanced speed. WARP-While this Twist cannot be used like a Twist normally, if you pay the Warp cost you may cause
them to feel horrific dread of your powerful ocular techniques. You are considered to have "Aura of Malice" against the
target for the duration of the encounter and whenever you meet this shinobi again.
Enchanting Lullaby (Twist, Requires Chakra Control 5): This effect changes the range of your Genjutsu and is not usable as
a Twist unless you use it as a Warp. You use the power of your voice or an instrument to capture those who hear you in a
Genjutsu. The range increases to the Combat Zone you are in and the next one. However, the Chakra Cost increases by 6
unless you have an instrument of some time to increase the effectiveness of the sound, reducing the Chakra Cost increase
to 2. The nature of your Genjutsu allows you to automatically hit a target an additional time if you were in "Stealth" when
you used the Genjutsu initially. WARP- While this Twist cannot be used like a Twist normally, if you pay the Warp cost the
victims of your Genjutsu hear ethereal sounds throughout the Genjutsu realm, causing them to be unable to think as
clearly. They suffer a -4 ASP to all uses of "Counter Genjutsu Training".
Hallucinations (Twist, Requires Clone Technique Perk): Inside the world of your Genjutsu your position is pretty relative,
but you also can create clones at your will. This effect takes hold immediately as the Genjutsu is cast. You have a number of
"Clones" available equal to your Genjutsu, which allow you to use the "Replacement Jutsu" for free against any target in
your Genjutsu. Using your "Replacement Jutsu" and not paying for it reduces the number of "Clones" you have. WARP- You
create a number of clones equal to your "Clones" granted by this effect that are active combatants. Though they deal no
damage, as they are made of nothing, the enemy reacts to them as if they were real. You may "Flank" a target
automatically and if you deal damage with a "Twist" or with an attack which had its damage boosted by "Mind Killer" they
suffer 1/2 the amount of damage again.
Selective Culling (Twist, Requires Chakra Control 6): This effect changes the range of your Genjutsu and is not usable as a
Twist. Genjutsu are very hard to aim and control. However, if you possess this Twist on your Genjutsu you may exclude a
single shinobi who would be affected by your Genjutsu from its effects. This Twist has no Warp and cannot be activated. It
is entirely passive.
Mind Scour (Twist, Requires Genjutsu Stat 5): Aimed purely for the purpose of causing damage you subject the victim of
your Genjutsu to psychological damage. The target suffers damage equal to your Genjutsu Training Stat *10. WARP: The
shock of leaving the Genjutsu causes flashbacks to the torment they suffered. The target suffers 1/2 of all damage they
suffered from "Mind Scour".
Betrayal (Twist, Requires Deception 3): One of the more subtle uses of your Genjutsu, you may change the appearances of
any shinobi on the battlefield to any other shinobi to the perception of all shinobi under the effects of your "Genjutsu". If
the change is in such a way that it is entirely impossible, such as everyone becoming a single person, up to the Kage's
discretion, they realize immediately that they are in a genjutsu. This reduces the cost of the Genjutsu by 2. WARP: This
change includes sound, smell, and even touch, allowing the copies to appear fully lifelike.
Silence the Dreamer (Twist, Requires Diplomacy 3): You still the tongues of those inside of your "Genjutsu". They believe
that they are still speaking, but in truth you have made their mouths incapable of moving. This reduces the cost of your
Genjutsu by 2. WARP: You also have extended this ability to trump any uses of Jutsu, including Genjutsu release. You may
negate a Jutsu that has a number of seals which can be completed in a partial action.
Fleeting Images (Twist, Requires Taijutsu Knowledge 3): This effect takes hold immediately on all shinobi affected by your
Genjutsu. All shinobi in Formation with you, including you and all Clones you may possess or come to possess while the
target is in the Genjutsu appear to be moving 1 Speed Rank higher, though it does not impact their damage at all. WARP:
Their perceptions are sharply reduced while they escape the Genjutsu as they try to recover. They use 1/2 ASB on all uses
of "Knowledge" and lose any "Knowledge Bonuses" they gained during the course of this encounter.
Realm of the Mad God (Twist, Requires Genjutsu Mastery 3): Some Genjutsu are more subtle than others, but yours is
loudly obvious. This effect is automatic and cannot be used as a Twist, unless it's used as a Warp, as it changes the cost.
The sky changes color, Genjutsu effects are clearly impossible and disturbing. You may use each Twist other than this one
an additional time. Adds 2 Chakra to the minimum cost of the Genjutsu, this cost does not get reduced by the Adept Ability
of Genjutsu Training. WARP: The impossibility of this world causes a feeling of complete isolation. The target is removed
from any Formation they are in and reduces all resources or bonuses attributed or gained from being in Formation to 0.
Break their Minds (Twist, Requires Determination 5): You subject the target to a draining and demoralizing effect that
presses down on them with images of doom. They lose an amount of Grit/Turn equal to your Grit/Turn in addition to being
Grit Locked. WARP: The target suffers "Grit Lock" for an additional turn even after being freed from the Genjutsu, and for
the remainder of the encounter they gain - 1 Grit/Turn.
Maneuvers
Taijutsu shinobi are trained in the art of various Maneuvers rather than Jutsu to perform their arts. When a shinobi is
created they may choose a number of Maneuvers rather than Jutsu.
Disarm (Discipline of the Defender, Requires 4 Taijutsu): Make a Taijutsu basic attack as a full-round action. If you are
successful the target no longer holds any weapons in their hands and you may send any weapons removed this way a
number of squares away equal to your Taijutsu and you deal no damage.
Repossession (Discipline of the Defender, Requires Disarm, Requires Taijutsu 6): When you Disarm a target you may
instead choose to take the weapon from their hand and equip it to an open Hand slot of yours. You may drop an item
you’re carrying as a free action.
Wrest (Discipline of the Defender, Requires Taijutsu 7): When you succeed on a Parry action you may attempt to Disarm
them automatically.
Elegant Parry (Discipline of the Defender, Requires Wrest): When you succeed on a Parry action your attacker loses a
partial action.
Block (Discipline of the Defender, Requires 5 Taijutsu): Instead of making a defensive action against your opponent’s
Ninjutsu-based attack you may use the “Block” action and multiply the DR granted by the base damage of your weapon.
360 Degree Defense (Discipline of the Defender, Requires Wrest, Requires Taijutsu 9): When you acquire this Maneuver
you are considered immune to “Flanked”. Additionally, each time you use “Parry” in the same Round you gain +1 ASB to
the use of it.
Drive Counter (Discipline of the Defender, Requires 360 Degree Defense): You are capable of packing a wallop after a
successful Counter. If you succeed on a “Counter” with a melee Taijutsu Counter you may have the target suffer
“Knockback”. If they would already suffer “Knockback” from your damage you may automatically follow them.
Trip Attack (Discipline of the Aggressor, Requires 4 Taijutsu): Make a basic melee Taijutsu attack. If you are successful you
deal ½ damage but afflict the target with the “Prone” status.
Hurricane Smash (Discipline of the Aggressor, Requires Taijutsu 6): As a full-turn action make a basic melee Taijutsu
attack. If you are successful you deal damage as normal and the target is affected by the “Knock Back” status. At the end of
the Knockback they are “Prone”.
Powerful Attack (Discipline of the Aggressor, Requires Hurricane Smash, Requires Taijutsu 8): As a full-turn action make a
melee Taijutsu attack. If successful you deal 1.5x damage and “Stagger” the target.
Charge (Discipline of the Aggressor, Requires Taijutsu 4): As a partial action you may move in a single direction a number
of squares equal to half of your Taijutsu. You must move the full distance. At the end of the movement you may make a
basic melee "Taijutsu" attack with -1 ASP. When your Taijutsu is 6 this maneuver now moves a distance equal to your full
Taijutsu score, but you must still move at least 2 squares. If you do so you may make a basic melee Taijutsu based "Attack"
action with no penalty. When your Taijutsu is 8 or higher you may use a melee Maneuver which allows an "Attack" or a
Gambit based on a melee Taijutsu skill at the end of at least two squares of movement. You gain a +1 ASB to this attack in
this case. Finally, if you move the full distance of your Taijutsu score you come in with great force, allowing you to add
double the bonus damage granted by your Taijutsu score to the damage of the "Attack" you use at the end of the Charge.
Blitz (Discipline of the Aggressor, Requires Trip Attack, Requires Taijutsu 7, Requires Speed Rank 2 or higher): As a full-
round action you may make a basic Taijutsu Attack. For this attack you suffer X+1 ASP where X is a number of your
choosing to a maximum of your Rank. For each success over your opponent you may hit them an additional time. Your first
hit deals 0.5x damage, your second deals 1x damage, your third deals 1.5x damage and so on to a maximum number of
hits equal to X. If the opponent uses the “Parry” maneuver they suffer –X where X is the ASP you gained from using this
Maneuver. If the opponent uses a “Defend” action that is not Dodge they must have a number of successes over your
“Attack” action equal to your X value. For each success they fall short of this number you deal damage as if you had hit
with that many attacks.
Furious Attack (Discipline of the Aggressor, Requires Taijutsu 8 or Higher, Requires Injured or Wounded Status): Like a
wounded animal you lash out with fury and power. As a full-round action make a melee Taijutsu attack. You suffer double
your Injured or Wounded penalties in ASP, however, if you hit, you deal double damage and knock the target "Prone".
Shepherd of War (Discipline of the Aggressor, Requires Taijutsu Mastery 1): You are capable of directing foes and moving
them where they do not want to go. If you would inflict “Knockback” with your “Attack” action you may send them flying in
a direction of your choice, including behind you. If you use a “Follow-Up” and would not inflict “Knockback” you may move
to another square that is adjacent to the target.
Leap Attack (Discipline of the Aggressor, Requires Taijutsu 7, Taijutsu Knowledge 4, Speed Rank 2): As a full-round action
you may hop up into the air and rotate yourself to bring down the power of an aerial attack against a foe directly next to
you. You gain the benefit of being 3 squares in the air for the next "Attack". Make a basic melee "Attack" action. This costs
2 Grit per use. If you wish to use this at the end of a "Charge" maneuver you may do so but pay 3 Chakra to do so as well as
the Grit. If you do not do it as part of a "Charge" and you hit the target you may inflict "Prone" if you deal enough to trigger
a "Knockback". The target's Stability is considered to be 1/2 for the purposes of this attack.
Endurance of Stone (Discipline of the Defender, Requires Taijutsu 6, Requires One of the Masses): Shinobi from the
Hidden Stone are regarded as being unremarkable, but that low profile belies a nobility and unity of purposes that makes
them extremely resilient. Your Stability is doubled and you receive half damage from all sources of “Knockback” and may
ignore the first 10 squares of falling damage, instead of the usual 5.
Silent Killing Jutsu (Discipline of the Armed, Requires Taijutsu 8 or Higher, Requires Greatsword, Kunai, or Chokuto,
Requires Mist Brutality): The fabled technique of the Seven Swordsmen, the Silent Killing Jutsu does gruesome damage to
a foe. The shinobi must spend 6-Rank number of partial actions, to a minimum of 1, studying his target uninterrupted. The
target must be suffering from the “Obscured Sight” effect. If he then attacks, with a +X bonus where X is his Rank, and if he
successfully hits the target then the target is lowered an Injury Level and then you deal 2x damage.
Butchery of War (Discipline of the Armed, Requires Taijutsu 6, Requires Greatsword, Requires Mist Brutality): In the
world of shinobi none have mastered the joy of cleaving men in half with large pieces of steel like the shinobi of the
Hidden Mist Village. When you use an “Attack” with your Greatsword and you deal enough damage to inflict “Knockback”
you may instead choose to simply slice through as much of them as possible. This massive gaping wound causes the target
to immediately suffer X “Stagger” and “Bleed” conditions where X is your Rank. If you reduce the target to their “Wounded
Pool” you may instead Defeat them.
Blood on the Sand (Discipline of the Armed, Requires Taijutsu 6 or Higher, Requires Kunai, Nekote, or Kama (including
Kusarigama Kama), Requires Cruelty of the Desert): A rather simple flick of the knife that causes some serious damage.
Make a basic Taijutsu attack, not a thrown attack. If you hit the target receives no damage. However, if the target uses
Dodge, or Shunshin in the next X turns where X is your rank the wound ruptures and they suffer 10 damage per square
they move with Dodge. A use of Medical Jutsu will remove this effect, but Grit cannot remove the effect.
Twist the Blade (Discipline of the Armed, Requires Taijutsu 6, Requires Kunai, Tanto, Chokuto (that used Stab), or a Yari,
Requires Cruelty of the Desert): A Sand Shinobi does not need a massive show of cruelty, even the smallest acts of malice
are enough for you. Whenever you deal damage that doesn’t cause “Knockback” you may increase the weapon’s base
damage by 1.5x. The increased damage does not cause “Knockback”. If you would cause “Knockback” you may choose
instead to impale them, causing them to experience massive trauma, reducing their Speed Ranks to 1, their Base
Movement to 0 for the duration of the Round, and increasing the damage dealt to 2x the weapon’s base damage.
Pinning Throw (Discipline of the Armed, Requires Shuriken or Kunai, Requires Taijutsu 5): Make a basic Taijutsu thrown
attack. If you are successful the target takes no damage and is afflicted with the “Immobilized” status.
Projectile Barrage (Discipline of the Armed, Requires Kunai or Shuriken, Requires Taijutsu 4): As a full round action make
a ranged Shuriken or Kunai attack. Your opponent suffers -X ASP where X is your Rank or Rank+1 if you use a Shuriken. For
each hit success over the defender you make deal damage as a basic kunai or shuriken attack. Finally, you may hit one
additional time for free if you use a shuriken. The target cannot use "Parry" and if they use "Block" you may hit them a
number of times equal to your Kunai or Shuriken Training skills.
Great Cleave (Discipline of the Armed, Requires Greatsword): Make a basic Taijutsu attack. The attack gains Burst 1 and
you gain Grit immediately equal to the targets hit.
Snipe (Discipline of the Armed, Requires Yumi): Declare a number of partial actions you want to spend aiming. For each
partial action you spend aiming you gain +X Damage, where X is your Ninjutsu+Taijutsu. When you are out of partial
actions spent aiming you immediately make a basic Ranged Taijutsu Attack using your Yumi.
Overhead Strike (Discipline of the Armed, Requires Staff): Make a basic Taijutsu Attack. The attack gains Line X where X is
your Rank. Additionally, the target closest to you becomes Prone.
Taijutsu Frenzy (Disciple of the Armed, Requires Nunchaku): Your training with the Nunchaku allows you to make a flurry
of kicks, punches, and Nunchaku attacks to disorient and batter your opponent. As a full-round action you may "Attack" an
enemy shinobi adjacent to you. You may make a number of "Attack" actions equal to your Taijutsu. The first hit deals .25x
damage. For each consecutive hit double the damage and impose a -1 cumulative ASP on the opponent. If you miss you
reset both your damage and their ASP.
Tempest (Discipline of the Armed, Requires Kusari-Gama): You use the length and unique nature of your weapon to turn
the area around you into a field of death. As a full-round action you may “Attack” all shinobi within Burst X where X is your
Taijutsu. Any who you hit receive damage from the kama end and the weighted end. They all also suffer a “Staggered”
condition. You deal +5 damage per target hit by this effect. You may choose the order of targets you deal damage to.
Impact of the Blade (Discipline of the Armed, Requires Naginata): The Naginata serves as an excellent force multiplier.
When you use the “Charge” maneuver at the full distance and use this Maneuver at the end of your “Charge” the target
suffer –X ASP to “Parry” where X is your Rank. Add the weapon’s damage an additional time to your damage for every two
successes over the target’s “Parry” or “Dodge”.
Zen Stab (Discipline of the Armed, Requires Yari): While the Yari originated as a weapon that samurai pressed into the
hands of peasants, and thus did it work its way into the hands of shinobi. Though the Yari is best suited to rejecting charges
with authority it is a very adept weapon at stabbing against foes who have remained standing motionless. As a full-round
action the user may roll Taijutsu+Yari Training. They may take half of these successes and save them, targeting a single foe
within their Yari’s range. If that target is still within your range during your next turn you may add the saved ASB to all uses
of your Yari against that target during that next turn. If you activate a “Follow-Up” your Yari’s damage is tripled.
Hemorrhage (Discipline of the Armed, Requires Nekote): The Nekote possesses the ability to cause death by a thousand
cuts, but a particularly vengeful shinobi can accelerate this process. Make a basic “Attack” action with your “Nekote”
against a foe who has at least three “Bleeding” conditions. If you deal damage all of your “Bleeding” conditions become
“Deep Bleeding” and deal damage equal to your Taijutsu Score + the target’s Taijutsu score.
Smack Them Silly (Discipline of the Armed, Requires Tonfa): While the Tonfa can be wielded in such a way as to smash the
opponent’s body and head until they are hardly capable of fighting you are equally capable of turning simple defenses into
violent reprisals. Whenever you “Parry” while holding your Tonfa in “Traditional Style” and would deal damage the Tonfa’s
base damage is doubled. Additionally, if a target would receive enough damage to cause “Knockback” during their turn you
may negate the “Knockback” and instead inflict “Prone”. Then, take a basic “Attack”.
Rein in the Beast (Discipline of the Armed, Requires Iron Chain): The Iron Chain is not an excellent weapon for dealing
damage, but when it comes to frustrating foes who wish to fight it is excellent. If a target makes an “Attack” against your
Chain while suffering a “Constrict” effect you may immediately make an “Attack” at -2 ASP. If successful, you may cause the
target to lose their action and become “Prone”.
Death Needle (Discipline of the Armed, Requires Senbon): Among the many tricks a senbon is capable of doing is piercing
a vital acupuncture point or a nerve which leads to death. As a full-turn action make a melee “Attack” action with your
senbon against a “Stunned” target. If you deal damage equal to the target’s Taijutsu*5 they are Defeated automatically.
Shoulder Tackle (Discipline of the Armed, Requires Shield): Not known for its usefulness in combat, at least when it comes
to dealing damage, the shield is good at being a big heavy piece of wood or metal. This specialized talent allows the user to
put their whole body behind it, forming a very durable battering ram.
When you “Charge”, if you go the full distance, you may make a basic “Attack” with the Shield. If you are successful and
deal enough damage to cause “Knockback” you may also inflict “Prone, “Stagger”, and if you are “Large” you also inflict
“Disable-Arm” from the massive impact of your charge.
Grapple (Discipline of the Empty Hand, Requires Taijutsu 6 or Higher): Make a basic Martial Arts attack. Instead of dealing
damage you and your opponent become “Immobilized”, all items are removed from both of your hands, neither of you can
use Jutsu, and they suffer damage at the end of the Round equal to your Taijutsu+ Martial Arts + Taijutsu Mastery. This
condition costs double the normal amount of Grit to remove and removes it from both parties. Alternatively, if the
opponent attacks and beats you with a basic Martial Arts attack you no longer deal damage and they are given the option
of reversing this condition on you, or negating it and becoming free to move. A foe may only be affected by a single
instance of “Grapple” at a time.
Nerve Strike (Discipline of the Empty Hand, Requires Taijutsu 6 or Higher, Requires Ninjutsu 6 or Higher): Make a basic
Martial Arts attack. You deal ½ damage, however, your opponent also suffers –X ASP where X is your ½ your Rank to all
actions they perform. Additionally, they are reduced 1 Speed Rank.
Liver Shot (Discipline of the Empty Hand, Requires Taijutsu 7 or Higher): Make a basic Martial Arts attack. Instead of
dealing damage the target suffers the “Nauseated” effect.
Dragon Kick (Discipline of the Empty Hand, Requires Taijutsu 7 or Higher, Requires Speed Rank 2 or Higher): Move a
number of squares equal to your Taijutsu score, you must move this total distance to use the maneuver. Then make a basic
Martial Arts attack. The target suffers damage as normal +3X where X is the number of squares you moved this turn, as
well as “Knockback”.
Joint Snap (Discipline of the Empty Hand, Requires Taijutsu 8 or Higher, Requires Grapple): Instead of sustaining the
choke of your grapple you go for a more immediate result. While in a “Grapple” make a full-turn basic Martial Arts attack
with –X ASP where X is the target’s Rank. You deal no damage, but reduce the target to their next Injury level. Additionally,
the victim suffers double the ASP from being Injured or Wounded. Your Grapple ends immediately after using this.
Hip Toss (Discipline of the Empty Hand, Requires Grapple): With a flick of your opponent’s weight over your hip you slam
them onto their back. Make a basic Martial Arts attack. If you are successful you deal triple the damage a turn of being in
the Grapple would have dealt and the opponent becomes “Prone” for the normal duration and “Stunned” for a single turn.
You need to be in a “Grapple” with your target to use this Maneuver.
Nose Smash (Discipline of the Empty Hand, Requires Taijutsu 10 or Higher): Using your superior training in the ways of
the fist you smash your fist into the bridge of your opponent’s nose, filling them with pain and their eyes with blood. Make
a basic Martial Arts attack with -2 ASP. You deal half damage, but the target becomes “Blinded” and their Jutsu gain the
“Slow” effect. Removing one of these effects with Grit will remove both effects.
Iron Bane (Discipline of the Empty Hand, Requires Taijutsu 9 or Higher, Requires Taijutsu Mastery 3 or Higher): The
highest form of unarmed training, this allows a martial artist to shatter the weapon of his foes. Make a basic Martial Arts
attack with -2 ASP. If you are successful you deal damage to the weapon equal to ½ your normal damage. If your damage
dealt exceeds the weapon’s damage the weapon is destroyed and completely useless.
Lariat (Discipline of the Empty Hand, Requires Taijutsu 8, Requires Insular Culture): You must move a number of squares
equal to your Taijutsu to build up enough force for this attack as well as be carrying no weapons. As a full-round action
move that many squares and roll Taijutsu + Martial Arts +2 (or +4 If Large). If you hit you deal damage as normal, but Stun
the opponent from the force and they suffer Knockback equal to your Taijutsu.
Bolt of the Raikage (Discipline of the Empty Hand, Requires Base Movement of 25, Taijutsu 9, Requires Insular Culture):
A shinobi who attacks from the sky is dangerous, but you attacking from the skies is a nightmare. If you moved at least 6
squares up in the air you may use the “Charge” Maneuver to attack directly beneath you with a Martial Arts attack. Doing
so gives your Jutsu Burst X where X is your Taijutsu and deals bonus damage equal to your Martial Arts Training*3. This
bonus damage is doubled if you are “Large”.
Leaf Whirlwind (Discipline of the Empty Hand, Requires Taijutsu 7, Requires Speed 2 or Higher, Requires Will of Fire):
Jumping into the air you unleash a whirlwind kick that sends your foes soaring in all directions. Roll Taijutsu + Martial Arts +
X ASB where X is the number of foes adjacent to you. If you hit one target they take 1/2 your basic Taijutsu attack damage.
Then all foes in a Burst X area around you, where X is ½ your Rank suffer Knockback equal to your Rank, and become
“Prone” at the end of the Knockback.
Leaf Shadow (Discipline of the Empty Hand, Requires Taijutsu 5, Requires Speed Rank 2 or Higher, Requires Will of Fire):
As a full-round action move a number of squares up to your Taijutsu score. Triple any penalty the target receives from the
difference between your Offensive Speed and their Defensive Speed. If there is none they suffer -2 ASP. Make a Martial
Arts Attack action. This attack deals ½ damage but launches the target up into the air a number of squares equal to your
Taijutsu. If you pay 2 Chakra you may double this distance. If you pay 2 Grit you may move up with them, appearing behind
them. If you have “Front Lotus” maneuver, you may use it as a free action.
Front Lotus (Discipline of the Empty Hand, Requires “Eight Gates Training” perk, “Leaf Shadow” Maneuver, Will of Fire):
Used as a follow-up for Leaf Shadow, if can be used only on an Airborne target. If this maneuver is used immediately after
“Leaf Shadow”, the target suffers the same ASP. You deal no damage but instead grab them and corkscrew your body,
drilling the two of you towards the ground. At the last moment you release them. They suffer damage as if they had
suffered “Knockback” towards the ground with only 1 square between them and the ground as well as bonus damage
equal to your Martial Arts Skill as well as 10 damage for every “Fist of” Perk you possess. This Maneuver cannot inflict
greater or additional “Knockback” by its own damage.
Hammerfist (Discipline of the Empty Hand, Requires Taijutsu 6, Requires Ninjutsu 6, Requires One of the Masses): Often
used with a stone-covered fist, the shinobi of the Hidden Stone village smash down on the heads of their foes with a
vengeance. Make a basic Taijutsu attack. If you are successful the target is Prone. For each instance of the “Earth Element”
effect they have on them the damage is doubled.
Stances
Stances are a special form of Maneuver that provide a constant benefit at a cost. You gain 1 less Grit/Turn than you
normally would outside of the Stance. You may use your first Stance as a free action in the first round combat, but
changing into a new stance is a full-action, or a partial action if you have Taijutsu Knowledge of 4 or higher. If you purchase
a Stance during character creation it counts as purchasing 3 Maneuvers.
Iron Fist (Stance, Requires Speed Rank 3 or Higher, Requires Taijutsu Knowledge 5, Requires Martial Arts 6, Requires
Taijutsu Mastery 1, Requires Fist of Iron, 21 MP/15 MP with Martial Training): You are trained in the art of rapid kicks,
punches, and spinning attacks typical of the monks who once roamed the land. Your purity of kung-fu allows you to apply
Burst 1 to all of your Attack actions. You may select which targets in the area of your Burst are affected, as your training is
excellent. Additionally, when granted additional "Attack" actions you gain an extra "Attack" action for each one added from
a source outside of this Stance. Finally, if you have a number of "Passion" counters equal to your Rank or Higher you may
deplete your "Passion" counters, setting them to 0, before you use an "Attack" action to deliver a "Finisher", a devastating
final attack. This attack allows you to apply your Taijutsu+Passion Counters spent as base damage to all Martial Arts
damage you do for the duration of the round, which also ignores Mundane DR.
Ogre (Stance, Requires Greatsword Training 6, Requires Taijutsu 8 or Higher, Requires Large and Battle Sense, 21 MP/15
MP with Martial Training): Your use of the Greatsword has given you not only the drive to sunder your foes, but coupled
with your massive size lets you bully your victims around. A foe that uses "Parry" against you suffers -X ASP to the action
where X is your Taijutsu stat. Additionally, if you use a "Follow-Up" on an "Attack" action that requires at least 2 or more
successes, you may use a "Charge" action, if you possess the Perk, as a free action. You may only use this effect once per
Round. Finally, if an opponent uses a "Defend" action that uses a Weapon, and you win the "Attack", they become
automatically disarmed. If they are unarmed, instead, they suffer "Knockback".
Brawler (Stance, Requires Taijutsu 9 or Higher, Requires Martial Arts 6 or Higher, Requires “Charge” Maneuver and Fists
of Stone, Costs 21 MP/15 MP With Martial Training): Your style of martial arts features heavy slow blows that try to
overwhelm the foe with raw power. For every two points of difference in your Taijutsu and your opponent's you gain +1
ASB to all "Attack" action, excluding "Parry". Additionally, you may add double the Taijutsu value you would normally add
to all Martial Arts damage you deal. If you ever reduce a foe to their next Injury Pool they become "Prone" Automatically
due to the massive power of your attack. Finally, you may reduce any Chakra-Based DR the target has by 1/2 before
applying your damage.
Grappler (Requires Taijutsu 10 or Higher, Requires Grapple Maneuver, Requires Redirected Violence, 21 MP/15 MP With
Martial Training): Your style of Taijutsu is rare and very odd. Instead of delivering blows you seek to draw foes into your
iron-strong grip and then suffocate, throw, break, or control them through your raw force and grappling techniques. When
you and a foe are "Grappled" you are not immobilzed and may move, though at 1/2 your normal speed and you cannot
Shunshin. You also gain +X ASB where X is 1/2 your Rank to "Defend" actions when someone tries to free themselves from
your "Grapple". Additionally, you may use the "Grapple" Maneuver while already maintaining a single Grapple, though you
may only have two "Grapple" maneuvers happening at once. Finally, all foes affected by your "Grapple" become Unnerved
immediately, Flat-Footed after two turns of this effect, and finally Exhausted after three rounds.
Heron (Stance, Requires Kunai Skills 6, Requires Quick Draw, Requires Speed Familiarity 1, 21 MP/15 MP With Martial
Training): You are a veteran of kunai combat, and you are capable of using two kunai at the same time to deliver maximum
power, speed, and security for yourself. If you are holding a kunai in both hands you gain immunity to the "Flanked" and
"Flat Footed" status effects, as your reflexes are beyond superhuman. Additionally whenever you deal damage with a
Kunai you may automatically deal 1/2 the damage you dealt as you do a follow-up attack with the second kunai. Finally,
when a foe attempts to "Disarm" you in melee they become automatically "Disarmed" as you take advantage of their over-
extension and strike a counter.
Raider (Stance, Requires Guerilla Warfare, Requires High Speed Combatant, Requires Shunshin Familiarity, 21 MP/15 MP
with Martial Training): Your combat style is highly mobile, featuring an "ambush through speed" tactic that leaves most
foes scrambling to Defend against you as they bleed their last and you move on to the next target. You may "Shunshin" in
addition to making a standard move to gain the benefits of the "Guerilla Warfare" Perk. If you do so, you do not need to
move in a straight line, but you may only move horizontally or downwards if you are in the air, your target cannot use the
"Parry" Maneuver against you, you may use a Maneuver that does not require a full-round action, and finally you deal
normal damage on the attack. Additionally, if you have Taijutsu Knowledge 5 you may make a number of "Attack" actions
during this movement equal to your Speed Rank, and may divide it up as you wish amongst targets you move over, though
you may attack no target more than once. Using these additional "Attack" actions increases the duration of Guerilla to an
action that takes the entire turn.
Vanguard (Stance, Requires Speed Familiarity of 3 or Higher, Requires Shunshin, Requires Battle Sense, Requires Taijutsu
Knowledge 4 or Higher, 21 MP/15 MP with Martial Training): You are trained in the art of protecting your fellow shinobi.
While in this Stance you may designate a shinobi you are in Formation with as your "Ward". If your Ward becomes the
Defender of an "Attack" action while they are within the same Combat Zone and you are not "Stunned" or "Immobilized"
you may move next to them for double the cost of a Shunshin Jutsu as a free action. You may choose to "Defend" with
them, in which case both of you roll your "Defend" as normal and you add 1/2 your successes to their total successes. You
may also choose to take the hit for them, though you may "Block" before you do so. Any foe who targets your "Ward" with
an "Attack" action while you are within X Squares of your Ward, where X is your Rank+Taijutsu, and the target is within the
same distance you may move adjacent to them for the same cost as moving next to your ward, double the cost of your
Shunshin Jutsu, and may make a "Counter" even if you do not have Knowledge. However, you must have the same
effective Speed as them for defensive purposes to use this ability.
Chakra Scalpels (Stance, Requires Medical Training 5): You enter a state where you use your chakra as a ripping and slicing
implement, much like a physical scalpel, though much more dangerous. This occupies both of your hands. Your "Medical
Training" "Attack" actions give you a base damage equal to your Chakra Control. Additionally, when you hit a target, and
succeed with at least two successes over the target you may inflict "Disable-Arm" or "Disable-Leg". If you succeed with at
least four successes over the target you may inflict "Disable-Nerves". If you succeed with at least six successes over the
target you may inflict "Disable-Torso". When you hit a target that has at least two "Disable" conditions you may inflict a
"Severed" condition that acts as "Staggered". When the target has accumulated at least three "Severed" conditions your
next hit drops them to their "Wounded" Pool automatically. A shinobi cannot remove the "Disabled" or "Severed"
conditions inflicted by use of this Stance with Grit and can only have it removed by the use of the "Medical Jutsu".
Eight Gates (Stance, Taijutsu 7 or higher, Taijutsu Knowledge 4 or Higher, Martial Arts 6 or Higher, Requires “Fist of Iron”
perk, Requires “Eight Gates Training” perk, 21 MP/15 MP): You are trained in the art of opening specific tenketsu points
which allows you to surpass your own body’s limit at the cost of extreme damage to your own body. When benefitting
from this stance, you gain +X*your Taijutsu damage to all MA attacks you make, +X Speed Ranks, +5*X Movement, where X
is the number of Gates open. You do not get additional bonuses for Speed Ranks gained with this Stance. However, for this
amount of power, you lose your X*Rank*Taijutsu Injury at the beginning of every Round, where X is the number of Gates
you have open and you can’t have your Injury restored by a Medical Jutsu. Additionally, when you become able to use 4th
Gate and every 2 gates after that, one of the previous Gates’ injury penalties are negated (Being able to open 4th gate
makes 1st gate harmless, 6th gate makes 2nd gate harmless, and being able to open 8th gate negates injury loss of 3rd
gate). As long as you have at least 5 Gates open, you gain another Partial Action. Finally, this Stance is the only one that can
be used together with another Stance. You may benefit from effects of both this Stance and Iron Fist stance, but you gain 2
less Grit/Turn, as opposed to 1. The injury caused by open gates may not be healed nor prevented by any effect, including
Absolute DR.
ADVANCED SHINOBI RULES
Elemental Interactions
In the World of Five Nations chakra can manifest itself in five different Elements; Fire, Water, Earth, Wind, and Lightning.
Additionally, when directly interacting with one another, the Elements react thusly. Fire < Water < Earth < Lightning < Wind
< Fire, and so on. When two Jutsu meet, due to either a Jutsu used as a “Counter”, or a prepared action creates a
simultaneous release, the elementally superior Jutsu's effects are amplified.
It should be noted that, in addition to the elemental advantages each element possesses many of them could also combine
with another element through one or more shinobi using a “Ready” action to trigger on an allied shinobi’s attack. The first
shinobi shoots his Jutsu at a target, and his ally, who was waiting, releases his Jutsu intercepts the first and the effects
mingle. The following elements may interact in the following ways.
Lightning+Water= The electricity runs through the water and deals incredible damage. Add the damage of the “Lightning
Element” Jutsu with the “Water Element” Jutsu and multiply the damage by 2.
Earth+Fire= The earth catches fire and superheats, causing the “Fire Element” residual damage Effect to gain a number of
instances equal to the “Earth Element” Jutsu user’s Rank.
Wind+Fire= The “Wind Element” feeds the “Fire Element” causing an explosive blowback. The Jutsu gains Burst X where X
is the Rank of the “Wind Element” Jutsu user. Additionally, the damage of the “Wind Element” Jutsu is added to the “Fire
Element” Jutsu’s effect and multiplied by 1.5.
Additionally, shinobi of great skill can “Channel Elemental Chakra” if they have at least 7 Ranks in an “Elemental Training”
Skill and pay 3 Chakra. Chakra can only be channeled through a weapon that has the “Receptive” Property. The following
also apply to adding “Elemental Effects” to a Jutsu.
Fire: +12 Damage. Additionally, the target suffers 4*X damage at the end of the Round where X is each instance of Fire
damage they received this turn.
Water: +20 Damage.
Wind: +15 Damage. Reduces Mundane DR of a piece of equipment by 2 permanently for each instance of damage. If the
target has 0 Mundane DR from equipment they gain an instance of “Bleeding”. If a piece of armor has its DR reduced to 0
by this effect it is destroyed and unusable. The DR reduction lasts until the end of combat.
Lightning: +10 Damage. Jutsu have Amplifiable.
Earth: +10 Damage. Reduces the target’s Speed by 1 Rank to a minimum of 1.
Sound Element: +10 Damage. Techniques with this element deal additional 20 damage to Opponents for each size
category above normal. (30 Damage to “Large”, 40 Damage to “Hulking”, 50 Damage to “Massive” and so on)
Elemental Combine
Certain Kekkei Genkai use "Advanced Elements", elemental chakra that are a combination of two of the basic elemental
types. However, using both your advanced element as well as its basic components is extremely difficult. You must have
the following:
    1) Chakra Control 8 or higher
    2) Your "Kekkei Genkai: X Element Training" at Rank 7
    3) Both of your Advanced Element's basic components at Rank 6.
    4) Ninjutsu 8 or Higher.
    5) Path to Power
However, the bonus for reaching this level of mastery is quite significant. You may add 1/2 the Ranks of both basic
component element's ASB to any use of the Advanced Element. Additionally, you may add all effects, ranks in the base
element training as damage, as well as the elemental damage from each of the basic elements to all uses of the Advanced
Element.
Black Ops
Each Great Village keeps a special cadre of shinobi who are trained and armed to directly counter shinobi from both their
own village and from other villages. These shinobi are called Black Ops agents and are Special Jonin, drawn from the
community at large for their desire to serve their village in the most direct capacity. A Black Ops Agent is only compelled to
obey their Kage, and by extension their Captain, who received authority of command. A shinobi can only be a member of
Black Ops by taking the “Black Ops Agent” Perk at Special Jonin level. At that time their character’s records are eliminated
from the village records system, their families and friends are told that they are being sent away on a long term mission,
and they are hidden away from the village and subjected to training and indoctrination to make them effective Agents.
When a shinobi takes this Perk they undergo a huge number of changes.
All Shinobi who take this Perk have their non-Mode or Gambit UA’s replaced with the UA’s from the desired school of
training which the Kage places them in. They are stripped of armor and all unique items, but are allowed to keep their
weapons which they are trained with, and instead are given standard issue equipment so as to ensure anonymity and a
sense of unity amongst the team. Finally, they are given a Hunter Mask, which they wear with their Tactical Advanced
Combat Armor. If they achieve the Rank of Captain they are given the Blackout Cloak so that they can better operate from
stealth. An agent becomes a Captain through his actions in the field.
Black Ops Agents may be trained to be Hunter-Nin, ANBU Black Ops, and Sealing and Interrogation Squadron. The Agent
may voice his desire when he takes the Perk on which discipline he wants to be trained in. Depending on your Discipline
you gain one of the following sets of Unique Abilities.
Man Hunters
Cat and Mouse (Requires 0 Grit): You and your Squadmates pursue your designated targets with tireless energy. For each
member of the team with the “Stealth” skill at least at Rank 3 you may begin the battle 1 Combat Zone closer than usual. If
two members of your team possess the “Stealth” skill at Rank 3 or higher you begin in Engaged range.
Superior Flanking (Requires 0 Grit): When you and another shinobi you are in Formation with flank a target you negate
their "Battle Sense" Perk if they have it. Additionally, double the Flanked penalty the target suffers. If you and at least two
other shinobi in Formation with you inflict the “Flanked” status on the target you may also inflict the “Flat-Footed” status.
Jutsu Negation (Requires 5 Grit): So long as you are in the same combat zone as another Black Ops Agent and you are
flanking a target all of their Jutsu gain the "Slow" effect. If a shinobi receives damage while using a Jutsu with the “Slow”
effect the Jutsu is lost.
Summoning Rules
Many years ago, the precursors to modern shinobi made pacts with their blood, called Summoning Contracts, with
sentient animals that dwelled in well-hidden parts of the world. These animals were capable of amazing strength, size, and
some of them even could learn to use the skills of a shinobi. Over time these animals would adapt and raise members of
their family for service to the shinobi in return for equal service when they needed help.
In modern times, this is represented with the Trait “Summoning Contract”. Gaining the chance to sign a contract may be an
adventure in and of itself, though some shinobi are blessed by having a teacher or family member give them a chance to
use the contract. The culmination of a journey to sign a contract involves usually meeting the Grand Summon, the military
leader and often times the Lord of the animals who will wish to see your worth. This is entirely a roleplaying adventure and
doesn’t have any mechanical representations.
A shinobi may train the “Summoning Skills” and “Summoning Mastery” Skills, which allow a shinobi to increase the
number of animals at their command and to raise their power, respectively. The total group of animals you can summon is
called your “Menagerie”. The specifics of each skill are listed in the skill’s description. Below are the default stats for the
Summoning Jutsu, which is granted for free when you sign the “Summoning Contract” as well as the base stats for all
animal summons. Finally, all summoned creatures above “Chunin” have the “Summoning Jutsu” as well, but they may only
use it on you, a process referred to as “reverse summoning”.
Summoning Jutsu- Cost: 2 Chakra +1/Rank of the Summoned Creature, Range: Adjacent Square, Time: 1 Partial action.
Toads:
Genin Rank
Injury: 6/12/24 Chakra: 4 Grit/Turn: 2
CC: 2     Nin: 2    Tai: 3
Gen: 2 Det: 4
Traits:
Oily: A Toad is capable of producing a stream of oil as a partial action. A Toad may train the "Oil Skills" Basic Skill which can
use either Taijutsu or Ninjutsu, at its discretion. This attack has a range equal to its Taijutsu. Roll (Ninjutsu or Taijutsu)+Oil
Skills for a basic Oil "Attack" action. The attack deals damage equal to Ninjutsu and reduces the target’s Speed to 5 and
their Speed Rank to 1. Additionally, any damage with the “Fire Element” effect is doubled. Finally, they may create Jutsu
with the "Oil Element" which confers the same bonuses as their Oil Attack, but also deals a base 8 damage.
Trait of the Summoner's Choosing
Skills:
Oil Skills 1
Unique Abilities:
UA1 of the Summoner's Choosing
Perks:
Leaping: A Toad is capable of making a full-round move equal to 4x its Taijutsu, which is then added to its base movement.
This distance is halved if leaping vertically.
Extendable Tongue: A Toad can use its tongue as an attack. To make a tongue attack a Toad rolls Rank+Oil Skills to hit the
target. The damage dealt is equal to Rank+Taijutsu+Skill. Its range is equal to its Rank+Taijutsu Mastery.
Spiders:
Genin Rank
Injury: 16/8/4 Chakra Pool: 8 Grit/Turn: 1
CC: 4     Nin: 4    Tai: 2
Gen: 1 Det: 2
Traits:
Webbing: A Spider can create a thick nest of webs as a full-round action, these webs occupy a 1x1 sqaure and each
subsequent partial action spent increasing their size doubles it. Inside this webbing they are considered to be in Stealth
with the maximum possible number of successes they can achieve with Ninjutsu+Stealth, discounting additional successes
from 1's. Additionally, a Spider may create Jutsu with the "Web Element" using Ninjutsu + Web Training. A Jutsu with Web
Training Immobilizes the target automatically.
Trait of the Summoner's Choosing
Skills:
Web Training 1
Unique Abilities:
UA1 Summoner's Choice
Perks:
Venomous: All Taijutsu-based "Attack" actions inflict "Poisoned" on the target. If the Spider is at least Special Jonin rank the
"Poisoned" effect is cumulative.
Ambush Predator: When a Spider makes a Taijutsu-based Attack action while inside its web it may re-enter Stealth
immediately.
Dogs:
Genin Rank
Injury: 32/16/8 Chakra: 2 Grit/Turn: 2
CC: 1     Nin: 2    Tai: 4
Gen: 3 Det: 3
Traits:
Pack Hunter: A Dog gains all the benefits of the "Bloodhound" Trait. Additionally, when they focus and gain a target's
specific scent, a partial action, they gain +X ASB where X is half their Rank to attacks against the target so long as they are
in formation with at least one other summon or shinobi who has this Trait as well.
Trait of the Summoner's Choosing
Skills:
Martial Arts 1
Unique Abilities:
Summoner's Choice
Perks:
Pack Tactics: When a target who suffers from the "Flanked" condition, by this shinobi and at least one other that has this
Perk, uses the "Block" action they are considered to have rolled 0 successes. Additionally, whatever bonus DR would have
been granted to them instead subtracts from their Mundane DR.
Drag Down: A target that suffers from the "Grapple" effect takes double the damage. Additionally, you may use the
"Grapple" maneuver on a target that is already suffering from it.
Snakes
Genin Rank
Injury: 24/12/6 Chakra Pool: 6 Grit/Turn: 1
CC: 3     Nin: 5    Tai: 3
Gen: 1 Det: 1
Traits:
Serpentine: A Snake is immune to the "Poisoned" effect. They may make a Basic Taijutsu Attack with the "Snake Training"
skill, which they may purchase as a basic skill, and which counts as having a weapon equipped as the snake strikes naturally
or the summoner conjures snakes to attack. Additionally, they may add the "Snake Element" effect to their Jutsu which
divides the damage a number of times equal to their Rank before applying it. Thus, a Genin that deals 10 damage with a
Jutsu instead deals 5 damage twice.
Trait of the Summoner's Choosing
Skills:
Snake Training 1
Unique Abilities:
UA1 of the Summoner's Choice
Perks:
Viper: A Snake inflicts the "Poisoned" condition with each instance of damage from a basic Taijutsu Attack and Maneuver
and Jutsu with "Snake Element". This stacks a number of times equal to the Snake's Ninjutsu.
Constrictor: A Snake that uses a Follow-Up after a Basic Taijutsu Attack or a Jutsu with "Snake Training" may automatically
inflict the "Grapple" maneuver on the target. If they use a Jutsu, they do not become affected by the "Grapple" condition,
though the target is.
Slugs
Genin Rank
Injury: 32/16/8 Chakra: 10          Grit: 1/Round
CC: 5     Nin: 4    Tai: 2
Gen: 1 Det: 1
Traits:
Acidic: A Slug is capable of spitting a highly focused acid that can even eat through stone and metal. A Slug may make roll
Ninjutsu+Acid Skills. This attack suffers -3 ASP due to its awkward nature, but if it hits the target it deals damage equal to
their Taijutsu*2 and ignores Mundane DR. Additionally, when a Slug receives enough damage to move down to the next
Health Pool, or at their will, they may split into a number of smaller slugs equal to their Rank. These Slug pieces then will
attempt to reassemble back into the whole. This is not given to the Summoner.
Healers: The slugs are not suited for combat, due to possessing no natural weapons and simply being flabby and weak.
However, the slugs have mastered the arts of healing. When the Slug uses the “Medical Jutsu” it may add its Rank to the X
Chakra Value of the Jutsu for free.
Skills:
Acid Skills 1
Unique Abilities:
UA 1 of the Summoner’s Choice
Perks:
Purity of Healing: A “Medical Jutsu” used by the Slugs is more efficient, healing 12 Injury per X instead of 8.
Soul of the Savior: When a Slug uses the “Medical Jutsu” the slug gains +X Grit at the end of the Round where X is the
amount of Chakra they paid into the X value of the Medical Jutsu.
Bears
Genin Rank
Injury: 48/24/12 Chakra: 8          Grit: 1
CC: 4     Nin: 1    Tai: 6
Gen: 1 Det: 1
Traits:
Hulking: Bears are some of the most stocky and bulky creatures in nature. You enjoy the benefits of the "Burly" Trait and
are considered to be “Hulking” even at their smallest. Additionally, you gain Mundane DR equal to your Taijutsu due to the
sheer thickness and mass you possess. Finally, you may add 1/2 that amount to your Martial Arts base damage.
Trait of Summoner's Choosing
Skills:
Martial Arts 1
Unique Abilities:
UA1 of Summoner's Choice
Perks:
Hibernate: A bear is a master of sleeping deeply and emerging fully rested. As a full-round action a bear may fall asleep
and at the end of the Round it awakens and recovers an amount of Chakra equal to its Rank and Injury equal to 10*Rank.
However, they do not gain Grit the round they are asleep, and if they are hit they wake up and do not enjoy the benefits of
this ability.
Mauling: A bear's claws, while not as sharp as some animals, bring their massive strength and weight to a singular point. A
target affected by a basic Taijutsu Attack or Maneuver bleeds, taking damage at the end of the Round equal to the bear's
Taijutsu. If the Bear activates a Follow-Up they apply two instances of bleeding to the target. Bleeding is cumulative and
ends after a number of rounds equal to the Bear's Rank, or upon the use of a Medical Jutsu.
Ravens:
Genin Rank
Injury: 8/4/2 Chakra Pool: 8 Grit/Turn: 1
CC: 4     Nin: 3   Tai: 1
Gen: 4 Det: 1
Traits:
Murder of Crows: Ravens cannot learn Jutsu, cannot use Maneuvers, and they cannot do much more than harass the
target with their basic attack. However, when a shinobi summons a Crow of a specific Rank they receive a number equal to
their Rank+1. For each Rank in Summoning Skills they may add two ravens to their Summoning, rather than another
unique Summoning. For each Rank in Summoning Mastery they may add yet another Raven. Ravens, also, can fly and
move upwards a number of squares equal to their movement. This Trait is not given to the Summoner when they acquire
the "Summoning Contract-Ravens" Trait.
Black Feathers: Ravens are masters at trickery and evasion. A Raven may become the origin point for any Genjutsu the
shinobi wishes to use so long as they have at least 3 Ranks of Summoning Mastery. You are also immune to the "Feint"
ability and gain 1 Speed Sight. Finally, when you use the Replacement Jutsu you may pay 1 additional Chakra and summon
a number of Ravens equal to your Rank where you were.
Skills:
Martial Arts 1
Perks:
Diving Attack: If a Raven makes an "Attack" action on a target that is not currently in flight they may add their Genjutsu stat
to the damage.
Murderous Flock: If a Raven is flanking the target on all sides they are considered "Flat-Footed" and the Raven gains +1 ASB
per Raven adjacent to them plus an additional +X ASB where X is 1/2 their Summoner's Rank.
Sharks:
Genin Rank
Injury: 40/20/10 Chakra: 6 Grit/Turn: 1
CC: 3     Nin: 1   Tai: 5
Gen: 3 Det: 1
Traits:
Aquatic: You cannot survive on land for more than a single Round, after which you return to your home. You may not move
on land. However, in the water your Speed is tripled, as well as your Charge distance. This is not conferred to the holder of
the Summoning Contract.
Bloodseeker: You gain the benefits of "Bloodhound". In the water you may enjoy the benefits of this Trait an additional
Combat Zone away. Additionally, whenever you deal damage to a target their blood drives you crazy with frenzy, giving you
+1 ASB when attacking the same target. Finally, if you gain Passion Counters you gain 1 additional Counter for subsequent
attacks against the same target.
Skills:
Martial Arts 1
Unique Abilities:
UA1 of Summoner's Choice
Perks:
Hit and Run: When you use the "Charge" line of Perks you may move a distance equal to 1/2 your basic movement after
the Attack, if you so desire. If you do so, you may pay 1 Grit, and in that case the target becomes Flat-Footed until the end
of the turn.
Razorback: Sharks' scales are sharp and very hard, giving them a tough exterior. A Shark gains mundane DR equal to its
Rank, deals that much in damage automatically to any foe that attacks them adjacently, and it deals triple that much
damage when it activates Hit and Run.
Owls:
Genin Rank
Injury: 16/8/4 Chakra: 4 Grit/Turn: 1
CC: 2     Nin: 4    Tai: 2
Gen: 4 Det: 1
Traits:
Soundless Flight: The Owl is a creature born of the wing and the night. As such, it is capable of flight-based movement,
allowing vertical movement as well as horizontal. Additionally, the Owl is a master of flying without being noticed. It may
remain in stealth while Flying, and gains Grit even while in Stealth. This bonus is NOT conferred to the holder of the
Contract.
Perception of the Forest King: Lord of his nightly domain, the Owl surveys his kingdom with a keen eye. The Owl may
reduce the required time of any "knowledge check" by a partial action so long as at least one foe is within his sight.
Additionally, for each foe in the same Combat Zone as he is in, the Owl gains +X ASB against foes that he has a "Knowledge
Bonus" against in addition to the standard amount he would receive where X is 1/2 the number of foes in the same
Combat Zone.
Skills:
Martial Arts 1
Unique Abilities:
UA1 of the Summoner's Choosing
Perks:
Silent Abduction: The Owl is a master of stealth. When in "Stealth" if the Owl would activate a "Follow-Up" from a
successful Taijutsu-based melee "Attack" action he may remain in Stealth even after successfully dealing damage with the
attack.
Lordly Acumen: Graced with wisdom and thought far beyond the ken of its other avian kindred, the Owl is a master of
holding knowledge. At the end of a session the Owl may choose to "Store" a Knowledge Bonus he has acquired during the
course of the game. This allows him to bring the bonus to battle, automatically, whenever he fights the same shinobi again.
An Owl may hold a number of "Stored" Knowledge Bonuses equal to his Ninjutsu.
Tigers:
Genin Rank
Injury: 40/20/10 Chakra: 4 Grit/Turn: 1
CC: 2     Nin: 2    Tai: 5
Gen: 2 Det: 1
Traits:
Hunter in the Shadows: The tiger is a master of attacking from hiding in a truly fatal fashion. When the tiger make a
Taijutsu attack while under the effects of "Stealth" it brings its deadly power down with enough strength to drag down any
prey. The Tiger's Taijutsu is considered doubled and its skill is considered to be tripled for the purposes of damage.
Additionally, if the target is "Flat-Footed" the Tiger may add a bonus 10*Rank damage to the Attack.
Trait of the Summoner's Choosing
Skills:
Martial Arts 1
Stealth 1
Unique Abilities:
UA1 of the Summoner's Choosing
Perks:
Bound Through the Trees: A Tiger may move at maximum speed, even using Shunshin, without breaking their Stealth.
Lunging Predator: The Tiger is deadly even after it has missed its initial strike. It expects it prey to run, and that's their
mistake. The "Hunter in the Shadows" bonus damage is applied on a successful "Charge" Maneuver.
Clams:
Genin Rank
Injury: 40/20/10 Chakra: 6 Grit/Turn: 2
CC: 3     Nin: 1    Tai: 2
Gen: 5 Det: 1
Traits:
Bivalve Anatomy: The Clam is a strange creature and a rare contract. Because it's a bivalve is has a natural shell enclosed
around it. This shell is represented by a Chakra DR of 20*Rank and a Mundane DR of 20. This chakra DR is refreshed at the
beginning of the round. Additionally, the Clam moves at 5* its base movement while in the water. This Trait is not given to
the summoner.
Water Distortion: The water has an amazing ability to warp and distort the view of those not inside of it. All Genjutsu used
by the Clam may add an additional Twist which it may use without paying the Chakra cost for its Warp effect. Additionally,
it gains Water Element Affinity which it may use substituting Genjutsu in lieu of Ninjutsu.
Skills:
Genjutsu Training 1
Unique Abilities:
UA1 of the Summoner's Choosing
Perks:
Bed of Clams: When the Clam replaces itself, or has a foe under the effects of a Genjutsu, it has the ability to leave a
replica of itself for 1 Chakra. This replica cannot move and is forced to mirror the actions of the Clam. Attacking the replica
doesn't dispel it, but the attack simply passes through it.
Mussel Power: Clams grow to great sizes and surprising strength. They may use their Genjutsu in lieu of Taijutsu for the
purposes of Injury. Additionally, when they reach Special Jonin or higher they gain the "Massive" Trait automatically. This
Perk is never given to the Summoner.
Monkeys:
Genin Rank
Injury: 32/16/8 Chakra: 2 Grit/Turn: 1
CC: 1     Nin: 4    Tai: 4
Gen: 2 Det: 2
Traits:
Tail of the Ape: The Monkey is blessed with a long tail that allows it to do amazing things. This tail allows them to hang
from objects and even manipulate items with it, in essence this tail can be used as a third hand. In areas of trees the
Monkey gains +10 movement as it catapults itself. This is not given to the Summoner.
Simian Grace: The nimbleness of the monkey is unmatched in the shinobi world, as it leaps frivolously from surface to
surface. The monkey may move in any direction and may change direction as often as it wishes with a successful "Dodge"
or "Charge" Maneuver. While Airborne the Monkey is not considered to be "Flat-Footed".
Skills:
Martial Arts 1
Unique Abilities:
UA1 of the Summoner's Choosing
Perks:
Jungle Fighter: The monkey is used to fighting in crowded environments and relishes in them. The monkey is immune to
"Flanked" and loses its "Flat-Footed" during the second Turn, regardless of if it is his turn or not.
Grip of Steel: The monkey, familiar with hanging from a tree with a single hand, possesses amazingly strong hands and
feet. All damage dealt while unarmed by Taijutsu sources in melee is increased by 1.5x. A foe must exceed his "Grapple"
roll by 5 to escape the Grapple.
Cats:
Genin Rank
Injury: 24/12/6 Chakra: 6 Grit/Turn: 1
CC: 2     Nin: 3    Tai: 3
Gen: 3 Det: 2
Traits:
Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone" due to its ability to land on its
feet instantly. Additionally, whenever a cat uses "Shinobi Movement" to "Defend" against a Taijutsu-based melee attack
they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance
to kick an opponent's weaopn away.
Trait of the Summoner's Choice
Skills:
Martial Arts 1
Unique Abilities:
UA1 of the Summoner's Choice
Perks:
Pounce: Even though the Cat is no longer the hunter it used to be, Cats are still capable and all to eager to pounce on their
prey. When a Cat uses a "Charge"-based "Attack" action they may automatically make the opponent "Prone" if they deal
even a single point of damage.
Grace of the Cat: Cats are capable of seemingly impossible feats of balance and deftness, which allows them to coordinate
themselves in a way that allows for multiple attacks at once. A Cat my choose, at the beginning of the Round, to engage in
a "Full Attack". A Full Attack means a Cat must use basic Taijutsu melee "Attack" actions, Maneuvers, or "Charge" based
"Attack" actions ONLY. Failure to do so sets their Grit to 0 and causes them to lose a partial action next turn as they recover
their balance. If they use this "Full Attack", the enemy suffers -X ASP where X is the number of Actions they possess in a
turn. The X value doubles with each successive "Attack" action against the same target.
Foxes:
Genin Rank
Injury: 8/4/2       Chakra: 6        Grit/Turn: 1
CC: 2     Nin: 4    Tai: 1
Gen: 4 Det: 2
Traits:
Trickster Race: The Foxes of the "Village that Never Would Be" are a race of tricky and imaginative creatures. Despite their
weak frames the foxes are almost impossible to hit. So long as a Fox has at least 1 point of Grit they can automatically use
the "Replacement Jutsu" and they may use it for 1/2 the cost. This bonus is not conferred to the Summoner.
Vulpine Magic: The Foxes, also, practice a unique kind of Ninjutsu based on their innate chakra and connection to the
realm of Genjutsu. This Ninjutsu, called "Fox Magic", is learned by all Foxes. A Fox, not their summoner, Manifests their
magical power in the form of tails. A Fox has an amount of tails equal to their 1/2 their Rank+Fox Magic Training+Ninjutsu
Mastery to a maximum of nine. A shinobi who learns the Advanced Skill "Fox Magic" gets 1/2 the number of tails as a Fox
of equal training would.
Trait of the Summoner's Choice
Skills:
Fox Magic 1
Unique Abilities:
UA1 of the Summoner's Choice
Perks:
Bouncing Movement: A Fox is not extremely fast, nor is it extremely strong, so they must be extremely nimble. When a
Fox uses "Shinobi Movement" or "Evasion" and they move over an enemy shinobi with this movement the shinobi
becomes "Flat Footed" automatically for a single turn.
Fox Fire: A Fox is used to dealing with a semi-real type of fire called "Fox Fire" in many of their Jutsu. As such, a Fox is very
used to handling real fire and reducing its effect. A Fox takes 1/2 damage from all Jutsu and Gambits with "Fire Element".
Strength that Isn't: A Fox can deceive foes to make it seem like their strength is unrealistic in its raw power, when in truth
the Fox is one of the weakest creatures found in nature. For a number of rounds equal to their Tails they may add X to their
Taijutsu, where X is their Tails, for the purposes of "Martial Arts".
Slip Through Spirit: A Fox can use their magic to appear suddenly from seemingly nowhere. The user may automatically
move adjacent to a foe in the same Combat Zone who has a "Fox Fire" counter on them. If the user has nine tails they may
move to ANY target with a "Fox Fire" counter on themselves anywhere.
Wisp Dance: A Fox can use the ambient nature of their magic to create deception and mischief, their favorite things. A Fox
can reduce the number of Fox Fire counters on a shinobi in the same combat zone to 0. In that case they may create a
number of "Fox Element Bunshin" adjacent to them equal to the amount reduced from the target.
Skill:
Fox Magic (Genjutsu/Ninjutsu) (Advanced Skill, Core Skill): This Advanced Skill allows the user to use the "Fox Magic"
element with their Jutsu. When a Fox has a number of tails they may inflict -X ASP, where X is equal to the number of tails,
to all foes who they target with their Fox Magic, as their natural magic is extremely powerful.
Jutsu Elemental Effect:
Kitsune Fire: A Fox can use their tricky fox fire and use it to create a devastating flame that is unwilling to go out. The Jutsu
deals X*10 damage where X is the number of "Fox Fire" on the target. Additionally, increase the value of X by the number
of Tails the Fox has. The victim also suffers 1/2 the damage they suffered at the start of their Turn for a number of Rounds
equal to the caster's Tails.
Jutsu Effect:
False Fire: This Jutsu has the appearance of a blasting inferno, however, in truth, the fire is false and just dances on the
target's flesh. Any foe affected by this technique gains a "Fox Fire" counter if they take damage. The user may choose to
deal no damage, in which case they apply two counters per target affected. 3 BP
Universal Jutsu
Throughout the wide world of shinobi there are a myriad of Jutsu, so many so it’s almost impossible to master all of them.
There are, however, several staple Jutsu that are the same no matter who uses them. They are as follows.
Shunshin Jutsu- Cost: 2 Chakra, Damage: None, Range: None, Speed: 1 Partial Action: The Shunshin, or High Speed
Movement Jutsu, is a standard technique learned across the shinobi world. When a shinobi uses Shunshin they are not
teleporting, despite what it may seem. The Shunshin Jutsu moves the shinobi a distance equal to their full-turn move
action as a partial action.
Genjutsu Release- Cost: 2 Chakra, Damage: None, Range: Personal, Speed: 1 Partial Action: Shinobi eventually learn to
release themselves from Genjutsu by creating a break in their chakra flow which disrupts any Genjutsu they are aware of
being caught in. Genjutsu Release dispels and cancels the effects of any non-Kekkei Genkai or UA Genjutsu.
Water Walking Jutsu- Cost: 0, Damage: None, Range: Personal, Speed: Instant: The Water-Walking Jutsu is a display of
chakra control that allows shinobi to walk on water. However, this technique is not limited to water, as this Jutsu can be
used to scale any surface that they can place their feet onto; walls, ceilings, buildings, and many more. Once learned, this
Jutsu is assumed to always be functioning unless the shinobi wishes otherwise.
Generic Sealing Jutsu- Cost: 2 Chakra, Damage: None, Range: Personal, Speed: 2 Full Actions: Taught at a young age to
conceal and move items with stealth, the Generic Sealing Jutsu is used to seal items inside of scrolls using a universal seal.
This technique may place up to X Resources in a small or medium scroll, never a large scroll, where X is your Rank.
Escape Artist Jutsu- Cost: 1 Chakra, Damage: None, Range: Personal, Speed: 1 Full Action:
A shinobi sometimes may find himself restrained by mundane means, chains, ropes, and other such restraints are all
employed to hold a shinobi back. The Escape Artist Jutsu allows even a Genin to free himself from the bonds imposed on
him. Using the Escape Artist Jutsu allows you to escape any restraints put upon you by a non-shinobi or a shinobi of your
Rank or lower including being “Immobilized” due to chains or wire, or Grapple. However, higher ranked Shinobi are
capable of even holding back other shinobi with their restraints. You may use this Jutsu even while “Immobilized”.
Replacement Jutsu- Cost: 5 Chakra, Damage: None, Range: Personal, Speed: Defensive Action Only: An emergency
measure, when an attack is coming and you are incapable of defending yourself some shinobi are capable of replacing
themselves with a mundane object, using the Disguise Jutsu, and having it take the hit instead. If they are aware of the
attack and know the nature of it they may opt to use the Replacement Jutsu instead of taking any “Defend” action. They
then move a number of squares up to their Ninjutsu away from their opponent. Can be done up to Rank-1 times per
encounter.
Disguise Jutsu- Cost: 1 Chakra, Damage: None, Range: Personal, Speed: 1 Partial Action: A basic technique that all shinobi
possess even at the Genin level. The Disguise Jutsu allows the shinobi to change their appearance to that of another
person, even to a mundane object that can be no smaller than a shuriken. Despite its name belying a disguise, the true
nature of this Jutsu is a shape shifting technique. However, the technique is dispelled with a single point of damage or
upon any action. While under the effects of this Jutsu you cannot gain Grit.
Bunshin: [Cost: X/ Speed: 1/ Range: E-1/ Damage: 0] Effects: The Bunshin technique may create X amount of clones upon
activation. These clones last until the End of your Next Turn. They may be used to Flank opponents and may grant you a +1
pool bonus to Feint attempts. These clones have the same movement rate as you but can deal no damage and have no
Stats or Skills. They are destroyed upon receiving any damage, and may not use defensive actions. They are rendered
ineffective against opponents who have Chakra Sight or Chakra Detection and against opponents who succeed on a
Genjutsu or Ninjutsu Knowledge check with your Rank as the difficulty.
Kage Bunshin: [Cost: 3/ Speed: 2/ Range: E-3/ Damage: 0] Effects: The Kage Bunshin is a Clone that acts as if it were
another character on the field. A Kage Bunshin may make basic attacks and cannot become the user of Jutsu outside of
“Genjutsu Release”, “Shunshin”, or “Disguise Jutsu”. It has the same Stats and Skills and Equipment as you do though only
½ your Rank. It may not use Grit and thus has no access to your non Aspect UAs and it has a Chakra Pool equal to yours at
the time of its creation. A Kage Bunshin is automatically destroyed upon taking any Damage but it may use the Block action
to defend itself, it may not use the Replacement Technique. Additionally, if a Genjutsu would affect a Kage Bunshin they
are instantly destroyed. A Kage Bunshin is indistinguishable from the original and may only be recognized by Unique
Abilities designed to see through high levels of deception, not even Chakra Sight or Chakra Detection are of any use against
it.
Elemental Bunshin: Cost: 5/ Speed: 2/ Range: E-3/ Damage: 20] Effects: Similar to a Kage Bunshin except for the effects
listed under each individual Element and that it may Dodge and use other defensive options instead of merely blocking.
Upon destruction an Elemental Bunshin creates a Burst 1 attack that deals the listed Damage + Element. Additionally all
Elemental Bunshin may use Ninjutsu of that Element.
        Earth: An Earth Clone is amazingly durable and strong. It gains its Elemental Bonus to all melee Taijutsu attacks
        and to its DR. If an Earth clone is destroyed you may spend 1 chakra to reassemble it at the end of the Turn but
        you may only do this once per clone.
        Fire: A Fire Clone is dangerous and deceptive. It gains a +2 Bonus to deception and adds +20 damage and +4 Burst
        when it detonates.
        Lightning: A Lightning Clone is quick and difficult to catch. It gains a +2 ASB to all “Defend” actions and grants an
        additional -2 ASP to flanked opponents and may freely move +5 squares per action after the action is completed.
        Water: A Water Clone is versatile and efficient. It costs 2 less chakra to create but requires a water source nearby
        and it may be canceled into any Water Release Jutsu its user knows. Wind: A Wind Clone is exceedingly deadly
        and dangerous. It adds its Elemental Bonus to all of its attacks and gains a +2 ASB to all “Attack” actions.
        Other: Advanced Elemental Natures are capable of producing clones as well as are some Kekkei Genkai, sadly we
        can't cover all of them here so we suggest working with your Kage to find a suitable effect similar to the ones
        listed above to give to your Advanced Element Clone. Here are some suggestions:
        Wood: This clone does not explode on destruction, however possesses an Injury pool as if it’s Tai was Rank-2.
        Additionally, if it is not destroyed in one turn, it regenerates to full Injury at the end of the Round, after all other
        effects.
        Crystal: Any enemy that benefits from “Chakra Sight” suffers -2 ASP on all actions against this clone. Explosion:
        Your clones deal “Knockback” equal to your Rank on explosion.
        Explosion: Your clones deal “Knockback” equal to your Rank on explosion.
        Scorch: Your clone deal an instance of “Scorch” upon explosion.
        Lava: Ninjutsu attacks with Basic Elemental Effects are reflected back at the attacker, but the clone is destroyed.
        Advanced elemental Releases, Taijutsu, Genjutsu and Weaponized jutsu still destroy the clone.
        Ice: When you are attacked, but you have at least one clone on the battlefield, you may use “Replacement” for 1
        chakra. Afterwards, you return back to your original position, and may make a Tai attack against the attacker. The
        attacker suffers “Flat-footed” status.
        Boil: The explosion of this clone lingers for one Round.
        Storm: You may use your clone as “Halo”. If you do, the clone is destroyed in the process. Your jutsu may benefit
        from only one “Halo” effect.
        Magnet: Your clones are created with either a “Positive Charge” or “Negative Charge” effect.
Sage Mode & Tailed Beasts (beta)
Senjutsu Adept [Requires CC 8, Summoning Contract]: You are able to enter Sage Mode. Fluff will be later for everything.
In order to enter Sage Mode, you have to spend a full turn stationary, doing nothing else but concentrating. You can not
use Dodge, or activate any effects that would move you. At the end of the Round you've spent concentrating roll Chakra
Control - Senjutsu Training. For each success over a number equal to your Rank X 2, lose a number of chakra from your
main chakra pool
While in Sage Mode, you acquire a secondary chakra pool, equal to half your Chakra Pool, which is referred to as Natural
Chakra Pool. Natural Chakra can be used to enhance jutsu in many different ways. First of all, whenever you use Natural
Chakra with a technique with "Amplifiable" effect, one point of Natural Chakra is considered as 2 points of chakra.
Moreover, you are allowed to supplement your normal jutsu with natural chakra, increasing their efficiency. You may
create modified versions of your jutsu which require Natural Chakra. For each point of Natural Chakra a jutsu requires, add
2 BP to it.
While in Sage Mode, you can use Mold Energy action an unlimited amount of times, as opposed to one. However, for each
success you roll over Rank x 2, you suffer an amount of Injury equal to your Taijutsu. However, you may subtract an
amount of successes from what you rolled up to your Senjutsu Training. For each 3 points of Chakra restored this way,
restore 1 point of Natural Chakra.
While in Sage Mode, you receive ASB equal to your ranks in Senjutsu Training to all Taijutsu, Ninjutsu and Chakra Control
Rolls
You may only remain in Sage Mode as long as you have Natural Chakra in your pool. If you run out, you revert into your
normal form and can't enter Sage Mode again.
Senjutsu Master (Requires CC 10, Senjutsu Adept): You are now able to purchase Sage Art: Amphibian Technique.
Additionally, you suffer only half the damage you would receive when using Mold Energy Action, and can't lose more than
Rank Chakra when entering Sage Mode.
(CG Trait) Jinchuriki - You are the holder of a terrible power. Inside of you is one of the nine tailed beasts; chakra monsters
created by the Sage of the Six Paths. This Trait confers a massive series of bonuses, but also bears a great deal of stigma
socially and a deadly risk to your character. There are several common traits all Tailed Beast holders possess:
    •    Your chakra pool is increased by a number of chakra equal to your Taijutsu, additionally you recover a number of
         chakra equal to your rank when you enter injured and wounded status.
    •    When you are put into Wounded Status one of your partial actions is lost to the beast within you. The Kage takes
         control of your character and directs your actions as the raging beast would usually do.
    •    Whenever you use your beast in a Mode UA, you can make the UA especially strong (+15 MP if using build
         system). Allowing this bonus is up to Kage's discretion.
         However, each tailed beast has unique traits as well:
    1) Shukaku: If you have "Blood of the Kazekages" Trait, you may train Sand Control as a Basic Skill. Additionally, if you
       are affected by "Sleeper's Paralysis" or put to sleep via a poison or similar effect, you instead can allow Shukaku to
       take over. You lose a partial action to the beast, but may otherwise act normally.
    2) Matatabi: You gain Fire Elemental Affinity, +5 Movement and +2 Taijutsu and +1 ASB to uses of Dodge
    3) Isobu: You gain Water Elemental Affinity and Earth Elemental Affinity. Instances of "Earth Element" you inflict also
       inflict -1 ASP to uses of Dodge
    4) Son Goku: You gain Lava Advanced Elemental Affinity and +2 Taijutsu
    5) Kokuo: You gain Boil Elemental Affinity and+10 Movement. You have +2 ASB whenever you use "Charge"
       maneuver
    6) Saiken: You gain Water Elemental Affinity. All your techniques with only Water Element possess "Immobilizing"
       effect
7) Chomei: You gain Wind Elemental Affinity, 5 Mundane DR and Hiding in Scale Powder jutsu.
8) Gyuki: You gain "Large" and "Burly" Traits.
9) Kurama: Whenever you end a round in at least Injured pool, you recover an amount of Injury equal to (CC+Tai)*2.
   Additionally, you recover an amount of chakra equal to 2xRank whenever you are put into Injured or Wounded
   status. Moreover, you gain an additional Elemental Affinity of your choice.
Hiding in Scale Powder: Cost: 3 Chakra, Damage: None, Range: Rank Burst around the user, Speed: 1 Partial Action. Roll
CC+Rank+Ninjutsu Knowledge against enemy shinobi's Dodge. If successful, enemy shinobi suffer "Blinded" condition until
the beginning of their turn. This jutsu may be used as a free action when Dodging against an attack for additional 5 Chakra.
Sage Art: Amphibian Technique: Cost: 7 Chakra, Damage: None, Range: Personal, Speed: 2 Partial Actions. By using this
technique it allows you to accumulate Natural Chakra via Summons, fused to your body. Using Mold Energy under the
effect of this jutsu grants 2 Natural Chakra for each 3 normal Chakra received.
Road to Ninja:
[Heritage] Monster Within (Requires Jinchuriki Trait): You have a horrible being inside of you, and have been shunned by
everyone around you for as long as you can remember yourself. The warm feelings of camaraderie and love have been
replaced by simmering hatred towards everyone in you. It takes triple the normal number of Bond actions to Bond with
you. You cannot work in a Squad or a Platoon except with shinobi who you have a "Close Bond" or higher with. When you
are placed into "Wounded" condition you enter a berserk-like rage, and must attack the nearest target with all ferocity. If a
target attacks you, however, you must reselect them as your new target if your current target hasn't taken aggressive
action within the last 2 Rounds. But, your lack of friends has given you plenty of time to train. You start with CC 3 and up to
10 MP in perks that you qualify for.
Character Advancement
MP from Missions: Completing missions, in addition to serving your Village best, and earning money, are also the most
standard way a shinobi gains MP. As such, completing the mission grants you a standard rate of MP. A Kage also is highly
encouraged to reward additional MP based on increased duration of the mission and any additional difficulties that were
not in the mission parameters as follows.
Building Missions
When a team of shinobi are given missions they are ranked from D-S, with D being the lowest. A D Rank mission gives 1x
the Base MP for its completion. A C Rank mission gives 1.5x the Base MP for its completion. A B Rank mission gives 2x the
Base MP for its completion. An A Rank Mission gives 2.5x the Base MP for its completion. An S Rank Mission gives 4x the
Base MP for its completion.
Additionally, Missions of C and up ranking have an MP bonus for secondary objectives assessed to the net reward should
they be completed. A mission can also have multiple primary missions, which increase the Base MP gain dramatically.
Finally, there are universal objectives for the village that are established when a game begins as long-term goals or general
goals that also grant an MP bonus. There are also universal bonuses that exist for characters to achieve, such as killing
high-ranking criminals, or even defeating other shinobi in battle.
Completion of a mission also grants the participants a number of Resources as well. Here are the amounts of Base
Resources for mission completion: D-Rank: 3; C-Rank: 5; B-Rank: 7; A-Rank: 10. Additionally, Kage may add additional
Resources depending on MP received received through Long-Term objectives and Universal rewards, at the rate of 5 MP =
1 Resource
Base Mission Rewards
Base Completion MP: (Rank*3)+1 Per Teammate in your Squad, discounting your Sensei (if applicable)
Days spent active in the field past Rank: +1 MP for each Day extra.
Extreme Difficulty: +2 MP per Rank of difference between the squad average and their highest-level opponent faced.
Force of Will: +3 MP to the entire squad per point of Nindo gained during the course of the mission. However, unless that
Nindo is gained through RP, or your Kage believes that you have fulfilled one of your Nindo lines, players are not awarded
additional MP for this factor
Steps to Building a Mission
Pre-1) Choose what are the unviersal objectives available.
    1) Assign the Mission's Difficulty, D-S. A Genin team should be doing D-C, a Chunin team C-B, a SJ team C-B, a Jonin
       team B-A, and higher than a Jonin team should be doing A-S class missions nearly exclusively, or doing very
       complex and long-term D-B missions.
    2) Choose a Primary Objective. There can be more than one primary objective, but doing so increases the base
       multiplier from 3xNinja's Rank to 4xRank which increases again for each Primary objective.
    3) Choose Secondary Objectives. These are optional objectives that, while positive for the village or client, are not
       needed. Each secondary objective awards 5 MP, regardless of Rank.
Sample Long-Term Objectives and Universal Rewards
These are granted whenever they are completed. Bonus MP is NEVER increased by anything, including Traits, multipliers
from difficulty, or Unique Abilities. If the Kage wants to limit on how much MP is earned through Long-Term objectives and
Universal rewards, he may award Resources at the rate of 5 MP = 1 Resource
Killing a Shinobi of Greater or Equal Rank: Rank of victim*5 MP Bonus MP (Multiplier becomes *7 if they are a Rogue from
your village)
Acquiring Valuable Information: 10 MP (20 MP during a time of war)
Ruining another Village's Mission: 3 MP*Rank of mission disrupted.
Reaching a non-Combat Solution to a problem: 5 MP
Destroying a Strategic Area to another village: 10 MP (20 MP during a time of war)
Completing the Mission at any Cost: 20 MP (+5 MP per life of squadmate put at risk)
Taking a Captive from another village: Rank of Captive MP (*10 if they have a Kekkei Genkai)
Recovering a Kekkei Genkai from a shinobi of your village: 15 MP
Additionally, after completing a mission that has yielded bonus MP from the "Extreme Difficulty", if the Kage deems your
squadron to have been sufficiently pushed to their limits, or "Days Spend Active" qualifiers all members of the squad gain
the "Exhausted" status effect which cannot be removed by Grit. Instead, a "Rest" downtime action is required to remove
the status. A Kage may add additional levels of "Exhausted" onto a character he feels was truly burdened, or if the squad
was pushed to its limit. If a shinobi should choose to sortie while Exhausted they suffer the following. "Exhausted: You
suffer -[Character Rank] ASB to all "Attack" actions and have your Speed Ranks reduced by 1."
Training: A vital part of any shinobi's life is the difficult and strenuous training they must undergo as part of their constant
war to keep themselves in tiptop shape and to grow. The very nature of training is such that a shinobi must burden
themselves by focusing on a single realm of their training, least they spread themselves thin and learn nothing. When a
shinobi selects the "Train" downtime action they must decide whether they are training "Knowledge", "Fundamentals", or
"Techniques". A shinobi who trains Knowledge gains MP that he may ONLY spend on Skills. A shinobi who trains
Fundamentals gains MP that he may ONLY spend on Stats. A shinobi who trains Techniques gains MP that he may ONLY
spend on Jutsu, Maneuvers, or Perks. You gain the flat rate of MP listed under each focus of your training. Additionally, if
you are willing to work harder than usual, you may accept one level of "Exhausted" to gain double the listed amount of MP,
which is called Hard Training. If you are willing to suffer two levels of "Exhausted" you gain triple the listed amount of MP,
which is called Breakneck Training. Any Traits, Perks, or Unique Abilities that modify your MP gain from Training only
modify the base number present beneath, not any flat bonuses granted in addition to the Training from other attributes;
say from Team Training.
         Knowledge: Rank*2 MP Per Downtime Action
         Fundamentals: Rank*3 MP Per Downtime Action
         Techniques: Rank*3 MP Per Downtime Action
Advancing your character
A shinobi can gain MP at a rather rapid rate. Once their MP spent this Rank equals the amount a shinobi the next higher
Rank would begin play with as referenced in the Character Generation section, they may increase their Rank, though the
Kage may require them to engage in a test or trial of some sort. Regardless, along the way, a shinobi gains MP and may
spend it in several ways. Though they are referred to at several points of the book the costs of MP to anything are as
follows. Unspent MP is saved.
Increasing a Stat by 1: MP equal to the numeric value you wish to purchase. (To gain Ninjutsu 2 costs 2 MP, to gain
Ninjutsu 3 costs 3 MP.)
Increasing a Skill by 1: 1 MP for Ranks 1 and 6, 2 MP for Ranks 2 and 7, 3 MP for Ranks 3 and 8, 4 MP for Ranks 4 and 9, 5
MP for Ranks 5 and 10. At Rank 5 of a Core Skill a shinobi must pay 5 MP and a Downtime action in addition to the cost. At
Rank 10 of a Core Skill a shinobi must pay 10 MP and a Downtime action in addition to the cost. All MP costs are doubled
for Advanced Skills.
Purchasing A Perk: 3 MP unless otherwise stated.
Purchasing a New Jutsu/Learning a Maneuver: 6 MP
Downtime
A shinobi’s life is often very busy. Missions take a great deal of time and energy, and often leave the shinobi drained. After
each mission all shinobi who participated gain the “Exhausted” Status Effect, which cannot be removed with Grit. However,
between missions, a shinobi is given what is called Downtime. During this time a shinobi may engage in one of several
actions.
        Exhausted (Status Effect): You suffer -[Character Rank] ASB to all "Attack" actions and have your Speed Ranks
        reduced by 1.
Rest: This action may represent any number of personal affairs to be tended to, time spent lazing around, eating at your
favorite restaurant, or whatever you want. The purpose of this action is to remove the “Exhausted” Status Effect.
Bonding: Spending time with your fellow shinobi is important, and when you use the Bonding action you may increase
your Bond level with a shinobi if you have at least “Bond” with them. Check out the end of the file for how Bonds work.
Remodel a Jutsu: Sometimes you realize your technique isn’t working very well. When you undergo this action you may
reset a Jutsu you currently use, though you must keep any Elemental Effects it currently has, and spend the remainder of
the BP again to change it.
Minor Mission: If you need some quick money the easiest way is to take a minor D-Rank mission, which often are simple
errands and require only one shinobi. Receive Rank+2 Resources.
Hire a tutor: Quite often one may need to supplement his usual repertoire with techniques borrowed from others. While it
may be hard to find a shinobi from another village that is willing to teach secrets of his craft, it is not completely
impossible. This Downtime reuires Kage Approval and allows you to learn a universal jutsu/maneuver from another village,
depending on the nature of the tutor. Additionally, you may instead train with your instructor and gain 5 more MP
Training: A shinobi often finds that his missions, while granting him enough MP to help him progress, may be frustrated by
his progress. Truly devoted shinobi turn to Training to boost their progress. See the Training entry in the Character
Advancement Section for further details.
Path to Power
A shinobi can achieve greatness in many ways. One of these ways is training themselves, not in abilities, but in raw
potential. In game terms, this is recognized by raising at Stat to 11+. To do such a thing a shinobi must purchase the new 5
MP Perk "Grandeur (X Stat)". A shinobi may only have Grandeur in 1 Stat. However, the "Power of" series of Traits will
allow an addition stat to be raised to Grandeur. The stats have the following effects. All effects are cumulative and are
applied when purchasing 11 in the Stat and each stat increase after. If, for any reason, you possess a Stat that exceeds 10,
but do not possess “Grandeur” for it or “Path to Power” Perk, you do not get the benefits of Path to Power.
Chakra Control: Add your Rank to your Chakra Pool.
Taijutsu: Gain a permanent "Power Rank".
Ninjutsu: Gain an additional Jutsu or Maneuver. Add Rank in BP to any Jutsu of your choosing.
Genjutsu: Select a Twist. Any Genjutsu that uses that Twist may be used an additional time.
Determination: +1 Nindo, +1 Grit/Turn, gain a permanent "Resolve".
NEW EFFECTS:
Power Rank- Your body is beyond the strength of lesser shinobi. Because of your titanic physical power you gain 15
Absolute DR which cannot be pierced. Increase the damage dealt from the "Knockback" effect caused by your Taijutsu-
based actions by 1 per square and 2 per square when the target's flight is stopped. Add your Taijutsu an additional time to
all damage caused by your Taijutsu-based actions. A Power Rank increases your Stability by 30.
Resolve- Your willpower and ability to tough through difficulties is legendary. You regenerate X Injury, where X is your
Determination, at the start of each turn. Additionally, you may add your Determination to all damage. You may, as a free
action, consume an instance of Resolve to remove any effects which can be removed through Grit expenditure. Doing so
negates that instance of Resolve for the duration of the encounter.
How Path to Power affects skills:
Once you have begun on the Path to Power you may begin training in the “Mastery” Advanced Skills. When you reach 5 in
a “Mastery” skill you may select a single Skill of that Stat that you have at Rank 10 and may advance it to “Grandmaster” at
the cost of a Downtime.
Path to Power (Perk – Requires Battle Sense, All Knowledge Skills 3, Dodge 3, Counter Genjutsu Training 3, Jonin or
Higher, 5 MP): You have embarked on the path to greatness. You gain +1 ASB per difference in Rank when fighting shinobi
of a lower Rank. You must spend a Downtime action doing nothing but studying old scrolls and shinobi tactics to gain the
benefit of this Perk. You must have this perk to benefit from the Path to Power effects.
Reputation
Shinobi used to be operators in the darkness, agents for hire who slew samurai and their servants for pay. However, over
time, the skills of these shinobi came to the attention of the tormented nobility who needed men and women capable of
amazing things to do incredible deeds for them. Shinobi soon overtook the world and the current system began.
A shinobi's place in the world can be defined in many ways, but among the most potent of them is their Reputation. A
famous shinobi receives the best missions, the best pay, is known for his power, and is often, if he is strong enough, a
candidate for great positions of authority.
Reputation is a new statistic that shinobi earn through the course of play as well as having the chance to begin play in
some small cases. Reputation is on a sliding scale of 1 to 99 as well as a number of descriptors which can be attached to
that number to modify how people interact with it. A shinobi can never lose reputation through their own actions, but
through certain actions can have it reduced or have certain modifiers attached to it.
[1-9] Unknown: You are unknown in the shinobi world. Even inside of your village you are unremarkable. There are no
penalties or benefits directly associated with anonymity.
[10-19] Unremarkable: You are known only to a small group of shinobi inside of your own village. You gain a slight bonus
when dealing with other members of your village. You gain 5 more ryo upon successful completion of a mission.
[20-29] Face in the Crowd: You are known to your group of peers and are easy to forget about. The shinobi in the rank
directly above you recognize your name, but often can't pair your face with it. You may have a single enemy outside of the
village who remembers you. You gain 10 more ryo upon successful completion of a mission.
[30-39] Lesser Known: You are known by almost all shinobi in the village and are considered to be helpful member of the
village. You definitely have at least a single shinobi outside of the village who remembers you and wants your misfortune.
You gain 25 more ryo upon successful completion of a mission.
[40-49] Average: Many shinobi forever dwell in this level of reputation due either to their deaths or simple lack of
progress. A shinobi at this level is respected within his village and may have a few enemies outside of the village. You gain
50 more ryo upon completion of a mission. You may make a rare (once per story) request to your Kage to increase your
mission's difficulty by 1 grade.
[50-59] Stand Out: You are above the rest of the masses in your village. Other shinobi often think of you as a standard of
above-average performance. You are very well respected in your village and are considered a very useful shinobi. You have
several foes outside of the village who remember you and your deeds. You gain 100 more ryo upon completion of a
mission. You may request (once per three sessions) the assistance of a lower ranking shinobi on a mission. Additionally, at
this position in your career you may be considered to be made Captain of missions and to lead A-Ranked Missions, even if
you aren't a Jonin.
[60-69] Excellent Shinobi: You are considered a valuable asset to your village. Shinobi aspire to be like you when they are
in Academy and you have many foes outside of the village who want your death. You may request (once per two sessions)
the Kage to increase your mission's difficulty by 1 grade. You gain 300 more ryo per completion of a successful mission.
Additionally, you may be considered for positions such as Black Ops Agent, Kage's Bodyguard, or representative to your
Land's Special Shinobi Corps (Twelve Guardians, Seven Swordsmen, etc). You gain the benefit of the Reputation Perk
automatically and may create a moniker. Finally, at this level you gain an entry into the Bingo Book. The seat of Kage is
within you grasp here, but it is a very very distant hope.
[70-79] Paragon Shinobi: In the world there are maybe twenty shinobi who you can call peers in terms of fame. You are
unbelievably well known and are a common name amongst your village and all villages beyond it. You gain the Worldwide
Renown Perk for free. You gain 1,000 additional ryo upon a mission's completion. At this point missions D rank and lower
are beneath you and you may pass them on to lower shinobi. You may request a shinobi of lower Rank automatically to
join you with any mission you desire. You may request (once per game) for your Kage to increase the difficulty of your
mission by 2 Grades. Additionally, at this level you may be considered for key positions to the village such as Black Ops
Captain, Advisor to the Daimyo, or even Bodyguard to the Daimyo. Though you are not first on the list people will often
mention you when considering a new Kage.
[80-89] Legendary Shinobi: You are a shinobi that shapes the time you are alive. People recognize your name instantly
above all others who share it. Parents name their children after you in hopes of them achieving a shred of the same glory
you command. At this level of recognition you gain the "Legendary" Perk for free. You gain 50,000 additional ryo upon
successfully completing a mission. You are qualified for S-Rank missions at this point and are well known by all. Missions
lower than C rank are beneath you. You will have a difficult time going around without people knowing you instantly. At
this level you are a nearly unmatched candidate for any Kage position that opens in your village.
[90-99] Shinobi for the Ages: You are a shinobi that cannot be forgotten. Your actions mold and shape the world around
you for decades to come. You are almost guaranteed for any Kage position that opens up and you command titanic
amounts of followers and people who wish your demise. If you do undergo missions you receive well into the excess of
100,000 ryo upon completion of the mission. Missions lower than B Rank are beneath you and you may assign them to
subordinate shinobi.
[100] Immortal Legend: Only one shinobi stands here, the Sage of the Six Paths. No other shinobi can become as
renowned as the father of ninjutsu and the true god of shinobi. His influence would be unquestioned and many would hail
him as a living god.
Reputation Modifiers
These modifiers affect how you are perceived by shinobi and have no direct bearing upon gameplay.
Noble: You are known for your sense of fair play, kindness, and general good nature. People the world over know that you
hold a personal code of honor very close to your heart and it guides your actions. Some will seek to exploit this.
Wicked: You are feared for your traitorous ways, your cruelty, or your disregard for human life. Even shinobi have limits and
you have crossed them. People fear you actively.
Overwhelming: In the world of your peers you are considered to be an especially dangerous person. You stand above
others in terms of reputation in terms of combat and people will think twice before fighting you.
Rogue: You disregarded your village long ago. You may only gain this Modifier if you are a Rogue Ninja. All instances of
Village in reputation texts are changed to "shinobi world" but your Reputation is considered to be -20 what it actually is.
Additionally, you can never become a Kage.
Merciless: You aren't especially cruel, but you don't give quarter to enemies. You are known for being no-nonsense and
fighting a good fight and ending it there and then.
Genius: People respect the knowledge you command. You are treated as a master of tactics and conceptual elements of
warfare that elude many shinobi. In times of peace you may even be approached to publish your thoughts or give lectures.
Actions that Affect Reputation-
Mission Completion: +1 Reputation for every 5 D Rank missions. +2 Reputation for every 2 C Rank Missions. +3 Reputation
for every B Rank Mission. +4 Reputation upon taking an A Rank Mission and another 4 at its completion. +5 Reputation
upon taking an S Rank Mission and 10 for completing it.
Bounty Guidelines
As a shinobi progresses through his career he often makes powerful enemies that would love to see his head on a silver
platter. While not being able to defeat the shinobi directly, his enemies often promise astronomical sums to any bounty
hunter willing to exact their revenge, and with time the amount of money invested in the death of one individual
accumulates. And so, the shinobi has a whole bank of Ryo trailing behind him, which waits for someone to defeat him and
deliver his lifeless body to a bounty office. These rules are optional, but provide some incentive for players to deviate
during their missions, as well as seek out extra danger during their free time.
+1000 Ryo for each Rank
+100 Ryo for each non-shinobi killed
+500 Ryo for each shinobi of lower Rank defeated
+1000 Ryo for each shinobi of same Rank defeated
+2000 Ryo for each shinobi of higher Rank defeated
-When defeating a shinobi with at least 60 reputation, the winner receives 1/10th of the loser’s bounty to his bounty
+A minimum of 5000 Ryo for a major felony against one of Major Villages
+10000 Ryo for being in possession of KKG
+10000 Ryo for holding an important position in one of Major Villages
+10000 additional Ryo for Kage status in one of Major Villages
+5000 Ryo for having a relative holding an important position in one of Major Villages
+5000 Ryo for being in a relationship with a person holding an important position in one of Major Villages
+1000 Ryo for each year of being a shinobi
Legendary Rank
Once a character reaches a rank of Kage (6) and earn additional 75 MP through play, they are allowed to advance to the
Legendary Rank (7). The character does not gain additional Trait or Nindo line, but does receive another UA. This UA (UA 7)
may only be a Desperation, Mode, Synch, Combo or a Gambit UA. The Kage is highly encouraged to be careful when
accepting the player's UA at this point, because while the character should be immensely powerful, it should be kept in
mind that Legendary Rank characters should still feel threatened by one or more Kage opponents, as well as especially
well-built High Jonin.
However once a character reaches Legendary Rank, they gain access to a number of perks, all of which cost 15 MP. These
perks require a Grandeur in at least one specific stat, as well as the Path to Power Perk.
List of Perks:
Grandeur Taijutsu perks
-You may have a number of "Focus" instances equal to 2xRank
-Add 20 damage to all unarmed attacks
-All normal ranged kunai, shuriken and senbon attacks against you may deal only 1 damage.
-Gain 20 Mundane DR
-Increase your Stability by 15. Your knockback deals +1/+2 damage per square/ per square stopped
-Add 10 damage to all armed attacks
-You inflict additional -2 ASP on an opponent that suffers ASP from difference in weapons
-You may pay Rank Grit to inflict "Stunned" status on your opponent after a successful melee armed attack.
Grandeur Ninjutsu perks
-You may inflict additional -2 ASP with "Area Denial" perk
-You generate Rank "Openings" at the beginning of combat
-Add 3 BP to all your Jutsu
-You may pay Rank Grit to change Elemental Effect of your jutsu to another Element you possess as a free action.
-Reduce cost of Elemental Clones technique to 2X
-You may have two Favorite Jutsu. This bonus does not extend to "Derived" and "Mastery" perks
Grandeur Genjutsu perks
-You may use a Twist as soon as your Genjutsu affects a target. It still requires a partial action.
-You may activate a follow up for X Grit, where X is the Rank of your target in a genjutsu, as opposed to its normal cost. You
still require a number of successes over your opponent.
-Double your Intuition. If your Intuition is already doubled, Triple it.
-You may gain a Knowledge check against a target affected by your Genjutsu as a partial action
-You may designate an additional Twist for the purpose of "Yin Release Master" Ability
-You are considered Immune to "Unnerved", "Terrified" and effects of "Browbeat"
Grandeur Chakra Control perks
-You may add your CC Stat to your jutsu for the purpose of damage
-You may now use "Mold Energy" action up to Rank times per encounter
-You may add your Rank to your Chakra Pool another time (This perk may be purchased several times)
-You may regenerate an amount of Injury each turn equal to half your maximum Chakra Pool
-Gain 15 Chakra DR which refreshes at the beginning of every round
-You may pay 1 Chakra at the beginning of the turn to become invisible for the purpose of "Chakra Sight"
Grandeur Determination perks
-You may regenerate an amount of Injury equal to your Determination at the beginning of each turn.
-Your gain Grit at the rate of (Det/2). If you have Iron Resolve, you gain Grit at the rate of Det. If you have Gutsy, you gain
Grit at the rate of Det+2
-You may spend Grit to add damage to your attack at the rate of 1 Grit - 3 Damage
-Gain 10 Chakra DR which refreshes at the beginning of every round
-Gain 20 Mundane DR
-Once per encounter, you may negate moving into a lower Injury Pool by spending 5 Grit
Grandeur Universal perks
-Gain 5 Mundane DR (This perk may be purchased several times)
-Gain 5 Chakra DR which refreshes at the beginning of every round (This perk may be purchased several times)
-If you would inflict Knockback through damage, your opponent also suffers "Prone" at the end of "Knockback"
-Gain 1 Speed Rank. You have to have SR of at least 7 to benefit from this perk (This perk may be purchased several times)
-You may add 2 creatures to your Menagerie (This perk may be purchased several times)
-You are considered to have an unlimited amount of shuriken -or- kunai -or- senbon on you at all times
-Twice per encounter, you may negate the destruction ofa piece of your equipment
-You may purchase an additional Item of Legend (This perk may be purchased several times)
-Add another 2 BP to an Item of Legend you have (This perk may be purchased several times)
-Gain 15 Resources
Note: Legendary Rank is the newest aspect of the system that is there only in case someone is willing to try it out - Kage
are advised to apply these rules with care.
Bonding System
Shinobi's lives are tied, undoubtedly, to the bonds they forge with one another. These bonds serve as the backbone to
many teams and, in the opinions of many great shinobi, undeniable on the path to power. Regardless of their actual value
in that regard a shinobi will, inevitably, forge bonds with their comrades.
Bonding with one another is a difficult thing to do, and while shinobi who have no connection with one another regularly
are forced to place their lives in one another's hands, truly bound and devoted shinobi are closer than family and will take
on insane odds just to protect their treasured ones.
The process of bonding is initially easy, but reaching the depths of a Bond is difficult. A Bond can only be gained through
the "Bonding" downtime action or through role-playing which will count as a single instance of "Bonding", in case the Kage
considers it to be truly important. The number of "Bonding" actions that are required are as follows.
         Bond- 1 Action total
         Close Bond- 4 Actions total
         Life Bond- 9 Actions total
         Eternal Bond- 15 actions total.
Due to the sheer enormity of time it takes to reach the depths of these bonds it is unusual to see many shinobi have a
great number of bonds. Additionally, once a Bond is achieved a shinobi cannot simply enjoy its benefits free of cost, nor
can they bond with so many people at once. A shinobi may have a maximum number of "Social Points" equal to their
2*Determination score plus their Rank. These costs are not cumulative. The Bonds are worth a number of points as
follows.
         Bond- 1 SP
         Close Bond- 2 SP
         Life Bond- 5 SP
         Eternal Bond- 7 SP
However, the benefits for Bonds are not to be ignored. They are extremely potent and give shinobi the ability to endure
amazing hardship. These bonuses are cumulative and the numeric values of the effects shinobi instead of "Bond" granting
+1 ASB to all "Defend" actions it grants +2 ASB to all "Defend" actions.
Bond-Your fellowship with another shinobi is such that you have forged a bond. So long as you are both in the same
combat zone and in formation with one another, you gain +1 ASB to all “Defend” actions. Additionally, if the subject of your
“Bond” has at least a “Bond” with you, the bonus is doubled.
Close Bond-Your connection grows to that of close fellowship. You gain +1 Grit/Turn so long as you are in the same combat
zone and in formation with one another. Additionally, if the subject of your “Close Bond” has at least a “Close Bond” with
you, the bonus is doubled.
Life Bond- The connection between the two of you is so strong it will last your entire lives. So long as you are in the same
combat zone and in formation with one another, you gain +1 ASB to all "Attack" and "Counter" actions. Additionally, you
cannot be "Unnerved" or "Terrified" with your LIfe Bond mate. Finally, if the subject of your "LIfe Bond" has at least "LIfe
Bond" with you, the bonus ASB is doubled.
Eternal Bond- The connection between the two of you is such that it transcends your lives and will be remembered for
generations to come. So long as you are both in formation with one another and in the same combat zone you gain the
effects of "Gutsy". However, if one of you has this Trait you may substitute it for one non-CG Trait of your choice. If both of
you have an "Eternal Bond" with one another, additionally, you gain a fourth Injury Pool, called your "Relentless" Injury
Pool. It is equal to double your Wounded Injury's Pool.
Note: Many players and Kages have found that it is much easier and fun to simply hand out Bonds when Kage deems fit,
but with the advantages Bonds bestow, it’s not as easily done. In the perfect case, it is up to Kage whether to allow for
the Bond to advance or not. – if you do decide to stick with this system, make sure that the Bonds shinobi makes will
actually give them mechanical benefit during battle.
Changelog
Pre-1e:
          -Some additions? I'm not entirely sure. I know should've started keeping this changelog right from the start.
1e:
          -Added Anti-knowledge perks (full additions @ http://pastebin.com/kvBheExx)
          -Added Sage Mode & Tailed Beasts beta under Advanced Rules
          -Moved downtime from Advanced Rules to Character Advancement Section instead, as it is more applicable there
          -Assorted indentation fixes in Perks section
1f:
          -Added Shadow Incarnate (CG Trait)
          -Added Stealth-style and Social warfare perks
          -Changed Sadist and Masochist
          -Added new items (contained in new mission kits)
          -Added two new Fuuinjutsu seals (Prison sealing & Summoning seals)
          -FINALLY added Fox Contract
1g:
          -Water Supply Scroll
          -Fixed some duplicate perks
          -DR rehaul – Absolute DR added, rules on DR clarified and added to Combat section
          -Eight Gates perk+stance and Leaf Shadow + Front Lotus added
1h:
          -Bounty system & Bounty Hunter Trait
          -More Perks (for Bond line and Tai Intimidation through Fearsome Visage)
1i:
          -Unique Techniques (Wombo combo? Wombo combo.)
          -Weapon Master to Basic
          -Stealth Rules clarified and added to Combat section