Naruto World
Version <IP_ADDRESS>
#### This pdf was transcribed by:

Shigeo

Kaskangar

#### With special thanks to
Rose

Mourdos

#### The people who will CLAIM they wrote this are:

Green Rabite

Rusty

Shigeo

#### With old thanks to

Ashton

Flynn

Harlequin

Jujun

Xavis

Gin

Elegard

This is best viewed in adobe acrobat reader.
\page

# Table of Contents

- [1.1 Table of Contents](#p2)
- [1.1.1 1. Primary Attributes](#p4)
- [1.1.2 2.Derived Attributes](#p4)
- [1.2.1 Creation uniques ](#p5)
- **[2 Combat](#p15)**
- **[3 Initiative](#p16)**
- **[4 Actions](#p18)**
- **[5 Actions (Advanced)](#p21)**
- [6.2 Starting a Pursuit: ](#p25)
- **[7 Combat](#p28)**
- **[8 Weather Conditions](#p31)**
- **[10 Fatigue](#p33)**
- **[11 Wounds](#p34)**
- [11.1.1 Blunt (Minor)](#p35)
- [11.1.5 Slashing (Minor)](#p36)
- [11.1.9 Piercing (Minor)](#p39)
- [11.1.13 Energy (Minor)](#p42)
- **[12 Recovery](#p45)**
- **[13 Skills](#p47)**
- **[14 Abilities](#p48)**
- **[15 Physical Abiltiies:](#p49)**
- **[16 Subtlety Abilities](#p51)**
- [16.1 ](#p51)
- **[17 Sensory Abilities](#p52)**
- **[18 Chakra Abilities](#p53)**
- **[19 Equipment Abilities](#p55)**
- **[20 OTHER Abilties](#p59)**
- **[21 Jutsu](#p62)**
- **[22 Taijutsu ](#p63)**
- [22.1.1 Unarmed Jutsu](#p64)
- **[23 Combo Jutsu](#p70)**
- **[24 Grappling Jutsu](#p73)**
- **[25 Weapon Jutsu](#p78)**
- **[26 Ninjutsu](#p88)**
- **[27 General Ninjutsu](#p90)**)
- **[28 Doton Ninjutsu](#p98)**
- [28.6 Fuuton Ninjutsu](#p106)
- **[29 Katon Ninjutsu](#p113)**
- **[30 Raiton Jutsu](#p120)**
- **[31 Suiton Ninjutsu](#p127)**
- **[32 Medical Jutsu](#p136)**
- **[33 Sealing Ninjutsu](#p141)**
- **[34 Genjutsu](#p148)**
- [34.5.6 Konohagakure no Sato](#p155)
- [34.13 Sunakagure No Sato](#p178)
- [34.14.2 Kirigakure No Sato](#p196)
- **[35 Equipment](#p211)**
- **[41 Rank Benefits](#p232)**
- **[42 Infamy](#p236)**
- **[43 4. XP Logs](#p239)**
- **[44 The Gates](#p245)**
- [44.8.2 --( Kage Bunshin no Jutsu -
Shadow Clone Technique )--](#p247)
- [44.8.3 Natural Chakra
Abilities](#p248)
- **[45 Summoning Contracts](#p251)**

\page
====================
1. Explanation
------------------------------
This is a bare-bones walkthrough for character creation. It's best if
you're at least partly familiar with the PHB before making your
character, but you can get by without that.
The first step of making a character should be settling on a concept:
if you're familiar with the series, you may already know which village
or clan you want to be from. If you already have a concept (who your
character is, where they're from, what their personality's like, what
they're good at) then most of creation should be easy for you.
If you don't, feel free to just make it up as you go along. You might
find inspiration along the way, especially if it's your first time
making a character. Don't be afraid to ask for help!
Please note that when rolling your attributes, you need to find a Roll
Watcher (RW), Storyteller (ST), or Gamemaster (GM) can be recorded in
the game's roster. You will also need to inform the RW of your chosen
clan and Creation Uniques (see below).
====================
2. Village and Clan
------------------------------
First, choose which of the three playable Hidden Villages your
character is from. This is where your character was trained, who
they're loyal to, and ultimately who they work for. The culture between
villages does vary, and you may want to read the Village Information
nodes, but for the most part it's okay if you don't fit the mold of
your home village--ninja are expected to be a little... odd.
Every village is home to several ninja clans. Clans have special
techniques dependent on their bloodline or closely-guarded secrets,
which you won't be able to learn otherwise. If you want, you may choose
a single clan from your village to be from.
Choosing a clan is not mandatory, and clanless characters receive a 10%
XP bonus--something that's discussed in detail in the Advancement
chapter--and slightly more skill points.
====================
3. Choose Uniques
------------------------------
As a starting character, you have 4 Unique Points (UP) to spend, unless
your clan specifies you have less. You may spend these all at creation,
or save some (or even all) of them for later use if you prefer. You'll
get more UP later, but they're few and far between, and the Creation
uniques may only be purchased with your starting UP.
====================
4. Pick Attributes
------------------------------
The next step is to determine your five core attributes: Strength
(STR), Resilience (RES), Chakra (CHA), Dexterity (DEX), and Agility
(AGI).
You start with 20 in all stats.
After that, you have 25 points to distribute among the attributes, with
no more than ten in a single stat.
====================
5. Starting Skills
------------------------------
Unless modified by one of your uniques, you have (total XP)/25 Skill
Points (which should come out to 4), which you can spend on any of the
game's 10 skills. Now would be a good time to spend them, though don't
stress about it too much.
If you're clanless, you have XP/20 Skill Points instead. That's 5, if
you were wondering.
====================
6. Spend Starting XP
------------------------------
You have three options for a character.

a. 100 XP, but you get a bonus talent at 500xp.

b. 1000 XP, but gain the Chuunin rank to begin.

c. 1500 XP, Start as a genin.

As a starting character you'll probably want to purchase a rank of the
Elemental Aptitude ability (in the Chakra category), and the E-rank
Ninjutsu techniques Kawarimi, Henge, and Bunshin. These are by no means
mandatory, but they're very useful to have. Some ranks in the Money:
Requisition ability are also a good idea, if you want to be able to
carry equipment with you.
Beyond that, take whatever you think makes the most sense for your
character.
\page
### 1. Primary Attributes
Attributes (also commonly referred to as statistics, or 'stats' for
short) are numerical representations of your character's overall
physical condition: how strong they are, how fast they are, and so
forth. They are the baseline for determining performance.
The five primary attributes make up, in game terms, the core of a
character's capabilities.
Baseline 'normal human' stats are around 20. Ninja characters will
quickly exceed these numbers. This is a result of them learning to
harness the chakra in their body, and benefiting from the symbiotic
relationship that chakra has with their body.
#### Strength (STR)
Strength is a measurement of your ability to exert physical force on
the world around you. Exceptionally strong people may be
correspondingly muscular, though ninja have developed many training
methods which leave them deceptively lean.
- Your physical damage bonus is STR/15.
- Your Vitality is (RES multiplies 8 + STR multiplies 4)
#### Resilience (RES)
This is your body's ability to endure hardship without suffering from
debilitating injuries. Many ninja believe that it's best to avoid being
hit entirely... but nobody will say that not being able to take a blow
is a good thing.
- RES/10 is your bonus to Stamina rolls.
- Your Vitality is (RES multiplies 8 + STR multiplies 4)
- Your HP is (RES multiplies 3 + CHA)
#### Chakra (CHA)
Every ninja is fueled by chakra, a mystical force that suffuses the
world and fills the bodies of all living things, much like 'ki' in
certain belief systems. This stat measures both your reserves of raw
chakra and your ability to harness them.
- Your ninjutsu damage bonus is CHA/15.
- You add CHA/10 to your Chakra Exhaustion rolls.
#### Dexterity (DEX)
Representing your deftness, precision, and ability to quickly respond
to changes in your environment, dexterity is very important in combat,
as it is what enables you to actually hit things that are moving (such
as other ninja).
- Your base Accuracy bonus is DEX/10.
- Seal Speed of jutsu you perform is reduced by DEX/10.
#### Agility (AGI)
The sister attribute to dexterity, agility is how quickly you can react
to danger, how fast you can move, and, as the name suggests, how agile
you are overall.
- You add AGI/10 to your Dodge rolls.
 You have a current and maximum vitality;
whenever you take damage, you reduce your current vitality by that
amount, though your maximum Vitality is unaffected.
Your vitality equals your (RES *8 + STR *4).
#### Hit Points (HP)
Hit points are like your 'life force', representing injuries that have
significantly harmed you and caused serious damage to your body. After
your Vitality reaches 0, you take damage to your Hit Points; an attack
which depletes your Vitality has the rest of its damage carry over into
your HP.
You have (RES *3 + CHA) Hit Points.
#### Damage Bonus, Physical
As the name would suggest, this increases the damage you do with
physical attacks. Full details on how can be found in the Combat
chapter. Your damage bonus is STR/15. Damage bonus is unique in that it
is calculated to a single decimal place. For example, with STR of 25,
you'd have a damage bonus of 25/15.0 = 1.666 = 1.6
#### Damage Bonus, Ninjutsu
This functions identically to physical damage bonus, with two
differences. The first, it is determined by your CHA/15; the second, it
applies to attacks based on their potency of your chakra rather than
your physical strength, which generally means ninjutsu.
#### Willpower
Your overall strength of will. This is both your raw determination, and
your confidence in your body's ability to keep going, and perform at a
higher level, even when it, well, can't.
Your Willpower is calculated as (STR + RES + CHA + DEX + AGI)/100, with
a minimum of 1.
\page
## Uniques
Uniques are one of the many ways in which you can customize your
character, giving you effects and capabilities that typically cannot be
acquired otherwise. You gain four Unique Points to spend at character
creation. Uniques are grouped by cost, with Creation Uniques all
costing 1 point each.
### Creation uniques
Uniques which may only be taken when you first make your character, and
you may only have two of them. However, you may save your unique points
for later, if you want.
As your character advances in rank, they'll gain more unique points.
You can either save these for later, spend them to acquire new uniques,
or use them to upgrade existing ones. Regardless, you may only take a
single unique once; you cannot, for example, take Endless Energy twice
to get double its bonuses.
Some uniques have, below their descriptions, entries such as
"Upgrades Into" and "Upgrades
From." To upgrade a unique, you need to pay the difference
between the cost of your current unique and the cost of the unique you
will be upgrading it to. When you do this, you remove the old unique
and replace it with the new one. This does mean that you might lose
some effects entirely in the process.
For example, say you had the 1-point Expansive Chakra. You later become
a Chuunin, and gain your fifth and sixth unique point. You spend one of
them to upgrade your unique to the 2-point Boundless Chakra; you gain
the new unique's benefits, but lose Expansive Chakra's cost reduction.
Finally, you become a Jounin and use one of the unique points you get
then to finish by upgrading Boundless Chakra into either one of its
3-point versions, Regenerative Chakra or Surging Power.
 This can be distracting at
times, but usually it'll give you a good grasp of the situation and
your surroundings.
You have a +3 bonus to Awareness, and whenever you take a Rest action
you gain 5 AP. You begin combat with 10 AP and if someone uses the same
type of attack (Katon, Weapon Taijutsu, etc.) in succession you get a
+2 to your defenses. This does not stack.
You have a -5 penalty to your choice of either Espionage, Stealth, or
Survival (your choice). Your observational powers come at a price!
 You get angry
easily, and often make rash, terrible decisions out of being
bull-headed. At least you're hard to take down when things come to
combat (as they often do).
You add an extra STR*2 to your Vitality, can fight until -25%
HP, and can opt to not take a defensive action in response to
an enemy's attack.  Assuming you're
still standing, you can then immediately counteract, using any physical
attack at your disposal, even though it's not your action. This attack
is made at half its normal Speed, cannot have its Speed reduced
further, and has a +3 Accuracy bonus.
This attack must be directed at the person who attacked you. Its base
Speed cannot be greater than the base Speed of the attack which
provoked it.
When you fall below 20% Vitality in combat, you can choose to
immediately surrender or keep fighting.  In fights, winning is your everything;
that can be good, since losing a fight as a ninja may have fatal
consequences.
You gain 3 bonus XP for winning a sparring match or fight, all your
attacks do an extra 5% damage, and you gain a +2 to all d20 rolls.
 This gives you a -1
penalty to all your d20 rolls, but also a +1 bonus to Accuracy, up to a
maximum of -5 and +5 respectively (attacks with accuracy rolls use the
accuracy bonus, not the d20 roll penalty). These both reset to 0 when
you hit someone.
\page
### Defender
Throwing solid blocks, you've honed your reflexes and worked your bones
and tendons hard so that your twitch reflex is all you need to keep
yourself safe.
You can use the Block defense as a Speed 5 Interrupt. This does have
one downside: If you're Stunned when you do this, your Block reduces
the incoming attack's damage by 25% less than it normally would. When
you don't block, you reduce the damage you take by RES/5 and treat the
damage as if it was 20% lower when determining what Wounds you receive.

The focus on self-preservation, however, has left you more cautious
than most even when attacking. The damage of all your attacks is
considered 10% lower for determining what wounds they cause. This
doesn't apply to Jutsu which explicitly increase the damage for
wounding purposes.
### Energetic
Running, jumping, swimming, fighting; none of it seems to tire you out.
Eventually you'll wear down, but not until long after your friends are
left staggering around and panting for breath. On the other hand, it's
hard to sit still and focus, let alone study, when you're more or less
hyperactive.
You have 6 levels of Fatigue instead of the usual 5, and suffer Fatigue
penalties (-1 Accuracy, -2 defenses, and so on) as if you were one
Fatigue category lower, while retaining the regular benefits. However,
your maximum ranks in all skills are reduced by 3.
### Genius
The term 'genius' has a different meaning to ninja than ordinary
people. It's not a measure of intelligence, but rather how easily one
can understand the concepts behind ninja techniques. The smartest
shinobi alive might not be called a genius, but a Genin using advanced
jutsu certainly would. Ninja are just kind of like that.
Your natural talent may allow you to be lazy and smug, or it could
motivate you on to further greatness. The cost to learn jutsu is
halved! Round up, if necessary. Additionally you get your first three
Talents at 750, 2000, and 3750 XP (instead of 1000, 2500, and 4500),
and another 1 Talent Point every 1250 XP thereafter (instead of 1500
XP, normally). Finally, you become able to learn D-rank jutsu at 100
XP, C-rank jutsu at 300 XP, B-ranks at 2000, and A-ranks at 4000,
without needing to meet any skill or rank requirements.
Unfortunately, you're not without your limitations. This doesn't allow
you to ignore other requirements, such as Abilities or Talents.
Additionally, it doesn't allow you to ignore requirements specific to
individual techniques (such as the Poison Cloud or Telescope
Tecniques). Furthermore, reaching beyond your grasp has a cost. Any
jutsu you couldn't use without Genius' effects has its damage treated
as being 20% lower for the purposes of causing wounds.
```
```
### Juggernaut
You are a solid, hulking brute. You aren't necessarily tall, but you
condition yourself hard and have always had a natural gift at receiving
pain! Massive, solid forearm muscles and tendons, strong shins, you are
a rough opponent to face.
You reduce all damage you take by RES/4, and treat damage as being 20%
less for the purpose of receiving wounds. You ignore the effects of one
wound you are suffering from; any time you're wounded you may continue
to ignore the current wound, or change to the newly-inflicted one.
All your movement is reduced by 10%. This applies to your normal
movement speed based on AGI, jutsu which allow you to travel (such as
Vaulting Leap or Exploding Water Shockwave), and even knockback effects
from your enemies.
### Killer
You were born to do this. As a ninja, you know all about how the body
works. It's a frail bag made of skin, surrounding squishy parts that
are easily penetrable. You have either learned the workings of the
body, or perhaps you're just a bit more brutal, disregarding the fact
that your opponents are living creatures. Whatever way it works out,
you are a natural born killer, though sometimes you get a bit caught up
in all of it.
Your attacks count as doing 25% more damage for the purposes of wounds,
but you may choose to lower the severity of any wounds you inflict by
one category. Whenever you roll for the location of a wound you
inflict, you may raise or lower the result by DEX/5, after determining
what its normal effect would be.
Aside from all that, you start with 5 ranks in the Medicine skill, and
also have its maximum ranks increased by 4; knowing how to maim people
requires knowing at least a bit about how they work.
You have a -1 penalty to all your defenses.
\page
### Large
Your body is muscular, taller, wider, or otherwise... bigger, than
other people's. Perhaps you're broad-shouldered and muscular but within
the realm of plausibility, or maybe you're a seven foot tall brute;
ninja can be downright abnormal.
You use STR/12, rather than STR/15, to calculate your physical damage
bonus, and your physical attacks all have +1 range. In addition to
hitting hard, you're tough to take down: you add (STR+RES) to your
maximum Vitality, and (RES) to your maximum HP, on top of their normal
values. Finally, you have a +3 bonus to Stamina rolls.
All attacks that benefit from this unique have their base
Speed increased by 2.
### Lucky
Most things seem to go your way, be it from natural talent or you just
happen to pray to the right luck gods! Finding money on the ground or
seeing the footprints of an enemy ninja, it all comes to you naturally,
and easily, as if you didn't have to work for it at all!
On any non-combat roll, you roll {2d20.takeHighest(1)} instead of 1d20,
and 2+EXP/1000 times per day you can reroll any roll, or allow a
(willing) ally to reroll any roll. You can force an enemy to reroll,
which takes two of your rerolls, and may only be done to a single
person once per battle.
When you have no rerolls left, you take a -2 penalty to Accuracy and
d20 rolls.
### Naturalist
You are at one with nature!  You
also can forage well, notice slight differences in the environment to
follow footprints, or even see the handwork ninja leave with their
traps! Perhaps kind because of your attunement, or tempted by your
primal urges, you are still a great asset.
Your maximum ranks in Survival are increased by 3, and you gain a +3
bonus to detect, disarm, or avoid any part of a trap. Your ninjutsu
damage bonus is CHA/12, rather than CHA/15. You have a +1 bonus to your
Chakra Exhaustion rolls per rank of the jutsu you're using (+1 for
E-rank, +2 for D-rank, etc.)
However, your maximum Research ranks are reduced by 3.
```
```

\page
### Nimble
You are very fast, but more importantly you know how to shift your
weight to make it easy to bound walls, scamper up to rooftops, weave
through tree branches, and jump kick enemies.
You have +1 Accuracy and a +3 bonus to Stealth and Athletics rolls. You
move 20% faster, and on top of that the dodge penalty for not being
able to reach the edge of an area-of-effect technique is halved for
you. However, if you're ever hit by an AoE attack you take 10% more
damage.
### Small
You are short, spry, and easily toppled over. The last one's not so
good, but your diminutive frame makes it harder for others to keep
track of you, while allowing you to squeeze into tight spaces and
narrowly dodge attacks. You have a +2 bonus to dodge, and your Dodge
interrupt's Speed is changed to 1. If its Speed is somehow raised (such
as due to Paralysis) you may still always use it. On the other hand,
damage from attacks is considered 10% higher for determining what
wounds you receive.
### Skilled Shinobi
While you don't excel in combat, you're able to grasp the fundamental
skills and concepts important to being a ninja. You have an extra XP/75
Skill Points to spend, and your skill maximums are increased by 2.
However, you have a -1 Accuracy penalty.
### Specialist
You excel in a particular style of ninja combat, and since noticing
that strength you have focused on what you are best at. Be it
extraordinary kicks, incredible lightning bolts, or masterful
illusions, you are a cut above the rest.
Choose either Taijutsu, Ninjutsu, or Genjutsu. Whichever one you chose
has +2 Accuracy, -2 to any necessary Seal Speeds, and a 10% bonus to
its damage moves; if Taijutsu, you also have a +2 bonus to Stamina
rolls. Genjutsu gives +3 to all your Genjutsu rolls. Next,
choose one of the two that you didn't pick. It has -2 Accuracy (or -2
to all Genjutsu rolls), +3 to any required Seal Speeds, and does 10%
less damage; if Taijutsu, you also have a -2 penalty to all Stamina
rolls.
### Strong-Willed
When the going gets tough, you keep on going. You have a strong,
virtually unbreakable will, and will power through anything standing in
your way.
You have a +2 bonus to your defensive Genjutsu rolls. Once per battle,
you can activate this unique as a Speed 0 action. When you do so, you
lower your Fatigue by 1 level (though keep your Stamina and Chakra
Exhaustion penalties). You may also choose one Wound you're suffering
from, and ignore all of it's effects. This lasts until the end of
combat, at which point the Fatigue and Wounds return.
 This is useful for shinobi-related
activities such as not dying.
Your Parry action becomes a Speed 2 Interrupt, and has a +2 bonus. This
also extends to ninjutsu-based defenses reliant upon Accuracy rolls;
those jutsu have their base Speed reduced by 2, as well.
 In the case of parrying unarmed
attacks with weapons, however, your normal +2 bonus becomes a -2
instead. (This does not apply to weapons which could parry unarmed
attacks without this unique!)
 You can see beyond the unseen, making you a feared weapon.
Your max ranks in Awareness are increased by 3 and your ranks in Blind
Fighting are considered 1 higher (even above the normal maximum). You
have a +3 bonus to Espionage rolls.
  You
never stop to let inertia win out. When you dodge successfully you may
move as many yards as if you'd taken a Speed 3 Move action. When you
move towards an enemy as part of an attack, you may move up to that
action's full Speed worth, rather than half.
Upgrades Into: Exceptionally Fast
### Close Ties
Your allies are incredibly important to you, each valued as much as a
close friend. You form bonds fast, and they can last for life. Your
mere presence raises morale! Your allies get a +2 bonus to Stamina and
Chakra Exhaustion rolls, raised to +3 if they're from your village. A
single person can only benefit from one ally with Close Ties at a time.
 For every ally present with you in battle you gain a +1
bonus to your own Stamina and Chakra Exhaustion rolls, up to a maximum
of +3.
Upgrades Into: Avenger, Protector
### Elementally Gifted
While most shinobi struggle to learn the basics of elemental control,
you took to it like a fish to water (or a bird to wind, or... you know
what, this joke is just bad). Your early aptitude is the
first sign of a potential that'll leave even many experienced shinobi
envious. You can use an element of your choice as if you had the
Elemental Aptitude ability for it, without actually having to use one
of your ranks of Elemental Aptitude.
Upgrades Into: Elementalist
### Expansive Chakra
Chakra flows readily through your body and into your jutsu, allowing
you to effortlessly mold it into techniques. The Chakra costs for all
your jutsu are reduced by 1 per rank (1 for E-rank, 2 for D-rank), and
you ninjutsu damage bonus is increased by half that amount (0.5 for
E-rank, 1 for D-rank, and so forth).
Upgrades Into: Boundless Chakra
```
```
### Full Pockets
You were born into money!  Be it tools,
traps, or weapons, you are always ready for any situation. When you
spend XP on money, you get double the normal amount per rank. If you
need to make an Espionage roll to bribe someone, it has a +5 bonus.
What's more, you may spend Requisition spontaneously, even in the
middle of a mission, representing you having just the right thing for
the task at hand. Done in combat, this is a Speed 2 action.
### Hidden Potential
You and your peers both have yet to realize the full extent of your
capabilities.  Until you find out
what it is, you have +1 Willpower.
Upgrades Into: Any 2- or 3-point unique.
### Indefatigable
(adj) 1. (of a person or their efforts) Persisting tirelessly
That's what you are! You have a +1 bonus to Stamina rolls per rank of
the jutsu being used (+1 for E-ranks, +2 for D-ranks, etc.); in the
case of basic attacks, this becomes a +2 bonus. Additionally, when you
Rest your Stamina penalty is lowered by an additional 1 point.
Upgrades Into: Endless Energy
### Killing Intent
You have what it takes to end a person's life. Even if you personally
would choose not to, it's not because you lack the capacity. Something
about you gives that away, that killer's instinct having seeped into
your very chakra. Whenever you inflict a wound upon someone, roll
1d20+XP/100 against that person's 1d20+XP/100, +1 for every previous
wound you've inflicted in battle.
### Lightfoot
You've always been talented at sneaking and hiding in almost any and
all places. Whether a dark shadow or henge'd as a tissue box in a room,
you know how make your presence scarce.
You have a +3 bonus to Stealth rolls, and the speed of your Hide action
is reduced by 3. You can move when in Stealth 2 without lowering the
level of your stealth.
 You
have no need for weapons: You are the weapon.
Your Combos are not broken from attacking a new target, or from taking
damage from an attack made by someone other than your initial
target. You gain a +3 bonus to Counter Combo opposed rolls,
and your Combos inflict a (Combo Counter -2) Stun, which is doubled
when using a Finisher. Additionally, your combos are not broken by a
Stun of a severity less than (Combo Counter +2).
Upgrades Into: Bruiser
### Nimble Hands
You have always been able to pick things up, spin them between your
fingers, throw things just right, and otherwise use your hands well.
You may throw up to DEX/8 weapons with a multi-throw, reduce Seal
Speeds and the Speed of ranged attacks by 2, and may draw
weapons without any sort of action. You may sheathe weapons as a Speed
0 action.
Upgrades Into: Ranged Specialist, Single-Handed
Seals
### Restrained
You know just how much force you're applying, and how to, when
necessary, apply less. This is good when doing handiwork, but also when
fighting someone who you don't want to kill or maim.
Any time you inflict damage, after determining what the wound would be
you may activate this unique. The attack's damage is reduced by 25%,
and the wound it inflicted (based on its original damage) is reduced by
one category. When you use this to lower the severity of a wound you
get a +1 bonus to Chakra Exhaustion and Stamina rolls for the rest of
the battle, to a maximum of +5.
Preventing a wound this way will not stop it from ending any Genjutsu
the victim was suffering from.
When an attack you make would prove lethal, you may instead hold back
at the last moment. This leaves your victim at 0 HP (or, if they were
below 0 HP, they aren't reduced any further), raises the severity of
any wounds you inflicted by 1 (and cannot be combined with a normal
activation of this unique), but prevents your attack from being fatal.
Upgrades Into: Avenger, Protector
### Seal Master
You're really, really good with handseals. You make them fast, and mold
your chakra just as rapidly. It could be natural talent... but,
honestly, you know what it probably was?  Anyway, you reduce Seal Speeds by Dex/8
(instead of Dex/10), and any jutsu whose Seal Speed is reduced to 0 has
a 10% bonus to its damage.
Upgrades Into: Jutsu Master, Single-Handed Seals
```
```
### Weapon Master
You know your weapons. You know how to use them, and how to
change them to suit your style. Your Weapon Focus ability applies to
all weapons, only needing to be taken once, and it only increases
Stamina costs by 2 per rank. Additionally, that ability's limit is
changed to (DEX -30)/20, maximum 4. If you take this after creation,
you may refund your extra Weapon Focus
Upgrades Into: Ranged Specialist
### Weight Trainer
You strap yourself down with weights--either from tailoring your
clothes that way, or from strapping weights to your limbs--and hamper
yourself constantly. All in the name of one. Perfect. Fight.
Once per two months you can remove the weights as Speed 10 to have your
STR, DEX, and AGI improve to 120% of their regular values, for that
fight only. These attribute adjustments do not raise your Vitality or
HP.
Due to your hard training your maximum and current Athletics ranks are
increased by 2.
\page
##### 2 Point Uniques
### Applied Knowledge
Where others use talent, you rely on practical application of your
(probably vast) knowledge to guide you. It's all well and good for
someone to be able to spot the vague outline of a hidden opponent; you,
on the other hand, notice the way the bush they're hiding behind has
been shifted, as that plant only grows facing west.
You're probably kind of a nerd, to be honest. You add one third of your
Research skill rank as a bonus to all your non-Research skill rolls.
Ranks in all your skills other than Research are considered to be
(Research ranks)/4 higher for the purpose of learning Abilities.
### Avenger
Someone wronged you, or someone you cared about, in a way which you
cannot forgive. You have an unremitting hatred for them, and you
channel an unhealthy amount of your free time, thoughts, and energy
into finding them and doing whatever you can to make them suffer.
When you take this unique, choose the group it applies to, up to the
size of a hidden village. You get +2 to Accuracy and d20 rolls against
that group. If the group is only the size of a single clan, the bonuses
raises to +3. Against a group of 10 or fewer individuals (who can still
be grouped together under a single category, not just ten different
people named off individually), it becomes +5. And, against a single
person, you have +5 Accuracy and d20 rolls, with an additional +1 for
every thousand exp they are above you. You can choose to go into
UP-debt to take this unique, though this requires GM approval.
Independent of all the above, you also receive the benefits of the
1-point unique Killing Intent--you've been driven to darkness, and it
shows in more than just your desire for vengeance.
Upgrades From: Any 1-Point Unique
### Boundless Chakra
You have near-limitless reserves of chakra. Things that should tire
people out simply don't have that effect on you. You have a +3 bonus to
your Chakra Exhaustion rolls, and whenever you acquire a Chakra
Exhaustion penalty from using a jutsu, that penalty is reduced by 1.
 The Upkeeps of all your jutsu are
reduced by 1.
Upgrades From: Expansive Chakra
Upgrades Into: Regenerative Chakra
### Bruiser
You hit harder than you have any business doing. You may not be bulky
and muscular, but you know how to use your weight and momentum. You add
RES/40 to your physical damage bonus (to one decimal point, as usual),
and STR/20 to all grapple rolls. You reduce any damage you take by
STR/10.
Your Combos are not broken from attacking a new target, or from taking
damage from an attack made by someone other than your initial
target. You gain a +3 bonus to Counter Combo opposed rolls,
and your Combos inflict a (Combo Counter -2) Stun, which is doubled
when using a Finisher. Additionally, your combos are not broken by a
Stun of a severity less than (Combo Counter +2).
You cannot have this unique as well as Martial Prowess.
Upgrades From: Martial Prowess
### Chakra Sensitive
You have an almost subconscious ability to detect disturbances in the
For--chakra. Disturbances in chakra. It's not particularly refined, and
it may never be, but it's still a valuable talent among shinobi.
Your sense range is CHA*2. Any time someone within your sense range
advances a Fatigue level due to failing a Chakra Exhaustion roll, you
know their location and current (after the roll) Fatigue level.
In combat, this may be used any time someone makes a Chakra Exhaustion
roll, even if they succeed. In this case, roll your Chakra Control
against theirs; if you succeed, you know their location.
Upgrades Into: Chakra Sensor
### Determined
You are actually good at something--you just haven't figured out what
yet. Some day you'll figure out where your natural talent lies, or
everything will just suddenly 'click' for you, and you'll go from
underdog to legendary ninja in the making, proving to everyone how
great you are.
That's what you keep telling yourself, anyway. It gets a little bit
harder to believe that every day, but you didn't get where you are by
giving up just because you're no good at whatever it is you keep
failing to do. Whenever your Fatigue level increases from failing a CE
or Stamina roll, you gain 1 temporary Willpower, which is lost (if you
haven't spent it yet) the next time your Fatigue increases.
Upgrades From: Hidden Potential
Upgrades Into: Any 3-point unique.
### Elementalist
Most shinobi have a difficult time mastering the usage of elemental
chakra. You do not. It comes naturally to you, and even exceeds the
limits of most people's physical capabilities. You are able to use two
elements of your choice as if you had the Elemental Aptitude ability
for them, though this does not actually count as ranks in that ability.
Upgrades From: Elementally Gifted
Upgrades Into: Elemental Mastery
### Endless Energy
You don't get tired. It's just not something you do. Whenever your
Stamina penalty increases, it increases by 1 less. The first time in a
battle you fail a Stamina roll, you advance one less Fatigue category.
 Every 15 IC,
your Stamina penalty decreases by 1.
Upgrades From: Indefatigable
\page
### Exceptionally Fast
You take speed to a new level. You outrun the wind, your allies, and
yes, even the bear chasing you. Everything you do is almost too fast
for the eye to follow. The base Speed of all your actions is reduced by
10%; this reduction is actually rounded up, meaning that a Speed 11
technique would be reduced by (11*0.1 = 1.1 -> 2) 2, to
Speed 9. Even so, it cannot be used to reduce an action to Speed 0. As
long as you partially succeed in a Dodge, you take no secondary effects
from the attack (such as status conditions, penalties, or wounds) and
when you dodge successfully you may move as many yards as if you'd
taken a Speed 5 Move action. When you move towards an enemy as part of
an attack, you may move up to that action's full Speed worth, rather
than half.
You cannot have this unique as well as Blur.
Upgrades From: Blur
### Jutsu Master
You have a knack for mastering new jutsu, and, more impressively, not
confusing them with one another no matter how many you seem to learn.
The cost to learn non-clan jutsu is halved, before any other
reductions. This is, in fact, retroactive! You reduce Seal Speeds by
Dex/8 (instead of Dex/10), do 5% more damage with all your jutsu (not
just ninjutsu), and any ninjutsu whose Seal Speed is reduced to 0 has
an additional 5% damage.
You cannot have this unique as well as Seal Master.
Upgrades From: Seal Master
### Protector
Your friends are your life and you will make sure no harm comes to
them. Becoming either a wall in between them and your enemies, or an
unstoppable force that ravages the oncomers, you will always do your
best to get everyone else out safely. You add your RES one more time to
your Vitality and HP.
You have a secondary pool of Vitality, equal to half your normal
maximum, that cannot be wounded and is damaged only when Taking the Hit
for someone else.
Your Take the Hit action has a +5 bonus, and when you successfully take
the hit you may automatically block.
Upgrades From: Close Ties, Restrained
### Ranged Specialist
You prefer to keep your distance in combat, without resorting to
powerful ninjutsu. Rather, you favor the basics: projectile weaponry!
You may throw up to DEX/8 weapons with a multi-throw, reduce Seal
Speeds and the Speed of ranged attacks by 4, and may draw weapons
without any sort of action. You may sheathe weapons as a Speed 0 action.
As a Speed 4 Interrupt you may perform a ranged parry with a +4 bonus
against any thrown weapon attack (including those caused or improved by
jutsu). The exact weapons used don't matter, but you must throw as many
weapons in this parry as your opponent did in their attack.
You cannot have this unique as well as Nimble Hands.
Upgrades From: Nimble Hands
### Single-Handed Seals
Be it rigorous training or just excess talent, you've mastered one of
the most exceptionally rare talents among shinobi: being able to
perform handseals with only a single hand. You reduce Seal Speeds by
Dex/7 (instead of Dex/10), and any jutsu whose Seal Speed is reduced to
0 has a 10% bonus to its damage. Your maximum and current Chakra
Control ranks are increased by 2, and you reduce the Seal Speed of any
ninjutsu by an additional Chakra Control/10 while using both hands.
You cannot have this unique as well as Seal Master.
Upgrades From: Seal Master
### Skirmisher
You prefer a very specific style of fighting: engage your opponent,
seize the advantage while they're confused, then fall back and
disengage. While they're trying to recover, prepare yourself to repeat
that again, and do so until your enemies are too demoralized or badly
beaten to fight back. You have a +3 bonus to Stealth rolls, and the
speed of your Hide action is reduced by 3. You can move when in Stealth
2 without lowering the level of your stealth and when making attacks
while in Stealth 2 your damage bonus is increased by DEX/30, or DEX/20
if you break stealth to do so. Your limit for Stealth skill ranks is
increased by 3, and you can hide so long as your opponents have a
visibility penalty of -4 or worse.
You cannot have this unique as well as Lightfoot.
Upgrades From: Lightfoot
### Tenacious
You have learned to delve into the minds of your opponents, figured out
the way they tick, and keep a constant control over their mind. Keeping
enemies mesmerized is a simple feat for you. You have a +3 bonus to
Genjutsu rolls, your maximum and current Research ranks are increased
by 2, and -3 to the Speed of all your genjutsu. Opponents must
successfully use Genjutsu Kai twice to break free from your illusions;
they do realize this after the first success. Skill focus's scale is
now once every third rank (Ranks 1, 2, and 3 cost 2 SP; ranks 4, 5, and
6 cost 3 SP; and so forth).
\page
##### 3 Point Uniques
### Chakra Sensor
You possess the coveted ability to sense the chakra in living things.
Unlike being merely sensitive to chakra, you can tell people apart by
their chakra alone.
Your sense range is CHA*5. Whenever someone within your sense range
advances a Fatigue level due to failing a Chakra Exhaustion roll, you
know their location and can identify their chakra signature, as well as
their current Fatigue level. In combat, this effect takes places
whenever they make a Chakra Exhaustion roll.
You can also tell any general traits of their chakra
("oppressive",
"weak", etc.), if they're fallen into HP, and
what their Elemental Affinity is (only if they have ranks in the
ability).  Your maximum Chakra Control ranks are increased
by 3 and you have a +3 bonus to your defensive Genjutsu rolls.
You can also use the following action:
Scan (Speed 10)
In combat, make an opposed Chakra Control roll against anyone (or
everyone) present; people may allow themselves to fail this roll rather
than bothering with it. People being scanned have a penalty to their
Chakra Control roll equal to the total Upkeep penalty of any jutsu
they're maintaining. If you succeed, you detect them as described
above. Out of combat, if someone passes a roll against your Scan they
will automatically pass all other rolls against it made within the next
half hour.
Upgrades From: Chakra Sensitive
### Elemental Mastery
You have peerless control over elemental chakra, far beyond the realm
of what's considered normal, and to a level that some would even think
is impossible. Choose two elements; you can use them as if you had
taken the Elemental Aptitude ability for them. Additionally, your ranks
in the Elemental Affinity ability apply to all elements you can use.
This doesn't mean your personal chakra nature corresponds to all five
elements, only that you're equally skilled with them all.
Each rank of Elemental Affinity also gives you a +0.5 bonus to your
ninjutsu damage bonus with elemental ninjutsu. Additionally, all your
offensive elemental ninjutsu receive a bonus depending upon what
element your last offensive elemental ninjutsu technique was, and what
rank it was. This only works if the jutsu you are using is of a
different element than the previous one (using two Raiton in a row will
provide no bonus; if you then switch to a Katon, that Katon would
receive the Lightning bonus listed below).
Earth: Stun of 2 * (rank)
Fire: Burns of 2* (rank)
Lightning: Paralysis of 1 per rank above E (1 for D, 2 for C, etc.),
for 5 * (severity + 1) IC.
Water: -2 Chakra cost per rank
Wind: Blocking's effect is reduced by 5% per rank.
Upgrades From: Elementalist
```
```
### Regenerative Chakra
You have a seemingly inexhaustible supply of chakra. You might push
yourself to your limit, but within minutes your chakra reserves will
have replenished themselves. During combat in particular, it's
noticeable that your energy seems to have no limit.
You have a +5 bonus to Chakra Exhaustion rolls.
When using one or more techniques with an Upkeep, the total Upkeep is
reduced by 1+CHA/30, to a minimum of half its normal value.
Additionally, once per battle you may fail a Chakra Exhaustion check
and advance one less Fatigue level (though your penalties do not reset).
You have (your max Willpower) chakra points each battle. You may spend
these to improve the result of a Chakra Exhaustion roll on a 1:1 basis
after seeing the result. As you are worn down progressively, your body
tries to compensate by producing even more chakra. As a result, your
ninjutsu damage bonus is increased by your Fatigue level.
Upgrades From: Boundless Chakra
### Relentless
You don't stop, you don't quit, and you absolutely don't give up. Those
would be great, admirable traits, except for you it only really applies
when it comes to brutalizing other human beings.
Every time you hit someone with a taijutsu attack, you get a +1 bonus
to your physical damage bonus, up to a maximum of half its normal
value. This bonus resets when you miss, change targets, or use a
non-taijutsu attack. Hyuuga using Jyuuken instead receive this bonus to
their ninjutsu damage bonus. All your unarmed attacks gain Stun 2, or
increase their existing Stun by 1.
When you miss within any taijutsu attack your next action comes sooner,
as if the Speed of the action you used was half its actual value. For
example, if you missed with a Speed 13 action on IC 30, your next
action would come on IC 37, rather than IC 43. Every time you miss,
your next action gets a cumulative +1 Accuracy as long as it's a
taijutsu attack, to a maximum of +3; hitting someone, or taking a
different kind of action, resets this bonus.
Upgrades From: Bruiser
\page
### Super Novice
You're still not good at anything in particular. Everything for you is
two steps forwards and one step back. Even if you thought you found
your niche, it turns out that no, you really didn't. But you're tired
of letting that get in your way! Now, you're going to just do what you
want, your way! Yeah! That'll show 'em!
You have a 10% XP bonus. When you're Wounded, you get a temporary 1
point of Willpower. This lasts until the next time you're Wounded; if
you haven't spent it by then, it's replaced. If you have, you get a new
one.
Upgrades From: Any 1- or 2-point unique,
except Elementally Gifted or Elementalist
### Surging Power
You have a dauntless ability to keep fighting, no matter what the
situation. Even when you should be sprawled in the dirt unable to move
a single muscle, somehow you stand back up and keep fighting.
You can spend Willpower to reroll your Stamina and Chakra Exhaustion
rolls (with all the normal rules, and benefits, for spending Willpower
on a roll). Additionally, you can spend a point of Willpower to ignore
all effects of a single woudn you're suffering from for the remainder
of the battle.
Finally, you reduce the penalties to Accuracy and defensive rolls by
your current Willpower. So, at 3 Fatigue with 4 Willpower remaining you
would go from -3 Accuracy and -6 defensive rolls to no Accuracy penalty
and -2 defensive rolls.
Upgrades From: Boundless Chakra, Endless
Energy
### Tactician
Beyond raw strength or the biggest fireballs, you focus on a different
aspect of combat: strategy. Through clever decoys, exploiting
weaknesses, and striking at blindspots, you can take down superior foes.
The first time you use any action in combat, it gains +2 Accuracy or to
its relevant d20 roll (such as a dodge). If you hit with an attack that
receives that bonus, you immediately gain (that action's Speed)/2 AP
(though this won't take you over your maximum).
You may spend 10 AP to replace an action's Accuracy (or convert its
existing accuracy roll) into an accuracy roll using 2d20.takeHighest(1)
in place of 1d20.
You can shout advice or instructions, or just pointers about your
enemies and the battlefield, to allies, to give them an edge. As a
Speed 0 action, you can switch your current place in the initiative
order with a willing ally's, allowing them to act immediately and
delaying your next action to the previous location of theirs. This
costs 2 AP per IC away their action is, and may not be used on a
stunned ally. You may spend 1 Willpower to lower the cost to 1 AP per
IC for one use.
\page
# Combat
Combat... happens. Realistically, it's something ninja know how to do,
and as they get more experience it becomes something they're able to do
very well. Accordingly, there are rules for combat, which you use when
trying to beat other people into submission, or prevent them from doing
the same to you.
The combat chapter has 7 sections of varying importance, which are...!
## < Initiative >
A brief explanation of the core of Naruto World's combat system. It
explains the broad concepts of how time, turn order, and actions are
handled. A short but important read! Pretty much nothing else in the
chapter will make sense without this.
## < Actions >
Coming in right behind 'Initiative' in terms of importance, here is
where you'll find all the basic actions which everyone can perform,
along with rules on how to attack and your bread-and-butter defenses.
Other attractions include a crash course in how to use ninjutsu and
genjutsu, and rules for spending Willpower (you remember Willpower,
right? one of your derived Attributes?).
## < Stealth >
How to hide, how to find people who are hiding, and what you can do
while hidden. You should probably be at least familiar with this before
you start playing, but you can safely ignore it your first time through
the chapter.
## < Status and Conditions >
You may want to skim this section, but it's not vital. You should have
read the Conditions part at least once before you get into combat, and
you can basically ignore Statuses until they actually come up during
battle; same for effects.
## < Fatigue >
This is important; Fatigue is one of the key elements of combat, as
it's what regulates how frequently you can use your powerful jutsu
before being worn out. You should probably read it right after
Initiative, or perhaps Actions. Definitely more important than Stealth
or Status/Conditions.
## < Wounds >
You should read the Explanation node before you get into combat. The
rest you can safely ignore until you actually have to deal with the
effects, either due to inflicting them on others, or suffering from
them yourself.
## < Recovery >
While it wouldn't hurt to at least peruse the node (though the
'Guidelines' section can be ignored unless those topics actually come
up), you can basically ignore this entirely until the aftermath of your
first battle.</text>
\page
# Initiative
>1. Initiative Roll
>2. Flow of Time
>3. Simultaneous Actions
>4. Action Points
>5. Example
====================
1. Initiative Roll
------------------------------
Combat begins with all participants making an Initiative roll:
1d20+(AGI)/10. From there, everyone is assigned a number depending upon
how well they did compared to one another.
Everyone subtracts their roll from the person who rolled the highest;
this is the initiative count they will act on.
For example, Choji, Shikamaru, and Ino are all preparing to fight, and
so they roll initiative. Choji scores an 6, Shikamaru a 16, and Ino a
12. They will act on the following initiative counts:
Choji: 16 - 6 = 10
Shikamaru: 16 - 16 = 0
Ino: 16 - 12 = 4
====================
2. Flow of Time
------------------------------
Combat begins on Initiative Count 0, or "Init
0", or simply "IC 0". Players
act whenever their initiative count is reached.
Every action a player can take has a given Speed associated with it.
When they take an action, its effects are resolved immediately, and its
speed is added to their current initiative count; that is when they
will be able to act again.
For example, if you use a Speed 6 action on IC 5, your action will be
resolved then and there. After it finishes, combat will progress to IC
6, other people will take their turns, and so on, until IC (5+6 =) 11
is reached, when you will be able to act again.
Some effects may lower an action's speed. No matter how many such
effects are applied, no action's speed may ever go below half its
original value, rounded up, and no action's Speed can be reduced below
3. This does mean that an action with a base Speed of 3 or lower may
not have its Speed decreased at all.
====================
3. Simultaneous Actions
------------------------------
If two people act on the same initiative count, both of their actions
are declared and resolved simultaneously. Thus, you and your opponent
will both fully declare and resolve your attacks (you can take turns
doing so, for the sake of convenience), but not apply their effects
until after you've both done so, at the very end of the IC.
Blocking is a partial exception. If you were blocking when your turn
came up, and you choose to block against, it takes priority; that is to
say, you may use Block as a defense against an attack delivered on the
same IC, under those circumstances.
====================
4. Action Points
------------------------------
One of the things that makes battles dramatic is one or both sides
pulling out sudden, unpredicted surprises, and among shinobi that's par
for the course. Mechanically, this is represented by
"Action Points"; thematically this can be a
burst of adrenaline, or the result of you carefully luring your
opponent into just the right position for you to counter-attack.
You gain 5 AP every time the Initiative Count reaches a multiple of 20.
You start the battle with zero, and can have up to a maximum of AGI/2.
You can spend AP whenever you take an action. Each AP spent reduces the
action's Speed by 1.
====================
5. Example
------------------------------
It may help if you read the Actions section of this chapter before
reading this example.
Using the example above, we had Shikamaru acting on IC 0, Ino on 4, and
Choji on 10. Shikamaru spends his first action attacking Choji with a
Speed 8 punch, meaning he'll act next on IC 8.
To defend himself, Choji tries to dodge, though fails to do so. He's
hit, and takes damage, but dodging pushed his next action back by 2,
putting his next action on 12.
Ino goes next, and begins forming handseals for a potent ninjutsu
technique. It has a Seal Speed of 14, meaning she'll be ready to act on
IC (4 + 14 =) 18.
Shikamaru goes again, and uses a simple taijutsu technique with a speed
of 12. Choji tries to dodge again, this time evading successfully.
Shikamaru's next action will be on IC 20 (8+12), and Choji's on IC 14
(12+2, because he dodged).
Choji's taking a bit of a beating, but Shikamaru's not hitting hard.
He's worried about what Ino might be planning, though (she only had to
declare that she was using a Perform Handseals action, not what jutsu
it was for), so he disengages and rushes his other teammate, unleashing
a powerful taijutsu technique with a speed of 20. Not wanting to take
that kind of hit, Ino tries to dodge, and fails.
Ino has to make a Chakra Control skill check, against the damage of
Choji's attack divided by 10. She rolls very well, and manages to
succeed; had she failed, she would've automatically aborted her
handseals action, meaning her next action would be on IC 15 (the attack
happened on IC 14, +1 = 15), and if she wanted to use that technique
she'd need to start over.
\page
Choji's next action won't come until IC 34 (14+20), whereas Ino's jutsu
has been delayed until IC 20 (18+2).
IC 20 comes up, and Shikamaru and Ino are both ready to go. It's too
late for Shikamaru to do anything about Ino's jutsu; she's already
completed the handseals, and this turn she'll be able to use it. Worse
yet, he doesn't know if she'll be targeting him or Choji.
If he'd had a little more time--for example, if he'd used a quicker
move in place of the taijutsu technique he utilized last--he could
declare a Block of a speed that would expire some time after Ino's
action, allowing him to reliably defend himself if she chose to target
him.
That's not an option, so he goes for a quick punch at her (not wanting
to make the same mistake as last time, that'll give him plenty of
opportunity to prepare before Choji's next action). Ino uses her
technique, a Speed 6 ninjutsu. Both try to dodge the other's technique.
This means that Shikamaru will act on IC (20+8+2) 30, Ino on (20+6+2)
28, and Choji on 34.</text>
\page
# Actions
>1. Basic Actions
###### a. Basic Attack, Unarmed
###### b. Basic Attack, Weapon
###### c. Block
###### d. Rest
###### e. Perform Handseals
###### f. Move
###### g. Interrupt
>2. Ninjutsu and Genjutsu
###### a. Performing
###### b. Genjutsu
>3. Attacking
###### a. Accuracy
###### b. Accuracy Rolls
###### c. Damage
>4. Defending
###### a. Dodge
###### b. Parry
###### c. Block
###### d. Jutsu
###### e. Partial Success
###### f. Damage Reduction
>5. Willpower
====================
1. Basic Actions
------------------------------
These are actions that anyone can do in combat, and the rules
associated with them.
### a. Basic Attack,
Unarmed (Speed 8, Stamina 5)
The simplest form of attack, this is a catch all for punches, kicks,
headbutts, and any other attack which uses your body to cause harm to
your enemy's. This deals 2d4 damage.
### b. Basic Attack,
Weapon (Speed Variable)
This is any ordinary attack with a weapon, from throwing shuriken to
swinging oversized swords. The speed is listed with the individual
weapon, as is the base damage.
### c. Block (Speed
Variable)
As an action, you may declare that you are blocking, and state a Speed
for the action. Until your next action, you may use the Block defense
(see 'Defending' below) against any incoming attacks.
### d. Rest (Speed 5)
Resting is pausing to cool down and gather your breath. Since it
doesn't directly lead to incapacitating your enemy, most ninja prefer
to do this out of battle; however, sometimes pacing yourself is the
only way to achieve victory. Every Rest action you take reduces your
Stamina penalty (see the 'Fatigue' portion of this chapter) by 1, to a
minimum of 0.
You cannot reduce the speed of your Rest action; 'resting as fast as
you can' is, after all, something of an oxymoron.
### e. Perform
Handseals (Speed Variable, Abort)
Most ninjutsu and genjutsu technique require the use of handseals,
specialized hand signs that direct and mold the flow of chakra.
Representing this, those jutsu have a Seal Speed listed in their
description. That number, minus your DEX/10, gives you the modified
seal speed, which is the Speed of your Perform Handseals action.
However, other Speed-reducing effects do not apply to Perform
Handseals. A Seal Speed of 0 means that while handseals are required,
you can perform them so fast that the time required is negligible.
Perform Handseals actions are necessary to perform most Ninjutsu and
Genjutsu (see below). You may forego part, or all, of your DEX/10
reduction of Seal Speed if you wish (for example, with 40 DEX you could
use Perform Handseals action for a seal speed 10 jutsu at anywhere
between Speed 6 and Speed 10, as you pleased).
Handseals require the use of both hands, and if they're interrupted for
any reason you have to start over again. Although you don't have to
declare what technique you're performing the handseals for when you
start, all techniques have their own, unique combination of seals to
perform them; this means that if you changed your mind partway through
a Perform Handseals action, you'd need to start a new one.
### f. Move (Speed
Variable)
For the most part, ninja can move faster than ordinary people. When you
actually devote time to moving in battle, you travel (AGI)*(number of
IC spent moving)/50 yards.
Sometimes you may need to close the distance and attack an opponent all
at once. When attacking, you may move towards your opponent a distance
corresponding to half your attack's Speed, for free. Thus, if you
needed to rush an enemy and throw a punch at them, and had 25 AGI, as a
Speed 8 action you could move up to (25*(8/2)/50 =) 2 yards and then
use a basic unarmed attack.
Movement is unique, in that you cannot use Action Points to reduce its
Speed. Your distance traveled is determined by the actual number of IC
spent on movement.
\page
### g. Interrupt
(Speed N/A)
Being able to interrupt is a special quality certain abilities and
techniques have, which allows them to be performed in response to
another action, generally an attack directed at the user; for example,
most defensive jutsu have this quality.
You may use an interrupt if the Speed of the interrupt (and in the case
of ninjutsu, Speed + modified Seal Speed) is half or less that of the
action you're interrupting. This is one instance where you may use a
ninjutsu with handseals without having performed the handseals as a
prior action. The Speed (not, in the case of ninjutsu, counting Seal
Speed) of the interrupt is added to your next action on the IC.
Actions used as Interrupts with base Speeds of 3 or below may still be
reduced to half (rounded up) of their base speed (normally, an action
with a base Speed of 3 or lower cannot have its Speed reduced further).
====================
2. Ninjutsu and Genjutsu
------------------------------
### a. Performing
The majority of ninjutsu and genjutsu techniques have an entry for Seal
Speed in their description. Those that don't, and those with a Seal
Speed of 0, can be used at will, like regular actions.
For the rest, however, they may not be used unless preceded by a
Perform Handseals action (see above). The jutsu you're using must be
used on your next action, at which point its effects are resolved and
you, as normal, will determine your next action based on the jutsu's
speed.
If you take damage while forming handseals (between the declaration of
your Perform Handseals action and when you actually use the jutsu), you
must exceed 10 + (damage dealt / 10) on a Chakra Control skill roll in
order to continue. Failure means you automatically Abort your Perform
Handseals action.
### b. Genjutsu
Genjutsu are the mind-affecting, often-illusionary techniques used by
ninja. While they can be potent in some situations, they're difficult
to use against experienced ninja. Attempting to influence someone with
Genjutsu (whether directly, such as a mental attack, or indirectly,
casting an illusion over an area and determining if it fools them) is
resolved through a set of opposed Genjutsu rolls.
The 'attacker' rolls 1d20+XP/400, and the 'defender' rolls 1d20+XP/200,
both adding any bonuses to genjutsu. Some bonuses may apply only to
offensive or defensive genjutsu rolls. In these cases, the person using
the genjutsu is the 'attacker', and the person trying to avoid being
affected is the 'defender'. If the defender rolls lower than their
opponent, they suffer the effects of the technique being used.
====================
3. Attacking
------------------------------
The simplest and most effective way to resolve a conflict is often
violence. In some cases, it's the only way. Thus, it behooves any
shinobi to be able to, when necessary, incapacitate or kill an opponent.
The first step of attacking is to declare what your attack will be, its
speed, and its accuracy, so that the other player knows what defenses
they can use against it.
### a.  Your attack's Accuracy is 10+(DEX)/10, plus any bonuses
you may get from abilities, uniques, or the technique you're using.
After you've declared your attack, your opponent will declare and (if
applicable) roll their defense. If you hit them successfully, you'll
then roll damage.
### b. Accuracy Rolls
Sometimes you'll have to make an "accuracy
roll". This is essentially the same as your accuracy, but
you replace the base 10 with a 1d20 roll. In other words, it's
1d20+(DEX/10) plus any other Accuracy abilities. When something
penalizes both Accuracy and d20 rolls, apply only the penalties to
Accuracy; if it penalizes only d20 rolls, however, then those penalties
also apply.
### c. Damage
Every attack has a "base damage", a number of
dice of a certain size you roll. For example, a basic unarmed attack
does 2d4 of base damage. The actual damage formula is,
(Base Damage) + (Damage Bonus) * (Speed) + (any other bonuses)
Your damage bonus is the value determined by your STR (for most
attacks) or CHA (for ninjutsu). The damage bonus is multiplied by speed
to represent that slower, more solid attacks are able to better benefit
from your raw power. Some abilities may add bonus damage, but unless
they explicitly say so, this does not affect your stat-based
"Damage Bonus."
Damage is done to an opponent's Vitality unless stated otherwise, until
that reaches 0. Any overflow, and all future damage, goes straight to
their Hit Points.
Unless otherwise noted, any alterations of an action's Speed also
affect its damage bonus; faster isn't always better.
\page
====================
4. Defense
------------------------------
Inevitably, you will at some point be attacked. Accordingly, ninja are
trained to defend themselves in a variety of ways. Normally, you may
only use a single defense against any given attack.
### a. Dodge (Speed
2, Interrupt)
The best defense against any attack is simply not being hit. When you
dodge an attack you roll 1d20+(AGI)/10, plus any other bonuses to dodge
you may have, such as from abilities or uniques, against the attack's
Accuracy. Success means you completely avoid the attack and its effects.
### b. Parry (Speed
3, Interrupt)
This entails deflecting an opponent's weapon with your own, or stopping
their unarmed attacks with your bare hands. Accordingly, weapon attacks
may only be parried with weapons, and unarmed attacks may only be
parried if you have at least one hand free to do so. Parrying works
similarly to dodging, though uses an Accuracy roll to determine its
success.
When something (such as Fatigue) penalizes both Accuracy and defensive
rolls (or rolls in general), Parry only suffers the penalty to
defensive rolls; if something penalizes only Accuracy, then Parry does
suffer that penalty. Basically, it doesn't have to deal with 'double
jeopardy'.
### c. Block
Blocking is bracing yourself for an attack as effectively as possible,
and being on guard to do so at a moment's notice. Blocking is special
in that you cannot choose to block at a moment's notice. However, if
your last action was to begin blocking (see 'Block' in actions, above),
you may automatically block any attack made against you. This is an
option; you could still choose to dodge instead, if you desired, and
then block the next attack that came your way.
Blocking reduced the damage of unarmed and ninjutsu attacks by 50%.
However, weapon damage is only reduced by 25%; while it's all well and
good to keep a punch away from your vitals, a sword cut is nasty
business no matter where it lands.
### d. Jutsu
Some taijutsu and ninjutsu techniques may provide special defensive
options. Most of these are Interrupts, but the rules for exactly how
they work will be listed within the description of the actual
techniques.
### e. Partial Success
Just because you failed to evade a shuriken or deflect a sword slash
doesn't mean they struck a vital area. When you make a defensive roll
to avoid an attack, for each point you fail by you take 20% damage. Any
status effects that are part of the technique, however, will apply
normally.
That can be confusing, so, it's example time! So you roll a 14 on your
dodge, against an Accuracy 15 attack. You failed by 1 point, so you
take 20% of the attack's normal damage. Had you rolled a 12, you would
take 60% damage. And, if you had rolled a 7 (failing by 8 points) you
would take the full, 100% damage.
With regards to defensive jutsu: Partial success typically applies to
any jutsu which works similar to a dodge or parry. That is, you make a
d20 roll, and if successful the attack you are defending against does
not hit you. However, if the technique has another effect (such as make
a d20 roll, and if you succeed you reduce the attack's damage by a set
amount), partial success does not apply. Exceptions to this will be
noted otherwise in the individual technique's description.
### f. Damage Reduction
Some effects, such as uniques and clan abilities, provide damage
reduction (DR). This reduces incoming damage directly: if you have 10
DR, and an attack does 100 damage, you would only take 90 damage from
it.
Damage reduction is applied before blocking or partial defense.
====================
5. Willpower
------------------------------
Ninja are capable of incredible feats, and some are truly exceptional,
performing astonishing deeds in the face of adversity. While you can be
as determined (or not) as you please, Willpower represents your ability
to use that determination to push yourself above and beyond your limits.
You can spend Willpower any time you attack, or make a d20 roll, after
you've seen the action's normal results. When you spend a point of
Willpower, reroll whichever roll it was used on (or, in the case of an
attack, make an Accuracy Roll). If the d20 result is less than 11, add
10 to it; this is your new result for that action.
Willpower may not, however, be used to reroll Stamina or Chakra
Exhaustion rolls.
You may also choose to spend Willpower after someone else has done so
to alter the result of their action. However, any given roll or attack
may only have Willpower applied to it one time.</text>
\page
# Actions (Advanced)
>1. Advanced Actions
###### a. Take the Hit
###### b. Delay
###### c. Abort
>2. Multi-Throwing
>3. Action Chains
====================
1. Advanced Actions
------------------------------
### a. Take The Hit (Speed 6,
Interrupt)
Taking the hit is the glorious move the stronger person or sensei uses
to protect their weaker ally! You make a dodge roll with a +5 bonus; if
successful, you've leapt in the way of an attack aimed at your ally. If
you fail, your ally takes 20% of the damage per point you failed by.
(For example: If you fail by 2 points, you'd take 60% damage, and your
ally 40% damage).
If you were blocking when you used this, you make block as long as you
were successful by 1 point or more. You may also use interrupts to
defend yourself, up to a maximum Speed of how many points your Take The
Hit roll beat the opponent's accuracy; you can't dodge, but you could
parry, or use a ninjutsu-based defense that raises a protective wall.
### b. Delay (Speed
N/A)
Delay is not, properly speaking, an action in and of itself, but rather
a quality certain actions have. For an example of how this might be
written, an attack could have "Speed 12, Delay
4". This means that while it would be declared normally on
your turn, its effects would take place 4 initiative counts later. The
action may be aborted any time up to the last IC of the delay.
For example, using the above attack on IC 10, you would have until IC
14 to abort; on IC 14 itself, so long as you did not abort the attack's
effects would be resolved normally, and you would then act again on IC
22. An action's Speed may not be reduced below its Delay.
### c. Abort (Speed
1, or Speed +1)
Certain actions will say they can be aborted, or just list
"Abort" as one of their qualities along with
speed (such as the Perform Handseals action). Aborting may declared on
any initiative count before your next action, allowing you to act on
the following IC. When you abort an action, you stop performing it;
exactly what this entails will usually be discussed in the individual
actions.
Alternately, you may choose to Abort as part of an Interrupt--for
example, aborting handseals so you can perform a defensive ninjutsu
technique. This adds 1 to the Speed of that Interrupt.
====================
2. Multi-Throwing
------------------------------
Anyone familiar with fictionalized depictions of ninja has no doubt
seen them flinging a handful of shuriken with pinpoint aim. As this
game is about fictional ninjas, it stands to reason that they can do
this! The term, appropriately enough, is
"Multi-Throwing."
It helps to first be familiar with the two weapons you'll be throwing
the most: They are the shuriken (weighing in at 1d6 damage) and the
kunai (beating it out with 2d6).
While you could certainly throw a single shuriken or kunai (that would
be a basic weapon attack, and full stats for doing so are listed in
those weapons' equipment entries), a real ninja would throw a bunch at
once.
By default, you may only throw one type of weapon at once; you could
throw 6 shuriken, but not 4 shuriken and 2 kunai in the same action.

Ladies and gentlemen, I present to you, the multi-throw action.
### a. Multi-Throw
(Speed and Stamina Variable)
You throw at least 2 weapons, up to a maximum of DEX/10. The Speed is 3
+ (number of weapons thrown)/2, and the Stamina cost is 5, +1 for every
2 weapons (6 for 2-3, 7 for 4-5, and so forth). Regardless of how many
weapons you throw, the minimum total Speed of a multi-throw action is
5--this applies to both its base Speed, and its final Speed after any
changes (such as spending AP).
The rolled damage is the total for all weapons thrown; 6 shuriken would
roll 6d6. Your damage bonus is increased by +0.5 for every thrown
weapon. So, if you had 60 STR in the above multi-throw, your damage
bonus would be (60/15 = 4, 4 + 0.5*6 = 4+3 =) 7. The attack would be
Speed (3 + 6/2) 6 and Stamina 8, and have a damage formula of:
6d6+7*6
If you are multi-throwing shuriken, their +2 Accuracy is applied only
once. You do need to choose between shuriken or kunai when you
multi-throw; you can't mix-and-match, tragically.
Because wounds represent severe damage from a single powerful attack,
and multi-throws are multiple weaker injuries delivered at once, the
severity of all wounds caused by multi-throws is reduced by one
category, to a minimum of Minor.
\page
====================
3. Action Chains
------------------------------
Chains are a special type of action, where multiple techniques are
combined or used at once. Each chain has a single Core action, and one
or more Links. Your core action can be virtually any action in the PHB,
from dodging an attack to using a high-ranked ninjutsu. What makes an
action a Chain is, instead, its Links. Links are techniques which,
rather than being used alone (or sometimes as an alternative to that),
can be used to supplement or modify another action.
The easiest way to identify a Link is that rather than its own Speed
value (like "Speed: 4"), it will say
something like "Speed: +4". Many of these
also have Stamina or Chakra costs written as a number to be added or
subtracted. In the description of these techniques, they'll specify
what they do, and when they can be used (for example, Kawarimi is
linked to a Dodge action; and the E-rank Water-Gathering Technique can
be linked to many suiton ninjutsu).
Using a chain is fairly simple. Simply sum up the Speeds and costs of
all actions involved; these are the values for the Chain, which is
treated as one single, complete action. For example, using
Water-Gathering with Water Sphere is a single action with a Chakra cost
of 10 and a Seal Speed of 8. When you apply Kawarimi to a dodge,
"Dodge + Kawarimi" is your new action, with a
base Speed of 6.
Any effects which modify an action's Speed (or other variables) do so
to the Chain itself, not individual links (or the core action). In the
case of Chains where the Core action is a damage-dealing attack, this
becomes slightly more complicated. The Speed value used for your
(Speed)*(appropriate Damage Bonus) will be the lower of the Core
action's base Speed, or the Chain's final Speed (after all
modifications), whichever is lower. The rank of the Core technique
determines the rank of the chain; chains using Shuurai (a D-rank
Raiton) would always be treated as D-rank attacks, even if you added an
A-rank link to them.
There is no limit to how many links a chain may have. You could, for
example, make a Chain out of Leaping Shadow Evasion (Core), Phantom
Step (Link), Water Splash (Link) and, after that failed, Kawarimi
(Link), all for a single dodge. This action would have a Chakra cost of
10 (5+5, from Kawarimi and Mizuhane), and a fairly high Stamina cost
(depending on how much effort you put into your Phantom
Step).</text>
\page
# Stealth
>1. Hiding
###### a. Hide
###### b. Improve Hiding
>2. Stealth Levels
###### a. Stealth, Level 1
###### b. Stealth, Level 2
###### c. Stealth, Level 3
>3. Searching
###### a. Search
###### b. Point Out
>4. Actions From Stealth
###### a. Surprise Attack
###### b. Prepare Sneak Attack
###### c. Sneak Attack
###### d. Genjutsu
====================
1. Hiding
------------------------------
Ninja hide. It's sort of their... thing. That said, hiding can be
accomplished under one of four circumstances:
1. Nobody is watching you. Well, nobody you're trying to hide from.
This automatically prevents usage in combat, though see the other two
situations.
2. Everyone you are trying to hide from has a -6 or higher visibility
penalty.
3. You are already hidden, and taking another Hide action in hopes of
getting a new, higher Stealth TN.
4. You use a jutsu which explicitly allows you to hide as one of its
effects. Note that when you hide this way, the Hide action itself is
reduced to Speed 0.
Once you meet one of those requirements, you may hide. Hiding is, of
course, an action! When hidden, you may not be targeted by enemy
attacks (because they don't know where you are!). It's possible to be
hidden from some people, but not others.
### a. Hide (Speed 10)
Make a Stealth skill roll; the result becomes your
"Stealth TN" (target number), how hard it is
to find you. You are hidden at level 1 Stealth.
For every time you've hidden in a battle, your future Stealth rolls to
hide have a -5 penalty (the third time you hid yourself, you'd have a
-10 penalty; this applies even if you're hiding with jutsu or other
effects).
```
```
### b. Improve Hiding
(Speed 7)
This action may be performed only while hiding at level 1 stealth. You
take the time to make sure you're properly hidden and settle into
place, moving you up to level 2 stealth. In case that wasn't clear,
this cannot, by itself, take you from level 2 to level 3 stealth.
====================
2. Stealth Levels
------------------------------
There are three levels of stealth, corresponding to different degrees
of being hidden. Each level has limitations on what can be done on it;
for example, in Level 2 and Level 3 Stealth, you cannot move. Thus, if
you were at Stealth 3, and chose to spend an action moving, you would
immediately be dropped to Stealth 1.
### a. Stealth, Level
1
Stealth 1 is as poorly concealed as you can be while still being unseen
by your enemies. Your Stealth TN has no bonus at this rank. You may
move and perform surprise attacks, as well as using items.
### b.  From Stealth 2 you may perform surprise attacks, use
items, and prepare and perform sneak attacks. At this level of stealth,
your Stealth TN has a +5 bonus.
### c. Stealth, Level
3
Stealth 3 is as well-hidden as you can be.  You may not move or attack,
but your Stealth TN has a +15 bonus.
====================
3. Searching
------------------------------
Understandably, situations arise when ninja want to find other, hidden
ninja.
\page
### a. Search (Speed 6)
You look for hidden enemies, using your keen ninja senses. When you
make this action, roll your Awareness skill and compare it to the
Stealth TNs of all hidden enemies. If you get equal to or greater than
someone's Stealth TN, you have found them. As far as you're concerned,
they're no longer in stealth; they cannot perform surprise or sneak
attacks against you, you can attack them, and so forth.
Every time you use a Search action consecutively (without taking a
non-Interrupt action between them) you get a stacking +2 bonus. Thus,
your third attempt to find someone would use your Awareness skill +4.
If you are the one doing the hiding, you do not automatically know that
someone has discovered yor hiding place; until they do something
indicating they know where you are (such as attacking you, or running
straight at you), you think you're still hidden from them.
### b. Point Out (Speed 3)
You indicate where an enemy is hiding, typically by pointing at them
and yelling "There he is!" loudly. This
allows anyone else present to make a Search action immediately, as a
Speed 0 Interrupt, with an additional +5 bonus.
====================
4. Actions From Stealth
------------------------------
### a. Surprise Attack
Any attack you make while hidden is a surprise attack. Performing a
surprise attack ends your stealth, as you leap out and attack, or
otherwise reveal your location in the process.
If an opponent chooses to use an Interrupt to defend against your
surprise attack, they may not lower its Speed by spending Action Points.
Non-jutsu attacks with ranged weapons do not end your stealth. However,
each time you perform one it reduces your Stealth TN by 5.
### b. Prepare Sneak Attack
(Speed Variable, Abort)
You take the time to line up a perfect attack. You may abort this
action at any time, either as a normal abort, or to make your next
action a sneak attack.
To use an action as a sneak attack, the total Speed that you used your
Prepare Sneak Attack action for must be at least equal to that of the
action you're using as a sneak attack. If you take another action
instead (such as moving to a new hiding spot, via another use of the
Hide action), you lose your opportunity to Sneak Attack.
### c. Sneak Attack
A sneak attack is an improved surprise attack, and as such, all normal
rules for surprise attacks apply. Additionally, any Accuracy penalties
inherent to the technique or weapon you're using are removed. Penalties
from other sources, such as visibility or wounds, are not negated.
A sneak attack may be used as a special type of Interrupt. You can
Interrupt any action, taken by any person, with a sneak attack. They
may either complete their action, and be automatically hit by your
sneak attack, or call off their action and defend against your attack
normally. If they call their action off they do not pay its cost, but
their next action is still determined by their action's normal Speed.
Sneak attacks may interrupt other actions as if their Speed was 1/4 is
actual value. For example, you have been preparing a sneak attack for
18 initiative counts, when your opponent declares a basic unarmed
attack (Speed 8) against your ally, on IC 80. You declare a sneak
attack interrupt. You use a taijutsu technique which normally has 30
Speed; you spend 14 action points to lower its Speed to 16 (less than
your 18 ICs of preparation). It now interrupts as if it was Speed (16/4
=) 4, which is half of the unarmed attack's 8, making it a valid
interrupt. Your opponent would be wise to call off their attack; if
they do so, they will not roll Stamina for their attack, they'll have
their next action on IC 88, and they can defend with any Interrupt of
Speed 8 (16/2 = 8) or lower.
### d. Genjutsu
Genjutsu can be used from level 1 and 2 stealth, and unlike other
jutsus does not break your concealment. However, it can never be a
sneak or surprise attack. Genjutsu techniques which require your
opponent to be able to perceive you cannot, for reasons that should be
largely self-evident, be used on somebody who you're hiding
from.</text>
\page
================---================
Pursuit
================---================
## Starting a Pursuit:
If you and all the members of the squad you wish to form together with
are out of combat, or 100 Yards away from any (visible) enemy in
combat, you may start a Pursuit. This either reflects you going
somewhere, chasing someone, or running away from someone! You can do
this with any number of ninja, but a minimum of 3 is required for a
Formation.
There are three important choices you must make when starting a
pursuit. If you are being thrown into a pursuit on the fly, read the
rules below marked with +++, otherwise, you first pick a Team Captain,
a Tactic, and finally a Formation.
Team Captain - You nominate one of the ninja in your squad to make the
decisions for your group, it is important during a pursuit to do things
quickly without thinking, so the Captain delegates commands to others,
controlling the actions of the squad.
- Once you have chosen your Team Captain,
determine your squad's Squad Speed. This is based on the lowest speed
of any member of your squad. Many things will add or remove percantages
to this. It will come up a lot, so remember this number!
## How it Works:
The distances squads can be apart are as follows, and are represented
in combat by a number of asterisks. They are also often referred to as
degrees:
Very Close(1),
Close(2),
Nearby(3),
Far(4),
Very Far(5)
Both Team Captains roll their initiatives, then both teams start
Nearby. Any members of either team use techniques to buff themselves at
this moment as long as they are speed 10 or less. If there was any
hidden enemies nearby you start 1 degree closer as the Hunted (or
further, if you are the Hunter). Unlike normal combat IC, you
each alternate turns, each action listed taking a whole turn. Every
turn, you gain 10% Squad Speed at the start. After both parties have
had a turn, you both compare Squad Speeds and the higher speed moves a
degree in their favor (Hunted move 1 away, Hunters move 1 closer).
Gaining or losing speed cannot cause you to go over +50% or under -50%,
unless otherwise stated. You continue to take turns this way until one
party is caught or gets away.
Tactics - The way your team has decided on moving together gives you
distinct advantages and disadvantages. The different tactics effect how
you build speed and what you can do during a pursuit.
- Force - Anytime your Squad speed would decrease,
it decreases by half the percentage. This includes when it changes to
another Formation and/or Tactic. You can use the Stop! action from
Close, and the Escape! action from Far. Your squad cannot be broken.
- Stealth - You only gain 5% Squad Speed per turn
instead of the standard 10%, but your speed cannot be reduced except by
changing Formation and/or Tactic. When you use a Volley you can choose
to hit them from the sides or center, or with a -5 penalty hit them
from the back (or front, if you are the Hunter). When you use the
Ambush action, you can do it from one degree further away. You also may
use a Stealth -10 in place of any defensive roll.
- Cunning - When you gain a percentage speed bonus
by any means, you can instead apply it as a penalty to the enemy squad.
When targetting a trap, you can choose 2 locations and roll a 1d2, or
with a -5 penalty you can choose which direction you want it to hit
from. As the Hunter, this makes your successful volleys knock the
Hunted one closer and you can use a volley from Far with a -10 penalty.
- Speed - Your percentage caps are raised to +100%
max speed and -100% minimum. You gain +20% passively at the start of
each turn instead of the regular +10%, but any penalty to your speed is
twice the amount, and anything that moves your squad in a way other
than what you'd like moves you that way twice the amount. This includes
when it changes to another Formation or Tactic.
Formations - The actual formation your squad moves in has
vulnerabilities and strengths of it's own. If a formation is hit from
it's vulnerable side, it is Broken until the squad assumes a new
formation. Any bonus you gain from a formation gains an additional +1
for every member you have over 3 in your squad.
- Line - Running in a line, one man leading
single-file all the way to the end. You get a +5 to any Athletics and
Resistance roll and you are vulnerable to flanking. (The Side)
- Cross - The group is in a short line, with
people branching out from the front to cover the sides. You get +5
Stealth. Vulnerable to an attack from above. (The Back)
- Circular - The group covers a nice area, seeing
all around them equally. You get +5 to any Awareness and Survival
checks your squad makes and you are vulnerable to direct assault.
(Center)
- V-Shaped - One ninja in the front, then fanning
out to both sides. You get +5 to any Espionage checks your squad makes
and you are vulnerable to rear assault. (The Front)
- Broken - This is what your squad counts as if it
has less than 3 members, or something causes it to break. You no longer
gain a passive +10% speed per turn. If for some reason you cannot
decide on a squad leader, you are similiarly Broken.
\page
+++ If you were forced into a pursuit, either by fleeing from an enemy,
or from an enemy fleeing from you, there is a special way to handle
this! First, both teams get -50% Squad Speed for it being so abrupt.
After rolling initiatives, starting with the Team Captains, the teams
take turns voting on a Strategy and Tactic. First the Team Captain from
the Squad that won initiative votes, then the other team's Captain and
one other member vote, then two from the original team, then
alternating two members until there are none left. At the end, the
Hunter's Team Captain chooses a Strategy and Tactic. For every vote
they had for the ones they end up choosing, they get +10% Speed. (This
means if two members of your team voted for Force and V-Shaped, and you
voted for some different ones, but chose Force and V-Shaped, you'd get
+40% Squad Speed! 2 Votes for Force + 2 Votes for V-Shaped) The Hunted
chooses this as well, afterward, then the Pursuit begins.
Actions in a Pursuit:
There are two groups in a Pursuit, the Hunted (The ones being chased)
and the Hunter (The ones chasing). There are some actions they can both
take and some actions only the Hunter or Hunted can take. Any action
which calls for a skill roll uses the highest skill roll in your squad,
and only their roll. Any attack done by the Hunter can target the back
of the Hunted squad, or the center. Any attack done by the Hunted can
target the front of the Hunter squad, or the center.
General Actions:
- Change Tactic and/or Formation - Doing this
causes you to choose a new Tactic and/or Formation, but you lose 30%
Squad Speed.
- Press On - You gain a +20% bonus to your Squad
Speed.
- Taijutsu Volley - This is (for the purposes of
damage only) a Speed 10 attack with (Athletics Rank)/5d12, with
physical damage bonus.  This can hit anyone up to Nearby, it's damage being dealt to the
whole enemy Squad, and it's strike is an Athletics vs. Athletics or
Resistance. You can choose to do either Slashing, Piercing, or Blunt
wounds with this. When you attack with this, as the Hunter you hit the
Hunted from the back, and the Hunted use this to hit the Hunter from
the front. You can choose to make your Athletics check at a -5 penalty
to roll [1d4] and hit the enemy from a random location. (1=Center,
2=Back, 3=Front, 4=Sides)
- Ninjutsu Volley - This is (for the purposes of
damage only) a Speed 10 attack with Chakra Control Ranks/5d12, with
ninjutsu damage bonus.  This can hit anyone up to Nearby, it's damage is dealt to the
whole enemy squad, and it's strike is an Chakra Control vs. Athletics
or Resistance. You can choose any element someone in your squad can use
for wounds. When you attack with this, as the Hunter you hit the Hunted
from the back, and the Hunted use this to hit the Hunter from the
front. You can choose to make your Athletics check at a -5 penalty to
roll [1d4] and hit the enemy from a random location. (1=Center, 2=Back,
3=Front, 4=Sides)
- Illusionary Assault - You can lower the bonus
percentage cap a squad can benefit from for their next turn. (A squad
that could move +50% faster can now only get to +25% faster) If you
lose speed from this, you do not gain it back when your cap returns to
normal. This is a standard Genjutsu roll, using the highest from both
squads. This can be done from Nearby.
- Ambush - As the Hunter, you need to have
successfully sent a member to Cut-Off the enemy. You can then use this
if you're at least Close range. As Hunted you need to use it while they
are Close or further away. Roll a Stealth vs. Awareness (This is at a
-10 if you are the Hunted), if you succeed, you get into Ambush
position and you start combat, with each member who was part of the
Ambush starting in Level 2 Stealth, with a +10 bonus to their
initiative. If you fail, combat still starts, but the Ambushers have a
-10 to their Initiative and are not in Stealth. When the Hunted are
Ambushing, it's their whole Squad who get these penalties or bonuses,
when it's the Hunter, it's only the members sent in the cut-off.
Hunter Actions:
- Cut-off - You send a member or two of your squad
up and around, to try and position yourself for a nice Ambush. At the
end of the Hunted's next turn, roll an Espionage vs. Survival. If you
succeed, you are in position, and on your next 2 actions can use Ambush.
- Stop! - If you are in the Very Close position,
the Pursuit is over, the hunted is stopped, your side begins combat
with +5 on each player on your side's initiative.
- Give Up the Chase - You can choose to move two
degrees away, if this would move you further than very far, you give up
chasing. Just in case they wanted to turn back around on you at one
point. If you do this three times but somehow don't leave pursuit they
can choose to start a new pursuit, with you as the Hunted, starting
from the distance you left off.
\page
Hunted Actions:
- Traps - Put down some traps! You lose 10% Squad
Speed to set up traps. At the end of the Hunter's next turn, roll 1d4,
as well as an Espionage vs. Survival. The 1d4 determines the direction
the traps strike from (1= Front, 2= Sides, 3=Back, 4=Center) If the
Hunters fail their Survival, their squad is moved one degree away. They
also each take (Espionage Ranks)/5d10 damage, with no damage bonus.
- Escape! - If you are in the Very Far position,
the Pursuit is over, you have gotten away! It will take them a minimum
of one hour to pick up a reliable set of tracks.
- Sacrifice!!! - One of your members breaks off
from your formation and leads the enemy team away. They automatically
get one degree further away. The member who broke off now counts as a
seperate squad and their tactic is set to stealth. There are three
things the Hunter can choose on their next turn: To continue to pursue
the main group, to pursue this 'new group' or to let one of their
members leave their group to 1v1 the guy.
</text>
\page
# Combat
>1. Conditions
###### a. Wounded
###### b. Fatigued
###### c. Incapacitated
###### d. Unconscious
###### e. Dead
>2. Status Effects
###### a. Bleed
###### b. Burns
###### c. Ignite
###### d. Immobility
###### e. Paralysis
###### f. Poison
###### g. Sleep
###### h. Stun
###### i. Suffocation
###### j. Visibility
>3. Other Effects
###### a. Area-of-Effect
###### b. Knockback
###### c. Clones and Conditions
====================
1. Conditions
------------------------------
Conditions cover the overall health, well-being, and, well, condition,
of your character. This lists the conditions, what they do, and where
to find more information about them. For how to remove unwanted
conditions, see the 'Recovery' section of this chapter.
### a. Wounded
Trained ninja can survive things that would kill or maim lesser humans,
but sometimes a single blow will be so powerful that even their
chakra-empowered, well-conditioned bodies cannot simply shrug off.
These are referred to as Wounds, and are explained in detail in the
'Wounds' section of this chapter. The effects, and healing
requirements, for each type of wound can be found there.
### b. Fatigued
This is the result of (over)exerting oneself in battle. Rules for
Fatigue, including how it's gained and the effects it has, are found in
the 'Fatigue' section.
### c. Incapacitated
When your HP reaches 0, you are incapacitated. You're not necessarily
unconscious, and you can still talk, but you're helpless, completely
unable to take any kind of action or effectively defend yourself. An
enemy who wants to can knock you unconscious with a single blow, or
deliver a coup de grace (A speed 10 attack that cannot be lowered by
any means) to render you dead.
```
```
### d. Unconscious
One step up from incapacitated, this can result from being deliberately
knocked out, or from severe Fatigue. When unconscious you are subject
to all rules for being incapacitated, but cannot even talk or perceive
your environment.
### e. Dead
Dying isn't as easy for ninja as normal people. There are two main ways
you can die. The first is simple, overwhelming damage: If you are
reduced to -100% HP, you die. The second is a coup de grace, a blow
specifically designed to be lethal. You may deliver a Coup de Grace
only against an Incapacitated or Unconscious opponent. A Coup de Grace
is a Speed 10, Delay 5 melee-ranged action.
====================
2. Status Effects
------------------------------
Status effects are things that will come and go throughout the course
of battle. They come in many forms, and from many different sources.
Some status effects may occur automatically; most of the time. Others,
however, allow you a roll to avoid them. Typically, this will be called
a "status roll", or a "(specific
status, such as burn) roll". Saying that the victim gets a
Resistance roll against the effect is equivalent to saying that it has
a status roll.
These rolls are either Chakra Control (for ninjutsu), Athletics (for
taijutsu--but this is uncommon, as those effects are usually
automatic), or Toxicology (for poisons). If anything else, that will be
noted.
As implied above, the defender makes a Resistance skill check; if they
equal or exceed the status roll, they avoid its effects. If not, they
suffer them in full. Do keep in mind, if a technique or effect doesn't
say it allows a roll, that probably means any special effects it has
occur automatically.
Many of these status effects will be found on damaging attacks--for
example, a sword slash that also causes its victim to start bleeding
profusely. If the damage of such an attack is reduced to 0, none of its
status effects will take place--with a few exceptions. Specifically,
Immobilize and Paralysis will apply even if the attack causing them
doesn't deal damage.
Poison sometimes has special rules in this regard, but they can be
found in the appropriate section of the Equipment chapter.
\page
### a. Bleed
Profuse bleeding from an injury.
While bleeding, you lose Vitality (or HP) equal to double the severity
of the Bleed status every 5 IC, and have a penalty to your Stamina
rolls equal to its severity. Every 20 IC, you reduce the severity of
the status by RES/30 (after taking the damage).
Bleeds from the same source do not stack; the higher one overwrites the
lower. Bleeds from different sources, however, all do their damage
separately, though you still use only the highest Bleed to determine
your Stamina penalty from the status.
### b. Burns
Generally resulting from exposure to fire or intense heat, such as some
katon jutsu, being burnt makes it harder to fight effectively. Your
Stamina rolls suffer a penalty equal to the strength of the burns on
you.
You can suffer from multiple burn effects at the same time, though only
the strongest penalty is actually applied. Any effects which reduce
Stamina penalties reduce the severity of all your burns by the same
amount. Accordingly, when you move to the next Fatigue category you are
cleared of all burn effects.
### c.  Literally, you are burning. This is probably one of
the most excruciatingly painful experiences of your life.
Ignite's effects are somewhat complicated. Like most statuses, it has a
severity. You suffer a -severity/2 penalty to your Stealth checks, and
every 5 IC you take damage equal to its severity, plus its severity in
percent of your current Vitality. Thus, an Ignite 10 would give you -5
to your Stealth and would deal 10 damage, plus 10% of your current
Vitality. Each time it does damage, you subtract (RES/20) from its
severity.
If you have no Vitality remaining, it instead does damage equal to its
severity in percent of your maximum HP. The above Ignite 10 effect
would deal 10% of your maximum HP in damage.

### d. Immobility
Immobilization effects are ones such as being stuck in mud or partially
bound with ropes. Every point of immobilization reduces your accuracy
and defense rolls by 1, and your AGI for the purposes of movement by
10%. Immobilization 10 is "completely
immobilized"; you cannot move at all, being rooted to your
location (you could still attack and even attempt to dodge, just at a
severe penalty). No matter how high your an immobilization penalty
gets, its actual applied penalty can never go beyond -10. Multiple
immobilization penalties do not stack; if you're suffering from a -8
and a -4, you ignore the -4 until the -8 goes away.
```
```
### e. Paralysis
Paralysis differs from immobilization in that paralysis is an internal
or mental effect which impedes your ability to move, whereas
immobilization is generally used for effects which somehow physically
restrain you.
When paralyzed, the base Speed of all your actions is increased by the
paralysis rating, to a maximum of double their original Speed. At the
same time, when determining damage from your attacks treat their Speed
as if it was (Paralysis severity) lower.
For example, at Paralysis 3 your basic unarmed attack would be Speed
11; you could reduce it to a minimum of Speed (11/2 = 5.5) 6 with AP,
and then it would multiply your damage bonus by (6 - 3) 3. That same
Paralysis would change your dodge to a Speed 4 Interrupt (meaning that
some extremely quick, previously-avoidable attacks might become
undodgeable).
Paralysis effects do not combine. If you are afflicted with two
paralysis effects at once, the more potent one overwrites the less
severe one. If they both have the same severity, the one with the
longer duration overwrites the other.
### f. Poison
When affected by a poison, you make a Resistance roll against some roll
of the opponent's. Success means that you shrug off the effects of the
poison. Failure means that you have been poisoned.
Actual poisons may carry any number of effects, but the most prominent
is poison damage. For every IC that passes, you take damage equal to
the poison's rating, for the full duration of the poison. For example,
you're affected by a Poison 5 with a duration of 12. You take 5 damage
per IC, each IC, until 12 counts after when you were first affected,
for a total of 60 damage.
You may be affected simultaneously by multiple poisons. However, a
single source (a specific jutsu or type of venom) may only affect you
once; another application of it while under its effects simply renews
the duration.
\page
### g. Sleep
People sleep, generally because it's a necessary bodily function, but
sometimes because they've been influenced by mind-affecting genjutsu.
In reality, sleeping people are pretty much helpless. However, ninja
develop a sixth sense that warns them of impending danger and functions
even when not awake.
If someone tries to attack or sneak up on you while asleep you
automatically wake up and can still roll initiative and/or defend
yourself, though do so at a -5 penalty until your first action after
waking up.
### h. Stun
Actions which stun you delay your actions by the magnitude of the stun.
For example, if your next action is on IC 14, and you are affected by a
Stun 5 effect, your next action would be on IC 19.
Multiple stuns do not stack, but a newer one of higher magnitude will
overwrite the older. Thus, using the above example, if you were hit by
a Stun 7, your next action would be on IC (14+7) 21; if you were then
hit by a Stun 3, there would be no change.
### i. Suffocation
Someone or something is hindering your ability to breathe. Suffocation
penalties stack, from different sources or multiple ones. Your
suffocation penalty is applied to any Stamina and Chakra Exhaustion
rolls you make, and every time its value increases you have to make a
Stamina 15 roll.
Unlike normal Fatigue-related penalties, suffocation is not reset to 0
when your Fatigue advances. When you stop being suffocated, your
suffocation penalty is reduced by 1 every 5 initiative counts.
### j. Visibility
These are penalties which reduce a person's ability to see clearly,
impairing the use of their most valuable sense in combat. Visibility
penalties do not stack; if you have a -6 and a -2, you ignore the -2
until the -6 is gone. The maximum visibility penalty you can suffer
from (after any increases and reductions) is -10.
Total blindness is a -10 visibility penalty; one eye closed (or
removed!) is -3. A visibility penalty reduces your Accuracy and
Awareness by its value, and your defensive rolls by half (rounded down)
of its value; even without their sight, a ninja's sixth sense often
alerts them to danger and allows them to respond.
Many visibility penalties affect areas: clouds of smoke or mist and the
like. In this case, you suffer the penalty when inside it, or when
trying to attack or watch (but not defend against) someone inside it.
 Other Effects
------------------------------
### a. Area of Effect
Certain things apply not to an individual, but to all things within a
given area--their "area of effect", or AoE.
These include things like explosions and smoke bombs
The simpler type of AoEs are ones which are not directly offensive,
such as a smoke bomb or a jutsu that creates a thick cloud of mist.
These apply certain effects so long as you're in them, and can only be
avoided by moving out.
Others, however, are attacks: they cause damage to everyone within an
area. Depending on that area, it may not even be possible to avoid one
effectively.
When being subjected to an AoE attack, the first thing to determine is
if you can dodge it effectively. To do this, take the attack's Speed,
and determine how far you could move (see 'Actions') in that time. If
that distance is greater than the effect's radius, then
congratulations, you can dodge normally. If not, you have a -2 penalty
to Dodge per yard you're short by.
As AoEs are not, strictly speaking, targeting you, they generally
cannot be parried. Other defenses, such as raising a ninjutsu-based
wall, are typically effective.
### b. Knockback
Certain jutsu have an effect referred to as
"knockback", which does about what it sounds
like: pushes you away from its user or point of origin. Knockback is
measured in yards; a 10 yard knockback means that, if you are hit, you
will be moved 10 yards away from wherever the jutsu originated from.
Some may have more complex rules, such as pushing you to the edge of
their area of effect.
When a technique knocks you back a certain number of yards, if partial
defense applies then you will also reduce the knockback by that amount.
The exception is area-of-effect knock backs centered on an individual
(such as a Hyuuga's Kaiten and the A-rank jutsu Eye of the Storm):
partial defense does not reduce the knockback from these, as they
essentially "push" everything away from them
equally.
### c. Clones and Conditions
Any clones you summon are subject to the same statuses and conditions
you are suffering from at the time you summon them. This includes
wounds or any status effect.
Note: It may be a bad idea to make clones while on
fire.</text>
\page
# Weather Conditions
Weather Conditions
There are a variety of conditions that happen in the world and many of
them can interfere with or change what you're doing. If you are safely
in the confines of your village, you do not have to use weather (Though
you can), but outside in a scene you must refer to the bottom of this
node.
Fog
-6 Visibility Penalty.
Beyond 50 yards, the Visibility Penalty is doubled.
Heavy Rain
-2 Visibility Penalty.
Immobilization Penalty 1.
-5 to Survival when Tracking.
For any Suiton you use, there always counts as being 5 free gallons you
can use per technique.
This adds a +3 Chakra cost to each Katon jutsu.
Snow
Paralysis 1 Always, unless you have D-rank Suiton Technique Pool of
Water or Waterwalking.
+5 to Survival when Tracking.
Hail
-4 Visibilty Penalty.

Heavy Cold
Water tends to freeze quickly, 1 Gallon being frozen per 20 IC.
-3 to All Skills.
Every time your Chakra penalty increases, it increases by one more.
Heavy Heat
Suiton require double the amount of water.
Every time your Stamina penalty increases, it increases by one more.
High Winds
Immobilization Penalty 2
+3 Speed on Fuuton for purposes of damage only.
On any Ranged Weapon Taijutsu, roll 1d4, on a 1, it misses.
Every 20 IC the effects of the E-rank Fuuton Technique Cleansing Wind
is used.
High Air Pressure
-3 Speed on Fuuton for purposes of damage only.
Breathing isn't as easy as normal. You must make a Stamina check every
20 IC with a TN of 5+5*Your current Fatigue level. This CANNOT be
combined with Low Air Pressure. Oxygen Mask makes you not have to roll
this check.
Low Air Pressure
Fuuton does -20% damage for the purposes of Wounding.
Low air pressure means air is much "thinner"
than normal. Make a Resistance check every 20 IC (or 10 minutes out of
combat), TN 10, increased by 5 every time you succeed, to a maximum of
50, or you suffer from a Major Blunt Head wound for the next 20 IC (or
10 minutes out of combat). Rest action can reduce TN by 5, to a minimum
of 5. This CANNOT be combined with High Air Pressure. Oxygen Mask makes
you not have to roll this check.
Clear Skies
Not a single cloud in sight, or maybe a few small ones. No penalties or
bonuses!
Extreme Weather:
Warning, being in these conditions can not only be dangerous to your
health, you could very well die.
Smog
This has the effects of Fog and Low Air Pressure.
Every 20 IC you suffer from Suffocation 1 (Oxygen mask prevents further
Suffocation stacks, and removes 1 Stack every 2 IC you spend wearing
the mask). This caps at 5.
Storm
This has the effects of High Winds and Heavy Rain.
You lose Enhanced Hearing and Blind Fighting bonuses, and Offensive
genjutsu have a -3 Penalty.
If you wield a metallic weapon during a Storm, you roll a 1d100 every
10 IC. If you roll a 1-5, you are struck by a bolt of lightning! Defend
against an Accuracy 80 Tenchu with an NDB of 30!
Sandstorm
This has the effects of High Winds and Heavy Heat.
Every 20 IC you suffer from Burns 1, which escalates by 1 every 20 IC.
If you have more than DR 10 this doesn't effect you.
-8 Visibility Penalty and every 5 IC you suffer from Suffocation 1.
This caps at 5. Oxygen Mask makes you immune to these effects.
Every 10 IC you don't move your Immobilization penalty increases by 1.
This additional penalty can be lowered by 1 by moving 3 yards. If this
makes your Immobilization 10 or more, your Suffocation penalty from
Sandstorm is uncapped.

Blizzard
Now, you wish you didn't mention that Touu's mother.
This has the effects of High Winds and Heavy Cold.
-6 Visibility Penalty.
Paralysis 2 Always, unless you have Watershoes or Waterwalking. Then
it's Paralysis 1.
Every 20 IC you've been in combat in the open, you take a Minor
Piercing wound.
\page
===========================================
# Day and Night:
## Daytime
- The sun is high in the sky. No penalties or bonuses!
## Dusk/Dawn
- Opponents need to have only -5 Visibility penalty for you to Hide.
## Glaring Sunlight
- Opponents need to have a -7 Visibility for you to Hide.
- -3 to Stealth and Espionage Checks, but +3 Survival.
## Night-time
- -6 Visibility penalty.
- Any other visibility penalties are increased by 2.
## Intense Moonlight
- -2 Visibility penalty.
- +5 Survival.
## New Moon/Cloud Cover
- -10 Visibility Penalty.
- You cannot perform Called Shots. Anything requiring Called Shots
cannot be used.
- Ignite's Stealth Penalty is doubled.
### COUNTRY WEATHER:
Determining the weather where you live is simple! Just roll [1d20] and
consult below (If sparring in a Hidden Village, you can ignore results
of Extreme Weather):
#### Fire:
Clear Skies (1-8)
Heavy Rain (9-11)
Fog (12-13)
Hail (14-15)
High Winds (16-17)
High Air Pressure (18-19)
Storm (20)

#### Lightning:
Clear Skies (1-6)
High Winds (7-10)
High Air Pressure (11-12)
Low Air Pressure (13-14)
Snow (15-16)
Heavy Cold (17-18)
Storm (19-20)

#### Wind:
Heavy Heat (1-10)
Clear Skies (11-14)
High Winds (15-18)
Sandstorm (19-20)

#### Water:
Heavy Rain (1-6)
Fog (7-10)
Snow (11-14)
Hail (15)
Heavy Cold (16)
Low Air Pressure (17)
Clear Skies (18)
Blizzard (19-20)

#### Earth:
Clear Skies (1-6)
Heavy Heat (7-10)
Heavy Cold (11-14)
Snow (15)
Hail (16)
High Winds (17)
Low Air Pressure (18)
Smog (19)
Blizzard (20)

Minor Countries:
Any border countries to these that aren't listed use either of the
adjacent tables. Roll [1d2] and pick a country, then roll your [1d20]
Example: Taki and Grass will use Stone or Fire country.
Rain is a special exception which uses Lightning or Fire country still,
but replaces their clear skies with Heavy Rain, and their Storm with
Smog.

After this, you may roll for Day/Night. Roll [1d2], Day = 1, and Night
= 2. Then roll [1d6] and consult below. Rolling for Day/Night is
optional in friendly RP/Sparring.

#### Day:
Daytime (1-4)
Dusk/Dawn (5)
Glaring Sunlight (6)

#### Night:
Night-Time (1-4)
Intense Moonlight (5)
New Moon/Cloud Cover (6)
</text>
\page
# Fatigue
> 1. Stamina
2. Chakra Exhaustion
3. Fatigue
4. Example
====================
1. Stamina
------------------------------
People get tired; it just happens, even to supernaturally-empowered
ninja. To represent this, certain attacks have a stamina cost, listed
in a format such as "Stamina: 10."
Whenever you use a move with a listed Stamina cost, you make a stamina
roll: 1d20+RES/10. Regardless of the result, your attack is resolved
normally. However, if you got less than the TN for your roll (that is,
the move's Stamina rating) your Fatigue is raised by one category.
Realistically, continued exertion even at the same level will tire
people out. Every time you make a stamina roll, you incur a penalty
equal to (the Stamina cost)/5, rounded down, on all future Stamina
rolls you make.
This penalty is reset to 0 every time you advance a Fatigue category,
and at the end of battle. It can also be reduced by spending your time
Resting in combat.
====================
2. Chakra Exhaustion
------------------------------
The counterpart to stamina. Shinobi have the ability to use all manner
of fantastic abilities by drawing on the chakra within themselves and
manipulating the environment. While very potent, this energy comes from
their body, and it's easy for a shinobi, especially an inexperienced
one, to overtax themselves.
Ninjutsu and genjutsu moves have a chakra cost, listed in a form such
as "Chakra: 10." When you use these moves,
you make a roll against Chakra Exhaustion; to pass, you must get equal
to or greater than the technique's cost on a roll of 1d20+CHA/10. If
you fail, your Fatigue is raised one category. Whether you pass or
fail, your jutsu works normally.
The more chakra a shinobi spends, the more strain they put on their
body. Whenever you make a Chakra Exhaustion roll, you incur a penalty
equal to (the technique's Chakra cost)/5, rounded down, on all future
Chakra Exhaustion rolls you make.
This penalty is reset to 0 every time your Fatigue category increases,
and at the end of battle.
====================
3. Fatigue
------------------------------
Fatigue represents the effects of weariness on your body. Shinobi can
push themselves well beyond normal human capabilities, often displaying
determination that exceeds their body's limits.
You begin a battle at Fatigue 0. Whenever you fail a Stamina or Chakra
Exhaustion roll, your Fatigue increments up one category, and your
penalties to both those rolls reset to 0.
For every 15 points you fail a roll by, you automatically advance an
additional Fatigue category; thus, rolling a 12 on a Stamina 45
technique would cause you to advance 1+(45-12)/15 = 3 Fatigue
categories.
For each level of Fatigue, you apply the following effects:
-1 to your Accuracy, offensive rolls, and skill rolls
-2 to your defensive rolls
+5 to your Stamina and Chakra Exhaustion rolls
Fatigue only goes up to 5.
One exception to that last paragraph, though. If you fail a technique
badly enough that you would advance a Fatigue level beyond
unconsciousness, the technique you were using fails to activate. Thus,
say you're at Fatigue 4, and you fail a technique by 32 points. Failing
it advances you to Fatigue 5; the first 15 points you fail it by
advances you a second Fatigue category, placing you unconscious;
however, you failed by another 15 points, and so not only are you
unconscious, but your technique also fails to activate.
====================
4. Example
------------------------------
Naruto and Sasuke are fighting over who shall be Sakura's boyfriend.
Sasuke starts accosting his nemesis with multiple Shishio Rendan
attacks, a Stamina 15 technique. The first, he rolls a plain 1d20+7,
with a total of 16, narrowly avoiding failure. Still, he's angry, and
he keeps going. The next roll is 1d20+7-3; and, the next, 1d20+7-6.
Both times he passes.
Not wanting to exhaust himself too quickly, Sasuke switches to his
ninjutsu, tossing off a Grand Fireball, a ninjutsu with a Chakra cost
of 16. He rolls his 1d20+6, and passes the roll. He follows that with a
Housenka (Chakra cost 14), rolls 1d20+6-3 for Chakra Exhaustion, and
again passes his check.
At this point, Sasuke's next Stamina check will have a -9 penalty, and
his next Chakra Exhaustion roll will have a -5 penalty.
Deciding that he'll probably fail his next roll regardless, he attacks
with an impressive Chidori: the move has a Chakra Cost of 25, meaning
there's no way he can pass its Chakra Exhaustion check. As expected,
Sasuke fails, and advances to Fatigue 1.
At this point, his Stamina and Chakra Exhaustion rolls both have their
penalty reset to 0, and since he's Fatigued, those rolls also have a +5
bonus. He considers following immediately with another Chidori (he'd
have a small chance of avoiding failure; a roll of 14 or better,
14+6+5=25, would be sufficient), but instead decides to pace
himself.</>
\page
# Wounds
>1. Explanation
2. Wound Categories
3. Damage Types
4. Location
5. Called Shots
====================
1. Explanation
------------------------------
Shinobi can, and frequently do, endure beatings that would leave
ordinary people as lifeless, mangled pulps--something about the
increased flow of chakra and physical conditioning giving them
unnatural durability.

 These are called
wounds, injuries that have some lasting effect on your ability to fight.
====================
2. Wound Categories
------------------------------
Wounds are divided into four categories, based on their severity:
Minor, Major, Severe, and Critical.
Simply put, you acquire wounds by taking too much damage at once. When
a single source of damage deals more than a certain percent of your
maximum Vitality at once, you suffer a wound of the corresponding
severity.
Minor: 10%
Major: 25%
Severe: 50%
Critical: 75%
Damage dealt to your HP wounds you based on your maximum HP, as should
make sense! However, the percentages are higher, to offset HP being
much lower than Vitality
Minor: 25%
Major: 50%
Severe: 75%
For the sake of demonstration, we'll say that you have 600 Vitality,
and 200 HP. An attack hits you for 100 damage. If you take this damage
to your vitality (16%), you suffer one Minor wound. If you take it to
your HP (50%), you'd instead suffer a Major wound.
On the other hand, if you had 60 Vitality remaining when that same
attack hit, you'd lose 60 Vitality (10%) and 40 HP (25%), resulting in
two Minor wounds.
====================
3. Damage Types
------------------------------
After determining the severity of a wound, the next (fairly simple!)
step is determining what type of wound it is. Being cut by a sword and
being hit by a magical ninja fireball, even if they do the same amount
of damage, have significantly different effects on the human body.
For the most part this is self-explanatory, with only four damage types
recognized: Blunt, Slashing, Piercing, and Energy.
Unarmed attacks are always blunt damage, nice and simple.
Weapons have their damage type, or types, listed in their descriptions.
If a weapon can do multiple types of damage, the attacker declares
which type of wound they'll be inflicting after the severity is
confirmed, but before the location is determined. Some weapon jutsu
require a weapon of a specific damage type to be used; in this case,
damage from that jutsu is considered to be of that type.
Ninjutsu are simpler than weapons!
Katon and Raiton jutsu inflict energy damage.
Doton and Suiton inflict blunt damage.
Fuuton inflicts slashing damage.
An exception! Some jutsu augment a weapon strike, or actually create a
weapon. In these cases, use the damage type of that weapon, not the
element it was made from.
====================
4. Location
------------------------------
After determining severity and damage type, you roll to determine
location--where you hit, and what you injured. It's all well and good
to say you threw a punch at their face, but this is battle, with
ninjas! Things rarely go as planned.
 If it's an arm or leg that's been wounded, odds on the
1d100 are the right arm, and evens the left.
This all gets simpler if the defender is blocking; in that case, they
choose the location.
Multiple wounds, even multiples of the same effect, stack. Two broken
left arms means that your arm is broken twice, with double the normal
penalties.
One exception. If you suffer a critical wound, it overrides all lesser
wounds on that location--having an arm reduced to useless deadweight
makes the fact that it's broken in six places kind of, well,
irrelevant. Two criticals in the same place, however, is oh so very
possible.
====================
5. Called Shots
------------------------------
Normally, when you attack your only real goal is hitting the enemy as
hard as possible--you might plan on aiming a punch at their stomach,
but if they duck down you're not going to be picky: you'll sock them
square between the eyes.
A called shot is an attack specifically targeting a certain location.
After checking your attack's damage type, choose any of the locations
which can be Wounded by damage of that type. You declare that when you
make your attack, for example, "Hinotama, Called Shot:
Arm".
The attack has a -4 Accuracy penalty. However, if it hits any wounds it
inflicts will automatically be dealt to that
location.</text>
\page
### Blunt (Minor)
(1 - 20) Ringing Noise (Head)
o/~ There's a drumming noise inside my head that starts when... o/~ ...
uh, right. But, yeah, it's pretty distracting. This gives a -1 penalty
to all d20 rolls, aside from Genjutsu defenses; it's -2 for them.
(21 - 40) Bruised Ribs (Torso)
As in the bones, not the skin over them. Truth is, ribs hurt a lot more
than they have any business doing. Breathing hurts in particular, deep
breathing especially so. This increases the Speed of all your actions
by 1, similar to Paralysis. You'll recover from this at the end of the
week.
(41 - 60) Winded (Abdomen)
A good shot to the gut hit your solar plexus or compressed your
diaphragm, or both, knocking the wind out of you. You'll be fine,
definitely, but this increases your Stamina penalty by 4 and applies a
Stun 4.
(61 - 80) Bruised (Arm)
Your arm is bruised. It hurts. This gives a -1 Accuracy penalty
(because of the pain being distracting, if you're attacking without
using the arm) and increases your Seal Speeds by 1.
(81 - 100) Bruised (Leg)
Something hit your leg and now it hurts! You'll feel better after you
walk it off (or just sit down and let the pain fade). Until the end of
battle this reduces your base movement speed by 10% and applies a -1
penalty to dodge rolls.</text>
### Blunt (Major)
(1 - 20) Dazed (Head)
That one left you reeling. Once you're done seeing stars, you'll be...
mostly okay. You lose any AP you currently have, and all effects with
Upkeeps (other than doujutsu) end as you lose your concentration. If
you're standing on water or a wall, you'll fall, too.
Everything seems just a little bit... off, about the world, though you
can't quite place what. Sounds are muffled, colors muted, and things
keep moving at the edge of your vision. This distraction provides a -3
penalty to all skill checks and defensive genjutsu rolls. It lasts for
two weeks.
(21 - 40) Collapsed Lung (Torso)
Your lung quit its day job; unfortuantely, that day job was letting you
breathe. Your Fatigue rolls have a -4 penalty; you can live with both
lungs collapsed, though that raises the penalty to -12 (rather than
just -8).
It takes only a week of medical treatment to get over this, but it
won't get better without that treatment.
(41 - 60) Groin Shot (Abdomen)
If this was a called shot, you should probably having a serious talk
with your opponent about what constitutes fair fighting. Even ninja
have standards!
It's a Stun 7, and you probably feel more than a little nauseous. Don't
be ashamed about doubling over and whimpering, either! Until it's
healed (2 weeks for that, 4 without rest) your Agility stat is
considered 25% lower for determining how fast you can move. On top of
that, you have a -3 penalty to Resistance rolls until your recovery's
complete.
(61 - 80) Sprained Arm (Arm)
Your elbow or wrist was forced to bend in a way it's not meant to by
the blow, and sprained in the process. This gives a -4 penalty to
rolls, and Accuracy of attacks, using that arm (such as grapple checks,
and all two handed weapons). Single-handed weapons held in the other
hand, ninjutsu, and taijutsu jutsu which specify they're only kicks
suffer only a -2.
It also increases your Seal Speeds by 5. It takes four weeks to
recover. Weeks in which you use that arm in combat don't count towards
the recovery time.
(81 - 100) Sprained Leg (Leg)
The muscles and ligaments in your knee or ankle were stretched beyond
their capacity. Any time you move, including dodging, the pain leaves
your Accuracy and d20 rolls at a -4 penalty for the next 15 IC.
It takes a month for the sprain to heal, or twice that long without
rest.</text>
### Blunt (Severe)
(1 - 20) Concussion (Head)
Somebody turned out the lights. It is very dark, and you are likely to
be eaten by a grue. Thankfully, you get over that before your enemies
can capitalize on it (or you're eaten).
This imposes a -5 penalty on all d20 rolls, and halves (round down) the
amount of AP you gain. Whenever you suffer a head wound, you have a 10%
chance per level of the wound to be knocked unconscious. Any time this
happens, your recovery time is reset.
It takes six weeks of rest to recover from a concussion, or twelve
weeks without rest. Medical treatment won't help it get better any
faster.
(21 - 40) Broken Ribs
You are in horrible, terrible pain. You'd be screaming and/or mewling,
if you weren't a ninja! Breathing feels like you're being stabbed--and
depending on how badly broken those ribs are, that might be exactly
what's happening.
The effectiveness of blocking is reduced by 25% (from 50% to 25% for
most attacks, and 25% to ineffective against weapons), and you have a
-4 penalty to Accuracy and d20 rolls. The Speed of all actions you take
is increased by 2.
Blocking's effectiveness is restored by 5% for every two weeks of rest
you have. Once you've fully recovered from that penalty, the penalties
to Accuracy, rolls, and Speed also disappear.
(41 - 60) Crushed Organ (Abdomen)
It's not as bad as it sounds, honestly. There's some severe bleeding
and bruising inside the organ itself, and it hurts horrendously, but
it's not bleeding out into other parts of your body--meaning it can
only possibly get so bad. Your max HP and Vitality are reduced by 10%
(and your current values of both by 10% of your maximum), and you have
a -5 penalty to Resistance rolls.
The reduction is lowered by 1% per week of rest you have, and the
Resistance penalty by 1 per 2 weeks of rest.
\page
(61 - 80) Broken Arm (Arm)
Your arm can't be used in grapples, and you have a -5 penalty to all
grapple rolls. It can't be used to hold two-handed weapons, and
attempting to use it for any other sort of taijutsu (unarmed or weapon)
incurs a -5 Accuracy penalty and denies you your damage bonus for that
action.
You can still form handseals, though when you finish doing so make a
Resistance roll with a -10 penalty against the base Seal Speed; failure
means you flinch, and while you get your jutsu off just fine you
inflict yourself with a Stun 12.
Two months of not using the arm will be sufficient for it to heal.
(81 - 100) Broken Leg (Leg)
Severe damage to your leg has left you with a reduced ability to
locomote around the battlefield! If worst comes to worst, you can still
power-hobble on it; it doesn't directly penalize your movement, but
moving has a Stun 4 added to it (even moving as part of an attack).
So long as your leg is broken, you can't use any jutsu or abilities
that increase your movement speed.
Your leg won't get better if you're walking around on it. If you walk
with crutches (or a cane, or something of the sort) you can move at
only half speed, but it counts as 'rest' for the purpose of recovering
from this wound, which takes a total of two months.  This will usually be accompanied by nasty
lacerations and prolific bleeding, but not always.