##### --( Maboroshi no Jutsu - Phantom Technique )--

You project your chakra over another person, granting them invisibility
as well. This requires you to make physical contact with them when it's
first applied, and they must remain within (your CHA)/2 yards for its
effects to persist.
- Type: Ability
- Base Cost: 10
- Scale: 5

Effects:
You can conceal one additional person, or person-sized object, with
Genshin no Jutsu per rank. This does require Genshin be active on
yourself, and each additional person concealed this way increases its
upkeep by 3. People and items concealed this way use your stealth in
place of their own; if you're hiding a group, you make only a single
Stealth roll for the entire group.
##### --( Meimei Arashi - Invisible Tempest )--

Wrapping a weapon or held object in your chakra-induced veil of
invisibility is easy; unfortunately, that does not extend to thrown
weapons, as their invisibility comes to an end as soon as they leave
your grasp. This technique exists specifically to patch that hole in
the Niou's invisibility: it allows you to veil one or more thrown
weapons in your chakra, keeping them unseen until they've struck their
target.
- Type: Ninjutsu, Rank C
- Chakra: Special
- Requires: Genshin no Jutsu
active

Effects:
This supplements a throwing or multi-throwing attack by making it an
automatic surprise attack. Its Chakra cost is equal to the Stamina cost
of the attack being used. If used from hiding, this reduces your
Stealth TN by only 2 each time it's used.
\page
### Kaguya

Originally, the Kaguya clan was not much more than a bunch of
blood-thirsty, barbaric warriors brought into Kirigakure for their
ferocity in battle. Following a failed coup d'etat against the village,
the clan was virtually wiped out--for nearly a generation, in fact, it
was believed that they had become extinct.

The re-emergence of the Kaguya clan was discovered by one of Mist's
hunter-nin, capturing a renegade ninja who had an unidentifiable body
composition. Mist 'negotiated' their return to the village,
and within a few generations the Kaguya clan had begun its rise to
prominence. They were given their own compound and priority
in missions, and became, once again, the most feared clan within
Kirigakure.

Along with a kekkai genkai that is touted as the ultimate taijutsu
ability, Kaguya are feared for their bloodlust and their refusal to
surrender.  All Kaguya are branded at a
young age with two dots just above their eyebrows, in the center of
their forehead. While not especially well known by those
outside of Kirigakure, within the village it is a marking that commands
respect by most, fear by many, and suspicion by a few. Many Kaguya
shave their eyebrows as well; it's something of a clan tradition, but
by no means enforced.

While there are no official restrictions, in practice the ranks and
positions of members of the Kaguya clan are closely monitored. It
speaks volumes that there has yet to be a Kaguya hunter-nin. They're
respected, but not trusted.

##### Kaguya begin with 1 less Unique Point. Because they have a bone
to pick.

#### -=[ Abilities ]=-

##### --( Shikotsumyaku - Dead Bone Pulse )--

The proper name of the Kaguya clan's advanced bloodline, this gives
them the ability to manipulate their skeletal structure by infusing it
with chakra. The primary capability is allowing the user to induce
rapid, focused bone growth at will. Truly powerful Kaguya were dreaded
as having indestructible bodies.
- Type: Ninjutsu, Rank E
- Chakra: 15
- Speed: 7
Effects:
You acquire any one Skeletal Modification.
##### --( Shitaikotsu Rensa - Corpse Bone Chain )--

Much like Kaguya themselves in a battle, their bloodline seems to grow
stronger over time, with no apparent upward limit. That a Kaguya's
power grows exponentially when compared to that of their peers is one
of the factors that makes them so valuable to Mist--and so carefully
watched.
- Type: Ability
- Cost: 10
- Scale: 0
- Limit: Max Willpower

Effects:
Whenever you acquire a Skeletal Modification, from any source, you may
increase your Stamina penalty by 2 and gain any other Skeletal
Modification (which does not have to be one that technique could
normally provide). This may be used a number of times per battle equal
to your ranks in this ability.
\page
##### --( Teshi Sendan - Ten-Finger Drilling Bullets )--

You can fire the bones of your fingertips at opponents. They fly faster
than most weapons, and rotate quickly enough to literally drill through
most defenses before losing their momentum.
- Type: Taijutsu, Rank D
- Chakra: 5 + 2 * X
- Damage: Xd10
- Range: 10+RES/10
- Speed: 10

Effects:
You fire X projectiles, up to a maximum of 10; your damage bonus for
this attack is increased by 0.25 per projectile. This attack deals
Piercing damage and ignores armor. For the purposes of defending
against Teshi Sendan it is considered a multi-throw, though it is not
subject to other multi-throw rules.

Teshi Sendan's damage is increased by X*10% for the purposes of dealing
wounds. Regardless of its actual Speed, it uses X as its Speed for the
purposes of determining damage. Any defenses with a set amount of HP
(such as Earth Shore Return) take double damage from Teshi Sendan.

You may take Weapon Focus: Teshi Sendan, which increases its Chakra
cost appropriately (since Teshi Sendan does not have a Stamina cost).

Skeletal Modifications:
Osteogensis
##### --( Tsubaki no Mai - Dance of the Camellia )--

By manipulating their skeleton, Kaguya are able to extrude weapons made
of bone through their flesh, pulling them out the rest of the way and
using them in combat. Despite being bones, these are stronger than iron.
- Type: Ninjutsu, Rank D
- Chakra: 15
- Speed: 10

Effects:
You can create any non-Large weapon from the Equipment section of the
PHB, other than bows (arrows are fine). If you wish, you may 'draw'
these weapons as part of this action, simply discard them, or keep them
partially extended from your skeleton, ready to be 'drawn' whenever you
wish. If you are creating a weapon with the 'Dual' property, you can
create two of them with only one use of this technique, though doing so
increases its Chakra cost by 5.

In the hands of anyone but a Kaguya these have a -3 Accuracy penalty.
Your own bone weapons have a +2 bonus to their Accuracy when you are
using them. Other Kaguya using your weapons receive no penalty or bonus.

Skeletal Modifications:
Blades, Spurs, Osteogenesis, Skeletal Realignment
##### --( Karamatsu no Mai - Dance of the Larch )--

This technique creates razor-sharp bone spikes all over the user's
body, branching off from the existing skeletal structure. These bones
can stop attacks on their own, or if necessary the user can spin in
place, turning themselves and the area around them into a veritable
death trap.
- Type: Taijutsu, Rank D
- Chakra: 22
- Special: Interrupt
- Speed: 8

Effects:
This is a melee-range parry with a +1 bonus per rank of Bone Spurs you
have active. If successful, they also take damage from your Spurs as if
they had struck you, plus your damage bonus multiplied by this
technique's speed. This can not deal damage against a Large weapon
attack.

Skeletal Modifications:
Blades, Spurs
##### --( Yanagi no Mai - Dance of the Willow )--

A multitude of bones protrude from the body, most commonly along the
joints of the shoulders, elbows and knees, creating sharp spikes that
extend outward in several directions, turning their entire body into a
weapon. Thereafter, the user can focus on evasion and
counterattacking, with minimal movement required to strike at anyone
who comes near.
- Type: Taijutsu, Rank C
- Chakra: 25
- Upkeep: 4
- Speed: 6

Effects:
While maintaining Dance of the Willow's Upkeep, you may spend 4 AP to
attack anyone in melee range using your bones. By raising the cost to 6
AP you improve this attack to target everyone in melee range with you.
You may attack with Dance of the Willow at most once every 10 IC, and
it is always considered to be a surprise attack.

This is treated as a Speed 8 action, though it does not allow you to
move as part of the attack; you do not delay your next action because
of this, but that Speed is used to determine viable defenses and damage
bonus. You can spend additional AP to lower the effective Speed
further. Parrying Dance of the Willow reduces its damage by half and
prevents it from inflicting wounds, rather than defending against it
fully.

You acquire a Skeletal Modification every time you spend AP to activate
Dance of the Willow, but not when you first use the jutsu and pay its
chakra cost.

Skeletal Modifications:

Armor, Blades, Spurs, Skeletal Realignment
\page
##### --( Tessenka no Mai - Dance of the Clematis )--

Through the use of Shikotsumyaku, the Kaguya creates a bone weapon from
one of the central bones of the body (typically the femur or the
spine), which is then augmented further. The resulting weapon is both
stronger and lighter than any metal, making it positively devastating
in the hands of a skilled Kaguya.
- Type: Taijutsu, Rank C
- Chakra: 35
- Speed: 20

Effects:
This creates a Large Piercing weapon, which can use both Sword and
Polearm abilities and techniques. Attacking is a Stamina 25, Speed 16
action. It deals 1d12 damage per Skeletal Modification you have, and
you may take the Weapon Focus ability for this weapon. For each rank in
certain skeletal modifications, its effects are modified as follows.

Armor: -1 base Speed

Blades: Damage is considered 5% higher for determining wounds

Spurs: +1 Accuracy

Osteogenesis: -2 Stamina cost

Skeletal Modifications:
Any
##### --( Sawarabi no Mai - Dance of the Seedling Fern )--

The pinnacle of the Kaguya clan's techniques, this creates a countless
number of bone spires around the user, creating an entire field made
from their bones which they can shape as they desire. The
field entraps and potentially skewers everyone caught in it, and the
Kaguya can instantly travel from one bone to another by melding in and
out of them.
- Type: Taijutsu, Rank C
- Chakra: 40
- Damage: 1d12 per Skeletal Modification
- Area: Physical damage bonus *5 yards
- Speed: 25

Effects:
You may instantly move anywhere in the radius as a Speed 0 action.
Using this, you can increase the Speed of any action by 2 to make it a
Surprise Attack. By melding into and out of the bones you can remove
any Immobilization penalty (excluding those due to poison, genjutsu,
etc.) as a Speed 4 action. While inside your bone field, you can
attempt to Hide. When you hide, you begin at Stealth 2.

If someone attempts to escape the bone field, you may automatically
Interrupt their action with any melee-range attack of Speed 10 or less
by moving to them and attacking; if they are in Stealth when they
attempt to do so, you automatically locate them in time to intercept.
If you hit, this knocks them half of the way back towards the center of
the field.

When used, this effectively destroys any other terrain-based effects
(such as mud on the ground). Inside the field, the Kaguya has a +5
bonus to Awareness. If this technique is used again when already inside
its radius, the two fields overlap and combine; nobody already in the
field will be damaged again; and the cost is halved, after applying
Osteogenesis' reductions.

Sawarabi no Mai deals Piercing damage. Even if someone dodges Sawarabi
no Mai, they do not escape its area; they simply avoid being skewered
by spikes of bone erupting from the ground.

After a few hours the bones will grow brittle as the chakra dissipates
and begin crumbling. Within a day there will be nothing left but dust
and bone chips.

Skeletal Modifications:
Any two.

\page
#### -=[ Skeletal Modifications ]=-
As the Kaguya fight, their skeletal structure becomes increasingly
better-adapted for combat. Every time you use one of your clan jutsu,
you gain one of the following modifications. You can apply them
repeatedly, their effects stacking additively.

Additionally, every time you suffer a Wound you gain a skeletal
modification of your choice.

If you wish, you may suppress activation of these modifications.
Suppressing any or all of your skeletal modifications is a Speed 0
action. Regardless, once combat has ended these effects all fade within
an hour; bones retract into your body, and so forth.

#### [ Armor ]
You extend your bones to cover your vital regions, forming broad,
flexible plates. This gives you a damage reduction of (RES)/5, and can
be applied up to 5 times.

#### [ Blades]
Numerous spikes and blades of hardened bone protrude from your body in
combat-useful ways, such as from your knees, extending past your hands,
and so forth. This increases your damage bonus by 0.25 for unarmed
taijutsu and weapons created by Dance of the Camellia, or 0.5 for clan
jutsu (including Dance of the Clematis' weapon), each time it's
applied.  Anyone who attacks you in melee range, including with
any weapons of less than Large size, takes (your RES)/5 damage if they
hit. This damage is also dealt any time they use a Grapple Jutsu
against you. You can apply this up to 5 times.

#### [ Osteogenesis ]
The more a Kaguya fights, the easier it becomes for them to do so.
Every application of this modification reduces the Chakra costs of your
clan jutsu by 2. You can apply this up to 5 times.

#### [ Skeletal Realignment ]
You recover from any one wound of your choice which involves your
bones, such as broken ribs.
\page
# Equipment
1. Obtaining Equipment
2. Weapon-Specific Actions
a. Draw Weapon
b. Sheathe Weapon
c. Discard Weapon
d. Retrieve Weapon
e. Disarm
====================
1. Obtaining Equipment
------------------------------
Ninja in the Naruto universe have an advantage which real ninja lacked:
namely, magical chakra-based powers that let them perform superhuman
physical feats, stand on water, and breathe fire.
Even so, a wise ninja, magical or not, will equip themselves with a
wide variety of tools.
Every piece of equipment has a cost in Ryo, the world's most
commonly-used currency. You can get Ryo in two primary ways, the Money:
Requisition and Money: Savings abilities.
Items bought with Requisition can be traded in and replaced whenever
you visit your village. Items bought with Savings are yours forever,
for better or worse; if you lose them, they won't be replaced.
Items can be divided into two broad categories: Consumable and
non-consumable.
Consumable items are gone once you use them once.  Used-up consumables can be
restocked when you get back to your village, if they were bought with
Requisition. It is generally unwise to purchase consumables with
Savings; if you do, once you use them they are gone forever.
Non-consumable items can be broken, destroyed, or lost, but usually
aren't. These are things like ropes, weapons, and lockpicks.
====================
2. Weapon-Specific Actions
------------------------------
a. Draw Weapon (Speed 5)
Weapons are typically carried attached to one's person somehow; swords
have sheathes, a pair of tonfa might be tucked through belt holsters, a
fan could be strapped across your back, and so forth.
Drawing a weapon is retrieving it from wherever you have it stored and
placing it in your hands. At this point you can use it to attack,
parry, or whatever else you please, the downside being that your hands
aren't free for, say, handseals. You may also draw a weapon at the
start of combat (when you roll initiative), without taking an action to
do so. If you wish, you can draw two weapons as a single Speed 5 action.
Note that you only needed to Draw weapons you intend to hold and use in
melee. This Speed to attack with thrown or multi-thrown weapons
includes the time needed to retrieve them from holsters.
Be aware: While holding one or more weapons, you can still make basic
unarmed attacks. You cannot, however, use Unarmed or Combo jutsu.
Grappling is still possible as long as you have at least one hand free.
b. Sheathe Weapon (Speed 5)
You put a weapon you're holding away, in some secure fashion. If you're
holding two weapons, you can put them both away at the same time.
c. Discard Weapon (Speed 1, or Speed +2)
You drop or toss aside a weapon. Done normally, this is a Speed 1
action. However, it may also be used alongside an Interrupt (such as a
defensive ninjutsu technique) by increasing that action's Speed (after
AP reductions) by 2.
d. Retrieve Weapon (Speed 5)
You pick up a weapon on the ground. This can be your weapon, or someone
else's, as long as nobody's currently holding it. You can only pick up
one melee weapon at a time with this action, and must be able to
physically reach it (which may require you to move first).
You can also pick up DEX/10 used throwing weapons and holster them
appropriately.
e. Disarm (Weapon's Speed +4)
You use a weapon you're holding to knock an enemy's out of their grasp,
usually by hitting it at such an angle, and with enough force, that it
becomes physically impossible for them to hold onto it.
This is a basic weapon attack that does no damage, but if it hits you
knock their weapon STR/10 yards in any direction (if straight up, the
weapon lands at their feet but cannot be retrieved for STR/10 IC).
Trying to Parry a Disarm attempt has a -3 penalty.
Small weapons cannot disarm Large weapons, and Large weapons lack the
finesse to be used to disarm at all.</text>
>1. Swords
a. Katana
b. Ninja-to
c. Nodachi
d. Tanto
e. Wakizashi
f. Zanbato
2. Polearms
a. Bo Staff
b. Naginata
c. Tetsubo
d. Yari
3. Miscellaneous
a. Gunbai
b. Kama
c. Kusari-gama
d. Nunchaku
e. Sai
f. Tessen
g. Tonfa
h. Trench Knives
i. Umbrella
Next to a weapon's name are various characteristics of the weapon,
useful for determining what kind of wounds it inflicts and what jutsu
it may be used with.
Of particular note is the "Two-Handed"
descriptor, meaning the weapon in question may only be used by holding
it in both hands. When being used two-handed, the weapon increases its
user's Damage Bonus by 50%.
The multiplication from two-handed weapons does not apply to the damage
bonus increase from the Weapon Focus ability, or any ninjutsu which
temporarily increase your damage bonus.
\page
====================
# 1. Swords
#### a. Katana (Slashing)
The traditional samurai sword, with a slightly curved blade and wavy
design along the edge due to its forging.
- Cost: 150
- Stamina: 12
- Damage: 8d8
- Speed: 13
- Special: +2 to parry swords
#### b. Ninja-to (Piercing)
A small, light-weight straight-bladed sword with a traditionally
square-shaped handguard, the ninja-to is, as its name may suggest,
favored by shinobi.
- Cost: 100
- Stamina: 9
- Damage: 4d8
- Speed: 7
- Special: Drawing and sheathing a ninja-to is a
Speed 2 action.
#### c. Nodachi (Large, Slashing, One- or Two-Handed)
The largest practical weapon, a nodachi is is designed for use as a
two-handed weapon. Ninja, however, have the brute strength necessary to
use them one-handed, admittedly with some loss of efficacy. Nodachi
range as great as four feet in length.
- Cost: 200
- Stamina: 14
- Damage: 5d12
- Speed: 15
- Special: Anyone attempting to parry a Nodachi
has a -2 penalty; however, when attempting to parry using a Nodachi,
your accuracy roll suffers a -3 penalty, and the Parry action's base
Speed is raised to 4.
#### d. Tanto (Small, Piercing)
A straight-bladed dagger, usually double-edged, between six and twelve
inches long. Good for stabbing people! Popular among reasonably wealthy
civilians for purposes of self-defense.
- Cost: 50
- Stamina: 8
- Accuracy: +2
- Damage: 3d8
- Speed: 10
- Special: Ignores armor.
```
```
#### e. Wakizashi (Small, Slashing)
Among samurai, this is the traditional partner of the katana. The
wakizashi has a blade about a foot and a half long. It's a relatively
small sword, which makes it easier for ninja to conceal.
- Cost: 75
- Stamina: 8
- Damage: 4d8
- Accuracy: +1
- Speed: 11

#### f. Zanbato (Large, Slashing, Two-Handed)
An enormous sword with a hilt over a foot long, and a blade more than
four times longer than that, in traditional militaries the zanbato is
an anti-cavalry weapon. Ninja, however, are hardly deterred by such
impracticality.
- Cost: 250
- Stamina: 15
- Damage: 8d12
- Accuracy: -3
- Speed: 18
- Special: Delay 2. If you have 80 or higher STR
you may increase the damage by 6d12, by raising its Stamina cost to 20.
If using a Zanbato to parry, the Parry action's base Speed is 4.
\page
====================
# 2. Polearms
------------------------------
#### a. Bo Staff (Blunt, Two-Handed)
A weapon which sees more use in martial arts than among ninja, the bo
staff is traditionally six feet long, though ninja scale their staves
to their users. The bo is, essentially, a hard wooden pole, sometimes
tapered at the ends.
- Cost: 100
- Stamina: 14
- Damage: 4d10
- Accuracy: +1
- Speed: 14
- Special: You may attack with a bo staff without
triggering effects dependant upon being in melee with an enemy (such as
most damage-on-hit effects). You can parry weapons with a +2 bonus, and
unarmed attacks with a -2 penalty. When attacking, you may
"dual-wield" this staff with itself by
attacking with both ends, but when doing so lose its accuracy bonus; at
this point, it is considered to have the Dual tag for the duration of
that attack. If used as a Dual Wield attack, you do not receive the
Two-Handed damage bonus multiplier.
#### b. Naginata (Slashing, Piercing, Two-Handed)
A weapon almost as traditional as the katana, and even more rarely
appropriated for use by ninja, the naginata is essentially a wooden
pole with a sword-like curved blade on the end.
- Cost: 125
- Stamina: 16
- Damage: 5d12
- Accuracy: +2
- Speed: 14
- Special: By sacrificing this weapon's Accuracy
bonus you can avoid any effects that depend upon you making melee
contact with your opponent (such as some jutsu). Blocking is an
additional 10% less effective against a naginata.
#### c. Tetsubo (Large, Blunt, Two-Handed)
Rarely used among ninja, except ones who want to demonstrate how
overpoweringly strong they are, the tetsubo is a large wooden pole,
often with iron studs on the business end.
- Cost: 300
- Stamina: 20
- Damage: 6d12
- Accuracy: -4
- Speed: 22, Delay 6
- Special: Stun 6
While being wielded two-handed, the user's damage bonus is doubled
(instead of being increased by 50%).
```
```

#### d. Yari (Piercing, Two-Handed)
An infantry weapon among mundane armies, the yari is about as simple as
a polearm can get: wooden pole, straight wooden blade with a sharp
point that you stick into other people.
- Cost: 150
- Stamina: 14
- Damage: 3d12
- Speed: 12
- Special: This weapon's damage is considered 20%
higher for the purpose of inflicting wounds. By taking a -2 Accuracy
penalty you can avoid triggering effects which rely upon you making
melee contact with your enemy (such as some forms of damage reflection).
\page
====================
# 3. Miscellaneous
------------------------------
#### a. Gunbai (Large, Blunt, Fan, Two-Handed)
Large fans with reinforced wooden slats, these were originally used by
generals to signal soldiers on battlefields. Then some ninja was
looking for a way to be unique, got ahold of the idea, and, well... the
usual. Though they're several feet long, these fans do (impressively)
fold.
- Cost: 100
- Stamina: 14
- Damage: 8d10
- Accuracy: -2
- Speed: 14
- Special: Delay 2. You may use a gunbai to block
weapons, reducing their damage by 50% rather than 25%. This may be done
10 times before the fan breaks and is rendered useless.
#### b. Kama (Dual, Piercing)
Farming tools used by the ninja of old, back before they had awesome
chakra-powered pyrotechnics. A kama is pretty much a short wooden
handle with a slightly-curved blade at a right angle to it on one end.
- Cost: 25
- Stamina: 10
- Damage: 5d10
- Accuracy: +2
- Speed: 11
#### c. Kusari-gama (Blunt, Piercing, Chain)
A weapon that consists of an adapted kama on a narrow metal chain with
a heav, typically iron, weight on one end. Some shinobi have been known
to replace the kama with a heavy metal spike.
- Cost: 175
- Stamina: 12
- Damage: Special
- Accuracy: +1
- Speed: 13
- Special: You can strike with either end. The
weighted end (Blunt) deals 4d8 damage, while the bladed end (Piercing)
deals 8d8. The weighted end can be used to attack targets up to 5 yards
away, and gives a +4 bonus to disarm attempts.
#### d. Nunchaku (Dual, Blunt)
A pair of wooden handles attached by a length of rope or chain, a
single nunchaku is generally wielded by grabbing one handle and using
it to spin the other and bludgeon someone. Paired they do the same
thing, except twice as much.
- Cost: 50
- Stamina: 9
- Damage: 5d8
- Accuracy: +1
- Speed: 10
- Special: If your last non-Interrupt action was
an attack with nunchaku, attacking with your nunchaku has its total
speed lowered by 1, to a minimum of 6.

\page
#### e. Sai (Dual, Blunt)
A martial arts weapon, the sai consists of a single main, dagger-like
spike, with two prongs extending from the handle. The points of this
weapon are typically blunted slightly, and the prongs reinforced; it's
a primarily defensive weapon.
- Cost: 30
- Stamina: 8
- Damage: 2d8
- Accuracy: +1
- Speed: 8
- Special: +2 parry. If you successfully parry any
non-Large weapon with your sai, you may immediately, as a Speed 0
action, attempt to Disarm it. For the purposes of determining what
defenses can be used against this Disarm attempt, it is considered to
have a base Speed of 12 (the normal for a Sai's Disarm).
#### f. Tessen (Dual, Blunt, Slashing, Small, Fan)
A small war fan, used, much like their larger counterparts, to signal
troops in combat.  The
tessen, as used by ninja, is a handheld folding or non-folding fan
with, at the very least, a sharpened metal edge.
- Cost: 50
- Stamina: 9
- Damage: 4d10
- Speed: 10
- Special: These may be used to parry unarmed
attacks.
#### g. Tonfa (Dual, Blunt)
Originating from a small island off the shore of fire country, the
tonfa began as a martial arts implement, which ninja have seen fit to
'borrow' and upgrade. A single tonfa is essentially a circular wooden
bar the length of the wielder's forearm with a handle 1/4 of the way
from one end. Typically wielded in pairs, they're an unorthodox but
sometimes-effective weapon.
- Cost: 30
- Stamina: 9
- Damage: 3d6
- Accuracy: +1
- Speed: 8
- Special: +2 to parry, and you may parry unarmed
attacks. You may block weapon attacks and reduce their damage by 50% as
normal. This may be done five times with a single tonfa before it
breaks.
#### h. Trench Knives (Dual, Slashing, Small)
Essentially knuckle dusters, with the blunt or knobbed front replaced
by a serrated blade which extends several inches past the end of the
fingers.
- Cost: 40
- Stamina: 10
- Damage: 4d8
- Speed: 10
- Special: +1 accuracy when using two to attack as
one action.
#### i. Umbrella (Blunt, Piercing)
Yes, umbrellas. Ones used in combat are reinforced with metal or hard
wood, making them semi-decent bludgeoning weapons, and most have a
sharp, pointed tip added at the end.
- Cost: 120
- Stamina: 11
- Damage: 6d8
- Accuracy: -3
- Speed: 13
- Special: You may Block as a Speed 6 Interrupt
while holding an umbrella. The umbrella may do this up to 5 times per
battle before breaking and being useless.
>## Ranged Weapons
1. Small
a. Kunai
b. Shuriken
c. Senbon
2. Large
a. Fuuma Shuriken
b. Large Star Shuriken
3. Exotic
a. Bow, Daikyu
b. Bow, Yumi
c. Arrow
d. Arrow, Signal
e. Arrow, Piercing
\page
# 1. Small
------------------------------
#### a. Kunai (Piercing, Thrown)
One of the two mainstays of ninja armed combat, the kunai is a small
metal knife, shaped like an elongated diamond. On the short end it has
a handle just long enough to wrap one's hand around, typically wrapped
in cloth to improve the grip, and a metal ring on the end of that.
- Cost: 10
- Stamina: 5
- Damage: 2d6
- Range: 5 + STR/4
- Speed: 6
- Special: Kunai may be used as a melee weapon, in
which case they are (Small) and (Dual).
#### b. Shuriken (Slashing, Thrown)
The other classic ninja weapon, even more famous than the kunai,
shuriken are small, flat four-pointed metal stars thrown at opponents
to distract and mildly injure them. Like kunai, shuriken are black,
making them less reflective and generally harder to spot in low-light
conditions.
- Cost: 5
- Stamina: 5
- Damage: 1d6
- Accuracy: +2
- Range: 5 + STR/4
- Speed: 5
#### c. Senbon (Piercing, Thrown)
Large metal needles, traditionally used in acupuncture. Rarely,
particularly skilled shinobi will use these with devastating
efficiency. Frequently, particularly overconfident shinobi will use
this with depressing ineptitude.
- Cost: 20
- Stamina: 5
- Damage: 1d4
- Accuracy: -2
- Range: 5 + STR/5
- Speed: 10
- Special: Senbon ignore the effects of enemy
armor.
```
```
====================
2. Large
------------------------------
#### a. Fuuma Shuriken (Slashing, Thrown)
A fairly complex device, a fuuma shuriken is four curved blades that
can fold together and be used as an improvised blade in melee combat,
or unfolded and locked open, taking on a pinwheel shape, to be thrown.
- Cost: 100
- Stamina: 15
- Damage: (4+STR/12)d12
- Range: STR/3
- Speed: 14
- Special: For every point you hit by, you add 10%
to the attack's total damage, to a maximum of +200% (so, if they dodged
and you hit by 3 points you'd do 1.3 times damage, and that number
would be reduced by the effects of partial defense); this does not
apply if it is blocked. This weapon's damage is considered 25% higher
for the purpose of inflicting wounds. You may also use the Fuuma
Shuriken as a melee weapon, in which case it loses all of its other
special effects and deals only 4d12 damage.
#### b. Large Star Shuriken (Piercing, Thrown)
The name is about as literal as it could be: it's essentially a
shuriken many, many times larger than a normal shuriken, up to four
feet from the tip of one point to the opposite. It generally sees
limited use in combat due to its cumbersome size.
- Cost: 100
- Stamina: 15
- Damage: (4+STR/12)d12
- Range: STR/3
- Speed: 14
- Special: For every point you hit by, beyond full
damage, you add 10% to the attack's total damage; this does not apply
if it is blocked. This weapon's damage is considered 25% higher for the
purpose of inflicting wounds. Because these are large and encumbering,
they are typically worn somehow strapped to the back; for each large
star shuriken beyond the first you are carrying you have a -1 penalty
to dodge rolls.
\page
====================
3. Exotic
------------------------------
#### a. Bow, Daikyu
A large bow, generally bigger than its wielder at six feet or so high.
The upper 'half' is actually 2/3 or so of the total length. As most
ninja find these near-useless in combat, they tend to see more use in
assassination missions.
- Cost: 250
- Stamina: 20
- Damage: (STR/8) dice; die size determined by
arrow
- Speed: 20
- Range: STR
- Accuracy: -10
- Special: The bow uses double your damage bonus.
Using a bow always takes two hands. You may take a Speed 10 Aim action
which gives the attack +4 Accuracy. You may Aim up to twice for a
single attack. If you have to take any action which requires movement
(including dodging), you lose the benefits of your aim.
#### b. Bow, Yumi
Technically, it's called a hankyu, and kyudo practitioners would be
horridly offended to hear shinobi calling all bows of this sort
'yumis'. However, ninja hardly care! The yumi is a much smaller bow,
typically not more than four feet long.
- Cost: 150
- Stamina: 15
- Damage: (STR/10) dice; die size determined by
arrow
- Range: STR /2
- Speed: 14
- Accuracy: -8
- Special: The bow uses 1.5 times your damage
bonus.
Using a bow always takes two hands. You may use a Speed 8 Aim action
which gives the attack +3 Accuracy. You may Aim up to twice for a
single attack. You may dodge while Aiming, though this increases the
Speed of your Dodge action by 3.
#### c. Arrow (Piercing)
These are necessary to use a bow in combat! Specifically, arrows are
the ammunition for bows, and each attack you make with a bow requires
you to use an arrow. Arrows can usually be retrieved after battle.
Arrows are expensive not because of their construction, but because
ones of the quality that chakra-using ninja need are hard to come by;
shuriken and kunai are competitively mass-produced, arrows are not.
- Cost: 50
- Damage: d12
#### d. Arrow, Piercing (Piercing)
Arrows with narrow steel tips that excel in penetrating armor and the
like. These ignore the effects of enemy armor when dealing damage, but
lose something in terms of killing power due to creating smaller wounds.
- Cost: 50
- Damage: d8
># Gear
1. Ninja Tools
a. Blank Scroll
b. Blood Increasing Pill
c. Caltrops
d. Cloth
e. Container, Small
f. Container, Large
g. Flash Bomb
h. Ninja Wire
i. Rope
j. Smoke Bomb
l. Smoke Bomb, Poison
l. Soldier Pill
2. Survival
a. Antidote
b. Compass
c. First Aid Kit
d. Flare
e. Flashlight
f. Glow Stick
g. Map
h. Oxygen Mask
i. Oxygen Tank
3. Infiltration
a. Camouflage Kit
b. Camera
c. Camera Film
d. Grappling Hook
e. Lockpicks
f. Ninja Comm Device
g. Telescope
====================
1. Ninja Tools
------------------------------
#### a. Blank Scroll
A large scroll. Most of the time these are carried rolled up to save
space. They're useless, aside from the fact that a few sealing jutsu
make use of them.
- Cost: 25 Ryo
#### b. Blood Increasing Pill
These pills contain a peculiar mix of chemicals that, when consumed by
someone capable of using chakra (such as a ninja) will allow their body
to rapidly replenish lost blood. When you take one of these pills you
regain RES/10 HP (but not Vitality) each IC, for 50 IC. During this
duration you take only one third damage from poison, and no damage from
effects caused by bleeding (such as certain wounds). Using a Blood Pill
is a Speed 10 action.
- Cost: 250 Ryo
#### c. Caltrops
Small bits of metal that are basically just four short spikes attached
at a center; no matter how they land, there'll always be a metal spike
pointing upwards. The typical use is to scatter them across the ground
to impede movement through an area. As a Speed 10 action you can cover
an area with a 5 yard radius in caltrops. Anyone moving through the
area going at more than half their maximum movement speed takes 1d4
damage for every IC they spend moving through the area; this cannot
inflict wounds.
- Cost: 20 Ryo for enough caltrops to cover one 5
yard area
#### d. Cloth
Broad, sturdy cloth that looks like bandages, or perhaps mummification
wraps. This comes in large rolls of up to 200 yards; carrying more than
one roll inflicts a -1 immobilization penalty for each beyond the first
(not due to weight, but because they're bulky). Confine Scroll Seals
can carry one roll each.
- Cost: 3 Ryo per yard.
\page
#### e. Container, Small
A container, usually a gourd, clay jug, or waterskin, commonly worn at
the hip. One container can hold 2 gallons of water or another
substance. For every container beyond the second, you suffer a -1
penalty to dodge due to encumberance.
- Cost: 50 Ryo
#### f. Container, Large
A large gourd or other sort of container, several feet long and usually
worn on the back. It's heavy and bulky, but not quite enough to
restrict the mobility of a well-trained shinobi. It can hold up to 8
gallons of water, but you can only carry one with you (due to its
size!).
- Cost: 150 Ryo
#### g. Flash Bomb
Flash bombs are devices which, when ignited, produce brilliant flashes
of light. Anyone who doesn't know to close their eyes when you throw
one suffers a -4 visibility penalty for the next 10 IC. You can throw
these up to STR/5 yards. Throwing one is a Speed 4 action.
You may also drop a flash bomb when dodging, in which case your dodge's
Speed is increased by 4.
- Cost: 30 Ryo
#### h. Ninja Wire
High tension 16-gauge wire. It is generally only available in ninja
villages, and comes in spools with various lengths of wire.
- Cost: 50 Ryo per 100 feet
#### i. Rope
I refuse to explain what this is. Individual lengths of rope can be
purchased up to 300 feet (100 yards), but there's nothing stopping you
from tying a few together. Tying somebody up requires 10 yards of rope,
and the person in question to not be resisting.
You can tie someone up with ropes. If so, roll Espionage +10 to see how
good your knots were. The result, or 20, is the difficulty of escaping.
The user can try to slip the knots (Espionage skill roll, +DEX/10)
which takes 5 minutes to attempt (they can hide that they are doing so
via an opposed Espionage roll). This can be attempted repeatedly.
You can also attempt to snap the ropes using brute force. This calls
for a roll of 1d20 + (Athletics /5) + (STR /10) against a target of 30,
requires a Stamina 25 roll, and is done instantly, but repeated
attempts cannot be made (either you're strong enough to break the
ropes, or you're not).
- Cost: 10 Ryo per 5 yards.
```
```
#### j.  Smoke bombs
have a range of STR/5 yards, and can be thrown as a Speed 4 action.
When thrown, it releases a cloud of thick smoke that causes a -6
visibility penalty to all people within its 5 yard radius, for 10 IC.
Anyone other than the user in the area may, as a Speed 1 interrupt,
make an opposed Athletics (Defender) vs. Espionage to avoid the smoke
bomb, bringing them to the edge of their choice.
- Cost: 50 Ryo
#### k. Poison Smoke Bomb
Sturdier than regular smoke bombs, and much more dangerous, these are
filled with some manner of poisonous vapor. They're used like regular
smoke bombs, but have a 10 yard radius, a -4 visibility penalty, and
persist for 25 IC. When you buy a poison smoke bomb, select a poison
(from the Poisons section) which has Inhalation as one of its possible
vectors of delivery. When you throw the smoke bomb, make a Toxicology
roll. Anyone who passes through the area must make a Resistance roll
against that Toxicology result, or be poisoned. The cost of the poison
smoke bomb is 100 Ryo, plus the base cost (unreduced by buying
multiples) for one dose of the chosen poison. Anyone other than the
user in the area may, as a Speed 1 interrupt, make an opposed Athletics
(Defender) vs. Espionage to avoid the smoke bomb, bringing them to the
edge of their choice.
- Cost: 100 Ryo + cost of poison
#### l. Soldier Pill
The proper name is 'military ration pills', but the term soldier pill
is more commonly used among shinobi. They're less rations than
fast-acting performance-enhancing drugs. Though every village has a
slightly different recipe, the pills are all marble-sized and black or
dark brown. When eaten, they have the approximate flavor and texture of
sawdust. These pills are essentially just condensed stimulants and
nutrients; taking one immediately lowers you a Fatigue category, and
gives you +5 to Chakra Exhaustion and Stamina rolls for the next hour.
 You may only take one per
battle, and no more than RES/50 per day.
- Cost: 250 Ryo\page
====================
2. Survival
------------------------------
#### a. Antidote
Antidotes to several of the more popular and lethal poisons which
shinobi use are widely available, for somewhat obvious reasons. A
single dose of an antidote costs half the amount for a single dose of a
poison; multiple doses cost half as much as the first. So, buying 2
doses of antidote for Black Adder venom would be (40+20) 60 ryo, and
buying 4 doses of antidote for Yew toxin would be (60 + 3 * 30) 150 ryo.
Taking a dose of an antidote is a Speed 6 action, and immediately cures
you of the poison in question and all its lingering effects. Antidotes
that act quickly enough to be useful in emergencies, such as combat,
aren't gentle on the body, with each applying a -2 penalty to your
Accuracy and all d20 rolls for 100 IC. However, for that duration you
are immune to the poison in question.
- Cost: Varies
#### b. Compass
A small, typically handheld device that has a needle inside a metal
case (with a glass cover, so it can be seen) that points,
approximately, to magnetic north when held level. These aren't exactly
precise, but they're good enough most of the time. Notably, they can
have trouble working underground or if they get zapped by a lightning
jutsu. When trying to navigate the wilderness, having a compass gives a
+2 bonus to any Survival rolls. If you also have a map of the country
you're in, this is raised to +4.
- Cost: 50 Ryo
#### c. First Aid Kit
A collection of bandages, ointments, and antiseptics. First aid kits
can be used to stop bleeding from Wounds, as a Speed 10 action per
category of wound. They can also cure Burns, with a Speed of 2 per
level of severity of the burns. A single first aid kit can do each of
those once before being expended.
Alternately, it can treat a wound (in the sense of, "this
wound has penalty X until treated, and then only penalty
Y"). This is a Speed 15 action per wound category, and
completely consumes the first aid kit.
- Cost: 25 Ryo
```
```

#### d.  When lit (most have built-in starters
or strikers, to avoid the need for matches) they shine brilliantly,
enough that it can be painful to look directly at them without
squinting, and become blisteringly hot. They burn out quickly, within
half a minute.
The vast majority of flares are projectiles, with built-in propellant.
Aimed upwards, they'll launch into the air. During the day, this is
typically unnoticed if you're doing anything other than staring at the
spot it's launched up waiting to see it, and know exactly where it will
be. In twilight and darker conditions, however, a flare can be seen for
a considerable distance; they're often used for signalling, though
suffer from not being too discrete.
- Cost: 40 Ryo
#### e. Flashlight
Flashlights are popular because ninja like to be able to see in
low-light environments! They're also useful because they can be turned
off, or on, as needed. Quite handy for staying hidden when you hear
unwanted company approaching. Flashlights have a battery life of about
half an hour. A spare set of batteries (for another half hour of use)
costs 20 Ryo.
- Cost: 40
#### f. Glow Stick
A transparent small (around six inches long, usually) cylinder filled
with chemicals that, when mixed, glow brightly. A swift blow to the
stick (usually striking it against one's knee; simply bending it with
enough force will also work) will shatter the internal glass dividers,
mixing the chemicals and producing a pleasing illumination.
A glow stick will glow for about an hour; it cannot be turned off once
activated, short of breaking it completely and letting the luminescent
fluid inside it drain out (in which case you just have a glowing
puddle). They're available in a variety of colors, with the most
popular ones being green and blue.
- Cost: 20
\page
#### g. Map
A map of a given country. It's usually a really, really good for at
least one person on every ninja team to have a map of any country they
expect to be going through. These have only basic information about
terrain, landmarks, and settlements. Maps come with scroll cases for
ease and safety of transportation. A map gives a +4 bonus to any
Survival rolls made in the appropriate country, within reason (they
would help tracking someone, or finding shelter, but not exploring the
inside of a cave).
- Cost: 50 Ryo
#### h.  Rather than
filtering air out, it has two possible fixtures (usually one on each
side of the mouth) for an oxygen tank to be attached. When wearing the
mask, the user has a -3 penalty to all Stamina rolls, as it takes a
slight effort to breathe through it. Putting this on in combat is a
Speed 5 action.
Wearing an oxygen mask with at least tank attached makes the wearer
immune to external suffocation penalties (being inside an unbreathable
cloud would not affect them; being physically choked would) and
provides a +8 bonus to Resistance rolls against statuses that would be
inflicted by breathing something in (such as poison mist); the mask is
not perfectly air-tight.
- Cost: 200 Ryo
#### i. Oxygen Tank
Tanks of compressed, breathable air, usually strapped to one's back.
They're basically useless by themselves, but each comes with a hose
that can be attached to an oyxgen mask. Each tank provides 30 minutes
of breathable air.
- Cost: 100 Ryo per tank
====================
# 3. Infiltration
------------------------------
#### a. Camouflage Kit
Everything you need to blend in with the environment, like a truly
sneaky ninja. These come in four flavors: forest/plains, desert,
mountainous/rocky, and 'other' (covering anything not one of those). A
kit may only be used in its corresponding environment.
Using a kit takes 15 minutes, and is enough to conceal a person at
level 3 Stealth; the stealth roll is made after they're fully hidden.
The exact contents are fairly nonspecific, but regardless, each kit is
good for only one use.
- Cost: 150 Ryo
#### b. Camera
Cameras are rare devices, and ones suited for use by ninja even more
so. Styles vary, but they are all small, and usually handheld. However,
they are large enough that they cannot be effectively concealed while
in use. The exact designs may vary greatly, though Sunagakure is fond
of a model worn like a circlet on the head, with the lens covering one
eye.
Most models include a flash that allows blurry pictures to be taken in
the dark. Each image uses a single piece of film, acquired separately.
Facilities to develop the film are rare, but exist in all major shinobi
villages, along with trained staff who will do so overnight for urgent
matters, or within a week for personal needs.
- Cost: 750 Ryo

\page
#### c. Camera Film
These are specially treated, light-sensitive pieces of paper. Due to
the lack of standardization among models, pieces of film generally
cannot be exchanged from one camera to another. These are usually
stored inside the camera itself; if exposed to light before capturing
an image they become useless, though afterwards there will be no
effects from direct light on the paper.
- Cost: 50 Ryo
#### d. Grappling Hook
A three- or four-pronged sturdy metal hook. The typical use is to
attach it to the end of a rope then throw it over a wall, up a tree, or
across a small chasm, and hope it catches on something (such as a piece
of architecture, a branch, or a appropriately-shaped rock). The user
then climbs the rope to get to their destination!
These see limited use among experienced ninja, who typically have ways
of easily doing the same thing, but beginners often find them useful,
and they can be situationally helpful even for more advanced shinobi.
- Cost: 100 Ryo
#### e. Lockpicks
A set of small tools, easily carried in a pocket, used for opening
locks in absence of the key. These allow an Espionage roll to be made
to open a lock, and also provide a bonus to said roll. That bonus has a
maximum of +5, or the user's Espionage skill ranks, whichever is lower;
you have to actually know how to use them to get any benefit. These are
reusable, though a roll of 5 or lower on the Espionage check means they
break in the attempt (which may still be successful).
- Cost: 100 Ryo per +1
#### f. Ninja Comm Device
The pinnacle of technological advancement in the ninja world, these are
small wireless radios. They're typically worn as headsets with an ear
insert and a microphone held suspended near the wearer's mouth. Normal
comm devices can be tuned to transmit and receive on any of a dozen
frequencies by the user, allowing any set of devices to be synchronized
with one another. Though each village also has a few sets of specially
made comm devices built to operate on
"secure" frequencies, these are not typically
given to shinobi on missions.
Commonly used in missions that require precise coordination or
infiltration, these always receive, and are touch-activated to
broadcast. They have a range of half a mile. Be aware that while these
are generally a secure means of communication, it's (theoretically)
possible for enemies to find your frequency if you're making continual
use of the comms, they know you're using them, and they're actively
trying to do so.
If you suffer a Major or greater Head wound while wearing a comm
device, it breaks as a result of the damage. A comm device broken this
way is too badly damaged to be repaired, and will need to be replaced.
- Cost: 500 Ryo ; 1000 Ryo for 2-mile radius
#### g. Telescope
A small pocket telescope, which telescopes out from two inches to close
to six. It allows you to effectively see what's going on up to five
hundred yards away, and read reasonably-sized text (assuming you have
clear line of sight) up to a hundred yards away. Mechanically, this
means that any Awareness rolls at a distance up to its maximum (to,
say, see when a guard leaves his post) have no penalty.
- Cost: 200 Ryo
># Poisons
1. Rules
a. Doses
b. Melee Weapons
c. Ranged Weapons
d. Types of Poison
e. Identifying Poisons
2. Poisons
a. Centipede
b. Black Adder
c. Yew
d. Bark Scorpion
e. Cone Snail
f. Deathstalker Scorpion
g. Death Cap
h. Brown Recluse
i. Black Widow
j. Wolfsbane
k. Manchineel Tree
l. King Cobra
m. Belladonna
n. Wandering Spider
o. Box Jellyfish
p. Water Hemlock
q. Stonefish
r. Blue-Ringed Octopus
s. Golden Dart Frog
Poisons are nasty business, and one of the murkier aspects of ninja
tactics. Certainly, before the days when shinobi had discovered the
secrets of chakra manipulation, poisons were a vital part of their
arsenal. The proper use of poisons, however, is hard to learn, and in
most circumstances just isn't as useful as being able to shoot
fireballs and run up walls.
Some ninja, however, still find uses for them. This section is for them!
====================
1. Rules
------------------------------
#### a. Doses
Poisons are measured in doses. Each poison has a listed price. The
first dose costs that much; subsequent doses cost half that much, each.
This is, essentially, a limit on how many times you can use that poison
before running out.
Each poison has a listed Toxicology rating. Your Toxicology skill ranks
must be a minimum of that much to use that poison.
#### b. Melee Weapons
One dose of poison is enough to coat the business end of a weapon. You
can apply up to 1+(Toxicology)/10 doses worth of poison to a weapon as
a single Speed 10 action. Each time the weapon hits something, it loses
one dose. If you apply a new poison to the weapon (even another dose of
the same type), any remaining poison of the previous dose is wiped away.
\page
#### c. Thrown Weapons
A single dose of poison can coat two thrown weapons. Like melee
weapons, a thrown weapon does not lose its poison coating unless it
actually hits something or someone. A thrown weapon may hold only a
single dose of a poison; applying a new poison wipes away the old.
#### d. Types of Poison
Poisons have four possible vectors: Contact, Injury, Inhalation, and
Ingestion. Contact poisons can be applied to any blunt or slashing
weapon, while Injury poisons can be applied to slashing or piercing
weapons.
 If you fail this roll (which does receive the benefits or
partial defense), you have been poisoned. You're afflicted by the
poisons status effects (Poison of some value, and sometimes other
effects, described in the individual poison) for its Duration. If
partial defense applies, it reduces the Duration, not the severity.
Ingestion poisons are effectively useless in combat, but can be used to
lace someone's food. Inhalation poisons can only be used effectively by
deploying Poison Smoke Bombs.
No matter how many poisons you're afflicted by, their effects do not
stack. Thus, if you had Poison 4 for Duration 25, and Poison 2 for
Duration 50, you would take 4 damage per initiative count for 25 IC,
and then for the next 25 you'd take 2 damage per IC. Any additional
effects apply regardless, as long as they don't overlap (Paralysis 1
and Paralysis 3 is just Paralysis 3, as normal).
#### e. Identifying Poisons
When you or someone else has been poisoned, it's possible to identify
the venom just based on the symptoms. You may do so after 1/10 of the
poison's total duration has passed. At that point, you can roll a
Research, Toxicology, or Medicine skill check (your preference) against
20 + the poison's Toxicology rating. Success means you've identified
the poison.
If you fail, you may take a Speed 6 action afterwards to try to
identify the symptoms, which you may repeat as many times as you like.
====================
2. Poisons
------------------------------
#### a. Centipede (Injury, Contact)
Giant centipedes aren't actually all that venomous, though their venom
causes significant discomfort, and a pervasive sensation of weakness.
Centipede venom cannot harm HP, only Vitality. A person afflicted has
their physical damage bonus reduced by (0.5, +0.1 for every two points
they failed their Resistance roll by) for the rest of the day, even if
the poison is cured. However, centipede venom has a -2 penalty to the
Toxicology roll used to inflict it. Multiple damage bonus penalties
from centipede venom don't stack; the highest one replaces any lower
ones.
Poison: 1
Duration: 75
Toxicology: 3
Cost: 50
```
```
#### b. Black Adder (Injury)
Snake poison, and not a particularly troublesome variety of it. There's
intense pain and significant swelling at the point of contact, but
that's the worst of it. Hours afterwards, there will be a lingering,
full-body pain, but nothing life-threatening. However, your Toxicology
roll to poison a person with this has a +3 bonus.
Poison: 1
Duration: 100
Toxicology: 6
Cost: 80

#### c. Yew (Injury, Ingested)
Only relatively dangerous in its normal form, the yew's toxin has
proven its value to ninja by being versatile, easily refined, and easy
to get ahold of. Unlike poisonous animals, trees don't tend to be small
or wander around. While poisoned, any time your Stamina penalty
increases, it increases by an additional 2 points.
Poison: 1
Duration: 100
Toxicology: 6
Cost: 120
#### d. Bark Scorpion (Injury)
Stings from the bark scorpion aren't typically fatal; ninja weaponizing
the venom distill it to improve the lethality. Despite being
exceptionally painful at the point of entry, it's not likely to kill
someone, though the lingering numbness and spasms are certainly
unpleasant to deal with.
Poison: 1
Immobilization: 2
Duration: 100
Toxicology: 9
Cost: 180
#### e. Cone Snail (Injury, Contact)
A family of brightly-colored, excitingly-patterned snails, the worst of
these produce a venom which is a compound of hundreds of different
toxins. Aside from pain and swelling at the point of impact, the venom
can easily cause respiratory failure.
There is no antidote to cone snail venom. If you've been poisoned, when
your Fatigue levels increases your Stamina penalty is halved, rather
than being reset to 0. You may not Rest or lower your Stamina penalty
in other ways.
Poison: 1
Duration: 150
Toxicology: 9
Cost: 200
#### f. Deathstalker Scorpion (Injury)
Despite the name, one of the world's most venomous scorpions isn't all
that lethal to humans. As with most scorpions, being envenomated is
excruciatingly painful, far out of proportion to the actual threat
posed.
Poison: 2
Paralysis: 1
Duration: 75
Toxicology: 12
Cost: 200
\page
#### g. Death Cap (Ingested)
The death cap is one of, if not the, most poisonous mushrooms in the
world. Mercifully, there's no way to process it into a weaponized form.
In addition to its Poison rating, every 10 IC which pass a victim loses
1 point of RES. These recover at the rate of 1 per week which passes
(double with medical treatment). Someone who reaches 0 RES simply dies.
Poison: 1
Duration: 500
Toxicology: 12
Cost: 300
#### h. Brown Recluse (Injury)
A shy, tiny spider, the brown recluse none the less has an especially
dangerous venom, especially to civilians; to shinobi, it's only
severely threatening. The poison is slow-acting, but still dangerous.
Poison: 1
Duration: 700
Toxicology: 15
Cost: 300
#### i. Black Widow (Injury)
This infamous little spider's venom has quite the unpleasant, and
largely well-deserved, reputation. For the poison's duration, your
Chakra Exhaustion and Stamina rolls all suffer from a -4 penalty.
Poison: 2
Immobilize: 3
Duration: 150
Toxicology: 15
Cost: 300
#### j. Wolfsbane (Injury, Ingestion)
A poisonous plant known also as monkshood, the least of one's worries
are a severe burning sensation at the point of injury, the abdomen, and
the face. The more severe ones are staving off paralysis of one's heart
and lungs.
Wolfsbane has a -2 penalty to its Toxicology rolls if delivered through
injury, or +4 if by ingestion. When poisoned by Wolfsbane, your Stamina
rolls use the higher of your Stamina or Chakra Exhaustion penalty, and
your Chakra Exhaustion rolls use the higher of your Stamina or Chakra
Exhaustion penalty.
Poison: 4
Duration: 125
Toxicology: 18
Cost: 350
#### k. Manchineel Tree (Contact, Injury, Ingestion,
Inhalation)
Nothing about this tree isn't inimical to human life. The sap and bark
are poisonous, the fruit is absurdly toxic, the leaves are sufficient
to poison water supplies. Tying people to the tree overnight is a
brutal, highly effective method of execution. In practice, ninja use
the sap as a toxin, as it keeps best.
Envenomation results in severe full-body irritation and shortness of
breath. It's painfully distracting enough to inflict a -2 penalty to
Accuracy and d20 rolls, and inflicts its Suffocation effect every 10 IC.
Poison: 3
Suffocation: 1
Duration: 150
Toxicology: 18
Cost: 350
#### l. King Cobra (Injury)
One of the world's deadliest snakes, the king cobra's venom is a
neurotoxin that quickly leads to blurred vision, disorientation, and
muscular paralysis. While poisoned, you have a -4 penalty to all skill
rolls other than Resistance, and a -5 penalty to Stamina and Chakra
Exhaustion rolls. King cobra venom has a +3 bonus to its Toxicology
rolls.
Poison: 2
Paralysis: 3
Duration: 200
Toxicology: 22
Cost: 500
```
```
#### m. Belladona (Injury, Ingestion)
Also known as devil's berries, belladona's poison causes delirium,
hallucinations, and weakness. For its duration, your physical damage
bonus is halved. Anyone is able to hide from you, regardless of your
visibility penalty, if they double the Speed of their Hide action,
though in this case you get a +5 bonus to your Awareness roll. If
eaten, its Poison value is doubled.
Poison: 2
Visibility: -4
Duration: 200
Toxicology: 22
Cost: 400
#### n. Wandering Spider (Injury)
Not only is it one of the most dangerous spiders, it's one of the most
aggressive ones, and won't hesitate to attack humans. The venom is a
neurotoxin
While poisoned you suffer from -3 Accuracy. Any time your Chakra
penalty increases, your Stamina penalty increases by half that much,
and vice versa.
Poison: 4
Duration: 100
Toxicology: 26
Cost: 450
#### o. Box Jellyfish (Injury, Contact)
Though they're not the deadliest of sea creature, they're what most
people will imagine when thinking of that. Affliction with this venom
results in convulsions, and before long will send a victim into shock.
The convulsions make it exceptionally difficult to act. You can't take
any action with a base Speed of 20 or higher, -1 for every 5 points you
failed the Toxicology roll by.
Poison: 3
Paralysis: 1
Duration: 150
Toxicology: 26
Cost: 450
#### p. Water Hemlock (Contact, Ingestion)
There are multiple varieties of hemlock, with this being by far the
most unpleasant. The plant's sufficiently lethal that coming into
contact with it purely by accident in the wild can cause death. It's a
powerful stimulant, leading to intense pain, tremors, disorientation,
dizziness, fever, hallucinations, tingling, dilated pupils, respiratory
difficulty...
While poisoned, you have a -4 penalty to Resistance and Awareness rolls.
Poison: 4
Visibility: -5
Duration: 200
Toxicology: 30
Cost: 500
#### q. Stonefish (Injury)
The most venomous fish in the world, it's commonly agreed upon that
having an injured limb amputated is less agonizing than enduring the
pain. Though there will be a slow necrosis of flesh around the injury,
the real risk is quite immediate.
Poison: 6
Duration: 100
Toxicology: 30
Cost: 500
#### r. Blue-Ringed Octopus (Injury)
A small, unimposing creature, it's still one of the world's most deadly
animals. Its venom is a cocktail of more than a dozen toxins that will
kill within minutes. Thankfully they're rare, as no antidote exists.
If one does have the misfortune of being poisoned, this poison inflicts
its Suffocation effect every 10 IC. Continual first aid provided by
someone else (specifically, forced respiration) will prevent the
Suffocation and Poison damage from being inflicted while it's
maintained.
Poison 3
Paralysis 8
Suffocation 2
Duration 200
Toxicology: 35
Cost: N/A
\page

#### s.  The venom can remain potent for more than
two years, and simply touching a surface the frog has crossed can be
enough for small animals to perish.
Attempts have been made to raise the animal in captivity, and failed.
The common theory is that some part of their diet is what makes the
poison coating their skin so deadly. That, combined with their rarity,
makes this poison exceptionally difficult to come by--which is a good
thing. It shuts down the nervous system, leading to numbness,
paralysis, and ultimately heart failure.
Poison: 10
Paralysis: 4
Immobilize: 5
Duration: 100
Toxicology: 35
Cost: N/A (the antidote is 500 Ryo per dose
># Equipment by Rank
1. Genin
a. Forehead Protector
b. Exploding Tag
2. Chunin
a. Flak Vest
b. Custom Smoke Bombs
c. Exploding Tag, Type 2
3. Jounin
a. Hand Guards
b. Exploding Tag, Type 3
4. ANBU
a. ANBU Mask
b. ANBU Cloak
5. Kage
a. Kage Hat
b. Kage Robes
====================
## 1. Genin
------------------------------
#### a.  When worn on the forehead, it blocks the effects of the first
Minor head wound you receive, but is knocked off in the process.
- Cost: Free
```
```
#### b. Exploding Tag
Rectangular slips of paper inscribed with special seals, centered
around the kanji for "explode". They're
infused with chakra, but normally inert. A tag can be
"primed" by focusing a small amount of chakra
into them, at which point they can stick to most surfaces (like walls,
or the underside of bridges; tags cannot be attached to people) and are
ready to be detonated; this doesn't take an action.
Detonating a tag is a Chakra 5, Speed 10 action which requires you to
physically touch the tag in question. You may set it to detonate
anywhere between 10 and (10 + your ranks in the Chakra Control skill)
IC afterwards. When a tag is on its 'countdown' it begins sparking,
smoking, and sizzling distinctively; any shinobi will realize that it's
about to go off.
Fire will not cause tags to explode, nor will they explode in a
"chain reaction". A tag that is blown up or
burnt, even a primed one, is just destroyed.
Tags do 5d20.open(10) damage, in Area 20. If multiple tags are set off
on the same IC (and someone is hit by them all), their damage is
combined for determining what wounds they inflict; explosions inflict
Blunt wounds.
When detonated, tags count as a Speed 8+2 per tags attack that cannot
be made faster by any means. This uses your base accuracy, gaining no
bonuses from anything, and anyone caught in the explosion incurs a -5
dodge penalty, with an additional -2 penalty per tag in the explosion
and they add half of your NDB to their damage. However, anyone who
escapes their area before they explode automatically avoids all damage.
Certain jutsu may cause tags, in which the target must defend against
the projectile as well as the explosives when appropriate.
- Cost: 100 Ryo
\page
====================
#### 2. Chuunin
------------------------------
#### a. Flak Vest
Often referred to as 'chuunin vests', these are what many a genin
strives to be allowed to wear. There's a jounin version as well,
slightly different in appearance but functionally identical.
Any time your torso or abdomen would be wounded, the vest reduces the
wound's severity by 1, and the final damage by 25 (after determining if
you're wounded). The next time, this damage reduction is 20; then 15,
and so forth. When the damage reduction reaches 0, the vest is damaged
too badly to provide any protection and no longer reduces the severity
of your wounds.
- Cost: 400 Ryo
#### b.  Very nice, and such. For
pricing, first determine the 'level' of smoke bomb you want, which
starts at 0 and is modified by...
Visibility Penalty: -4 (+0), -6 (+2), or -8 (+3)
Duration: 5 IC (+1), 10 IC (+2), 15 IC (+3), or 20 IC (+5)
Radius: 5 yards (+1), 10 yards (+2), or 25 yards (+3)
Range: STR/5 yards (+0), STR/4 yards (+1), or STR/3 yards (+2)
- Cost: Level*10 Ryo
#### c. Exploding Tag, Type 2
A more powerful version of the regular exploding tags, not given to
genin because experience has shown, time and again, that genin really
can't be trusted with high-end explosives.
Chuunin, however, are more responsible--at least, in theory. Therefore,
they get to play with the big explosions! Type 2 tags function
identically to regular exploding tags more regards, though the deal
7d20.open(10) damage and have an Area of 30. Additionally, they deal
double damage to inanimate objects (such as walls, but not including
jutsu-based defenses).
- Cost: 250 Ryo
====================
3. Jounin
------------------------------
#### a. Hand Guards
Gloves (often fingerless) with a metal plate covering the back of the
hand. These allow you to parry weapon attacks unarmed; however, if you
do so, any wounds (if you fail) will be applied to your hands (or arms,
or whatever, as appropriate for the rank of the wounds).
That said, the first two times you're wounded doing this, the wound's
severity is reduced one rank. The second time that happens, the guard
on the back of that glove will be broken. Thus, if you wear both gloves
(100 Ryo pays for a pair), you could do it a total of four times.
You may also block with these guards, with the same wound location and
severity effects. This allows you to block weapons without reducing
blocking's effectiveness.
- Cost: 100 Ryo
#### b. Exploding Tag, Type 3
The end-all and be-all of 'mundane' explosives, reserved for jounin
simply because of how difficult they are to produce, which is in turn
reflected in how troublesome they are to get ahold of.
Type 3, like Type 2, deal double damage to inanimate objects. They deal
10d20.open(10) damage, and have an Area of 50.
- Cost: 500 Ryo
====================
4. ANBU
------------------------------
#### ANBU Mask
Hand-crafted white ceramic masks featuring mono- or bichromatic lines
that make the mask resemble some kind of animal's face. Technically
there's nothing preventing you from changing what animal it is each
time you replace the mask, but most ANBU members stick with a single
choice and use it as a distinguishing feature.
 The mask does crack, break, and
fall off during this process.
- Cost: 200 Ryo
#### ANBU Cloak
High-quality cloaks that wrap around a user's body to obscure them from
the shoulders down. They're practically waterproof, and do a great job
of keeping out the rain. Stains--especially blood!--come right out in
the wash!
Once per 100 IC you can make an automatic surprise attack with any
Small-size weapon, drawing it as a Speed 0 action, as long as you
haven't used that weapon previously in the fight.
 Most ANBU
captains stick with the black anyway since it looks better. They're
ANBU captains, they do what they want.
- Cost: 200 Ryo
\page
====================
5. Kage
------------------------------
#### Kage Hat
Every village's Kage has a distinctive hat to go with their formal
Kage's robes. It's diamond-shaped with a pointed top, sloping low
enough to keep the sun from their eyes and occasionally accompanied by
a headdress to obscure the sides of their head. If worn properly, it
can also obscure the upper half of their face from view, which looks
really cool.
The hat is mostly a color corresponding to the country the Kage is
from, with a white portion at the front and a kanji indicating their
country of origin in the dominant color in that section.
While not useful in combat, it is a VERY nice hat.
- Cost: Priceless
#### Kage Robes
Formal attire for Kages, mostly white and off-white, with the lower
half (and some highlights on the upper half) being a color
corresponding to the village. They look bulky, but they actually
breathe very well! The robes are exceptionally comfortable, and while
not stylish they tend to swish and swoosh dramatically.
The robes impose a -3 penalty on accuracy, dodge rolls, and Athletics
checks. However, because Kages are totally badass they can shed these
robes as a Speed -2 Interrupt. And yes, that's a negative sign there.
```
```

What a sexy hat!  Gaining Experience Points
a. Roleplay
b. Combat
c. Events
d. Training
e. Other
2. Spending Experience Points
a. Attributes
b. Abilities
c. Jutsu
d. Other
3. Experience Bonuses
====================
1. Gaining Experience Points
------------------------------
#### a.  Do
note that this does have to be with other people; playing with yourself
may be fun, but claiming you should be rewarded for it is just silly.
Every half hour of in-character activity awards 2 XP. You
must remain reasonably active throughout this. Thus, if you were
playing for an hour and a half, but had to take a twenty-minute break
in the middle for whatever reason, you would get 4 XP, counting only
the hour and ten minutes during which you were actually RPing.
When in doubt, use common sense.
#### b. Combat
As highly-trained (well, in theory), supernaturally-powered fighters,
ninja can learn a lot from combat, testing their abilities against one
another. Most of the time this is (semi-)friendly practice rounds, or
spars. Sometimes it's, well... not.
You get 2 XP for every 30 minutes the fight lasts, though you do not
accumulate RP XP during that time. Additionally, you may receive bonus
XP for your fight depending on how things went. Consult the lists below!
Bonuses:
+1 per Fatigue level you end the battle at, to a maximum of +5
+2 for every Major wound you acquire
+4 for every Severe wound you acquire
+6 for every Critical wound you acquire
Penalties:
-2 per Fatigue level you begin the battle at
-1 per Wound (regardless of level) you start the battle with
After fighting someone, you may not gain XP for fighting that person
for 24 hours. If you, however, are in a spar with them and other people
(who you haven't fought in the past 24 hours) you will still gain XP
for it.
#### c. Events
Although the game revolves around the PCs, the world they're in does
not. Things are constantly going on off-screen, separate from casual
role playing. Sometimes, GMs will make this known through an event.
These are often missions which the characters are sent on by their
village, with clearly defined objectives such as delivering an item or
protecting a person. However, this is by no means the only type of
event.
You do not get XP for RPing during events, nor do you get XP for any
combat which takes place as part of one. Instead, the GM who ran the
event will tell you how much XP you have earned.
#### d. Training
It's assumed that your ninja keeps themselves busy somehow when
off-screen. Maybe they're doing missions for their village, maybe they
actually training, or maybe they're just laying in a hospital bed
reflecting on their mistakes. Realistically, however, you're not going
to go over all these things when playing the game; after all, your
character is always a ninja, but you have a real life to worry about.
Whatever the reason, your character gets a small amount of XP for each
day the game's been going, representing this; with the way this works,
it also helps characters made later in the game catch up.
Because it can get a bit convoluted (but look on the bright side: free
XP!) this has its own node; check "Training",
also in Chapter 9, for details.
#### e. Other
You may get XP in some other fashion. Usually, this will involve a GM
telling you how much you got, and for what reason.

Please do not use Fuumas in training against fellow mist ninja, we will
take your swords!  - Office
of the Mizukage
\page
====================
2. Spending Experience Points
------------------------------
#### a. Attributes
XP can be spent to increase any of your five basic attributes. Starting
out, the cost to do this is 4 XP per 1 point in any single attribute.
The primary restriction on this is the poorly-named 'rule of 3'. What
this means is: the amount you have increased an attribute may not be
more than 3 points higher than the next-highest amount you have
increased an attribute by.
Because an example will make it clearer: You could raise your STR by 3
points (for 12 XP). To raise it to 4 points, a single other attribute
would need to have been raised by at least 1, for a total of (4+1)*4 =
20 XP.
Say you had raised your STR and RES by 12 each, your CHA by 9, your AGI
by 6, and your DEX by 3. You could raise your STR or your RES to 15
right away, but to raise both of them to 13 you'd need to raise your
DEX, AGI, and CHA by 1 each (in that order).
And, to be clear, only the amount you have raised an attribute by using
XP matters; its starting value, or bonuses from uniques (or any other
sources), is not part of this limit.
Aside from that restriction, raising attributes summons from a degree
of diminishing returns. The first 50 points in an attribute cost, as
stated, 4 XP; the next 50 cost 5 XP per +1, the next 50 cost 6 XP per
+1, and so forth. Thus, to raise your STR by 62 points you would have
to spend a total of (50*4 + 12*5) = 260 XP... not counting what you'd
have to spend on other attributes to satisfy the 'rule of 3'.
Finally, you may spend no more than half your total XP on stats. So, if
you had 1000 XP, you could spend no more 500 XP on raising your stat
points.
#### b. Abilities
The full details of spending XP to learn abilities are discussed in
Chapter 4. But, in brief: it varies from one ability to another, with
the costs being listed in individual abilities.
#### c. Jutsu
A ninja who intends to be successful would do well to have a wide
variety of techniques at their disposal. The actual restrictions on
what you can and can't learn are discussed in detail in Chapter 6. Once
you meet the requirements to acquire a jutsu you want, to learn (or
'purchase') it you spend an amount of XP determined by its rank, as
listed... below:
E: 6
D: 8
C: 12
B: 24
A: 48
#### d. Other
Anything else you can spend XP on will likely explain the rules for
doing so in its description.
====================
3. Experience Bonuses
------------------------------
Clanless characters, and certain clans (which will say so in their
description), get what is called an experience bonus. This is an amount
beyond your Total XP which you can spend.
Experience Bonuses are given in percents--for example, Clanless
characters have a 10% XP Bonus. Take, for example, a clanless character
who's earned 100 XP from RP, 100 from fighting, and 23 from events, on
top of his starting 100 XP. This means that his Total XP is 323, just
like any normal character.
However, he also has a 10% XP bonus; this means that his bonus XP is
32. Thus, in his Spent XP log (you'll read more about logs later in
this chapter) he would record XP Total as 323, "XP Bonus
(__%)" as 32 (and change the __% to 10%), and
"Total + Bonus" as (323+32) 355.
Your total amount of XP spent can go up to your Total + Bonus.
However, your bonus is not actually part of your Total XP. Many things
are based on your Total XP, such as bonuses to Genjutsu rolls, your
Skill Points, and Talents. XP bonuses have no effect on these
\page
># Training
1. Late Creation
2. Normal Training
3. Eventually...
====================
1. Late Creation
------------------------------
Because of this game's constantly-ongoing nature, a lot of people will
join after it starts; also, you might get tired of a character and make
a new one. Training gives 3 XP a day, every day a character exists (see
"Normal Training" below), which would leave
this people at a disadvantage. For example, if you join 100 days into
the game, everyone would have 300 XP more than you.
However, there's a system in place to deal with this. Essentially, you
can "earn" all that XP you missed out on by
playing the game. The way it works is a little complicated, but please
bear with us--and look on the bright side, it means you get more XP!
The first thing you need to do, when you make your character, is type
get_days on the server. This will return you a message saying something
like, "12 days have passed since the beginning of the
game." That's your Creation Day (because the game started
on day 0). You record this on your character sheet, in Logs
-> XP Logs -> Training. It goes in the empty box
on the "Creation Day" row.
Next, you calculate "Missed XP"; this is your
Creation Day, multiplied by 3. In other words, it's the amount of
training XP you would have received if you'd made on day 0.
The way the system works is that you get that missed XP by playing. For
every 1 point of XP you earn normally (through RP, fighting, or
events--as discussed in the "Experience
Points" node), you earn 1 additional point of XP, until
you've received all your Missed XP this way. That can be complicated,
so please, keep reading--a mostly error-proof way of figuring this out
follows.
Still in your Training Log, your "Earned XP"
row has the total of all the XP you gained from RP, fights, and events;
just use the totals from those sections (or your Total XP log) and add
them together. This is mostly just for reference.
Next is "Claimed XP"; this is the lower of
your Missed XP or Earned XP. To reiterate, in case there was any
confusion, this can never go above your Missed XP. Once they're equal,
that means you've "gotten back" all the
training you missed out on by starting late.
"Remaining" is also just for reference; it
lets you know how much more "double XP" you
have available.
====================
2. Normal Training
------------------------------
As mentioned above, you get 3 XP for every day your character exists.
You do not, however, need to buy a calendar just for this game!
When you type get_days on the server, you'll see how many days have
passed since the game began. If you subtract your Creation Day
(discussed above) from this number, that is how many Training Days you
get (filled out in your Training Log). Multiplying that by 3 is your
Training XP.
So, if you made on day 100, and it was currently day 124, you would
have (124 - 100) 24 days of training. This would give you (24 * 3) 72
XP.
Finally, combine your Claimed XP and Training XP; this will go in the
row labeled "Total."
====================
3. Eventually...
------------------------------
After you have the maximum amount of Training XP--that is, your
"Remaining" row is 0, after everything has
been properly filled out--you can delete your Training Log.
1. Academy Student
2. Genin
3. Chuunin
4. Jounin
5. Special Jounin
6. ANBU
7. Missing Nin
8. Sennin
9. Kage
No matter what ranks or combination of ranks you obtain, you may only
acquire a total of 4 Unique Points from ranking up. Thus, if you were
promoted to Chuunin, then to Special Jounin, and later transferred to
full Jounin status, you would have 2+1+2 = 5 -> +4 UP from
your rank.
====================
1. Academy Student
------------------------------
Every ninja village has its own ninja academy. It's a lot like you
might expect a modern grade school to be, except instead of learning
math the students learn how to mold chakra, and instead of mandatory
sports programs there are mandatory mock battles.
The ethics of training children of single-digit ages to be effective
killing machines is dubious at best; however, it's been shown that
shinobi who begin training from a young age (younger than 10, older
than 6, is the typical rule of thumb; any younger and they risk
stunting their development) have significantly higher potential than
those who begin later.
Players do not begin as academy students, though it's presumed that
their character was one beforehand, and only recently graduated. The
rank is included here for the sake of completion.
\page
====================
2. Genin
------------------------------
After graduating from their village's Ninja Academy students are
promoted to the rank of Genin. This is when they're given a forehead
protector with their village's emblem, worn to identify them as ninja.
They're also entered into their village's Ninja Registry for
identification purposes.
At the rank of Genin they will finally begin performing actual missions
for the village, usually of E- and D-rank, though sometimes higher with
supervision. Genin are trusted to go on missions outside of their
village.
While genin are typically the weakest ninja in their village, it's a
rank, not a measurement of power. It's quite possible for a genin to be
more powerful than their superiors.
Genin can learn E-rank Taijutsu and Ninjutsu techniques.
====================
3. Chuunin
------------------------------
Chuunin are shinobi who have proven themselves capable leaders within
their village, able to coordinate effective strategies during missions
and make intelligent decisions for themselves and others, and make up
the bulk of the village's combat-ready forces.
The villages organize a semi-annual Chuunin Exam, with candidates from
all villages participating. This is used both for the ninja involved to
prove their worthiness of advancement, but also as a way for the
village to show off the talents of their shinobi; Chuunin Exams are
relatively public affairs, with many nobles and potential employers
attending.
While rare, at times exceptional shinobi will demonstrate their ability
consistently in missions and other situations, and the village will
choose to promote them without waiting for them to pass the Chuunin
Exams.
Chuunin are all issued, and most choose to wear, special flak jackets
when they're promoted. These identify them as qualified as shinobi, and
for many ninja wearing one is point of pride. Some opt not to, instead
preferring more distinct robes or capes.
Promotion Requirements:
- Be able to use D-rank Taijutsu and Ninjutsu.
- Pass the Chuunin Exams.
Chuunin have access to C-rank taijutsu and ninjutsu techniques. Upon
promotion to Chuunin, you gain 2 Unique Points.
====================
4. Jounin
------------------------------
Considered the elite ninja of the village, Jounin are ninja who prove
themselves exceptionally capable shinobi. Jounin Exams do
exist, but they are not as public or prestigious as Chuunin exams,
which are meant to be a show to the country's daimyo of that village's
potential. They are sent on high-priority A- and S-rank
missions, regularly dealing with life-threatening situations.
Jounin are often given squads of Genin to lead, training the next
generation as they had once done for them. While it varies
between villages just how important this process is, usuually a genin's
sensei is a lasting confidante and, at times, someone to measure
themselves against.
Promotion Requirements:
- Be a Chuunin.
- Never inflict a critical on a fellow village
shinobi during training.
- Be able to use D-rank Genjutsu.
- Pass a Jounin exam or be selected for advancement.
Jounin have access to B-rank techniques. When you're promoted to Jounin
to receive 2 Unique Points, and may choose two of the following rank
benefits.
====================
5. Special Jounin
------------------------------
Special jounin occupy distinguished positions in their village; Genin
and Chuunin typically think the rank is 'below' jounin, while most
jounin respect a special jounin's expertise.
Every special jounin has one field in which they excel. When someone
thinks of a special jounin they typically imagine interrogators,
trackers, and med nin, though many work behind the scenes as
strategists and administrators (a few of them even have fearsome custom
administrative ninjutsu techniques).
Sometimes Jounin are promoted laterally to Special Jounin status;
similarly, ANBU may temporarily or permanently 'retire' due to the
psychological stress of their work, and become Special Jounin so that
the village can still use their talents. It's even possible for Chuunin
to be promoted directly for Special Jounin status, if their skills are
valuable enough but their overall performance doesn't merit Jounin
status.
Promotion Requirements:
- Be selected based on your specialized skills.
- Already be Chuunin or higher rank.
Special Jounin have access to C-rank techniques. Additionally, for a
single category (such as Medical Ninjutsu) they have access to B- and
A-ranked techniques.
Upon promotion, Special Jounin receive 1 additional Unique Point to
spend.
\page
====================
6. ANBU
------------------------------
The black ops division of every village, ANBU (Ansatsu Senjutsu Tokushu
Butai) are the most elite, competent, and ruthless of their peers. They
serve as the Kage's bodyguards, and are entrusted with the most
sensitive missions. ANBU identify themselves (or, rather, hide their
identities) by wearing a unique face mask, white with a pattern in some
secondary color to make the mask resemble some type of animal.
In terms of skill and power, ANBU are comparable to jounin. The
difference is the kind of missions they are assigned. ANBU are promoted
with personal approval from the Kage, and are among the most loyal and
dedicated shinobi of their village.
They're also the ones most likely to be sent on high-profile
infiltration and assassination missions. Being ANBU is a mixed
blessing: they don't really have any more authority within their own
village, and while they are respected by their peers there's also a
certain stigma attached to ANBU.
Promotion Requirements:
- Be a REAL Ninja.
ANBU have access to B-rank jutsu, and access to A-rank jutsu of a
single category (such as Combo Taijutsu). ANBU members receive 1 Unique
Point.
====================
7. Missing Nin
------------------------------
Not actually a rank, but rather a status. This is the term applied to
ninja who have deserted their village ("gone
missing") for one reason or another. Missing nin are, in
simplest terms, traitors. Most villages will, once they realize one of
their ninja has fled, promptly add that person to their Bingo Books
and, if the reason they left was sufficiently severe, or if they knew
village secrets, dispatch ANBU teams to hunt them down and either bring
them back to the village or kill them.
Some missing nin may defect to other villages. However, even if they're
allowed to (many villages will accept, and then promptly imprison the
traitor) they are generally treated poorly and disrespected--once a
traitor, always a traitor, and in the shinobi world loyalty is one of
the most valuable traits a person can have.
Requirements:
- Desert your village. Harder than it sounds...
Rank benefits:
- So, I've got good news, and I've got bad news...
- The good news: You're your own boss! Nobody can
tell you what to do!
 Sennin
------------------------------
Calling this a rank is dubious, at best. Certainly, it's not an
official one. These are ninja who've reached a great level of
distinction in their village for reasons other than power in combat,
but who are also skilled enough to be more than a match for most other
ninja in battle.
Most sennin serve as personal advisors to the kage, and potential
stand-ins for the kage; many sennin would be suitable kages (though
perhaps not powerful enough, yet), if not for personal issues, such as
aversion to authority or a strong preference for field work.
Sennin are often give free reign to leave their village and undertake
long-term personal missions--one of the defining characteristics of
them is that they're implicitly trusted by their village to such an
extent.
Rank benefits:
- You can come and go from your village as you
please, without being labelled as a missing nin. However, you're still
expected to answer to the Kage, and not to act against your village's
interests.
====================
9. Kage
------------------------------
The highest rank attainable in any of the major shinobi villages is
that of Kage: the lead ninja in the village. Officially, only the
leaders of the Five Great Ninja Villages are recognized as Kages:
Raikage (Cloud), Hokage (Leaf), Mizukage (Mist), Kazekage (Sand), and
Tsuchikage (Stone). The leaders of Otogakure have taken to styling
themselves as the Otokages, though they are not officially realized as
such.
A village's Kage is not an autocrat; they are still accountable to
their village's ruling council. However, the Kage is also more than a
figurehead. They are one of the village's most powerful shinobi, but
also one who knows when to listen to others and respect the needs of
their people.
Though most Genin entertain dreams of one day becoming their respective
village's Kage, they generally manage to outgrow those desires. Being
Kage is hard work, and typically painfully dull to the ones capable of
doing it well (many Kages have infamously short tempers for paperwork).
A Kage can either be appointed as successor by their predecessor, or
nominated by the village council. Once they've taken the position, a
Kage technically holds the title for life; most step down in their
later years and let a younger shinobi take over, remaining Kage in name
only.
\page
# Rank Benefits
1. Chuunin
2. Jounin
3. Special Jounin
4. ANBU
Rank benefits are specialized abilities acquired when one ranks up.
Each rank will have several for you to choose from; you automatically
acquire any two of your choice, for free. These represent the fact that
while all shinobi of a given rank will have similar overall
capabilities, there's room for different ninja to have widely varying
areas of expertise.
Some benefits can only be taken by members of certain villages, as
indicated by a label of "(village) Only".
====================
1. Chuunin
------------------------------
Choose two of the following bonuses when you become Chuunin.
< Leader >

You're exceptionally good at properly using and allocating your human
resources. When you are the designated leader of a group, you may
activate this benefit up to XP/250 times per in-character
week.

When you do so, you can give an order to one person (or use multiple
activations to give orders to multiple people). They have a +3 bonus to
any relevant rolls to following that order. If the order was to perform
a specific action, if applicable it will have +3
Accuracy.

These orders must be specific. "Do what you think is
best" would not qualify. If you told someone to
"hold this position", that would not give
them the bonus to all combat rolls. "Attack that
person" wouldn't qualify, but "restrain them
somehow" would.

Generally speaking, a single instance of this benefit will benefit only
a single roll or attack.

< Nindo >

You have a nindo, or ninja way, that you hold as more important than
anything else. It gives you strength and guidance when you find
yourself in need of either. This can be something like never leaving a
comrade behind (even if they promise they can, and probably can, handle
themselves) or never allowing yourself to have an unfair advantage (if
a stronger opponent is missing their left arm, holding yours behind
your back for the entire fight). The GMs must approve your Nindo.

Once per two months (eight real-life days), while actively following
our nindo (such as fighting alongside that ally, or in the battle with
that enemy), you can activate this benefit. Doing so resets your Chakra
Exhaustion and Stamina penalties to 0, and lowers your Fatigue by two
categories.

However, if you ever act against your Nindo (even if it's the best
decision to make, or just following orders) you cannot use its effects
for three months (twelve real-life days).

< Unrelenting >

You profoundly don't like to give up; when you set your mind to doing
something, you do it as it has never been done before. You can spend
multiple points of Willpower (or activations of Limit Break, or things
that work similarly) on a single roll. There is no limit to how many
times you may do so for one action, beyond how many Willpower you have
to spend.

< Will of Fire > - Leaf
Only

What brings Leaf ninja together and in some ways makes them the
strongest of all the ninja villages--though none would admit this--is
their comraderie. That they are more or less a giant family and protect
one another as such is why the Leaf ninja prospere, because they do so
with a passion.

Whenever another Leaf ninja is Severely or Critically Wounded, or
brought to 0 HP, something sparks within you, motivating you in the
defense of one another and the village. Starting immediately, and
lasting for (maximum Willpower)*5 IC after your next non-Interrupt
action, you do not accumulate penalties to Fatigue, and status effects
which you are currently afflicted with are ignored. Any Genjutsu which
is affecting you is purged altogether, and you have a +5 bonus to
defensive Genjutsu rolls in this time. Multiple instances of Will of
Fire overlap, but do not stack.

\page
< Mist Born > - Mist Only

Training to fight in low-light environments is something that every
village's ninja academy and instructors covers at least briefly. Mist
puts more of an emphasis on that than others, some say because of the
thick, choking fogs that often engulf their island home, others arguing
it's a result of the networks of caverns under the island that students
and genin often train under.

Many Mist shinobi train themselves to be particularly adept at fighting
with reduced, or even no, visibility. They adapt to low-light
conditions quickly, their eyes adjusting or other senses taking over as
necessary. Every 10 IC you spend suffering from a visibility penalty of
any severity, the maximum visibility penalty you can suffer from is
lowered by 1, applied after Blind Fighting, to a minimum of -2. For
example, if you were inside the range of a Hidden Mist Technique for 20
IC, and had 3 ranks of Blind Fighting, the maximum visibility penalty
(from any source) you could suffer from would be (10-3-2) =
5.

However, every 10 IC you spend not suffering from any visibility
penalties, this bonus decays by 1. In the above example, after 20 IC
your Mist Born bonuses would have dissipates entirely.

If you have closed your eyes, blindfolded yourself or something
similar, Mist Born does not take effect. Wounds and jutsu which
temporarily blind you, however, still trigger it. For area-of-effect
visibility penalties, you must actually be in the
area.

< Desert Adaptation > - Sand
Only

The desert is not a welcoming or forgiving climate. Those who call it
home do not consider it an enemy, but also harbor no illusions about
just how quickly their homeland will end their lives if they let it.
They learn to overcome adversity, because in the desert, there is no
other way.

As a Speed 0 action you can activate or deactivate this village
benefit. While active, you halve all penalties from Fatigue and status
effects. Thus, Immobilization 8 would give you only -4 accuracy and
defenses and -40% movement speed; Visibility 6, however, would still
allow people to hide from you. This specifically does not apply to any
damage-dealing effects, such as Bleed, Ignite, and
Poison.

You may maintain this effect for a total of 50 IC during a
battle.

```
```

\page
====================
2. Jounin
------------------------------
< Experienced Shinobi >

You've been doing this ninja thing for a while, and it's second nature
to you by now. If you could, based on only your DEX and Uniques, reduce
the Seal Speed of a ninjutsu you know to 0 (not counting limited-use
effects, such Single-Handed Seals' "CHA/10 times per
battle" reduction), then you can perform that jutsu
without needing to use handseals.

This doesn't apply to Genjutsu, Sealing Ninjutsu, or Medical Ninjutsu.

< Mentor >

It's sort of expected that jounin will help teach the next generation
of shinobi; indeed, that's why many are given teams of genin to watch
over and train. Anyone can explain a concept, but you can actually do
so well. You'd make a great instructor, truth be told.

You can train other shinobi. This can be done with jutsu, in which case
it takes one week per rank of the technique, during which time you and
the student can still go on missions and about your regular business,
but must be able to spend a reasonable amount of time practicing. This
allows a person to learn techniques of one rank beyond their normal
imitation, and can only be done with jutsu that you know
yourself.

For example, if you knew a B-rank Katon jutsu, you could teach it to a
Chuunin if they spent at least four weeks around you, learning
it.

You may also teach any talents under the
"Capabilities" heading which you already
know. Doing this requires ten weeks of training with your
student. After training is complete, they learn it
normally. However, their next talent must be spent to pay for
whatever it was they learned, and they may only be one talent in
"debt" at a time. For example, say you were
mentoring a student with 1100 XP, who used their first talent to
acquire Seal Training. After ten weeks they would be able to learn, for
example, Medical Training. At 2500 XP the talent point they'd normally
get would be used to "pay for" the Medical
Training they received early.

Keep the GMs informed of who you're training, and with what. There are
Infamy gains associated, for both teacher and student. And, notably,
teaching members of other villages is looked upon very poorly by your
own village and, if they find out, can be tantamount to
treason.

< Staying Power >

All this ninja-ing has given you exceptional resilience. You work
yourself to the bone and fight against impossible odds on a regular
basis; it's not even really all that memorable when you do it, any
more! Your bonus to Chakra Exhaustion and Stamina rolls from Fatigue is
raised by +2 per category (from a default of +5, giving you, under
normal circumstances, +7 per Fatigue level).
< Back to the Basics >

Pick one Chuunin rank benefit you don't have. You acquire
it.

====================
3. Special Jounin
------------------------------
< Skill Mastery >

Choose a single skill which relates to your role as a Special Jounin;
Medicine for a medic nin, Survival for a tracker, Chakra Control for a
seal specialist, and so forth. You must already have the Specialization
ability for that skill. When you roll below a 10 when using that skill,
your d20 roll is instead considered to be a 10. Your maximum skill
ranks are also increased by 3.

You must have GM approval for which skill you take this for. You may
take Mastery more than once, each time applied to a different
skill.

< Highly Talented >

Whenever you spend a point of Willpower to reroll a skill roll, you
also add 5 points to the final result of the roll. You have one point
of "temporary" Willpower, which does not
count as one of your maximum WP but is recovered normally, which may
only be spent to reroll skill rolls.

< Absurdly Prepared >

You take the concept of being prepared to its logical conclusion, and
then keep going. You don't just have the right tools for any given
situation, you have more tools than you know what to do
with.

Whenever you spend requisition to obtain an item other than Exploding
Tags, you get twice as many of that item. Spending 100 requisition on
lockpicks would get you two sets of +1 lockpicks. Buying 10 shuriken
would instead give you 20 shuriken, and so
forth.

< General Expertise >

Pick a Chuunin or Jounin rank benefit; you receive it. This does not
allow you to choose village-exclusive benefits from other
villages.

\page
====================
4. ANBU
------------------------------
< Assassin >

When you attack an opponent who is completely unaware of your presence
(you are in Stealth and they do not know you are hiding from them;
thus, this cannot be used if you hide from them mid-battle) your attack
has +4 Accuracy and +25% damage.

Additionally, you can prepare sneak attacks at twice the regular speed.
Thus, when aborting a Prepare Sneak Attack action to perform a Sneak
Attack, the duration of your Perform Sneak Attack action only needs to
be at least half the Speed of the action you're using as a Sneak
Attack.

< Deadly Reflexes >

It's impossible to catch you off guard. You react without even needing
time to think about what you're doing, letting yourself process the
situation and get your bearings mid-battle. No matter what your
Initiative roll at the start of battle, your first action is always on
IC 0.

< Critical Strike >

You know the value of a single, decisive blow at the right moment. It
ends battles--and lives.
If this causes them to avoid your attack after all, your point of
Willpower is not spent.

This may only be used successfully once per battle.  Doing so requires a
week to study any available information on them and to, through a
mixture of not getting enough sleep and mild meditation, get yourself
in the proper mindset.

You have +6 to Survival rolls to track your quarry, and +5 to Awareness
and Espionage rolls made against them. Your Accuracy for attacks made
against them is increased by 3, and your damage by 25% for the purpose
of determining wounds. When fighting them, you have 1 point of
temporary Willpower, and gain another point of temporary Willpower
every 50 IC.

It takes four weeks of mentally detaching yourself from the hunt to end
the quarry status of a person, be it because you've killed them or
given up the hunt.  Explanation
2. Gaining Infamy
a. Missions
b. Rank
c. Experience
d. Killing
e. Other
3. Effects of Infamy
====================
1. Explanation
------------------------------

The nature of the job is that ninja are seldom well-liked by any
village other than their own. Working together with foreign nin is
certainly not unheard of, and respect goes a long way in the shinobi
world, but trusting someone with your life does not mean you should
actually trust them.

Also part of the nature of the job is that anyone who distinguishes
themselves begins to get some sort of reputation; you can be either
obscure, or successful, and despite how stealthy ninja try to be, being
both has throughout history proven to be an impossibility.

That is what Infamy is: how well and widely known you are, the strength
of your reputation. Infamy is a curse and a blessing, and more the
former than the latter. It can, sometimes, be useful, especially if you
have a reputation for being honorable and need to convince suspicious
adversaries that you're trustworthy.

Most of the time, however, it's an albatross around your neck.  If you go on an E-rank mission,
chances are no foreign ninja are going to see you doing it--but you
still gain Infamy for it. If you kill someone and nobody finds out
about it, you still gain Infamy for it. These Infamy gains are meant to
be representative of your character's overall renown, not the actual
effect of one specific action.
```
```
====================
2. Gaining Infamy
------------------------------
- a. Missions
Completing missions awards infamy; the more active you are, and the
higher-profile the tasks you're completing, the more likely it is that
somebody's going to hear about you, or that you'll develop a reputation.

Completing a mission awards 1 point of Infamy per rank; 1 for an
E-rank, 2 for a D-rank, and so forth, up to 6 points of Infamy for an
S-ranked mission.

Although characters are assumed to be frequently going on missions
appropriate to their skill level off-screen, this only applies for
actual missions run by GMs. This is awarded regardless of success or
failure.
- b. Rank
For every rank other than genin you obtain, you get +5 Infamy. If
you're somehow demoted, you do not lose that Infamy, and you do not get
it a second time if you're repromoted.

Thus, someone who was promoted to chuunin then promoted to jounin would
have +10 Infamy (total) from rank. Later, they're selected for ANBU,
and after a few years of that retire to special jounin status; they're
no longer a jounin or ANBU, but still have a total of +20 Infamy from
ranks.

The exception is Missing Nin.
- c. Experience
The more talented you are, the more likely you are to stand out and be
remembered. Accordingly, for every 500 XP you have, you get a
cumulative +1 Infamy. At 1000 XP you'd get +2, at 1500 it'd be +3, for
a total of (+1 +2 +3 = ) +6.
- d. Killing
If you kill a player character with at least half your Infamy, you gain
20% of their Infamy.
- e. Other
GMs may award Infamy at their discretion for reasons that don't fall
into any of the above categories.
One notable thing that can result in Infamy: Certain jutsu, abilities,
and special techniques not necessarily listed in the PHB may require
"Training"--they're rarely, often
closely-guarded secrets. Knowing one of these is like adding another
ring to that bull's-eye on the back of your head: it's one more reason
for you to be an advantage your village has that everyone else would
just love to neutralize.

Set values for that do exist, but they are S-E-C-R-E-T. Notably, if you
obtain those kinds of things through the use of Talents you don't
suffer that increase in Infamy.
\page
====================
3. Effects of Infamy
------------------------------
The biggest effect of Infamy is that it contributes to your bounty,
should you ever wind up in the bingo books of one or more villages...
and chances are you will wind up there, eventually. Even if you don't
do anything particularly unforgivable, with high enough Infamy they'll
probably just add you as a matter of principle--though, by that point,
just to get your Infamy that high you've probably irritated them a few
times too many anyway. Bounties are, by default, Infamy*10 Ryo, once
you actually have one.
Once you reach 25 Infamy, it's possible that anyone who encounters you
(and learns your name) has heard of you; a result of (35 - your Infamy
/10) or better on a Research roll means they know basic information
like your village, rank, and bounty, and possibly a general idea of
your reputation.
Infamy can also attract other sorts of... unwanted
attention.</text>

\page
># Logs
1. Explanation
2. Spent XP
3. Infamy
4. XP Logs
a. Battles
b. RP Log
c. Events
d. Training
e. Other
5. Total XP
====================
1. Explanation
------------------------------
Logging certain things in this game is mandatory. It's unfortunate, and
undesirable, but it's also necessary for everyone's sake.
Partly, this is for your own benefit. It helps you keep track of things
your character has gained, and makes it easy for you to go back and
check your work.
Also, as an unfortunate truth, some people will, when they can't be
held accountable, cheat. It has happened before, frequently enough to
necessitate the use of these logs. This isn't saying that we distrust
any one person in particular--but rather, that the only fair way to
handle this is to hold everyone to the same standard.
The only mandatory part of the regular character sheet is everything
under the "Logs" tab. Below are instructions
on how to properly fill them out.
====================
2. Spent XP
------------------------------
This log tallies how you've allocated the XP you've earned. It's
divided into two columns: Categories, and each category's responded
"Allocation"--which is how much you've spent
in that category.
So, if you'd spent 200 XP raising your attributes, you'd write
"200" in the Allocation column, across from
Attribute
- a. Ability
The total XP you've spent on all your abilities, both standard and
clan. It should be autocalc the total on your sheet.
- b. Jutsu
The total XP you've spent learning all your jutsu. This may be modified
by some uniques; use the actual, modified total here.It should be
autocalc the total on your sheet.
- c. Attribute
The total amount of XP you've spent raising your attributesIt should be
autocalc the total on your sheet.
- d. Other
Anything else which you've had to spend XP on. Your sheet doesn't
automatically keep track of this, but you should!
- e. XP Total
The total of how much XP you've earned. You'll calculate this in the
"Total XP" log; just copy the number from
there over to here.
If you have an XP Bonus, you should make a note of that instead, though
keep in mind that your actual total is important for calculating some
limits. If you had 200 XP, and a 10% bonus, a good way to fill this out
might be "220 (200+20)".
- f. XP Spent
How much XP you've spent on everything put together. This is the total
of your Ability, Jutsu, Attribute, and Other values in this category.
- g. XP Remaining
This is how much XP you haven't spent on anything--you can hold onto it
as long as you wish, or spend it as you please. Subtract XP Spent from
XP Total; the result is what you'll put here.
====================
3. Infamy
------------------------------
How you can keep track of your infamy!
- a. Infamy
Each entry should be fairly self-explanatory once you've read the
Infamy node in the PHB. In "Missions", use
the total from the Missions grid to the right.
"Rank",
"Experience", and
"Kills" are all explained in the Infamy node.
"Other" is anything which doesn't fall in
those categories, such as GM-awarded Infamy. And finally,
"Total" is the sum of all those boxes.
- b. Missions
A short list of official missions you've completed for your village. #
Completed is exactly what it sounds like; how many missions of that
rank you've done. "Infamy" will be the number
of missions in that category multiplied by the Infamy-per-mission for
that rank.
Total has a box for your total number of missions completed, and the
total amount of Infamy earned from missions.
- c. Notes
What goes here is included in the node! But, in short, it's an
explanation for who you killed, and when, to get Infamy (and how much
it was), and a list of any "Other" Infamy
acquisitions. The GMs who awarded those, regrettably, don't have
perfect memories.
\page
====================
# 4. XP Logs
- a. Name
If a spar, list the people involved, if a mission, get the name from a
ST. If a RP, same as spar, list who was involved.
- b. Type of Action
RP, Spar, Mission, or Other.
- c. IC Location
The Village or outside the village the country unless ST specifies.
- e. Room Location
The room on discord this took place in.
- f. Times
The start/end times, please list your local time (CST,EST,etc)
====================
5. Total XP
------------------------------
And so we come to the end! Here you'll find a column of categories,
and, opposite them, a column in which to enter numbers!
For Battle, RP, Event, and Other, take the most recent
"Total XP" entry from the respective
categories in XP Logs, and copy them over.
Similarly, Training is just the "Total"
number in your Training Log.
Creation should pretty much always be 100.
XP Bonus is only important if you have one.
You should rename "XP Bonus (__%)" to the
actual percent you have; for example, "XP Bonus
(10%)". In the accompanying box, multiply your Total by
that percent. 10% of 131, for example, is 13.
Total + Bonus is your Total XP, plus your XP Bonus.
\page
># Talents
1. Introduction
2. Acquiring Talents
3. Types of Talents
====================
1. Introduction
------------------------------
Talents are things which differentiate your character from the
rank-and-file ninja. Jutsu, skills, and abilities are all things which
are fairly common. True, most ninja won't know A-ranked Suiton
jutsu--but knowing them is less a sign that one is
"special", and more an indication that you're
an advanced ninja.
Talents are somewhere between uniques and abilities. They're not
fundamental aspects of your character--they're things you've learned or
developed over time, that are genuinely hard to come by in an average
shinobi.
In a more meta sense, talents are a way of getting rare, exclusive
abilities for your character. And the best part, they're totally free!
====================
2. Acquiring Talents
------------------------------
You get talents automatically as your character gains experience. You
get talents at the following XP milestones:
1000

2500

4500

6000

And every 1500 XP afterwards (7500, 9000, etc.)

Thus, a 3000 XP character would have two talents!
You don't have to choose talents as soon as they're accessible. If you
get to 1000 XP and aren't sure what you want, it's perfectly alright to
hold off until later. There are no penalties for waiting until later to
pick talents.
You can take "Enhancement" talents
repeatedly, whereas most "Capability" talents
can only be taken once.
====================
3. Types of Talents
------------------------------
Talents are divided into two broad categories: Enhancements and
Capabilities.
Enhancements are ways in which your character is just plain better than
the rank-and-file ninja. They're things you're able to do that can't be
taught or learned, fundamental parts of you. These are all passive
benefits.
Capabilities are a bit different. They're things you've learned how to
do, rare or esoteric techniques that anyone could, in theory, learn, if
they had the opportunity and dedication.
Most of the talents
listed in "Capabilities" can be acquired
through other means--for example, some skilled shinobi might be willing
to mentor an up-and-coming student in how to perform medical jutsu, or
you could make a deal with a missing nin to help them abduct victims
for unethical experiments in exchange for them teaching you how to use
fuuinjutsu (*coughryuucough*).
That said, those things are usually very difficult to acquire, and may
come with strings attached (which may not always be visible).
Learning these things through talents carry no such requirements or
downsides. You can have any RP justification you want (within reason),
such as being the student of a renowned medic nin in your village, but
there are no requirements beyond purchasing the
talents.</text>
>1. Enhancements
a. Celerity
b. Generalist
c. Multiple Summoning Contracts
d. Prodigy
e. Skill Specialist
2. Capabilities
a. Eight Gates
b. Kage Bunshin
c. Summoning Contract
d. Medical Training
e. Natural Chakra
f. Rare Poisons
g. Seal Training
\page
====================
1. Enhancements
------------------------------
#### a. Celerity
All your actions have their Speed reduced by 2. This functions exactly
the same as spending AP to reduce their Speed, and follows all the
normal rules for doing so; it can also be combined with AP to lower an
action's Speed further.
However, because Celerity takes place automatically, it still applies
in situations where you're normally prohibited from spending AP (such
as Surprise Attacks). You may choose not to apply this talent, or only
partially apply it, to a given action if you wish.
#### b. Generalist
You've got an astonishing array of skills, even for a ninja. You gain
any two rank benefits you currently or previously qualified for.
#### c. Multiple Summoning Contracts
Ordinarily, a shinobi can only sign a single summoning contract (at
least, the ones listed in the PHB--special summoning contracts don't
typically count for this). With this talent, you can have multiple! Not
sure how you convinced the various summon animals to be okay with this,
but congratulations.
#### d. Prodigy
You acquire a single rank benefit. This can be from a rank you've never
had, and even one exclusive to another village (such as taking Hunter
Nin when you're a Leaf Chuunin).
#### e. Skill Specialist
You have an additional XP/200 Skill Points. You may only take Skill
Specialist once.
Taking this multiple times allows you to apply it to a different skill
each time, or repeatedly to the same skill. If applied to the same
skill, each additional application of Skill Specialist gives another
daily reroll.
====================
2. Capabilities
------------------------------
#### a. Eight Gates
In the human body, there are eight 'gates' along the body's chakra
circulatory system responsible for regulating the flow of chakra, and
by extension providing physical limiters to the body for its own
protection.
You may take this talent up to three times. Each time you take it, you
gain access to two of the gates. The first time you take this talent,
you gain the ability to open the 1st and 2nd gates; the second time
gives you access to the 3rd, 4th, 5th, and 6th gates; and, finally,
taking the Eight Gates talent a third time changes the wounding
equation in gates to 3*(gate opened) + (base Speed of the action) + (AP
used) %
See "The Eight Gates" for more information
about how these work.
```
```
#### b. Kage Bunshin
You learn martial ar--Kage Bunshin no Jutsu! It's a not-quite-forbidden
technique, and probably the most powerful of the cloning techniques
usable by ninja without advanced bloodlines. Unfortunately, it's also
very draining on the user, almost prohibitively so.
See "Kage Bunshin" for the rules for this
technique.
#### c. Summoning Contract
You've signed a blood contract with one of the various species of
intelligent, super-powered animals that ninja are able to call upon.
How this happens varies; some shinobi have mentors who, as part of
training an apprentice to be their successor, will offer them the
chance to sign one of these contracts.
With this talent, however, you probably took the 'natural' approach: a
ninja who hasn't signed a contract and attempts to performing the
Summoning Technique will instead be
"reverse-summoned" to the home of whichever
animal species they have the strongest affinity for (which can change
over a ninja's life). There, they will usually be given an opportunity
to sign a blood contract before being sent back to where they came from.
Pick a single summoning contract--you now have access to it, as
describe in "Summoning." To actually summon
any of the creatures, or use any of the techniques, provided by this
talent you first need the C-rank ninjutsu "Kuchiyose no
Jutsu." If you have this talent, you may purchase that
technique without meeting the normal requirements for learning C-rank
jutsu.
\page
#### d. Medical Training
Medical jutsu are particularly difficult to learn compared to normal
techniques, due to the extreme amounts of precision, and knowledge of
the human body, they require.
You got someone to teach you the principles of medical ninjutsu, or
were one of the rare few who managed to figure them out yourselves
after months of exhausting study. This talent allows you to learn
Medical Ninjutsu of D- and C-rank.
#### e. Natural Chakra
In addition to the chakra within shinobi--and indeed, in every living
being--there is chakra permeating the entire world. Normally, this
matters no more to shinobi than the oxygen in the air they breathe.
It's possible to learn how to access this natural chakra, which is what
you've done with this talent.
Natural chakra use is broken down into three tiers: Enlightened, Adept,
and Sage. Each time you take this talent you gain access to one of the
tiers, in order; accordingly, you can take it up to three times.
#### f. Rare Poisons
You have access to two of the rarest, deadliest poisons in the world:
that of the golden dart frog, and the blue-ringed octopus. As the
villages tend to have very small supplies of these venoms on hand (if
they even have any at all), this usually involves shady contacts or
harvesting the toxins yourself.
You cannot take this talent before you have 35 ranks of the Toxicology
skill. With it, you are able to purchase doses of Golden Dart Frog or
Blue Ringed Octopus poisons (found in Chapter 8) using Requisiton or
Savings.
Each dose costs 1000 Ryo; unlike normal poisons, the price does not go
down for buying them in bulk. You can have a maximum of two doses (of
the same poison, or one of each) purchased with Requisition at a time.
After using one, you must two OOC weeks before replacing it.
#### g. Seal Training
Seals as in sealing techniques (fuuinjutsu), not handseals! These are
advanced, highly specialized techniques; they're not necessary to be a
ninja, by any means, but they can be useful.
You understand enough about the principles above fuuinjutsu to use some
of the more advanced techniques. Most of the time, this is because you
got someone (a sensei, or a jounin who you did enough favors for) to
teach you, but some particularly eruditious students are able to piece
together what they need to do on their own.
This allows you to learn C- and B-rank Sealing
ninjutsu.</text>
```
```

\page
># The Eight Gates
1. Introduction
2. Rules
3. Wounding
4. How to Read
5. Restrictions
====================
1. Introduction
------------------------------
Inside the human body there are eight gates which regulate the flow of
energy through the person's chakra circulatory system. They have the
function of self-imposed biological limiters, preventing a person from
catastrophically overexerting themselves.
Ninja, however, are nothing if not cheerily self-destructive.
Inevitably, shinobi found the way to forcibly, temporarily
"open" these gates. The result is a surge of
chakra flow through the body, and an accompanying spike in physical
performance.
The downside is that accessing the gates pushes the human body well
beyond its tolerance. While being able to access the gates for a brief
surge of power does provide a substantial tactical advantage, doing so
for even a short time can seriously injure the user.
As mentioned, there are eight gates, but learning how to open each one
is an endeavor unto itself; knowing how to open the first and second
gates doesn't mean you understand the third.

====================
2. Rules
------------------------------
Each gate confers its own set of benefits and abilities which you
receive and can use while it's open, described under the individual
gate's effects.
When the gates are opened, you have access to a special, second pool of
Action Points, starting at 0 and with a maximum of half your normal AP
maximum (in other words, AGI/4).
AP provided by the gates (listed under "AP
Gain" in their respective entries) goes into this pool. AP
from the gates may only be spent on the following things:
> Reducing the Speed of taijutsu attacks
> Abilities provided by the gates
> The ability Principle of Motion
> The ability Surge (though if improving Accuracy, only for
unarmed attacks)
Your regular AP may still be spent normally, as well as on abilities
provided by the gates.
Once you're able to access the gates, you gain the following two
actions:
Open Gates (Speed 5 + 3 * X, Stamina 15 + 5 * X)
You open one or more of the eight gates. By default, this opens only a
single gate; you may choose to open several at once, for a total of 1 +
X gates. Doing this, however, drastically increases the strain put upon
your body, causing you to immediately suffer X wounds (as described in
Wounding, below).
For example, if you had two gates open, and wanted to open three more,
it would be a Speed (5 + 3*2) 11 action, with a Stamina cost of (15 +
5*2) 25, and you'd suffer 2 random wounds.
 This shuts all open gates,
with X being the number currently opened. Unlike opening, closing them
is all-or-nothing.
====================
3. Wounding
------------------------------
As mentioned above, using the gates is devastating, in no small part
because doing so gives the user's body the ability to physically tear
itself apart.
Every time you take an action with a Stamina or Chakra cost while using
the gates, you have a chance to wound yourself. That chance is:
5*(gate opened) + (base Speed of the action) + (AP used) %
For example, say you had opened the second gate and used a basic
unarmed attack (Speed 8), and spent 4 AP to reduce it down to Speed 4.
After performing your action you'd roll 1d100, and on a roll of (5*2 +
8 + 4) = 24 or lower, you'd immediately suffer a wound.
These wounds cannot be prevented or reduced in severity. The gates
inflict Blunt wounds. When you suffer one, roll for location.
The first wound you suffer on a given location in a single week (OOC
day) from the gates is a Minor wound. The second is a Major, the third
a Severe, and the fourth a Critical.

Additionally, any wound-healing abilities (such as some Medical
ninjutsu, or Henzaki Organ Mobility) cannot be used while the gates are
still open: you have to close them first.
\page
====================
4. How to Read
------------------------------
Each gate contains a brief description of what it does, an
"AP Gain" number, and an ability.
Every time the IC reaches a multiple of 10, you gain the action points
listed under AP Gain, added to your gates-specific pool of AP. If that
pool is full, any excess AP are simply list.
You only receive the AP Gain of the highest gate you have open.
Each gate also has a listed ability, such as the first gate's Enhanced
Strength and the second gate's Rejuvenation. You have access to the
abilities of all opened gates. For example, with the third gate open
you would be able to use Enhanced Strength (first), Rejuvenation
(second), and Enhanced Power (third).
====================
5. Restrictions
------------------------------
The eight gates work poorly with weapons, much to the woe of many
shinobi. This has a great deal to do with their nature: while
they grant overwhelming power, the user's technique tends to suffer as
a result. Weapons simply aren't meant to be used by a body tearing
itself apart, or swung with that sort of speed and force.
Accordingly, some of the abilities granted by the gates do not work
with weapons as well as they do with unarmed attacks. Specifically...