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Littha

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Ninja of the Naruto World.
« on: April 23, 2011, 01:30:46 PM »
Ninja
Ninja are the standing armed forces of the ninja world, they take on many roles and through expert use of their chakra abilities they can defeat nearly any opponent.

Chakra points:
All living creatures have chakra but usually only ninja learn to wield it as a weapon. Each different class of ninja has a different potential for chakra due to their training and years of experience as noted in each class description. Anyone who isn't a ninja has chakra points equal to their total level + Con Mod times 2 ((Level+Con)*2) though they have no access to any techniques to spend it on and it only serves to allow certain ninja techniques to do with draining or damaging chakra to function on normal characters. 


Elemental Affinities:
Each Ninja has one primary elemental affinity and may gain an additional secondary one every 5 levels.
Choices are:
Standard: Fire Water Wind Lightning Earth
Advanced: Light Darkness Combined
Final: Rinnengan

Advanced affinities cant be chosen by most characters, Combined Affinities are a composite of two standard affinities for example Ice (Water and Wind) or Wood (Water and Earth). Light and Darkness affinities are granted as a character reaches the depths of despair or hope and allow some unique techniques.

The Rinnengan is the final elemental Affinity, it provides mastery over all elements and allows use of several special techniques. It may only be acquired via a bloodline. A character may only use jutsu of half his level (or a quarter of his level if it uses an opposed chakra type) unless he has the corresponding affinity.

Lightning > Earth > Water > Fire > Wind > Lightning

Light <> Darkness

For example a level 10 character with Fire nature may use level 10 fire jutsu, level 2 Water Jutsu and  level 5 of any other element jutsu.

Unless they possess a combined chakra affinity dual element techniques are impossible to preform. The possessor of the Rinnengan essentially has all the combined chakra affinities and may use any combined element Jutsu and even use Jutsu that combine all 5 elements as well as techniques that combine Light and Darkness.

Ninja Classes:

Taijutsu Ninja

BAB: Full
Fort: Good
Ref: Good
Will: Poor

Taijutsu Ninja have chakra points to spend on jutsu equal to their level in the class plus their con mod times 5.
For Example; Lee has a Constitution modifier of +5 and is level 10, therefore he has (10+5)*5= 75 chakra points to spend on abilities.

Ninjutsu Ninja

BAB: 3/4
Fort: Poor
Ref: Good
Will: Good

Ninjutsu Ninja have chakra points to spend on jutsu equal to their level in the class plus their con mod times 10.
For Example; Sakura has a Constitution modifier of +3 and is level 10, therefore he has (10+3)*10= 130 chakra points to spend on abilities.

Genjutsu Ninja

BAB: 3/4
Fort: Poor
Ref: Good
Will: Good

Genjutsu Ninja have chakra points to spend on jutsu equal to their level in the class plus their con mod times 7.
For Example; Kurenai has a Constitution modifier of +3 and is level 10, therefore he has (10+3)*7= 91 chakra points to spend on abilities.

Jutsu:

All Jutsu have a level and a cost. A jutsu costs a number of chakra points equal to its level and may not be used by a character of at least that level (as  modified by chakra affinities above). Some abilities have a chakra cost specified in rounds, they cost this much per round to maintain but unless otherwise noted may be cancelled at the end of a characters turn for no additional cost.

Offensive Ninjutsu:
Offensive Ninjutsu all deal a particular amount of damage depending on their level. There are so many that actually noting them individually would be pointless. Damage in the table below is per point of chakra. All offensive Jutsu have a range of medium. All offensive jutsu have a save of Reflex/half and use 10 + Jutsu level + Charisma modifier as a save.

Element   /   Damage   /   Type
None      /   1d4      /   None
Fire      /   1d8      /   Fire
Water     /   1d6      /   Cold
Wind      /   1d6      /   Slashing
Lightning /   1d8      /   Piercing
Earth     /   1d6      /   Bludgeoning
Light     /   1d12     /   Sacred
Darkness  /   2d10     /   Profane

Combined chakra jutsu deal damage equal to each elemental affinity added together. For example Ice Style: Needles of Ice deals 2d6 damage per level or the Rinnengan's Almighty Push deals 2d8+3d6+1d12+2d10 damage per level.

Nonelemental techniques deal typeless damage that isn't prevented by any resistance.

It is suggested that players come up with a name for their jutsu despite their effects being more or less just increased damage. One name per 5 levels is probably enough but an inventive player might want to come up with 20 different names for their attacks. For example the fire jutsu below:

level 1: Blast of heat
level 5: Fireball
level 10: Grand Fireball
level 15: Inferno
level 20: Hellfire

The DM and players should decide weather to use japanese names or english names for their attacks before beginning play. All attacks should be prefaced by their style in either naming convention but you are not required to call out the names of your attacks. For example Fire Style: Grand Fireball Jutsu or Katon: Gōkakyū no Jutsu

Defensive Techniques:
There are less defensive techniques though still many, they are split into categories below and each is given a defence rating.

Element   /   Defense Rating
None      /        1
Fire      /        1             
Water     /        2
Wind      /        2
Lightning /        1
Earth     /        3
Light     /        4
Darkness  /        4

Dual element techniques take the average of their defense ratings. For example Lava style: Protective cocoon would have a defense rating of 2. The advantage of using dual element techniques for defence is they require other dual element techniques to penetrate properly. An Ice type Jutsu would only be penetrated properly by a lava type technique. Nonelemental techniques arent penetrated by any element.

When hit by a penetrating attack the defensive technique only stops half as much damage.

Types of Defensive Technique
There are several types of defensive technique as detailed below. Each has an activation time as noted in brackets after that is the range of the ability. If a defensive jutsu receives its full damage it is destroyed. Defensive jutsu created as an immediate action in response to an attack take the damage for the attack instead of its target.

Immobile barrier: (Immediate Action)/Close
An immobile barrier (like a wall) is as its name suggests immobile. Walls of earth and the like fit into this category. An immobile barrier covers the front of two simultaneous squares (10 foot by 5 foot) they are formed along the boundary between squares and take up no real space. An immobile barrier stops damage equal to its its jutsu level plus its defense rating multiplied by 4. Thus a level 1 earth element jutsu blocks 4(1+3)= 16 damage before crumbling to dust. All walls that arent created by earth element techniques or combined element techniques require constant upkeep of 1 chakra a round or they will vanish. Earth and combined element techniques remain until destroyed. Coming into contact with an immobile barrier deals damage equal to half the damage of an offensive jutsu of the same level.
Unlike armor techniques immobile barriers do not regenerate to full power at the end of the round even if they are maintained.

Protective Bubble: (Immediate Action)/close
Protective Bubbles are like a defensive wall but surround your target rather than create a barrier. They are otherwise identical to walls. Protective bubbles form in your square (or squares if you are large or larger) and permanent protective bubbles may be dissolved by their user with no penalty as a free action.

Armor: (Full Round Action)/Personal
Armor Jutsu create a thin layer of elemental energy over the skin, protecting you from damage and enhancing your attacks. In addition to blocking damage equal to your techniques level +  defence modifier times 4 armor techniques deal damage to anything striking you equal to half the damage of an offensive jutsu of the same level. This damage is also added to your unarmed strikes. Armor requires enormous amounts of chakra to keep up and thus takes half (rounding  up) of its activation chakra per round to maintain. If an armor technique takes damage but isn't destroyed it regenerates to full power at the beginning of the users turn as long as it is maintained.
Thus Gaara's Sand Armor (level 5) requires 5 chakra to activate and an additional 3 chakra every 6 seconds to keep active it also blocks 4(5+3)=32 damage a round.

Utility Jutsu:
Don't be fooled by the name, these jutsu can be as or more deadly than the offensive ones. They are categorised like this due to the vast number of effects available.

Element   /   Utility Power
None      /        5
Fire      /        2             
Water     /        4
Wind      /        4
Lightning /        2
Earth     /        3
Light     /        5
Darkness  /        5

Utility jutsu use the total of a combined elements utility power.
The action required and range are marked.

Binding. (Standard)/ Close
Binding techniques work in several different ways depending on the type of chakra used but all achieve the same effect. Examples are shikamaru's shadow binding or Earth Style: Grasping Earth that causes the earth around the target's feet to take hold of their limbs.

Binding jutsu make it so that the opponent cannot leave the square they are in by moving normally. They can still be teleported out of or left using any other form of movement other than walking or running. Binding Jutsu have a Fortitude  save DC of double the utility power of the used element plus the level of the jutsu plus the user's Charisma modifier. Binding jutsu cost 3 chakra per round to maintain.       

Imprisonment jutsu. (Standard)/Close
Imprisonment jutsu such as Gaara's Sand Coffin or Shikamaru's Shadow Stitching make the enemy completely unable to move. They are an enhanced version of the Binding Jutsu and may only be used at jutsu level 5 and up. Imprisonment jutsu are identical to binding jutsu except that their target cannot move at all, though parts of the jutsu (usually the head) can be released at the users will. Imprisonment jutsu cost 6 chakra per round to maintain.

Crushing Jutsu. (Standard)/Special
Crushing jutsu are a special use of the imprisonment jutsu that may only be activated upon a trapped target. The trapped target must make a fortitude save of double the utility rating of the used element plus the level of the jutsu plus users charisma modifier.
For example at level 10 Gaara's Sand Buirial has a save DC of 6+10+4= 20 if Gaara has a Charisma modifier of +4.

Zone of Death Jutsu. (Full Round)/10 foot radius centred on self.
Zone of death techniques create an area where the user is massively advantaged against the enemy. So long as both the user and the enemy is inside the barrier the user has perfect concealment (100% miss chance), this is reduced by the enemy's spot skill. To work out the concealment take the users utility power and add their charisma modifier and the jutsu level then divide the total by 5 (Rounding Down), This is the spot DC the opponent has to reach to reduce the concealment by 10%. Each time the user's check DC doubles the total save DC given above the concealment is reduced by a further 10%.
For example Haku's Ice Element: Demon Ice Mirrors at level 10 with +4 Charisma modifier has a save DC of (10+4+8)/5=4 successfully passing the spot check reduces his concealment to 90%, beating a DC 8 reduces it to 80% and beating a DC 12 reduces it to 70% and so on.

« Last Edit: April 23, 2011, 02:32:09 PM by Littha »

Littha

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Re: Ninja of the Naruto World.
« Reply #1 on: April 23, 2011, 01:31:01 PM »
Feats:

Special Clan Decent
Prerequisites: descended from the chosen clan. Level 1 only.
By taking this feat a character gains a +5 bonus to knowledge: Local on information regarding their clan.

Awaken Bloodline
Prerequisites: Special Clan Decent
The character gains the minor benefits of the bloodline they belong to.

Enhanced Bloodline
Prerequisites: Awaken Bloodline
The character gains the moderate benefits of the bloodline they belong to.

Mastered Bloodline
Prerequisites: Enhanced Bloodline
The character gains the final benefits of the bloodline they belong to.

Gentle Fist
Prerequisites: Awaken Bloodline(Byakugan)
While the byakugan is active, unarmed strikes from the user deal damage to the targets chakra pool equal to the amount of HP damage they deal. Chakra damage ignores Damage Reduction and will deal full damage even if the HP damage is blocked by such. Enemies without Chakra suffer no additional affects from gentle fist strikes.
In addition Gentle Fist users must use their wisdom modifier as a bonus to both attack and damage rolls using unarmed strikes.
*This feat may be taken as a bonus feat for a taijutsu ninja provided they meet the prerequisites.


Bloodlines:
Byakugan


Minor-
A character with the Minor activation of the byakugan may activate it (costing them 3 chakra a round) to gain blindsight 30'. This ability requires a swift action to activate.

Moderate-
A character with the moderate activation of the byakugan also gains the ability to seal chakra pathways with their gentle fist attacks. In addition to the normal chakra damage inflicted each time a gentle fist user strikes their target a chakra pathway is sealed. For each sealed chakra pathway a character has they must pass a DC 10 Concentration check to use a jutsu. For example a character with 3 sealed chakra pathways requires a DC 30 check. Sealed chakra paths recover at a rate of 1 per day or 2 per day with total bed rest.

In addition the range of their blindsight increases to 60'

Major-
A character with complete mastery of the byakugan is a force to be reckoned with. Each time they deal chakra damage to an opponent that opponent also takes an equal amount of Constitution damage. This only applies whilst the byakugan is active.

In addition the range of their blindsight increases to 120'


Sharingan

Minor-
In its minor form the sharingan provides a +10 bonus to spot checks while active. It consumes 3 chakra per round while it is active.
Moderate-
The moderate or complete sharingan grants a +20 bonus to autohypnosis checks to memorise a technique. In addition whilst maintaining eye contact with an opponent the sharingan user may duplicate any jutsu the enemy uses so long as he has sufficient chakra to do so, regardless of the normal action required jutsu used this way are preformed as immediate actions just before the original user. The sharingan's ability to copy techniques is limited in that it can never copy combined element techniques such as Ice.
Major-
The Mangekyou sharingan is enormously powerful, allowing two of the abilities from the list below (one in each eye).

Tsukiomi- The perfect illusion. This is a gaze attack with no save unless the target possesses an eye technique of their own (Byakugan, Sharingan or Rinnengan) it has a duration of 1 week even against targets who sucessfully save. Targets who are denied or fail their save are slain immediately.  The save DC against this effect (when allowed) is Will 10+Class Level + Charisma Modifier.

Amaratsu- Fire that never stops. Amaratsu is an infinite black flame that consumes all it comes into contact with. Targets hit directly with the amaratsu are consumed by black fire and slain in 1d3 rounds. Amaratsu allows no save usually but if the target has evasion they are allowed to make a reflex save (DC 10+Class Level+ Charisma modifier) which if passed gives them the chance to remove a burning limb before they are completely consumed by the flames. 

Kamui- Time Space Compression. Kamui banishes part of or possibly even the whole the target to an alternate dimension which they may never leave. It follows the same save mechanic as amaratsu but instead of having the option of removing a limb it is ripped off by the attack and destroyed. Similarly you don't get 1d3 rounds before it kills you.

Jikūkan Idō- Time space migration. A defensive mode of the sharingan, Jikukan allows the user to teleport and hide. When the jikukan is gained a personal demiplane is created (as the spell genesis) somewhere in the ethereal plane. It is completely inaccessible by any means other than the second function of the power which transfers a touched target to the plane. Finally Jikukan allows greater teleport at will.

The activations of the Mangekyou sharingan all consume enormous amounts of chakra (equal to a level 15 technique though the character using it need not be able to use level 15 jutsu, just to have enough chakra.) and cause permanent (irreparable) damage to the eyes of the user. Each time the Mangekyou sharingan is activated the user gains 1 blindness point, upon reaching 15 blindness they are rendered permanently and completely blind. The only way to avoid this fate is by transplanting the eyes of a close relative which makes you immune to the blindness points and grants the final technique

Susanoo- A gigantic skeletal visage, capable of blocking any attack. Whist Susanoo is active the user burns through their chakra reserve at 10% of there maximum per round, in exchange for this enormous cost the susanoo grants complete invulnerability and along with 50' reach (capable of striking targets closer than that) cause any melee attack to instantly slay its target with no save allowed.
« Last Edit: April 23, 2011, 07:52:32 PM by Littha »

Littha

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Re: Ninja of the Naruto World.
« Reply #2 on: April 23, 2011, 02:26:51 PM »
The jutsu  system is up and working though it is bare bones at the moment, the individual ninja classes arent finished but have the chakra listed so ideas on how much chakra a character has at each level are possible.

And yes there are 20 levels of jutsu.