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.