Elements of Conflict

by Nexusflamehart

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Elements of Conflict Zwei

Credits

Design and Managing Editor

  • Nexus Flamehart
  • Lily

Design Advisor

  • Raikor
  • Goricnac

Editor

  • Nexus Flamehart
  • Queue

Playtesters

  • Clay
  • Queue
  • ???
  • ???

Cover Artist

Proofreaders

  • AlchLoki
  • Lily
  • DragosKai
  • OrmusTheZebra

Special Thanks

  • ???
  • ???










Thank You!

This project is distrubuted for free as instated by Zweihander's Creative Commons Attribution Noncommercial-Share Alike 3.0 Unported License., and if you purchased this, you have been the victim of a fraud. To view a copy of this license, visit: this website or send a letter to: Creative Commons, 171 Second Street, STE 300, San Francisco, CA, 94105, USA

Chapter 1: The Elements of Conflict

The War Never Ends







Elements of Conflict is a cooperative storytelling game set in the fantastical world of Naruto. It’s a place where harrowing combat and nail-biting espionage go hand and hand. Where gallows humor, intrigue and mystery, supernatural horror, and vendettas meted with illusions and mystical powers.


This Playtest Kit is a beta for the upcoming game, providing new and veteran gamers with all the tools needed for adventuring in a world of fantasy horror. Fans of Kentaro Miura’s series Berserk, the medieval mystery of the film Black Death, the action-horror of Brotherhood of the Wolf and Castlevania, the mystery of the Dark Souls and Bloodborne series, the psychological adventure of A Field in England, the soapy betrayals of Game of Thrones, the folk horror of The VVitch, the ethical dilemmas of The Witcher, and the historic Warring States Era will feel right at home with Elements of Conflict.

A Morally Gray World


This game magnifies the brutality, comeuppance, and superstition of the dark fantasy genre. Furthermore, this isn’t a game that rests upon the traditional axioms of good versus evil. It’s one cast in many shades of gray between rare extremes of black and white.


This world is one where the upright perish, and the unjust lingers. Society stands on the edge of both existential and literal collapse. Order tends to prevail over outright chaos but at the cost of bloody sacrifices. While a brighter tomorrow exists, it is only for a select few. An ever-present shadow influences all, enticing its victims with promises of wealth, political gain, and damning power in exchange for their very souls.

Chapter 2: Rules of Play

Playing the Game

This broad overview of the game should be read by everyone who intends to play Elements of Conflict. Keep this book handy during gameplay, as you will reference it often. Feel free to revisit it during character creation to try the rules out prior to beginning your first session.

The Golden Rule

Remember the most important rule: keep the game moving forward! If you have forgotten a specific game rule, ignore it and look it up later. If a rule gets in the way of having fun, work together to create a house rule, personalizing it for your table.

How Gameplay Works

Whenever you and any number of friends sit down to play a game of Elements of Conflict, it is called a session. Sessions tend to last from 1 to 3 hours. You’ll need anywhere from two to eight friends to play, but it can also be played one-on-one.

When you play a session, you’ll go on an adventure. It’s a grim tale driven by medieval mystery, perilous situations, and supernatural horror that only your player character (PC hereafter) can resolve. An adventure can take anywhere from three or more sessions to complete. Several interconnected adventures make up a campaign.

Adventures are broken down further into scenes. Scene-by-scene, you’ll interact with people who need the PCs’ help, employ morally gray decision-making, investigate for clues, participate in tense negotiations, engage in deadly chases, explore the wilderness, and face down horrors both monstrous and human. Scenes require your PC to be daring in some cases and cautious in others, using your wits and weapons when words fail. A scene is usually 1 hour long.

A scene uses a free-flowing, back-and-forth form of storytelling called narrative time. Interactions within the campaign world (the world your PCs live within) can transpire over hours, days, or even weeks in-game (time inside the game world, not real-world time). In-game time moves in flux with the story’s needs; sometimes moment-by-moment, other times fast-forwarded, and even backward as needed.

Every scene will include one or more challenges, guided by a storyteller/rules referee called the Gamemaster (GM hereafter). During narrative time, your PC will interact with other people (social intrigue), take part in breakneck chases (chase scenes), and delve into outdoor environments (wilderness travel). However, whenever you battle threats to further the story (combat encounters), the GM shifts into structured time.

To fully enjoy Elements of Conflict, make sure you have a quiet place to play, snacks, thematic music, and water (remember to hydrate!). Whether you’re playing in person or virtually, make sure you’ve got the right tools, such as a virtual tabletop like FoundryVTT.

Player Character (PC)

You and your friends play PCs. As a PC, you were an average, everyday person (as average as you could be in a medieval-inspired, dark fantasy world), but something in your immediate past dramatically changed you. You’re now an adventurer and find yourself among other adventurers seeking to alter their fate.

You roleplay your PC by making decisions “in-character,” putting yourself in their shoes to act, feel, and think like them. You adventure with other PCs and have formed a party. Your adventures unfold scene-by-scene, and whenever danger is afoot, you use dice to determine the results and consequences of your actions.

Players will only need to read the Player’s Guide to get started. Do not read the Gamemaster’s Secrets book.

The Gamemaster (GM)

One of your friends (or maybe even you!) will take on the challenging role of a GM. As the GM, you’ll be responsible for conjuring up dark horrors and unusual mysteries in the adventure. You’ll create narrative and game mechanical consequences for the decisions players make, and you’ll be the final arbiter of game rules. You’ll also control the characters the PCs interact with, called non-player characters (NPCs hereafter), and other threats they fight against. As a GM, familiarize yourself with all of the Starter Kit, but the Gamemaster’s Secrets book is yours alone to read.

Elements of Conflict accommodates a playstyle where role-playing drives the story, but you and the players are equal partners in telling it. When the PCs face a challenge, a GM calls for players to make dice rolls to see what happens. You’ll skip the mundane parts, focusing on the action, mysteries, and horror.

Special Dice

To play, share the dice inside the Starter Kit, buy them from your favorite local gaming store, or use a dice roller app. Elements of Conflict needs three dice types to play:

Six-Sided Die (D6)

Generally used for weapon Damage. These are called Power Dice. You’ll generate results from 1 to 6. Rolling high is good!

Ten-Sided Die (D10)

Generally used for Initiative or falling, fire, and Jutsu Damage. Always treat face ‘0’ as a value of 10 for purposes of dice rolls. Rolling high is good!

Percentile Dice (D100)

Used to determine if you succeed in your endeavors. These are called D100. You’ll use a pair of 10-sided dice: one is the tens die (the die with faces 10, 20, 30, 40, 50, 60, 70, 80, 90, 00), and the other is the units die (the die with faces 1, 2, 3, 4, 5, 6, 7, 8, 9, 0). You’ll generate results ranging from 01% to 100%. Rolling low is good!

Here's how to read unusual D100 Results:
  • Face ‘60’ on tens & face ‘9’ on units = 69%
  • Face ‘60’ on tens & face ‘0’ on units = 60%
  • Face ‘00’ on tens & face ‘0’ on units = 100%
  • Face ‘00’ on tens & face ‘1’ on units = 01%
  • Face ‘10’ on tens & face ‘0’ on units = 10%

D100 Skill Tests

As you role-play and do things using Skills, the GM will have you make Skill Tests. You’ll roll D100 to see if you succeed or fail. The GM will sometimes make Skill Tests for NPCs and creatures they control. Every Skill is related to a Primary Attribute, governing your baseline for success. What follows are example actions you could take with a Skill:

Exploding Dice

When situations ask you to roll a d6, and a face value of ‘6’ is shown, that die will explode. An exploded die is then rerolled, and the value is added to the previous number. If another face value of ‘6’ is displayed, then the die explodes again, continuing in this fashion until any number besides a face value of ‘6’ is displayed. Add up the results of all the exploded dice to determine the end result.

Occasionally, d10s also explode, such as Affinity Dice, a specialized form of Damage die that is rolled when a character or creature is subjected to Damage from a source that is counter to the protections of their Chakra Nature.

Skill List

Skill Primary Attribute Description Type
Athletics Brawn Climb, Jump, Leap, Lift, Row and Swim Common
Awareness Perception Find traps, avoid ambushes, notice details Common
Bargain Fellowship Compromise, haggle, find a common agreement Common
Bukijutsu Combat Use and Preserve weaponry Special
Chakra Control Intelligence Precise control and usage of Chakra in Specific ways Special
Charm Fellowship Entertain, flatter, be charismatic Common
Coordination Agility Acrobatics, dodge ranged weapons and escape Common
Disguise Fellowship Hide emotions, mimicry and theatrics Special
Eavesdrop Perception Hide conversations, listen in, read lips Common
Education Intelligence Research, knowledge of history and the world Special
Folklore Intelligence Know cultures, religion, fairy tales and traditions Common
Fuinjutsu Intelligence Creating, utilizing, and disarming of Fuinjutsu Seals Special
Gamble Intelligence Play games of chance and cheat Common
Genjutsu Fellowship Use of Illusion Techniques and recognition of effects caused by them Special
Guile Fellowship Lie, manipulate others, plant seeds of doubt Common
Handle Animal Fellowship Care for, ride and train animals Special
Handle Vehicle Agility Drive a cart or carriage, pilot a boat Special
Heal Intelligence Heal others from Damage, disease and Injury Special
Intimidate Brawn Coerce others using physicality and threats Common
Leadership Fellowship Command allies and inspire others Special
Navigation Intelligence Avoid getting lost, determine direction Special
Ninjutsu Willpower Use and recognition of Ninjutsu Special
Resolve Willpower Stay calm while in distress and resist horrific experiences Common
Rumor Fellowship Gather and recall information from social encounters Common
Scrutinize Perception Sense motives and intentions in others Common
Skullduggery Agility Open locks, disarm traps, pick pockets Special
Stealth Agility Ambush, hide, sneak and spy Common
Strategy Intelligence Plan warfare and tactics in advance Special
Survival Perception Survive in the wilderness, find food, water, shelter Common
Taijutsu Combat Leveraging martial arts in combat Common
Toughness Brawn Withstand pain, endure physical ordeals, hold breath Common
Tradecraft Intelligence Craft and repair equipment Special
Warfare Combat Adapt to changing battlefield events in the moment Special

Skill Test Summary

Whenever you make a Skill Test, you’ll reference these guidelines.

You should commit these steps to memory, as you’re going to be called upon to make a number of Skill Tests during a game session: First, you must determine the Skill that’s being tested. Generally, your GM will call upon you to Test a specific Skill as you role-play within the campaign world. However, you may also request to use a specific Skill to change events into your or another’s favor. Each Skill is related to a Primary Attribute.

Once you’ve identified the Skill to be tested, now determine the Base Chance to use it.

First, add the Primary Attribute value to bonuses conferred by Skill Ranks. Then, apply any penalties your Peril Condition Track may confer.


This may cause you to ignore some or all of your Skill Ranks. Add modifiers from Talents and Traits that apply. The sum of these determine your Base Chance. The maximum total modifier that can be applied to the Primary Attribute value is +30, while the minimum total modifier is -30. Should the total modifier add up to greater than +30 or less than -30, it is treated as +30 or -30 respectively

Example Skill Test

Karasu Hatake is attempting to use a Guile Test. Guile is an Fellowship-based Skill. His Fellowship is 45%, while he has 3 total Skill Ranks in Guile. This gives a Base Chance of 75% (45 + 10 + 10 + 10). However, Karasu is suffering from “Ignore 2 Skill Ranks” on the Peril Condition Track. This means that his Base Chance is now only 55% (45 + 10).


Other outside influences and conditions of the environment can have an impact on your ability to succeed or fail. These ambient bonuses or penalties imposed upon you by the drama of the situation are called the Difficulty Rating. The Gamemaster will tell you the final adjustment you must apply to the Base Chance.

Add all of the modifiers together to determine the Total Chance for Success. While some modifiers may negate one another, your Gamemaster will always clarify these situations. Then grab D100, call out to the table what your Total Chance for Success is, and roll. If the rolled number is equal to or less than your Total Chance for Success, you have succeeded at the Skill test. If the results are greater than the Total Chance for Success, you have failed.

The dice might generate special results, based on whether they Match or result in a 01 or 00. Also, some rules might require you to Roll with Advantage or Roll with Disadvantage. We’ll explain all these variables below:


Example Skill Test

Shibue Aburame is trying to convince a guard not to arrest her, which requires a Charm Skill test. Charm is based on Fellowship, and checking her sheet, the player sees that her character’s Charm isn’t great: 50%. However, she has two Skill Ranks in Charm, which adds +20 (+10 for each rank) for a total of 70%. At the same time, though, she’s had a rough day, taking 3 levels of Peril. She thus has to ignore one of her Skill Ranks, bringing the Base Chance down to 60% (as she doesn’t have any Talents, Boons, or Techniques that apply).

The GM rules that the guard is drunk, making him more prone to her Charm. They rule that the Difficulty Rating is +10 to the Base Chance, bringing the Total Chance back up to 70%. The Shinobi’s player rolls and manages to get a 68, just enough to succeed! The guard belches and lets the Shinobi go.

Dice Matches are Critical

Sometimes when you roll D100, you end up with aDice Match. Dice Matches occurs whenever you generate the same result on both the first number on the tens die matches the units die (e.g., 10 & 1, 20 & 2, 30 & 3, 40 & 4, 50 & 5, 60 & 6, 70 & 7, 80 & 8, 90 & 9, 00 & 0):


CRITICAL SUCCESS: This means you achieved what you wanted to do daringly! Along with succeeding in your Skill Test, you also trigger other special effects tied to your Actions In Combat, Techniques, Talents, and Traits.


What if Kyle wants Hozato to cast the Grand Fireball jutsu? Hoazato would need to make a Ninjutsu test. Looking at his Total Chance of 90%, He’d have to roll 11%, 22%, 33%, 44%, 55%, 66%, 77% or 88% to generate a Critical Success.


Critical Failure: This means you screwed up memorably! Along with failing your Skill Test, you also trigger other special effects tied to your Actions In Combat, Qualities, Techniques, Talents, and Traits.


What if Kyle rols an 11% on Hozato’s Ninjutsu Test to cast Grand Fireball? Looking at his Total Chance of 90%, He’d have to roll 99% to generate a Critical Failure.


Supreme Rolls

ROLLING 01% OR 100%: If you roll 01 (1%), the Skill test is a specific kind of Degree of Success called a Supreme Success. Even if your Total Chance for Success calculates to less than 1%, the roll is successful (meaning even the most impossible task has a 1% chance of succeeding).


Supreme Successes are contextual, much like Degrees of Successes, but are even more beneficial to the character rolling.


Should you roll doubles and fail your Skill test, you incur a Critical Failure. The effects of Critical Failures are generally to your detriment. Your Gamemaster will tell you what the effects of these sorts of Matches are as you play. Sometimes, they may not even describe the terrible effect until it really matters. These negative effects always dramatically enhance the story—and your trials and tribulations.


If you roll 00 (100%), the Skill test is a specific type of Critical Failure called a Supreme Failure. In rare cases, it is possible to have a Total Chance for Success in excess of 100%. However, a result of 100% always fails, meaning that even the most talented individuals can make mistakes. Again, Supreme Failures are contextual to the situation, but the Gamemaster may decide that Supreme Failures are even more detrimental than Critical Failures.


In general, Supreme Success and Failure is considered a type of Critical Success or Failure (respectively), so if the text mentions Critical Success or Failure and does not separately address Supreme results, they include such rolls. Examples of Critical and Supreme Successes and Failures will be presented throughout the text, but the Gamemaster is encouraged to replace them with their own creativity. Remember, your story always supersedes these rules.

Advantage

In exceptional cases, you will roll with Advantage. Roll your units and tens dice together, but don’t designate which die is which. Instead, compare both potential outcomes and pick the better of the two results.







Kuroko has an ability that allows her to roll Charm tests at Advantage. This means if she had an 85% Total Chance to succeed and had rolled a 91%, her player would flip the dice, treating it as a 19% (because that’s the better result).


Disadvantage

When you don’t have an unlocked Skill Rank in a Skill with an asterisk(*) beside it, you will roll with Disadvantage. Roll your units and tens dice together, but don’t designate which die is which. Instead, compare both potential outcomes and pick the worst of the two results.







What if Kuroko had to roll with Disadvantage? That would mean that if she had a 90% Total Chance of Success, and rolled a 19%, her player would flip the dice, treating it as if it were a 91% (because that's the worst result).

Edge Cases: You cannot flip the results of 01% or 100%. Furthermore, if you have Advantage and a situation calls for you to roll with Disadvantage, they simply cancel each other out.

Difficulty Rating Chart

Circumstances directly impact your PC’s ability to succeed and fail Tests, and the GM will assign a final Difficulty Rating to all Tests when risk is involved:

Difficulty Rating Base Chance Modifier
Arduous -30% Base Chance
Hard -20% Base Chance
Challenging -10% Base Chance
Standard (Unmodified) 0% Base Chance
Routine +10% Base Chance
Easy +20% Base Chance
Trivial +30% Base Chance

Helping Allies

PCs, NPCs, and monsters can help each other out with Skill Tests. For example, if an assisting ally has at least one Skill Rank in the same Skill you’re rolling D100 for, the ally can contribute an Assist Die to you.

Unlike regular Skill Tests, roll 2D10. Your tens die is determined by selecting the better (usually the lower) result. Then, assess your units die by rolling 1D10 to determine the better (usually the lower) result. Calculate your final result to see if you succeed or fail.

Akami gains an Assist Die from her squadmate, Sachi. Her player rolls 2D10 and comes up with a ‘9’ and a ‘5’. Akami picks the ‘5’ for the tens die result, then rolls a 1D10 and comes up with a ‘3’ for the units die result. Her calculated result is 53%.

Always assume the best result when gaining assistance with an Assist Die, unless it is a Critical Failure. If the results are both a Critical Success and a Critical Failure, re-roll the Skill Test.

Failing Upwards

There are times when a failed Skill Test doesn’t always equate to failure. For example, when you’re sneaking, a GM will ask for a Stealth Test. The circumstances may be so much in your favor that failing the Test won’t reveal your location: this is an example of a Fail Forward Skill Test.

Instead of outright failing in your task, the GM will declare after the Difficulty Rating that it is a Fail Forward Test (e.g.,Make a Hard Fail Forward Stealth Test). Failure would result in suffering 1D10+1, 2D10+2, or 3D10+3 Peril, based on the relative challenge and conditions of the Test. However, Critical Failures still have perilous results (such as being caught while sneaking).

Opposed Tests

Most Skill Tests assess a binary outcome of success or failure. Should there be a time when an Opposed Test is required (such as in an arm-wrestling contest or competitive game of chance), a PC and NPC will both roll an Opposed Test. Whoever succeeds at their Skill Test and rolls closest to their Total Chance to succeed wins the Opposed Test. Remember, the GM can change it to suit the narrative.

Fortune Coins

When a situation or the dice don’t work in your favor, you can call upon a dramatic resource called Fortune Coins to change the odds. At the beginning of every new session, set up a number of coins or markers equal to Two times the number of players plus the GM in the middle of the table.

For example, if there is 1 GM and 3 players, there should be 8 coins. Then, put a bowl in front of the GM (Misfortune Pool) and another shared bowl in front of the players (Fortune Pool).

The GM immediately takes one of these coins and adds it to their Misfortune Pool. Each player then rolls 1D6 Power Die. For every face '1-5', take a coin from the stack and put it into the shared player Fortune Pool. For every result of face '6', a coin from the stack goes into the GM’s Misfortune Pool.


During a session, spend a Fortune Point to gain any one of these benefits:

Immediately after you roll D100, re-roll to generate a better result, but accept the outcome of the new die roll. Note that you cannot spend a Fortune Point to re-roll a Critical or Supreme Failure on a Skill Test.


Immediately after you or anyone rolls a 1D6 Power Die, treat the result as a face ‘6’. However, you cannot spend more than one Fortune Point to change multiple Power Dice into face '6' on the same Turn.


During combat encounters, gain an additional Action Point for immediate use. You’ll learn more about Action Points in Chapter 5: Combat & Healing.


Suggest a momentary Edit to a situation for the player’s advantage or the GM’s disadvantage. An Edit introduces a new narrative change, provided that it doesn’t directly contradict anything the GM has established or disrupt the story flow. As an example, you could find a desperately-needed dose of laudanum to heal with. Alternatively, perhaps a foolish mummer barges into a tense negotiation to break up the mood.

The “rule of cool” generally follows for Edits; PCs can do over-the-top, dramatic actions that fit into the story milieu but are bound in reality. Edits don’t allow you to avoid being Slain! or avoid suffering an Injury, however (that is the function of Fate, which you’ll learn more about in Chapter 3: Character Creation).

Misfortune Points

Whenever a player uses a Fortune Point, it immediately converts into a Misfortune Point for the GM’s Misfortune Pool. The GM may use Misfortune Points to take advantage of the same benefits as mentioned above for NPCs and monsters they control. Once a GM spends a Misfortune Point, it transfers back into the players’ Fortune Pool as a Fortune Point.

When the next session begins, determine the initial size of both pools once more, as Fortune & Misfortune Points don’t carry over between sessions.

Final Thoughts
  • Elements of Conflict is a cooperative roleplaying game. Players have their own aspirations and drives, and sometimes it can create tension at the game table. It’s essential to remember that this isn’t a competitive game, neither against the other players nor the GM.
  • Elements of Conflict is a game of exceptions-based rules, and effects don’t stack. This means if there is a general rule (and an Action In Combat, Quality, Technique, Talent, or Trait makes an exception to it), the exception takes precedence. Also, if a game mechanic confers the same effect, account for it only once.
  • Elements of Conflict can be customized for your table. If a rule gets in the way of having fun, work together with the GM to create a new one. House Rules are a fun way to make your mark on the game. Write it down on paper, and keep it inside your Playtest Kit to reference later.
  • Elements of Conflict empowers the GM as the referee of the game’s rules. When there is a rules disagreement, the GM issues the decision. Even if it is the wrong ruling, wait until the end of a session to discuss it together.
Chapter 3: Character Creation

Creating Player Characters



It’s time to make your protagonist (or antihero!) of the story—a player character. Your PC is a combination of game mechanics, narrative elements, and personality traits. When paired up with your imagination, a PC becomes the lens through which you’ll interact with the fantasy horror world of Elements of Conflict.

Getting Into Character

  • Retribution and violence are the hallmarks of your unfortunate birthright. The world you live in is oftentimes cruel and self-serving. The fetid stink of venality and villainy wafts from every cobbled street and echoing hillside. Crime is common. Violence is certain.

  • People are bound to strict social strata and rarely break free from the yoke of servitude. Prejudices tend to result from class conflict and economic issues. Differences in skin tone or gender never drive it.

  • Hungry beasts of all kinds threaten travelers, while monsters have recently awoken from their ancient slumber. Your adventurer will likely have to contend with them in their journey. And when words fail, blackpowder and swords must prevail.

  • Not all creatures are truly monstrous, and not all civilized folk are truly civilized. The worst sort is oft found within the courts of petty politicians or those in power. Some creatures hail from beyond the Sea of Stars. Beware the enemy without, within, and beyond!

  • We encourage you to randomly generate your first character using D100 instead of making specific selections. This not only speeds up the character creation process but also breaks you away from traditional fantasy archetypes. In this process, the results will feel at odds with one another. This is perfectly fine! Characters are a mosaic, and every adventurer is unlike another. An odd yet compelling mix of personalities will create powerful, lasting stories.

During character creation, you’re going to unlock a series of abilities. Once unlocked, you can begin using them as the session begins.

Strive for every PC to be unique, determining different results if you end up with the same option as another player.

Tiers of Play

A Tier reflects a PC’s experiences throughout the campaign. There are three Tiers: Genin, Chunin, and Jonin. This Playtest Kit only supports Genin-Tier gameplay

Step 1: Your Profession

Every PC’s journey began somewhere, and that starts with their Professions. Professions are a hallmark of Elements of Conflict, representing people from diverse walks of life. You may either Roll 1d100 to determine your Profession or Cherry Pick the one that suits your Character Concept most. Then, take its related Character Sheet from the list below and read the Profession’s description aloud at the game table. You’ll use it to write in additional details about your PC. Looking at your Character Sheet, unlock its Specialist Trait by writing its effects down on the page under Talents & Traits.


Genin-Tier Shinobi Professions

d100 Profession
1 - 20 Deceiver
21 - 40 Demolition
41 - 60 Infiltrator
61 - 80 Saboteur
81 - 100 Support

Mark down 1,000 Experience Points on your Character sheet.

As the campaign progresses, your Character will acquire new abilities. After surviving dangerous journeys, unraveling vast political conspiracies, exploring the wilds, driving away horrific abominations and defeating the machinations of the just and unjust alike, the sum of these experiences drive your Character to improve in several different ways. In a grim & perilous world, loss means as much to the learning experience as victory. Forged through the fires of adversity, those who live take away invaluable knowledge and improve upon their proficiencies to be better prepared for future challenges.


Killing fantastical monsters may be the assumed way to improve Characters in some tabletop role-playing games; this is not so with Elements of Conflict. This system advocates that players be appropriately rewarded for staying In-Character around the game table and playing towards your Character’s Order and Chaos Alignments in tense situations. To reflect this, you gain what are called Experience Points (sometimes called ‘XP’) – a form of currency you can spend on improving your Character’s abilities.

You can generally assume that the GM will hand out between 50 and 100 Experience Points to each player at the end of each game session. Experience Points come from role-playing to your Character’s Alignments, simple survival and participation in the adventure.

Buying Character Advances

As you gain Experience Points, you will spend them on Advances. Advances enhance current aptitudes and grow beyond what your starting Profession has given you access to. There are five different types of Advances you can buy with Experience Points:


Specialist TRAITS: You pick up a unique knack your Profession is known for. Each Profession has just the one Specialist Trait.


SKILL RANKS: You gain training and raw bonuses to your Skills, otherwise referred to by Apprentice, Journeyman and Master Skill Ranks. For each Skill Rank, you gain a +10 Base Chance to use that skill. Furthermore, Skill Ranks are cumulative; this means a Character who has purchased three Skill Ranks in a single Skill gains a bonus of +30 Base Chance to use it.


BONUS ADVANCES: You grow your Primary Attribute Bonus, rewarding you with a +1 bonus each time you purchase a Bonus Advance. For instance, if you have a [CB] of 4 and purchase a Bonus Advance in Combat, your new [CB] is now 5.


TALENTS: You gain knacks or special abilities which either augment a way in which a Skill can be used or provide a new option your Character may utilize. Talents, while diverse, help clarify some of the more distinct perks a Profession may employ.


Techniques: The Bread and Butter of Naruto, and by Consequence, Elements of Conflict. Unlike all of the other options which have a static XP cost, the cost of Techniques is dependant on it's Rank. This will be discussed in greater detail later.

At this point in the Character creation process, you should already know what Profession your Character begins in. It is assumed that your Character has spent their life so far in this Profession, but is approaching the beginning of a new path. You are able to completely customize your Character during the creation process – even if you and another Character share the same Profession.


You previously received 1,000 Experience Points during Character creation. These Experience Points must be spent to customize your Character before you can begin game play. This means you can mix and match Talents, Techniques, Skill Ranks, and Bonus Advances in any fashion you wish, uniquely crafting your Character before the game begins.

What is a Tier?

A Tier is measurement of competence, profiling a Character’s experiences over the course of a campaign. Each Tier represents a collection of choices you’ve made. In Elements of Conflict, there are three Tiers – Genin, Chunin, and Jonin.


Before you can enter a Tier, you must improve certain characteristics and complete all of your current Profession’s required training. However, as you move from the Genin Tier into the Chunin Tier and then into the Jonin Tier, you may grow in ways more appropriate to the story and narrative, customizing your Character into someone truly unique.

Genin Tier

When you first start out in your Profession during Character creation, you are already in your Genin Tier. You’ll note that on each Profession’s page there are several things you can purchase with Experience Points.


BUY SPECIALIST TRAIT: You must immediately spend 100 Experience Points to enter your first Profession. Find the Specialist Trait your Profession confers your Character in the pages ahead. Once purchased, go to the first page of the Character sheet and record your Specialist Trait and its related benefits. If your Profession has a Special Trait and Drawback, record these onto your Character sheet as well. Mark the oval on the front page of your Character sheet called Genin Tier.


SPEND REMAINING RP IN THE Genin Tier: You should have 900 Experience Points remaining. Before you begin your first play session, immediately spend them however you’d like following the requirements below. Each of these Advancements, with the exception of higher ranked Techniques, costs 100 Experience Points. You may purchase these in any order you desire, but the only way to progress into the next Tier is to purchase every advancement and talent listed in your Professsion.

  • Your new Profession has ten Skills tied to it. Each skill costs 100 XP to purchase. Once purchased, you automatically gain a +10 Base Chance to use that Skill. You may only buy skills within your profession and each skill can only be bought once per profession.

  • Each Profession has a list of Bonus Advances tied to it. Each cost 100 XP and grant a cumulative +1 to the related Primary Attribute Bonus. Once purchased, go to the first page of the Character sheet and mark the oval that says Advances beside the related Primary Attribute. Adjust the related Primary Attribute Bonus.

  • You may purchase the three talents listed under your profession for 100 XP each.

  • You may spend Experience Points to purchase a number of Techniques up to your cap (which is equal to Intelligence Bonus + 3). The cost of each Technique or "Jutsu" is variable, dependant on its Rank and whether or not you have the same Chakra Nature.


Note, once you have purchased the Specialist Trait, ten Skill Ranks, seven Bonus Advances and three Talents for your first Profession, you are almost ready to move into the Chunin Tier which will be covered in the Core Rulebook.

Skill Ranks

On the front of your Character Sheet, you’ll see a grid with Specialist Trait, Skill Rank +10%, and Primary Attribute Bonus. Each Profession has unique abilities for you to unlock. A Skill Rank gives you a +10% Base Chance to use that Skill.

Don't fill in the other dots, as those are reserved for Chunin & Jonin Tiers and new Professions inside the Elements of Conflict Core Rulebook.

Step 2: Primary Attributes

Every PC, NPC, and monster has seven Primary Attributes, representing physical, mental, and social capabilities. They range in a numeric value between 37% and 65%. The higher the value, the more likely your PC will succeed at Skill Tests:

  • Agility is your speed, dexterity, and physical readiness.

  • Brawn is your physical prowess, durability, and overall endurance.

  • Combat is your ability to use ranged and melee weapons.

  • Fellowship is your charisma, likability, and social savvy.

  • Intelligence is your ability to learn and memorize.

  • Perception is for your senses and ability to react.

  • Willpower is your mental wherewithal and force for jutsu.


Rolling Primary Attributes

Generate your Primary Attributes by rolling 2D10+35 to determine the final sum. That means if your dice land on faces ‘9’ and ‘8’, you’ll end up with 52% (9+8+35).

Generate seven different values, recording the results and plugging them in any order on your Character Sheet: Agility, Brawn, Combat, Fellowship, Intelligence, Perception, Willpower.

Adjustment By Profession (Add Bonus to an Attribute based on Profession)

Every Profession requires a specific demand of its practitioners and being in one for so long, you’ve picked up a unique knack. Your Profession gives you a one-time bonus to one of your Primary Attributes. Based on your Profession, adjust one Primary Attribute:


Base Stat Adjustment by Profession

Profession Adjusted Attribute
Deceiver +5 Fellowship
Demolition +5 Combat
Infiltrator +5 Perception
Saboteur +5 Willpower
Support +5 Intelligence

Step 3 : Primary Attribute Bonuses

Each Primary Attribute has a related benefit called a Primary Attribute Bonus. This bonus is equal to the tens digit of the related Primary Attribute. For example, if you had a 57% Combat, you’d have a 5 [CB]. Here’s each bonus with what they mechanically impact:

Primary Attribute Bonuses and How to Use Them

[AB] Agility Bonus: affects your Movement in combat encounters.


[BB] Brawn Bonus: affects Damage Threshold and Encumbrance Limit.


[CB] Combat Bonus: affects Damage inflicted with melee and ranged weapons.


[FB] Fellowship Bonus: affects how many people you can influence with words and Genjutsu.


[IB] Intelligence Bonus: affects the maximum number of Jutsu you can learn.


[PB] Perception Bonus: affects Initiative and Distances for ranged weapons.


[WB] Willpower Bonus: affects Peril Threshold and modifiers for Jutsu.


Based on your Primary Attribute value, determine Primary Attribute Bonuses, recording them in the circle beside your Primary Attributes on the second page of your Character Sheet. You will unlock more from your Character Sheet as you adventure

Step 4: Secondary Attributes


Secondary Attributes are derived from your Primary Attribute Bonuses, affecting your survivability.


Peril Threshold

Peril from mental horror and physical fatigue can harm your PC. Peril Threshold protects you from them; a measure of mental wherewithal and courage.


Your PC begins at Unhindered; mark it on your Character Sheet.


When your PC suffers Peril, they move down the Peril Condition Track. When healed by Sleeping or with smelling salts, they’ll move up instead. You’ll suffer mental Peril and physical Peril, but they’ll all track to the Peril Threshold. The further down the track a PC goes, they cannot reference certain Skill Ranks:

  • Unhindered: You’re the very picture of health.
  • Imperiled: You’re operating under a minimal amount of strain.
  • Ignore 1 Skill Rank: Your brow beads with sweat as the pressure is on.
  • Ignore 2 Skill Ranks: You’re having difficulty focusing on what’s in front of you.
  • Ignore 3 Skill Ranks: You’re toiling with every step you take, filled with anxiety.
  • Incapacitated!: Your body betrays you. You cannot succeed in Skill Tests!

Determine your base Peril Threshold by adding 3+[WB] in the Peril Threshold box on your Character Sheet. Calculate all other Peril Thresholds. For example, if your base Peril Threshold is 8, it will be 8/14/20/26.

Initiative & Movement

Initiative determines the order of actions in combat, whereas your Movement governs how far you can move. Determine your Initiative by adding 3+[PB].


Then, determine your Movement by adding 3+[AB]. Record both on your Character Sheet.

Encumbrance Limit

Encumbrance Limit governs how much your PC can carry during combat without incurring penalties to Initiative and Movement.

Determine your Encumbrance Limit by adding 3+[BB]. Record it on your Character Sheet.


Technique Limit

Your Techniques limit determines the max number of jutsu that your PC can know at any time.

Determine your Technique Limit by adding 3+[IB]. Record it on your Character Sheet.

Damage Threshold

Damage from weapons and the environment can harm your PC. Damage Threshold protects you from them—a measure of physical wherewithal and armor.

Your PC begins at Unharmed; punch out the sliding Condition Trackers in the Starter Kit (or use a paperclip) to mark it on the Character Sheet.

When your PC suffers Damage, they move down the Damage Condition Track. When healed by Bind Wounds or with laudanum, they’ll move up instead.

You’ll suffer different types of Damage, but they’ll all track to the Damage Threshold. The further down the track a PC goes, the more likely they are to incur Injuries or face death:

  • Unharmed: You may have old wounds, stitches, and sutures.
  • Lightly Wounded: You have cuts, light bruising, and mild pain.
  • Moderately Wounded: You have deep bruises, cuts, and lesions.
  • Seriously Wounded: Your clothing is soiled in blood, piss, and sweat.
  • Grievously Wounded: Bone bruises, deep cuts, and contusions cover your body.
  • Slain!: You’re food for the worms. Sacrifice a Shonen Point to continue onward!

Determine your base Damage Threshold by adding [BB] in the Damage Threshold box on the third page of your Character Sheet.

If your PC has armor in their Starting Equipment from your Character Sheet, be sure to add its Damage Threshold Modifier to it when you record your equipment in Step 12 later. Calculate all other Damage Thresholds. For example, if your base Damage Threshold is 6, it will be 6/12/18/24.

Chakra Pool

All Characters have a number of Chakra Points equal to their Brawn Bonus + Willpower Bonus multiplied by their Tier. Further Traits and Talents can enhance this pool even further.

Chakra Pool = Tier*(BB+WB)

Step 5: Shonen Points

Your PC will often face impossible odds, and misfortune awaits them at every moment. However, the Sage of Six Paths —god of fate—has something greater in store for you. Wittingly or not, you and your fellow adventurers are destined for greatness . . . or death.

Sacrificing Shonen Points

PCs are distinguished above NPCs and creatures with Shonen Points; this is the sole advantage they’ll gain against the merciless world.

By permanently sacrificing a Shonen Point from your Character Sheet, you can avoid an Injury, avoid being Slain!, or becoming Incapacitated!. Other uses include dispelling Jutsu, ending Genjutsu effects, or recovering from Combat Conditions. Finally, if your GM allows it, you can use it to save someone else from death. Once sacrificed, permanently remove it from your Character Sheet.

At Character Creation Record 2 Shonen Points on the second page of your Character Sheet. You’ll have an option to unlock more as you adventure.

Step 6: Your Background

Gender

Gender is a diverse experience and, just as in actual life, it is fluid and shifts as your PC ages and learns. Pick a gender that best describes your PC, and record it on the second page of your Character Sheet.

Heritages, Boons, & Banes

Elements of Conflict assumes a human-centric world; most of the Heritages that exist are variations of humanity with unique mutations known as Kekkei Genkai which are represented as Special Boons. You can play any of the alternative Heritages, though not all will have Kekkei Genkai.

Heritages aren’t monolithic, as people are individuals, but they share some uniquely grouped abilities called Heritage Boons. Traits illustrate cultural diversity within their own kind and innate differences between the Ancestries.

In this Playtesting Kit, Child of the Pure Lands is the only Heritage option available. Record it on the second page of your Character Sheet. Find your Heritage below and record your Heritage Boon by writing down its effects on the third page of your Character Sheet under Talents & Traits:























































Child of the Pure Lands

Humans have evolved from primal roots to become the most pervasive and adaptable beings of the known world. Your people are a varied lot, marked by differences in art, culture, and language. Humans value intellect and reason, but they oft reward avarice and opportunism. Because humankind has a finite number of years to live, their society became highly adaptive and intensely political, quickly assimilating the ways of others and providing advancement to the ambitious and the talented. Your communities are dominated by thinkers, tricksters, monks, bandits, politicians, and provocateurs. This tenacity drove you to become a shinobi, but graveyards tell tales of the many tragedies that befall such foolhardy endeavors.


When Playing as a Child of the Pure Land Gain the Following Traits:

  • Heritage Modifier: +1 to Three Unique Primary Attribute Bonuses & -1 to Three Unique Primary Attribute Bonuses
  • Heritage Boons: Blood & Fire
  • Heritage Banes: Fire & Ash



Blood & Fire
  • Genin Tier - When using a Skill you do not possess Skill Ranks in, add a +5 Base Chance.

Fire & Ash
  • Genin Tier - Whenever you take an innocent life unprovoked, you automatically gain 1 permanent Stain Rank on your Nindo.

Step 7: Physical Appearance

Elements of Conflict is populated by a diverse, rich tapestry of people of different body types and skin tones. A PC’s physical appearance has no bearing on game mechanics.

Stature, Build, & Complexion

Roll D100 to determine your stature, build, and complexion, and record them on the second page of your Character Sheet:

Stature

D100 Stature
1-33 Short
34-67 Average
68-100 Tall

Build

D100 Build
1-20 Frail
21-40 Slender
41-60 Average
61-80 Athletic
81-100 Heavyset

Complexion

D100 Complexion
1-10 Albino
11-20 Dark Brown
21-30 Dark Tan
31-40 Ebony
41-50 Fair
51-60 Freckled
61-70 Light Brown
71-80 Light Tan
81-90 Pale
91-100 Vitiligo

Hair & Eyes

Hair Length

D100 Length
1-16 Cropped
17-33 Long
34-50 Medium
51-67 Near-Shaved
68-83 Short
84-100 Very Long

Hair Style

D100 Style
1-16 Braided
17-33 Curly
34-50 Natural
51-67 Straight
68-83 Textured
84-100 Wavy

Hair Color

D100 Color
1-20 Auburn
21-40 Black
41-60 Blonde
61-80 White/Silver
81-100 Red

Eyes

D100 Eyes
1-10 Bright
11-20 Deep-Set
21-30 Fiery
31-40 Icy
41-50 Innocent
51-60 Kindly
61-70 Large
71-80 Mournful
81-90 Small
91-100 Stormy


Starting Equipment

A Brace of 10 Shuriken or 10 Kunai, 1 Set of Elegant Clothing, A disguise kit, 1 soldier pill, 2 weapons with the Light or Finesse Quality, and 50,000 両

Deceiver

Allure and Wit are the tools of any good shinobi, and yet there are some to which the Velvet glove comes as second-nature.

Deceivers are Shinobi for whom Illusions are painted with every breath and word, with or without the use of Chakra.

Specialist Trait: Weaponzied Allure

Effect: Any time you are called to use the Intimidate Skill, you may substitute the Charm Skill in its place. In addition, you may substitute Charm in place of any Skill required to Parry melee attacks.

Deceiver Advances
Skill Advances Awareness Bonus Advances AB
Skill Advances Bargain Bonus Advances FB
Skill Advances Chakra Control Bonus Advances FB
Skill Advances Charm Bonus Advances IB
Skill Advances Eavesdrop Bonus Advances IB
Skill Advances Gamble Bonus Advances PB
Skill Advances Genjutsu Bonus Advances WB
Skill Advances Guile Talents Flick of the Wrist
Skill Advances Scrutinize Talents The Masquerade
Skill Advances Taijutsu Talents Know Thy Enemy

Talents

  • Flick of the Wrist: When a foe successfully Parries your Melee Attack, you may immediately make an Opportunity Attack with a weapon that has the Light property.
  • The Masquerade: When masquerading as someone of an Allegiance other than your own, you gain a +20 Base Chance to Disguise Tests.
  • Know Thy Enemy: Whenever a Coin is spent, automatically cancel its usage. You can call upon this ability once per game session.


Starting Equipment

A Brace of 10 Shuriken or 10 Kunai, 1 Set of Sturdy Clothing, 2 soldier pills, 2 Bloodclotting Pills, 1 weapon without the Slow or Reach Quality, and 50,000 両

Demolition

There are times when subtlety is not an option. Those are the moments when you shine. Quick on your feet, quick to assess the situation, and quick to create an Alternative means of escape when necessary.

Specialist Trait: A Little Razzle Dazzle

Effect: When casting Ninjutsu – at your option – you may automatically succeed at the Ninjutsu Test, but move one step down the Peril Condition Track negatively.

Demolition Advances
Skill Advances Athletics Bonus Advances AB
Skill Advances Coordination Bonus Advances BB
Skill Advances Guile Bonus Advances CB
Skill Advances Intimidate Bonus Advances PB
Skill Advances Leadership Bonus Advances IB
Skill Advances Ninjutsu Bonus Advances WB
Skill Advances Scrutinize Bonus Advances WB
Skill Advances Survival Talents Cat-like Reflexes
Skill Advances Taijutsu Talents Built for Booms
Skill Advances Toughness Talents Always Prepared

Talents

  • Cat-like Reflexes: In combat, you gain 1 additional Action Point. However, it can only be used to Dodge and Parry. This Action Point refreshes at the beginning of your Turn.
  • Built for Booms: Permanently add +6% to your Willpower.
  • Always Prepared: So long as there is a period of Downtime between Missions, the player is able to source [Tier*10,000 Ryo] worth of Equipment to replenish tools lost in the field without needing to dip into their own funds.


Infiltrator

Starting Equipment

A Brace of 10 Shuriken or 10 Kunai, 1 Set of Dark Clothing, 1 soldier pill, 1 Bloodclotting Pill, 1 weapon with the Light or Finesse Quality, 1 Weapon with the Breaker Quality, and 50,000 両

There can be no secrets when you are on the hunt. Your web is wide and your preparations are many. You have a thousand faces, some friendly and others foreign, but all are deadly. You are the whisper in the wind, the sign that the desperate look to when at the end of their rope. And you Always provide.


Specialist Trait: Shadow Broker

Effect: At any time, you may spend 1 Fortune Coin to gain a critical piece of information from underworld contacts, rumormongers or other sources.

Infiltrator Advances
Skill Advances Awareness Bonus Advances AB
Skill Advances Bargain Bonus Advances FB
Skill Advances Chakra Control Bonus Advances FB
Skill Advances Charm Bonus Advances IB
Skill Advances Eavesdrop Bonus Advances IB
Skill Advances Genjutsu Bonus Advances PB
Skill Advances Guile Bonus Advances WB
Skill Advances Scrutinize Talents Lesson One
Skill Advances Stealth Talents By the Skin of My Teeth
Skill Advances Taijutsu Talents Up My Sleeve

Talents

  • Lesson One: When trying to open locks, you gain a +20 Base Chance to Skulduggery Tests.
  • By the Skin of My Teeth: Whenever you would suffer a Moderate Injury, spend one Coin, to ignore it. When suffering a Serious Injury, spend two Coins, or when suffering a Grievous Injury, spend three Coins to ignore it.
  • Up My Sleeve: You always succeed at Skill Tests to conceal objects no larger than a knife in your clothing.

Saboteur

Starting Equipment

A Brace of 10 Shuriken or 10 Kunai, 1 Set of Dark Clothing, 1 Survival Kit, 1 soldier pill, 2 Bloodclotting Pills, 1 weapons with the Finesse Quality, 1 Weapon with the Vicious Quality, and 50,000 両.

Stealth and Power, the two pillars or any Shinobi's Arsenal. You contain them and more, for you are the line that separates Peace and War. When you are called to action it is to secure intel, erase the traces of lesser-nin, redirect the focuses of those more likely to suspect external actors, and more.




Specialist Trait: Seventh Sense

Effect: You always roll at Advantage when attempting to spot, create, or disarm traps.

Saboteur Advances
Skill Advances Awareness Bonus Advances AB
Skill Advances Bukijutsu Bonus Advances AB
Skill Advances Coordination Bonus Advances BB
Skill Advances Navigation Bonus Advances CB
Skill Advances Ninjutsu Bonus Advances PB
Skill Advances Resolve Bonus Advances PB
Skill Advances Skulduggery Bonus Advances WB
Skill Advances Stealth Talents Take Them Down
Skill Advances Survival Talents Brave Ser Shinobi
Skill Advances Tradecraft Talents Instilled Resilience

Talents

  • Take Them Down: You can attempt to use Disarm, Stunning Strike or Takedown at range using your Bukijutsu skill. Note that you do not inflict Damage when you attempt such maneuvers.
  • Brave Ser Shinobi: Bargain, Disguise, and Stealth tests made to escape pursuit from bounty hunters, guards, and others empowered to enforce laws gain a bonus of +10% to their Base Chance.
  • Instilled Resilience: You gain a +10% Base Chance to Toughness Tests made to Resist the effects of Ailments and Drugs.


Starting Equipment

A Brace of 10 Shuriken or 10 Kunai, 1 Set of Sturdy Clothing, 4 soldier pills, 4 Bloodclotting Pills, 1 weapon with the Light or Finesse Quality, 1 Weapon or Shield with the Defensive Quality, and 50,000 両

Support

Man over mission, pen over sword. You exist not solely as a blade in the dark or a shining nova, but more than anything as a scholar, a healer, and an advisor.

You may not be the mightiest of warriors, but when others spend their time sharpening their skill for ending lives, you are hard at work saving them. But let it never be forgotten that all roses have thorns and you are just as liable to show your displeasure as any other when things get out of hand.

Specialist Trait: Bookworm's Gospel

Effect: You reduce the time required to use Education Tests by half (examples include research, speed-reading, writing, etc.). In addition, you automatically succeed at all Skill Tests to decipher cryptograms in languages you understand.

Support Advances
Skill Advances Chakra Control Bonus Advances AB
Skill Advances Charm Bonus Advances BB
Skill Advances Education Bonus Advances FB
Skill Advances Folklore Bonus Advances PB
Skill Advances Genjutsu Bonus Advances IB
Skill Advances Guile Bonus Advances IB
Skill Advances Heal Bonus Advances WB
Skill Advances Ninjutsu Talents Polymath
Skill Advances Tradecraft Talents Underneath the Underneath
Skill Advances Warfare Talents Tourniquet

Talents


  • Polymath: When counting or cheating, you gain a +10 Base Chance to Skill Tests.
  • Underneath the Underneath: Assuming you are properly attired, not in an incongruous position, or doing something outwardly suspicious; those classified as [Noble] and [Samurai] roll at Disadvantage when attempting Scrutinize tests to discern you from any other servant.
  • Tourniquet: You may choose to roll any Heal tests made while in Combat at Advantage, however doing so pushes you 1 step down the Peril Track regardless of your success or Failure.

Step 8: Chakra Nature

Chakra can have a number of elemental natures, which are the basis of many techniques. Nearly all living beings are born with an elemental affinity, which determines which type(s) of elemental ninjutsu they are most easily able to learn. There are Five basic Chakra Natures, each being strong to one element and weak to another.


As players enter the Genin Tier they are allowed to either Roll a D100 to determine their Chakra Nature or choose one of the following options.

Chakra Nature Table

d100 Nature Effect
1-12 Water ½ cost of learning Water-Natured Techniques
13-24 Fire ½ cost of learning Fire-Natured Techniques
25-36 Wind ½ cost of learning Wind-Natured Techniques
37-49 Lightning ½ cost of learning Lightning-Natured Techniques
50-62 Earth ½ cost of learning Earth-Natured Techniques
63-75 Yin ½ cost of learning Yin-Natured Techniques
76-88 Yang ½ cost of learning Yang-Natured Techniques
89-100 Undiscovered +500 Exp that Must be used to buy Techniques. May buy into Chakra Nature at Chunin and/or Jonin Tier at same price as other PCs.

Step 9: Alignments and Your Nindo

Alignment

Morally gray choices, exposure to maligned Genjutsu, witnessing supernatural events, and the depths to which your PC will plunge to see their goals come to fruition will all weigh against their psyche. This mental tug-of-war is reflected by two simple, understandable personality traits: Your War Alignment and Peace Alignment.


You’re troubled by a War Alignment: a personal weakness that comes to the fore in stressful times, leading you to act in your worst interests. It is your War Alignment that leads you to gain new Drawbacks. Conversely, your Peace Alignment is a personal strength that refuses to be extinguished and something you strive to idealize. Over the course of gameplay, it is your Peace Alignment that leads you to gain more Shonen Points.

Alignments are role-playing tools you can use to help guide the decisions you make as a PC when put in perilous situations. When in danger, look to whichever Alignments has more ranks in it to determine how your PC may act. We’ll talk more about ranks below.

d100 War Alignment Peace Alignment
1-4 Arrogance Adaptation
5-8 Carelessness Ambition
9-12 Chaos Evolution
13-16 Cowardice Authority
17-20 Cruel Honest
21-24 Cynical Charity
25-28 Liar Compassion
29-32 Deviance Cunning
33-36 Envy Curiosity
37-40 Fanaticism Diplomacy
41-44 Fatalism Duty
45-48 Hatred Ferocity
49-52 Heresy Gentility
53-56 Hypocrisy Gravitas
57-60 Impatience Heroism
61-64 Laziness Honesty
65-68 Martyrdom Humility
69-72 Pessimism Mystery
73-76 Prideful Love
77-80 Rebellion Romanticism
81-84 Sarcasm Skepticism
85-88 Superstitious Sophistication
89-92 Tyranny Spirituality
93-96 Yearning Security
96-100 Vainglorious Wisdom

Stains

You will make morally ambiguous choices, be put in circumstances with no clear right or wrong answer, and fall prey to your worst fears. You will face at least one situation of this type during a session. Based on the outcome, the GM will give you a temporary value called "Stains" (usually a value between 1 and 9, based on the severity of the decision). The more situations your PC faces in a session, however, the more Stains you potentially gain. Looking at the second page of your Character Sheet, you’ll see a circle for recording Stains. The two sets of smaller circles, called War Ranks and Peace Ranks, which radiate outward from it are the Nindo Tracker. It is the tool you’ll use to track whether your PC is pulled toward their War or Peace Alignment at the end of every session. Only PCs gain Stains.

Step 10: Your Character Name

Now, for the toughest part of character creation: your name! Sign your PC’s full name at the top of the second page of your Character Sheet.

Step 11: Starting Equipment & Encumbrance

Your Profession confers starting armor, equipment, medicine, poisons, shields, and weapons, all collectively called equipment. Carry them over from the first page of your Character Sheet under Starting equipment to the third page of your Character Sheet. Flip forward to Chapter 4: Buying equipment, and make all final calculations as needed. Be sure to adjust your Damage Threshold if you have armor.

Encumbrance

Add all the Enc. Values of your armor, shield, equipment, and weapons. For every point beyond your Encumbrance Limit, you suffer Over-encumbrance: an ongoing, cumulative −1 penalty to Initiative and Movement values. Adjust your Initiative and Movement accordingly. If either of these are ever equal to 0, your PC must drop equipment to restore it to at least 1.

Step 12: A Unique Token

Look at your Character Sheet, and think of one unique memento that your PC carries from their former life. It can be literally anything, from a cameo of a loved one, a signet ring, or a war medal. The sky is the limit! Convene with the other players and GM, and write it down.

Chapter 4: Buying Equipment





















Your adventures will be filled with mystery and horror, and you’ll need to properly prepare for them with the right tools. This chapter contains the most common equipment, services, and other types of equipment your PC will need in their fight against Corruption.

Currency & Economics

The currency of the Elemental Nations and the surrounding territories is the Ryo (両). While different regions may have different stamps or values placed upon them, there is a universal consensus as to what they’re worth, based on the value of the metal by its weight. Most commonly they're seen in the form of Gold coins, but larger denomiations are at times printed on strips of treated Silk and marked by special ink.

Reselling & Trading

Reselling: Scavenged trappings and weapons are resold for 50% of their listed price unless you Haggle. Bloody uniforms or armaments with the Ruined Quality are worthless.

Trading: Brand-new goods and services can be exchanged at a 1:1 ratio.

Haggling

If your Character has at least one Skill Rank in Bargain, you can attempt to haggle for a cheaper price for equipment. The GM will set the Difficulty Rating based on the rarity of the item and any other circumstances that may bode in your favor or work against you.






















With a successful Bargain Test, you can purchase the item at a lower price point for every 6 points of [FB]. However, if you generated a Critical Success, multiply your [FB] by three to determine how you reduce the price by:

  • [FB] 1 to 6: purchase at 90% of listed price
  • [FB] 7 to 12: purchase at 80% of listed price
  • [FB] 13+: purchase at 70% of listed price

Failing a Bargain Test has no repercussions, but a Critically Failed one will result in the seller refusing to sell anything to you, until circumstances dictate otherwise.

Other Limits: You can only Haggle over stolen goods using Guile.

Armament Quality Levels

All armaments are made with a certain standards in their make. In a world where danger can come from any angle at any time, it pays to have a trusty weapon or two at your side or, if that’s not feasible, a dozen replaceable weapons.

Not all smiths are made equally, though and just as not shinobi is an expert, one cannot expect an apprentice to replicate the work of a master or vice-versa. Weapons of a greater make are more durable and are better suited to handle the trials of an active shinobi's work.

There are 3 Quality Levels in Elements of Conflict:

  • Shoddy - 3/3 Durability Levels (Reduce price by ½)
  • Standard - 5/5 Durability Levels (Standard Price)
  • Masterwork - 10/10 Durability Levels (Increase Price by 3x)

Equipment

Survival Gear

Item Standard Price Item Standard Price
Animal Trap 2,500両 Pitons/Spikes 2,000両
Backpack 3,000両 Pot of Glue 1,500両
Equipment Pouch 500両 Powder Storage Flask 1,000両
Bandolier 10,000両 1 Day's Rations 1,000両
Bedroll 2,500両 Quiver 1,500両
Climbing Gear 10,000両 Signal Whistle 6,000両
Climbing Rope 1,500両 Skis and Poles 2,500両
Compass 12,500両 Slitted Goggles 10,000両
Grappling Hook 8,000両 Snowshoes 2,500両
Box of 100 Nails + Hammer 500両 Survival Kit 15,000両
Iron Manacles 4,000両 Tent 10,000両












Illumination

Item Standard Price Duration Bright Light Low-Light Total Darkness
Bonfire 3,000両 3 hrs 1-30 Paces 31-59 Paces 60+ Paces
Campfire 1,000両 9 hrs 1-15 Paces 16-39 Paces 40+ Paces
Candles (9) 1,000両 3 hrs 1-3 Paces 4-6 Paces 7+ Paces
Charcoal Fire 1,000両 3 hrs 1 Pace 2 Paces 3+ Paces
Flint & Steel Striker 4,000両 3 hrs 1 Pace 2 Paces 3+ Paces
Powder Keg of Gunpowder 130,000両 3 min 1-30 Paces 31-59 Paces 60+ Paces
Lamp (requires oil pot) 2,000両 6 hrs 1-5 Paces 6-19 Paces 20+ Paces
Lantern (oil pot) 20,000両 6 hrs 1-15 Paces 16-39 Paces 40+ Paces
Match (20) 1,000両 1 min 1 Pace 2 Paces 3+ Paces
Oil Pot 10,000両 6 hrs 1-5 Paces 6-9 Paces 10+ Paces
Storm Lantern 40,000両 6 hrs 1-15 Paces 16-39 Paces 40+ Paces
Torch 3,000両 1 hr 1-10 Paces 11-29 Paces 30+ Paces

Medicines

Item Description Standard Price
Ability Booster (Standard) Comes in 7 Varieties (Agility, Brawn, Combat, Fellowship, Intelligence, Perception, Willpower) and grants a +1 bonus to the associated Primary Attribute Bonus for a number of turns equal to the consumer's [BB]/2. 250,000両
Ability Booster (Enhanced) Comes in 7 Varieties (Agility, Brawn, Combat, Fellowship, Intelligence, Perception, Willpower) and grants a +2 bonus to the associated Primary Attribute Bonus for a number of turns equal to the consumer's [BB]. 500,000両
Ability Booster (Elite) Comes in 7 Varieties (Agility, Brawn, Combat, Fellowship, Intelligence, Perception, Willpower) and grants a +3 bonus to the associated Primary Attribute Bonus for a number of turns equal to the consumer's [BB]*2. 1,000,000両
Antivenom Instantly nullifies the ongoing effects of any poison. 150,000両
Blood Clotting Pill Suppresses an injury 150,000両
Coffee/Tea Move up the Peril Condition Track from Imperiled to Unhindered. In addition, you can ignore the effects of Sleep Deprivation for 6 hours. 200,000両
Clean Bandage Needed for binding wounds during Long Rest. Usable once per day. 35,000両
Fireseed Extract You gain the Chakra Sensor Trait for 1 hour. 500,000両
Improvised Bandages Bandages can be made without use of a honey pot. However, when they are used, a 1d6 Injury die must be rolled for the patient. If it lands on face ‘6,’ the bandages cause infection. N/A
Painkillers Can be used to Perform Surgery. Upon Consuming Temporarily raise 1 step up the Damage Track for [BB]+3 Rounds. Can only be used once per 24 hours. 60,000両
Pot of Honey When combined with cloth and a successful Tradecraft Test, you make 9 clean bandages. 30,000両
Smelling Salts Once inhaled, you move one step up the Peril Condition Track positively and gain 1 Stain. You can only use smelling salts once every 24 hours. 25,000両
Soldier Pill You gain gain an addition 25 Chakra. If this would bring you over your Chakra Pool Maximum then you begin to suffer the effects of Chakra Exhaustion after 2*[BB] Minutes out of combat or [BB]/2 Rounds in combat. 100,000両
Surgical Tools Used for Bloodletting, Perform Surgery, Treat Disease, and Treat Injury 250,000両












Chakra Sensor

You roll at Advantage when attempting doing Perception-based Skill tests to find living creatures at a range of 5*PB Paces.

Poisons

Item Application Description Standard Price
Arsenic Ingested Suffer a −6 to all Primary Attribute Bonuses (to a minimum of 1) and 2D10+2 physical Peril. You must also attempt to Resist again every 24 hours, or else suffer the effects again. If you’re Incapacitated! due to Arsenic, you’re Slain!. Primary Attribute Bonuses recover +1 a day until fully restored. 1,000,000 両
Black Lotus Inhaled When affected by one dose, add a +10% to Willpower for three hours. When affected by two doses, add a +20% to Willpower for six hours. When affected by three doses, add a +30% to Willpower for nine hours. 300,000両
Chakra Mantle Contact When affected by one or more doses, any creature with the that has 10 or fewer Chakra in their Chakra Pool of 10 becomes Incapacitated 250,000両
Lotus Perfume Inhaled When affected by one dose, add +1 to Damage Threshold for 1 hour. Two doses lasts for 2 hours, whereas three doses lasts for 3 hours. You can only use Lotus Perfume three times every 24 hours. 250,000両
Sake Ingested See Intoxication below, but also applies to any alcohol imbibed. 30,000両
Snake Venom Contact The victim is left Incapacitated! and cannot recover their Peril Condition Track by any means. If not given an Antivenom within a number of hours equal to or less than the victim’s [BB], they are Slain! immediately. 100,000両
Spider Venom Contact You’re Helpless and cannot move for a number of hours equal to your [BB]. If not given Antivenom during that time, you’re Slain!. 300,000両
Tengu Venom Contact You Flip To Fail all Skill Tests relying on sight for a number of hours equal to your [BB]. If not given Antivenom during that time, you’re Slain!. 750,000両
Tobacco Inhaled Gain +10 Base Chance to Charm, Intimidate, and Rumor Tests for 1 hour. However, if you suffer from Stress, Fear, or Terror within the next 24 hours, you must use tobacco again or else gain 3 additional Stains. 100,000両

Resist Poison

When exposed to a poison, you can voluntarily take on its effects or attempt to Resist its effects. Depending on the number of doses you’re exposed to, the Difficulty Rating eases or worsens:

  • One dose: (Routine +10%) Toughness
  • Two doses: (Standard +/−0%) Toughness
  • Three doses or more: (Challenging −10%) Toughness

Effect: If successful, you avoid their effects. If failed, you’re affected and gain 1 Stain per dose.

Crit. Success: You’re immune to that type of poison for the next 24 hours.

Crit. Failure: You take on its effects and are Slain! once the effects run their course.

Resist Intoxification

For every hour you drink any kind of alcohol or rotgut, you can voluntarily take on its effects or attempt to Resist its effects. Depending on the number of hours you’ve been drinking, the Difficulty Rating eases or worsens:

  • 1 hour: (Trivial +30%) Toughness
  • 2 hours: (Easy +20%) Toughness
  • 3 hours: (Routine +10%) Toughness
  • 4 hours: (Standard +/−0%) Toughness
  • 5 hours: (Challenging −10%) Toughness
  • 6 hours: (Hard −20%) Toughness
  • 7 hours or more: (Arduous −30%) Toughness

Effect: When you succeed, you may continue drinking for another hour without any negative effects. If you fail, you’re Intoxicated for 3 hours. While Intoxicated, temporarily add +3 to Damage Threshold & Peril Threshold, but immediately suffer 3D10+3 physical Peril.

Crit. Success: You may drink for 3 hours without becoming Intoxicated.

Crit. Failure: You’re Incapacitated! and fall Unconscious for 6 hours

Armaments

  • Name: Proper name for the armament.
  • Damage Threshold Modifier: Add this value to your [BB] to determine Damage Threshold.
  • Skill To Hit: Specific Skill used to hit with Attack Actions.
  • Handling: Requires one hand (1H) or two hands (2H) to wield.
  • Load: Action Points (AP) are required to Load a weapon in combat.
  • Ammo Type: Ammunition required to Load a weapon in combat.
  • Distance: Melee weapons require you to be toe-to-toe (Engaged) with a foe. Ranged weapons require you to be at least 1 yard away. Some weapons have a Cone Template for Distance and deal Damage against foes in that same Template
  • Damage: Tally the related Primary Attribute Bonus and Power Die to determine weapon Damage. If Damage is SPECIAL, refer to its Qualities.
  • Qualities: Inherent benefits or penalties the armament confers. If armaments confer the same benefits or penalties, don’t account for it more than once.
  • Type: Referenced for specific uses by Talents, Traits, and Qualities.
  • Enc. Value: Add up all Encumbrance to see if you suffer Over Encumbrance.
  • Price: The standard cost to purchase.

Qualities

  • Acidic: After you hit a foe with this weapon, they must succeed at a Coordination Test. If they fail, they suffer 2D10+2 fire Damage. When rolling Power Dice to determine Injuries, if any land on face ‘6’, either their armor, shield, or weapon is destroyed (you choose).

  • Adaptable: Whenever weapons of this Quality are held in two hands instead of one for Attack Actions, add +1 to Damage.

  • Adamantine: This Quality is conferred by the handiwork of Master Smiths. Weapons of this Quality gain a +10 Base Chance to strike and a +2 Damage bonus. Armor and shields with this Quality add a passive +2 to the Damage Threshold Modifier. In addition, they can not be destroyed. An Adamantine armament is 5× the standard price.

  • Bomb: This weapon’s Damage and other effects impact multiple combatants in a Burst Template. If you miss hitting a foe, roll 1D6 Power Die. On face ‘1–5,’ it bounces harmlessly elsewhere. On face ‘6,’ it bounces back to hit you.

  • Break: After dealing Damage, this weapon is destroyed.

  • Breaker: Whenever a wielder of a weapon with this Quality succeeds in a Parry against or is parried by a Melee weapon with the Finesse Quality, its wielder can spend 1 AP to break that weapon.

  • Camouflage: While wearing Armor with this Quality you have a +10 to the Base Chance of all Stealth Tests made whilst not moving and undiscovered.

  • Cobalt: This weapon is made with a Cobalt Alloy that makes it excellent for channeling Water-Nature chakra. Weapons with this Quality add [x] damage to any Water jutsu cast whilst wielding it, where “x” is equal to the weapon’s Quality Level.

  • Dangerous: When you suffer Injuries while wearing clothing or naked, you begin to Bleed.

  • Defensive: When using this weapon to Parry against melee weapons, add +10 Base Chance.

  • Devastating: When you inflict Injuries with this weapon, they are always treated as Grievous Injuries.

  • Endurium: This weapon is made with a Endurium Alloy that makes it excellent for channeling Earth-Nature chakra. Weapons with this Quality add [x] damage to any earth jutsu cast whilst wielding it, where “x” is equal to the weapon’s Quality Level.

  • Entangling: After a foe is hit with this weapon (before Damage is rolled and at your option), force a foe to Resist a Chokehold or Takedown (choose one). They Flip To Fail to Resist it.

  • Empowering(Element): When using this weapon as a focus to use a technique of the element in the parentheses, you can spend an additional action to reduce the chakra cost of the technique by half.

  • Explosive: This weapon uses a Explosion Template for Distance.

  • Fast: Foes suffer a −10 Base Chance to Parry or Dodge attacks you make with this weapon.

  • Finesse: When dealing Damage with this weapon, reference [AB] instead of [CB].

  • Fiery: After you hit a foe with this weapon, it is extinguished. Both that foe and another Engaged foe must succeed at a Coordination Test. If they fail, they suffer 2D10+2 fire Damage. When rolling Power Dice to determine Injuries, if any land on face ‘6’, they’re On Fire instead.

  • Heavy: You cannot use the Ninjutsu Skill in this armor, cannot Dodge ranged weapons, and must roll Athletics and Stealth Tests at Disadvantage.

  • Ill-fitted: This armor doubles its Encumbrance Value until the wearer pays 100,000 両 or succeeds at a Tradecraft Test at the end of 1 day.

  • Immolate: After you deal Damage with this weapon, it is extinguished. When rolling Power Dice to determine Injuries, if any land on face ‘6’, the foe is On Fire instead.

  • Inaccurate: This weapon cannot take advantage of Long or Extreme Distances.

  • Ineffective: These weapons cannot deal Damage or inflict Injuries.

  • Khorium: This weapon is made with a Khorium Alloy that makes it excellent for channeling Fire-Nature chakra. Weapons with this Quality add [x] damage to any Fire jutsu cast whilst wielding it, where “x” is equal to the weapon’s Quality Level.

  • Light: When holding this shield or weapon in your offhand, add +1 Damage to weapon Damage.

  • Piercing (x): This weapon ignores Damage Threshold provided by armor up to the number in parentheses. If no number is indicated, it ignores 1 Damage Threshold.

  • Powerful: After you deal Damage with this weapon, at your option, the foe must successfully Resist with Toughness or be shoved away from you [BB] Paces. This movement doesn’t provoke Opportunity Attacks.

  • Protective: Instead of Coordination, you can use this shield or weapon’s Skill To Hit to Parry ranged weapons.

  • Pummeling: This weapon can only inflict Moderate Injuries and never causes a foe to Bleed. When dealing Damage, reference [BB] instead of [CB].

  • Punishing: After you deal Damage with this weapon, at your option, spend 1 AP to add another 1D6 Power Die to Damage.

  • Reach: You can hit foes who are Engaged or up to 2 Paces away with this weapon. When a foe Charges or Runs to Engage or disengage with you, you can make an Opportunity Attack with this weapon.

  • Repeating: This weapon can be fired up to three times before needing to be Loaded again. Spend 2 AP to Load one ammunition.


  • Ruined: Armor doesn’t modify Damage Threshold; shields cannot be used to Parry; weapons suffer −3 Damage. However, they can be repaired for 100,000両 or with a successful Tradecraft Test at the end of 6 days. If it is once again Ruined, it is destroyed instead.

  • Saronite: This weapon is made with a Saronite Alloy that makes it excellent for channeling Lightning-Nature chakra. Weapons with this Quality add [x] damage to any Lightning jutsu cast whilst wielding it, where “x” is equal to the weapon’s Quality Level.

  • Silent: Whenever you are Hidden and make an Attack Action using this weapon, optionally spend 2 AP to make a Stealth Test to try hiding again as a Reaction

  • Slow: Foes gain a +10 Base Chance to Parry or Dodge attacks you make with this weapon.

  • Spread: This weapon uses a Cone Template for Distance.

  • Strangling: After hitting a foe with this weapon (but before Damage is dealt), they must Resist using Toughness or be caught in a Chokehold. Whenever they Resist, they roll at Disadvantage. If the weapon also has the Sweeping Quality, choose which you want to use whenever you hit.

  • Trillium: This weapon is made with a Trillium Alloy that makes it excellent for channeling Wind-Nature chakra. Weapons with this Quality add [x] damage to any Wind jutsu cast whilst wielding it, where “x” is equal to the weapon’s Quality Level.

  • Superior: Add +5% Base Chance to hit with this weapon.

  • Sweeping: After hitting a foe with this weapon (but before Damage is dealt), they must Resist using Coordination or be knocked Prone. Whenever they Resist, they roll with Disadvantage.

  • Throwing: This weapon cannot take advantage of Medium, Long, or Extreme Distances.

  • Vicious: When determining if a foe is Injured with this weapon, add another 1D6 Power Die.

  • Volatile: When you Critically Fail to use this weapon, roll 1D6 Power Die. On face ‘1–5’, The weapon malfunctions until it is repaired outside of combat. On face ‘6’, it is destroyed, and you suffer 2D10+2 fire Damage.

  • Weak: This weapon cannot inflict Grievous Injuries.

  • Workable (x): This item is easy to repair. Add +10 or the number in parentheses to Tradecraft tests made to repair or craft it.


Advanced Targeting Templates

  • Burst Template: Bursts outward in a circle with a diameter of 6 Paces in all directions. Select a point of origin within your line of sight, and the Burst then takes effect. A Burst affects allies and enemies alike.

  • Cone Template: Extends straight in a 16-Pace line from where you stand, 1 Pace wide at its starting point and 5 Pace wide at its endpoint. When firing at foes Engaged with your allies, you will need to succeed in an Awareness Test not to hit allies.

  • Explosion Template: Explodes outward in a circle with a diameter of 10 Paces in all directions. Select a point of origin within your line of sight, and the Explosion then takes effect. An Explosion affects both allies and foes alike.

  • Ray Template: Shoots out in a 10 Pace Line from where you stand, it is 2 Paces Wide. A Ray affects allies and enemies alike.


Defensive Armaments

Armor

Item Damage Threshold Modifier Qualities Enc. Value Price
Ashigaru Armor +4 N/A 4 400,000両
Common Clothes N/A Dangerous 0 20,000両
Monk/Miko Robes N/A N/A 0 N/A
Fur or Hides +1 Workable 1 100,000両
Flak Jacket (Chunin) +2 Workable, Camoflauge 1 N/A
Flak Jacket (Jonin) +3 Workable, Camoflauge 2 N/A
Lacquer Armor +5 Heavy 5 800,000両
Protective Undersuit +2 N/A 1 300,000両
Ō-yoroi +4 Heavy 5 5,000,000両
Samurai Armor +6 Heavy 7 10,000,000両











Shields and Blocking Gear

Item Skill to Hit Handling Damage Threshold Distance Damage Qualities Type Enc. Value Price
Buckler Bukijutsu 1-Handed N/A +1 1d6+[BB] Defensive, Pummeling Bludgeoning 1 200,000両
Kite Shield Bukijutsu 1-Handed +1 N/A 1d6+[BB] Defensive, Light, Pummeling Bludgeoning 1 350,000両
Tate Bukijutsu 1-Handed N/A +2 1d6+[BB] Defensive, Light, Pummeling, Protective Bludgeoning 1 500,000両

Offensive Armaments

Melee Weapons

Item Skill to Hit Handling Ammo Type Distance Damage Qualities Type Enc. Value Price
Bisentō Bukijutsu 1-2 H N/A Melee or 2 Paces 1d6+[CB] Devastating, Reach, Slow Slashing 3 1,000,000両
Bukijutsu 1-2 H N/A Melee 1d6+[BB] Adaptable, Pummeling, Defensive Bludgeoning 2 10,000両
Bokken Bukijutsu 1-2 H N/A Melee 1d6+[BB] Defensive, Pummeling Bludgeoning 1 75,000両
Chokuto Bukijutsu 1-2 H N/A Melee 1d6+[CB] Adaptable, Vicious Slashing 1 450,000両
Club Bukijutsu 1 H N/A Melee 1d6+[CB] Light, Powerful, Slow Bludgeoning 1 30,000両
Dao Bukijutsu 1-2 H N/A Melee 1d6+[CB] Fast, Finesse Slashing 1 400,000両
Gao Bukijutsu 1-2 H N/A Melee 1d6+[CB] Adaptable, Entangling Slashing 1 750,000両
Gunbai Bukijutsu 2 H N/A Melee 1d6+[CB] Empowering(Wind), Powerful, Punishing Bludgeoning 3 250,000両
Hammer Bukijutsu 1-2 H N/A Melee 1d6+[BB] Pummeling Bludgeoning 2 550,000両
Ji Bukijutsu 1-2 H N/A Melee or 2 Paces 1d6+[CB] Breaker, Powerful, Reach, Slow Slashing 3 800,000両
Jian Bukijutsu 1-Handed N/A Melee 1d6+[AB] Fast, Finesse Piercing 1 500,000両
Jitte Bukijutsu 1-Handed N/A Melee 1d6+[CB] Fast, Light Bludgeoning 0.5 150,000両
Katana Bukijutsu 1-2 H N/A Melee 1d6+[CB] Vicious Slashing 2 500,000両
Kiseru Bukijutsu 1-Handed N/A Melee 1d6+[CB] Defensive, Light Bludgeoning 0.25 100,000両
Knuckle-Duster Bukijutsu 1-2 H N/A Melee 1d6+[BB] Pummeling Bludgeoning 1 70,000両
Kusarigama Bukijutsu 2 H N/A Melee 1d6+[AB] Entangling, Fast, Finesse Slashing 2 450,000両
Masakiri Bukijutsu 1-Handed N/A Melee 1d6+[CB] Adaptable, Slow, Weak Slashing 2 50,000両
Naginata Bukijutsu 2-Handed N/A Melee or 2 Paces 1d6+[CB] Reach, Sweeping Slashing 3 400,000両

Melee Weapons

Item Skill to Hit Handling Ammo Type Distance Damage Qualities Type Enc. Value Price
Ninja Wire Bukijutsu 1-2 Handed N/A Melee 1d6+[AB] Strangling, Fast, Finesse Slashing 0.5 20,000両
Nodachi Bukijutsu 2 Handed N/A Melee 1d6+[CB] Powerful, Punishing Slashing 3 10,000,000両
Nunchaku Bukijutsu 1-2 Handed N/A Melee 1d6+[BB] Strangling, Pummeling Bludgeoning 1 600,000両
Ono Bukijutsu 1-2 Handed N/A Melee 1d6+[CB] Adaptable, Breaker, Slow Slashing 2 200,000両
Otsuchi Bukijutsu 2-Handed N/A Melee 1d6+[CB] Powerful, Slow, Sweeping Bludgeoning 2 100,000両
Scimitar Bukijutsu 1-Handed N/A Melee 1d6+[CB] Defensive, Fast Slashing 1 300,000両
Tanto Bukijutsu 1 Handed N/A Melee 1d6+[AB] Fast, Finesse, Light, Weak Slashing 1 50,000両
Tessen Bukijutsu 1-Handed N/A Melee 1d6+[AB] Empowering(Wind), Fast, Finesse Bludgeoning 1 400,000両
Tetsubō Bukijutsu 1-2 Handed N/A Melee 1d6+[BB] Powerful, Pummeling, Slow Bludgeoning 2 300,000両
Torch Bukijutsu 1-Handed N/A Melee 1d6+[BB] Break, Immolate, Pummeling, Slow Fire 1 3,000両
Trident Bukijutsu 1-2 Handed N/A Melee or 2 Paces 1d6+[CB] Adaptable, Entangling, Reach Piercing 2 350,000両
Unarmed Strike Taijutsu 1-2 Handed N/A Melee 1d6+[BB] Pummeling, Slow Bludgeoning N/A N/A
Wakizashi Bukijutsu 1-2 Handed N/A Melee 1d6+[AB] Defensive, Finesse, Silent, Weak Slashing 1 30,000両
Yari Bukijutsu 1-2 Handed N/A Melee or 2 Paces 1d6+[CB] Adaptable, Reach Piercing 2 150,000両
Zanbato Bukijutsu 1-2 Handed N/A Melee or 2 Paces 1d6+[CB] Punishing, Reach, Slow Slashing 2 850,000両

Ranged Weapons

Item Skill to Hit Handling Load Ammo Type Distance Damage Qualities Type Enc. Value Price
Bola Bukijutsu 1-Handed 1AP Self 1+[PB] Paces Special Entangling, Ineffective, Throwing Missile 1 100,000両
Daikyu Bukijutsu 2-Handed 1 AP Arrow 12+[PB] Paces 1d6+[AB] Fast, Finesse, Piercing Missile 3 700,000両
Explosive Tag Ball Bukijutsu 1-Handed 1 Self 6+[PB] 1d6+[CB] Bomb, Fiery, Throwing Bomb 1 500,000両
Fūma Shuriken Bukijutsu 1-Handed 1 AP Self 5+[PB] 1d6+[AB] Fast, Finesse, Vicious Missile 1 200,000両
Handheld Kunai Launcher Bukijutsu 2-Handed 3 AP Kunai 10+[PB] 1d6+[CB] Devastating, Repeating Missile 3 1,000,000両
Kunai Bukijutsu 1-Handed 1 AP Self 4+[PB] 1d6+[AB] Finesse, Light, Silent Missile 0.25 10,000両
Senbon Bukijutsu 1-Handed 1 AP Self 2+[PB] 1d6+[AB] Finesse, Inaccurate, Throwing, Weak Missile 0.1 5,000両
Shuriken Bukijutsu 1-Handed 1 AP Self 5+[PB] 1d6+[AB] Fast, Finesse, Inaccurate Missile .1 10,000両
Smoke Bomb Bukijutsu 1-Handed 1 Self 6+[PB] N/A Bomb, Ineffective, Smoke, Throwing Bomb 1 150,000両
Yumi Bukijutsu 2-Handed 1 AP Arrow 9+[PB] Paces 1d6+[AB] Fast, Finesse Missile 2 500,000両
Chapter 5: Combat and Healing




































Skirmishes amid a torrential downpour, vicious backalley knife fights, duels to the death, and pitched battles against otherworldly abominations are the types of fights you’ll likely find ahead. But, victory inevitably comes at a physical cost and a psychological toll.


Combat Terminology

When a combat encounter begins, the GM will switch the scene over from Narrative time to Combat time. Game mechanics in this chapter are treated as if a PC was using them (such as with Guide to Attacking later), but assume NPCs and creatures can use them, as well.

Friends & Foes

PCs, NPCs, Heritages, and creatures classified as Animal, Beast, Humanoid, Mutants, or Supernatural are collectively called allies and enemies. An ally is someone in your party, a friendly creature, or NPC. You are always considered your own ally. A enemy refers to a foe, but both ally and enemy are relative to the situation.

Rounds & Turns

A Round reflects the time it takes for all allies and enemies to complete their Turn. During a Round, everyone will get a Turn unless there are extenuating circumstances. A Round is equal to 6 seconds in-game, regardless of the number of allies or enemies.

Action Points

During a Turn, everyone takes a set number of actions dictated by their reserve of Action Points (AP hereafter). They begin their Turn with 3 AP (Refresh hereafter).

Actions in Combat

Everyone can spend AP to use various Actions in Combat. They’re categorized in five ways: Movement Actions, Attack Actions, Stunts, Special Actions, and Reactions. Each category has its specific subtypes of actions.

Using your AP to do Actions In Combat is how your PC participates in or avoids the combat. You might spend your Turn moving toward or attacking a foe, binding a wound, shielding an ally, etc. The ways to use, combine, or save your AP on your Turn are endless, and thinking outside of the box is what makes combat fun! A Turn has a variable length of time in-game.

Power Dice

Any time anyone rolls any number of D6 Power Dice for a weapon’s Damage and it lands on face ‘6’, the die “explodes,” and you add another 1D6 Power Die to Damage. Continue rolling if you generate more face ‘6’ results. Tally them all together to calculate Damage. There is no upper limit to the number of Power Dice that can explode. For example, you may roll 6, 6, 6, 4 making for 22 Damage. Power Dice are also expressed in combination with Primary Attribute Bonuses to reference for Damage modifiers (such as 2D6+[CB] Damage).

Running a Combat Encounter

Step 1: The GM determines if there is a Surprise Round, but if they want to let Fortune’s wheel decide, one player and the GM will roll 1D10. If neither rolls face ‘10’, there is no Surprise Round. Whoever’s die lands on face ‘10’ declares their side as the winning side. If both land on face ’10’, the party is the winning side. The winning side decides if they want to Escape or Fight:

  • Escape: The winning side can flee without being seen but could impact adventure progress.

  • Fight: The winning side gains a free Surprise Round to act. It’s time to move on to Step 2!


Step 2: If players haven’t already rolled Initiative (from Handling the Session in Gamemaster’s Secrets), do so now. Roll 1D10 and add it to your Initiative value, and the GM will roll for all foes. Unlike regular Skill Tests, rolling higher is better for Initiative. If any results match, players win ties. Track all results in the open on the Initiative Ladder—a piece of paper visible to everyone. One player will maintain the Initiative Ladder, calling out whose Turn is up.


Step 3: The GM narratively describes the scene from the adventure and explains where the battle takes place. Narrate placement or record it on the Initiative Ladder. Do note, that at the end of every round, the initiative ladder is reshuffled as the conflict rages and the tide of battle ebbs and flows.


Step 4: The GM outlines Lighting & Obscurement. Record them at the top of the Initiative Ladder.


Step 5: The GM determines the placement of allies and foes. This is generally dictated by the narrative, but enterprising gaming groups may use miniature figures and battle maps. For battle maps, 1 square or 1 hex is equal to 1 Pace.


Step 6: If applicable, a Surprise Round begins. In order from the highest to lowest results on the Initiative Ladder, everyone on the winning side gets a Turn. As their Turn begins, they Refresh 3 AP to spend on Actions In Combat. The winning side treats their Actions In Combat as (Easy +20%), foes are Defenseless to them, and the winning side adds another 1D6 Power Die to Damage. The losing side cannot take Turns during a Surprise Round. Once the winning side’s Turns are resolved, a Surprise Round is over, and combat moves into the First Round.

You never spend AP to use Fortune Coin. Talents and Traits generally costs 0 AP to use. They can be used before, during, and even after your Skill Test.

























Step 7: The First Round begins. In order from the highest to lowest results on the Initiative Ladder, everyone gets a Turn. As their Turn begins, they Refresh 3 AP to spend on Actions In Combat. When someone’s Turn ends, they look at the Initiative Ladder, and announce aloud whose Turn is next. Once everyone’s Turn is resolved, the First Round is over, and the Next Round begins.


Not all AP has to be spent on a Turn and can be held onto (Banked hereafter). Banked AP can be used for Reactions outside of a Turn (such as Parrying melee weapons or Dodging ranged weapons). If someone’s Turn comes up again with Banked AP, they simply Refresh 3 AP (as Banked AP are lost).

Step 8: The Next Round begins. Simply follow the same instructions as Step 7. Do this for all subsequent Rounds until the players and GM both agree that combat should end.


Step 9: When combat ends, the GM narrates what happens.Does it end with the death of all foes? Do they escape at the last moment? Perhaps the party is captured! It’s up to the GM to decide what best fits the story.




































Lighting

Type Description Effects
Bright Light Daytime, Well-Lit Room No Negative Effects
Low Light Dawn, dusk, starlight Cannot use Assist Dice, Flip To Fail Perception-based Skill Tests
Total Darkness Blinding light, cloudy night, pitch-black Cannot use Assist Dice, Flip To Fail Perception-based Skill Tests, and cannot target anyone with Techniques or weapons outside of Engaged

Obscurent

Type Description Effects
No Obscurement Clear No Negative Effects
Light Obscurement Mist, light rain, light snow Cannot use Extreme Distances for ranged weapons
Medium Obscurement Fog, heavy rain, heavy snow Cannot use Extreme or Long Distances for ranged weapons
Heavy Obscurement Smoke, blizzard, sleet Cannot use Extreme, Long, or Medium Distances for ranged weapons

Anatomy of a Turn

When it’s your Turn, start by telling the GM what you want to do and how many AP you’re spending to do it:


Charles (as GM): Okay Kamijou, it’s your Turn. Remember, you refresh 3 AP now.

John (as Asarada Kamijou): Okay, I want to spend 2 AP to Charge the Samurai on next to the window and 1 AP to make a Melee Attack with my Katana!


The GM will then have you roll the related Skill Test to see if you succeed at your goal:

GM: You storm across the deck in a Charge. Make an (Easy +20%) Bukijutsu Test for me.

Kamijou: My Total Chance is 87%, and I rolled 77%—a Critical Success!

GM: Killer! Go ahead and roll Damage. Remember, Since it's a crit add on an extra 2d6 Power Dice.

Kamijou: I did 18 Damage!


Then, together you and the GM will narrate what happens:

GM: Your foe seems surprised by your ferocity, and wheezes as your katana viciously carves into their shoulder. They are Grievously Wounded.

Wilson: Okay, I used all my Action Points, so my Turn is over. Kin's up next on the Initiative Ladder!


























Combat Conditions

Whenever you’re affected by a Combat Condition, announce it aloud at the game table. If its effects are ongoing, account for it at the beginning of your Turn.




  • Bleeding: You Bleed every minute at the beginning of your Turn. If you Bleed for a number of rounds in excess of your [BB], you are Slain!
  • Blinded: You cannot Dodge or Parry until the beginning of your next Turn.
  • Choked: You cannot use Actions In Combat, immediately suffer 1D10+your foe’s [BB] in physical Peril, and suffer it again at the start of each of your Turns if a foe Maintains the Chokehold.
  • Defenseless: You cannot use any Reactions whatsoever
  • Disarmed: The weapon in your primary hand is forced from your grasp, landing 3 Paces away. You cannot use your primary hand or two-handed weapons until the end of your next Turn.
  • Engaged: You and a foe stand toe-to-toe, less than 1 Pace away from one another.
  • Hastened: You add +1 to Initiative and Movement until the end of combat.
  • Helpless: When you’re Asleep, pinned beneath a heavy object, shackled, Unconscious, or otherwise unable to escape on your own accord, you’re Defenseless and can be Slain! by any successful Attack Action.
  • High Cover: When you suffer Damage from ranged weapons, ignore 9 Damage.
  • Incapacitated!: You cannot succeed at any Skill Tests.
  • Infection: You cannot restore your Damage & Peril Condition Tracks until you undergo Bloodletting.
  • Inspired: You add +1 to Damage & Peril Threshold until the end of combat.







  • Intimidated: You suffer −1 to Damage & Peril Threshold until the end of combat.
  • Low Cover: When you suffer Damage from ranged weapons, ignore 3 Damage.
  • Medium Cover: When you suffer Damage from ranged weapons, ignore 6 Damage.
  • Outnumbered: Whenever foes outnumber you 3:1, they add another 1D6 Power Die to Damage against you.
  • Prone: You’re on the ground, and foes add another 1D6 Power Die to Damage against you until you Get Up.
  • Stunned: You begin your Turns with 1 less AP. You can attempt to Resist at the beginning of your Turns to escape being Stunned.
  • Suffocating: If you’re Suffocating for a number of minutes in excess of your [BB], you’re Slain!.
  • Surprised: You cannot use Reactions, and foes add another 1D6 Power Die to Damage against you.
  • Total Cover: You cannot be targeted by Attack Actions or Stunts.
  • Unconscious: Sometimes called Knocked Out, you fall Unconscious for 1 hour and can be Slain! by any successful Attack Action.

Combat Actions

Actions

Action AP Cost Type
Assist Varies Reaction
Called Shot 2 AP Attack
Channel Chakra 1 AP Reaction
Charge 2 AP Movement
Counter Jutsu 1 AP Reaction
Disarm 1 AP Stunt
Disengage 2 AP Movement
Dodge 1 AP Reaction
Fight Dirty 1 AP Stunt
Flank 1 AP Attack
Get Up 1-2 AP Movement
Grapple 1 AP Stunt
Interact Varies Special
Load Varies Special
Melee Attack 1 AP Attack
Move 1 AP Movement
Opportunity Attack 0 AP Reaction
Parry 1 AP Reaction
Ranged Attack 1 AP Attack
Resist 0 AP Reaction
Run 3 AP Movement
Stunning Strike 1 AP Stunt
Sunder 1 AP Stunt
Take Aim 1-2 AP Special
Take Cover 1 AP Movement
Takedown 1 AP Stunt
Talk no Jutsu 1 AP Stunt
Use Jutsu Varies Attack
Wait 0 AP Special

Attack Actions



Action AP Cost
Called Shot 2 AP
Flanking 1 AP
Melee Attack 1 AP
Ranged Attack 1 AP
Use Jutsu Varies

Called Shot (2 AP)

Effect: When Engaged or at a Distance with a foe, make a relevant Combat-based Skill Test, with a −10 Base Chance to hit. If successful, and the foe cannot, or fails to, Dodge or Parry, they take 1d6+[CB] Damage added to Total Damage and suffer the appropriate Conditional Effect:

  • Arm: Disarmed
  • Body: Wounded
  • Head: Disoriented
  • Leg: Prone

Critical Success: You add another 1D6 Power Die to Damage.

Supreme Success: You add another 2D6 Power Die to Damage.

Critical Failure: You overshoot your attack and leave yourself open to an Opportunity Attack.

Supreme Failure: As Critical Failure, but in addition the weapon is damaged and cannot be used again until it is repaired outside of combat.

Other Limits: You must wield a melee weapon or a loaded ranged weapon. You must be Engaged to use a Called Shot with a melee weapon.


Flank (1 AP)

Effect: While a single enemy is already Engaged with one or more of your allies, you may attacks from a position opposite them, making it harder to defend against the combined assault. Attacks by those so Engaged are made at +10 until the enemy is no longer Flanked.


GM Tip: Setting Difficulty

Although the default assumption for Difficulty Ratings is (Standard +/−0%), reward players with easier Skill Tests by asking them to describe their actions! Conversely, make Difficulty Ratings more difficult when the tide turns during appropriate moments in combat.


Melee Attack (1 AP)

Effect: When Engaged with a foe, make a relevant Combat-based Skill Test. After successfully rolling (and if the enemy cannot or fails to Parry), they suffer your weapon’s Damage. Every Melee Attack after the first in a Turn is made at a penalty: ‒10 for the second, ‒20 for the third, and so on.

Critical Success: Your foe cannot Parry, and you add another 1D6 Power Die to Damage.

Supreme Success: You add another 2D6 Power Die to Damage.

Critical Failure: Your weapon suffers 1 level of Degradation.

Supreme Failure: As Critical Failure, but in addition You’re Disarmed.

Other Limits: You must be wielding a melee weapon.


Ranged Attack (1 AP)

Effect: When at a Distance from a foe, make a relevant Combat-based Skill Test. After successfully rolling (and if the enemy cannot or fails to Dodge), they suffer your weapon’s Damage.

Critical Success: Your foe cannot Parry, and you add another 1D6 Power Die to Damage.

Supreme Success: You add another 2D6 Power Die to the Damage.

Critical Failure: If an ally is within 6 yards of the foe, you hit them instead. The ally cannot Dodge it, and you add another 1D6 Power Die to Damage.

Supreme Failure: As Critical Failure, but the damage increases to 2d6 Power Dice and suffers 1 level of degradation.

Other Limits: You must wield a loaded ranged weapon.

Use Jutsu (varies)

Effect: When Engaged or at a Distance with a foe, select a Jutsu, spend the appropriate amount of AP, and make an appropriate Skill Test with a fixed Difficulty Rating. After successfully rolling, read the Technique Card to understand its effects.

Other Limits: You must be able to see, speak, and have at least one hand free to Use Jutsu. You can Channel Chakra to change the Difficulty Rating.










Attack Action Frequently Asked Questions

Attacking Larger & Smaller Foes: PCs are generally normal-sized. However, when you face foes of significantly smaller or even larger size, the GM may adjust the Difficulty Rating to make it easier to hit larger foes and more challenging to hit smaller foes.

Drawing & Changing Weapons: At the beginning of your Turn, you may draw a weapon from your own body, pick up a weapon at your feet, change weapons at your side, or give a weapon to an ally for 0 AP. It otherwise costs 1 AP to Interact (see Special Actions).

Mounted Attacks: Whenever you hit a foe on foot with a melee weapon while riding an animal or atop a vehicle, add another 1D6 Power Die to Damage.

Qualities That Trigger Stunts: In these cases, if the foe Dodges or Parries it successfully, no Resist is required. Otherwise, foes must Resist their effect before accounting for Damage.

Striking Flying Foes: Unless you’re at the same altitude as a foe in flight (e.g., being on its back/having climbed onto it), they cannot be targeted with melee weapons or Stunts. If a flying foe is made to Bleed or suffers an Injury, they must successfully Resist using Toughness or suffer falling Damage while being knocked Prone.

Wrangling Flying Foes: If you Get Up on a flying enemy and want to wrestle it down to the ground, roll three Opposed Tests using Athletics, with the winner declared after the Best two out of three. Enemies smaller than you roll at Disadvantage, whereas those larger than roll with Advantage.

Movement Actions



Action AP Cost
Charge 2 AP
Disengage 2 AP
Get Up 1-2 AP
Move 1 AP
Run 3 AP
Take Cover 1 AP

Charge (2 AP)

Effect: Charge up to 2× your Movement value. If you Charge at least 3 Paces and successfully make a Melee Attack on the same Turn, add another 1d6 Power Die to Damage.

Other Limits: You cannot Charge while Prone. Charging provokes an Opportunity Attack if you move away from being Engaged with enemies.

Get Up (2 aP)

Effect: Get Up from being Prone, mount an animal, or embark on a vehicle. If you have at least one Skill Rank in Coordination, Get Up for 1 AP instead.

Other Limits: You can Get Up while Prone, and it doesn’t provoke Opportunity Attacks. When you Get Up, you can also move 1 Pace away for 0 AP. However, that will provoke Opportunity Attacks.

Move (1 AP)

Effect: Hustle up to 1x your Movement value. Other Limits: You can Hustle while Prone. Hustling provokes an Opportunity Attack if you move away from being Engaged with enemies.

Disengage (2 AP)

Effect: Move up to 3 Paces to get out of Engagement with one or more enemies without provoking Opportunity Attacks. Other Limits: You cannot Disengage while Prone.

Run (3 AP)

Effect: Run up to 3× your Movement value, and gain the benefits of Low Cover until the beginning of your next Turn.

Other Limits: You cannot Run while Prone. Running provokes an Opportunity Attack if you move away from being Engaged with enemies.


Take Cover (1 AP)

Effect: Take Cover up to 1 Pace away by crouching down behind a solid barrier, gaining the benefits of Low Cover, Medium Cover, High Cover, or Total Cover until the beginning of your next Turn.

Other Limits: You can Take Cover while Prone, and it doesn’t provoke Opportunity Attacks. But, if you Take Cover to move 1 or more Paces away from being Engaged with foes, it does provoke Opportunity Attacks. If you deal Damage or suffer Damage while Taking Cover, you no longer gain its benefits (until you Take Cover once again). Examples of cover include:

  • Low Cover: cart, low wall, tree stump
  • Medium Cover: medium wall, short tree, wagon
  • High Cover: battlement, high wall, tall tree
  • Total Cover: building, ditch, tower

Movement Action Frequently Asked Questions


Carrying Someone: Reduce your Movement by −3 Paces (to a minimum of 1 Pace).

Difficult Terrain: Boulders, clutter in interior rooms, crates, crowds of harmless people, dead bodies, fallen trees, icy lakes, low fences, low-running rivers, mud, snow, tree roots, and the like make footing uncertain. You cannot Charge, Maneuver, or Run through Hard Terrain on foot, on an animal, or in a vehicle.

Jumping & Leaping: After Charging or Running on the same Turn, you can jump horizontally 2 Paces for every three points of your [BB] or leap vertically 1 Pace for every six points of your [BB].

Movement Subtypes: Movement Actions assume you’re on foot, but if you want to climb, sneak, ride, or so on, your Movement value changes while increasing the AP costs above by 1.

For example, if you intend to Charge while riding, it costs 3 AP instead of 2 AP. Replace your Movement with the values below, and consider the impact of Encumberance. Movement is never reduced to less than 1 Pace:

  • Climb Up - [BB]+0
  • Climb Down - [BB]-6
  • Drive a Fast Vehicle - [BB+9]
  • Drive a Slow Vehicle - [BB+3]
  • Fly - [AB+12]
  • Ride a Fast Animal - [AB+12]
  • Ride a Slow Animal - [AB+6]

Reactions



Action AP Cost
Assist Varies
Channel Chakra 1 AP
Counter Jutsu 1 AP
Dodge 1 AP
Opportunity Attack 0 AP
Parry 1 AP
Resist 0 AP

Assist (varies)

Effect: Whenever an ally is about to use an Action In Combat that requires a Skill Test, you help them succeed. The GM considers the situation you and your ally are in and the Distance between you both and then assigns the appropriate number of AP to Assist.

Other Limits: You cannot Assist when Defenseless. An Assist never requires a Skill Test from the Assisting character. You’re otherwise bound to the same rules for Assisted Dice in Chapter 2: Rules of Play.

Channel Chakra (1 AP)

Effect: Either before or after the Difficulty Rating for Use Jutsu is announced by the GM, declare that you’ll Channel Chakra by one, two, or three steps. Once decided, it eases the Difficulty Rating by an equal number of steps. For example, if the Ninjutsu Test was (Arduous −30%) and you Channeled Power by three steps, it becomes (Standard +/−0%).

After casting, roll 1d6 Fatigue Die for one step (gain 1 Stain), 2d6 Fatigue Dice for two steps (gain 2 Stains), or 3d6 Fatigue Dice for three steps (gain 3 Stains). Regardless of whether or not you successfully use the technique, if any Fatigue Dice land on face ‘6’, the Jutsu will cost 2x as much chakra as its stated cost to use.

Other Limits: You cannot Channel Chakra when Defenseless, and you must Use Jutsu on the same Turn you Channel Chakra.


Counter Jutsu (1 AP)

Effect: Whenever you’re the target of an enemy's Ninjutsu from the Use Jutsu action, make an Ninjutsu Test to cast a Ninjutsu of the opposing type. After successfully rolling, the Ninjutsu is blocked. If you fail, you can try Resisting its effects.

Critical Success: Your Counter Jutsu attempt costs 0 AP.

Supreme Success: Bank 1 AP for free.

Critical Failure: You cannot Resist its effects.

Supreme Failure: You are Surprised until the start of your next turn.

Other Limits: You cannot Counter Jutsu when Defenseless or when your enemy Critically or Supremely Succeeded to Use Jutsu. You must be able to see, have at least one jutsu of the opposing element, and have one hand free to Counter Jutsu. You must have one Skill Rank in Ninjutsu to Counter Jutsu E & D-rank Ninjutsu, two Skill Ranks for C & B-rank Ninjutsu, and three Skill Ranks for A & S-rank Ninjutsu.


Dodge or Parry (1 AP)

Effect: When hit by a weapon (but before Damage is determined), declare that you want to Dodge a ranged weapon or Parry a melee weapon. Then, make a relevant Skill Test using the skill in parenthesis below. If successful, you avoid all Damage and the effects of poison on weapons. After successfully rolling, avoid all Damage:

  • Dodge (Coordination Test)
  • Parry (Combat-based Skill Test with the weapon you’re armed with)

Critical Success: Your Parry or Dodge attempt costs 0 AP.

Supreme Success: Bank 1 AP for free.

Critical Failure: The enemy adds another 1d6 Power Die to Damage.

Supreme Failure: The enemy adds another 2d6 Power Die to Damage.

Other Limits: You cannot Parry or Dodge when Defenseless

Opportunity Attack

Effect: In specific situations and while Engaged, interrupt an Action In Combat by making a Melee Attack for 0 AP. A foe cannot Counter Jutsu, Dodge, or Parry against an Opportunity Attack. The Critical and Supreme Success and Failure outcomes are the same as Melee Attack.

Other Limits: You cannot make an Opportunity Attack if Defenseless, Prone, or Taking Cover.

Resist

Effect: When you’re the victim of a Stunt, Technique, or other Talents and Traits that require you to Resist their effects, make a relevant Skill Test. After successfully Resisting, you shake off all adverse effects. If your Turn comes up and you’re suffering from ongoing Combat Conditions or other effects, roll once to Resist against them all at the start of your Turn. If successful, you shake off all adverse effects. If unsuccessful, you may attempt to Resist again at the start of your future Turns.

Critical Success: You roll with an additional +10 Base Chance to any further attempts to resist the effect for the rest of the scene.

Supreme Success: Bank 1 AP for free.

Critical Failure: You roll with an additional -10 Base Chance for any attempt to resist the effect until you succeed.

Supreme Failure: You’re Defenseless until the beginning of your next Turn.

Other Limits: You cannot Resist when Defenseless

Special Actions



Action AP Cost
Direct Companion 1 AP
Interact Varies
Load Varies
Take Aim 1-2 AP
Talk no Jutsu 1 AP
Wait 0 AP

Direct Companion (1 AP)

Effect: You give direction to a Friendly creature or use your skills to control a puppet, in doing so they gain 2 action points to use.

Other Limits: This action can only be used on Animal Companions, Clones, Puppets and other such minions. A companion may never have more than 3 AP per round.

Interact (varies)

Effect: Apply or imbibe a poison (1 AP), draw a weapon (1 AP), interact within the environment (1 AP), and perform healing practices such as Bind Wounds (3 AP), Kiss of Life (3 AP), Stem Bleeding (2 AP), or consume/use antivenom, soldier pill, smelling salts, etc. (1 AP).

Other Limits: Other actions can be done, as the GM will assign a 1 to 3 AP cost

Load (varies)

Effect: Spend a number of AP to Load a ranged weapon, based on its entry. Alternatively, you can Quickload for 0 AP but can only take advantage of the weapon’s Short Distance and are Defenseless until the beginning of your next Turn.

Other Limits: You can Load over multiple Turns. Once you begin to Load a weapon, you must complete it before taking any other Action In Combat.

Take Aim (1 or 2 AP)

Effect: Spend 1 AP to gain +10 Base Chance to your next Attack Action or Stunt on the same Turn. If you spend 2 AP, gain +20 Base Chance instead.

Other Limits: You cannot Take Aim twice in a Turn, or use it to Use Jutsu.


Talk no Jutsu (1 AP)

Effect: When Engaged or at a Distance with foes, declare that you want to use Hotfoot, Inspiring Words, or Cycle of Hatred. Then, make a relevant Skill Test in parenthesis below. After successfully rolling, you and a number of allies or foes equal to your [FB] gain one of the following Combat Conditions until the end of combat:

  • Hotfoot (Warfare): +1 Initiative & Movement
  • Inspiring Words (Leadership): +1 Damage & Peril Threshold
  • Cycle of Hatred (Intimidate): -1 Damage & Peril Threshold

Critical Success: Affect everyone with double the Combat Conditions benefits instead.

Supreme Success: Affect everyone with triple the Combat Conditions benefits instead.

Critical Failure: You suffer 2D10+2 mental Peril.

Supreme Failure: You suffer 3D10+3 mental Peril.

Other Limits: Enemies cannot resist Talk no Jutsu. Both you and the allies or enemeis you are targeting must be able to see and hear one another. They can only be made subject to each Combat Condition once during combat. You cannot use Talk no Jutsu if you suffered you have suffered Stress, Fear, or Terror during combat.


Special Actions Frequently Asked Questions

Other Actions: Want to do something not listed here? Describe it to the GM, and they will assign an AP cost.

Stunts



Action AP Cost
Disarm 1 AP
Fight Dirty 1 AP
Grapple 1 AP
Stunning Strike 1 AP
Sunder 1 AP
Takedown 1 AP

Disarm (1 AP)

Effect: When Engaged with an enemy, make a Coordination or Scrutinize Test. After successfully rolling (and the foe cannot or fails to Resist using Coordination), they’re Disarmed. While Disarmed, the weapon in the foe’s primary hand is forced from their grasp, landing 3 Paces away in a random direction. The foe cannot use their primary hand or two-handed weapons until the end of their next Turn.

Critical Success: Your target cannot Resist.

Supreme Success: As Critical Success, in addition your enemy is Stunned until the end of their next turn.

Critical Failure: You suffer 2D10+2 physical Peril.

Supreme Failure: You suffer 3D10+3 physical Peril.

Other Limits: You must be wielding a Melee weapon.

Fight Dirty (1 AP)

Effect: When Engaged with a foe, make a Guile or Skulduggery Test. After successfully rolling (and if the target cannot or fails to Resist using Awareness), they’re Blinded. While Blinded, your foe cannot Counter Jutsu, Dodge, or Parry until the beginning of their next Turn.

Critical Success: Your Target cannot Resist.

Supreme Success: Your target is blinded for a number of turns equal to your [AB]

Critical Failure: You suffer 2D10+2 physical Peril.

Supreme Failure: You suffer 3D10+3 physical Peril.

Other Limits: You must have at least one hand free.


Grapple (1 AP)

Effect: When Engaged with an enemy, make an Athletics or Coordination Test. After successfully rolling (and the foe cannot or fails to Resist using Athletics), they’re Choked. While Choked, your foe cannot use Actions In Combat, immediately suffers 1D10+[BB] in physical Peril, and suffers it again at the start of each of your Turns if you Maintain the Grapple.

It costs 3 AP to Maintain a Grapple, requiring no additional Skill Tests to do so. If the foe drops to Incapacitated!, they fall Unconscious for 1 hour. Your Grappled target can attempt to Resist at the beginning of their Turns to escape being Grappled.

Critical Success: Your enemy cannot Resist the initial Grapple (but can try on their next Turns), and you deal 2D10+[BB] in physical Peril instead.

Supreme Success: As Critical Success, however you deal 3d10+[BB] in Physical Peril Damage instead. And your target has a -10 Base Chance to break the Grapple on subsequent turns.

Critical Failure: You suffer 2D10+2 physical Peril

Supreme Failure: You suffer 3D10+3 physical Peril

Other Limits: Both hands must be free to use and Maintain a Grapple, and you may release it any time. You can only use Movement Actions, Special Actions, and Reactions while Maintaining a Grapple. If you move one or more steps down the Damage or Peril Condition Tracks negatively while Maintaining, you immediately relinquish your Grapple.


Stunning Strike

Effect: When Engaged with an enemy, make an Athletics or Warfare Test. After successfully rolling (and if the enemy cannot or fails to Resist using Toughness), they’re Stunned. While Stunned, your foe begins their Turns with 1 less AP and cannot Bank AP. Your Stunned enemy can attempt to Resist at the beginning of their Turns to escape being Stunned. Defenseless enemies cannot Resist a Stunning Strike and fall Unconscious for 1 hour.

Critical Success: Your target cannot Resist.

Supreme Success: As Critical Success, but in addition your target instead loses 2 AP for the duration that they are Stunned.

Critical Failure: You suffer 2D10+2 physical Peril.

Supreme Failure: You suffer 3D10+3 physical Peril.

Other Limits: You must have at least one hand free.

Sunder

Effect: When Engaged with an enemy, make an Athletics or Warfare Test. After successfully rolling (and the foe cannot or fails to Resist using Toughness), their armor, shield, or weapon gains the Ruined Quality. When Ruined weapons are Sundered, they’re destroyed.

Critical Success: Your target cannot Resist.

Supreme Success: As Critical Success, however you may choose two of the following (armor, shield, or weapon)

Critical Failure: You suffer 2D10+2 physical Peril.

Supreme Failure: You suffer 3D10+3 physical Peril.

Other Limits: You must be wielding a two-handed melee weapon or a one-handed melee weapon with the Adaptable Quality. You cannot Sunder trappings that have the Adamantine Quality.

Take Down

Effect: When Engaged with an enemy, make an Athletics or Coordination Test. After successfully rolling (and if the target cannot or fails to Resist using Coordination), they’re either pushed 3 Paces away from you or knocked Prone where they stand. While Prone, your target is on the ground, while you and allies add another 1d6 Power Die to Damage against the foe until they Get Up.

Critical Success: Your target cannot Resist.

Supreme Success: As Critical Success, however allies attacking the prone enemy add 2d6 Power Die to their damage when attacking them.

Critical Failure: You suffer 2D10+2 physical Peril.

Supreme Failure: You suffer 3D10+3 physical Peril.

Other Limits: To use Takedown you cannot be Defenseless.

Stunt Frequently Asked Questions

Multiple Stunts: Once you’ve successfully used a Stunt and dealt a Combat Condition to an enemy, you cannot use another one until your next Turn. If you missed it, try again by spending AP.

Guide to Attacking

Step 1: Pick a melee or ranged weapon to wield (from your Character Sheet or new weapons from Chapter 4: Buying Equipment). Melee weapons require you to be Engaged to hit, but some let you stand 1 Pace away from a foe. Ranged weapons require you to Load them.

  • A Ranged Weapon's Short Distance is measured in Paces based on your [PB], modified by the ranged weapon’s Distance factor. Other Distances follow:
  • Medium Distance: Up to 2× Short Distance, −10 Base Chance to hit
  • Long Distance: Up to 3× Short Distance, −20 Base Chance to hit
  • Extreme Distance: Up to 4× Short Distance, −30 Base Chance to hit:

If you are using a Shuriken (which has a Distance of 5+[PB] yards), and your [PB] is 5, here would be the Distances:

  • Short Distance: 1-10 Paces

  • Medium Distance: 11-20 Paces

  • Long Distance: 21-30 Paces

  • Extreme Distance: 31-40 Paces


Step 2: Reference the Action In Combat and make a Skill Test. The GM will make the call on your Difficulty Rating. When rolling D100, announce your Total Chance aloud at the game table.


Step 3: Your target decides if they want to take the hit or to try Parrying (if it's melee) or Dodging (if it's ranged) the attack by spending 1 AP. The GM will make the call on their Difficulty Rating. If the foe successfully Dodges or Parries it, they avoid all Damage.

If they choose not to or fail to Parry or Dodge it, refer to the weapon’s entry to determine Damage. Some Actions In Combat, Qualities, Techniques, Talents, and Traits change the way Damage is calculated.


Before moving on, look at your weapon’s Qualities. Does it force your target to Resist a specific Combat Condition (such as the Entangling Quality)? If so, your target must successfully Resist now before you roll Damage.

Suffering Damage and Bleeding

In the following examples, we’ll assume it is you (the PC) suffering Damage. These same principles apply to NPCs and creatures. Whenever you suffer Damage, compare it to your Damage Threshold. If Damage is equal to or less than your Damage Threshold, nothing happens.


If Damage exceeds one or more Damage Threshold, the following happens:

  • Exceeds Base Damage Threshold: Move one step down the Damage Condition Track negatively.
  • Exceeds 6+Damage Threshold: Move two steps down the Damage Condition Track negatively.
  • Exceeds 12+Damage Threshold: Move three steps down the Damage Condition Track negatively.
  • Exceeds 18+Damage Threshold (Sudden Death): You’re instantly Slain!.

Announce aloud where you’re at on the Damage Condition Track. If you remain Unharmed or Lightly Wounded, there’s nothing else to record. However, if you were moved to Moderately, Seriously, or Grievously Wounded, you could also suffer an Injury.

Roll a number of d6 Injury Dice based on your current state on the Damage Condition Track:

  • Moderately Wounded: Roll 1D6 Injury Die. If it lands on face ‘6’, suffer a Moderate Injury.
  • Seriously Wounded: Roll 2D6 Injury Dice. If any land on face ‘6’, suffer a Serious Injury.
  • Grievously Wounded: Roll 3D6 Injury Dice. If any land on face ‘6’, suffer a Grievous Injury.
  • Slain!: Dead, but PCs can sacrifice a Shonen Point to live.

When you suffer a Moderate, Serious, or Grievous Injury, GM will roll D100 for a random Injury from Appendix B: Random Injuries in the Gamemaster’s Secrets booklet. Record the effects.


Fire Damage

If you suffered fire Damage, follow the same steps as Suffering Weapon Damage. But instead of suffering Injuries if your Injury Dice land on face ‘6’, you’re On Fire. When On Fire, you suffer 3D10+3 fire Damage now and every round thereafter, until you succeed in a (Challenging −10%) Coordination Test to snuff it out.

Fall Damage

Whenever you suffer falling Damage, roll 1D10 + the number of Paces you fell. If you fell into water, reduce it by −9 Damage. Follow the same steps as Suffering Weapon Damage, but ignore any Damage Threshold Modifiers from armor or shields. Roll Injury Dice as you usually would for Injuries, but if any land on face ‘6’, you’re Incapacitated! and unable to walk until your Peril Threshold is restored to Imperiled or Unhindered.


Bleeding

You Bleed every round at the beginning of your Turn. If you Bleed for a number of rounds in excess of your [BB], you’re Slain!.

Sacrificing Shonen Points

PCs are distinguished above NPCs and creatures with Shonen Points; this is the sole advantage they’ll gain against the merciless world. By permanently sacrificing a Shonen Point from your Character Sheet, you can avoid an Injury, avoid being Slain!, or becoming Incapacitated!. Other uses include dispelling Genjutsu and recovering from Combat Conditions.

Finally, if your GM allows it, you can use it to save someone else from death or to slay a foe.

Once sacrificed, permanently remove it from your Character Sheet.


Suffering Peril

In the following examples, we’ll assume it is you (the PC) suffering Peril. These same principles apply to NPCs and creatures. Peril is classified in two ways:

  • Physical Peril (fatigue & sickness)
  • Mental Peril (anxiety & distress)

Despite the differences, any time you suffer Peril, you track it to the Peril Condition Track. If Peril exceeds one or more Peril Threshold, the following happens:

  • Exceeds base Peril Threshold: Move one step down the Peril Condition Track negatively.
  • Exceeds 6+Peril Threshold: Move two steps down the Peril Condition Track negatively.
  • Exceeds 12+Peril Threshold: Move three steps down the Peril Condition Track negatively.
  • Exceeds 18+Peril Threshold (Sudden Incapacitation): You’re instantly Incapacitated!

Announce aloud where you’re at on the Peril Condition Track. If you remain Unhindered or Imperiled, there’s nothing else to record. However, other current states on the Peril Condition Track cause you to ignore Skill Ranks until healed:

  • Ignore 1 Skill Rank: Ignore one Skill Rank in Skills you have.
  • Ignore 2 Skill Ranks: Ignore two Skill Ranks in Skills you have.
  • Ignore 3 Skill Ranks: Ignore three Skill Ranks in Skills you have.
  • Incapacitated!: Gain 6 Stains, and you cannot succeed at any Skill Tests.

The Peril Condition Track penalties only impact Skills you have a Skill Rank in.

Sleep Deprivation

You must Sleep at least 6 hours after every 24 hours that pass. Once 24 hours have passed, you suffer 2D10+2 mental Peril and cannot recover your Damage & Peril Condition Tracks. If you reach Incapacitated!, you fall Unconscious and Sleep for 24 hours.

Starvation

You must eat 1 full meal a day consisting of at least bread and water. For every 24 hours you go without a full meal, you cannot recover your Damage & Peril Condition Tracks until after you’ve eaten. In addition, you suffer 2D10+2 physical Peril after 24 hours pass. Should you continue not eating for a number of days greater than your [BB], you’re Slain!.

Suffocation

You can hold your breath a number of rounds equal to your [BB]. Afterward, for every round without breath, you suffer 2D10+2 physical Peril. Upon reaching Incapacitated!, you fall Unconscious, are Suffocating, and must be healed with a Kiss of Life. If you’re Suffocating for a number of minutes in excess of your [BB], you’re Slain!.

Chakra Exhaustion

Should your Chakra Pool reach zero or be raised to twice your maximum or more, you suffer from Chakra Exhaustion! While suffering from Chakra Exhaustion your Chakra Recovery rate is Quartered and you may not use the Channel Chakra action. To Recover from Chakra Exhaustion you must not use Chakra for 48 Hours or receive a Tenketsu Massage.

Healing Damage & Bleeding


Whenever you try to use a treatment on yourself that requires a Skill Test, the Difficulty Rating worsens by one step. For example, if it was (Challenging −10%), it is (Hard −20%) instead.


Healing Practices

Healing Practice What it does
Bind Wounds Heal Damage
Bloodletting Heals Infection
Kiss of Life Heals Suffocation
Perform Surgery Heals Grievous Injuries
Sleep Recover Chakra, Damage, and Peril
Stem Bleeding Heals Bleeding
Tenketsu Massage Heals Chakra Exhaustion
Treat Disease Aids in Resisting Ongoing Effects
Treat Injury Heals Moderate & Serious Injuries
Use Blood Clotting Pill Suppress Injury
Use Smelling Salts Heals Peril

Bind Wounds

An ally must have a bandage and spend 1 minute (3 AP in combat). Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:

  • Lightly Wounded: Automatically succeed
  • Moderately Wounded: (Routine +10%) Heal
  • Seriously Wounded: (Standard +/−0%) Heal
  • Grievously Wounded: (Challenging −10%) Heal

Effect: If successful, you move a number of steps up the Damage Condition Track positively for every 6 points of the ally’s [IB]. If failed, nothing happens:

  • [IB] 1 to 6: One step up positively
  • [IB] 7 to 12: Two steps up positively
  • [IB] 13+: Three steps up positively

Critical Success: You move three steps up the Damage Condition Track positively

Supreme Success: You move back up to Unharmed on the Damage Track or instantly recover from 1 Moderate or Serious Injury.

Critical Failure: You suffer from Infection.

Supreme Failure: As Critical Failure, however all Bloodletting attempts to purge the Infection are made with an additional -10 to the Base Chance.

Other Limits: You can only have Bind Wounds performed on you once every 24 hours. If Improvised Bandages are used to Bind Wounds, you must roll 1d6 Injury Die, if any land on face ‘6’, you’re infected.

Bloodletting

An ally must have surgical tools, a bandage, and a pot of leeches and spend 1 hour. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:

  • Lightly Wounded: Automatically succeed
  • Moderately Wounded: (Routine +10%) Heal
  • Seriously Wounded: (Standard +/−0%) Heal
  • Grievously Wounded: (Challenging −10%) Heal

Effect: If successful, you’re no longer suffering from Infection. If failed, you continue suffering from Infection and move one step down the Damage & Peril Condition Tracks negatively.

Critical Success: Move one step up the Damage & Peril Condition Tracks positively

Supreme Success: Move three steps up the Damage & Peril Condition Tracks positively

Critical Failure: Continue suffering from Infection and subsequent attempts to use Bloodletting to recover from Infection are made with an additional -10 Base Chance until recovered.

Supreme Failure: Continue suffering from Infection and permanently lose 6% from Brawn.

Other Limits: You can only have Bloodletting performed once every 24 hours. However, you must undergo Bloodletting within 24 hours of suffering Infection or permanently lose 3% Brawn every day until healed.

Kiss of Life

An ally must have both hands free and spend 1 minute (3 AP if in combat) to give a Kiss of Life. Depending on how long you have been Incapacitated!, the Difficulty Rating eases or worsens:

  • 1 Minute: (Trivial +30%) Heal
  • 2 Minute: (Easy +20%) Heal
  • 3 Minute: (Routine +10%) Heal
  • 4 Minute: (Standard +0%) Heal
  • 5 Minute: (Challenging -10%) Heal
  • 6 Minute: (Hard -20%) Heal
  • 7 or minute Minute: (Arduous -30%) Heal

Effect: If successful, you’re no longer Unconscious. Failure means you remain Unconscious and must undergo a Kiss of Life again.

Critical Success: Move one step up the Peril Condition Track positively.

Supreme Success: Move three steps up the Peril Condition Track positively.

Critical Failure: You’re Slain!, and the medic gains 3 Stains.

Supreme Failure: You’re Slain!, and the medic gains 9 Stains.

Other Limits: You cannot perform a Kiss of Life upon yourself.

Perform Surgery

An ally must have surgical tools, a bandage, and painkillers and spend 1 hour (as you are Unconscious during this time). The more Injuries you’re suffering from, the Difficulty Rating eases or worsens:

  • One Injury: (Routine +10%) Heal
  • Two Injuries: (Standard +/−0%) Heal
  • Three Injuries or More: (Challenging −10%) Heal

Effect: If successful, you begin Recuperation and suffer the temporary effects of your Injury. It takes 3D10+3 days to fully Recuperate from. If failed, you gain the Injury’s Drawback permanently.

Critical Success: Reduce Recuperation time by the medic’s [IB] in days.

Supreme Success: Reduce Recuperation time by 2 x [IB] the medic’s in days.

Critical Failure: Increase Recuperation time by 1d10+1 days

Supreme Failure: You’re Slain!.

Other Limits: You must undergo a successful Perform Surgery within your [BB] in hours or gain its related permanent effects. You cannot Perform Surgery upon yourself. Every Injury must undergo individual surgery.

Sleep

Sleep for 6 hours.

Effect: If resting in a Safe Place, Recover BB+WB Chakra if not suffering from Chakra Exhaustion and Recover 1 step positively on the Peril and Damage Condition Tracks.

If Resting in an Unsafe Place, Recover BB Chakra.

Other Limits: When you Sleep, the GM will determine whether you’re in a safe or unsafe place

Stem Bleeding

An ally must have a bandage and spend 1 minute (3 AP in combat).

Effect: You stop Bleeding.

Other Limits: If an ally doesn’t have a bandage, they can cauterize the Bleeding with fire instead. However, you suffer 2D10+2 physical Peril and 1d10+1 Fire Damage and fall Unconscious for 1 hour after cauterization. In addition, you cannot recover your Damage & Peril Condition Tracks until you have undergone Stem Bleeding. Finally, if you Bleed for a number of minutes in excess of your [BB], you’re Slain!.

Tenketsu Massage

An Ally must have at least 1 rank in Chakra Control and Heal and spend 1 hour(as you are become Unconscious during this time). Make a Heal Test at -10% (Challenging) to help an ally recover from Chakra Exhaustion.

Effect: You no longer suffer from Chakra Exhaustion.

Other Limits: You cannot perform a Tenketsu Massage upon yourself.

Treat Disease

An ally must have surgical tools, a bandage, painkillers, and spend 1 hour (as you are become Unconscious during this time). Depending on where you’re at on the Peril Condition Track, the Difficulty Rating eases or worsens:

  • *Unhindered or Imperiled: Automatically succeed
  • Ignore 1 Skill Rank: (Routine +10%) Heal
  • Ignore 2 Skill Rank: (Standard +/−0%) Heal
  • Ignore 3 Skill Ranks: (Challenging −10%) Heal
  • **Incapacitated!*: Automatically Critically Fail

Effect: If successful, you may roll at Advantage on your next Skill Test to Resist a Disease’s effects.

Critical Success: You automatically succeed on your next Skill Test to Resist a Disease’s effects.

Supreme Success: You are automatically cured of your disease.

Critical Failure: You suffer from Infection, and must undergo Bloodletting.

Supreme Failure: As Critically Failure, however you also suffer 3d10+3 Peril.

Other Limits: You can only have Treat Disease performed on you once every 24 hours.

Treat Injury

An ally must have surgical tools, a bandage and spend 10 minutes. The more Injuries you’re suffering from, the Difficulty Rating eases or worsens:

  • One Injury: (Routine +10%) Heal
  • Two Injuries: (Standard +/−0%) Heal
  • Three Injuries or more: (Challenging −10%) Heal

Effect: If successful, you begin Recuperation. Moderate Injuries take 1D10+1 days to fully Recuperate from and Serious Injuries 2D10+2 days. If failed, you suffer from Infection.

Critical Success: Reduce Recuperation time by the medic’s [IB] in days.

Supreme Success: Reduce Recuperation time by 2 x [IB] the medic’s in days.

Critical Failure: You suffer from Infection and move one step down the Damage & Peril Condition Tracks negatively.

Supreme Failure: You suffer from Infection and move two step down the Damage & Peril Condition Tracks negatively.

Other Limits: Every Injury must undergo individual treatment.

Use Blood Clotting Pill

You must have a Blood Clotting Pill and spend 1 AP in combat.

Effect: You ignore the effects of an Injury for 24 hours but gain 1 Stain.

Other Limits: You can only use tincture once every 24 hours, but cannot ignore its permanent effects.

Use Smelling Salts

You must have smelling salts and spend 1 AP in combat.

Effect: You move one step up the Peril Condition Track positively but gain 1 Stain.

Other Limits: You can only use smelling salts once every 24 hours.






Final Considerations

A variety of dynamic circumstances can rapidly change the battlefield, presenting all-new challenges. On your Turn, ask the GM about the combat environment. Be open, and remain alert for narrative clues they will offer.

Combat mechanics and rules questions should never hinder role-playing. Talk with friends, call out foes, narrate what others see when your PC attacks, but most of all— be creative! Just remember not to hog the spotlight, spending ten seconds or less to narrate what you do.

Whenever you finish combat, take a moment to celebrate. Get up, grab a drink, talk about some of the high points, and mark down any questions you have may held onto during the combat encounter. Discuss them now, or at the end of the session.

Be sure to shift Misfortune Points out of the GM's Misfortune Pool. At the end of each session, all remaining Misfortune Coins in the GM’s Misfortune Pool immediately transfer to the players’ Fortune Pool.

Combat Action Cheat Sheet

Attack Actions

Action AP Cost Effect
Called Shot 2 AP Make a Combat-based Test at a −10 Base Chance, the foe cannot Parry or Dodge it and suffers weapon Damage
Flanking 1 AP Surround an Enemy with an Ally and make an Attack. Both you and your Ally Flanking the enemy attack with +10 Base Chance on the Flanked Enemy
Melee Attack 1 AP Make a Combat-based Test, the foe must Parry it or suffers weapon Damage
Ranged Attack 1 AP Make a Combat-based Test, the foe must Dodge it or suffers weapons Damage
Use Jutsu Varies Make an appropriate Skill Test for the type of Jutsu, you can Channel Chakra, the foe can Resist some Jutsu or suffer effects

Movement Actions

Action AP Cost Effect
Charge 2 AP Charge 2× Movement value, add 1D6 Damage to Melee Attack on the same Turn
Disengage 2 AP Maneuver 3 Paces and avoid Opportunity Attacks
Get Up 1-2 AP Get Up from Prone, mount an animal, or get in a vehicle
Move 1 AP Move 1x Movement Value Paces
Run 3 AP Run 3× Movement value and gain Low Cover
Take Cover 1 AP Take Cover 1 Pace and gain Low, Medium, High, or Total Cover

Reactions

Action AP Cost Effect
Assist Varies Describe to GM how you Assist an ally’s Skill Test, and GM assigns AP cost
Channel Chakra 1 AP Before or after Difficulty Rating is called out, modify the Difficulty Rating by one, two, or three positive steps, and roll Fatigue Dice to see if you Double Chakra Cost
Counter Jutsu 1 AP When you are a target of a Ninjutsu, make a Ninjutsu Test to cancel out its effects
Dodge or Parry 1 AP Avoid all Damage by Parrying melee weapons with a Combat-based Test, or by Dodging ranged weapons with a Coordination Test
Opportunity Attack 0 AP In certain situations, make a Combat-based Test; the foe cannot Parry or Dodge it and suffers weapon Damage
Resist 0 AP Before or after you suffer Combat Conditions or Jutsu effects, Resist using a Skill indicated in the ability’s listing

Special Actions

Action AP Cost Effect
Interact Varies Apply or imbibe a poison (1 AP), draw a weapon (1 AP), interact within the environment (1 AP), perform healing practices or other non-standard actions (varies)
Load Varies Load for various AP, or Quickload for 0 AP (but can only use Short Distances and left Defenseless until next Turn)
Take Aim 1-2 AP Spend 1 AP for +10 Base Chance, or 2 AP for +20 Base Chance
Talk no Jutsu 1 AP Use Inspiring Words (Leadership) for Inspired, Litany of Hatred (Intimidate) for Intimidated, Hasten Step (Warfare) for Hastened; these affect [FB] allies or foes
Wait 0 AP Wait until later to act but must do so before the beginning of next Turn, spend 1 Fortune Coin to interrupt a foe’s Turn

Stunts

Action AP Cost Effect
Disarm 1 AP Make a Coordination or Scrutinize Test, the foe must Resist with Coordination or they’re Disarmed
Fight Dirty 1 AP Make a Guile or Skulduggery Test, the foe must Resist with Awareness or they’re Blinded
Grapple 1 AP Make an Athletics or Coordination Test, the foe must Resist with Athletics or they’re Choked
Stunning Strike 1 AP Make an Athletics or Warfare Test, the foe must Resist with Toughness or they’re Stunned or Unconscious
Sunder 1 AP Make an Athletics or Warfare Test, the foe must Resist with Toughness or their armor, shield, or weapon is Ruined
Takedown 1 AP Make an Athletics or Coordination Test, the foe must Resist with Coordination or either be pushed 3 Paces away from you or knocked Prone where they stand

Character Creation Cheat Sheet

Step 1: Choose Your Profession.

You may either roll 1d100 to determine your starting Profession or you may choose based on whichever best fits your character concept. Remember that these are simply the earliest professions and as you gain experience and ascend to higher Tiers of proficiency, you will be allowed to buy into a Chunin and, eventually, a Jonin profession as well. This Playtest kit only covers 5 Genin-Tier professions at this time.

Step 2: Primary Attributes

Roll 2d10+35 Seven times, once for each of the Primary Attributes, and assign them as you feel best fits your character. These numbers will serve as the Target Number you want to roll Under when making Skill Tests for Roleplay and Combat. The Target number can be modified by Skills, Traits, Talents, and sometimes techniques, but otherwise they are completely static and will most likely not change during your career as a Shinobi after accounting for your Profession Adjustments.

Step 3: Primary Attribute Bonuses

Take the Ten's place number in each of your Primary Attributes and add it to the appropriate area. These Bonuses are likely to change over the course of gameplay as you buy into your profession, use certain Techniques, and sometime even from using Items. These Bonuses affect a number of Passive attributes of your character including Movement, Carrying Capacity, Chakra Capacity, and more.

Step 4: Secondary Attributes

These are the Passive effects of your Primary Attribute Bonuses. Each Primary Attribute Bonus trickles down to affect your character in various ways as noted above. The Full List can be found on pg.20.

Step 5: Shonen Points

These are your obligatory Deux Ex Machina button, use them to pull your ass out of the fire or to stop yourself or an ally from dying, but be warned that once you use them they don't come back, unless you are stained by your Peace Nindo 10 times. Don't be afraid to use them to save your life, and feel free to mark each usage of one with something changing physically with your character like gaining new scars, changing their hairstyle, etc.

Step 6: Your Background

This is the simplest step, pick your Gender and Heritage. At this time, the only Heritage available to play in the playtest is Child of the Pure Land, this is the generic "clan-less" option and has the benefit of near complete freedom in choosing what direction you blossom into. Remember to choose 3 Primary Attribute Bonuses to boost and an additional 3 to drop. Do note that none of these can be the same attribute, so you can not boost your Agility Bonus twice in this step, nor can you raise and then drop the same bonus.

Step 7: Physical Appearance

Choosing to roll for Physical Appearance is completely optional and you are in no way required to following along with the options as shown. However, they have been added bc there is a certain comfort in knowing you can rely on the die to always mock up a quick character and jump right into the action.

Step 8: Chakra Nature

You may either pick your nature directly or roll from the table.

Step 9: Alignments and Nindo

Your "Nindo" in this game is the balance between your War Alignment and your Peace Alignment. You may roll for both individually or roll once and take the options next to one another. Unlike in other games, you may be rewarded in game for playing into your "Nindo" whether you fall into the pits of your War alignment, gaining Drawbacks which can empower you at a Price, or whether you try to rise above your failings and strive for your Peace Alignment, which may reward you with additional Shonen Points. The act of moving towards one direction or the other is called a "Stain" and when you are stained 10 times in either direction you gain it's reward.

Step 10: Your Name

Truly the trickiest part of the entire Character Creation Process. There are no tricks to pass this particular hurdle. Simply choose a name that you believe fits and remember being silly, edgy, and everything in between are all valid options, but do try to make your character fit with the table you're playing with.

Step 11: Starting Equipment

Each Character starts with a list of Starting Equipment noted in their Profession Sheet all the way back in Chapter 3.

Step 12: A Unique Token

Finally, choose an item, this can be any standard-quality non-consumable item you can think up to fit your backstory to make your character stand out, to set them apart from the hordes and swarms of average-nin out there. All that matters is that it's something unique to flesh out your character's backstory and not just a meta-gamey item to make yourself more powerful. Yes, those two things aren't mutually exclusive, but in the spirit of cooperation and fair play, I humbly ask that you contain yourself and try testing the limits of other things. I assure you're there are plenty of ways to come out ahead for the truly adventurous and cunning.

Chapter 6: Using Techniques

Chakra

Chakra is the energy dwelling within all living beings, from the smallest of insects to the breath of the greatest trees it resides in all.

Chakra is essential to even the most basic techniques, colloquially known as "jutsu". Through various methods, the most common of which is hand seals, chakra can be controlled and manipulated to create an effect that would not be possible otherwise, such as walking on water, exhaling fire, or creating illusions.

Inner Workings

All "Jutsu" are seperated into one of 4 types depending on how the Chakra funneled into them is used.

  • Bukijutsu are techniques revolving around external implements and tools, often weapons.
  • Genjutsu are techniques meant to effect the mind's of others in subtle and obvious ways.
  • Ninjutsu are techniques that mold chakra to take on Direct, external effects, most often in the mimicking of natural elements.
  • Taijutsu are techniques that push the user's body to do otherwise dangerous or impossible feats.

Chakra Control

Each Rank of Chakra Control that you buy reduces the cost of any technique that you use by 1*[Tier]. So a Genin with 1 Rank in Chakra Control will have each jutsu they cast cost 1 Chakra less (to a minimum of 1), but a Chunin with 2 Ranks would have a 4 Chakra discount on each Technique they use.

Reading the Technique Card

Contained within the Starter Kit are a number of Techniques, they are not limited by one's Profession and instead only limited by how much XP a player wants to spend on them and their own Technique Limit.


Rank

A General telling of the complexity and chakra cost of the technique.

Chakra Cost

How much chakra it costs to initially cast the technique

Duration

How long it takes for the Technique's effect to be resolved and, in the case of Maintained, how much chakra upkeep it requires.

Dispelling Effects

You can instantly dispel (end the effects of your Techniques) at any time, except those you Critically or Supremely Failed to cast.

Range

For a Technique to affect an ally or a foe, you must be able to see them clearly and generally have at least 1 Hand open. Casting a Technique upon partially obscured allies or enemies will raise the Difficulty Rating for your Incantation Test, as determined by the GM.

Touch & "Self"

Techniques listed with the word Touch are considered a part of your casting and require no additional dice rolls. When Touch Techniques are used in combat, it means you’re already Engaged with the ally or enemy you intend to use the Technique on. You can only use Techniques listed as "Self" upon yourself.

Effect

An effect describes what happens after you make a successful Skill Test. Techniques don’t have a failure effect (effects that trigger if the user fails the initial Test to use it).


Ninjutsu Damage

Ninjutsu that cause damage never inflict Injuries unless the effect dictates otherwise.

Templates

Some Techniques affect multiple foes at once. Refer to its Template type below. Hard barriers limit areas over which Templates take effect, but soft barriers don’t

  • Burst Template: Bursts outward in a circle with a diameter of 6 Paces in all directions. Select a point of origin within your line of sight, and the Burst then takes effect. A Burst affects allies and enemies alike.

  • Cone Template: Extends straight in a 16-Pace line from where you stand, 1 Pace wide at its starting point and 5 Pace wide at its endpoint. When firing at foes Engaged with your allies, you will need to succeed in an Awareness Test not to hit allies.

  • Explosion Template: Explodes outward in a circle with a diameter of 10 Paces in all directions. Select a point of origin within your line of sight, and the Explosion then takes effect. An Explosion affects both allies and foes alike.

  • Ray Template: Shoots out in a 10 Pace Line from where you stand, it is 2 Paces Wide. A Ray affects allies and enemies alike.

Hiding Your Handseals

If you want to hide your attempts to use a Technique from someone else, you must spend an additional action and succeed at a Skulduggery Test.


Bukijtsu

A Ninja's use of weaponry in combat is known as "Bukijutsu".

E-Rank Bukijutsu (100 EXP)

Nageriki (Power Shot)


Type: Bukijutsu

Nature: Neutral

Rank: E

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: N/A

"Make a single Attack with a thrown weapon and gain add an additional Power Die to the next Damage roll with it."

Kenjutsu : Shamen-Uchi (Sword Art : Diagonal Cut)


Type: Bukijutsu (Kenjutsu)

Nature: Neutral

Rank: E

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You perform a basic cut from the shoulder to the hip, gaining a +1 Bonus die to your Damage roll, but suffering a -10% penalty to your Bukijutsu roll."

Tobi Kunai (Flying Kunai)


Type: Bukijutsu

Nature: Wind

Rank: E

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Variable

"The next Attack you make with a ranged weapon has its range increment (and, as a result, its maximum range) doubled."

Urashamen-ushi (Sword Art : Reverse Diagonal Cut)


Type: Bukijutsu (Kenjutsu)

Nature: Neutral

Rank: E

Chakra Cost: 1

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Touch

"You perform a basic cut from the hip to the shoulder, increasing the accuracy of your next Bukijutsu attack by adding +10% to your base chance to hit, but leaving yourself open to Counterattacks, thus taking a -10% penalty to your next Parry roll."

D-Rank Bukijutsu (200 EXP)

Agari-Uchi (Upward Cut)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Touch

"You perform a basic slashing strike, from the groin upwards, gaining a bonus to your damage roll equal to your [BB], but your straightforwardness is able to be capitalized on and until the start of your next turn your Damage Threshold is reduced by half of your [CB]."


Chakra Nagashi (Chakra Flow)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3 / 6 (Elemental)

Duration: Maintained - 1 Chakra Per Round (Neutral)/ 3 Chakra per Round (Elemental)

Action Cost: 1

Action Type: Special

Range: Self

"This technique imbues a held object or up to [WB] thrown weapon with chakra until the technique expires or 1 round after they are dropped. The imbued weapons is enhanced by the user's Chakra and deals an additional 1d6 Power Die of damage.

The chakra cost can be increased to 6 to imbue the weapon with one of the user's Chakra Natures. This process does not change the object's outward appearance.

  • Crushing (Earth Nature) - The Weapon gains +5 Durability and gains the [Breaker] Quality.
  • Vibrating (Lightning Nature) - The Weapon gains the [Piercing (2)] Quality.
  • Searing (Fire Nature) - The Weapon gains the [Immolate] Quality.
  • Slicing (Wind Nature) - The Weapon gains the [Vicious] Quality.
  • Slowing (Water Nature) - Every Successful hit from this weapon reduces the target's Initiative by two for 2 turns."

Dorinage (Disarming Throw)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces)

"To use this technique, the target must be of a size category no larger than you, and must have made an armed melee attack against you since your last turn. You must also have both hands free. Initiate a grapple attempt against the target, If successful, you throw the target into an adjacent square and knock it prone, dealing 2d6 Power die in damage."

Gamiyari (Paper Lance)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 2 per item

Duration: Instantaneous

Action Cost: 1 per item

Action Type: Special

Range: Touch

"You turn up to 3 small paper objects into solid and sharp improvised weapons, which can be wielded as melee or thrown weapons with a Range: of [PB]+2. Objects so transformed this way gain any 2 of the following qualities : [Finesse, Fast, Punishing, Reach, Throwing, or Vicious] and return to their normal state either when they leave your hand, or if they have the [Throwing] Quality after a number of Turns equal to half your [WB]."

Hiken Dachi: Iaijutsu (Secret Stance: Quickdraw)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Maintained - 1 chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"You enter a state of rigid preparation, holding your form in place, primed to strike like lightning. Whilst maintaining this stance, you are rooted in place. Enemies attempting to parry your weapon's attacks have a -20% to their base chance. To use this technique, you must be wielding a sheathed Slashing or Piercing Weapon with the [Light] Quality. Iaijutsu cannot be used whilst Prone."

Hiten Mitsurugi Ryu: Hi Ryu Sen (Hiten Mitsurugi Style: Flying Dragon Slash)


Type: Bukijutsu

Nature: Yang

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Short (1-5 Paces)

"This technique requires that the weapon used be sheathed inside a hard sheath (such as wood or metal). With your hand on the sheath, you flick your thumb and send the weapon flying. Make a Bukijutsu test against the target, dealing 2d6 Power Die on a success. On a hit, the weapon used will fall to the ground in the target's square: If you move to an adjacent square in the same round you may catch the weapon by making an Unarmed Strike at the same target. If the attack missed, the weapon falls in a square 10 ft directly behind the target (relative to you)."

Hiten Mitsurugi Ryu: Hiken: Shi Ryu Sen (Hiten Mitsurugi Style: Hidden Stance: Piercing Dragon Flash)


Type: Bukijutsu

Nature: Yang

Rank: D

Chakra Cost: 5

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Touch

"The formative stance of the Hiten Mitsurugi style allowing the user to strike precisely and unflinchingly at their targets. So long as this stance is maintained, all Bukijutsu attacks with Melee weapons gain the [Devastating] Quality."

Kaen Shuriken


Type: Bukijutsu

Nature: Fire

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Short (1-5 Paces)

"You focus flames into a single shuriken and send it flying at the target, dealing an additional 1d6 Power Die in damage."

Kage Shuriken (Shadow Shuriken)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Medium (6-10 Paces)

"The user places two shuriken together and throws them both at a target simultaneously. Make 2 Bukijutsu Attack with a -10% penalty for both (ignoring the multi-attack penalty). The target is considered [Surprised] for the purposes of Dodging the Attack."

Kudari-Uchi (Downwards Cut)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You perform a straightforward slashing strike, from the head downward, gaining a +10% Base Chance to your attack roll, but your simplicity in turn makes it easier to enemies to see through you and minimize the damage they take reducing the damage you inflict by -1."

Raishuriken


Type: Bukijutsu

Nature: Lightning

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Medium (1-10 Paces)

"You focus electricity into a single shuriken and send it flying at the target, dealing an additional 1d6 Power Die in damage."

Shinmeiryu: Zankusen (Shinmei Style: Severing Air Flash)


Type: Bukijutsu

Nature: Wind

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Medium (1-10 Paces)

"You focus Chakra through your body or through a held weapon, firing off 3 swirling rays of condensed air. Each 'flash' may target a different enemy within range or they may all focus on a single enemy. In addition, each hit will throw the target back [WB] Paces unless they succeed on a Toughness check."

Shôshuriken (Manipulated Shuriken)


Type: Bukijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Reaction

Range: Short (1-5 Paces)

"With this technique, a translucent string both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after throwing it. If you would fail a ranged Bukijutsu test to attack using Shuriken, you may use this jutsu to attack again without penalty."

C-Rank Bukijutsu (300 EXP)

Dachi: Jigen Ryu (Stance - Jigen Ryu)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"Named after the famed Jigen Ryu school of Swordplay, this stance trades speed for power. Before each turn, you must choose whether to attack normally or attack by using this stance. If you attack using this stance, you can only make a single attack per round, but are able to add your [AB] to the damage of a successful attack."

Entou (Flame Sword)


Type: Bukijutsu

Nature: Fire

Rank: C

Chakra Cost: 6

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"You focus Chakra into your hand and mouth, and slowly breathe out a small, solid stream of fire that shapes itself into a sword. The weapon counts as a Katana, attacks made with it use your [WB], and deal an additional 1d6 Power Die of damage."

Fukumihari (Hidden Needles)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 1 Max Chakra Pool

Duration: Internalized

Action Cost: 1

Action Type: Special

Range: Self

"You focus Chakra in your throat, allowing you to store up to 3 Senbon needles in it. Up to one needle can be fired per action, as though throwing it. If the needles as poisoned, you suffer no chance of accidentally poisoning yourself."

Gekisai (Blade Rush)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Touch

"Make a single attack with your held weapon. If the attack hits, you deal normal damage and the target is pushed back [BB] Paces if they fail a Challenging (-10%) Coordination test. If the target is pushed back, you may follow after them for free as part of this technique."

Hiken Dachi: Iainuki (Secret Stance: Quickstrike)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 3

Duration: Maintained - 1 chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"This technique is identical to Kenjutsu: Iaido, except it can be used while prone and can be used as part of a charge attack."

Hiten Mitsurugi Ryu: Ryu Tsui Sen (Hiten Mitsurugi Style: Dragon Hammer Flash)


Type: Bukijutsu

Nature: Yang

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Varies

"You perform a powerful leaping strike, harnessing your momentum for increasing damage. You must be wielding a weapon with the [Adaptable] Quality to use this technique properly. Move up to 2x your movement and attack with a leap, letting gravity enhance your fall. The attack gains a bonus to the attack rolls and bonus damage based on the result, as shown on the left."

Hokojutsu: Daibutsu (Armed Technique: Powerful Blow)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You make an exceptionally powerful strike with your held weapon, which deals an additional 2d6 Power Dice and knocks the target prone if they fails a Challenging (-10%) Toughness Test."

Hokojutsu: Kabuto-Kashi Dachi (Armed Technique: Helm-Splitter Stance)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 4

Duration: Maintained - 2 Chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"While in this stance, any weapon attack made whilst maintaining it gains the [Adaptable] Quality."

Kousen Ryu (Iron Wire Style)


Type: Bukijutsu

Nature: Yin

Rank: C

Chakra Cost: 3

Duration: Maintained - 2 Chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"You enter a special fighting stance that allows you to make expert use of a Ninja wire (or Chakra Threads) as a weapon. While in this stance, any attacks using Ninja Wire or Chakra Threads gain the [Protective] & [Punishing] Qualities."

Ryuutsuki (Dragon Thrust)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 3

Action Type: Attack / Movement

Range: Self

"By flooding your body with Chakra you are able to push your Agility beyond its limits. Move up to 3x your Movement value and make a Bukijutsu attack with a Melee weapon. On a Success, the attack adds your [AB] to the Damage."

Sasshi (Piercing Shot)


Type: Bukijutsu

Nature: Lightning

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Varies

"Make a single attack with your held projectile weapon, on a success treat this weapon as if the weapon had the [Piercing] Quality and deal an additional 1d10 Affinity Die damage."

Shinmeiryu: Fuujin Ranbu (Shinmei Style: Dust Dance)


Type: Bukijutsu

Nature: Wind

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Varies

"You throw three projectiles of Small or smaller size, The range depends on the weapon(s) used. Each attack may target a different creature, if you wish. Each attack suffers the Multiple Attack Penalty as usual, however they all also do an additional 1d10 Affinity Damage if they successfully hit their target. "

Shinmeiryu: Zanganken (Shinmei Style: Stone-Cutting Sword)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"Make a weapon attack against the target. If the attack hits, it is treated as if it has the [Piercing] and [Punishing] Qualities."

Shinmeiryu: Zankousen (Shinmei Style: Severing Light Flash)


Type: Bukijutsu

Nature: Neutral

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Medium (1-10 Paces)

"You focus Chakra into your weapon, allowing you to make a melee attack at a target at range. If the attack hits, it gains the [Breaker] Quality and deals an additional 1d10 Affinity die in damage."

Genjutsu

Techniques that use illusion to warp the environment and minds of targets.

E-Rank Genjutsu (100 EXP)


Ikaku (Intimidation)


Type: Genjutsu

Nature: Yin

Rank: E

Chakra Cost: 1

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Short (1-5 Paces)

"Using this technique, the user makes themselves appear bigger and more threatening than they really are, exerting a mysterious pressure on the target who must make a Resolve Skill test to Resist. On a Failure, the user has a +10% bonus on their next Skill test to Intimidate the target. On a Critical Failure or Supreme Failure, the user Rolls with Advantage on their next Skill test to Intimidate the target."

Memai (Vertigo)


Type: Genjutsu

Nature: Yin

Rank: E

Chakra Cost: 2

Duration: Instantaneous / Maintained (2 Chakra per Round)

Action Cost: 1

Action Type: Special

Range: Medium (6-10 Paces)

"This jutsu disrupts the proprioception and the inner ear of the target, causing them difficulties in movement and balance. The target must make a Resolve Skill test to Resist the effects of the Genjutsu. On a Failure, the target has a -10% penalty to their Coordination Skill tests until they dispel the Genjutsu. On a Critical or Supreme Failure, the target's Movement Speed is halved and they Disadvantage on Coordination Skill tests until they dispel the Genjutsu. The target can spend an Action to re-attempt the Resolve Skill test to dispel the Genjutsu."

D-Rank Genjutsu (200 EXP)

Esagashi (Hidden Verse)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Touch

"The user places an illusion on an object, either removing all text written on it, or forging text by making a Tradecraft Skill test. It takes 10 minutes for a simple forgery, or 20 minutes for a moderate forgery. The illusion radiates a faint Chakra Signature. A creature can spend 1 Chakra and make a Chakra Control test to dispel the illusion."

Kuchijouzu (Diplomacy)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Short (1-5 Paces)

"The user gains a +10% bonus on your next Fellowship-based Skill test against the target. Using this technique in certain kinds of negociations may be punished if detected."

Kyougaku (Fright)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Touch

"The user makes a Taijutsu Attack at a target within Range. The touched target begins to worry that something is wrong, though they cannot pinpoint what, and suffer a -10% penalty to Bukijutsu and Taijtsu Skill tests due to this uncertainty. This technique can be dispelled as an Action with a successful Chakra Control test."

Magen : Narakumi (Demonic Mirage : Hell Viewing)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 4

Duration: Maintained (2 Chakra per Round)

Action Cost: 3

Action Type: Special

Range: Short (1-5 Paces)

"This is a Genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This Genjutsu is a technique that draws forth such image within one's heart, and forces the target to face it as reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. Then, the illusion begins. This is to make the illusion more convincing, since the user will most likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great."

Magen : Shitsuenjou (Demonic Mirage : Reality Revision)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 4

Duration: Maintained (1 Chakra per Round)

Action Cost: 2

Action Type: Special

Range: Medium (6-10 Paces)

"The user creates a lingering effect within the minds of all creatures in the area, which has no immediate effect. Afterwards, the user can concentrate on the jutsu with an additional action each turn to : change the colour of items in a 1ft. cube, create a small object, change the temperature, flavour or texture of 1lb. of non-living material (such as food). Such changes cannot be too radical (i.e changing black to white, making water taste like a rich stew, etc.). These changes will remain in effect until the technique ends.

  • These effects are, in fact, illusory, and only change the perception of creatures affected by this technique. It cannot disrupt concentration or deal damage. The created items look crude and simple, and will immediately fade if touched or disturbed. Any creature sensing Chakra will sense chakra activity as if this technique was being used each time you make a change. This technique can be dispelled with a Resolve Skill test by anyone caught within the effect who has successfully made a Scrutinize Skill test to recognize its existence."

Onwaku (Aural Delusion)


Type: Genjuts

Nature: Yin

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Short (1-5 Paces)

"The user manipulates sound waves and sends them into the target's ears, forcing them to make a Resolve Skill test to Resist. If they fail, they are then [Stunned]. Creatures so affected may spend an Action at the end of their Turn to dispel the Genjutsu."

Shikisosou (Demotivation)


Type: Genjutsu

Nature: Yin

Rank: E / D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Self / Touch / Short (1-5 Paces) / Medium (6-10 Paces) / Long (11-20 Paces) / Super Long (21-50 Paces)

"You make the target feel a sudden drop in morale, forcing them to make a Resolve Skill test to Resist. If they fail, they suffer a -10% Base Chance penalty to all skill tests it makes. Creatures so affected may spend an Action at the end of their Turn to dispel the Genjutsu."

Shitsukentou (Disorientation)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 3

Action Type: Special

Range: Medium (6-10 Paces)

"The target's thoughts loop around, forcing them to repeat the Actions they took on their previous Turn during their next Turn. If the situation no longer allows the target to do so (no room, their previous target is gone or dead, etc.), they will simply take no Action instead. The target can still defend themselves normally."

Shougenzou (Minor Illusion)


Type: Genjutsu

Nature: Yin

Rank: D

Chakra Cost: 4

Duration: Maintained (2 Chakra per Round)

Action Cost: 2

Action Type: Special

Range: Short (1-5 Paces)

"The user can make minor illusory modifications within the area to trick or deceive others. The user may make up to one minor change per Tier. The technique can only affect unattended objects or create the illusion to such objects. A minor change is a small detail, such as the inscription on a door or plaque, making a Small sized object appear or disappear, etc. Such changes cannot directly cause harm.

  • A creature interacting with an object created by the technique will immediately notice that something is not quite right, and can make a Resolve with a +10% Base Chance modifier to break the Genjutsu after they have identified or studied the illusion. This technique can be dispelled, which renders the affected creature immune to that instance of the technique."

C-Rank Genjutsu (300 EXP)

Byourestu (Violent Sickness)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Medium (1-10 Paces)

"You send tendrils of Malicious Yin-nature chakra toward your target, manipulating the target's brain, causing them to believe they've become violently ill and be nauseated if they fail the Resolve Test leaving them Stunned until it is Dispelled. This effect can be dispelled. Creatures so affected may spend an Action at the end of their Turn to dispel the Genjutsu."

Douta (Strange Hands)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 1

Duration: Maintained - 1 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"You place a simple illusion over your hands, obfuscating your hand seals. Choose Blur or Confusion.

  • Blur: You seem to perform hand seals at such an incredible rate that the movements blur, preventing opponents from identifying the technique you perform. Enemies have a -10% Base Chance when attempting to Counter Jutsu.

  • Confusion: You seem to perform a different technique you are familiar with, as long as it cost a similar number of actions to perform as the of the technique you actually use. Enemies have a -10% Base Chance when attempting to Dodge or Parry "

Funran (Confusion)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Long (1-20 Paces)

"You confuse one of three senses of for a number of creatures in the area based on your [FB]. This technique can affect the same target multiple times, once for each sense, and must be disbelieved separately for each of them. This technique can be dispelled by the target by spending an action on their turn to make a Challenging (-10%) Resolve test.

  • Hearing: The target cannot use or be effected by Sound-based Techniques and has a -10% Base Chance on any Coordination Tests made to maintain their balance.
  • Sight: The target is [Blinded].
  • Smell: The target has a -30% Base Modifier on any Perception-based Tests using Scent."

Hasamichi (Flanking Strike)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Self

"You create a short-lived shadow image of yourself, distracting the opponent and temporarily granting yourself the Flanking condition."

Jisoku (Phantom Speed)


Type: Genjutsu

Nature: Yang

Rank: C

Chakra Cost: 4

Duration: Maintained - 2 Chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"You cast an illusion of shifting light and Chakra upon yourself, making it seem as though you move at great speed. Cannot be used in Total Darkness or Fleeting Shadows. Enemies attempting to attack you must make a Challenging (-10%) Resolve Test or else suffer a -20% Base Chance due to their disorientation."

Jukusui (Sleep)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 7

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Medium (1-10 Paces)

"This technique attempts to compel the target to go to sleep. The target makes a Routine (+10) Resolve Test. If they fail, the subject immediately becomes groggy and Defenseless. This technique can be dispelled by the target by spending an action on their turn to make a Challenging (-10%) Resolve test."

Juusuji (Bestial Rage)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Maintained - 2 Chakra per Turn

Action Cost: 2

Action Type: Special

Range: Medium (6-10 Paces)

"You make the subject focus on a single target it would normally attack and is within sight range of the subject. The subject makes a Resolve Test, if they fail then they proceed to attack the creature its focused on to the best of its ability until knocked out or killed (or until the Genjutsu is dispelled), gaining a bonus to damage equal to the caster's [FB]."

Kankiwamaru (Overwhelming Emotion)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Long (1-20 Paces)

"The target makes a Resolve test, if they fail they fall prone and begin to laugh uncontrollably suffering 2d10+2 Mental Peril. This technique can be dispelled by the target by spending an action on their turn to make a Challenging (-10%) Resolve test."

Kensei (Diversion)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Short (1-5 Paces)

"You make a feint attempt against a creature with which you are Engaged, the target makes a Challenging (-10%) Resolve test and if they fail, they make an Opportunity Attack on the illusion."

Magen: Anrakushi (Demonic Illusion: Bitter Fulfillment)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Long (1-20 Paces)

"The subject is shown an illusion catering to its greatest desire in this moment (reinforcements, death of an enemy, etc.), making a Hard (-20%) Resolve test, if they fail reduce their Damage Threshold by ½ your [FB] or forfeit their next turn (your choice). You are not aware of what illusions they experience. Once the technique ends, the illusion falls away, and the subject suffers 2d10+2 Mental Peril as their hopes are crushed."

Magen: Chitaibakushi (Demonic Illusion: Earthbound Death)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Maintained - 2 Chakra Per Turn

Action Cost: 3

Action Type: Special

Range: Medium (1-10 Paces)

"The target is shown the illusion that it's body is slowly being covered in a layer of earth and rock, as though it is being petrified. Each turn the target makes a progressively more challenging Resolve test, slowly suffering from greater effects over time, which are cumulative:

  • First Round Standard (+/- 0%): The target cannot Charge or Run and suffers 1d10+1 Mental Peril
  • Second Round Challenging (-10%): The target's movement value is reduced by half and suffer 2d10+2 Peril.
  • Third Round Hard (-20%): Subject cannot move or perform actions requiring any sort of movement (even speech). They can still breathe. The technique immediately ends if the target is attacked."

Magen: Jigoku Tenshi (Demonic Illusion: Hell's Element)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Medium (1-10 Paces)

"You create an illusion of yourself throwing a ball of elementally charged Chakra that Explodes, forcing all creatures within the area to make a Challenging (-10%) Resolve test to avoid taking 1d10+1 Mental Peril damage of an elemental type of your choice."

Magen: Mugen Doutei (Demonic Illusion: Endless Journey)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Maintained - 2 Chakra per Turn

Action Cost: 3

Action Type: Special

Range: Long (1-20 Paces)

"The target(s) slowly succumb to an illusion that causes them to lose any sense of direction. Each turn the target(s) makes a progressively more challenging Resolve test building up as the technique progresses:

  • First Round Standard (+/- 0%): The target is unable to make sense of which direction is north (or south, etc.) without using a compass or similar effect or device. Suffering 1d10+1 Mental Peril.
  • Second Round Challenging (-10%): The target wanders around, making little progress towards it destination, without realising. Suffering 2d10+2 Mental Peril.
  • Third Round Hard (-20%): The target moves with numerous turns and twists and becomes unable to wander more than 10 Paces from the location it started its turn in for the rest of this technique's duration. Suffering 3d10+3 Mental Peril. "

Mikkai (Privacy Field)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Maintained - 4 Chakra per Hour

Action Cost: 2

Action Type: Special

Range: Short (1-5 Paces)

"You create a zone that affects all creatures, with less than 5 Chakra in their Pool and creatures without any ranks in the Chakra Control skill. The zone does not move with you, and you can maintain it only while you remain within it. Creatures within the zone ignore all sights and sounds from within the zone, as though they were completely unimportant and not worthy of attention. They will avoid entering the zone if possible, and will attempt to leave as soon as possible if they are forced inside."

Shinheki (Mind Rend)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces)

"You attempt to shock the target's brain, the target makes a Challenging (-10%) Resolve test, or suffers from 1d10+1 Mental Peril and are Stunned."

Shitsunen (Mind Lapse)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 3

Action Type: Special

Range: Short (1-5 Paces)

"The target's thoughts loop around, forcing them to make a Challenging (-10%) Resolve Test or be made to repeat the actions they took on its previous turn during its next turn. If the situation no longer allows the subject to do so (no room, its previous target is dead or gone, etc.), it will simply take no action instead. The target can still defend itself normally."

Tsutakazura Genzou (Illusory Vines)


Type: Genjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Maintained - 1 Chakra per Round

Action Cost: 2

Action Type: Special

Range: Medium (1-10 Paces)

"You target a number of creatures based on your [FB], each one makes a Challenging (-10%) Resolve Test and those who fail immediately see vines erupting forth from all around, causing them to act as though entangled. Suffering 2d10+2 Mental Peril at the end of each of their turns that they do not break free."

Ninjutsu

The foundational art of all chakra use, most commonly expressed externally and most powerfully by taking on expressions of one or more of the Five Natures

E-Rank Ninjutsu (100 EXP)

Bushin (Illusion Clone)


Type: Ninjutsu / Genjutsu

Nature: Neutral

Rank: E

Chakra Cost: 1 Chakra per Clone

Duration: Instantaneous

Action Cost: 1 Action per clone

Action Type: Special

Range: Self

"A simple technique in which the user creates a number of massless shells of chakra equal to the amount of Chakra spent with a form perfectly identical to the user at a glance. These Clones appear by the user’s side and cannot stray more than 10 paces away from them. The duplicates look like the user and are perfect duplicate, but they cannot speak or perform any action that requires having a body, like lifting an object or attacking a creature. Once touched by another creature or object or violently shaken, it disappears in a puff of smoke. Enemies with a [PB] less than the User’s [WB] have -10 to all rolls made to identify the original from their duplicates based on the number of clones within sight to a maximum of 3. The action spent to summon these illusory duplicates also sets them to follow one of the following orders: Follow Me or Scatter."

  • Follow Me: The duplicates mimic the user’s actions in a natural seeming manner, sacrificing itself in order to reveal an opening for the user adding +10 to the user’s next Taijutsu or Bukijutsu attack. Every time an attack is made with the “Follow Me” order active, one of the clones made by the jutsu is destroyed.
  • Scatter: The duplicates fan out in a confusing way, inflicting a difficulty of -10 to the searcher’s next Awareness or Scrutinize roll to find the user.

Genwakurudo (Blinding Mud)


Type: Ninjutsu

Nature: Earth

Rank: E

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Short (1-5 Paces)

"This technique is the very basics of earth manipulation Doton principles, fermenting existing earth in their range with Chakra and loosing it at an enemy within range. The Target must make a Coordination-test to dodge the mud or be [Blinded]. This effect lasts until the target uses an action to remove the Blinding Mud, the act of clearing the Blinding Mud provokes Attacks of Opportunity as if moving out of Engagement."

Hekiden (Electrical Split)


Type: Ninjutsu

Nature: Lightning

Rank: E

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: touch

"A supplementary technique to be used in conjunction with a weapon. The user stores a small amount of Lightning Chakra into a Metallic Weapon they are holding. The next attack from that weapon transmits that chakra from the weapon into the target. On a successful strike, the target makes a Toughness-Test to resist the sudden Electrical charge, if they fail then they are [Stunned] until the end of their next turn. The blast will damage unattended objects and set fire to combustibles."

Henge (Transformation)


Type: Ninjutsu / Genjutsu

Nature: Neutral

Rank: E

Chakra Cost: 3 (Simple Illusion) or 10 (Complex Shell)

Duration: Maintained - 1 Chakra per Hour / 3 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"Using this technique, the user assumes the form of a creature of the same size category as he is. He may freely designate the specifics of his new form (such as height, hair texture and color, skin tone, etc.). This form is, by Default, purely illusory and as such can be dispelled by a strong jostling by an outside force such as being shoved into a wall or stepping on a lego."

  • It is possible to use this technique to create a complex illusion allowing the user to assume the form of a creature or item of their size category or smaller taking on the shape, weight, and even mass of their new form, but having no ability to mimic any of their biological or mystical abilities.)

Hikahou (Blazing Red Cannon)


Type: Ninjutsu

Nature: Fire

Rank: E

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Short (1-5 Paces)

"The user fires a head-sized sphere of blazing chakra forward at a target within range that explodes on contact dealing [0d6+WB] points of fire damage to the target if it hits."

Kakuremino (Cloak of Invisibility)


Type: Ninjutsu

Nature: Neutral

Rank: E

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"The user covers themselves with a cloak that has a color and pattern matching the nearby surroundings, concealing their presence by seamlessly blending in. The user can then gather intel from their position or wait for an opportunity to stage an ambush on unsuspecting targets. Whilst unmoving, the user Rolls with Advantage on their Stealth Checks and if they initiate a surprise attack, enemies have a -10% (Challenging) penalty to their awareness rolls to recognize the user."

Kawarimi (Body Replacement)


Type: Ninjutsu

Nature: Neutral

Rank: E

Chakra Cost: 2

Duration: Instantaneous

Action Cost: 1

Action Type: Reaction

Range: Self

"The instant before they are to be struck by an attack, the user replaces themselves with a block of wood or something similar. Because the attack does hit something, opponents may briefly believe that they've successfully struck the user. But this is merely an optical illusion and opponents will quickly notice what's happened. The User rolls their Dodge Roll for the triggering attack at Advantage. After successfully dodging the attack, the user may move up to half their Movement without provoking an Attack of Opportunity."

Nawanuke (Rope Escape)


Type: Ninjutsu

Nature: Neutral

Rank: E

Chakra Cost: 1

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Self

"By circulating Chakra throughout their body, the user is able to bypass that which keeps them bound. The user has +10 to their next Skullduggery roll to escape bondage."

Takitsuke (Fire Starter)


Type: Ninjutsu

Nature: Fire

Rank: E

Chakra Cost: 1

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Touch

"A technique that holds the very bases of Katon techniques, this extremely low-ranked Ninjutsu is often used to light fires from dry or soaked wood within range, but very rarely as a combat technique."

D-Rank Ninjutsu (200 EXP)

Bifuu (Zephyr)


Type: Ninjutsu

Nature: Wind

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Short (1-5 Paces)

"You expel a sudden burst of air (approx 25 mph), clearing out dust, smoke, mist and fog as well as extinguishing small fires (such as candles). Creatures who are Small or smaller must make a Challenging (-10%) Toughness Test to avoid being knocked back [WB] Paces."

Chakra no Hikari (Chakra Light)


Type: Ninjutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Variable (1-10 Paces)

"A simple exercise in Chakra control. You create a glowing orb, shedding Bright Light in a 6 pace radius, and Fleeting Shadows for 4 pace past that. As an Action, you can move the light anywhere within the technique's range."

Chakra no Ito (Chakra Threads)


Type: Ninjutsu

Nature: Neutral

Rank: D

Chakra Cost: 4

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"You create invisible threads of Chakra which can be used to manipulate objects with varying degrees of control. Creatures that can See Chakra can make a Scrutinize Test to see the threads. Using these threads requires you have both hands free. To attach your threads to an object, it must be unattended and within 4+[WB] Paces from you. You must then spend an action to manipulate it."

Chakra no Kogasu (Chakra Burn)


Type: Ninjutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Touch

"You channel Chakra into your hands and can burn off the Chakra in explosive tags, sunburst tags and similar Chakra-based devices by touching them, essentially defusing them."

Chihou (Earth Compass)


Type: Ninjutsu

Nature: Earth

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Self

"You lay your bare hand on the ground and instantly know which direction is North."

Dengan (Stungun)


Type: Ninjutsu

Nature: Lightning

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Short (1-5 Paces)

"You release a ray of shocking currents. If it hits, the ray deals 1d6+WB damage and forces the target to Toughness check. If they fail, then they are Stunned until the end of their next turn."

Enkounebai (Sticky Fire)


Type: Ninjutsu

Nature: Fire

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Medium (1-10 Paces)

"You send Chakra into the flames surrounding a creature who is currently On Fire, increasing their potency. The target takes an additional 1d6 Power Die of damage at the end of each turn while they remain On Fire and the Coordination Test made to put the fire out becomes Hard (-20%)."

Fukurougan (Owl's Eye)


Type: Ninjutsu

Nature: Neutral

Rank: D

Chakra Cost: 2

Duration: Maintained - 1 chakra per turn

Action Cost: 1

Action Type: Special

Range: Self

"You gather Chakra into your eyes allowing you to see and act without penalty in Total Darkness."

Jinrai (Thunderclap)


Type: Ninjutsu

Nature: Lightning

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Cone

"You clap your hands together, releasing an oppressively loud shockwave that forces all creatures within range to Resist with a Toughness Test, if they fail they suffer 1d6 Power Die worth of Damage."

Kazegama (Wind Scythe)


Type: Ninjutsu

Nature: Wind

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Ray

"You fire a curved blade of wind, dealing 1d6 Power Die of damage to any creature in the area who fails a Coordination test to Avoid it."

Mashujutsu (Mystic Surgery)


Type: Ninjutsu

Nature: Yin

Rank: D

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Turn

Action Cost: 3

Action Type: Special

Range: Touch

"A commonly used technique in shinobi hospitals, this minor but practical skill is used to prepare an ad-hoc theatre for Surgery and allows a Shinobi to Perform Surgery without Surgery Tools without penalty."

Moguragakure (Hiding like a Mole)


Type: Ninjutsu

Nature: Earth

Rank: D

Chakra Cost: 3

Duration: Maintained - 1 chakra per round

Action Cost: 1

Action Type: Special

Range: Self

"This jutsu allows you to dip beneath the surface of the Earth and hide for a time, giving you an underground Movement equal to half of your base Movement Value. As you are not creating tunnels and are in fact moving the earth around your body, you are only able to stay underground for a number of turns equal to your [BB] before surfacing for air.

Shousen (Mystic Palm)


Type: Ninjutsu

Nature: Yin

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Touch

"A commonly used technique in shinobi hospitals, this minor but practical skill boosts a patient's natural recovery. Make a Ninjutsu or Heal test. On a success, the target is raised one step positively on the Damage Tracker. If the user has Skill ranks in Heal , add +10 to the Base Chance and restore an additional level of Damage. If the caster does not have Skill Ranks in Heal, they may still attempt the technique as if they do but through a Challenging (-10%) Ninjutsu test."

Shunshin (Body Flicker)


Type: Ninjutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Self

"A high-speed movement technique, By using the Body Flicker Technique, a ninja can move short to long distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. It is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds. After using the technique, the user is able to move up to 3x their Movement in a straight line. Enemies attempting to make an attack of opportunity on the user must roll at Disadvantage."

Suisendan (Drilling Water Bullet)


Type: Ninjutsu

Nature: Water

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Ray

"You create a ball of water that bursts outward in a spiraling wave, dealing 2d6 power die of damage to creatures caught in the area."

Suizou (Water Forming)


Type: Ninjutsu

Nature: Water

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range Self

"You spit out 10 Litres of water. The water is pure and drinkable, and can be used as any normal water could, but it lasts for only 3 rounds (As such, drinking it will not quench your thirst). Using this technique in a hot and dry environment (like a desert) causes you to take 1d10+1 Mental Peril damage"

Tengukaze (Tengu's Wind)


Type: Ninjutsu

Nature: Wind

Rank: D

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range Explosion

"You create a sudden but potent updraft, dealing 1d6 Power Die of damage to creatures in the area. Creatures caught in the area are forced to make a Challenging (-10%) Toughness test or be buffeted back a number of Paces equal to your [WB]."

Toujun (Earth Shield)


Type: Ninjutsu

Nature: Earth

Rank: D

Chakra Cost: 2

Duration: Maintained - 2 Chakra per Round

Action Cost: 2

Action Type: Special

Range Self

"You cover yourself with a thin layer of earth, giving yourself a bonus to your Damage Threshold equal to ½ your [WB] so long as you are maintaining the technique."

Tsuchi (Earth Mallet)


Type: Ninjutsu

Nature: Earth

Rank: D

Chakra Cost: 3

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range Self

"You cover your hand with earthen materials, creating a large sledgehammer. While maintaining this technique, you are always considered to be wielding an Otsuchi and you can add your [WB] to damage rolls when attacking with it."


C-Rank Ninjutsu (300 EXP)

Bouenkyou Shikaku (Telescopic Vision)


Type: Ninjutsu

Nature: Neutral

Rank: C

Chakra Cost: 4

Duration: Maintained - 1 chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

Description: You focus Chakra into your eyes, improving sight by allowing you to see far off into the distance. Add +10% to the Base Chance of any Perception-based Skill Tests you make.

Choumetsu (Pitch Destruction)


Type: Ninjutsu

Nature: Neutral

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Short(1-5 Paces) Cone

Description:You touch a surface directly connected to the target area and send a volatile wave of sound towards it, having an effect based on the type of surface in the targeted area.

  • Hard Ground: The wave sends debris flying in all directions; dealing 2d6+WB damage. A single square inside the area is treated as though it has caltrops spread over it until it is repaired.
  • Soft Ground: A wave of mud or a cloud of sand and/or dirt is sent flying up, inflicting [Blinded] on all creatures for 1d6+WB unless they succeed at a Toughness check.

Doronami (Mud Wave)


Type: Ninjutsu

Nature: Earth

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces)

"You press down on the earth with a Tyrannical stomp and unleashing a wave of mud towards your enemies. Creatures caught within the Template are forced to make a Hard (-20%) Coordination test or take 1d10+[WB] Affinity Die of Damage."

Enma Ibuki (Enma's Breath)


Type: Ninjutsu

Nature: Wind

Rank: C

Chakra Cost: 1-2 / 3-5 / 4-8 / 10-15 / 13-25 / 20+

Duration: Instantaneous / Maintained / Passive / Internalized

Action Cost: 2

Action Type: Attack

Range: Short (1-5 Paces) Cone

"You breathe out a cone of putrid, corrosive gas that deals 1d10+[WB] Affinity Die of Damage."

Fuukakoi (Wind Enclosure)


Type: Ninjutsu

Nature: Wind

Rank: C

Chakra Cost: 4

Duration: Maintained - 2 Chakra per Turn

Action Cost: 2

Action Type: Special

Range: Medium (1-10 Paces)

"Powerful winds rise around the target, forcing the target to make a Challenging (-10%) Athletics Test or have their movements restricted and preventing them from moving from their square by physical means, leaving them Defenseless."

Goukyaku (Grand Fireball)


Type: Ninjutsu

Nature: Fire

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces) Explosion

"With a mighty exhale you release a powerful fireball upon your foes. Creatures caught within the Template are forced to make a Hard (-20%) Coordination test or take 1d10+[WB] Affinity Die of Damage."

Gufuuran (Tornado Slicer)


Type: Ninjutsu

Nature: Wind

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces) Ray

"With a wave of your hand you release a thin blade of Condensed wind to cut through your enemies. Creatures caught within the Template are forced to make a Hard (-20%) Coordination test or take 1d10+[WB] Affinity Die of Damage."

Haiseikishou (Burning Ash Cloud)


Type: Ninjutsu

Nature: Fire

Rank: C

Chakra Cost: 7

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces) Cone

"You inhale deeply before breathing out a cloud of thick ashes and embers, the area within the cone is considered Fleeting Shadows to those outside of it. Creatures inside the Cone are forced to make a Hard (-20%) Toughness test at the beginning of their turn to avoid becoming Blinded. In addition, the cloud deals 2d6 Power Die of damage to creatures inside it the first round it exists, reduced to 1d6 the second round and no damage the third round."

Hakisuitoge (Spitting Water Spines)


Type: Ninjutsu

Nature: Water

Rank: C

Chakra Cost: 2 Chakra per Needle (up to [WB])

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Medium (1-10 Paces) Cone

"You raise some water into the air and turn it into countless needles to attack the target. Each needle created by this technique is considered a [Senbon], but uses your [WB] to deal additional damage and each Needle may target a different creature."

Houden (Electrical Discharge)


Type: Ninjutsu

Nature: Lightning

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Medium (1-10 Paces) Explosion

"You focus your Chakra and convert it to a crackling energy, dealing 1d10+[WB] Affinity Die of damage. If used on water, the Explosion's Radius increases to up to twice the size of the Template. This increase will not reach beyond the edge of the body of water."

Housenka (Pheonix Sage Fire)


Type: Ninjutsu

Nature: Fire

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Medium (1-10 Paces)

"You rapidly spit out a small fireball, which deals 2d6 Power Die of damage. If a creature is hit, it must make a Challenging (-10%) Coordination Test to avoid being caught On Fire."

Ikketsu (Hemorrhage)


Type: Ninjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You lash out at a target that has taken piercing damage in the last hour and force the wound open, aggravating their injuries, roll 2d6 Injury Die to determine if they receive a Moderate Injury."

Kekki (Vigor)


Type: Ninjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Touch

"With precise application of chakra you spike the adrenaline production of the target. Make a Challenging (-10%) Ninjutsu test. If successful, the target can ignore an Injury for the duration."

Kentai (Fatigue)


Type: Ninjutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Touch

"By gently lacing your chakra through the meridians of your target, you stimulate their Chakra Vessels causing them to generate an amount of Temporary Chakra equal to your [WB]. This technique does not stop the subject from contracting Chakra Exhaustion if their chakra Pool was reduced to 1 before or after this technique was used on them. Using this technique on the same target more than once per day increases the Cost by 2 each time."

Shinryou (Diagnostics)


Type: Ninjutsu

Nature: Yin

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Special

Range: Touch

"You analyze the touched creature, and will immediately know if it is suffering from any Conditions or Ailments. In addition, you know if the target is suffering from Chakra Overload (due to Iryou Ninjutsu: Chiyu techniques), poisons, or diseases and whether any of the conditions detected are temporary or permanent. You also detect the target's current state on the Damage Track and Chakra Pool compared to its maximum, rounded to quarter units (for example, it may have ½ Chakra Pool left)."

Taijutsu

The use of Chakra to empower the physical body and to produce other supernatural abilities centered around one's own physical form.

E-Rank Taijutsu (100 EXP)


Hiken Dachi:Shouja (Secret Stance:Small Serpent)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 1

Duration: Maintained - 1 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"You crouch low, lashing out and retreating as you attack like a cobra. Taijutsu attacks gain the Finesse Quality, and you gain a +10% bonus to Coordination rolls against attempts to knock you Prone."

Hiken Dachi:Yasei Kuma (Secret Stance: Wild Bear)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 1

Duration: Maintained - 1 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"You move slow but steady, emulating the thrashing attacks of a wild bear. You take a -2 penalty to your Damage Threshold, but gain a +2 bonus Taijutsu attack damage. All Taijutsu and Bukijutsu attacks gain the Pummeling Quality (if they didn’t already have it). "

Kinobori (Tree Climbing)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 2

Duration: Maintained - 1 Chakra per Turn

Action Cost: 1

Action Type: Movement

Range: Self

"You focus Chakra to your feet, allowing yourself to stick to surfaces such as walls and ceilings, capable of walking on them as though they were normal floors, suffering no penalties. When walking on a slippery or perfectly smooth surface, a Chakra Control test must be made every round to avoid falling Prone. This technique will not grant you its benefits on ice-covered surfaces."

Saihou (Sewing Technique)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Special

Range: Touch

"You repair torn or damaged material adding 10% to any Tradecraft rolls made during the Long Rest. This technique cannot mend complex fabrics or metals, nor can it restore clothing or fabric that was completely destroyed."

Shou Rakumugai (Minor Harmless Fall)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Movement / Reaction

Range: Self

"This technique allows for a clever use of Chakra and positioning to absorb the energy of a fall. Allowing you to add +10% to your Coordination roll to avoid taking fall damage."

Yukigutsu (Snow Walking)


Type: Taijutsu

Nature: Neutral

Rank: E

Chakra Cost: 2

Duration: Maintained - 1 Chakra per Turn

Action Cost: 1

Action Type: Movement

Range: Self

"A basic traversal and Chakra Control technique in the category of Kinobori or Tadayou, this basic skill lets you walk on snow or ice without hindrance. When walking on snow or ice, you suffer no movement penalties to move across a slippery surface of ice. You still leave tracks in the snow. When used in conjunction with Kinobori, you can even walk up ice-covered surfaces."

D-Rank Taijutsu (200 EXP)

Amatsu no Karada (Heavenly Body)


Type: Taijutsu

Nature: Neutral

Rank: D

Chakra Cost: 4

Duration: Maintained - 2 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"Choose an element: Fire, Water, Lightning, Wind, or Earth. Your body glows with a faint hue with a color according to your element, and your hands are covered by elemental energy. While maintaining this stance, all of your Unarmed Strikes deal an additional 1d6 Power Die and you can substitute the Ninjutsu test necessary for the Counter Jutsu action with Taijutsu."

Butsukari (Charge Breaker)


Type: Taijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Reaction

Range: Touch

"When an enemy Charges towards you and becomes Engaged, you can use a Reaction to make a quick Unarmed Strike at them, if you succeed then you deal no damage, but the Enemy is knocked Prone."

Hiken Dachi: Hachidori no Yari (Secret Stance: Lance of the Hummingbird)


Type: Taijutsu

Nature: Neutral

Rank: D

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"This stance is designed to help fight against enemies who wield larger weapons, keeping them in close quarters. While maintaining this stance all of your Unarmed Strikes gain the [Breaker] Quality and you are able to make an opportunity attack any time an enemy that is engaged with you moves, even if it's not out of your Engagement range."

Hiken Dachi: Torageki (Secret Stance: Striking Tiger)


Type: Taijutsu

Nature: Yang

Rank: D

Chakra Cost: 2

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"You crouch low, emulating the ferocity of a Tiger preparing to pounce. While maintaining this Stance you do not take any additional damage while Prone."

Keikai-Uchi (Nimble Strike)


Type: Taijutsu

Nature: Wind

Rank: D

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You make an efficient, graceful strike against the target. Make an Unarmed Strike against an Enemy within range, on a Success add your [AB] to the Damage."

Raite (Hands of Thunder)


Type: Taijutsu

Nature: Lightning

Rank: D

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Touch

"You charge your hands with crackling electricity, Make an Unarmed strike at a target within range. On a success, you deal an additional 1d6 Power Die worth of Damage. If the target is wearing metal armor, you instead deal 1d10 Affinity Die."

C-Rank Taijutsu (300 EXP)

Gishi (Feign Death)


Type: Taijutsu

Nature: Yin

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 3

Action Type: Special

Range: Self

"You bring yourself into a kind of artificial hibernation. Your pulse slows to an imperceptibly low pace, your body temperature starts to go down and you are Helpless while the technique lasts. In effect, you appear to be dead. A successful Heal test can reveal that you are merely pretending. You can dismiss the technique with an action on your turn."

Hiken Dachi: Iaiken (Secret Stance: Quick Fist)


Type: Taijutsu

Nature: Neutral

Rank: C

Chakra Cost: 3

Duration: Instantaneous

Action Cost: 1

Action Type: Maintained - 1 Chakra per Round

Range: Touch

"A bare-fisted version of Iaido, the art of unsheathing one's sword from their sheath. However, this using his hands as the sword and pockets as the sheath, releasing punches faster than the eye can track. So long as this stance is maintained, all Unarmed Strikes you make are Routine (+10%) and are considered to have the [Silent] Quality."

Inuhana (Dog's Nose)


Type: Taijutsu

Nature: Neutral

Rank: C

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Hour

Action Cost: 1

Action Type: Special

Range: Self

"You focus Chakra into your nose to amplify your sense of smell, gaining the ability to detect odors and smells you normally wouldn't be able to. While maintaining this technique you may roll any Perception-based test with a +10% Base Chance Modifier."

Iwakuzu Taigeki (Rock-Shattering Fist)


Type: Taijutsu

Nature: Neutral

Rank: C

Chakra Cost: 6

Duration: Instantaneous

Action Cost: 2

Action Type: Attack

Range: Short (1-5 Paces)

"You focus your energy into a limb and strike the ground, sending a Burst of energy through it. Every other creature in the area above ground are forced to Resist with a Challenging (-10%) Coordination test, if they fail they fall Prone and suffer 1d6 Power Die of Damage. Creatures underground suffer 1d10 Affinity die of damage and are Stunned."

Kage Buyou (Shadow Dance)


Type: Taijutsu

Nature: Neutral

Rank: C

Chakra Cost: 4

Duration: Instantaneous

Action Cost: 1

Action Type: Attack

Range: Touch

"This technique can be used as part of a charge, and allows you to make an unarmed attack that deals and additional 1d6 Power Die of damage, sending the target upward a number of Paces equal to three times your [BB] if they fails a Challenging (-10%) Toughness Test. Once airborne, you may spend a move action to jump, arriving directly behind the target. "

Renzuki (Flurry of Blows)


Type: Taijutsu

Nature: Neutral

Rank: C

Chakra Cost: 5

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Touch

"You lash out with an intense series of high-speed strikes. Make a number of Unarmed Strikes equal to your [CB] (Multiple Attack Penalty Applies as Normal)."

Suiken Dachi (Drunken Fist Stance)


Type: Taijutsu

Nature: Water

Rank: C

Chakra Cost: 3

Duration: Maintained - 2 Chakra per Turn

Action Cost: 1

Action Type: Special

Range: Self

"You concentrate, simulating a drunken state of mind to make your movements difficult to read. While you are maintaining this stance, all attacks made against you are with a -10% Base Chance Modifier and all attacks you make on others have a -10% Base Chance Modifier for Enemies to Parry."

Tourouken (Praying Mantis Style)


Type: Taijutsu

Nature: Wind

Rank: C

Chakra Cost: 5

Duration: Maintained - 1 Chakra per Round

Action Cost: 1

Action Type: Special

Range: Self

"You stretch out your liumbs, emulating the swift precision of the Praying Mantis. While Maintaining this stance all of your Unarmed Strikes are treated as if they have the [Finesse] Quality and you are able to make an additional Opportunity Attack per round."

Uzukaze Rengeki (Swirling Wind Strike)


Type: Taijutsu

Nature: Wind

Rank: C

Chakra Cost: 8

Duration: Instantaneous

Action Cost: 3

Action Type: Attack

Range: Varies

"You turn on the spot, revolving to create a whirling, dangerous dance. You may move up to your full movement speed, and attack a number of enemies up to your [CB] (Multiple Attack Penalty Applies as Normal)."

True Magic Comes from the Heart.

The World is Dark and Full of Terrors.

But Together, We Can Face Any Obstacle,

Believe It!

This game couldn't have been made without the support of so many minds and artists. This is only the first step in the process, a gift from us to you.

Artist Index

Page Artist
5,9,18,22,31,48 Ravysu
55,59,61,62,63 Ravysu
6,7,19,29,33,41,49, Blackberreh-art
54,58,66,71,72,73,74 Blackberreh-art
8,45,68 PngHeavy
14,15,34,40 Madison Schubert
16,35,38,56,57 Tamelee
30,77,80 SarcasticBirb
32,86 Nessiearts
39,81,85,89,96 BehindXA
44 Eightkeks
46,47,52,53 HelloSailorSuits
65 Deathberrie
69,77,83 Viktormaru
81,97,99 Incaseyouart
82 Nevrat
87 Onionionn
88 Evartandadam