naruto i guess

How do I shot shinobi

Or how I learned to stop worrying and love the kunai

Genin - Apprentice
Chuunin - Journeyman
Jounin - Expert
S-Class - Sage

Character Metrics

Stats run on a scale of 1 to 10, with 2 being the average Apprentice level.
Intelligence A measure of cunning and adaptability.
Strength A measure of physical strength.
Speed A measure of dexterity and nimbleness.
Stamina A measure of physical endurance and grit.
Chakra Your jutsu fuel.1
HP Stamina * 8
If your HP falls to -100%, you die.
Evasion Speed / 2
Chakra Pool Depth = Chakra * 10.
You regain half of your pool after a 6-hour rest.
If your pool hits depth 0, you suffer from Chakra Exhaustion effects: chakra regeneration effects are halved, and you cannot expend more than your Chakra at once.

Nin-, Tai-, and Genjutsu were considered as skills but there's no real benefit to doing them that way.

Skills range from rank 1 (minimum) to 10 (maximum), and are in brackets based on their value.
1 - Impaired; 2 - 3 Untrained; 4 - 5 Apprentice; 5 - 6 Journeyman; 7 - 8 Expert; 9 - 10 Sage.
Chakra Control Your efficiency at moulding chakra for use.
Tool Use Your ability to use ninja weapons like shuriken, kunai, smoke bombs, etc.
Stealth Your ability to hide yourself from notice.
Intimidation Your ability to cow the opposition.
Charm Your ability to sway the opposition to your side.
Guile Your ability to decieve, lie, cheat, and steal.
Perception Your ability to see underneath the underneath, and notice the unnoticable. row row fight the power
Medicine Your knowledge of human anatomy, and the effects of medicinal or poisonous items on the body.
Lore Your knowledge of history, mythology, and famous figures.

Contests and Challenges

Skill Challenges

To roll a skill vs. a challenge for success, roll a d10 and compare it your skill. When actively contested by another person, or with particularly difficult tasks, you may receive a modifier to your roll that makes it harder to roll. But when you recieve assistance or the task is particularly easy, you might get a modifier that makes it easier. (Rolling low is good.) Keep in mind that Basic Stats can be rolled for certain challenges, in the same way skills can be.

As an example, let's say you wanted to climb a moderately antagonistic tree. It's parents were cut down by ninja, so it bears them some enmity and doesn't really want to be climbed by one…but it's a tree without the ability to move, and you're a ninja so it poses no challenge. The tree's sturdy-but-unhappy-about-it limbs grant a -4, giving you a check of d10-4.

For example, if you had Journeyman Stealth (5) and wanted to sneak by a guard with Untrained Perception (3), you would roll d10+3. If you got a 5 or less, you would succeed. If you rolled 6 or higher, well…that's what the next section is about.


Turns and events happen in combat on Time marks.
At the start of combat, determine initiative: the highest Speed becomes Time 0. The second highest speed becomes Time 1, the third highest speed becomes Time 2, etc.
When you perform an action in combat, you move up Time marks equal to 20 - your Speed. Some particularly slow actions might move you up an additional amount.
Attacks automatically hit but targets may attempt to evade an attack if their Evasion is higher than 0. The attacker and target roll a d10, and the target gets a -2 modifier. If they roll lower, they avoid the attack. Then their Evasion is lowered by 1 until the end of the fight.
The damage of attacks is stated in the attack. There is no general defense, so damage is almost always as stated. (Basic taijutsu deals Strength damage, 12-Speed Ticks)

Using Jutsu

Jutsu can be used as attacks or during challenges, instead of a skill.
Roll chakra control. If you roll higher than the Jutsu's difficulty, you succeed at using it. If your chakra control is higher than the jutsu's difficulty, you automatically succeed at using it and the difference is subtracted from the cost of using it.
Reduce your chakra by the cost, and you can perform the jutsu!
If this would reduce you to less than 0, certain jutsu may perform differently or have other effects. These are Exhaustion Effects, so be aware of them.

Addendum: Jutsu Clashing
If two jutsu with the 'Clash' keyword come in contact with each other, they begin a Clash!
The two parties involved in the clash have two options: Cede the clash, or Contest it.
If both parties Cede, the jutsu cancel each other out and things continue normally.
If one party Cedes, for this jutsu hit, they gain 1 Evasion or DR equal to the cost of their jutsu.
If both parties Contest, they expend the Jutsu's cost in Chakra and roll Chakra Control. If either party fails their roll, they lose the Clash and are hit by the jutsu!

Elemental Clashes Elemental Jutsu follow a cycle of strengths and weaknesses2. Against an element it is strong against, Jutsu gain a -2 modifier to their roll.
Higher Rank Jutsu naturally tend to outmatch lower rank ones, and gain a -2 modifier in clashes against Jutsu of lower rank.


I'm just making this up as I go along, so the Keyword and Jutsu list are gonna balloon with time.

How To Read
Name — This should be the name of the jutsu/technique. They'll be provided in both Japanese (Romaji) and English here.
Category — The type of technique this is: Ninjutsu, Taijutsu, Genjutsu, Kinjutsu, Fuinjutsu, Bukijutsu are the common ones.
Rank — The level of difficulty a jutsu has, roughly corresponding to E being Academy Student level and A at Jounin level. S-Rank techniques are rare and defy typical metrics.
Element — Which of the Five Elements (or hybrid element) the jutsu aligns with.
Difficulty — The number your chakra control roll must beat in order to use this technique.
Keywords — The keywords that specify how the jutsu works and interacts with other aspects of the game.
Description — A quick description of the technique, more stylistic than rules-based.

Keyword List

A false image or images, layered over a person or area.
This Jutsu is capable of clashing.
Slow X
How many extra Time Ticks this action moves you in combat.
Fast X
How many fewer Time Ticks this action moves you in combat.
This Jutsu can be used on someone else's turn.
Line X
Hits all targets in a line X-meters long, starting at the user.
Blast X
Hits all targets in an area X-by-X meters wide, centered on the user.
Ranged X
Hits any one target within X meters of the user.
Source X
The jutsu's range can start from any point within X metres of the user, instead of at the user directly.


Non-Comprehensive Jutsu List


Name Basic Effects Details Cost
Kunai 7 Damage, 10 + Tool Use range. A pack of 8; refreshes between fights. 400R
Shuriken 5 Damage, 8 + Tool Use range. A pack of 12; refreshes between fights. 400R
Needles 3 Damage, 10 + Tool Use range. Roll d10: 3x damage on 10. A pack of 8; refreshes between fights. 450R
Windmill Shuriken 9 Damage, 14 + Tool Use or Strength range. A pair; refreshes between missions. 650R
Melee Weapon 6 + Tool Use or Strength Damage, 2 range. A simple close-range weapon. 450R
Flash Bomb 4 + Tool Use range, Blast 6. +3 penalty to all rolls for all targets in range, for two turns. 500R
Smoke Bomb 4 + Tool Use range, Blast 6. All targets in smoke have Evasion until smoke clears. Lasts 50 Ticks. 500R
Exploding Notes 15 Damage, Blast 4. Chain-reactioned notes add 2 Damage and Blast for each extra. 550R
Storage Scroll Unseal: Fast Tool Use, Seal: Slow 2 A basic convenience, used to transport small objects no more than 1m3. 350R
Blank Scroll A blank strip of paper, rolled around a rod. 150R
Flak Jacket 3 damage reduction. A thick weighted vest for basic protection. 450R
Soldier Pill Regain half your Chakra Pool. 800R
20m Rope Good, sturdy rope. 250R


Making a character is pretty straightforward.

  1. Choose your name.
  2. All stats begin at 2. You gain bonus stats dependent on your rank.3
  3. All skills begin at 2. You gain bonus Skill ranks based on your rank, and a maximum Skill rank.4
  4. Spend 1500R on starting items.

And here, have an ugly char sheet.

Character Advancement

"If you lack the qualities of heaven, acquire wisdom. If you lack the qualities of earth, run in the fields."
There are three types of experience you accumulate while playing, granted by the DM as appropriate:
Natural Progression
This is experience gained just from the passage of time, from accomplishing impressive deeds, or extended training. It can be used to gain Traits.
Physical Progression
This is experienced gained from physical training, fistfights at the end of the world, and pushing your body to the limit. It can be used to raise your Stats.
Mental Progression
This is experience gained from cleverness, outwitting opponents, or scholarly pursuits. It can be used to raise your Skills.
Traits are special characteristics you develop over your career and playtime, that help to distinguish you as a person and what you can do from everybody else.
Styles are a similar to traits, in that they are special characteristics to specialize your character, but they are more than that. They can only be unlocked using all three types of Progression, but grant you the ability to modify your jutsu (and maybe even your skills, stats, and weapons) for special effects.