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Naruto d20 - Expanded Campaign Setting

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Page 1: Naruto d20 - Expanded Campaign Setting

Oblivions' Notebook

Including Village, Bloodlines, Hijutsus, Templates, and more

Author:

Oblivion

February 20, 2009

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Contents

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Foreword

"The life of a Shinobi beginsIn a silent winter dreamLoud his voice shall cryBefore the choice is made

With the birth of a ShinobiA choice is to be made

And my eye is silently watchingThe rise of a Shinboi

The might of a Shinobi liesIn deception at nightThe choice to be madeDetermines his life

The death of a Shinobi comesIn battle, shedding his blood

Fighting with valor in his heartFinally, his choice was made"

- The Three Ninja Songs

For almost two years have I been a part of this community now, a short time, if compared tocertain proud members, but yet a long time. In these years I have created alot of things for thissetting, most notably my Three Ninja Songs adventure series, which still awaits to be completed.Those series alone has forced me to create alot of original content, but I have also created alot of

hijutsus and bloodlines unrelated to my adventure series. This is a compilation of my work,including alot of new things aswell as remade old things. I would also like to thank all those whohave aided me in this, very timeconsuming, task! You are far too many too mention, but I hope

you all know that I am grateful to every single one of you!I would also like to thank all the fans of the adventure series and my other creations for your

persistance and praise! I doubt this would have been the same without you!

OBLIVION

Everything included in this �le has been created by me, Oblivion, using the Naruto D20supplement for the D20 Modern gaming system, provided by Frankto Vinetti. Lord In�tus aided

me alot with the coding, as this was done in LaTex. Thank you, and hail!

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Nonhuman Heroes

This chapter contains various nonhuman races, or human races that are not fully human, meaningthey follow other rules than the typical human described in the D20 Modern supplement.

The Arkiis

Born and bred on the harsh tundra, these hu-mans are more beast than men, having maderuthlessness to a part of their nature. The Arkiisare legendary warriors-for-hire, both cheaperthan the Shinobi, and far more merciless and re-liable in battle. Following ancient and shaman-istic believes, the society of the Arkiis' basedon strength, and how many men you can kill.Headhunters by nature and faith, the Arkiisfollow a strict hierarchy. Lead by the chieftain,the clans priest of the Destroyer, the strongestmale, and the earthly representation of the De-vourer, the clan bow to no one. In the middleare the warriors, male and female alike, and atthe bottom is everyone else. If you can't wielda sword, you are not �t to be a clanmember.Used to the arctic tundra, the Arkiis dress withnothing but a cloak on the upper part of theirbodies, men and women alike, even in the Snowcountry's winter. It is generally seen as a signof strength to not wear armor, and few Arkiisdo, instead investing in heavy weapons.Allthough it is not customary, some Arkiis havebeen known to join the Shinobi society, espe-cially in the Snow country, which borders to theArkii homeland.

Size: Medium.

Ability Modi�ers: +1 Str, +1 Con, -2 Int.

Base Speed: 30 ft.

Cold Resistance (Ex): Arkiis have an excep-tional ability to withstand cold. As an ef-fect of this ability, the character gains 5Cold Resistance, and a +2 bonus on allFortitude saves to resist cold e�ects. Thecharacters' Cold Resistance increases as hegains experience, and is increased by +1every �fth level.

Fear Resistance (Ex): Arkiis warriors have areputation of being fearless. As an e�ect ofthis ability, the character gains a +4 bonuson all attempts to resist or overcome feare�ects.

Illiterate: Arkiis are unable to understandwritten symbols other than the crude signsthey use to mark their clan territory. Inorder to overcome this disadvantage, thecharacter must spend atleast 4 ranks inSpeak Language for every written lan-guage he wishes to learn.

Skill bonus: All Arkiis gain a +2 bonus onSurvival.

Bonus Feat: Arkiis receive Exoitc WeaponsPro�ciency ( as a bonus feat.

Special: Arkiis always have Fearless, ImprovedCold Resistance, Improved Fear Resis-tance and Exotic Weapons Pro�ciency (Il-lker) on their list of bonus feats.

Elemental A�nty: Wind/Water.

Free Language Skills: Speak Common,Speak Arkii.

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Chigakure no Sato Village

Village: Small(Major)

Population: Approximately 800 (650 in thevillage, 150 in the farms)

Condition: Good

Shinobi Population: Estimated to 390 Shi-nobi

Leader: Shodaime Chikage

Village age: 60 years

Chigakure is a village that greatly di�ers frommost Shinobi villages, as its shinobi populationis much higher than most other villages, rang-ing up to 60 percent of the citizens. The villageitself is built as most villages, but has a uniquewater system where each of the noble familiesget their water from one well each, while therest of the citizens gains their water from thenearby lake. The Chikage has his residence onthe edge of town, at the base of the mountain.The truth, though, is that the Chikage does notlive in the residence, and neither does the suc-cessing families of the noble clans live in theclanresidences. Rather, the leading families andChikage, along with a few trusted shinobi, livein the Temple of Enlightenment, hidden in themountain. The Temple itself is, rather than asingle temple, 7 small temples/shrines built intogether with 6 forming a circle around the 7th .The di�erent parts has a well each, which serveas drinking water for the noble clans, and arecalled the Shrine of Heaven, Shrine of Earth,Shrine of Light, Shrine of Darkness, Shrine ofMind, Shrine of Body and Shrine of Crown,with the crown being the Chikages well and trueresidence. The path to the temple is blockedby thick woods of pinetrees.The six noble clans

were founded by the closest friends to the Chik-age, Takanuma Ryota, Dosato Tadao, KurukanTakeo, Shirakan Teruo, Fuku Yoichi and Naga-matsu Kioshi. Allthough the leader of the vil-lage has assumed the title of Kage, the �ve greatshinobi nations have not approved of this action,and outright hostilities between Chigakure andand the other villages are not unusual.What is most notable di�erence between theChigakure no Sato and other Shinobi villagesis that most of the the population is, in someway, related to former Missing-nins that joinedthe village, and that it was founded by a groupof Missing-nins. This has granted the villagea power that is hard to match by the rivallingShinobi nations, but also an unusual distrustamong their own ranks. This has also giventhe village access to Hijutsus and informationabout the other villages which may be some ofthe reasons for the mutual hostilities.

Clans and Important Figures

The Chigakure village has a couple of very inter-esting �gures residing within its walls, most no-table are probabably the Chikage himself, saidto be graced with Immortal youth, and the lead-ers of the noble families. The clan leaders andthe Chikage are included in the Bingo Book sec-tion.

The Dosato Family

The Dosato clan resides in the Shrine of Heavenin the Temple of Enlightenment, being reveredeven by the Chikage himself. Regarded asprotectors of great power due to their blood-line, the Chikage's bodyguards are all from theDosato clan. The ruling family of the clan dec-sends from the powerful Shinobi Dosato Tadao,orginally hailing from the Stone Village, who

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fought along side the Chikage for several yearsprior to the founding of the village. As it be-came obvious that the wells of the village heldgreat power, Tadao invited many of the missing-nins and wanderers into his clan, realizing theadvantage that might give his family. Thanksto his actions, only the Takanuma clan havegreater numbers than the Dosato.Upon installing themselves in the Shrine, Tadaowas the only one among the clanleaders to dis-cover any of the intact scrolls that the monksthat built the temple had left behind. As a re-sult, the Dosato take great pride in researchingthe Temple, and regard themselves as protec-tors, not only of men, but also of knowledge.The clans current leader, however, believe thatthe clan has missed alot of opportunities due totheir constant search, and has driven his clan-members to strive harder to invent new hijutsus,and currently leads a group called the Iron Five.He has also added a new entry requirement forthe aspiring Genin of the village, which is calledthe Iron Rule, which forces the would-be Shi-nobi to defeat a member of the clan who hasallready achieved the rank.Members of the Dosato clan are often teamedup with members of the Shirakan bloodline, inorder to protect these highly valuable Villagemembers.

Shinobi Clan Members: 61

Status: High

Leader: Dosato Akihiro

Founder: Dosato Tadao

Current Position: Leader of ANBU opera-tions.

Dosato Clan (Occupation)The Dosato Clan are regarded to be of a spe-cial breed, while not �ghting monks, some sortof mixture between battle monks and Shinobi,and those raised by the clan di�ers slightly fromthe norm.Prerequisite: Member of the Dosato Clan,Age 12+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receives a+1 competence bonus on checks using that skill:

Chakra Control, Concentration, Hide, Knowl-edge (any one), Listen, Move Silently, Ninjutsu,Survival, Taijutsu.Feat: Select one of the following: AdvancedBloodline(Tenaigo), Armor Pro�ciency(Light,Medium), Defensive Martial Arts, Genin, NinWeapons Pro�ciency and Ninjutsu Adept.A�liation: You require 1 less success to learnDosato Hijutsu techniques.Wealth Bonus Increase: +1Reputation Bonus Increase: +1

The Fuku Family

Centered around the Well of Mind, the Fukuclan are deeply respected, and sometimes feared,by their peers. It is said, in the village, that onlya fool trusts a Fuku who looks you in the eyes,for their eyes hold powers of the human minditself. Hailing from the famous Genjutsu masterof the Cloud Village, Fuku Yoichi, the clan haveworked hard to improve their eye condition,rendering them an extraordinary talent withdoujutsu techniques. Almost all members ofthe Fuku family are somehow related to Yoichi,as he was a man with many women, and manydaughters, and it is standard practice amongthe male Fuku to have two wives. His love forwomen was in fact one of the reasons Yoichi wasforced to leave Cloud in the �rst place.The current ruler hails from Yoichis only son,and lives up to his grand father, allthough ageis catching up with him. He has, however, man-aged to keep some of his youths strength, andeven the most powerful clanmembers are fright-ened to meet his eyes. It is, in fact, underneathhim that the Fuku has risen in the eyes of manyfrom being a second grade-clan, to be the mosttrusted spies of the Chigakure.

Shinobi Clan Members: 49

Status: Medium

Leader: Fuku Tsueno

Founder: Fuku Yoichi

Current Position: Advicor to the Chikage.

Fuku Clan (Occupation)The Fuku are legendary spies in Chigakure, andfew in�ltration units exist that does not have a

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Fuku as member.Prerequisite: Age 8+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receives a+1 competence bonus on checks using that skill:Blu�, Chakra Control, Diplomacy, Disguise, In-timidate, Gather Information, Genjutsu, Listen,Move Silently, Sense Motive, Spot.Feat: Select one of the following: AdvancedBloodline(Haishingan), Genin, Genjutsu Adept,Hand Seasl Pro�ency, Scribe Chakra Symbols,Stealthy, Trustworthy.A�liation: You require 1 less success to learnDoujutsu techniques.Wealth Bonus Increase: +2

The Kurukan Family

Few warriors are more feared on the battle�eldthan the Kurukan warriors. Being born withblack tribal marks, the most exalted of the clanappears to be blessed by the gods of war anddeath, and few warriors can rival these war-riors in power. Allthough everyone follow thelaw of the Chikage, the word of this clan, oneof the three Royal clans, is almost the samething as law, few daring to cross paths withthem. Founded by the �ercest of the warriorsthat fought with the Chikage, Kurukan Takeo,the clan are known to be arrogant and short-tempered, rarely taking the advice from anyoneelse than the Chikage and the Nagamatsu clan.The Kurukan clan are the protectors of the Hier-archy and legendary leaders in Shinobi battles,but are seldomly subtle, and illsuited for in�l-tration.The current leader, Kurukan Hitoshi, is one ofthe few who breaks the Kurukan norm, beingvery reserved and calm, even when insulted.Some among the clan claim that his lack of ag-gressiveness have allowed lesser clans, such asDosato and Fuku, to claim territory that shouldbelong to the Kurukan. This critique is, how-ever, met with silence, and those critizising theKurukan leader are generally silenced throughvarious threats. Hitoshi values the stability ofthe village higher than the Kurukans glory andpower, which has rendered him rarely seen trustfrom the Chikage.

Shinobi Clan Members: 40

Status: High (royalty)

Leader: Kurukan Hitoshi

Founder: Kurukan Takeo

Current Position: Jounin commander.

Kurukan Clan (Occupation)As warriors of legend, the Kurukan have mas-tered Taijutsu in all its forms, but have also sev-eral feared ninjutsu in asset.Prerequisite: Age 8+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receives a+1 competence bonus on checks using that skill:Chakra Control, Intimidate, Ninjutsu, Survival,Taijutsu.Feat: Select one of the following: AdvancedBloodline(Kurugan), Armor Pro�ciency (light,medium), Archaic Weapons Pro�ciency, Com-bat Martial Arts, Genin, Nin Weapons Pro�-ciency, Taijutsu Adept.A�liation: You require 1 less success to learnKurukan Hijutsu techniques.Wealth Bonus Increase: +1.Reputation Bonus Increase: +2

The Nagamatsu Family

Among the Three Royal Families of the Chi-gakure clans, the Nagamatsu are probably themost revered, seen upon as both skilled combat-ants and a source of life, able to create life fromnothing. The special red pinetrees, called blood-trees, can be seen throughout the entire village,seemingly protecting it from view and enemies,and are cherished by the villagers. The Naga-matsu are calm and humble and though theyregard themselves as slightly above the rest,they treat everyone with the same respect, asthey regard themselves as protectors of both lifeand the village. The Dosato clan does, however,have a special place among the Nagamatsu, astheir power of protection is even greater thantheirs.The clan was �rst founded by the Konoha rene-gade Nagamatsu Kioshi, who had long strived toacquire the powers of Mokuton and failed, andas a result of his experiments, was driven fromthe village. As he met the Chikage, he began tofeel hope for a new world, and joined him in histravels, excelling in Ninjutsu knowledge. Whenhe had drunk from the Well of Earth for years,

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he started to conduct experiments once again.He quickly discovered, however, that they wereuncalled for, as the gods had �nally graced himwith success.The current leader is not as humble as Kioshi,and regards himself and his clan to be equalsto the Chikage himself, rather than a servant.Though respectful, he always gives his opinionto the kage, which have granted him the exaltedtitle of advicor and High Judge.

Shinobi Clan Members: 34

Status: High (royalty)

Leader: Nagamatsu Norio

Founder: Nagamatsu Kioshi

Current Position: Chikage Advicor, HighJudge, Leader of ANBU black ops.

Nagamtsu Clan (Occupation)Prerequisite: Age 12+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receivesa +1 competence bonus on checks using thatskill: Chakra Control, Diplomacy, Hide, Knowl-edge (nature), Listen, Ninjutsu, Move Silently,Survival, Spot, Taijutsu.Feat: Select one of the following: AdvancedBloodline(Oneichi), Armor Pro�ciency (light),Combat Martial Arts, Genin, Genius Nin, NinWeapons Pro�ciency, Ninjutsu Adept.A�liation: You require 1 less success to learnNagamatsu Hijutsu techniques.Wealth Bonus Increase: +1.Reputation Bonus Increase: +2

The Shirakan Family

The third royal family was founded by the twinof Kurukan Takeo, Shirakan Teruo, and is theonly clan that matches the Kurukan in strengthand speed. Where the Kurukan, however, areregarded as servants of death and hell, the Shi-rakan are by life, able to heal those in need by amere look. In many things, the two clans aretheir opposites; where the Kurukan are arro-gant, the Shirakan are humble, where the Ku-rukan are black, the Shirakan are white. Yet,they are both revered as parts of a necessarrycycle of life and death, and for that reason, theygenerally share teams.

The clans founder, along with Takeo, were the�rst to �nd the Chikage when he lay woundedon the battle�eld of the First Shinobi war.Through an act of grace, Teruo healed the dyingShinobi, and the three became close friends andcombatants. The Shirakan had few membersin its �rst fragile years, as Teruo only judgeda man from his abilities, and the ability to healwas mandatory for those who wanted to becomea Shirakan. As time passed, however, the num-bers of the clan quickly grew, and though it stillremains one of the smallest clans, it can matchthe Kurukan in both strength and numbers.The current leader takes his position as clanleader very seriously, and takes great interestin the education of clanmembers, often makingsure that the standards are met himself, and hehas been known to train several youths. As thechief of medicine he has also added a manda-tory healthplan, to ensure that all the membersof the Village are in good shape, and his white-red coat is a sight �lled with joy to most.

Shinobi Clan Members: 39

Status: High (royalty)

Leader: Shirakan Masayoshi

Founder: Shirakan Teruo

Current Position: Chief of Medicine, Chief ofPolice.

Shirakan Clan (Occupation) TheShirakan have a great talent for forensics andmedical ninjutsu, being able to rival mostwould-be medic experts.Prerequisite: Age 12+Skills: Select any two skill from the follow-ing list as permanent class skills. If a skill thecharacter selects is already a class skill, he re-ceives a +1 competence bonus on checks usingthat skill: Chakra Control, Craft (chemical, poi-sons), Knowledge (anatomy, earth and life sci-ences), Ninjutsu, Taijutsu.Feat: Select one of the following: Ad-vanced Bloodline(Shiragan), Combat MartialArts, Genin, Genius Nin, Nin Weapons Pro-�ciency, Ninjutsu Adept, Resist Poisons, Tal-ented Shinobi.A�liation: You require 1 less success to learnShirakan Hijutsu techniques.Wealth Bonus Increase: +2Reputation Bonus Increase: +1

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The Takanuma Family

The number of Takanuma Shinobi is the great-est in the village, having numbers that even sur-passes that of the regular Shinobi, and as such,the avarage Chigakure Shinobi is a Takanuma.Allthough their numbers are the greatest, theyare generally distrusted, and avoided as they areeasily provoked and only a drop of their bloodmay be lethal. Masters of bloodshed, even theKurukan keeps their distance from these �ercewarriors, regarding them as scum.The Takanuma were founded by the loyal Ryota,who was given the noble task to watch over thenew recruits in his Shrine of Body and assimilatethem into the Village. As the powers unravalledit was decided that all the recruits who had ac-quired the bloodline were to form a Noble familyunder the command of Ryota, which increasedthe recruits' loyalty to the Chikage.The current leader, Takanuma Nobu, takesgreat pride in his appointed task, chosen not bydescendance from Ryota, but through his ownstrength, he has the full loyalty of the Takanu-mam, who only respect power. As the Chiefof Military, a position generally given to thetakanuma, he controls all missions concerninghostilities against the other countries, aswell asdemanding in�ltration missions.

Shinobi Clan Members: 94

Status: Low

Leader: Takanuma Nobu

Founder: Takanuma Ryota

Current Position: Chief of Military.

Takanuma Clan (Occupation) TheTakanuma have warriors of all various forms,and have often been bred during the most harshsituations.Prerequisite: Age 8+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receives a+1 competence bonus on checks using that skill:Balance, Chakra Control, Escape Artist, Intimi-date, Jump, Ninjutsu, Survival, Swim, Taijutsu,Tumble.Feat: Select one of the following: AdvancedBloodline(Chihinshu, Archaic Weapons Pro�-cency, Combat Martial Arts, Exotic WeaponsPro�ciency (any one), Genin, Nin Weapons Pro-�ciency, Power Attack, Resist Poisons, TaijutsuAdept.A�liation: You require 1 less success to learnTakanuma Hijutsu techniques.Wealth Bonus Increase: +1Reputation Bonus Increase: +2 (infamous)

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Equipment

This chapter contains various original equipment, such as weapons and other Shinobi tools, aswellas artifacts.

Drugs

Exotic Drug: The Arankii Mush-room

The Arankii is, if dried and smoked properly(DC 25 craft(chemical) check to reproduce), ahighly addictive drug, which enables you to sup-press fear and pain more potently. The druggrants the user a bonus to Str and Con equalto +2 for 3 hrs after the drug was ingested. Inaddition, the character gains a +4 bonus on allWill saves to resist or overcome fear e�ects. Fur-thermore, the character may also plunge intoa bloody Rage(see Barbarian ability with thesame name) if angered. After the e�ects hasended, the character receives 2d6 Stamina dam-age that may not kill him and is fatigued.If the drug is used during long time periods,however, the character will get a permanent -2penalty to Wisdom and Charisma. Once thispenalty has been received, it cannot be receivedagain, unless the character stopped using thedrug for over a year. The character will also beaddicted to the drug, and will do anything to

gain more of it. High dosages of this drug islethal (DM's discretion, Fort DC 25).Purchase DC: +16 (Arkiis rarely sell this drugto outsiders, but rather give it to their slaves toimprove the work ability.

Weapons

Exotic Weapon: The Illker

The Illker is large-sized weapon, shaped like asword with an axehead on top, the �at side ofthe head being hammered on to the top of thesword. The weapon is a rather intimidating andexotic sight, as few have seen one, or even heardof it. The Illker represents the Arkii way of life,and is the base of weapon techniques that havemade them feared across the word. Arkiis nolonger create the Illker, unless one is broken, asthe steel used for the blade is lost in a cavern inthe arctic tundra. The weapon gives the user a+2 bonus on all Disarm attempts.Damage: 2d6+4; Critical: 20/x3; Damagetype: Slashing; Range: Melee; Weight: 15lb.; Size: Large; Purchase DC: Unique.

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Bloodlines

This chapter contains Bloodlines created, aswell as bloodline-like templates, such as the HaganeHoutai.

Blessing of the Immortal Tem-

plate

The blessing of the Immortal is rather a promiseof power granted by the Immortal to a personwith a pure heart and intention to protect thoseunable to protect themselves, chosen to be theepitome of one legacy. There can only be threepersons carrying the blessing of the immortal atthe same time, and each one must be the epit-ome of a di�erent legacy.Note to GM: This template is extremelystrong and should only be assigned to certaincharacters in epic or very high powered games.This template may only be attained after birthduring very di�cault circumstances.

Permanent changes: +4 Chakra, PermanentAL Good.E�ective Level Adjustment: +2

Soul

The character becomes the epitome of the pow-ers of chakra, being able to use it to become in-vulnerable for short moments of time or to tele-port him/herself over great distances.Special Qualities: Flash of Soul, Touch ofSoul.Touch of Soul (Su): Through the use of thisability, the character becomes invisible and in-vulnerable for one round. Any attacks directedat the character soar through the character asif though he/she was not there. The charactermay activate this as a swift action and may onlyuse a ninjutsu technique or move. Note that thecharacter cannot physically touch anything, orattack through normal means. This ability mayonly be used 2 times/day + 1/3 levels above

10 (maximum +10 times). This ability costs 2chakra to use that may not be converted to hitpoints.Flash of Soul (Su): The character may, as aswift action, transport himself from one placeto another instantly as through the use of theHiryuusen technique. This ability takes nochakra from the character, and does not requirea perform check. This ability may be used upto 1 time/day + 1/2 levels above 10 (maximum+10), but totally 4 times per encounter.

Blood

The character becomes the epitome of advancedbloodlines, being able to use whatever powerssu�cient. Note that the character must allreadypossess a bloodline.Special Qualities: Universal Bloodline.Universal Bloodline (Su): The characteris able to exchange his/hers current bloodlineto temporarily gain the advantage of anotherbloodline. Note that the character counts asif being on the same level in that bloodline asif it was his current. The character may learnbloodline related techniques to any bloodline,but must have the same bloodline activated atusage and learning. Using this ability is a full-round action that provokes attacks of opportu-nity. This ability may be used up to 1/5 levels(minimum 1, maximum 5) times/day. This abil-ity costs 3 chakra to use.

Crown

The character is the epitome of strength andprotection, granting him/her powers that onlya�ects the forces of evil.Special Qualities: Gift of Light, Lights Veil,Redemption.

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Gift of Light (Su): The character may as afree action, by paying 3 chakra, strengthen hisbody. As an e�ect of this ability, the charac-ter is able to increase his/her strength or speedrank with +2 that stacks with other nonperma-nent e�ects. As an e�ect of this technique, thecharacter receives 1d6 damage per round thisability was used. This ability may be used upto 2 times/day.Lights Veil (Su): The character may, as amove action, create a protective barrier betweenhimself or another and an attack or technique.The barrier protects the protector from 30 dam-age before being destroyed into a cloud of yellowdust. This ability costs 6 chakra to use that maynot be converted to hit points.Redemption (Su): The character may shoota line of yellow, positive energy at a target.The attack deals 10d6 damage to a creaturewith more than 1000 self-in�icted negative en-ergy that may kill an immortal target. Thisability is used as a full attack action and costs10 chakra.

Dark Personality, The

The members of the this bloodline have a repu-tation and a past of maniacs and psycholagicaldiseases, the most common being schizophreniacombined with megalomania and social mania,but having access to a source of great power.In spite of this fact, the clan is practically un-known in the small village, partly because thosecarrying the inherited disease rarely gets out ofthe asylum, but those few who has done so haveproven to be strong and inspiring leaders.Within the clan itself, a lot of research has beendone to determine the nature of this personal-ity, which seems to a�ect one person in eachgeneration, but have not come to any conclu-sions. Some claim it to be the spirit of a dea-mon set upon the world to claim vengance onthose who banished it, or an angel guiding oneman/woman to unite the entire human race ina utopia.Ruleswise: The character who carries this per-sonality needs to choose a cause of some kind,be it good or evil, but it must be bug and nighimpossible to achieve (the character may andshould make smaller goals to achieve along theline, clarifying the purpose). The character alsoneeds to choose an additional psychological dis-ease except for schizophrenia. The character

also gains a +2 bonus on all blu�, diplomacy,intimidation and will checks that concerns hiscause. As an e�ect of su�ering from psychologi-cal diseases, the character gains a -1 permanentnegative modi�er to Intelligence. The characteralso gains the abilities of having the demonicsubtype.

Note to GM:This bloodline may be regardedas increadibly powerful, and the GM should al-ways have great in�uence on how the dark per-sonality in�uences the character. This bloodlineshould only be played by talented roleplayers.This bloodline speci�cally requires approvalfrom the GM.

The Dark Personality Template

The Dark Voice (Su): This ability is mani-fested at level 2 in one person each generationamong the clan, who possesses the Dark Per-sonality bloodline feat. At the manifestationof this ability the character begins developinga new personality and may under critical situa-tions become in�uenced by that personality un-less the character succeeds a DC 15 Will save.When possessed, the character gains a boostto Strength, Dexterity and Constitution of +2which lasts for Con mod +2 rounds (using theincreased con mod), afterwhich the character re-turns to normal. During this time, the charac-ter looses any and all restraints, though rarelyplunging into a bloody rage, the character willdo whatever necessarry to complete his goal. Atthe end of the possession, the character gets a -1penalty to all rolls during half an hour unless thecharacter succeeds on a DC 20 will save. Thisability can be used 1/2 level per day. It shouldbe noted that the GM should have in�uence onthe personality's a�ect on the character for theduration of this abilty.The Dark Vassal(Su): This ability is auto-matically manifested at level 4 within charac-ters possessing the Dark Personality bloodlinefeat. At the manifestation of this ability, thecharacter has developed some sort of control ofthe dark side of him and can, by succeeding aconcentration check (DC 18) force it to unsur-face. During this time, the character may chooseto also gain High Speed Rank of 1 that stackswith other nonpermanent High Speed Rank in-creases. If the character chooses to do so, healso must pay 2 chakra/3 rounds.The Dark Champion(Su): This ability is au-

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tomatically manifested at level 10 within char-acters possessing the Dark Personality bloodlinefeat. At the manifestation of this ability, thecharacter's ability to control the other person-ality has grown and the character may deliber-ately seize the e�ect of The Dark Voice at anytime. The bonus the character gains to Str, Dexand Con during this time is also increased to +4.At the same time, the dark side's power of thecharacter during normal situations has grownand the character must take a DC 25 Will checkin order to perform an act which contradicts thecharacters purpose. The characters physical ap-pearance also changes, and his eyes turn blackexcept for the pupils, which turns white. Whileusing the ability of The Dark Voice, the charac-ter may use See Chakra by paying 3 chakra/2rounds.The character also gains a permanent -1 mod-i�er to all charisma related rolls that does notconcern his purpose, which gains a +1 modi�er.As an e�ect of this ability, the character feelsisolated from society and rarely speeks to any-one when not dealing with his cause.The Dark Lord(Su): This ability is auto-matically manifested at level 19 within charac-ters possessing the Dark Personality bloodlinefeat. At the manifestation of this ability, theother personality's e�ect on the character hasincreased dramatically to such a point that thecharacter permanently is under the in�uence ofThe Dark Voice with the only exception if thecharacter succeeds a Will saving throw of DC30, at which point the character returns to nor-mal for Con + Wis + 3 rounds. This abilitymay be used up to 3 times a day.As an e�ect of this ability, the character gainsa permanent negative modi�er to Charisma of-1, as the character starts to emit a dark andsinister aura. The character is also completelyimmune to fear and compulsury e�ects when notin normal form.

Dosato Clan Tenaigo

The Dosato clan have a special place in Chi-gakure, as they are protectors of unrivaled tal-ent, often throwing themselves into harm to pro-tect those less fortunate than them. Dosatofamily members are generally teamed up withShirakan members, in order to protect them.Wielders of this bloodline are greatly feared bythe Jyuuken wielders for their ability to use

chakra to shield themselves.This bloodline may be attained after birth bydrinking the water of the Well of Heaven withinChigakure.

Character lvl Intermidate1 Kan Tenaigo 1/Masterwork2 -3 -4 Tenaigo 2/Element5 -6 Koudo Tenaigo7 -8 -9 -10 Tenaigo 3/Chakra11 -12 -13 -14 -15 Tenketsu Tenaigo16 Tenaigo 4/-17 -18 -19 -20 Eijuu Tenaigo

Kan Tenaigo(Su): Characters with this abil-ity may, as a swift action, activate a form bodyarmor out of chakra to shield the wielder fromharm. This ability grants the wielder a damagereductionas speci�ed by the Tenaigo and KanTenaigo abilities. (For example, a Dosato oflevel 4 would have a DR of 2/Element, while alevel 1 would have 1/Masterwork). This abilitycosts 3 Chakra/2 Rounds that may not be con-verted to hit points to maintain.Koudo Tenaigo(Su): Characters with thisability are able to use the Kan Tenaigo tocounter or react to an unarmed attack, and mayeither steal Chakra or harm the attacker. Ifused to steal Chakra, the wielder may steal amaximum of 3 Chakra for every character levels(minimum 1), up to a maximum of 10 Chakra.If used to deal damage the wielder may de-liver an amount of hit points damage equal to1/character level (maximum 15). For example,a Dosato of level 8 could either steal 6 Chakraor give 8 damage. To use this ability the usermust haveKan Tenaigo active and pay 2 Chakrathat cannot be converted to hitpoints. Thisaction is a free action and may only be used1time/encounter for every 7 levels (maximum3).

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Tenketsu Tenaigo(Su): Characters with thisability have learned to use their Kan Tenaigoability to shield their tenketsu rather than theirbodies, and every time using the Kan Tenaigo,they may designate that they use this e�ect in-stead. This ability grants the character a pro-tection against tenketsu related attacks, such asTenketsu Freeze, and the Hyuuga Jyuuken, andthe wielder gains a bonus on all related savesequal to +5. In addition, when �ghting a Hyu-uga using Jyuuken, each attack has to overcomethe DR individually, rather than as a collective.The DR gained is however reduced by 2 (-2),and may only be used against such attacks (Forexample, a Hyuuga making four attacks of 2, 3,6 and 1 would deal 5 damage total, rather than10).Eijuu Tenaigo(Su): The Eijuu Tenaigo is thepeak of the Tenaigo bloodline, and its �ercestprotected secret. Similar to the Kawarimi, char-acters with this ability may change place withone of their allies just prior to the ally is at-tacked. The ally must be no further away than20 ft. To use this ability, the character mustspend one swift action, have either the KanTenaigo, or Tenketsu Tenaigo active and spend5 Chakra that may not be converted to hit-points. This ability may only be used once everyweek, and the character will be fatigued for onehour after the use of this technique.

Fuku Clan Haishingan

Some of the members of the Fuku bloodlinehave developed this eye-condition known as theHaishingan, which is manifested at birth. Allmembers of this bloodline are born with deep,shockingly beautiful eyes, and an innate abilityto get people to do what they want. Most of thisclan specializes in Genjutsus and doujutsus.This bloodline may be attained after birth bydrinking from the Well of Mind in Chigakure.Haishingan (Su): The wielders of theHaishingan are able to seduce and manipulateat the highest level, and can, even by a singlelook, make a person friendly towards them. Byspending 3 chakra, the user may designate onetarget to attempt to befriend. If the target failsa Will save (DC 10 + 1/2 users ECL + Charmod), the target becomes one step friendlier to-wards the user. For Example, Hostile targetsbecome Unfriendly, and Unfriendly targets be-come Neutral. This ability may not be used

against targets that are currently attacking theuser. This ability is usable an amount of timesper day speci�ed by the table above. If the userattacks the target, or makes any hostile actionsagainst the target or any of the targets allies,no Haishingan abilities have any e�ects on thetarget.

Character lvl Minor1 Haishingan 1/day2 -3 -4 -5 Haishingan 2/day6 -7 -8 Giwaku Haishingan +29 -10 Koudu Haishingan11 -12 -13 Giwaku Haishingan +414 -15 Haishingan 3/day16 -17 -18 Giwaku Haishingan +619 -20 Haishingan 4/day

Giwaku Haishingan (Su): The wielders ofthe Haishingan have an innate ability to lie andmanipulate that make any spy jealous. Thewielders of the Haishingan gains a bonus on allBlu�, Diplomacy, Disguise and Gather Informa-tion checks against all Neutral or friendlier tar-gets equal to that speci�ed by the table.Kuodo Haishingan (Su): The charactersability with the Haishingan improves, and thetarget of the Haishingan becomes two stepsfriendlier, rather than one step. All charactersmust also make a Will save (DC 15 + Charmod + the number speci�ed by Giwaku Haishin-gan) to attack the user, unless the user has at-tacked �rst, or has performed any hostile actionsagainst the character.

Greater God Seals Template

The Greater God Seals functions just like theCursed Seal Level 2, but with certain modi�ca-tions. At any given time, there may only be 4persons possessing the Greater God Seals, andthey must possess one of the following seals each.

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The character may not be Unwilling and have aGreater God Seal. The origin for a Greater GodSeal is the appropriate god of the Gods of theAbyss.Note to GM: This template may be consid-ered as overpowered, and should not be grantedto players.

Greater God Seal: Life

God: God of Uni�cationThe user is able to create an aura that quells abeings thirst for blood or vengence, and stillsthe persons mind ( Will save: DC 15+Charmod+½ levels) by using 6 chakra. As an e�ect ofthis power, hostile targets become unhostile forthe duration. This power lasts for a number ofrounds equal to the users charisma mod�er + 4.The user is also able to create genjutsus of truehorror by simply looking on them and paying14 chakra. The user may choose whether or notthe target will receive damage as an e�ect of thistechnique. If the user does, the character gains4d6 lethal damage. If the user chooses not to,he may make the target become Frenzied, Pan-icked, Frightened or Unconscious for a numberof rounds equal to 2d6.The users appearence changes, and his skins at-tains a brown color, and his eyes becomes sil-ver. On the base of his neck, he gains a secondhead appears. The head can only deliver Gen-jutsu attacks with the doujutsu type, aswell asalerting the user of danger. As an e�ect of thistechnique, the user gains an extra action everyround to execute such a technique.

Greater God Seal: Darkness

God: God of the AbyssThe user has an aura which enables him/her totake control of people, or make them do his/herbidding (Will save: DC 15+Char mod+½ level)for 8 chakra. As an e�ect, the user forces thetarget to do one action of the users choice. Thiscommand may not harm the target, but mayharm the targets friends. (Example: the com-mand Kill yourself would have no e�ect, whilethe command Kill your friend would have).The user also gains the power to harm peopleby using a powerful aura to plant Negative En-ergy in their bodies for 24 chakra. This attackdeals 4d6+2 Negative Energy damage and af-fects anyone within 10 meters of the user.The users appearence changes, and his skin at-

tains a reddish black color, and his eyes becomesblack. From his sides, he grows two extra armsthat can be used as normal, thus enabling oneto both guard himself and executing jutsus. Asan e�ect of this power, the user is able to gainan extra attack action at his/hers highest mod-i�er. The user may also be counted as being intotal defense, aswell as attacking.

Greater God Seal: Light

God: God of JudgementThe user gains an uncanny sense of enemiesprescence, and can clearly separate lies fromtruth through succeeding a Sense Motive checkwith a bonus modi�er of his/her character level(example: if anyone tries to stab the user in theback, he knows so when the enemy tries to sneakup against the user.).The user may also designate a target as JudgedOne for 18 chakra points. The user gains abonus to attacks and damage rolls against thistarget equal to +6. Only two targets per 24hours may be designated.The users appearence changes, and his skintakes the color of pure white, and his eyes be-comes golden. Out of his back, two white angelicwings grow out. As an e�ect of this power, theuser is able to �y at twice his/her bas speed atpoor maneuvarability.

Greater God Seal: Death

God: God of the SwordThe user gains Damage Reduction of 6/-. Theuser may shape his/her limbs to form weaponsas strong as if they were made of steel by paying6 chakra points. The limbs deal 3d6+3 dam-age, plus strength modi�er. The limbs may beextended as long as the user wishes, but everymeter that the weapon is extended beyond the�rst costs 4 chakra.The users appearence changes, and his skin be-comes gray. He also gains to horns that growsout of his head(these may also be used to behardened or extended). These horns may beused to deal damage when charging. If that ischosen, the horns deals an amount of damageequal to 3d6+4 plus Strength modi�er.

E�ective Level Adjustment for theseSeals: +2.

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Hagane Houtai Template

Hagane Houtai is a rare condition that revealsitself within a few selected individuals. It givesthose granted with it a legendary ability to turnspecial attuned objects into metal. The blood-line has received its name from the most popu-lar way of doing so; through attuning bandages.The ways of using these metal bandages varygreatly, though, from person to person.ECL: +1SQ: Bandage Manipulation, Bandage Defense,Bandage Molding.Bandage Manipulation(Su): A characterwith the Hagane Houtai bloodline is able to turnbandages prepared with the Attuning the Steeltechnique into metal, which the character mayharden or loosen as a free action.The character may also manipulate these ban-dages in any way pleased, turning them intoweapons or other metallic objects. Theseweapons deal the same damage as the weaponnormally would, -1 (minimum 1). The charactermay enhance the bandages with weapon seals inorder to transfer these to the weapon.Bandage Defense(Su): A character with theHagane Houtai bloodline may use the bandagesto guard himself by using two bandages per op-ponent, though the character may chose to onlyguard against one opponent. The character mayswitch the opponent guarded against as a freeaction. As an e�ect of this ability, the character

gains a +4 bonus to Defense, +1 per level over10th (maximum +10).Bandage Molding(Su): A character with theHagane Houtai bloodline may mold bandagesinto his skin in order to make it stronger andsturdier, aswell as being able to extract ban-dages from his body. As an e�ect of this ability,the character gains DR 5/-. In order to applythis bonus, the character must have atleast 4bandages/size category.

Kurukan Clan Kurugan

The Kurukan bloodline is one that has becomerightfully feared on the battle�eld, its wieldershaving powers said to be given by the gods.Having a speed which is hard to match, andeyes, so dark and cruel that they are able towound people by merely gazing upon them. Allthose who have this bloodline as a major blood-line have black marks across their bodies instrange patterns, and they generally have greyor black eyes. As they call upon the feared Am-atsu no Kuru, these marks expand to take covertheir entire bodies and grants them powers be-yond imagination.This bloodline may be attained after birth bydrinking the water of the Well of Darkness in-side Chigakure, but will then manifest itself asa minor bloodline. Only those born with thebloodline may attain it as a major one.

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Character lvl Minor Major1 - -2 - Kurugan Eye+13 Kurugan Eye+1 Kurugan Instill Fear+14 - Kurugan Eye +25 Kurugan Instill Fear +1 -6 - Kurugan Eye+37 Kurugan Eye+2 Kurugan Instill Fear+28 - Kurugan Eye+49 Kurugan Eye +3 Amatsu no Kuru10 - -11 Kurugan Instill Fear+2 Kurugan Eye +512 - High Speed Rank 213 Kurugan Eye +4 Kurugan Instill Fear +314 - Kurugan Eye +615 Amatsu no Kuru -16 - High Speed Rank 317 Kurugan Eye +5 Kurugan Instill Fear +418 - Kurugan Eye +719 High Speed Rank 2 High Speed Rank 420 - -

Kurugan Eye(Su): Characters with thisability manifests it as an attack action thatdoes not provoke an attack of opportunity. Hethen chooses a target to which he will give anamount of damage equal to 1d6 + the speci�edamount in the tablet. This damage automati-cally overcomes all damage reduction and can-not be avoided other than taking full cover. Thisability costs 3 chakra to use, that cannot be con-verted to hit points. While using this technique,the wielders eyes turn black.Kurugan Instill Fear(Su): When the char-acter gains this ability, the character may usehis Kurugan Eye to instill fear in those watchinghim use the ability. They will then have to makea DC 10+½ character level+speci�ed amount.Amatsu no Kuru(Su): Characters with thisability may manifest it using a full round actionthat causes attacks of oppurtinity. As part ofmanifesting this ability, the character receives 4stamina damage, that can kill him/her. Uponthe completion of this ability, the charactersskin, hair and blood turns into black and hiseyes turn into white. While under the powerof this ability, the character gains High SpeedRank 1, Fast Healing 1 and deals +1 die withany jutsu, power or attack (including his Kuru-gan Eye).This power costs 3 chakra every 2 rounds tomaintain, and is also very painful. Thus, uponleaving this state, the character receives 1d6Stamina damage, that may kill him/her.

While gaining levels, the speed in his Amatsu noKuru increases, as shown in the tablet.

Moto Clan Akushagan

Some stories claim that the powerful bloodlinepower of the Uchiha, Sharingan, is an o�springof Hyuuga's Byakugan. The Moto clan's EvilCopy Eye is often pointed to as a proof , withpowers from both the Sharingan and the Byaku-gan. Some sort of missing link. The bloodlineis looked upon as imperfect by both the Hyu-uga and the Uchiha, since it does not hold thegreates power of any of them. What those clansseems to forget, or ignore, is the fact that someof the grandest masters of taijutsu is o�springsfrom the clan, since their ability to pierce andcopy all taijutsu techniques is yet unmatched.They are also known to be able to use the mys-tical Hyuuga Ryuu's, the Jyuuken. As power-ful as they may seem, with the powers of bothbloodlines, there is much, however, that theydo not possess. Compared to the true users ofJyuuken, or the ninjutsu masters of the Uchiha,they fade like leaves in the wind. They also lackthe Byakugan power of scouting and are unableto copy ninjutsu techniques and are as weakto genjutsu as anyone else. There are some,however, who claims that some possessing thisbloodline have been known to loose their inher-ited power, and instead acquire either the true

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Byakugan or Sharingan. Those few are imme-dietly accepted, some say forced, into the ap-propriate clan and the secret of attaining this isstill a mystery.

Moto Clan Occupation

The Moto Clan have been greatly decimatedafter generations of gang wars with both theUchiha and Hyuuga, and now only a few fam-ilies remain, though great hope and pride hasbeen entrusted the successor, Moto Tatsuya.Prerequisite: Age 8+Skills: Select any two skill from the followinglist as permanent class skills. If a skill the char-acter selects is already a class skill, he receivesa +1 competence bonus on checks using thatskill: Chakra Control, Concentration, Hide, Lis-ten, Move Silently, Survival, Taijutsu, Tumble.Feat: Select one of the following: AdvancedBloodline(Akushagan), Archaic Weapons Pro-�ciency, Armor Pro�ciency(Light, Medium),Combat Martial Arts, Defensive Martial Arts,Genin, Genius Nin (Taijutsu), Nin WeaponsPro�ciency, Power Attack and Taijutsu Adept.A�liation: You require 1 less success tolearn Uchiha and Hyuuga Taijutsu Hijutsu tech-niques.Wealth Bonus Increase: +1Reputation Bonus Increase: +1

Akushagan

The eyes of those who possess this bloodline areslightly di�erent, even when the power is not ac-tive. The wielder allways has gray eyes and redpupils. Once he activates the bloodline power,however, his pupils extends slightly to form onecomma-shaped marks in his eyes. The nervesaround the eyes will be visible under the skin.

Character lvl Intermidate1 -2 Akushagan +13 High Speed Sight 14 -5 Akushagan +26 High Speed Sight 27 -8 Akushagan +39 High Speed Sight 310 Koudu Akushagan11 Akushagan +412 High Speed Sight 413 -14 Akushagan +515 Master of the Eye16 -17 Akushagan Insight +118 High Speed Sight 519 -20 Akushagan Insight +2

Akushagan (Su): For the duration of thisability, the user gains a +4 bonus to Spot, Re-�ex and Initiative checks and a bonus to meleeattack rolls speci�ed by the table. By spend-ing a move-equavilent action the user may SeeChakra for 1d3+2 rounds and gain High SpeedSight as speci�ed by the table. In addition, theuser retains his Dexterity bonus to Defense evenin situation where he would normally be deniedit.Manifesting this special eye condition requiresan attack action that does not provoke attacksof opportunity, and costs the user 3 points ofchakra every 2 rounds, which cannot be con-verted to hit points. The user also ful�lls therequirements of having the Byakugan ability fortechnique prerequisites.Koudu Akushagan (Su): This ability canonly be acquired by Heroic Characters. Thee�ects of this ability is the exact same as thatof Evil Copy Eye, but with a few di�erences.The See Chakra ability is increased to 1d8+1rounds, and the character is able to See ThroughChakra for 1d4 rounds by concentrating for afull round.Master of the Eye (Su): A character whohave reached level 15 and possesses the KouduAkushagan automatically attains this power. Acharacter with this degree of power may chooseto switch his bloodline into either the Hyuuga'sByakugan, Uchiha's Sharingan or further en-hancing the Koudu Akushagan. If the character

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chooses to switch into one of the other blood-lines, he immiedietly looses any and all powersof the Akushagan and Koudu Akushagan, andinstead gains the powers of the new bloodlineas if being of the same level (if the characterchooses to Uchiha house and has techniquesthat requires Byakugan, he immiedietly loosesthese techniques). If he, however, chooses tocontinue enhancing the Koudu Akushagan, hewill still be able to use these powers with a fewchanges. The characters bonus to Spot, Initia-tive and Re�ex checks improve to +6 and gainsa +2 bonus to Defense. He is also able to retainhis focus to See Through Chakra for a numberof rounds equal to 1d6+1.Imperfect Akushagan TechniqueMimicry: This ability can only be used bysomeone who meets the special requirementsand has taken the Imperfect Ninja's Mimicryfeat. Due to the similiarity with Sharingan, itto is able to predict an opponents movementbefore the action has begun, an insight thatallows the wielder to copy techniques. The bigdi�erence, though, is that the Akushagan is un-able to copy and nullify Ninjutsu and Genjutsutechniques. Instead, it's power lies in the abil-ity to do so with all Taijutsu techniques. Someclaim, though, that the power also may be usedto identify and memorize Ninjutsu and Gen-jutsu techniquesTo use this ability, the user must have theKoudu Akushagan or Akushagan active, andchoose the ready action, as though he was usinga counterspell, using the following rules:If the target chosen, which must be in line ofsight, uses a Taijutsu technique, the charac-ter makes the appropriate check to identify it,regardless if the character already knows it.Identifying the technique is a free action. Ifthe check succeeds, the character can copy thetechnique and must roll the appropriate Per-form DC and pay the same Chakra Cost as thetarget would(though he can freely convert it tohit points).If the check fails or the character lacks theChakra, the process also fails. In case of asuccess, the user can choose to either Nullify,Memorize or Copy the technique, as detailedbelow. The character cannot copy techniquethat requires an Advanced Bloodline or specialrequirements which he does not meet. Afterusing this ability, whether he choose to copy ornullify the technique, the user gains a +2 bonusto his learn checks to learn the Copied or Nul-

li�ed technique for two weeks, after which thememory will fade if unused.The character can still successfully copy or nul-lify the technique, even though it fails on thetarget's side, and must declare which he will usebefore knowing the result.The character may also choose to go throughthis same process for any Ninjutsu or Genjutsutechnique that requires hand-seals or half-sealscomponents, but may only memorize the tech-nique. He may not use this ability, though, ifthe the techniques user chooses to perform thetechnique without hand seals or half seals, aswith the hand seals mastery feat.Nullify: Using this ability, the character usesthe technique against the target and both tech-niques have absolutely no e�ect other than can-cel each other out. The target must obviouslybe in range of this technique for this to work.The character may not, however, nullify Tai-jutsu techniques that only have e�ect on theuser.Copy: With this aspect of the Imperfect Tech-nique Mimicry, the character gets to use thistechnique as the target would, on any target inrange.Memorize: Instead of copying or nullifying thetechnique, the user can simply choose to mem-orize it. He must still succeed the Perform DCand pay half of the technique's Chakra Cost(minimum 1), but he may not use it as hewould while Nullifying or Copying a technique.Success allows the user to later develop the tech-nique with a +2 bonus to his Learn Check, asthough he had copied or nulli�ed it.

Imperfect Akushagan TechniqueMimicry Feat

Using the power of your Evil Copy Eye blood-line, you are able to see thing others can't andare able to pierce your enemies Taijutsu tech-niques and copy them. You are also skilled inlearning hand seals techniques after having seenthem only once.Prerequisite: Advanced Bloodline(Moto ClanAkushagan), Heroic Character lvl 6 Bene�t:With his uncanny ability and bloodline powers,the character is able to copy any taijutsu tech-nique used in his line of sight. For more infor-mation, see the Imperfect Akushagan TechniqueMimicry rule.

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Nagamatsu Clan Oneichi

As the Shirakan is revered, so too is theNagamatsu-clan, being a clan seen upon as asource of life, and their crest (a pinetree) is asight linked with joy. The Nagamatsu claim,if ever questioned from where they come from,that the Shodaime Hokage was in fact a prod-uct of the powers they hold in hand, which is ablessing from the gods.The Nagamtsu are generally dressed camou�ageout�ts designed for forest enviroment, creatingsuch if not allready present.This bloodline may only be attained by a gener-ation born after one generation has drunk fromthe Well of Earth in Chigakure for atleast 2years of time total.

C. lvl Major1 Mokuton A�nity2 -3 Matsu no Soujuu(Small)4 Matsu no Soujuu(Medium)5 Teishu Dzuki Tane6 -7 Matsu no Soujuu(Large)8 -9 -10 Matsu no Soujuu(Huge)11 -12 Matsu no Tanjou13 -14 Matsu no Soujuu(Gargantuan)15 -16 -17 Matsu no Soujuu(Colossal)18 -19 -20 Nagamatsu

Mokuton A�nity (Su): At �rst level, thecharacter automaticaly gain the elemental a�ni-ties for earth (doton) and water (suiton). If youdo not use the rules for elemental a�nities, thecharacter gains the benegits as if the characterhad the elemental a�nities for these elements.The character also gains a bonus to learn andperform Mokuton techniques equal to +2.Matsu no Soujuu (Su): The character maymake an entangle check, grapple check or aslam attack against anyone creature as a move-equavalient action. The slam attack deals dam-age equavalient to the size of the tree +1/2 levelsof the character. The size of the trees that thecharacter can manipulate depends on the char-

acters level, as designated in the table above.Note that size modi�ers still apply to attack rollsand grapple checks. Using this ability provokesattacks of opportunity. The use of this abilitycosts 4 chakra points.Damage Depending on size:

Small: 1d4Medium: 1d6Large: 1d8Huge: 1d10Gargantuan: 1d12Colossal: 1d20

Teishu Dzuki Tane (Su): The character mayo�er its own body as a host to living seeds. Asan e�ect of this ability, the characters skin growsstronger and sturdier, as bark grows to protectthe character in battle. Whenever outside com-bat, the seeds lie undetectable under the char-acters skin.As an e�ect of this ability, the character gains adamage reduction of 3/�re whenever this poweris active. For creatures able to sense chakra thecharacters chakra signature is always counted asone step stronger than it actually is. The seedsthe character carries are destroyed if attackedby �re, but may be exchanged for new ones.Matsu no Tanjou (Su): The character gainsthe ability to grow fullgrown trees from seedswithin seconds, entagling and damaging all inits path. As a full round action, the charactermay spread seeds on the ground (maximum areais a 20 ft. square) and immedietly turn theminto trees.The character may make agrapple, entwinecheck or a slam attack against all the creaturesinside the a�ected area. The character gains abonus to this check equal to his own level. Theslam attack deals 4d6+6 damage. Using thisability costs 10 Chakra that may not be con-verted to hitpoints.Nagamatsu (Su): At the 20th level, the char-acter stops aging and gains no more e�ects fromaging (note that all age-related side e�ects all-ready acquired still remains). In addition, thenumber of dice used to roll for damage usingMatsu no Soujuu is doubled.

Shirakan Clan Shiragan

Those of the Shirakan bloodline has allways re-ceived some kind of reverence for their specialpower, a blessing from the gods,a mere gaze

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of their eyes being able to heal and aid thosein deepest despair. One should not underes-timate the members of the clan, however, foreventhough many of them many of them turnto the medical ninjutsu, they have power tomatch even the Kurukan clan in combat. Allthose born with the bloodline as a major blood-line have white marks in strange patterns acrosstheir entire bodies, and their eyes range from

grey to light yellow and white. When they callupon the feared Amatsu no Shira, these marksconnect, and they gain an eerie glow, as powersof light surge through their bodies.This bloodline may be attained after birth bydrinking the water of the Well of Light withinChigakure, but will then only manifest itself asa minor. Only those born with the bloodlinemay choose it as a major bloodline.

Character lvl Minor Major1 - -2 - Shiragan Eye+13 Shiragan Eye+1 Shiragan Inspiration+14 - Shiragan Eye +25 Shiragan Inspiration Fear +1 -6 - Shiragan Eye+37 Shiragan Eye+2 Shiragan Inspiration+28 - Shiragan Eye+49 Shiragan Eye +3 Amatsu no Shira10 - -11 Shiragan Inspiration +2 Shiragan Eye +512 - High Speed Rank 213 Shiragan Eye +4 Shiragan Inspiration +314 - Shiragan Eye +615 Amatsu no Shira -16 - High Speed Rank 317 Shiragan Eye +5 Shiragan Inspiration +418 - Shiragan Eye +719 High Speed Rank 2 High Speed Rank 420 - -

Shiragan Eye(Su): Characters with thisability manifests it as an attack action that doesnot provoke an attack of opportunity. He thenchooses a target, which he heals an amountequal to 1d6+speci�ed amount. While usingthis ability, the wielders eyes turn white.Shiragan Inspiration(Su): Those who seethe character wiedling his Shiragan Eye maybe inspired. This ability functions just like thecharismatic hero's talent, but the e�ect lasts foran amount of rounds equal to charisma modi-�er+speci�ed amount.Amatsu no Shira (SU): Characters with thisability may manifest it using a full round ac-tion that causes attacks of oppurtinity. As partof manifesting this ability, the character receives4 stamina damage, that can kill him/her. Uponthe completion of this ability, the charactersskin, hair and blood turns into white and hiseyes turn black. While under the power of thisability, the character gains High Speed Rank 1,Fast Healing 1 and And a damage reduction of

4/-This power costs 3 chakra every 2 rounds tomaintain, and is also very painful. Thus, uponleaving this state, the character receives 1d6Stamina damage, that may kill him/her.While gaining levels, the speed in his Amatsuno Shira increases, as shown in the tablet.

Takanuma Clan Chihinshu

The Takanuma clan is perhaps the only clanin Chigakure that is more feared than even themighty Kurukan clan, renown for their ferocity.The Takanuma are fearless warriors, even care-less as some would have it, and are generallyavoided by fear for their powers. The infectedblood of the Takanuma is a matter discussed of-ten among the other clans, but the fact remainsthat the Takanuma are the core warriors of theChigakure no Sato, and their leader, TakanumaNobu, are among the most trusted of the Chik-

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ages warriors.This bloodline may be attained after birth bydrinking from the Well of Body in Chigakure.

C. lvl Minor1 Chihinshu2 -3 -4 -5 Power of Blood (Chakra)6 -7 -8 -9 -10 Power of Blood (Strength)11 -12 -13 -14 -15 Power of Blood (Constitution)16 -17 -18 -19 -20 Power of Blood (Fast Healing)

Chihinshu (Su): Characters with this abil-ity have a very rare blood condition that causesthe blood to be very concentrated and infec-tious, even to the character himself, though thecharacter are shielded from alot of the down-sides. All attacks made against the characterthat draw blood have a chance of infecting theattacker, unless the attacker succeeds a Fortsave (DC 10 + character level + Con). Theblood may be avoided by succeeding a DC 20Re�ex save, unless the attack was unarmed.. Ifthe attacker fails the Fort save by 5 or more,the character gets infected by the Chihinshi Dis-ease. Every minute the attacker may roll forFortitude, and should the character succeed thesave, the Chihinshi Disease fades, otherwise thecharacter gets 1d2 lethal hp damage. Note thatthe character must also make this check. The

character also gains a bonus on all saves againstPoisons of +5, and all damage received by Poi-sons is lowered by 3 (-3). The character alsohas the DC against Chihinshi Diseases from allsources lowered by an additional 5.Chihinshi Disease: Duration: 2d4 minutes; Ini-tial damage: 2d4 Stamina; Secondary Damage:1d2/minute.Power of Blood (Su): Characters with thisability are able to gain great powers by digest-ing their own blood, making them appear as en-raged berserkers who feel no pain. Dependingon the characters level, the character is able togain di�erent advantages from this ability. Notethat the character may only choose one of thesee�ects at a time, and if the character wishesto switch, the character must digest more of itsown blood. All these e�ects lasts for 2d6+Conrounds. Acquiring a big enough amount of hisown blood can be done in various di�erent ways;either, the character has already prepared a fewvials, already been wounded, or wounds himself.Note that the wound received must be of atleast5 hit points and must have drawn blood.Chakra: If the character chooses this e�ect,the character gains 4+Con temporary Chakrapoints to his Chakra Pool. This functions asother temporary Chakra points.Constitution: Should the character choose thise�ect, the character gains a +2 Temporarybonus to his Constitution score, aswell as anyadditional hit points and Chakra points thismay grant. Note that these points function justas other temporary Chakra and Hit points.Fast Healing: Should the character choose thise�ect, the character gains Fast Healing 1 for theduration.Strength: Should the character choose this ef-fect, the character gains a +2 bonus to Strengthfor the duration.Please note that digesting the blood may causein�iction of the Chihinshi Disease.

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Hijutsus

This chapter contains the various Hijutsus that I have created during my years in these forums.

Chigakure Hijutsus

These techniques are hijutsus and kinjutsusused by the members of Chigakure no Sato.This section does not include the clanspeci�cjutsus.

Barrier of the Three Gods

Ninjutsu(; Requires Murderous Intent of theTwin God (t), Kurugan Eye +3 (a), ShiraganEye (a), Kuodo Tenaigo +3 (a); Chigakure Hi-jutsu) (A-Rank; Rank 9)Learn DC: 24, 5 Success; Perform DC: 26;Time: 1 attack action; Components: H,C; Range: 10 ft(from each other); Area:10x10x10 ft;Target: see text; Duration: 3rounds +1/3 levels; Saving Throws: See text;Chakra Cost: 18 (see text)This techniques require three persons to use, oneof the Shirakan bloodline, one of the Kurukanbloodline and one of the Dosato bloodline, whomust be standing in a triangular formation. Atthe completion of this technique, a triangularbarrier is created around them(and above them)protecting all squares between them. This wallis said impenetrable by all means of taijutsu andninjutsu. The chakra cost of this technique is di-vided equally to the three. If one of the usersdo not have chakra enough to use this technique,the technique does not function, but the othersstill looses the chakra.Every taijutsu used against this barrier are com-pletely nulli�ed, and the attacker receives 4negative energy damage. Each ninjutsu usedagainst this barrier has a chance of failure. Ev-ery ninjutsu used against the barrier must suc-ceed a ninjutsu check equal to the highest per-form DC of the wielders plus their combinedcharisma modi�er, divided by three((char modnumber 1 + char mod number 2 + char mod

number 3) / 3). If the check is succeeded, thejutsu manages to penetrate the barrier and deals½ its normal damage. If it succeeds with 10 ormore, the barrier is destroyed, and the jutsudeals normal damage. If the check is equal tothe DC or lower, the technique is nulli�ed. Ifthe check is failed by 10 or more, the techniqueis redirected at the user.

Chibunshin no Jutsu

Ninjutsu [Chigakure Kinjutsu]Rank: 5 (B-Class); Learn DC: 19, 4 success;Perform DC: 20; Time: 1 full-round action;Components: C, H, F, Mas; Range: 50 feet(see text); E�ect: Duplicates of the user; Du-ration: 1 minute/level (D); Saving Throws:None; Chakra Cost: 1 + 2 per additional clone(maximum 1 per level).This technique is basically an advanced versionof Bunshin no Jutsu that creates solid clonesfrom the users blood as carrier for the user'schakra. It is highly forbidden and only taught tosome rare Jounin-level ninjas. Using this tech-nique, the user is able to divide his energy tocreate several copies of himself.While the replications are not capable of sen-tient thought, they share a bond of sort thatallows the user to communicate orders to hisclones; the bond is only one way, though, andthe clones cannot send orders, thoughts or im-ages to the user. As such, the clones follow theuser's instructions to the letter. A Chibunshinis its own person and if caught in a genjutsu,only the replica will be a�ected, and not theuser and/or the whole group of clone. Anythingexperienced by the clone will be remembered bythe user when the technique expires, althoughit should be noted that no extra experience orgame-wise bonus will be awared from this, onlythe knowledge acquired by the clone.

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The clones have 1 hit points per three levels ofthe user, saving throws equal to that of the userminus two, the same attack bonus as the userminus 4, though it may not have more than twoattacks per round. It shares the user's defenseas well, with a -5 penalty, as well as all feats, tal-ents and special abilities (though not templatesand/or bloodlines) the user may have, but doesnot bene�t from any temporary bonuses the usermay currently have (such as Shodan Kousoku orTadayou).A chibunshin may not stray further than 50 feetfrom another clone or the user, and may be cre-ated anywhere within that distance. It can useany technique the user may have under Rank 4,with the same skills modi�er, but doing so re-quires the clone to borrow the user's chakra di-rectly from his Chakra Pool without being ableto convert the Chakra Cost to hit points. In ad-dition, all drawbacks coming from a techniqueused by a replication not only a�ects the clone,but also the user. A replica counts as the userif it uses a technique to create clones, and thusthey are controlled by the user and his own limitis used.The clone is genuine and carry the very sameequipment as the user except chakradependentitems such as exploding tags or sunburst tags.Any items carried by the chi bunshin has nohardness and only half the original's hit points.Poison and mastercraft bonuses are not carriedover to the clone's equipment.Lastly, while the clone can use techniques, itcannot normally perform any activities requir-ing particular attention, such as sensing chakra,setting o� an exploding tag or carrying a se-rious conversation. Once the clone reaches 0hit points, strays too far from another clone orthe user or the duration expires, it disappearsin a pu� of smoke. When Sensing Chakra, theclones count as though having half the user'sChakra Pool. Creating a chi bunshin not onlycosts Chakra, but also divides the user's physicalenergy, which is why this technique is forbiddenin the �rst place. For each clone created by thistechnique, the user su�ers 1d4 points of Staminadamage. Stamina damage from this source cankill the user.While the user can freely replace any clones lostby using this technique more than once, he can-not control a number greater of clone than thespeci�ed maximum. He can also choose to dissi-pate a single clone (or more) of his choice ratherthan the whole group. He also cannot control

any other sort of clone while using this technique(including simple Bunshins or Tajuu Kage Bun-shins). A simple usage of this technique withoutadding to the cost (2) creates one kage bunshin.Mastery: If this technique is mastered, the dis-tance the clone can stray for increases by 20 feetper step of mastery, up to 100 feet at the �fthstep, total 150 feet.Material Focus: A small quantity of the usersblood. The amount of damage taken for theamount of blood is atleast 6 hp. Note thatthis damage is taken every time the technique isused, not for every clone created.

Dragon of the Three Gods

Ninjutsu(; Requires Kurugan Eye +4 (a), Shi-ragan Eye +4 (a), Tenketsu Tenaigo (a); Chi-gakure Hijutsu) [S-Rank; Rank 9]Learn DC: 25, 6 Success; Perform DC:29; Time: 1 full-round action; Compo-nents: H, C; Range: 20 ft; Area: One 10-ftsqaure;Target: see text; Duration: Instanta-neous (see text); Saving Throws: See text;Chakra Cost: 24 (see text)This technique require three people to use,one of the Shirakan bloodline, one of the Ku-rukan bloodline, and one of the Dosato blood-line, who must be standing within 5 ft ofeach other. At the completion of this tech-nique, a mighty dragon of energies with threeheads(black, white, blue), each head is con-trolled by one of the users. The chakra costof this technique is divided equally to the three.If one of the users do not have chakra enough touse this technique, the technique does not func-tion, but the others still looses the chakra.Each of the heads deliver an amount of chakradamage equal to 7d6+5, except for the blackhead that deals 5d6+4 negative energy.

Murderous Intent of the Twin God

Ninjutsu(; Requires Kurugan Eye +3 (a), Shi-ragan Eye +3 (a); Chigakure Hijutsu) [B-Rank;Rank 5]Learn DC: 23, 4 success; Perform DC: 10;Time: 1 full round action; Components: H,C; Range: 20 ft; Target: 10 ft radious (base;see text); Duration: Instantaneous; SavingThrows: Will (see text); Chakra Cost: 16(seetext)This technique requires two persons to use, oneof the Shirakan bloodline, and one of the Ku-

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rukan bloodline, who must be within 20 ft. fromeach other. The users then places a �eld ofdread and murderous intent and forces every-one within a 10 ft radious (designated by theusers by pointing at the center of the techniquespower) that may not be further away than 20 ft.All creatures within the radious(except for theusers) is then forced to take a Will save (DC 10+ highest characters character level + highestcharacters Char modi�er). All those who failsthis save receives 2 negative energy damage andbecomes frightened. If the save is passed, theyare merely shaken. The chakra cost of this tech-nique is divided equally to the two. If one ofthe users do not have chakra enough to use thistechnique, the technique does not function, butthe other still looses the chakra.

Tourai no Chigetsuei (Arrival of theBlood Moon)

Ninjutsu (Requires Power of Blood (a), Amatsuno Kuru (a), Amatsu no Shira (a), TenketsuTenaigo (a), Kuodo Haishingan (a), Matsu noTanjou (a), Arrival of the Blood Moon (f); Chi-gakure Kinjutsu) [Super-S-Rank; Rank 15]Learn DC: 31, 7 success; Perform DC: 29;Time: 3 Hours; Components: H, S, M*;Range: Special, see text; Area: Special,see text;Target: 2 targets, see text; Dura-tion: Special, see text; Saving Throws: None;Chakra Cost: 100 (see text)The Tourai no Chigetsuei is one of the most hor-ri�c and terrible techniques of the Chigakure,and is among those the Shodaime Chikage him-self has created during his long reign. The soleintention of this technique is to open the secretof the Crown temple.To properly execute this technique 6 peoplemust form a circle around the Blood Stone witha 7th person taking place upon the stone itself.By its base are two persons captured that are tobe used as a sacri�ce (the sacri�ces must ful�llsome requirements listed below). The executorsof the technique must each ful�ll atleast one re-quirement each, and the leader(in the middle)must have Arrival of the Blood Moon. This tech-nique must be started in the dusk at the time ofthe year when the night is the longest, and starts�rst when the executors begins to chant. At theend of this technique the sacri�ces are sacri�cedby the circle leader and their blood covers thewhite Blood Stone, and as the stone is stainedby their blood the moon turns bloodred. The

chakra cost for this technique is divided equallyamong all executors. Note that they all mustknow the technique.In order for the technique to work, the sacri�cesmust full�ll a set of requirements:- One must be male, one female- One must be the embodiment of Blood, havingfocused on Earth, Body and Darkness and havea bloodline. For example, a Sharingan-wielderwould full�ll these requirements.- One must be the embodiment of Soul, havingfocused on Heaven, Mind and Light and havea bloodline. For example, a Byakugan-wielderwould full�ll these requirements.- They must both believe in the teachings of theImmortal. Among the religions based on theteachnings of the Immortal are Buddhism andthe Will of Fire.Material Components: As material componentsfor this technique the casters need two sacri�ces(which need to be alive by the beginning of thetechnique) and the blood stone. Further more,the technique may only be cast on the hallowedground of the Temple of Enlightenment.

Dosato Clan Hijutsus

These techniques are hijutsus and kinjutsus de-veloped by the Dosato clan

Amatsu no Hiryuu (Heavenly Fly-ing Dragon)

Ninjutsu (Requires Reikon no Hei (t) (1))[Dosato Hijutsu]Rank: 9 (B-Class); Learn DC: 23, 4 success;Perform DC: 24; Time: 1 full-attack action;Components: C, H; Range: 20 ft./4 levels;E�ect: Creates a dragon of chakra that strikesdown at the target; Target: One creature; Du-ration: Instantaneous; Saving Throws: Re-�ex to halve; Chakra Cost: 8.This technique creates a shape out of Chakra,resembling a dragon, that rises up to the sky,and then strikes down upon the target, creatinga surge of energy.Upon impact, this technique deals 7d6 of dam-age, which counts as enhanced by chakra forovercoming damage reduction.

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Amatsu no Souhou (HeavenlyTouch)

Ninjutsu (Requires Kuodu Tenaigo (a), Koukenno Houtei (t) (2)) [Dosato Hijutsu]Rank: 10 (B-Class); Learn DC: 24, 4 suc-cess; Perform DC: 25; Time: 1 attack ac-tion; Components: C; Range: Touch; Ef-fect: Wounds the target upon touch; Target:One creature; Duration: Instantaneous; Sav-ing Throws: None; Chakra Cost: 6.Using this technique requires a melee touch at-tack at the users highest attack bonus, and re-quires the user to have Tenaigo active. If suc-cessful, the attack deals damage as normal, butalso does one of the following e�ects:Steal Chakra: If the user chooses this e�ect, theattack, if successful, drains 3d6 Chakra from thetarget, and transfers it to the user.Deal Damage: If the user chooses this e�ect, theattack, if successful, delivers 6d4 damage. Theattack counts as enhanced by Chakra for thepurpose of overcoming damage reduction.

Joukei no Hebun (Sight of Heaven)

Chakra Control(Spirit; Requires Tenaigo(Chakra) (a); Dosato Hijutsu) [C-Rank; Rank6]Learn DC: 15, 3 Successes; Perform DC: 16;Time: 1 full-round action; Components: C;Target: Self; Duration: 1 round/3 level; Ef-fect: The user gains the ability to See Chakrafor the duration; Saving Throws: None;Chakra Cost: 5.This technique was among the few techniquesthat had been preserved in the ancient, crum-bling scrolls of the Shrine of Heaven, beinghidden so well by the monks that once residedthere, that not even time touched them.For the duration of this technique, the user isable to See Chakra.

Kouken no Houtei (Guardians'Gift)

Ninjutsu (Requires Kuodu Tenaigo (a), Joukeino Hebun (t) (3)) [Dosato Hijutsu]Rank: 8 (B-Class); Learn DC: 22, 4 success;Perform DC: 23; Time: 1 full-attack action;Components: C; Range: 20 ft./2 levels; Ef-fect: Grants the target the e�ects of Tenaigo;Target: One creature; Duration: 1 rounds/4levels; Saving Throws: None; Chakra Cost:

3 (base, see text).This technique is one that have saved the livesof many, and was what forever gave the Dosatoclan the position as the Chikages bodyguards.Originating from the monks who built the tem-ple in honor of the Immortal, this technique isrevered by the Chigakure Shinobi.As an e�ect of this technique, the user must des-ignate one ally. This ally will receive all thebonuses of having the Tenaigo-bloodline of theuser's level. The user will, however, pay thecosts for using the bloodline ability, and mayend the technique at any given time.

Reikon no Hei (Wall of Chakra)

Chakra Control(Spirit; Requires Kuodo Tenaigo(a); Dosato Hijutsu) [C-Rank; Rank 8]Learn DC: 20, 3 Successes; Perform DC: 21;Time: 1 full-round action (see text); Compo-nents: C; Range: 15 feet; Target: See text;Duration: 1 round/3 level; Saving Throws:See text; Chakra Cost: 10(base, see text).This technique is used to create a wall of chakrato fend of ninjutsus. The wall protects a totalof 3 squares that may be located in any orderside by side with each other. This area may beno longer than 15 feet away.Each technique used has a chance to fail to pen-etrate this wall. The one casting the ninjutsuwill have to take a DC equal to the users Per-form result. The roll is modi�ed by his Ninjutsuranks and the techniques rank. If the user con-verted chakra to hit points, he gains a negativemodi�er equal to the number of hit points lost tocast the technique. If the save is failed, the areaof this techniques e�ect is completely protectedfrom harm. If the save was failed by �fteen ormore, the technique is redirected at the caster.If the save was equal to the DC, the techniqueis nulli�ed, and the Wall of Chakra evaporates.If the save was successful, the jutsu destroys thewall of chakra and deals half its normal damageto the appropriate area. Taijutsu techniques areuna�ected by this.The area of this e�ect may be improved by 1square by spending 3 chakra(up to a maximumof 8 squares). The technique may also be usedas a swift action by spending an additional 6chakra, and if the user choose to do so, he maynot convert the chakra cost to hit points. Notethat if the character has allready used a tech-nique or advanced bloodline power, he may notuse this technique as a swift action.

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Hagane Houtai Hijutsus

These techniques are hijutsus usable by thosewho have developed the rare condition HaganeHoutai.

Ami Sen'i no Jutsu (Rain of FibersTechnique)

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai) (f); Hagane Houtai Hijutsu) [B-Rank;Rank 7]Learn DC: 21, 4 success; Perform DC: 22;Time: 1 Attack Action; Components: C, F;Range: 30 ft.; Target: 10 ft. area; Dura-tion: Instantaneous; Saving Throws: None(see text); Chakra Cost: 7 (base; see text)Through separating metallic bandages intothousands of small �bers, the user then is ableto shoot them at the enemy as white, hot nee-dles.As an e�ect of this technique, the user instantlytears 2 bandages apart, and sends them awayat the target. The user then makes a rangedattack at his highest bonus. Those who are hitreceive 2d6+4 damage, plus an aditional 3d8+4�re damage. This e�ect can be halved with theuse of the Evasion class ability by succeeding aRe�ex save (DC 20).The area of e�ect for this technique may be in-creased with 5 square feet by spending an extra2 Chakra Points and 1 bandage (maximum 40ft.).Material Focus: This technique requires thatthe user has 2 attuned bandages available. Allof the bandages used for this technique will bedestroyed and will not be usable to any othertechnique.

Attuning the Steel

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai ) (f); Hagane Houtai Hijutsu) [C-Rank;Rank 3]Learn DC: 16, 3 success; Perform DC: 16;Time: 1 hour; Components: C, F, H;Range:Touch; Target: See text; Duration: Perma-nent; Saving Throws: None; Chakra Cost:4 (base; see text)This technique shares a deep connecting withthe Ritual of Metal Attunement, and is the onlyway to acquire the full power of the bloodline.As an e�ect of this technique, the user desig-nates a number of bandages equal to 6. These

bandages takes on the attuned template, andthe user is able to control them with the Xi-adrum metal piece. These attuned bandages areusable for any Hagane Houtai technique or abil-ity, and receives any weapon seal attached tothe Xiadrum metal piece.The number of bandages can be increased by anamount of 2 bandages for 5 Chakra (maximum+14 extra bandages).Material Focus: This technique requires thatthe user has the speci�ed number of bandagespresent and available.

Buyou no Teikiatsu no Jutsu (Cy-clone Dance Technique)

Taijutsu(Martial Art; Requires Advanced Blood-line(Hagane Houtai) (f); Hagane Houtai Hi-jutsu) [B-Rank; Rank 6]Learn DC: 20, 4 success; Perform DC: 21;Time: 1 Attack Action; Components: F;Range: Touch (special, see text); Target: 10-feet-radious demi-sphere centered on the user;Duration: Instantaneous; Saving Throws:None; Chakra Cost: 5.Through holding a metal bandage in his hand,the user is able to spin himself as a top in or-der to de�ect attacks and techniques directed athim.To properly execute this technique, the usermust hold a bandage in his hand and be phys-ically able. All opponents caught in the areaof e�ect of the Buyou no Teikiatsu are knockedback and receives 6 damage of the touch withthe metallic object.This technique gives the user a bonus to defenseequal to +6. This bonus also applies to re�exsaves for the case of avoiding certain techniques.When using this technique to defend, the chakracost may not be converted to hit points.Material Focus: This technique requires thatthe user has 1 attuned bandage available.

Ori no Zetsumei no Jutsu (Cage ofDeath Technique)

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai) (f); Hagane Houtai Kinjutsu) [A-Rank;Rank 12]Learn DC: 25, 5 success; Perform DC: 29;Time: 1 Full-round Action; Components: C,F, H; Range: 30 feet(from the center); Target:50 square ft. area; Duration: Concentration(max 3 minutes); Saving Throws: Fortitude;

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Chakra Cost: 13 (base; see text)By adding chakra to the users innate bloodlinepowers, the user is able to send up to hundredsof bandages into the air, creating a spiderweblike cage, trapping anyone within range for a �-nal attack.As an e�ect of this technique, the user desig-nates a circular area of 50 square feet, whichcenter may not be more than 30 feet from theuser. Any creatures within the designated areais unable to leave it through means of normaltransportation(including Shunpo and similar ef-fects), and may only leave it through meansof Shunshinjutsus and techniques that alter theusers form. Note that this technique may befollowed up either by Horri�c Swordplay or thefollow up stated in this technique. Note thatthis technique provokes attacks of opportunityfrom everyone who normally could do so, exceptthose within range of this technique.The user may increase the area of e�ect forthis technique by spending and extra 2 ChakraPoints and 3 bandages per 10 square feet. Theuser may also follow this technique up the nextround by swiftly tightening the bandages to ei-ther prevent air from entering the area, or crushthose within by spending an extra 7 ChakraPoints. The use of this follow up also lessens thearea. If the user chooses to crush those trappedby the techniques, all creatures within the tech-nique must take a Fortitude save. If failed, thecreature receives 8d8 damage, a successful savehalves this damage.Material Focus: This technique requires thatthe user has atleast 40 attuned bandages avail-able. After this technique ends, 5 of these ban-dages will be non-attuned ones, again.

Otoasaru no Jutsu (Sound BreakTechnique)

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai) (f); Hagane Houtai Hijutsu) [C-Rank;Rank 4]Learn DC: 17, 3 success; Perform DC: 17;Time: 1 Attack Action; Components: F;Range: Touch (special; see text); Target: 1Creature or Object; Duration: Instantaneous;Saving Throws: None; Chakra Cost: 5(base; see text).By using the powers of the Hagane Houtaibloodline, the user is able to maneuver a metalbandage against a target. Then the user im-plements sound through it, causing the ob-

ject it's touching to shatter or become severelywounded.As an e�ect of this technique, the user makes aranged touch attack against the designated tar-get at his highest attack bonus. The user thensends waves of sound through the metallic ban-dage, dealing 3d6+3 Sonic Damage, that over-comes all hardiness.The user may strengthen this technique with1d4+2 by spending an extra 3 chakra points(maximum 4d4+8).Material Focus: This technique requires thatthe user has 1 attuned bandage available.

Horri�c Swordplay Technique

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai ) (f), Ori no Zetsumei no Jutsu (t) orHoutai Ayatsuri no Jutsu (t); Hagane HoutaiHijutsu) [A-Rank; Rank 10]Learn DC: 25, 5 success; Perform DC: 27;Time: 1 Move Action; Components: C, F,H; Range: 50 ft.; Target: Special (see text);Duration: Instantaneous; Saving Throws:None; Chakra Cost: 10.This technique allows the user to �nish someonewho's been trapped by the Ori no Zetsumei noJutsu or Houtai Ayatsuri no Jutsu through slic-ing the bandages through the target's body.To properly execute this technique, the usermust have caught at least one creature withineither Ori no Zetsumei no Jutsu or Houtai Ay-atsuri no Jutsu. The user then quickly usessome of the bandages used for these techniquesto slice through the opponent, dealing 7d8+5damage. There are no means of escaping thisdamage other than Kawarimi. This techniquehas a Kawarimi Defense of 3.The user may fuel the damage of this techniqueby spending an extra 2 Chakra Points to add anadditional amount of 1d6 to the damage (maxi-mum of 5d6).

Houtai Ayatsuri no Jutsu (BandageManipulation Technique)

Ninjutsu(Requires Advanced Bloodline(HaganeHoutai) (f); Hagane Houtai Hijutsu) [A-Rank;Rank 6]Learn DC: 21, 5 success; Perform DC: 23;Time: 1 Full-round Action; Components: C,F; Range: Touch (special, see text); Target:20 square ft. area; Duration: 20 rounds; Sav-ing Throws: None; Chakra Cost: 9 (base;

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see text).By forcing the metal bandages into earth orstone, the user is able to move huge ares ofland, or coat the bandages used with stone. Theuser may then coordinate these chunks of stonefreely.As an e�ect of this technique, the user sends 10bandages into the ground, choosing whether tocoat the stone into a structure or to form a boul-der. Note that ths structure may not be biggerthan 20 square feet, but these square feets maybe formed in any way. The construction maybe a wall, and will then grant both concealmentand protection from certain techniques and pow-ers. Note that this technique provokes attacksof opportunity. The user must be atleast 5 feetfrom the place into which the bandages are sent.The character may increase the area of e�ectwith 5 square feet by spending 2 extra ChakraPoints and 1 bandage. The area of e�ect maynot increase to a number higher than 100 squarefeet.Material Focus: This technique requires thatthe user has 10 attuned bandages available. Af-ter this technique ends, 2 of these bandages willbe unusable again.

Ritual of Metal Attunement

Ninjutsu(Requires Ninjutsu 11 ranks; HaganeHoutai Kinjutsu) [S-Rank; Rank 8]Learn DC: 24, 6 success; Perform DC: 28;Time: 3 hours; Components: C, H, F, XP;Range: Self; Target: Self; Duration: Perma-nent; Saving Throws: None; Chakra Cost:36.This technique's history is unknown, but to afew individuals in every generation appears tohave developed it and acquired the feared blood-line Hagane Houtai. The only thing that unitesthese individuals are a deep respect for metaland aswell as their ability to combine Ninjutsuwith Taijutsu. This ritual varies greatly depend-ing on the person, but allways contains a bloodsacri�ce, the insertion of a certain metal piecein the users chest, aswell as a vow.As an e�ect of this technique, the user re-ceives 10 Stamina Damage that may not kill theuser. The user then must sacri�ce 5 permanentChakra Points, and 500 Experience Points. Af-ter the user has placed the purple metal piecein his/her chest, the user must make a vow, orthe metal will pierce the users chest, e�ectivelykilling the person. The user then gains the Ad-

vanced Bloodline (Hagane Houtai) feat.The vow varies greatly upon the person, butmust be hard and note that it's under DM'sdiscretion. The user must attempt to ful�ll thisvow atleast once every 2 years, or the metal willattempt to kill the person. Note that the userwill feel when the metal is about to kill him/heratleast 4 months in advance. The piece can onlybe removed by the wearer, who then dies within1 hour, though it can be removed from a deadbody. If the piece is returned within that time,the user does not die.Note that the character receives a +10 bonusto learn/perform DC of this technique if themetal piece was inherited from another person,or claimed from a dead person.Material Focus: A piece of the purple metalcalled Xiadrum. Note that this metal is ex-tremely rare, and only a few pieces are availableover the entire world. The user may add weaponseals to this metal piece to enhance the abilitiesof Hagane Houtai.

Illker Hiken Hijutsus

These techniques are used by the Arkiis and allrequire the usage of the Illker

Illker Hiken - Decapitating Blow

Taijutsu (Martial Arts; requires atleast 2 ArkiiHijutsus and Exotic Weapons Pro�ciency (Il-lker) (f); Arkii Hijutsu)[B-Rank; Rank 7]Learn DC: 21, 4 success; Perform DC: 22;Time: 1 attack action; Components: C, F;Range: Melee; E�ect: Makes a devastatingstrike at the target; Target: One creature;Duration: Instantaneous; Saving Throws:None; Chakra Cost: 4.This technique serves as one of the most pow-erful attacks in the Illker Hiken, and may costthe opponent his head.If the attack hits, the attack deals normalweapon damage, +1 for every 2 levels of theuser (max +6) and causes the target to bleed.A bleeding character will loose 3 hp worth ofblood every round, until the blood has coagu-lated (for a normal character, this would ocurrafter 10 - Con modi�er rounds).Material Focus: In order to use this technique,the user must wield a Large-sized, or larger,weapon.

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Illker Hiken - Glacier Strike

Taijutsu (Martial Arts; requires Illker Hiken -Ice Assault (t) (1) and Illker Hiken: Stance -The Hunter (t) (2) and Exotic Weapons Pro�-ciency (Illker) (f); Arkii Hijutsu)[B-Rank; Rank8]Learn DC: 22, 4 success; Perform DC: 23;Time: 1 attack action; Components: C, F;Range: Melee; E�ect: Attempts to knock thetarget unconscious; Target: One creature; Du-ration: Instantaneous; Saving Throws: Fort,partial; Chakra Cost: 5.The Glacier Strike is generally used to captureslaves, or kidnap people they could pro�t fromreleasing, and the strike serves as to knock thetarget unconscious.To execute this technique the user makes anattack against the target at his highest attackbonus, -4. Should the attack be successful, thetarget must succeed on a Fort save (DC 15 +users Str mod.) or be knocked unconscious. Ifthe save was successful, the target still receivesdamage as normal, but the damage is bludgeon-ing, rather than slashing. Material Focus: Inorder to use this technique, the user must wielda Large-sized, or larger, weapon.

Illker Hiken - Ice Assault

Taijutsu (Martial Arts; requires Illker Hiken:Stance - Falling Avalanche (t) (2) and Ex-otic Weapons Pro�ciency (Illker) (f); ArkiiHijutsu)[C-Rank; Rank 7]Learn DC: 20, 3 success; Perform DC: 20;Time: 1 full-attack action; Components: C,F; Range: Melee; E�ect: Attempts to knockthe target unconscious; Target: One creature;Duration: Instantaneous; Saving Throws:None; Chakra Cost: 3.Many users of the Illker Hiken use this attackin order to come close to their opponents, andto destroy them quickly. To execute this tech-nique, the user charges the target with a speedincreased by +20 ft., and makes an attack athis highest attack bonus. Should the attack hit,the weapons deals normal damage, but the usermay designate that the attack is counted as aCold attack for the purpose of overcoming dam-age reduction.Material Focus: In order to use this technique,the user must wield a Large-sized, or larger,weapon.

Illker Hiken - The Destroyer's Fin-ishing Blow

Taijutsu (Martial Arts; requires Illker Hiken:Stance - The Slayer (t) (4), Fearless (f) andWeapon Focus (Illker) (f); Arkii Kinjutsu)[A-Rank; Rank 10] Learn DC: 25, 5 success;Perform DC: 27; Time: 1 full-attack ac-tion; Components: C, F; Range: Melee; Ef-fect: Attempts to kill the target; Target: Onecreature; Duration: Instantaneous; SavingThrows: None; Chakra Cost: 8.This technique is the ultimate attack within theIllker Hiken and is only taught to the Clans' De-stroyer and his heir. The attack takes the formof a single, powerful blow, struck to slay the op-ponent in one single strike.If the attack hits, the opponent receives anamount of damage, depending on the amount ofhitpoints he has left. Consult the table below:

HP left left (in percent) Damage dealt100 4d675 5d650 6d625 7d615 8d610 9d65 Op. aut. reduced to -3 hp.

Material Focus: In order to use this technique,the user must wield a Large-sized, or larger,weapon.

Illker Hiken: Stance - FallingAvalanche

Taijutsu (Stance; requires Exotic Weapons Pro-�ciency (Illker) (f) and Illker Hiken: Stance -The Hunter; Arkii Hijutsu)[C-Rank; Rank 5]Learn DC: 18, 3 success; Perform DC: 18;Time: 1 move action; Components: C, F;Range: Personal; E�ect: Enters the FallingAvalanche stance; Target: Self; Duration: In-stantaneous; Saving Throws: None; ChakraCost: 3.This stance is one of the most devastating of theArkii stances. Based on simple up and downstrokes, the Falling Avalanche leaves the uservulnerable to attacks, but gives him the abilityto deliver devastating attacks.This stance increases the users damage dealtwith melee weapons by 1die +2/level (max +8),but also gives him a -4 penalty to AC. The user

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also bene�ts from the Power Attack feat, shouldhe not allready possess it.Material Focus: In order to use this technique,the user must wield a Large-sized, or larger,weapon.

Illker Hiken: Stance - The Hunter

Taijutsu (Stance; requires Exotic Weapons Pro-�ciency (Illker) (f); Arkii Hijutsu) [C-Rank;Rank 3] Learn DC: 16, 3 success; PerformDC: 16; Time: 1 move action; Components:C, F; Range: Personal; E�ect: Enters theHunter stance; Target: Self; Duration: In-stantaneous; Saving Throws: None; ChakraCost: 3.In this stance, the user takes on the mantle ofthe hunter, waiting patiently on guard while theprey closes in. This stance is one of the fewDefensive Manuevers known to the Arkii andis executed by having the Illker pointed to theground in a 45 degree angle, and shifting thegrip to have the hand closest to the hilt turnedto have its thumb directly beside the other one.The stance take use of the Illkers' size in orderto use it as a shield.This stance grants the user a +4 Shield bonusto AC, and a -2 Penalty to attacks.Material Focus: In order to use this technique,the user must wield a Large-sized, or larger,weapon.

Illker Hiken: Stance - The Slayer

Taijutsu (Stance; requires Exotic Weapons Pro-�ciency (Illker) (f), Illker Hiken: Stance -Falling Avalanche (t) (3) and Illker Hiken:Stance - The Hunter (t) (2); Arkii Hijutsu)[B-Rank; Rank 7] Learn DC: 21, 4 success; Per-form DC: 22; Time: 1 move action; Compo-nents: C, F; Range: Personal; E�ect: Entersthe Slayer stance; Target: Self; Duration: In-stantaneous; Saving Throws: None; ChakraCost: 3.This stance is the epitome of the Arkiish�ghting-style - not a single blow wasted. In thisstance, the user moves the Illker in small circlesin order for it to draw the attention of the oppo-nents, and strikes with long, slashing, strokes.This stance grants the user a +4 bonus on attackand damage rolls, and a -2 penalty to Defense.In addition, the user does not provoke attacksof opportunity when delivering a coup de grace.

The user also pro�ts from the bene�ts of theCleave feat, should he not allready have it.

Hiragawa Kenji Hijutsus

These Hijutsus were created by the Black Light-ning of Konoha, Hiragawa Kenji and uses theOptional Rule: Negative Energy Damage.

Kenrai no Kuru (Sword of BlackLightning)

Ninjutsu(Raiton; Requires Raite no Kuru(2) (t)and Raikou no Tsurugi(1) (t), Child of Dark-ness (f); Hiragawa Kenji Hijutsu) [B-Rank;Rank 6]Learn DC: 20, 4 success; Perform DC: 21;Time: 1 attack action; Components: H;Range: Melee Attack; Target: Self; Dura-tion: 1 round/level; Saving Throws: Forti-tude (see text); Chakra Cost: 10(base, seetext).This technique was created by Hiragawa Kenjias an improved Raite no Kuru and is the secondstep towards acheiving Shourai no Kuru. To usethis technique, the user must designate one handin which he may not hold anything. The userthen creates an e�ect similar to Raikou no Tsu-rugi, afterwhich he applies the power from Raiteno Kuru to enhance the sword. Though thetechnique is named Kenrai no Kuru, it is usedas if though it was an unarmed attack ratherthan a sword.For the duration of this technique, all unarmedattacks using the designated hand by the userare improved by 1d8 points of electricity, +1 perevery two levels of the user (maximum 1d8+10).On a successful hit, if the target carries a largeamount of metal or is soaking wet, it must suc-ceed on a Fortitude save (DC 13) or be stunnedfor 1 round. Half of this damage(count dam-age after all the dices has been thrown) is dealtin negative energy. Unless the user is wearinggloves(or any other protection for his hands)he will receive 1d4+1 self-in�icted negative en-ergy damage every two rounds of this technique.The Kenrai no Kuru may be used together withRaite no Kuru, thus using the sword in onehand, and the other hand for Raite no Kuru.The attacks counts as enhanced by chakra forthe case of bypassing damage reductions.The user may spend an additional 2 points ofChakra to increase the damage by 1d8+1 elec-

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tricity, up to a maximum of 9d8+9(maximum1 damage die per level). If the user chooses toempower the technique in this way, the gloveswill no longer be able to protect him from thedamage received. The user may also spend 1 ad-ditional Chakra to make Kenrai no Kuru sound-less.

Kurute no Jutsu (Black HandsTechnique)

Ninjutsu (Requires Chakra Control 7, Raite noKuru (2) (t), Child of Darkness (f); HiragawaKenji Hijutsu) [C-Rank; Rank 5]Learn DC: 18, 3 success; Perform DC: 18;Time: 1 attack action; Components: H;Range: Personal; Target: Self; Duration:1 round/3 levels; Saving Throws: None;Chakra Cost: 9.Hiragawa Kenji, alias the Black Lightning, ismost famous for his unique way of masteringthe Black Lightning energy source, but only afew know of his experiments in the raw blackenergy, which he abandoned after realizing itstoll. The �rst step in his exploration was repro-ducing the same e�ect as with Raite no Kuru,but without using the lightning element. Theresult was Kurute no Jutsu.This jutsus is initiated by the wielder focusinghis chakra into his palms, and then removing allthe positive parts of the chakra, turning the areaaround the hands black to the point the handscan no longer be seen.For the duration of this technique all unarmedattacks have their damage increased by 1d8+2,+1/4 level (max 1d8+7). Unarmed attacks willalso count as armed, aswell as lethal and en-hanced by chakra, for purposes of overcomingdamage reduction. This damage is dealt entirelyin Negative Energy. The character will also re-ceive an amount of damage equal to 1d3+1 inNegative Energy, which will count as twice asmuch on the characters sel�n�icted negative en-ergy damage column.At the end of this technique, the user must suc-ceed a Fortitude save (DC 15) or be fatigued.Mastery: At the third stage of Mastery, thecharacter automatically succeeds the Fortitudesave.

Raite no Kuru (Hands of BlackLightning)

Ninjutsu(Raiton; Requires Raite no Jutsu (t),Child of Darkness (f); Hiragawa Kenji Hijutsu)[C-Rank; Rank 4]Learn DC: 17, 3 succes; Perform DC: 17;Time: 1 attack action; Components: H;Range: Melee Attack; Target: You; Dura-tion: 1 round/2 levels; Saving Throws: None(see text); Chakra Cost: 6(base, see text) .This technique was created by Hiragawa Kenji,known as the Black Lightning, when he was aGenin and is the �rst step to achieve the pow-erful and feared Shourai no Kuru. To use thistechnique, the user may not hold anything in hishands and must focus his chakra into the palmsof his hands to create an e�ect similar to Raiteno Jutsu. Then he enhances the chakra to makeit stronger, thus altering the color of the light-ning, making his hands appear to be made ofblack lightning.For the duration of the technique, all unarmedattacks used by the user are improved by 1d6points of electricity damage, +1 per level of theuser (maximum 1d6+8). The user gains a +2bonus to his attacks if the target wields metal ar-mor (or carries enough metal objects to providesaid bonus, left at the GM's discretion). Halfof this damage(count damage after all the diceshas been thrown) is dealt in negative energy.Unless the user wields gauntlets, the user will re-ceive 1d3+1 self-in�icted negative energy dam-age.The attacks counts as enhanced by chakrafor the case of bypassing damage reductions.The user may spend an additional 2 pointsof Chakra to increase the damage by 1d6+1electricity damage, up to a maximum of5d6+12(maximum 1 damage die per level), thedamage received will increase by 1d3 for every2 points of Chakra aswell If the user choosesto empower the technique in this way, gloveswill no longer protect him from the damage re-ceived by Raite no Kuru. The user may alsospend 1 additional Chakra to make Raite noKuru soundless.

Reiki no Kuru (The Black Aura)

Ninjutsu (Requires Kurute no Jutsu (2) (t),Toku no Kuru (3) (t), Child of Darkness (f),Body In Shades (a); Hiragawa Kenji Hijutsu)[A-Rank; Rank 9]Learn DC: 24, 5 successes; Perform DC: 26;

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Time: 1 full-attack action; Components: H;Range: Personal; Target: Self; Duration:1 round/3 levels; Saving Throws: Fortitude;Chakra Cost: 13 (base, see text).This technique is the last step in Hiragawa Ken-jis experiments with the Negative Energy andhis own body, and is regarded as the ultimateform ofKurute no Jutsu. The appearance of thistechnique is a seemingly impenetrable darknessthat covers the users body, with the only excep-tion for what seems to be a pair of grey eyes.For the duration of this technique, the charactergains a DR of 2/Negative Energy, aswell as dark-vision and a +4 bonus to all Hide checks. All at-tacks made by the user is counted as lethal, andhave their damage increased by 1d4+2. Thisadditional damage is dealt in Negative EnergyAt the end of this techniques duration, the usermust make a Fortitude save (DC 15 + 3/roundspent in this technique). If the save is failed,the user receives 3d6 Negative Energy damage,+1 per round this technique was active and isfatigued. If it was successful, the user only re-ceives half this amount. This damage is dou-bled on the self-in�icted Negative Energy Dam-age column.Mastery: At the third stage of Mastery, the useris no more fatigued on a succesful save.

Shougekiha no Kuru (The BlackShock Wave)

Ninjutsu (Requires Reiki no Kuru (4) (t), Childof Darkness (f), Heart In Darkness (a); Hira-gawa Kenji Kinjutsu) [S-Rank; Rank 12]Learn DC: 28, 6 successes; Perform DC:32; Time: 1 Full Action; Components: H;Range: 15 ft. radius; Target: 15 ft. Radiuswith self as center; Duration: Instantaneous;Saving Throws: Re�ex, Fortitude; ChakraCost: 15.Allthough Hiragawa Kenji claimed to havestopped exploring the �eld of Negative Energy,he continued in silence, in case of an emergency.The result was so horri�c that the Hokage, whens/he found out, banned him from ever using thetechnique, both because the destructive power,and because of the toll it took on him. Never-theless, this has remained The Black Lightning'snumber one trump card, and is rarely used. Fewof those who have witness this technique haslived to tell about it.In order to use this technique, the user musthave Reiki no Kuru active. This technique cre-

ates a huge shock wave that crushes the groundand engulfs all within the �eld in the darknessof Negative Energy.All who are within the Range of this tecniquemust immedietly take a Re�ex save (DC 20 +1/ 4 of the users Ranks in Ninjutsu (max +12)).If the save is failed, the target receives 10d6 Neg-ative Energy damage, +1/4 of the users Ranksin Ninjutsu(max +8) and must make a Forti-tude save (DC 18) or be knocked unconscious.If the save is successful, the target receives halfthis damage. This damage overcomes damagereduction.The user then must take a Fortitude save(DC 10 +1/8 of the damage delivered). Ifthe save is failed, the user is knocked uncon-scious for 2d6+3 rounds and receives 6d6 self-in�icted Negative Energy damage, aswell as get-ting 10d10 points to his self-in�icted negativeenergy damage column*. If the save is suc-cessful, the user remains unconscious, but is fa-tigued and receives 4d6+2 self-in�icted NegativeEnergy damage. The user also receives 5d10 ad-ditional points to his self-in�icted negative en-ergy damage column*. After this technique hasbeen executed, the user may not take any ac-tions other than 1 move action every round for1d4 rounds.Mastery: At the third stage of Mastery, the useris unconscious for 1d6+4 rounds on a failed save,as well as reducing the damage received by 2 (-2).Note that this damage is not received as normaldamage, but rather goes straight to the column.

Shourai no Kuru (Spear of BlackLightning)

Ninjutsu(Raiton; Requires Raite no Kuru(3) (t),and Kenrai no Kuru(2) (t), Child of Darkness(f); Hiragawa Kenji Hijutsu) [A-Rank; Rank10]Learn DC: 25, 5 success; Perform DC: 27;Time: 1 full round action; Components: H;Range: Melee Attack (see text); Target: You;Duration: 1 round/ 2 levels; Saving Throws:Special, see text; Chakra Cost: 14(base, seetext).This technique was created by Hiragawa Kenjias the ultimate form of Raite no Kuru and isknown as the feared Shourai no Kuru. To usethis technique, the user must designate one handin which he may not hold anything. The userthen creates an e�ect similar to Kenrai no Kuru,

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but it can be used in two hands in the same wayas a quartersta�. This technique can be used ei-ther as unarmed attacks or a thrown attack.If used as a thrown attack, the user designateone square before he throws it. The creatures inthat square and all sqaures threatened by thetarget, then receives 9d10+7 electricity dam-age and 5d6 of slashing damage. All creatureswithin 10 feet from the square receives 2d6+4points of slashing damage. If the target car-rues a large amount of metal or is soaking wet,the damage increases by 2d10 electricity dam-age. The range for this attack is equal to theusers dexterity modi�er multiplied by �ve plus30((dex mod x 5) + 30) feet. The attack countsas enhanced by chakra for the case of bypassingdamage reductions. If the spear is thrown, theduration of this technique automatically ends.If used as an unarmed attack, Shourai no Kurudeals an additional 2d6 points of electricity dam-age, +1 per level of the user(maximum 2d6+12).Half of this damage(count damage after all thedices has been thrown) is dealt in negative en-ergy. Unless the user is wearing gloves(or anyother protection for hhis hands) the user will re-ceive 1d6+3 slef-in�icted negative energy dam-age every three rounds of this technique. Theattacks counts as enhanced by chakra for thecase of bypassing damage reductions.Empower:The user may spend an additionalpoints of 3 chakra to increase the damage ofthe unarmed attacks with 2d6 electricity, up toa maximum to 6d6(maximum 1 damage die perlevel). If the technique is empowered in this way,the gloves will no longer protect him from thisdamage.

Shuurai no Kuru (Black LightningStrike)

Taijutsu (Martial Art; Requires Raite noKuru(2) (t), Kage Buyou(2) (t), ShodanKousoku(1) (t), Child of Darkness (f); Hira-gawa Kenji Hijutsu) [C-Rank; Rank 6]Learn DC: 19, 3 succes; Perform DC: 19;Time: 1 full-attack action; Components: H;Range: Melee Attack; Target: One creature;Duration: Instantaneous; Saving Throws:None; Chakra Cost: 9(base, see text).Using this combo follow-up to Kage Buyou, theuser is able to place himself/herself above thetarget. The user then activates the Raite noKuru(or skip this step if the user allready hasthis technique active), and then rams his �st

quickly into the opponent, sending it to theground with the sound of a lightning strike. Dueto the speed and the technique, the user appearsto be a black lightning strike rather than a hu-man.Upon the completion of this technique, the tar-get receives damage equal to the base of Raiteno Kuru aswell as 2d6 of fall damage. If thetarget is not knocked unconscious by this tech-nique, it is prone for two rounds. The targetmay not use the Tumble skill to avoid the e�ectof this technique.

The Path of the Wicked

Ninjutsu(; Requires Self In�icted Negative En-ergy Pool of above 500; Lost Hijutsu) [A-Rank;Rank 8]Learn DC: 23, 5 success; Perform DC: 25;Time: 1 hour; Components: H, C; Range:15 ft.; Target: Self and 1 target; Duration:2 rounds + 1round/level; Saving Throws:None; Chakra Cost: 20.This technique's origin is unknown, but one ofthose who has endured it is the famous BlackLightning, Hiragawa Kenji. The technique itselfis said to open a small gateway to the abyss,enough to peer into it. The vision one thenendures is said to be horri�c, as the characterwitnessess four dark shapes, peering down atthe character, clawing after him/her, but areunsuccesul to capture him her. Enraged theycurse the character, and swear that they willkill him/her, unless the character joins their le-gion. As an e�ect of this technique, the char-acter receives 3 Negative Energy Damage, andmay choose the Child of Darkness feat. As ane�ect of this technique, the user also get 15 selfin�icted negative energy.

Kito Hiken Hijutsus

The Kito Hiken is a series of Hijutsus developedby the Kito family - legendary genjutsu userswho envied the Uchiha and Hyuuga for their un-rivaled power, which lead them to research suchpowers on their own.

Kito Hiken - Advanced Mind Read-ing

Genjutsu(Doujutsu; Requires Kito Hiken - De-fensive Foresight, Rank Two (t) and Kito Hiken

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- Mind Reading (t) (2); Kito Hijutsu) [C-Rank;Rank 8]Learn DC: 21, 3 success; Perform DC:21; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: Instantaneous; Saving Throws: Will;Chakra Cost: 9As the Kito clan began to percieve and under-stand the more stronger thoughts, they startedto learn how to sharpen their will to read themost shallow thoughts of a target, if there's asecret they keep which they think of, for ex-ample. As an e�ect, the user gains a bonus toSense Motive, Blu�, Intimidate and Diplomacyagainst the target equal to his class level +4.This bonus may be halved if the target succeedson a Will save.

Kito Hiken - Defensive Foresight,Rank 1

Genjutsu(Doujutsu;Kito Hijutsu) [C-Rank;Rank 3]Learn DC: 16, 3 success; Perform DC:16; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 1 round/level; Saving Throws: None;Chakra Cost: 2.The members of the Kito family has allwaysbeen weak against the fast Taijutsu users, andthe members lacked the strength of both theUchiha and Hyuuga bloodlines. Instead, thestrived to achieve similar e�ects by using theirnatural a�nity for Genjutsu. What they cameup with, was the Kito Hiken abilities, grant-ing the members an eye of foresight in order tonegate their High Speed and to give them theupperhand in most combats. As an e�ect of thistechnique, the user is able to read brie�y theminds of his/her opponent(s) in order to knowwhat movements they will take.As an e�ect of this technique, the user gainsHigh Speed Sight 1, aswell as a +1 dodge bonusto Defense and Re�ex saves during the durationof this technique. Usage of any non Kito Hikendoujutsus cancels the e�ect of this technique.

Kito Hiken - Defensive Foresight,Rank 2

Genjutsu(Doujutsu; Requires Kito Hiken - De-fensive Foresight, Rank 1 (t); Kito Hijutsu) [B-Rank; Rank 4]Learn DC: 18, 4 success; Perform DC:

19; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 4.This functions like Kito Hiken - Defensive Fore-sight, Rank 1, but the High Speed Sight is in-creased to 2, and the bonus to +2. The durationmay be prolonged by paying an extra amount ofChakra equal to 2/round which may not be con-verted to hit points.

Kito Hiken - Defensive Foresight,Rank 3

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 2 (t), Kito Hiken - Of-fensive Foresight, Rank 2 (t); Kito Hijutsu) [A-Rank; Rank 6]Learn DC: 21, 5 success; Perform DC:23; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 6.This technique functions like Kito Hiken - De-fensive Foresight, Rank 2, but the High SpeedSight is increased to 3, and the bonus to +3.The chakra cost per round to maintain the tech-nique is also increased to 3.Because of the strain this causes to the eye, theuser gains a -4 penalty to all Spot and SenseMotive checks, aswell as a -2 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds.

Kito Hiken - Defensive Foresight,Rank 4

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 3 (t), Kito Hiken - Of-fensive Foresight, Rank 2 (t) (2); Kito Hijutsu)[A-Rank; Rank 8]Learn DC: 23, 5 success; Perform DC:25; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 8.This technique functions like Kito Hiken - De-fensive Foresight, Rank 3, but the High SpeedSight is increased to 4, and the bonus to +4.The chakra cost per round to maintain the tech-nique is also increased to 4.Because of the strain this causes to the eye, theuser gains a -6 penalty to all Spot and Sense

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Motive checks, aswell as a -3 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds. Theuser also must take a Will save (DC 15 + rounds+ Char mod). If the user fails the check, theuser is unable to perform Kito Hiken hijutsusfor as many rounds as the points he failed thesave with.

Kito Hiken - Defensive Foresight,Rank 5

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 4 (t) (2), Kito Hiken -O�ensive Foresight, Rank 4 (t) (1=; Kito Kin-jutsu) [S-Rank; Rank 10]Learn DC: 26, 6 success; Perform DC:30; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 10.This technique functions like Kito Hiken - De-fensive Foresight, Rank 4, but the High SpeedSight is increased to 5, and the bonus to +5.The chakra cost per round to maintain the tech-nique is also increased to 5.Because of the strain this causes to the eye, theuser gains a -8 penalty to all Spot and SenseMotive checks, aswell as a -4 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds. Theuser also must take a Will save (DC 15 + 2 xrounds + Char mod. If the user fails the check,the user is unable to perform Kito Hiken hijut-sus for as many rounds as the points he failedthe save with.

Kito Hiken - Mind Reading

Genjutsu(Doujutsu; Requires Kito Hiken - De-fensive Foresight, Rank 2 (t); Kito Hijutsu) [C-Rank; Rank 4]Learn DC: 17, 3 success; Perform DC:17; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text);Duration: Instantaneous; Saving Throws:None; Chakra Cost: 5.As the Kito clan dug deeper into the depthsof predicting movements and actions by read-ing the opponents mind, they also learned howto read their minds more potently, uncovering apersons gravest fears and hopes. Through theusage of this technique, the character gains thenececarry information to create either a truly

horri�c Genjutsu, or an encouraging one. Thecharacter does not, however, do so by the usageof this technique.

Kito Hiken - O�ensive Foresight,Rank 1

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 1; Kito Hijutsu) [C-Rank; Rank 2]Learn DC: 16, 3 success; Perform DC:16; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 1 round/level; Saving Throws: None;Chakra Cost: 2.This technique was created by the Kito clanto be able to attack more potently, since theycan time their o�ense after the predicted move-ments. The usage of this technique does notcancel the e�ect of Kito Hiken - Defensive Fore-sight.For the duration of this technique, the user gainsHigh Speed Sight 1 that does not stack withother nonpermanent e�ects, aswell as a +1 in-sight bonus to attack rolls. Usage of any nonKito Hiken doujutsus cancels the e�ect of thistechnique.

Kito Hiken - O�ensive Foresight,Rank 2

Genjutsu(Doujutsu; Requires Kito Hiken - De-fensive Foresight, Rank 2 (t), Kito Hiken - Of-fensive Foresight, Rank 1 (t); Kito Hijutsu) [B-Rank; Rank 4]Learn DC: 18, 4 success; Perform DC:19; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 4.This functions like Kito Hiken - O�ensive Fore-sight, Rank 1, but the High Speed Sight is in-creased to 2, and the bonus to +2. The durationmay be prolonged by paying an extra amount ofChakra equal to 2/round which may not be con-verted to hit points.

Kito Hiken - O�ensive Foresight,Rank 3

Genjutsu(Doujutsu; requires Kito Hiken - Of-fensive Foresight, Rank 2 (t); Kito Hijutsu) [A-Rank; Rank 6]

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Learn DC: 21, 5 success; Perform DC:23; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 6.This technique functions like Kito Hiken - Of-fensive Foresight, Rank 2, but the High SpeedSight is increased to 3, and the bonus to +3.The chakra cost per round to maintain the tech-nique is also increased to 3.Because of the strain this causes to the eye, theuser gains a -4 penalty to all Spot and SenseMotive checks, aswell as a -2 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds.

Kito Hiken - O�ensive Foresight,Rank 4

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 3 (t), Kito Hiken - Of-fensive Foresight, Rank 3 (t) (2); Kito Hijutsu)[A-Rank; Rank 8]Learn DC: 23, 5 success; Perform DC:25; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 8.This technique functions like Kito Hiken - Of-fensive Foresight, Rank 3, but the High SpeedSight is increased to 4, and the bonus to +4.The chakra cost per round to maintain the tech-nique is also increased to 4.Because of the strain this causes to the eye, theuser gains a -6 penalty to all Spot and SenseMotive checks, aswell as a -3 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds. Theuser also must take a Will save (DC 15 + rounds+ Char mod. If the user fails the check, the useris unable to perform Kito Hiken hijutsus for asmany rounds as the points he failed the savewith.

Kito Hiken - O�ensive Foresight,Rank 5

Genjutsu(Doujutsu; requires Kito Hiken - De-fensive Foresight, Rank 4 (t) (2), Kito Hiken -O�ensive Foresight, Rank 4 (t) (1); Kito Kin-jutsu) [S-Rank; Rank 10]Learn DC: 26, 6 success; Perform DC:30; Time: 1 move action; Components: C;

Range: Personal; Target: Self (see text); Du-ration: 3 rounds (see text); Saving Throws:None; Chakra Cost: 10.This technique functions like Kito Hiken - Of-fensive Foresight, Rank 4, but the High SpeedSight is increased to 5, and the bonus to +5.The chakra cost per round to maintain the tech-nique is also increased to 5.Because of the strain this causes to the eye, theuser gains a -8 penalty to all Spot and SenseMotive checks, aswell as a -4 penalty to all Dou-jutsu techniques for 4 rounds/round this tech-nique was active above the 3 base rounds. Theuser also must take a Will save (DC 15 + 2 xrounds + Char mod. If the user fails the check,the user is unable to perform Kito Hiken hijut-sus for as many rounds as the points he failedthe save with.

Kito Hiken - See Chakra

Ninjutsu(Requires Kito Hiken - Defensive Fore-sight, Rank 3 (t); Kito Hijutsu) [C-Rank; Rank6]Learn DC: 19, 3 success; Perform DC:19; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 1 round/2 levels; Saving Throws:None; Chakra Cost: 5.As the Kito clans ability to use the human eyegrew, they started to try to acquire the samepowers of locking chakra as the Sharingan, andafter many failed attempts they �nally createda technique which would grant them this power.This technique may be executed while the user isunder the in�uence of Kito Hiken - Defensive orO�ensive Foresght, granting the user the abilityto See Chakra for the duration of this technique.

Kito Hiken - See Through Chakra

Ninjutsu(Requires Kito Hiken - See Chakra (t)(2); Kito Hijutsu) [C-Rank; Rank 6]Learn DC: 19, 3 success; Perform DC:19; Time: 1 move action; Components: C;Range: Personal; Target: Self (see text); Du-ration: 1 round/level; Saving Throws: None;Chakra Cost: 7.As much as the Kito envied the Sharingan, thealso envied the Byakugan. Thus they used theknowledge they acquired of how to see chakra,to enhance their eyesight to see through it.This technique may be executed while the user isunder the in�uence of Kito Hiken - Defensive or

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O�ensive Foresight, granting the user the abil-ity to See Through Chakra for the duration ofthis technique

Kurukan Hijutsus

These Hijutsus are those of the Kurukan clan ofChigakure.

Eyes of Dark Chants

Ninjutsu(; Requires Kurugan Instill Fear +2(a); Kurukan Hijutsu) [B-Rank; Rank 7]Learn DC: 21, 4 success; Perform DC: 22;Time: 1 attack action; Components: C;Range: 50 ft; Target: 1 creature; Dura-tion: Instantaneous; Saving Throws: None;Chakra Cost: 8.This technique is used to wound the targetthrough gazing upon it with the black eyes ofKurukan. This technique appears just like theKurugan, and all e�ects that would apply toKurugan also applies to this technique (such asKurugan Instill Fear and the bonus to Kuru-gan).The user may only use this technique againsta target that he can see, but no concelementbonuses are granted as protection against thistechnique. The target of this technique thensu�ers an immediete hit point damage of 4d6hit point damage that is una�ected by DR.

Eyes of Demonic Light

Ninjutsu(; Requires Kurugan Instill Fear +1(a); Kurukan Hijutsu) [C-Rank; Rank 4]Learn DC: 17, 3 succes; Perform DC: 17;Time: 1 attack action; Components: C;Range: 50 ft; Target: 1 creature; Dura-tion: Instantaneous; Saving Throws: None;Chakra Cost: 5.This technique is used to discourage the targetthrough gazing upon it with the black eyes ofKurukan. This technique appears just like theKurugan, and all e�ects that would apply toKurugan also applies to this technique (such asKurugan Instill Fear and the bonus to Kuru-gan).The user may only use this technique at a tar-get that he can see(including himself), but noconcelement bonuses are granted as protectionagainst this technique. The target of this tech-nique feel weakened and gains a -4 penalty on

all damage, attack, save and skill checks for thenext 1d3 +1 rounds.

Eyes of Hell's Breath

Genjutsu(Doujutsu; Requires Eyes of DarkChants (3) (t), Shiragan Eye +4 (a); KurukanHijutsu) [A-Rank; Rank 10]Learn DC: 25, 5 succes; Perform DC: 27;Time: 1 attack action; Components: C;Range: 50 ft.; Target: 1 creature; Duration:Instantaneous; Saving Throws: Will (negate);Chakra Cost: 10.This technique is a feared genjutsu of the Ku-rukan clan, where the wielders eyes appears toreveal a vision of hell to those who gaze intothe black eyes. This technique appears just likethe Kurugan, and all e�ects that would applyto Kurugan also applies to this technique (suchas Kurugan Instill Fear and the bonus to Kuru-gan).The target of this technique must immediatelytake a a Will save (DC 15 +1/2 character level+ Char mod). If the save is failed, the target isin Fear for 1d4 rounds. If the save is failed by 5or more, the target must take a Fort save (DC15 + Char mod) or be Stunned for 1 round. Ifthe save is succeeded by less than 5, the targetis still Shakened for 1d3 rounds.

Nagamatsu Hijutsus

These Hijutsus are those of the Nagamatsu clanof Chigakure.

Chimaki no Ichida (BloodpineVine)

Ninjutsu (Mokuton; Chimaki no Tate (2) (t),Maki no Takeyari (1)(t)) [Nagamatsu Kinjutsu]Rank: 12 (A-Class); Learn DC: 27, 5 suc-cess; Perform DC: 29; Time: 1 attack action;Components: H, F; Range: 35 ft.; E�ect:Shoots a vine at the target to entangle or woundthe target; Duration: Instantaneous; SavingThrows: Ref; Chakra Cost: 6.This technique shoots out a vine at the target inorder to capture or wound the enemy. The vinemay be used when using Maki no Tate, Makino Hei, Chimaki no Tate, Chimaki no Hei ora bloodtree (summoned using Kigen no Chish-ioki). The vine will then spring out of whicheverof these objects are designated and attack the

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target.As an e�ect of this technique, the target mustmake a Re�ex check. Should the target fail thecheck, the user designate one of the followingthings to occur; Either the target is entangledby the powerful bloodvines, and may only breakfree succeeding a Fortitude save (15+ characterlevel � number of rounds Chimaki no Ichida hasbeen active). The Fortitude check may be takenonce every round. The user may also designatethe vine to harm the victim instead. In thiscase, the technique gives damage as Chimaki noTakeyari, but may also in�ict the Chihinshi dis-ease on the target. Material Focus: In orderto properly execute this technique the charactermust have either Maki no Tate, Maki no Hei,Chimaki no Tate, Chimaki no Hei or a blood-tree active.

Chimaki no Hei (Bloodpine Wall)

Ninjutsu (Mokuton; Maki no Hei (3) (t), Chi-maki no Tate (1) (t)) [Nagamatsu Kinjutsu]Rank: 11 (B-Class); Learn DC: 25, 4 suc-cess; Perform DC: 26; Time: 1 attack action;Components: H, Mast, F; Range: 25 ft.; Ef-fect: Creates a wall of blood wood to shieldof techniques, attacks or similar events; Area:10 squares, see text; Duration: 1 round/2level; Saving Throws: None; Chakra Cost:8 (base, see text).This technique is used to create a wall of bloodwood to fend of techniques and attacks. Thewall protects a total of 10 squares that may belocated in any order side by side with each other.This area may be no longer than 25 feet awayThis technique functions just as Maki no Hei,but instead shields 90 damage. The charactermay also make an attack in response to onemelee attack every 2 rounds by paying 2 chakra.The attack is made at the characters highest at-tack bonus, deals 2d6 damage on a successfulhit and takes one swift action.In addition, the character may freely end thistechnique and spend 4 chakra to execute Makino Takeyari, 6 chakra to execute Chimaki noTakeyari or 5 to execute Chimaki no Ichida.Mastery: At the third step of mastery the char-acter may activate this technique as a swift ac-tion in response to an attack. Doing so increasesthe techniques' cost by 4 Chakra, and the chakracost may not be converted.Material Focus: The character either needs aseed (if the character has Matsu no Tanjou) or

a Huge piece of wood, aswell as an amount ofhis own blood equal to 5 hp damage.

Chimaki no Takeyari (BloodpineSpear)

Ninjutsu (Mokuton; Chimaki no Ichida (t))[Nagamatsu Kinjutsu]Rank: 10 (B-Class); Learn DC: 24, 4 suc-cess; Perform DC: 25; Time: 1 attack action;Components: H, F; Range: 35 ft.; E�ect:Creates a spear of tree that shoots out at the tar-get; Duration: Instantaneous or 2 round/level(see text); Saving Throws: Ref (partial, seetext); Chakra Cost: 8.This technique creates a spear out of wood thatmay either be shot out at an enemy withinrange, or be used as a spear in close combat,in which case the spear lasts for 2 rounds/level.The technique may be used when using Maki noTate, Maki no Hei, Chimaki no Tate, Chimakino Hei or a bloodtree (summoned using Kigenno Chishioki).If the technique is used to shoot out a spearat a target, the target must take a Re�ex save.If the save is failed, the target receives 6d6 +1/level (max +6) damage. If the technique isused to create a spear, the spear deals damageas a weapon of the characters choice, and dealsoriginal weapon damage +5. Creating a weaponin this way also makes it function as a Chimakino Tate in cases of casting other techniques andMaterial focus.Material Focus: In order to properly executethis technique the character must have eitherMaki no Tate, Maki no Hei, Chimaki no Tate,Chimaki no Hei or a bloodtree active.

Chimaki no Tate (BloodpineShield)

Ninjutsu (Mokuton; Maki no Hei (1) (t)) [Naga-matsu Kinjutsu]Rank: 9 (B-Class); Learn DC: 23, 4 suc-cess; Perform DC: 24; Time: 1 attack ac-tion; Components: H, F; Range: Personal;E�ect: Creates a wall of blood shield to pro-tect the user; Area: Personal; Duration: 1round/2 level; Saving Throws: None; ChakraCost: 6 (base, see text).This technique creates a shield out of wood toprotect the character from attacks. As an e�ectof this technique, the character receives a de-�ect bonus to AC of +4, aswell as a DR 3/Fire

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element. For the duration of this technique,the character also gains a +2 bonus to performMokuton techniques.In addition, the character may freely end thistechnique and spend 4 chakra to execute Makino Takeyari, 6 chakra to execute Chimaki noTakeyari or 5 to execute Chimaki no Ichida.Material Focus: The character either needs aseed (if the character has Matsu no Tanjou) ora Small piece of wood, aswell as an amount ofhis own blood equal to 5 hp damage.

Kigen no Chishioki (Rise of theBloodtree)

Ninjutsu (Mokuton; Chimaki no Ichida (3) (t))[Nagamatsu Kinjutsu]Rank: 13 (S-class); Learn DC: 29, 6 suc-cess; Perform DC: 33; Time: 1 attack action;Components: H, F; Range: 50 ft.; Area: 20ft.; E�ect: Raises one Bloodtree; Duration: 1round/2 levels; Saving Throws: Special, seetext; Chakra Cost: 16.This technique is one of the most revered andunusual techniques of the Nagamatsu-clan, andfew ever learn or even see this technique exe-cuted. The power of the bloodtree, however, isso legendary it has been minted into the storiesof Chigakure.By using this technique, the user raises a tree bymixing a seed with his own blood. The blood-tree works as the users companion, and may per-form one of the following actions every round:Slam: The bloodtree slams a target, as per therules of Matsu no Soujuu, but has its damageincreased by 2 dies.Entangle: The bloodtree entangles a target, asper the rules of Matsu no Tanjou, but the DCis increased by +10.Move: The bloodtree may move at a speed equalto 50, -10/size category above small.Sleep: The bloodtree may become dormant, atthe users choice, at which point the the durationof the technique freezes until the user decides toawake it. The bloodtree can only sleep for 10years before it reverts back to a normal tree.The bloodtree may also be used for various tech-niques that requires a bloodtree. The blood-tree is a player controlled NPC with HP 90, DR5/�re, +18 atk bonus and AC 14.

Maki no Hei (Pine Wall)

Ninjutsu (Mokuton; Requires Matsu no Soujuu(Huge) (a), Maki no Tate (2) (t)) [NagamatsuHijutsu]Rank: 8 (B-Class); Learn DC: 22, 4 suc-cess; Perform DC: 23; Time: 1 attack ac-tion; Components: H, Mast, F; Range: 15ft.; E�ect: Creates a wall of wood to shield oftechniques, attacks or similar events; Area: 3squares, see text; Duration: 1 round/2 level;Saving Throws: None; Chakra Cost: 8(base, see text).This technique is used to create a wall of woodto fend of techniques and attacks. The wall pro-tects a total of 3 squares that may be located inany order side by side with each other. Thisarea may be no longer than 15 feet awayThe technique is able to stop up to 60 dam-age from reaching the three protected squares,meaning that a technique directed at one of thesquares dealing 20 damage would be stopped bythe wall, but if a technique dealing 45 damagewould hit the wall just after the previous tech-nique, the wall would be destroyed. Note thatno damage is passed on to the target for de-stroying the wall, unless so is stated in the spe-ci�c technique/ability/attack. When the dura-tion ends, the wall crumbles.In addition, the character may freely end thistechnique and spend 4 chakra to execute Makino Takeyari, 6 chakra to execute Chimaki noTakeyari or 5 to execute Chimaki no Ichida.Mastery: At the third step of mastery the char-acter may activate this technique as a swift ac-tion in response to an attack. Doing so increasesthe techniques' cost by 4 Chakra, and the chakracost may not be converted. Material Focus: Thecharacter either needs a seed (if the characterhas Matsu no Tanjou) or a Medium piece ofwood.

Maki no Takeyari (Pine Spear)

Ninjutsu (Mokuton; Maki no Tate (1) (t))[Nagamatsu Hijutsu]Rank: 7 (C-Class); Learn DC: 20, 3 suc-cess; Perform DC: 20; Time: 1 attack action;Components: H, F; Range: 35 ft.; E�ect:Creates a spear of tree that shoots out at the tar-get; Duration: Instantaneous or 2 round/level(see text); Saving Throws: Ref (partial, seetext); Chakra Cost: 5 (base, see text).This technique creates a spear out of wood that

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may either be shot out at an enemy withinrange, or be used as a spear in close combat,in which case the spear lasts for 2 rounds/level.The vine may be used when usingMaki no Tate,Maki no Hei, Chimaki no Tate, Chimaki noHei or a bloodtree (summoned using Kigen noChishioki).If the technique is used to shoot out a spearat a target, the target must take a Re�ex save.If the save is failed, the target receives 3d6 +1/level (max +10) damage. If the technique isused to create a spear, the spear deals damageas a weapon of the characters choice, and dealsoriginal weapon damage +3. Creating a weaponin this way also makes it function as a Maki noTate in cases of casting other techniques andMaterial focus.Material Focus: In order to properly executethis technique the character must have eitherMaki no Tate, Maki no Hei, Chimaki no Tate,Chimaki no Hei or a bloodtree active.

Maki no Tate (Pine Shield)

Ninjutsu (Mokuton; Requires Matsu no Soujuu(Large)) [Nagamatsu Hijutsu]Rank: 6 (C-Class); Learn DC: 19, 3 suc-cess; Perform DC: 19; Time: 1 attack action;Components: H, C, F; Range: Personal; Ef-fect: Creates a shield of wood to protect theuser.; Area: Personal; Target: You; Dura-tion: 1 round/level; Saving Throws: None;Chakra Cost: 6.This technique creates a shield out of wood toprotect the character from attacks. As an e�ectof this technique, the character receives a de-�ect bonus to AC of +3, aswell as a DR 3/Mas-terwork. For the duration of this technique,the character also gains a +2 bonus to performMokuton techniques.In addition, the character may freely end thistechnique and spend 4 chakra to execute Makino Takeyari, Chimaki no Takeyari or Chimakino Ichida. Material Focus: The character ei-ther needs a seed (if the character has Matsu noTanjou) or a small piece of wood.

Senju Kazuki Hijutsus

These Hijutsus were created by Senju Kazuki,The Soul Flayer.

Seireiha Hiken � Konryoushi (SoulEdge Secrets � Soul Chaser)

Chakra Control (Spirit; requires Seireiha (4) (t),Shape Soul Edge (Longsword) (a), Chakra Con-trol 10 ranks) [Senju Kazuki Hijutsu]Rank: 6 (B-Class); Learn DC: 20, 4 suc-cess; Perform DC: 21; Time: 1 move action;Components: C, Mas*; Range: 20 ft/level;Target: One creature; E�ect: Extends thesoul edge to chase the target until it impacts;Duration: Instantaneous (see text); SavingThrows: Re�ex save, see text; Chakra Cost:10 (base, see text).Created by the aspiring heir of Shodaime Hok-age, Senju Kazuki, this technique is rightfullyfeared, even by the Warlords' Iron Regiment,especially when used in conjunction with SenjuHiken - Seirei Kanchiki Hara. In order touse this technique, the user must have a SoulEdge active, aswell as designated a target withinrange. The user need not see the target, butmust be aware of its location either throughSense Chakra or techniques like Tsuiraimou noJutsu.Upon the activation of this technique the SoulEdge suddenly extends and shoots out at thetarget. Should the target have any cover exceptTotal Cover, the Soul Edge goes around it tostrike at the target. The target may avoid theSoul Edge by succeeding a Re�ex save (DC 15+ ½ Character level).Upon impact the blade deals 6d8 piercing dam-age, and follows all other rules that normallywould apply to a Soul Edge, after which it re-turns to its normal form.Mastery: Upon the second step of mastery, theuser may choose to extend the Soul Edge fur-ther, until it impacts with a solid surface withinrange, such as the ground or a tree, and haveit remain attached to the ground for a maxi-mum of 1 round/3 levels. This costs an amountof chakra equal to 2/round. The pinned targetmay attempt to escape by succeeding a DC 30Escape Artist check and taking 10 hp damage.

Seireiha Hiken �- Seireisatsu Ky-odai Yaiba (Soul Edge Secrets -�Soul Killers Gigantic Blade)

Chakra Control (Spirit; requires Seireiha Hiken- Konryoushi (2) (t), Shape Soul Edge (BastardSword) (a), Chakra Control 15 ranks) [SenjuKazuki Hijutsu]

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Rank: 8 (A-Class); Learn DC: 23, 5 suc-cess; Perform DC: 25; Time: 1 Full At-tack Action; Components: C; Duration: 1min/level; Range: 0 ft.; E�ect: Shapes theSoul Edge into a Zanbatou; Saving Throws:Re�ex save, see text; Chakra Cost: 5.This technique extends the Soul Edge into one ofthe most feared forms; the Zanbatou, and it wasthrough this technique, and Konryoushi, thatKazuki was given the nickname �Soul Flayer�among the Iron Regiment.Upon the activation of this technique, the usercreates a Soul Edge and shapes it into a Zanba-tou. Note that the user must have the ExoticMelee Weapon Pro�ciency (Zanbatou) in orderto use the Zanbatou. The user does not, how-ever, need to have Monkey Grip. Any modi�-cations that would apply to a Soul Edge alsoapplies to this Soul Edge.

Senju Hiken �- Seirei KanchikiHara (Senju Secrets �- Soul Sen-sory Field)

Chakra Control (Spirit; requires Chakra Control10 ranks, Harmony (f)) [Senju Kazuki Hijutsu]Rank: 8 (B-Class); Learn DC: 22, 4 suc-cess; Perform DC: 23; Time: 1 Full Action;Components: C, H; E�ect: Forms an invisi-ble sphere of 5 ft./level (max 100 ft.), centeredon the user; Duration: Concentration; SavingThrows: None; Chakra Cost: 8.This technique was created by Senju Kazuki inhis aspiration to prove himself to be a worthyheir of the Senju clan. While not matching thestrength of his ancestor Shodaime, he managedto create a powerful technique nonetheless. Thistechnique is generally used for protection or inconjunction with Seireiha Hiken � Konryoushi.In order to properly execute this technique theuser must have direct contact with the groundor any living objects that do, such as a tree.In so doing, the user sends out his chakra intothe air and into the ground that will alert theuser of the position and movements of all crea-tures above the size category Tiny within the�eld. The user is able to pin point the exactlocation of these creatures, but should the char-acter loose direct contact (his skin touches theground) with the ground the technique automat-ically ends. This technique include all living ob-jects, such as trees, but not nonliving objects,such as walls.

Shinobi Hiken - Namakemono

Hijutsus

These Hijutsus were Namakemono Hana, Mis-stress of Explosions and former teammate of Hi-ragawa Kenji

Shinobi Hiken: In�ltration - Blos-som's Splendor

Ninjutsu(; Requires Shinobi Hiken - Rain ofFalling Petals (t) (3), Shinobi Hiken - Sightof the Petals (4) and Gift of the Eternal Blos-soms (f); Namakemono Hana Kinjutsu) [S-Rank; Rank 12]Learn DC: 28, 6 success; Perform DC: 32;Time: 3 Fullrounds; Components: H, C, F;Range: Touch (special, see text); Target: 1plant or tree of medium-size or larger; Du-ration: Special, see text; Saving Throws:None); Chakra Cost: 16.This techníque requires that the user possess oneEternal Flower*. In order for this techniqueto work, the Eternal Flower must be placedin a bush or a tree of medium size or larger.The �ower will then adapt to the bush/tree andwill only be discernable from a normal �ower ofthat speci�c plant by succeeding a DC 40 Spotcheck. This technique functions exactly like Shi-nobi Hiken - Petal Sight, but lasts until the plantdies or looses its �owers, and the user sees ev-erything as if the Plant had eyes. Also, the usermay look through the �ower from as far o� as100 ft. Unless used to execute Shinobi Hiken- Cherry Tree Blast, the �ower may be pickedo� from the plant by paying an addtional 20Chakra. The damage is, however, decreased to5d6, and the amount of petals available are de-creased to 8.The user may also execute Shinobi Hiken -Cherry Tree Blast through the plant, as ifthough it was a Cherry Tree. The casting timeof the technique is then increased by 1 round.Material Focus: In order to use this technique,the user needs an Eternal Flower.: For rules on how to acquire an Eternal Flower,see The Eternal Blossoms in the Optional Rulessection.

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Shinobi Hiken - Birth of the CherryTree

Ninjutsu(; Requires Shinobi Hiken: In�ltration- Blossom's Splendor (t); Namakemono HanaKinjutsu) [S-Rank; Rank 12]Learn DC: 28, 6 success; Perform DC: 32;Time: 6 Full Rounds; Components: H, C, F;Range: 40 ft. (special, see text); Duration:1 month; Saving Throws: None; ChakraCost: 10.This technique creates a glowing Cherry Treeof size Large that quickly rizes from the pointwhere the Eternal Flower* has been placed.The Cherry Tree is a Chakra Construct thatlasts for 1 month, or until it is used for ShinobiHiken - Cherry Tree Blast, upon which it dis-sipates. The tree may not be created within 1km of another Cherry Tree created through theusage of this technique, and may only be usedonce every month.

Shinobi Hiken - Birth of the Petals

Ninjutsu(Namakemono Hana Hijutsu) [D-Rank;Rank 3]Learn DC: 15, 2 success; Perform DC: 14;Time: 1 full-round action; Components: H,C;Range: 1 ft.;Duration: 48 hours (see text);Saving Throws: none; Chakra Cost: 4.This technique was created by NamakemonoHana, Konoha's Mistress of Explosion, as thebase for her techniques. It is used to create �ow-ers and rose petals out of chakra. These �owersand petals remain for 48 hours, and all thosepetals and roses that was not used, will vapo-rate. If the petals are sealed in scrolls, they lastan amount of time equal to 48 hours x Con mod-i�er.Through the usage of this technique, the usercreates a number of �owers equal to 5 x Conmod and a number of petals equal to 25 x Conmod. The petals created by this technique canbe made sticky to remain on a target.

Shinobi Hiken - Blast of A Thou-sand Blossoms

Ninjutsu(; Requires Birth of the Petals (t); Na-makemono Hana Hijutsu) [C-Rank; Rank 5]Learn DC: 18, 3 success; Perform DC: 18;Time: 1 full-round action; Components: C,F;Range: 30 ft; Target: 10 ft. radious;Dura-

tion: Instantaneous; Saving Throws: Re�ex(see text); Chakra Cost: 4.This technique requires that the user haveplanted a �ower at a creature or on the ground.She may then, by concetrating, explode the�ower into a shimmering reddish blast. If the�ower was planted on a creature, thst creaturereceives 7d6 plus an additional 2 damage/level(up to a maximum of +12)explosion damage,that cannot be halveed by a re�ex save. Every-one else in the area of e�ect receives the sameamount of damage, but can halve it through are�ex save.

Shinobi Hiken - Blossom Blast Re-placement

Ninjutsu(; Requires Birth of the Petals (t) ,Blast of A Thousand Blossoms (t); Namake-mono Hana Hijutsu) [C-Rank; Rank 6]Learn DC: 19, 3 success; Perform DC: 19;Time: 1 full-round action; Components: H,C, F; Range: Personal; Target: 1 creature;Duration: Instantaneous; Saving Throws:Re�ex (see text); Chakra Cost: 8.This technique functions just as Kawarimi noJutsu, with the exception that the user mayplant a �ower on it, as part of this technique.Immedietly upon the replacement, the �ower ex-plodes, dealing 5d6 explosion damage that canbe halved by succeeding a re�ex save (DC 20).

Shinobi Hiken - Cherry Tree Blast

Ninjutsu(; Requires Shinobi Hiken: In�ltration- Blossom's Splendor (3) and Shinobi Hiken -Birth of the Cherry Tree; Namakemono HanaKinjutsu) [Super S-Rank; Rank 14]Learn DC: 31, 7 success; Perform DC: 39;Time: 3 Fullrounds; Components: H, C, F;Range: 80 ft.; Target: 60 ft. radius; Dura-tion: Instantaneous; Saving Throws: Re�ex,negate (see text); Chakra Cost: 25.This technique is the ultimate technique thatthe Shinobi genius Namakemono Hana created,and has become a legend for those few who haveseen it be executed. The blast itself, originat-ing from one of the revered Cherry Trees, startsas a purple wave of petals that sticks to all tar-gets. The second stage of the blast begins with asudden blast that causes a chainreaction to thepetals that are allready stuck to multiple tar-gets.As an e�ect of this technique, all creatures

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within the a�ected area must make a Re�exsave (DC 30) to avoid the intial wave of petals.Should the target fail the �rst save, 2d6 petalshave attached to the creatures body. As theblast goes o�, the target receives 10d6 hp dam-age, +1d3 for every petal that was attached onthe target. This damage may be halved with asuccessful Re�ex save.Material Focus: In order to use this technique,the user needs an Eternal Flower.: For rules on how to acquire an Eternal Flower,see The Eternal Blossoms in the Optional Rulessection.

Shinobi Hiken - Lasting BlossomBunshin

Ninjutsu(; Requires Lasting Petals (t), Bunshinno Jutsu (t); Namakemono Hana Kinjutsu) [B-Rank; Rank 6]Learn DC: 20, 4 success; Perform DC: 21;Time: 1 full-round action; Components: H,C, F, Mas; Range: 50 ft (see text); Target:1 creature; Duration: 1 minute/level; SavingThrows: None; Chakra Cost: 2+1 per addi-tional clone (maximum 1 clone per level).The e�ect of this technique is the same as that ofKage Bunshin no Jutsu, but requires the usageof an amount of �owers (created by the Last-ing Petals technique) equal to the number ofclones created. The user may use these bun-shins to explode them with the same e�ect asBlast of A Thousand Blossoms. At the end ofthis technique, the bunshins disappear aswell asthe �owers.

Shinobi Hiken - Lasting Petals

Ninjutsu(; Requires Birth of the Petals (t); Na-makemono Hana Hijutsu) [C-Rank; Rank 4]Learn DC: 17, 3 success; Perform DC: 17;Time: 1 full-round action; Components: H,C; Range: 1 ft.; Target: none; Duration:96 hours (see text); Saving Throws: none;Chakra Cost: 5.This technique is used to create �owers that lastlonger before they vaporate, to be used for tech-niques such as Sight of the Petal. With thistechnique, the user creates a number of �owersequal to her Con mod. These may be used byothers, if used in conjunction with Shared Sightof the Petal. These �owers last for 96 hours be-fore vaporating.

Shinobi Hiken - Petal Sight

Ninjutsu(; Requires Lasting Petals (t); Namake-mono Hana Hijutsu) [C-Rank; Rank 6]Learn DC: 19, 3 success; Perform DC: 19;Time: 1 full-round action; Components: H,C, F; Range: 30 ft; Target: 1 creature;Duration: 2 rounds + 1round/level; SavingThrows: none; Chakra Cost: 5The user can, by using a petal created by Birthof the Petals, see everything that the target sees.To be able to use this technique, she must haveplanted a petal on a target, and keep a �owercreated by the Lasting Petals technique in herpossession. The user may switch between thetarget's sight and her own as a swift action thatshe may use a number of times per round equalto 3. Using this technique provokes attacks ofoppurtinity. Note that the petal does not van-ish after having used this technique, but can beused for other techniques.

Shinobi Hiken - Rain of FallingPetals

Ninjutsu(; Requires Birth of the Petals (t), ThePetals Flight (t); Namakemono Hana Hijutsu)[A-Rank; Rank 10]Learn DC: 25, 5 success; Perform DC: 27;Time: 1 full-round action; Components: H,C, F; Range: 40 ft; Target: 1 10 ft. sqaure(see text); Duration: Instantaneous; SavingThrows: Re�ex; Chakra Cost: 12.To use this technique, the user must be underthe e�ect of The Petals Flight (or any other ef-fect that allows the user to �y), but is not forcedto use the petals of this technique to initiateRain of Falling Petals.By releasing 15 petals, that quickly falls to theground and sticks to all creatures within thearea of e�ect, the user may create a blast thatdeals an amount of explosion damage equal to10d6 + 1/level (up to a maximum of +10). Thisdamage my be halved by succeeding a Re�exsave (DC 25)The user may double the area of e�ect for 8Chakra and using the double amount of petals.

Shinobi Hiken - Shared Petal Sight

Ninjutsu(; Requires Lasting Petals (t), PetalSight (t); Namakemono Hana Hijutsu) [C-Rank;Rank 7]Learn DC: 20, 3 success; Perform DC: 20;

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Time: 1 full-round action; Components: H,C, F; Range: 30 ft (between each other);Target: 1 creature; Duration: 2 rounds+ 1round/level; Saving Throws: None (seetext); Chakra Cost: 6.This technique functions just as Petal Sight, buteveryone carrying a �ower created by LastingPetals is a�ected by this technique aswell, buthave no control of it, but instead sees that ofthe target that the user chooses to show them.If one of these creatures wish not to be a�ectedby this technique, he must succeed on a Willsave (DC 20).

Shinobi Hiken - The Petals Curse

Ninjutsu(; Requires Birth of the Petals (t); Na-makemono Hana Hijutsu) [C-Rank; Rank 4]Learn DC: 17, 3 success; Perform DC: 17;Time: 1 swift action; Components: C, F;Range: 60 ft.; Target: 1 creature or object;Duration: Instantaneous; Saving Throws:Re�ex (see text); Chakra Cost: 6.To use this technique, the user must allreadyhave placed a petal, created by Birth of thePetals, on the target. If the user, as a part ofthis technique, throws a petal on the ground ornear the target, the target may take a Re�exsave(DC 25) to halve the damage. If a petal hasallready been placed on the target, the targetis not allowed to take a re�ex save to halve thedamage.The user can, by concentrating, explode the thepetal as a swift action that provokes attack ofoppurtinity and deal 3d6 plus 1/level (maximum6) explosion damage to the target.

Shinobi Hiken - The Petals Flight

Ninjutsu(; Requires Birth of the Petals (t); Na-makemono Hana Hijutsu) [B-Rank; Rank 8]Learn DC: 22, 4 success; Perform DC: 23;Time: 1 full-round action; Components: H,C, F; Range: Personal; Target: You (seetext); Duration: 2 rounds + 1round/level;Saving Throws: None; Chakra Cost: 10.This technique requires that the user has anamount of petals equal to Con mod x 4 to use.The user then uses these petals to lift herself ofthe ground and up in the air. The user may usethese to �y at good maneuvaribility at 50 ft perround. At the end of the duration, the user willbe taken down smoothly if she is 20 ft up in theair or less. If she is higer, she'll be lowered 20 ft

and fall the rest. These petals may be used toexecute the Rain of Falling Petals.At the end of this technique, the user maychoose to prolong it with 2 rounds + 1/2 levelsfor 7 Chakra. The user may use more petals tocarry more than one creature by using an extra4 Chakra.

Shirakan Hijutsus

These Hijutsus are linked to the Shirakan clan.

Eyes of Divine Surge

Genjutsu(Doujutsu; Requires Shiragan Inspira-tion +1 (a); Shirakan Hijutsu) [C-Rank; Rank4]Learn DC: 17, 3 success; Perform DC: 17;Time: 1 attack action; Components: C;Range: 50 ft.; Target: 1 creature; Dura-tion: Instantaneous; Saving Throws: None;Chakra Cost: 5.This technique is used to encourage the targetby simply staring at it. This techniques appearsjust like Shiragan, and all e�ects that would ap-ply to Shiragan also applies to this technique(such as Shiragan Inspiration and the bonus toShiragan).The user may only use this technique at a tar-get that he can see(including himself), but noconcelement bonuses are granted as protectionagainst this technique. The target of this tech-nique feel strengthened and gains a +4 bonuson all damage, attack, save and skill checks forthe next 1d3 +1 rounds.

Eyes of Heavenly Light

Ninjutsu(; Requires Eyes of Divine Surge (1)(t), Shiragan Eye +3 (a); Shirakan Hijutsu) [B-Rank; Rank 7]Learn DC: 21, 4 success; Perform DC: 22;Time: 1 attack action; Components: C;Range: 50 ft.; Target: 1 creature; Dura-tion: Instantaneous; Saving Throws: None;Chakra Cost: 7This technique is used to heal the target by sim-ply staring at it. This techniques appears justlike Shiragan, and all e�ects that would applyto Shiragan also applies to this technique (suchas Shiragan Inspiration and the bonus to Shira-gan).

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The user may only use this technique at a tar-get that he can see(including himself), but noconcelement bonuses are granted as protectionagainst this technique. The target of this tech-nique is healed an amount of hit points equal to4d6.

Eyes of Reawakening

Ninjutsu(; Requires Eyes of Heavenly Light (3)(t), Amatsu no Shira (a); Shirakan Hijutsu) [A-Rank; Rank 10]Learn DC: 25, 5 success; Perform DC:27; Time: 5 minutes; Components: C, H;Range: Touch; Target: 1 creature; Dura-tion: Instantaneous; Saving Throws: None;Chakra Cost: 18.This technique is one of the most rumored, yetrarely seen, of the Shirakan hijutsus. A wielderof this technique has the potential ability to re-vive someone who has recently passed away.When having the Amatsu no Shira active, thecharacter may use this technique on a newlykilled creature. Note that the creature must beatleast 5 levels lower than the character cast-ing the technique and may only have been deadfor maximum Wis -2 hours (minimum 1 hour).While casting this technique the Amatsu noShira costs no chakra, and the e�ect ends whenthe technique ends.

Takanuma Hijutsus

These Hijutsus are linked to the Takanuma clan.

Chibunshin Sai (Blood ReplicationDestruction

Ninjutsu (Requires Chibunshin no Jutsu (2))[Takanuma Kinjutsu]Rank: 6 (A-Class); Learn DC: 21, 5 suc-cess; Perform DC: 23; Time: 1 attack ac-tion; Components: S, E; Range: Medium (20ft. + 10 ft./2 levels); E�ect: Destroys up to 1Chibunshin/2 level in a great explosion; Area:30-ft. radius burst; Duration: Instaneaneous;Saving Throws: Re�ex half; Chakra Cost:7 (base) plus 6 per additional clone destroyed.This technique sacri�ces one or more chibun-shins in a burst of blood. Each creature caughtin the area of e�ect of a clone's explosion su�ers3d6 points of damage, which can be halved witha successful Re�ex save. In addition, any target

that gets hit are also in�icted by the ChihinshiDesease unless it succeeds theA creature engaged in a grapple with a chibun-shin sacri�ced su�ers a -4 penalty to its save. Ifthe creature was pinned, the penalty is -8.Empower: The user can spend an additional 6points of Chakra to cause an additional clone toexplode, up to 1 clone per 2 levels.

Chihinshu - Blood Control

Ninjutsu (Requires Chihinshu (a), Chihinshu �Blood Spears (t) (2)) [Takanuma Kinjutsu]Rank: 12 (S-Class); Learn DC: 30, 6 suc-cess; Perform DC: 32; Time: 1 full action;Components: H; Range: 70 ft.; E�ect: Takescontrol of a target in�icted with the ChihinshiDisease; Target: One creature; Duration: 1round/3 levels; Saving Throws: Will; ChakraCost: 9.This technique is one of the most revered of theTakanuma techniques, and has been forbiddenfor good reasons, as it takes control of a crea-ture in�icted with the Chihinshi Disease. Manyrefer to this as the ultimate usage of the Chihin-shu bloodline, and many would give them right.In order for the user to take control of the target,the target must be within range for the tech-nique, and have been in�icted by the Chihin-shi Disease for more than 5 rounds. The victimmay avoid being controlled by succeeding a Willsave, but the DC is increased by +1/5 roundsthe victim has been in�icted with the ChihinshiDisease. Should the victim fail, it falls under thecontrol of the user, who controls the victim asthough the victim was a Chibunshin, and mayexecute Chihinshu techniques through the vic-tim.The user may not, however, order the victim toin�ict damage upon itself, unless it is for theusage of any of these techniques. The victims'HP may not be reduced below 40 percent in thismanner. The victim may take a Will save everytime such a technique is used to break this tech-nique. The DC of the Will save is decreasedby ½ the amount of damage that was in�ictedthrough the usage of such a technique.

Chihinshu - Blood Spears

Ninjutsu (Requires Chihinshu (a), ChibunshinSai (t) (1), Chihinshu - Curse of Blood, Poi-soned Death (t) (3)) [Takanuma Hijutsu]Rank: 8 (A-Class); Learn DC: 24, 5 suc-

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cess; Perform DC: 26; Time: 1 full-attackaction; Components: H, F; Range: 30 ft.,+ 5ft./2 levels; E�ect: Forms spikes of bloodthat strikes at a target; Target: One creature,+1/10 hp (see text); Duration: Instantaneous;Saving Throws: Re�ex, see text; ChakraCost: 7.This technique creates spikes from the usersblood that strikes out at the targets. The num-ber of spikes are determined by the amount ofblood that is within range. Each spike dealsan amount of damage equal to 3d4 + 2/level(max +6). The damage can be avoided by suc-ceeding a Re�ex save (DC 10 + ½ character lev-els + 5/spike directed at the target) for everyspike. For every 10 hp amount of blood avail-able within range above the user may strike atan additional target (max 8 targets).

Amount of Blood (HP Nmbr of spikes10 320 430 540 650 760 8etc. etc.

Material Focus: In order to properly executethis technique the user must have an amountof blood available equal to atleast 10 hp. Thisblood must be his own blood, or blood of a per-son who has been in�icted by his ChinhinshiDisease for atleast 3 minutes.

Chihinshu - Blood Transport

Ninjutsu (Requires Chinhinshu (a), Shunshin noJutsu (2)) [Takanuma Hijutsu]Rank: 10 (A-Class); Learn DC: 25, 5 suc-cess; Perform DC: 26; Time: 1 attack action;Components: H; Range: 10 ft./level; E�ect:Instantly transports the user; Area: Personal;Duration: Instantaneous; Saving Throws:None; Chakra Cost: 2.Through the usage of this technique, the usermay transport himself, as though using Shun-shin no Jutsu, to a square in which atleast 1 HPdamage's worth of his own blood is, or a char-acter under the in�uence of Chihinshu � BloodControl currently is.

Chihinshu - Curse of Blood, Conta-gion

Ninjutsu (Requires Chihinshu (a)) [TakanumaHijutsu]Rank: 4 (B-Class); Learn DC: 18, 4 suc-cess; Perform DC: 19; Time: 1 attack ac-tion; Components: H; Range: Personal;E�ect: Makes the Chihinshi desease conta-gious by touch.; Area: Personal; Duration: 1round/level; Saving Throws: None; ChakraCost: 4.For the duration of this technique, all those whohave been a�icted by the wielders' Chihinshidisease are contagious and spread the diseaseby touch. This technique also e�ects the Chi-bunshins. Note that only one Curse of Bloodmay be active at a time.

Chihinshu - Curse of Blood, LastingChill

Ninjutsu (Requires Chihinshu (a)) [TakanumaHijutsu]Rank: 4 (B-Class); Learn DC: 18, 4 suc-cess; Perform DC: 19; Time: 1 attack action;Components: H; Range: Personal; E�ect:Prolongs the duration of the Chihinshi desease;Area: Personal; Duration: 1 round/level;Saving Throws: None; Chakra Cost: 4.This technique prolongs the duration someoneis a�icted by the Chihinshi disease by 2d4 min-utes, if a�icted during the duration of this tech-nique. This techniques e�ect also a�ects theChibunshins. Note that only one Curse of Bloodmay be active at a time.

Chihinshu - Curse of Blood, Poi-soned Death

Ninjutsu (Requires Chihinshu (a), Chihinshu- Curse of Blood, Contagion (t), Chihinshu -Curse of Blood, Lingering Chill (t)) [TakanumaHijutsu]Rank: 6 (B-Class); Learn DC: 20, 4 suc-cess; Perform DC: 21; Time: 1 attack ac-tion; Components: H; Range: Personal; Ef-fect: Increases the damage dealt by the Chi-hinshi Desease.; Area: Personal; Duration: 1round/level; Saving Throws: None; ChakraCost: 6.For the duration of this technique, the initialdamage of the Chihinshi disease is increased to3d6 Stamina damage, and te secondary damage

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to 1d4. This technique also e�ects the Chibun-shins. Note that only one Curse of Blood maybe active at a time.

Chihinshu - Rain of Blood

Ninjutsu (Requires Chihinshu (a), Power ofBlood (Strength), Chihinshu � Return of Power(2)) [Takanuma Kinjutsu]Rank: 8 (A-Class); Learn DC: 21, 5 suc-cess; Perform DC: 22; Time: 2 full actions;Components: H, F; Range: 60 ft.; E�ect:Causes a rain of in�icted blood to fall from thesky.; Area: Special, see text; Duration: 1round/level; Saving Throws: None; ChakraCost: 15.This technique is one that instills fear in thehearts of those who witness it, and can alsobe very dangerrous to the user. Through themeans of this technique, the user is able sendany amount of blood infected with the Chin-ishi Disease he chooses to into the air, and thencause it to fall down, like a rain of blood.As an e�ect of this technique, the user must usean amount of his own blood equal to 20 hp dam-age. In addition, he may also in�ict 15 hp dam-age to any amount of those currently in�icted byhis Chihinshi Disease that are within range. Do-ing so immediately ends the Chihinshi Diseaseon those creatures. All those who then come incontact with the blood rain will still have to rollfor being in�icted. The area which is a�ected bythis technique depends on how much blood wasavailable, but is always centered at the user.

HP damage Area20 15 ft. radious35 30 ft. radious50 45 ft. radious65 60 ft. radiousetc. etc.

Chihinshu - Return of Power

Ninjutsu (Requires Chihinshu (a), Chihinshu -Curse of Blood, Poisoned Death (1), Chihinshu� Blood Transport (3)) [Takanuma Hijutsu]Rank: 8 (B-Class); Learn DC: 22, 4 success;Perform DC: 23; Time: 1 full action; Com-ponents: H; Range: 40 ft. radious; E�ect:Returns the users blood to the users body.; Du-ration: 1 round/level; Saving Throws: None;Chakra Cost: 12.This technique is one of the few reasons so manyof the Takanuma clan is still alive, as it is theonly way to prevent death through blood loss inlonger battles.This technique e�ectively returns all blood usedto execute any Chihinshu technique to the usersbody, healing the character 70 percent of thedamage taken through using those techniques.Note that the user must roll to see whether ornot he is in�icted by the Chihinshi Disease, andthat the user may not reclaim blood that hasbeen outside of his body for more than 10 min-utes, and that any blood currently used in an-other technique is not returned, and can thusnot be healed.

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Optional Rules

This chapter contains the optional rules for Negative Energy Damage, which is the base for theHiragawa Kenji Hijutsus.

Negative Energy Damage

Negative Energy is part of the world, as much asany element or creature. It exists to be the an-tithesis of existance, while not death itself. Neg-ative Energy was originally a part of this world,but was drawn into this world so long ago, andscarred the lives of so many, that it can't be sep-arated from it.Said to have been the cause of the originalCursed Seal, few have been able to use evenfractions of this energy, and even less have mas-tered it. Alot of research has been conducted onit, as it does not follow the laws of nature thatman have assigned, yet it works in such har-mony. The sight of it has droven many talentedShinobi into madness and darkness, seeking tounderstand it, or claim its powers.Some techniques and power (such as Raite noKuru and the Child of Darkness feat) dealsdamage in this alternate power source. Thisdamage functions like normal damage, and isrecovered like normal damage. If attempted tobe healed through Iryou-ninjutsu or other tech-niques and abilities, only half the designateddamage is healed. Note that certain creatures

may also be healed by Negative Energy, andsome techniques dissipates it.

Self-In�icted Negative EnergyDamage

There is a common path shared by those whoseek to understand the Negative Energy, andthat is to take some inside them, for allthoughthe energies live in the world, they do not natu-rally inhabit creatures and must be forced to doso.Self-in�icted negative energy damage functionsalot di�erent from the regular negative energydamage, in that those who have it must alwaysnotify the total amount of self-in�icted negativeenergy damage received on a separate column.Even if the character is healed to full hit points,the character may never remove any points fromthis column other than through the useage of thePath of Light feat. Depending on the amount ofself-in�icted negative energy damage the char-acter has in his column, the character may geta number of modi�cations and powers, as indi-cated by the table below.

Negative Energy received Special Modi�cations100 Dark Past200 Heart In Shades400 Soul In Shades800 Body In Shades1200 Heart In Darkness1700 Body In Darkness2400 Soul In Darkness

Dark Past(Su): The character gains theability to enforce the power of his chakra byengul�ng himself in darkness. The charactermay gain 6 temporary chakra by adding 12 self-

in�icted Negative Energy to his Negative En-ergy Column(note that the character do not re-ceive this as hit point damage), the chakra fadesafter 10 rounds, but his chakra may not be re-

55

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duced to less than 1. Using this ability is anattack action that do not provoke attacks of op-portunity. Also, by using this ability, the char-acter emits a small cloud of darkness around hisbody. By attaining this power, the characterlooses three(-3) permanent hit points.Heart In Shades(Su): By acquiring thispower, the character looses one(-1) permanentpoint of Charisma. The character will also becold, or even hostile against other people andrarely show any emotions. He will also gain apermanent bonus to his Chakra Pool by three(+3).Soul In Shades(Su): The character gains theability to temporary strengthen his body by en-gul�ng himself in darkness. The character maytemporary acquire Strength Rank 2 by taking1d6+2 self-in�icted Negative Energy damage.This function as normal Negative Energy, withthe only exception that the character will receivethe double amount to his self-in�icted NegativeEnergy damage column. The character may ac-tivate this ability as an attack action that doesnot provoke attacks of oppurtinity. The powerof this ability lasts for a number of round equalto the Negative Energy damage taken + 3. Also,by using this ability, the characters arms emit asmall cloud of darkness.Body In Shades(Su): The character gains theability to temporary harden his body by engulf-ing himself in darkness. The character may gaina temporary Damage Reduction of 3/- by tak-ing 1d6+5 self-in�icted Negative Energy dam-age. The character may activate this ability asan attack action that does not provoke attacksof opportunity. The power of this ability lastsfor 8 rounds +1/power above Body In Shades.Also, by using this ability, the characters wholebody is engulfed in a dark cloud. By attain-ing this power, the character looses one(-1) per-manent point of Wisdom. Heart In Dark-ness(Su): By acquiring this power, the char-acter gains the Cursed Seal template(the char-acter will be counted as willing, unless he takesthe feat Path of Light), with the ability to usethe �rst level(though there is no other way forthe character to achieve the second level with-out taking more self-in�icted Negative Energy).The character will permanently have Power asan Alliance. The character will also loose one(-1) permanent point of Charisma and will havelittle, if any, feelings left for anyone other thanhimself. The character is able to betray and killall of his friends, other than his most loyal and

trusted.Body In Darkness(Su): By acquring thispower, the character gains one(+1) permanentpoint of Constitution, Strength and Dexterity,and looses one(-1) point of Charisma and Wis-dom. The character will also gain three(+3)points of Chakra.Soul In Darkness(Su): By acquiring thispower, the character unlocks the second level ofthe Cursed Seal, and gains �ve(+5) permanentpoints of Chakra. The character gains Abyss asa permanent Alliance and looses the last partsof his remaining humanity. People are made tobe used, and power is the only thing that mat-ters, and to test your powers. The charactermay still, however, still live in his village anddo missions for it, but to the character, it is alla masquerade to use/abuse the community toacquire power. The character has become so in-fused with negative energy that he no longer hasa choice but to apply the Child of Darkness featto all his elemental techniques.The character hasalso gained immunity to Negative Energy.

Feats

These are the feats that are tied to this optionalrule.

Plunge Into Darkness

Some of those who has been engulfed by thepowers of the abyss crave more. Those plungeinto the darkness to acquire more of the sweetpower, giving their soul to the abyss.Requirements: Child of DarknessBene�ts: As an e�ect of the character is givinghim/herself to the darkness, succombing trulyand fully to it, the characters Self-In�icted Neg-ative Energy Damage Column is increased by400. The character also gains The Abyss as apermanent allegience.

Meta-Chakra Feats

Path of Light

Some of those who gaze into the abyss realizethat its powers and promises are hollow, andturn away from it in disgust but realizes thatthe powers might be used to the cause of good.Prerequisites: Child of Darkness, NegativeEnergy damage column of less than 6200Bene�ts: The character may lower its NegativeEnergy damage column with 100 points. Note

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that the character does not loose any powers hemight allready have attained, and that he willnot gain them again if his Negative Energy dam-age brings him up to the same amount again.Also, the character will be able to change all hisAllegiences except for Self.

Child of Darkness

There are some who, in their lust of power, gazesinto the abyss to obtain the mystical black en-ergies. Forever scarred by this experience, theyare able to use powers beyond imagination atthe cost of self.Prerequisites: Genious Nin, Int 13, AL Poweror Self, Heroic Character level 3 Bene�ts: Bytaking this feat, the character may apply thepower of darkness to his elemental techniquesin order to enhance their e�ects. By applyingthis feat to a technique, he is able to increasethe damage by 1 damage die, and an additional+2 damage of the same type. By doing so, thetechniques color changes to black and he willbe forced to take an amount of damage equalto 1d4+2 self-in�icted negative energy damagethat overcomes damage reduction. Note that hemay only apply this e�ect to an elemental tech-nique of which he has a�nity for.Also, upon the selection of this feat, the char-acter will allways have self as an Alliance. HisWisdom will also be permanently reduced byone (-1) point, since his judgement is foreverclouded by the powers of the abyss.The characters is also able to learn all techniquesthat require this feat, though he still must betaught them or re-invent them.Special: To be able to choose this feat, the

character must be taught by someone who all-ready possess this feat.

The Eternal Flower

As the genius and inventor of the Namakemono�ghting style, Namakemono Hana, re�ned herspecial techniques, she came across somethingvery interesting. In some rare cases she would�nd a purple seed lying in the area of the blast,glowing slightly, and hot to the touch. She even-tually decided to take on of the seeds home, and,after much study of it, she concluded that itwas a living seed, a combination of Chakra andLife. In an attempt to learn more about it, sheplanted the seed, and took good care of it. Af-ter some time, a little purple �ower with eightpetals started to sprout out of the dirt. It tookabout a year for it to grow into full size, butthen it would not die or even wither. Realizingthe potential power in these �owers, she contin-ued her reasearch, which eventually lead to theCherry Tree Blast, a legendary sight!In order for a seed to be created, the charac-ter must possess the feat Gift of the Blossoms.The seed must then be grown and taken careof (DC 20 Survival check) for a year before anEternal Flower will grow in all its glory. The�ower may be used to cast the special Hijutsusrequiring the �ower, or to improve the damageof a technique using a regular �ower created byShinobi Hiken - Birth of the Petals by 3d6 +2/level (max +10).Depending on the techniques' rank the chancefor a seed to be created di�ers, as described inthe table below.

Technique Rank Chance (in percent)C-Rank 5B-Rank 10A-Rank 15S-Rank 20

Note to GM: This additional rules contentmay be considered overpowered.

Feats

Gift of Eternal Blossoms

Prerequisites: Atleast 8 Namakemono Hijut-sus, 5 steps mastery in Shinobi Hiken - Birth of

the Petals, Heroic Character Level 14.Bene�ts: The character gains the ability to re-ceive seeds from using The Namakemono Hijut-sus as per the Optional rule The Eternal Flower.The character also gains a +2 bonus when usingand learning a Namakemono Hijutsu.

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Campaign Material

This chapter contains additional campaign material, such as Religions, Organizations and PlotIdeas.

Organization: Kuru no Katsu

Symbol: A moon covered with blood, sur-rounded by four rings, one brown, onepurple, one gray and one white.

Leaders: The Four Lords of Darkness.

Goal: World dominion, open a gate to theAbyss.

The organization known as Kuru no Katsu isthe only documented organized worhsip of theGods of the Abyss, and allthough the organiza-tion has been unheard of for the last millenia asmall number of documents still exist describingit.

History

The Kuru no Katsu was formed thousands ofyears ago by four brothers who discovered away to open a small rift to the Negative En-ergy Plane. Not knowing what it was, theypeered into the Abyss, and sighted creatures anddemons beyond imagination. The only ones whowere able to look back at them were the fourGods of the Abyss. Tricking the brothers thatthey were under their control, they o�ered thema reward if they would open a gate for them toenter their world. When they asked what re-ward that would be, they said that they wouldbecome the masters of the world, being grantedpowers beyond imagination if they would onlykneel, but to them. This was in a time whenthere was no Shinobi organization, and the onlyknown way to attain superhuman powers was

by following the teachings of the Immortal, whohad long since left the world, so they accepted.As time passed by, they managed to open a big-ger rift, but it was nowhere close to big enough,but the Gods could feel their power slippinginto the world. Content with the result, theymade the brothers their High Priests, the Lordsof Darkness and granted them the powers ofthe God Seals, giving them the mission to ac-quire power and minions in order to conquer theworld.As minions were brought forth to the Gods,they devoured parts of their souls, creating crea-tures so diabolical and infused with NegativeEnergy that the world had never seen anythinglike it. As the army grew in number, the Lordsof Darkness �nally gave the organization itsname; Kuru no Katsu, the Darkness Prevails,and made ready to wage war on the world.The war that followed involved the entire world,and temple after temple of feeble believers inthe Immortal fell to the Kuru no Katsu. Theyappeared to unstoppable, and as the believersturned their fate to an ancient artifact, theyhalted their e�orts, savoring the moment.This, however, gave the would-be Shinobi allthe time they needed, and asked the Earth itselffor aid. The Earth gave the world the Bijuus,manifestations of its powers, and with the aid ofthose, the Kuru no Katsu were defeated.Angered with loosing the war, the Gods de-voured the brothers and chose new leaders fromthe Kuru no Katsu ranks, who were weakenedand few. Knowing that it would take cen-turies, or even millenias, for them to regaintheir strength, Kuru no Katsu waited. Waitedfor leaders with strength and talent enough tomatch that of the four brothers that founded theorganization.

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Religion: Gods of the Abyss,

The

Deities: God of the Abyss, God of Judgement,God of the Sword, God of Uni�cation.

Symbol: A moon colored of blood against theblack night.

Portfolio: Apocalypse, Death, Dominion, Neg-ative Energy, Power.

Plane: Negative Energy Plane/Abyss

The four gods of the abyss are gods that havenot been known since the earth spawned theBijuus, but they have nonetheless always beenthere, waiting. The Gods �rst became knownto the world through the organization known asKuru no Katsu, who waged war upon the worldto open a gate to the Abyss, which would al-low the Gods to enter the world, conquer it, andmake their believers the masters of it. AllthoughtheKuru no Katsu were unsuccessful, they man-aged to peer open a hole in the veil. While notbig enough to allow the Gods entry to the world,Negative Energy poured forth from it, into theworld.All followers of the Gods are members of theKuru no Katsu, which, eventhough defeated,still remains, for as long as the Four Lords ofDarkness exists, the Negative Energies will con-tinue to �ow into the world.

God of the Abyss

Symbol: A dark cloud.

Portfolio: Corruption, Darkness, Force,Knowledge, Manipulation, Negative En-ergy.

Long before this world, I was, and I shall be longsince it's gone. I dream and I wait, I wait andI plan. I am in you, as I am in me, I scareyou and keep up at night. You can never graspme, for I am never fully there, not the abscence,not the prescence. Whatever you do, whateveryou feel, I feel it too, and in the end, I'll make

your love turn on you! I am vengeance, and Iam regret, I am pain and I am distrust. I takewhat you love and turn it to what you hate. Iam Eternal.The God of the Abyss is a force of corruption,living in the hearts of men. He has patience un-matched, and slowly takes over everything, he isthe gate and the key, and it is he who pours outthe dark energies unto the world. His dreamscreates worlds, and his thoughts turn brotheragainst brother. He is described in the legendsas a demon with skin stained by the blood ofinnocents, eyes blacker than the blackest pitchand four arms, tearing apart the souls of man.

God of Judgement

Symbol: A scale held by a skeletal arm.

Portfolio: Justice, Knowledge, Light, Retribu-tion, Vengeance.

Nothing can be without me. Cities would crum-ble, kings would fall, and man would hunt manlike beasts. Without me, you devour, with me,you remain. You want it, and I allow it, hatredwill grow. Blood has been shed in my halls, andblood shall forth be shed. Rivers of blood shedby my hand, to serve my Justice. No wound leftto dry, but to be soaked in opponents' blood. Aneye be taken for every eye given, every woundreturned. The only punishment is death. I amthe cycle, and I am Justice. I decree when tobegin, and when to end. I am the Law, I amEternal.The God of Judgement is the force of vengeanceand retribution, the need and hunger to returnevery wound given. Emotionlessly, he judges allof man, and decrees who is worthy and who isnot, who must die and who shall live. Whenthe Apocalypse has come, he will separate themasters from the slaves. He is the twisted justi-�cations for murder and enslavement. He is thelaw, as the God of the Abyss is the gate. Leg-ends picture him as a creature with golden eyesand glowingly pale, white skin, �ying across theabyss on bloodstained, angelic wings.

God of the Sword

Symbol: A twisted, dark sword.

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Portfolio: Battle, Blood, Death, Murder,Rage, Ruthlessness, Steel, Weapons, Un-death.

Battleborn, Or battlebred. Soldier, or cannon-fodder. What you might be matters not, whenfacing me, all will fall! I am the sword, I amthe steel and I am without remorse. Brothers, Ikill, sons, I slay, mothers I break, fathers I de-stroy. The passing of time cannot dull my blade,or stop my reign. I kill and maim, I pillage andI rape. As nature calls, so am I the nature of re-ality. I take what I want, and give nothing back.I guide your hand, and you love me for it! I amDeath, I am Eternal.The God of the Sword is the primal rage thatlives inside every creature, he ends the cycle oflife and death, and removes those he choose fromthe cycle itself. He urges man to wage war andto destroy, and takes great pleasure from thetaste of blood and death. He needs no reason,no justi�cations. It is said that serialkillers arehumans blessed by his touch, as they kill with-out reason.In the old histories, the God of the Sword isdepicted as gray being with horns sticking outfrom all parts of his body, weapons to be used.He is made of steel, and his weapons are alwayswet with the blood of slain foes.

God of Uni�cation

Symbol: A dark ring.

Portfolio: Control, Legion, Power, Tyranny,Union.

I call you, I hear you, I am you. I've died athousand times, and I've born a million. I amnot one, I am not many, I am everything. Myeyes peer at you, as I devour your soul. Slowlyyou realize, you need me, as I need you. Alonewe fall, united we stand. Strength is all thatmatters, and alone you will be devoured. Honormatters not, pride is futile. As you reach the endyou realize the folly your ways. One cannot de-feat what is in�nite, man cannot stop the wind,or reach the moon with a foot on the ground. Iam Legion, I am Eternal.The God of Uni�cation is the hunger for powerand control that lives in every human. His touchgrants forces beyond control, and supports the

rise of tyrants. He is a creature without moralsor standards, but only strives to attain power,and to unite. He is the leader of the gods, andthe one who keeps them under control, unitingthem in their mutual wish to devour and con-quer. In ancient legends he is pictured as a two-headed creature, one head devouring the soulsof men, and the other spitting out the Legion.His skin is colored of the dried blood of all he'sslain to reach the ultimate power.

Religion: Immortal's Legacy,

The

Deity: The Immortal.

Symbol: A necklace.

Portfolio: Chakra, Friendship, Knowledge,Love, Loyalty, Protection, Power.

The worship, or rather revering, of the man onlyknown as the Immortal is as ancient as time it-self, or atleast, so it is claimed. The originsof the Immortal is unknown and irrelevant, asnone of the countries and city's that then ex-isted, exists today, but what is known is thathe was a being of power unmatched yet to thisday. Even though he had all of these powers,the worshipers claim that he never used themfor own gaining, but to aid and protect those heloved, and those to weak to protect themselves.But the times he used his powers, he could com-mand the elements themselves.More famed than his prowess and kindness, washis exalted knowledge, as he taught to those ar-round him of his wisdom. Traces of his teach-ings can be found in many religions and be-liefs, including Buddhism and Konoha's Will ofFire, and those who heeded his words learnedhow to manipulate the power source from whichhis strength originated. What he taught them,was the ability to use chakra, but he nevertaught those who took pleasure in others su�er-ing, placed themselves �rst or acted out of greed.Instead, he diminished the pupils to those ableto give of them selves to others without reward.Those pupils organized themselves into a hier-archy, and thus was the shinobi society born,but they acted out of sheer love, and never de-manded anything in return, instead living of the

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land and o�erings.Many years passed by, and the Immortal grewold. At 500 years of age, the man called the Im-mortal decided that it was time for him to leavethe world in the hands of his pupils whom, aftergenerations in his care, had grown much pow-erful compared to the people, but true to theirduty. Many wept when he left, and tried to con-vince him to stay. When he looked into theirfaces, and saw their pain, he knew that he couldnot leave them entirely. At the spot, he createdan artifact, not more than a simple medallionout of wood with a steel chain, and handed it tothem. He told them that in their hour of gravestneed, when no hope was to be found, they could�nd him by using it, and those true to the callwould allways be welcome. After that, he passedinto legend.Hundreds of years later, the war came to theworld. The organization known under the nameof Kuru no Katsu had appeared from the dark-ness. Having su�ered grave losses in the waragainst them, to protect the lands, the shinobiattempted to �nd the Immortal by the medal-lion. When it did not work, they forsook thebelief and blamed the Immortal for their suf-fering, and they had the earth send forth theBijuus.But were all the others failed in their belief, onefamily of shinobi kept true in their belief, andbuilt a temple at the borders of society. Theycalled it the Temple of Enlightenment, seekingthe same understanding as the one the Immortalhad grasped. There, they protected the medal-lion until their death. The ruins lay untouchedfor centuries, millenias, and it was only a cou-ple of decades ago that it was rediscovered bya group of Missing-Nins, where they chose tobuild their new home...

The Legacies

The Immortal passed on the belief in three ma-jor legacies, and three means to get power. Here�ered to them as soul, blood and crown, andfew is it that, today, know the meaning of thesewords. He also stated that many possessed one

legacy, and many possessed two, but that therewas none who possessed all three, and so itwould not be until the time had come. Whattime, he never told.

Soul

To hone your spirit, is to hone your body. Tran-quility can only be achieved when they both arebalanced, and from it, power will spring. Tohone your body, is to hone our spirit. One can-not achieve without will.The legacy of soul, is the legacy of how to use theinner power that all carries, chakra, and enablethe body to achieve feat that would otherwisebe impossible.

Blood

Powers come from within, without and fromblood. One can hone and change ones soul andbody, but can never change ones blood. But yeshall also know, that blood carries no promiseand no lies, but a curse and a blessing.The legacy of blood, is the power of the ad-vanced bloodlines. The children of the Immortalwere able to use and evolve powers that none ofthe other pupils could, due to their relation tohim. Many envied those children, but they werenot as adaptable as the rest, and their powerswere no near that of the Immortal.

Crown

The crown of creation can only be achieved bythose pure in heart and deed, for those will beable to transcend and disregard their mortal shelland protect those that su�er from the chill of thedark.The legacy of crown is said to be the legacy ofpower, but none know, for none, or atleast few,have ever possessed the legacy of crown, exceptfor the Immortal himself. Those that broke withthe faith in him often claim that it was becausehe did not wish anyone to rival his powers, butmany think otherwise, that the powers of crownwill be granted to those worthy when they needit.

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Epic Content

This chapter contains various Epic Material created by me.

Sworn to the Dark

The sworn to the dark are leaders of the orga-nization known as Kuru no Katsu. They arehigh commanders, and even high priest. Theyare chosen by the Lords of Darkness to fur-ther their cause and to work as their successors,should they anger the Gods or be unable toful�ll the tasks.Special: Only characters with the Greater GodSeals may progress above third level in this class.Note to GM: This class is extremely powerful,and players should not be able to take levels inthis class!

RequirementsTo become a Sworn of the Dark, a charactermust ful�ll the following requirements:Feats: Plunge Into DarknessSkills: At least 40 skill points divided into Nin-jutsu, Taijutsu and/or Genjutsu.Allegience: Abyss, Power, Self

Special: Lesser or Greater God Seals Tem-plate.Special: Must be a member of Kuru no Katsu.

HD: d8

Class Skills:The Sworn of the Dark's class skills (and the keyability for each skill) are:Blu� (Cha), Concentration (Con), Chakra Con-trol (Wis), Decipher Script (Int), Diplomacy(Cha), Escape Artist (Dex), Genjutsu (Cha),Hide (Dex), Intimidate (Cha), Investigate (Int),Knowledge (ninja lore) (Int), Knowledge (theabyss) (Int), Listen (Wis), Move Silently (Dex),Ninjutsu (Int), Research (Int), Search (Int),Sense Motive (Wis), Sleight of hand (Dex), Sur-vival (Wis), Taijutsu (Str), Tumble (Dex).Skill Points Per Level: 7 + Intelligence modi�er.

C. lvl. Special1 Negative Energy Mastery2 -3 Negative Energy Mastery4 Cursed Seal Mastery5 Negative Energy Mastery6 Cursed Seal Mastery7 Negative Energy Mastery, Immortality

Negative Energy MasteryEvery time a character gains this ability, he maychoose one of the following abilities:Body In The Abyss(Requires Mind In Dark-ness):The character gains an amount of HPequal to half his/her level.Heart In The Abyss(Requires 2 or more Nega-tiv Energy Mastery): The character is able touse Negative Energy more potently. The dam-

age dealt while using the Child of Darkness featis increaesed to +4 dies, and +4. This addeddamage may go beyond the normal restrictionMind In Darkness: The character gains an in-crease to the DC of resisting or evading jutsususing NE damage by +4.Mind In The Abyss(Requires 2 or more Nega-tive Energy Mastery): The character gains theability to imbue others with Self-In�icted Neg-

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ative Energy by touching them. The amount ofSelf-In�icted Negative Energy imbued may notbe more than 300. This ability only functionstwice per person in a life time.Soul In The Abyss(Requires at least 3 other Neg-ative Energy Mastery): The character adds theNegative Energy template to all his techniques,and gains +6 to perform any technique with thistemplate. The user also gains a bonus to chakraequal to half his/hers level.

Cursed Seal MasteryEvery time a character gains this ability, he maychoose one of the following abilities:The Powers Of Less: The character gains thelesser power of another seal aswell as his/herown. The chakra used is increased with 8 chakra

points. If the power costs no chakra, the powernow costs 8 chakra to use.The Powers Of More(Requires The Powers OfLess for chosen Seal): The character gains thephysical deformity of another seal aswell ashis/her own. Note that the color of the skinis not altered, but the character gains, if Lightwas chosen, a pair of wings of the same color asthat he/she takes when using the cursed seal.The seal chosen with this ability must be thesame as that of The Powers of Less.The Powers Of Spirit: The characters wisdomis permanently increased by 4(+4)The Powers Of Force(Requires The Powers OfSpirit): The charcters constitution is perma-nently increased by 4(+4). He/she also gainsa bonus to Chakra Points equal to +10.

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Updates

As this is a work in progress, I will always list the updates performed in this section.

Last Update: February 20, 20091st Update

Nonhuman Heroes chapter added

Added Race: Arkiis

Equipment chapter added

Exotic Weapon: Illker added

Exotic Drug: The Arkankii Mushroom

added

Added Illker Hiken - Decapitating Blow

Added Illker Hiken - Glacier Strike

Added Illker Hiken - Ice Assault Added

Illker Hiken - The Destroyer's Finishing

Blow

Added Illker Hiken: Stance - Falling

Avalanche

Added Illker Hiken: Stance - The

Hunter

Added Illker Hiken: Stance - The Slayer

Added Shinobi Hiken: In�ltration - Blos-

som's Splendor

Added Shinobi Hiken - Birth of the

Cherry Tree

Added Shinobi Hiken - Cherry Tree Blast

Added Optional Rule: The Eternal

Flower

Hijutsus number of successes updated

Various misstakes corrected

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Copyright Stu�

All original content in this �le were created by me, Linus Oblivion Palmqvist of The Order Cor-porations. These �les are copyrighted, all rights reserved.The background picture was altered by Lord In�nitus.D20 Modern is a supplement of WotC, and they retain all rights to the D20 SystemThe Naruto D20 supplement was created by Frankto Vinetti, and retains all rights to the Systemthis content is based on.

Coding was done by me and Lord In�nitus.

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