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rpg.rem.uz Games/Naruto/Naruto D20... · INTRODUCTION Naruto d20: The Scrolls of Knowledge is an accessory to the d20 Modern roleplaying game. It is oriented towards fan of the Naruto

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  • C R E D I T SDesign and Managing EditorFrankto Vinneti

    Design AdvisorFrederick Cross, Harold R. Nichols, Jr.,John Mantyk, Matthew McDonnel, SaigoNazuki, Kraken's Ghost, ChristopherKawasaki, Malek Deneith, KeldonDraconian, Athildur

    EditorFrankto Vinneti

    PlaytestersFrankto Vinneti, Frederick Cross, Harold R.Nichols, Jr., Matthew McDonnell,Christopher Kawasaki, Athildur

    TranslationsFrankto Vinneti, Geoffrey Beeson

    Cover ArtistJon Grasseschi

    Interior ArtistsJulie Douglas, Destiny, Jon Grasseschi

    ProofreadersFrankto Vinneti, Frederick Cross, Harold R.

    Nichols, Jr., Matthew McDonnell,Christopher Kawasaki, Keldon Draconian,

    Malek Deneith, Athildur

    Special ThanksFrederick Cross, Jon Grasseschi, Wizards of

    the Coast, Skip Williams (The Sage!),Charles Ryan, Viladin, Kishimoto Masashi,

    Kubo Tite, Watsuki Nobuhiro, and the entirecommunity of the Naruto: d20 forums!

    Thank you!

    Naruto: d20 is a supplement for the Roleplaying Game d20 Modern published by Wizards of the Coast.To be able to comprehend and use the game to its full extent, you should purchase the d20 Modern CoreRulebook if you do not already own it. An alternative solution would be to read the System ReferenceDocument (SRD) which contains every OGC portion of the rulebook, minus any artwork and flavor textshown in the original product.

    The Naruto: d20 Guidebook contains in depth information about the Naruto world and its inhabitant,namely the deadly shinobi and kunoichi. It contains a wealth of information about their different techniques,the famous "Chakra" and even the geography. With a proficient Game Master, one could even recreate thewhole Naruto series if he or she so wished!

    While the primary inspiration for this guidebook is Naruto, it also finds roots in many other anime ormanga, such as Samurai Deeper Kyo, Bleach, Rurouni Kenshin, and several others. These characters andideas are copyright of their rightful owners.

    This project is distrubuted for free, and if you purchased this, you have been scammed.

    "Naruto: d20" is Copyright 2004-2010, Frankto Vinneti. Unauthorized distribution of this entirely freeproduct is strictly forbidden unless you have the authorization of both Frankto Vinneti and MasashiKishimoto. All characters related to, and the world of Naruto, are copyright Masashi Kishimoto.

    Visit us online at www.narutod20.com!

  • OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast,Inc. and is Copyright 2000 Wizards of the Coast, Inc("Wizards"). All Rights Reserved.

    1. Definitions: (a)"Contributors" means the copyrightand/or trademark owners who have contributed Open GameContent; (b)"Derivative Material" means copyrightedmaterial including derivative works and translations(including into other computer languages), potation,modification, correction, addition, extension, upgrade,improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed oradapted; (c) "Distribute" means to reproduce, license, rent,lease, sell, broadcast, publicly display, transmit orotherwise distribute; (d)"Open Game Content" means thegame mechanic and includes the methods, procedures,processes and routines to the extent such content does notembody the Product Identity and is an enhancement overthe prior art and any additional content clearly identified asOpen Game Content by the Contributor, and means anywork covered by this License, including translations andderivative works under copyright law, but specificallyexcludes Product Identity. (e) "Product Identity" meansproduct and product line names, logos and identifyingmarks including trade dress; artifacts; creatures characters;stories, storylines, plots, thematic elements, dialogue,incidents, language, artwork, symbols, designs, depictions,likenesses, formats, poses, concepts, themes and graphic,photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and specialabilities; places, locations, environments, creatures,equipment, magical or supernatural abilities or effects,logos, symbols, or graphic designs; and any othertrademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, andwhich specifically excludes the Open Game Content; (f)"Trademark" means the logos, names, mark, sign, motto,designs that are used by a Contributor to identify itself orits products or the associated products contributed to theOpen Game License by the Contributor (g) "Use", "Used"or "Using" means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Materialof Open Game Content. (h) "You" or "Your" means thelicensee in terms of this agreement.

    2. The License: This License applies to any Open GameContent that contains a notice indicating that the OpenGame Content may only be Used under and in terms of thisLicense. You must affix such a notice to any Open GameContent that you Use. No terms may be added to orsubtracted from this License except as described by theLicense itself. No other terms or conditions may be appliedto any Open Game Content distributed using this License.

    3. Offer and Acceptance: By Using the Open GameContent You indicate Your acceptance of the terms of thisLicense.

    4. Grant and Consideration: In consideration for agreeingto use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with theexact terms of this License to Use, the Open Game Content.

    5. Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, Yourepresent that Your Contributions are Your originalcreation and/or You have sufficient rights to grant therights conveyed by this License.

    6. Notice of License Copyright: You must update theCOPYRIGHT NOTICE portion of this License to includethe exact text of the COPYRIGHT NOTICE of any OpenGame Content You are copying, modifying or distributing,and You must add the title, the copyright date, and thecopyright holder's name to the COPYRIGHT NOTICE ofany original Open Game Content you Distribute.

    7. Use of Product Identity: You agree not to Use anyProduct Identity, including as an indication as tocompatibility, except as expressly licensed in another,independent Agreement with the owner of each element ofthat Product Identity. You agree not to indicatecompatibility or co-adaptability with any Trademark orRegistered Trademark in conjunction with a workcontaining Open Game Content except as expresslylicensed in another, independent Agreement with the ownerof such Trademark or Registered Trademark. The use ofany Product Identity in Open Game Content does notconstitute a challenge to the ownership of that ProductIdentity. The owner of any Product Identity used in OpenGame Content shall retain all rights, title and interest in andto that Product Identity.

    8. Identification: If you distribute Open Game Content Youmust clearly indicate which portions of the work that youare distributing are Open Game Content.

    9. Updating the License: Wizards or its designated Agentsmay publish updated versions of this License. You may useany authorized version of this License to copy, modify anddistribute any Open Game Content originally distributedunder any version of this License.

    10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content YouDistribute.

  • 11. Use of Contributor Credits: You may not market oradvertise the Open Game Content using the name of anyContributor unless You have written permission from theContributor to do so.

    12 Inability to Comply: If it is impossible for You tocomply with any of the terms of this License with respect tosome or all of the Open Game Content due to statute,judicial order, or governmental regulation then You maynot Use any Open Game Material so affected.

    13 Termination: This License will terminate automaticallyif You fail to comply with all terms herein and fail to curesuch breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of thisLicense.

    14 Reformation: If any provision of this License is held tobe unenforceable, such provision shall be reformed only tothe extent necessary to make it enforceable.

    15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    Naruto: d20 is Copyright 2004-2010, Frankto Vinneti. Unauthorized distribution of this entirely free product isstrictly forbidden unless you have the authorization of both Frankto Vinneti and Masashi Kishimoto. All characters

    related to, and the world of Naruto, are copyright Masashi Kishimoto.

    LIST OF NON-OGC MATERIAL: 'Introduction' chapter, power units optional rules, artwork by Julie Douglas, artworkby Jon Grasseschi, cover art by Jon Grasseschi, artwork by Elentor, artwork by Destiny, chapter 8 'Ninja Ranks',

    chapter 14 'Summoning', Character Sheet pages 1 and 2, Technique Sheet

  • Introduction............................................. 9 What You Need to Play........................11

    Chapter 1: Basic Game Mechanics......12 Chakra................................................... X Basic Game Mechanics......................... X Shinobi Skills........................................ X Variants................................................. X Character Creation.................................X

    Chapter 2: Nonhuman Heroes.............. X Non-human Skill Points.........................X Human................................................... X Human/Earth..........................................X Human/Fire............................................X Human/Lightning...................................X Human/Water........................................ X Human/Wind......................................... X Monstrous..............................................X Smallfolk............................................... X Trueblooded.......................................... X

    Chapter 3: Basic Classes........................X Strong Hero........................................... X Fast Hero............................................... X Tough Hero........................................... X Smart Hero............................................ X Dedicated Hero......................................X Charismatic Hero...................................X

    Chapter 4: Starting Occupations..........X Academy Student...................................X Mentored............................................... X Ninja Law Enforcement.........................X Clans......................................................X

    Aburame..............................................X Dattoumaru......................................... X Fujiwara.............................................. X Hyuuga................................................X Ishimaru.............................................. X Kagetsuki............................................ X Kaguya................................................ X Mibu....................................................X Uchiha.................................................X Yachoumaru........................................X

    Chapter 5: Skills..................................... X Bluff.......................................................X Chakra Control...................................... X Craft (calligraphy)................................. X Craft (chemical).....................................X

    Shinobi Drugs..................................... X Poisons................................................X

    Craft (mechanical).................................X Craft (pharmaceutical)...........................X Genjutsu.................................................X Jump...................................................... X Ninjutsu................................................. X Perform (martial arts)............................ X Sign Language....................................... X Sleight of Hand......................................X Taijutsu..................................................X Tumble...................................................X

    Chapter 6: Feats..................................... X Planning Ahead..................................... X Feats...................................................... X General Feats.........................................X

    Meta-Chakra Feats.................................X Chapter 7: Equipment........................... X

    Glossary.................................................X General Equipment................................X

    Books and Reference.......................... X Containers........................................... X Clothing.............................................. X Ninja Tools and Medicine.................. X

    Weapons................................................ X Nin Weapons...................................... X Archaic Weapons................................X Exotic Weapons.................................. X

    Explosives............................................. X Armors...................................................X Vehicles.................................................X Special Materials................................... X

    Chapter 8: Ninja Ranks.........................X Average Rank Level.............................. X

    Chapter 9: Advanced Classes................X Beastlord................................................X Beastmaster........................................... X Blinkstrike............................................. X Devastator..............................................X Elementalist........................................... X Exarch....................................................X Exemplar............................................... X Genjutsu Master.................................... X Livewire.................................................X Medical Specialist................................. X Ninja Operations Counter......................X Ninja Police...........................................X Ninja Scout............................................X Puppeteer...............................................X Sacred Fist ............................................ X Samurai..................................................X Shade..................................................... X Shinobi Adept........................................X Shinobi Swordsman...............................X Shinobi Bodyguard................................X Shuriken Expert.....................................X Soul Edge.............................................. X Squad Captain........................................X Summoner..............................................X Sword Savant.........................................X Taijutsu Master......................................X Technique Analyst.................................X Weaponmaster....................................... X

    Chapter 10: Techniques.........................X Name..................................................... X Rank.......................................................X Type.......................................................X

    Hijutsu.................................................X Kinjutsu...............................................X

    Requirements.........................................X Learn DC............................................... X

    Complexity Rating.............................. X Perform requirements............................ X

    Complexity Rating.............................. X Components...........................................X Range.....................................................X Target.................................................... X Effect..................................................... X

    Area....................................................... X Duration.................................................X Saving Throw........................................ X Chakra Resistance................................. X Chakra Cost........................................... X Techniques.............................................X

    Shinmei Ryuu......................................X Hiten Mitsurugi Ryuu......................... X Modern Day........................................ X Technique Index by Rank................... X

    Chapter 11: Bloodlines...........................X Bloodline Levels....................................X Abilities................................................. X Bloodlines..............................................X Templates and Subtypes........................ X Bloodline Classes.................................. X

    Chapter 12: Friends and Foes............... X Reading the Entries................................X Special Qualities....................................X Monster Feats........................................ X Creatures................................................X

    Chapter 13: Summoning........................X Summary................................................X Mechanics..............................................X Summon Feats....................................... X Blood Pacts............................................X

    Chapter 14: Quests and Events.............X Missions.................................................X

    D-Rank................................................X C-Rank................................................ X B-Rank................................................ X A-Rank................................................X

    Adventures.............................................X Chapter 15: Epics................................... X

    General Rules........................................ X Epic Classes...........................................X Epic Skills..............................................X Epic Feats.............................................. X Epic Class Progressions.........................X Epic Templates......................................X

    Chapter 16: Ninja Tools........................ X Traps......................................................X

    Sample Traps...................................... X Relics and Artifacts............................... X Puppets.................................................. X

    Puppeteer Combat...............................X Puppet Cores.......................................X

    Enhancement Seals................................X General Rules......................................X Creation...............................................X Armor Seals........................................ X Weapon Seals......................................X Sealed Items........................................X

    Chapter 17: Gamemastering................. X Currency................................................ X Combat Situations................................. X Hidden Villages.....................................X Shinobi and the Law Enforcement........ X Movement..............................................X

  • INTRODUCTIONNaruto d20: The Scrolls of Knowledge is an accessory to the d20 Modern roleplayinggame. It is oriented towards fan of the Naruto anime and ninja in general, detailing theirmany secrets and focusing on many new options and expanded rules to allow for greaterfreedom of play. GMs use this book as a resource for creating their many shinobi-relatedvillains, as a reference for techniques and other expanded rules.

    The NarutoverseMost characters in the Narutoverse will be ninja, but that doesn't mean that mostcharacter will be perfect. The Naruto series does a good job redefining ninja to most, asthey are no longer perfect, emotionless killing machines.

    No, ninja of the Narutoverse, and consequently Naruto d20 universe, are typical humansforced to live a life of war and harshness, with their own flaws and character. They tooare human and do not generally force themselves into fitting a specific mold, althoughsometimes they are forced to.

    This book is designed to let a player play a character without fitting into a specific mold,detailing at length the many techniques employed and providing detailed rules to createtheir own. It is meant to be a standalone supplement, but it just as well can be adapted toother d20 Modern supplements such as d20 Future with minimal effort.

    Naruto d20: The Scrolls of KnowledgeThis book contains a myriad of new options and expanded rules to enhance both theplayers' and GM's experience. Players can read through the entire book without hesitationthey are likely to need all the help they can get to fend off the new and excitingenemies the options grant the GM!

    Basic Game Mechanics (Chapter 1): This chapter introduces the changes made andrecommended to the system, as well as the must-know mechanics introduced, such asStrength and Speed Ranks. This chapter also includes character creation.Nonhuman Heroes (Chapter 2): Although these new races are not races per see, theyare mutation of the human genes brought forth from generations of living in a sameregion, with training methods proper to that region (for example, their hidden village).There are also other races commonly seen in anime, such as Gigantic or Smallfolkhumans.Basic Classes (Chapter 3): This chapter details the changes brought to the expandedbasic classes of the d20 Modern roleplaying game, such as added talent trees and skills. Starting Occupations (Chapter 4): This short chapter brings the players and GM a fewnew options to choose from when selecting their starting occupations, more attuned to theshinobi mindset, such as the Academy Student, Mentored or Clan occupations.Skills (Chapter 5): New use for skills and new skills altogether are found in this chapter,including the Shinobi skills like Chakra Control or Ninjutsu, but also Tumble or Jump. Feats (Chapter 6): No book would be complete without new feats to choose from, andthis chapter offers plenty. From Blood Pacts to Advanced Bloodlines to meta-chakrafeats, exciting new options are there to truly make your character into what you want it to

  • be.Equipment (Chapter 7): This chapter compiles useful equipment for any shinobi, aswell as new vehicles, armors and weapons, including weapons found in other d20Modern supplement or other eras altogether. Ninja Ranks (Chapter 8): This chapter offers a bit of explanation and rules relating tothe various shinobi ranks of the Narutoverse, from Civilian all the way up to Jounin andKage.Advanced and Prestige Classes (Chapter 9): A number of advanced and prestigeclasses are offered as new options to the players and GM alike, all more or less attuned tothe Shinobi mindsetsuch as the Elementalist, or the Elite Shinobi Swordsman. Whetheryour character focuses on Ninjutsu, Genjutsu or Taijutsu, you should find a class here thatappeals to you.Techniques (Chapter 10): This chapter contains nearly a thousand new techniques,similar in many ways to spell, available to characters of all specializations, includingGenjutsu (illusions), elemental Ninjutsu, and enough Taijutsu to sate any martial artsmaster. You can find in this chapter all the rules related to techniques, including thedetailed rules pertaining to Learning, Performing, Creating, Developing, Teaching andMastering techniques. At the end of chapter 10 one may find a simple index that allowssearching for techniques by rank, name, type and subtype.Note: The japanese translations in this chapter are approximate and should not beconsidered 100% accurate.Bloodlines and Templates (Chapter 11): This chapter contains the many clans,including their occupations and bloodlines, of the Narutoverse, as well as other templatesand subtypes for more interesting creatures. Friends and Foes (Chapter 12): This chapter is more use to the GM than the players, inthat it offers premade ordinary and heroic characters, as well as statistics for thecharacters proper to the Naruto series, including popular names such as Uzumaki Naruto,Haruno Sakura, Hatake Kakashi, Uchiha Sasuke, or even Orochimaru.Summoning (Chapter 13): The Scrolls of Knowledge has its own rules for summoningcreatures, and they are far more detailed than a simple Summon Monster spell; allmanners of blood pact, rules and example creatures are round in this chapter.Quests and Events (Chapter 14): Also of more interest to the GM, this chapter containsrules for handing out missions, adventures and even a sample Jounin examination. Thereare many plot hooks to choose from in the mission tables, well over a hundred, as well asseveral adventures for both low and high level PCs.Naruto d20 Epics (Chapter 15): This chapter brings the D&D epic rules adapted to d20Modern, or more specifically Naruto d20, including many new epic feats, Basic Classprogression and more. Also found in this chapter are epic abilities in more details, such asthe Naruto d20-variant of epic damage reduction, as well as Powers Beyond Mortality, asmall set of rules pertaining to a less-powerful version of the Divine Ranks.Ninja Tools (Chapter 16): Artifacts, weapon seals, traps, puppetssome of the mostessential tools of a ninja are hidden in this chapter. All the rules for setting traps andpuppets combat, as well as Naruto d20's equivalent for magic items, weapon seals, andtheir creations. Artifacts of untold power, such as the Raijin no Ken, are also locked awayand hidden somewhere in this chapter.Game Mastering (Chapter 17): The final chapter offers insight on how to handle thenew rules, as well as the currency of the Narutoverse, a new bounty system, movement

  • system proper to Naruto d20, and finally, a Hidden Village generation system.

    What You Need to PlayOnly the d20 Modern Core Rulebook is required to play Naruto d20, though other booksmight offer useful ruling insight, such as the d20 Future book, or even D&D's DungeonMaster's Guide. Although these books are useful, they are in no way necessary.

    Sources: Note that this book includes material from other sources, modified and adaptedto best suit the needs of the system, including but not limited to: Urban Arcana,Dungeons and Dragons, and d20 Future. Most of the changes were made to improve onthe material, but sometimes simply to render the material compatible with what wasalready presented in this book.

  • CHAPTER I: BASIC GAME MECHANICSThis chapter contains some of the most relevant information found in the game, and isquite possibly the most important chapter to read for a most enjoyable gameplayexperience. This information affects you, the player, more than you may know. Thisinformation also affects you, the GM, because you must know these rules by heart for thesmoothest possible game development.

    ChakraEvery living being possesses some measure of chakra, no matter how small. It representsthe life energy of a being, the fuel of the soul. The more chakra an individual has, thestronger has the potential to become.

    Chakra is essentially divided in two parts: Chakra Pool, and Chakra Skills.

    Chakra SkillsThe "skill" aspect of chakra is divided in four parts: Chakra Control, Genjutsu, Ninjutsuand Taijutsu, one for each type of technique shinobi are known to perform.

    Chakra Control serves a character the most in that it represents his ability to mold andcontrol the flow of chakra in his body. A character with no ranks in this skill cannot tapinto his chakra reserve to gain extra energy. Chakra Control techniques tend not to beoffensive or defensive, but rather perform sometimes gravity-defying feats such aswalking up walls or on water.

    Genjutsu serves a character the most in that it alters the perception of reality in acreature, causing illusions, and sometimes deadly hallucinations. Genjutsu also serves toidentify illusions cast by another to avoid being caught in them, or to gain bonuses inresisting them.

    Ninjutsu serves a character the most in that it allows him to blow plumes of flames, healwounds or simply vanish without a trace. It is the most basic shinobi skill and benefits themost from strong chakra control.

    Taijutsu serves a character the most in that it focuses the most on the character's physicalstrengths rather than how many techniques it possess, or how good his chakra control is.Although at its root, Taijutsu represents hand-to-hand combat, all forms of physical andnon-mystical combat arts are represented by this skill.

    Skill threshold allows a character to perform techniques without making a check as partof the technique's perform requirements.

    Chakra PoolThe Chakra Pool of a character essentially represents much energy it can expend on

  • techniques or supernatural abilities before running out, and is represented by a set numberthat grows as the character advances in level, gains new abilities or ability score increase.A character has a reserve of chakra to supplement his chakra pool called simply theChakra Reserve.

    The Chakra Control skill is crucial for any character who wishes to tap into that reserveand make the most of his abilities.

    Chakra Pool: A heroic character gains his Constitution modifier (minimum 0) plus 1 inchakra every level, doubled at first level. Summoned creatures have the same chakra poolas a Heroic character.

    For example, a heroic character of 2nd level with a Constitution score of 13 (modifier +1)would have 6 chakra in his chakra pool.

    An ordinary character of the same level with the same Constitution score would have 3.

    Chakra Reserve: A heroic character gains 2 chakra reserve every level. That chakrareserve replenishes normally while he rests (see Chakra Recovery below).

    Ordinaries only gain 1 chakra reserve that does not increase with levels.

    Ordinaries: An ordinary character only has half as much chakra as a Heroic characterfrom levels, and only 1 chakra reserve. Bonus chakra from class abilities, feats or otherabilities are applied normally.

    Chakra Pool and Nonabilities: A creature without a Constitution score, such as anundead or a construct, does not have a chakra pool or reserve unless explicitly specifiedotherwise. If so, it uses its Wisdom score to determine the amount of Chakra it has.

    Chakra Signature: Every creature with a chakra pool has its own chakra signature. It isembedded in its genetic code and is proper to its owner; every chakra signature is unique,no matter how slight the variation. Chakra Signatures can be modified with abilities ortechnique, though those are few and far in-between.

    Abilities that disguise one's appearance, such as Henge no Jutsu, do not change acreature's chakra signature unless explicitly specified. After death, a creature's chakra andchakra signature fades and quickly disappears.

    Though some things, such as aging or a dramatic growth in ability, may slightly alter aChakra Signature, it typically remains recognizable to those familiar to it. A creature whocan Sense Chakra remembers Chakra Signatures like a dog would scents, or humanswould sights.

    Generally, one can identify whether or not the signature is human, demonic, animal orsimply alien.

  • Chakra RecoveryOnce a character experiences a loss of chakra, it recovers when resting in the samemanner as it would hit points. A character's chakra pool is recovered fully after anevening of rest (approximately 8 hours).

    A character recovers his chakra reserve at a rate equal to his character level every eveningof rest. Bed rest does not affect the rate at which a character recovers his chakra reserve.A character whose chakra reserve is 0 suffers from chakra depletion (see below).

    Low Reserve: A character whose chakra reserve is reduced below 50% is fatigued untilhis chakra reserve is over that threshold again. If the character's reserves were depletedduring an encounter, the fatigue does not take until the encounter ends. If the chakrareserve falls below one-quarter (25%), even during an encounter, the character isimmediately fatigued.

    Ingesting a soldier pill will allow the character to negate fatigue from low reserves.

    No Chakra: When a character's chakra pool reaches 0, its chakra reserves are instantlyreduced to 0 as well to replenish his chakra pool back to 1, and it suffers chakra depletion(see below).

    If the character takes chakra damage while at 0 chakra, the chakra damage is doubled andtaken from his hit points instead.

    A character with chakra pool 0 can only take a single move or attack action every round,and cannot run or charge. Ability damage or drain cannot lower a character's chakra poolbelow 1.

    A character whose maximum chakra pool reaches 0 suffers Constitution damage instead(or Wisdom, if the character has no chakra score or the Will Over Flesh feat).

    Chakra DepletionWhen a character's chakra reserve is 0, it suffers from chakra depletion until it recoversfully. While in chakra depletion, the character is exhausted until his chakra reserverecovers to the 50% threshold, when it is fatigued until it recovers fully.

    In addition, the character only recovers one-quarter of his chakra pool every night duringchakra depletion. Complete bed rest doubles that amount.

    A character suffering from chakra depletion does not regain chakra when taking a shortrest. Chakra reserve recovery coming from a source other than normal rest does notalleviate chakra depletion.

    Chakra Damage

  • When a character takes chakra damage, he risks suffering chakra depletion (see above).There are other ways in which chakra pool can go up or down, as described below.

    Chakra Coils Damage: This type of damage is very rare and difficult to cure. ChakraCoil Damage lowers the character's current and total chakra pool and chakra reserves.

    Temporary chakra coil damage heals at the rate of 1 point per week of complete bed rest,unless aided by a medical ninjutsu technique. Permanent chakra coil damage does notheal naturally and requires the aid of specific techniques or methods.

    Temporary Chakra and Bonus Chakra: Temporary increase of the relevant abilityscore does not increase the character's chakra pool, unless explicitly states in the ability.

    Temporary chakra does not increase the chakra pool but instead serves as a buffer for it. Itis generally spent first. If a temporary effect that directly increased the character's chakrapool fades, the character's chakra pool is not reduced below 1 when it does. The charactercannot have more than his maximum chakra pool in temporary chakra at any one time.

    Bonus Chakra or Chakra Reserve permanently increases a character's maximum chakrapool or reserve.

    Elemental Chakra NatureAll living beings are born with a specific animal affinity determined at birth. That affinityallows the character to perform elemental Ninjutsu of a certain subtype and greaterresistance against that same type. There are 5 chakra types a being can have: Earth, Fire,Lightning, Water and Wind and many combinations between the five. Each chakra type,called nature, is defeated by another, and so on.

    When a character gains a specific elemental affinity, he becomes able to learn, performand copy Ninjutsu techniques of that subtype. For instance, a character who gains the fireaffinity is able to learn and perform Katon Ninjutsu. Affinities are gained at 1st level,then at 11th, 16th, and 21st level afterwards. The first affinity gained is called a primaryaffinity, while the others are secondary affinities. See the table below for details.Level Learn

    BonusEnergy

    ResistanceAffinities

    1st +1 Primary6th +2 10th +2 5 11th +3 5 Secondary15th +3 10 16th +4 10 Secondary20th +4 15 21st +5 15 Secondary

    Learn Bonus: This column represents the bonus gained to Learn checks gained from theprimary affinity only.Energy Resistance: This column represents the energy resistance conferred by theprimary affinity. See the table below for details.

  • Affinities: This column serves as a marker for the character's progression in acquiringnew elemental affinities.Variant: Each new elemental affinity requires a number of days of training equal to thelevel it was obtained at to be used (11 days at 11th level, 16 days at 16th level, etc.)

    Each element has a weakness and a specific descriptor it is strong against. For example, acharacter with the wind affinity would gain penalties to saves against techniques with thefire descriptor.ChakraNature

    Weakagainst

    Strongagainst

    Descriptor

    Earth Lightning Water EarthFire Water Wind FireIce ColdLightning Wind Earth ElectricityWater Earth Fire WaterWind Fire Lightning WindWood Wood This affinity can only be acquired through special circumstances. Chakra nature penalties, weakness and strength only apply to primary elemental affinities.Weak/Strong against: An elemental affinity is always strong against another affinity,and weak against another. The "weak against" column notes the affinity which thecharacter will suffer a chakra nature penalty from a chakra-based attack with theappropriate descriptor. The "strong against" column notes the affinity which will cause other characters to suffera chakra nature penalty from a chakra-based attack with the appropriate descriptor.A secondary affinity does not grant particular strength or weakness.Chakra Nature Penalty: A chakra nature penalty, as mentioned above, is a -2 penalty tosaving throws against a chakra-based attack of the specific descriptor.Descriptor: This column notes the descriptor associated with the specified affinity, forthe purpose of powers, spells, techniques and determining energy resistance. Windaffinity grants wind resistance, for example, but wood affinity does not grant energyresistance.

    Ice and Wood Elements: These two special elements can only be obtained by selectingspecial feats or bloodlines. These elements are combinations of other elements and do nothave a specific weakness or strength.

    HyoutonPrerequisite: Primary elemental affinity (water or wind), can only be taken at 1st level,heroic character.Benefit: You gain an elemental affinity to Ice as well as Water or Wind (whichever youdidn't select as your primary elemental affinity). Your Ice affinity may replace yourprimary elemental affinity, which is then downgraded to a normal affinity.

    You do not gain elemental affinities from levels.

    MokutonPrerequisite: Primary Elemental Affinity (Earth or Water), can only be taken at 1st level,heroic character.

  • Benefit: When gaining a secondary elemental affinity to earth or water (whichever youdidn't select as your primary elemental affinity), you also gain a Mokuton affinity.

    Chakra ResistanceChakra resistance is the ability to negate all effects of a chakra-based techniquealthough not all techniques are affected by chakra resistance. In the simplest sense, chakraresistance counts as a Defense score that technique users must pass to affect a resistantcreature.

    To affect a creature with chakra resistance with a technique, the origin of the techniquemust make a level check (1d20 + character level) against the creature's chakra resistancescore. If the check fails, the technique does not affect the creature. Chakra resistance isalways active and does not require the creature's attention to function, meaning it willwork even if he is not aware of the threat.

    Only techniques and spell-like abilities that allow the use of techniques are affected bychakra resistance; extraordinary abilities, supernatural abilities, spells and powers are not.Techniques originating from objects are also affected by chakra resistance, but mysticaleffects such as the extra damage of a cold snap enhancement seal is not. Some techniquesalso ignore chakra resistance, namely Taijutsu techniques, see below.

    A creature can choose to freely lower its chakra resistance as part of an swift action thatdoes not provoke an attack of opportunity. Once the chakra resistance has been lowered,it remains down until the creature's next turn. At the beginning of the creature's next turn,it can choose to keep its chakra resistance down as an swift action that does not provokean attack of opportunity.

    A creature's chakra resistance does not interfere with its own abilities. For example, acreature with chakra resistance attempting to use a Medical ninjutsu technique is nothampered.

    Chakra resistance cannot be shared and does not stack. Use whichever source of chakraresistance is strongest given the circumstances of the attack.

    Applying Chakra Resistance: As a general rule, chakra resistance applies to spell fueledcompletely by chakra, such as a great gout of flame. The Techniques chapter contains aspecific entry for each technique that allows you to determine whether or not chakraresistance applies.

    Area Techniques: In the case of area techniques, chakra resistance only protects a singlecreature. If a creature in the lot has chakra resistance the origin of the technique fails topass, only that creature is protected from the technique.

    Effects: Effects techniques do not always generate effects that are affected by chakraresistance. For example, techniques that create a simple weapon allow a creature to attackanother creature with chakra resistance normally. Summoned creatures are also able to

  • attack a creature with chakra resistance normally.

    For lingering and ongoing effects with a duration, chakra resistance is only checked once.If the origin successfully rolls against chakra resistance, the resistant creature will alwaysbe affected by the technique; otherwise, the creature will always be protected. This onlyapplies to that instance of the technique. If the technique is used again, chakra resistancemust be checked as well.

    Chakra resistance can protect a creature from techniques that have already been used. Forinstance, if the creature steps within a square that was set on fire by Amaterasu, chakraresistance is checked. If the origin fails, the creature is not damaged by the fire.

    Chakra resistance does not generally apply to effects that fool the senses, unless it directlyinteracts with the creature. The Kakusu Nioi technique, which allows the character to hidehis scent, will not trigger chakra resistance, but Funran no Jutsu which can disable theScent ability would.

    Finally, chakra resistance applies only if the effect is forming. If the end result of atechnique is to create a stone wall, a creature with chakra resistance cannot simply touchit to disrupt it if it has already formed.

    Resolving Chakra Resistance: Chakra resistance negates the effect of a technique on theresistant creature, but it cannot remove or negate a chakra-based effect, such as mostGenjutsu, from another creature. Against a lingering effect, a failed check against chakraresistance allows the resistant creature to ignore the effects of the technique, but otherscontinue to be affected normally.

    Basic Game MechanicsThis section contains all the basic game mechanics of the d20 Modern system that weremodified or simply taken out, as well as important element of the Naruto d20 system.

    Energy DamageFour new types of energy damage were added to the Naruto d20 system, earth, water,wind and holy damage.

    Earth damage is common to the Doton ninjutsu subtype and Earthdragons. Water is common in Suiton ninjutsu and Water dragon,and finally Wind damage is common in Fuuton techniques andWind dragons.

    Holy damage is a very uncommon type of damage found only in very few techniques, andtechniques enhanced by special feats or abilities.

    Each of the new damage type has an energy resistance equivalent of the same name, thatacts in the same way energy resistance would for typical damage types.

    Optional Rule: When acharacter attempts todestroy an object with anunarmed strike without theproper feats, the attack onlydeals half damage, beforeapplying hardness.

  • Wind damage deals normal damage against object with hardness; holy damage deals halfdamage, while earth and water deal one-quarter damage against objects with hardness.

    LearnThis element is essential in the learning and mastering of techniques, though it can beemployed elsewhere also. Learn checks are made to learn,develop, create and master techniques.

    To make a Learn check, the character rolls 1d20 + character level+ relevant ability modifier. The learn bonus presented in acreature's description does not include relevant ability modifier,but includes any bonus to Learn checks the creature may have,such as Chakra Affinity, Genius Nin or Grand Master.

    A character can take 10 but not take 20 when making a Learn check.

    Learning Techniques: The process of learning a technique is explained in details inChapter X: Techniques. The character must succeed a number of times based on thetechnique's complexity rating, and each attempt takes a number of days equal to thetechnique's rank.

    Starting Techniques: During character creation, the player does not typically roll Learnchecks. Most characters start with 1d4 techniques, plus 1 per level. Typically, thecharacter gains the three basic Ninjutsu as bonus techniques, so long as it has ranks in theNinjutsu skill: Bunshin no Jutsu, Henge no Jutsu and Kawarimi no Jutsu.

    ActionsNaruto d20 uses several new different types of action to perform feats, techniques orabilities, described in detail below.

    Instant Actions: A character can use an instant action even when it is not his turn. Aninstant action can be used to perform a defensive or counter-attack technique such asKirikaesu no Waza, or Kawarimi no Jutsu. The character only has one instant action perround.

    Swift Action: A character can only use one instant and one swift action per round, butmust use a swift action on his turn. It can be used to perform a techniques, or otheractions such as making a Chakra Control check to tap one's reserves.

    Special Creatures: Special creatures such as elite, boss and solo creatures gain additionalactions. See the Friends and Foes chapter for more detail.

    CombatMany combat situation calls for a particular rule that was altered for the purpose ofNaruto d20, explained in detail below.

    Optional Rule: SinceNaruto: d20 is a completelynon-FX setting, mastercraftbonus can go up to +5 at thecost of +7 to the PurchaseDC per point above 3.

  • Short Rests and Encounter-based Abilities: Some abilities canonly be used a certain number of times per encounter. Thoseabilities become available again as soon as the character rests for 5minutes, called short resting periods.

    The character can rest any number of resting periods in a day as hewishes. During a resting period, the character can perform nostrenuous activity that would disrupt normal rest. If interrupted,the character must rest again for a full 5 minutes to complete aresting period.

    Afterwards, abilities such as techniques or class abilities that canonly be used a certain number of times per encounter can be usedagain.

    Up to twice per day, the character may regain his Constitutionmodifier in chakra during a resting period. The character's chakra pool cannot beexceeded by this means.

    Action Points: In addition to their standard uses, a character can spend an action point togain 1d6 points of Chakra for 1 minute, which can exceed his maximum Chakra Pool.More than one action point can be spent, but only the duration is refreshed, the actualchakra gained uses the highest rolled results.

    Action points can be applied to Learn checks (see above).

    Aid Another: A character cannot aid or have someone aid him to perform or identify atechnique, though some exceptions, such as Summoning, are possible.

    Bonus Types: There are many ways to gain bonuses to an ability score, checks, savingthrows or any number of things, and many come from different sources. Multipledifferent bonus types stack, but typically only a few named bonus stack with themselves.A brief description of the different bonus types is included below.

    Optional Rule: Heroiccharacters running all-outcan now run at 5 times theirnormal speed instead of 4times. An encumberedcharacter's maximum runspeed is x4 instead of x5using these rules.

    Optional Rule: A creaturewith greater reach is unableto attack another if it isblocked by a creature orobject in front of it. Thecreature can, however,reach the creature behindthe obstacle if it is at leasttwice as tall as it. This rulegoes for attacks ofopportunity as well.

  • Armor: This bonus comes from wearing a piece of non-enhanced armor and increases the character's Defense. It doesnot apply against touch attacks. Circumstance: This modifier enters play in a situation thatprovides a specific advantage or disadvantage, and issometimes provided by a technique. Multiple circumstancebonus stack with each other, unless they are provided by thesame source. Deflection: This bonus increases the character's Defense bydeflecting attacks. Dodge: This bonus increases the character's ability to dodgeand quickly avoid attacks. Dodge bonuses stack with otherdodge bonuses. Enhancement: This bonus represents an increase ineffectiveness of the targeted weapon, armor or the selectedability score. Inherent: An inherent bonus to ability score is one granted bytraining techniques and shinobi drugs. A character is limited toa +5 inherent bonus to any ability score. Insight: An insight bonus increases the character's ability froma precognitive sense pertaining to the ability itself, such as theSharingan Eye's ability to perceive movement from readingchakra. Luck: This bonus represents good fortune for the character. Morale: A morale bonus or penalty comes from greater hope,courage and determination or from moments of despair andhelplessness. Natural Armor: A natural armor bonus increases Defense,typically from hardened skin, tough scales or chitinous armor.Natural armor does not apply to touch Defense. Racial: A racial bonus is typically granted to a skill check,based on the race or species of the creature. Resistance: A resistance bonus increases the character's abilityto defend from harm and chakra techniques. It is usuallyapplied to saving throws. Shield: A shield bonus increases the Defense through wearinga shield in combat, or sometimes through force techniques.Shield bonus do not apply to touch Defense. Size: This bonus (or penalty) applies when a creature orcharacter increases or decreases in size. Typically applies toStrength, Dexterity and Constitution scores as well as Defense.

    Chakra Created Objects and Creature: A chakra createdcreature or object only has as much chakra as was spent during their creation, based onthe technique or effect cost, unless otherwise specified in its description. For example, astandard Kage Bunshin has 2 point of Chakra, while a Tajuu Kage Bunshin only has one.

    Optional Rule: NonlethalDamage OptionWhen the amount of nonlethaldamage taken is equal to your hitpoints, you become staggered andmay only take a move or attackaction each round (but not both).When it exceeds your current hitpoints, you fall unconscious. Itdoesn't matter whether thenonlethal damage exceeds yourcurrent hit points because thenonlethal damage has gone up orbecause your current hit pointshave gone down.Nonlethal damage heals at the rateof 1 hit points per hour percharacter level; spells, techniquesor effects that heal normaldamage remove an equal amountof nonlethal damage also.The Brawl feat allows thecharacter's attacks when he dealsnonlethal damage to deal 1d4points instead of 1d3, and theimproved brawl increases thatdamage to 1d6.Staggered: A character whosenonlethal damage exactly equalshis current hit points is staggered.A staggered character may take asingle move action or attackaction each round (but not both,nor can he take full-roundactions).A character whose current hitpoints exceed his nonlethaldamage is no longer staggered; acharacter whose nonlethal damageexceeds his hit points becomesunconscious. Regeneration: The regenerationquality treats all damage of thenon-vulnerable type as nonlethaldamage rather than ignoringdamage equal to the character'smassive damage threshold. Anynonlethal damage taken is healedat the rate specified in the monsterentry. See Friends and Foes -Special Qualities for details.

  • When an object's chakra pool is reduced to 0, it is automatically destroyed, regardless ofits physical condition. The fact that a creature or object has a Chakra Pool doesn't mean itcan use technique or perform chakra-demanding activities, however.

    Losing an eye: When a character loses one eye, or covers one of his eyes, he suffers a -2penalty to Spot and Search checks, and the penalty from distance is doubled. Flankingcreatures gain a +1 bonus to attack rolls when flanking a one-eyed character.

    A character used to this condition may remove or alleviate some or all of thedisadvantages of the condition (GM's discretion.)

    Massive Damage Threshold (MAS): The massive damage threshold entry has beenexcluded from the characters' statistics entries because it cannot be triggered fromdamage. A massive damage save is always a Fortitude save (DC 15) to avoid beingreducing to -1 hit points and dying.

    New Conditions: Following standard conditions, these states describe ill effects andailments a character may encounter:Dazzled: The creature is unable to see well because of overstimulation of the eyes. Adazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.

    Fascinated: A fascinated creature is entranced by a technique or supernatural effect. Thecreature stands or sits quietly, taking no actions other than to pay attention to thefascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks madeas reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creaturea new saving throw against the fascinating effect. Any obvious threat, such as someonedrawing a weapon, performing a technique, or aiming a ranged weapon at the fascinatedcreature, automatically breaks the effect. A fascinated creatures ally may shake it free ofthe condition as a standard action.

    Paralyzed: A paralyzed character cannot move, speak, or take any physical action. He isrooted to the spot, frozen and helpless. Not even friends can move his limbs. He may takepurely mental actions, such as performing a technique requiring only concentration (somelimitations may apply). Paralysis works on the body, and a character can usually resist itwith a Fortitude saving throw (the DC is given in the creatures description). Unlike holdperson and similar effects, a paralysis effect does not allow a new save each round.

    A winged creature flying in the air at the time that it becomes paralyzed cannot flap itswings and falls. A swimmer cant swim and may drown.

    Sickened: The character takes a -2 penalty on all attack rolls and damage rolls, savingthrows, skill checks, and ability checks.

    Staggered: A staggered character cannot run or charge.

  • Shinobi SkillsNinja have abilities most mundane character cannot even fathom. These ability includethe ability to detect hostility and read thoughts, sense chakra signatures or even seechakra.

    Although they may not often come into play, these are also critical elements of the Narutod20 system, and are described in detail below.

    Detect Emotions (Su): Some ability may grant a character the ability to sense a sentientcreature's mood and emotions, as long as the creature has an Intelligence score and iscapable of sentient thoughts.

    If a character is aware of a creature that is within 30 feet, he may make a Sense Motivecheck (DC 20) to determine whether or not the creature is hostile or its current moodwithout having to interact with it. Targets of this ability must have an Intelligence,Wisdom and Charisma score of at least 1.

    By concentrating further, the character is able to detect surface thoughts of a creature,providing it is sufficiently weak willed. Further concentration requires an attack actionand focuses on one creature at a time.1st round: Character is able to determine whether the creature is capable of sentientthoughts.2nd round: Character detects emotions on a basic level, such as anger, frustration,contentment, relief or happiness.3rd round: Character is able to probe into the creature's surface thoughts and read them,providing that the character's level or sense motive bonus is higher than the creature'sWill save modifier. This is a gaze attack with a range equal to the Detect Emotionsability's range, and has a Will save DC of 10 + character's level + character's Wismodifier. Succeeding the save prevents the character from reading the target's thoughtsfor 24 hours.

    Surface thoughts can be read and will show the character certain images, but will not beable to determine complicated and structured sentences, such as "the enemy will attackfrom the seventh door to the west at midnight, and will come in small numbers, with acaptain." Creatures of animal intelligence have simple, instinctual thoughts that thecharacter can also pick up.

    A creature that realizes its thoughts are being read may attempt a new save every round.The character is only able to read the thoughts of a struggling creature for 1 minute perday, though there is no limit if the creature is willing.

    See Chakra (Su): This ability allows the character to make Spot checks rather thanGenjutsu checks to detect illusions (although some illusions may be sufficiently obviousnot to require a Genjutsu to spot.)

    The character will also be able to see a technique being used or chakra being spent,absorbed or dissipated. He will not be able to automatically determine the cause, only see

  • that it is happening.

    The character can also see a creature's Chakra Pool and is able to determine its strength(see Sense Chakra below). These bonus do not take effect if the creature is blind.

    See Through Chakra (Su): This ability allows the character to make Spot checks at a +4bonus rather than Genjutsu checks to detect illusions, and grants a +2 resistance bonus toWill saves to disbelieve Genjutsu (but not to resist it).

    A creature able to see through chakra is able to determine whether a creature is a non-corporeal chakra construct or a physical being (such a physical clone or a summonedcreature).

    The character will also be able to see a technique being used or chakra being spent,absorbed or dissipated. He will not be able to automatically determine the cause, only seethat it is happening.

    The character can also see a creature's Chakra Pool and is able to determine its strength(see Sense Chakra below). These bonus do not take effect if the creature is blind.

    Sense Chakra (Su): The character can sense lingering chakra in places and chakrasignatures. The ability is something of a sixth sense, but it isn't visual nor does it dependon other senses like touch, or hearing.

    To manifest the ability, the character must concentrate for an attack action. He will beable to sense chakra for as long as he concentrates, plus 1d3 rounds. Unless otherwisespecified, the character's Sense Chakra ability has a range of 5 feet per level or hit dice.

    Chakra Activities: The source comes from a technique that was just used. To detectchakra activity, the character must make a Wisdom check (DC 20 - the technique's chakracost). In addition, the character may make a Wisdom check (DC 20) to determine if theChakra Cost of the technique was. The strength of the source is based on the Chakra Costof the technique being used.

    Chakra Signature: The source of thisChakra comes from a creature directly. Acharacter able to detect Chakra Signaturescan easily identify the source of the chakra and remembers chakra signatures just asnormal humans do sight, though it may take quite some time for a creature to get used toa specific Chakra Signature. The strength of the source is based on the creature's currentChakra Pool.

    Suppressed: A suppressed Chakra Signature is undetectable and cannot be identified. Italways counts as Chakra Pool 0.

    Faint: The source is very weak and barely detectable at all. It can be identified if the

    Source's StrengthSource Faint Moderate Strong OverwhelmingChakra Activities 5 or less 6-15 16-25 Higher than 26Chakra Signature 18 or less 19-35 36-75 Higher than 76

  • character is intimately familiar with the signature, but the character cannot pinpoint itslocation nor the distance which it is at.

    Moderate: The source is easily detectable and decently strong. The character can identifyit easily and gains a +2 bonus to checks made to detect its physical presence.

    Strong: The chakra source is powerful and can easily be picked apart from the rest. It canbe identified and the character gains a +4 bonus to checks to detect its approach, even inlow lighting and concealment.

    Overwhelming: The source is overwhelmingly powerful and whole, and can be instantlypicked apart even in a room packed with Strong signatures. The character gains a +10bonus to checks to detect it even without lighting and in total darkness or concealment,even if he is blind. Miss chance due to lack of sight is not affected.

    Dormant Sense: The character is able to sense chakra instinctively when he touches aliving creature, even if he is not concentrating on Sensing Chakra. The character will beable to determine how strong the chakra signature was, but will not be able to recognize ifit is familiaronly that it is. This ability does not work of the character is fatigued orexhausted.

    Suppress Chakra (Su): The characters puts a hold on his chakra and burrows it withinhimself until, with enough skill, it is completely snuffed out.

    The ability requires a full-round action to manifest. At this point, the strength of thecharacter's chakra signature is decreased by 1 category (for example, from Strong toModerate). If the character's chakra pool changes, or if he uses a technique whose chakracost was not concealed, he must make a Concentration or Chakra Control check (DC10+chakra lost or gained) or lose control and end the effect prematurely.

    The character is able to lower his chakra signature further by 1 additional category every5 level or hit dice, by spending 5 full-round actions concentrating.

    The character can suppress his Chakra for as long as he concentrates (as a swift actionwhen not stressed or endangered, or an attack action otherwise) plus 10 minutes/level, oruntil cancelled.

    Sealing Tenketsu: Dealing tenketsu damage forces a progressive paralyzation of thechakra coil system on the target, making it difficult to utilize techniques to a certaindegree. The paralysis impedes the target's ability to perform Chakra Control, Genjutsuand Ninjutsu techniques of a progressively higher rank, starting from Rank 1, and alsoimplies a penalty to perform checks.

    When performing a technique after suffering tenketsu damage, the character must checkto see if the technique's rank is equal to or lower than the technique rank relevant to theamount of tenketsu damage taken (see table below). If so, he must make a Chakra Controlcheck to see if he can perform the technique; on a failed check, the character

  • automatically fails his perform check.

    If the character succeeds or the technique's rank is higher than the rank impeded by thetenketsu damage, he performs the technique normally but suffers a penalty to his Performchecks (see table below).

    The penalties increase with the tenketsu damage (sealed tenketsu) taken, starting from 2,to 4, 8, 16, 32, 64, 128, 256 and every additional 8 from then on. Refer to the table belowto determine the penalties for the amount of tenketsu damage taken.Tenketsu Damage: This entry relates to the amount of tenketsu damage taken by thecharacter. The penalties are not cumulative.Chakra Control DC: The difficulty of the chakra control check the character mustsucceed to perform a technique of a rank impeded by tenketsu damage (see below).Technique Rank: The rank of techniques impeded by tenketsu damage, for which thecharacter must succeed a Chakra Control check in addition to a perform check. If theperformed technique's rank is equal to or lower than this entry, it is impeded.Check and Threshold Penalty: The penalty to the character's effective skill thresholdand perform checks in Chakra Control, Genjutsu and Ninjutsu suffered from tenketsudamage. This penalty does not apply to the chakra control check made to tap one'sreserves, but it does apply to Chakra Control checks made to perform a Chakra Controltechnique (assuming the check was a success or the technique is not affected by tenketsudamage).TenketsuDamage

    ChakraControl DC

    TechniqueRank

    Check andThreshold

    Penalty

    TenketsuDamage

    ChakraControl DC

    TechniqueRank

    Check andThreshold

    Penalty2 11 1 232 23 12 -84 12 2 240 24 13 -98 13 3 -1 248 24 13 -916 14 3 -1 256 26 13 -932 15 4 -2 264 26 13 -964 16 5 -2 272 27 14 -10128 17 6 -3 280 27 14 -10136 17 6 -3 288 29 14 -10144 18 7 -4 296 29 14 -10152 18 8 -4 304 30 15 -11160 19 9 -5 312 30 15 -11168 19 9 -5 320 32 15 -11176 20 10 -6 328 32 15 -11184 20 10 -6 336 33 16 -12192 21 11 -7 344 33 16 -12200 21 11 -7 352 35 16 -12208 22 12 -8 360 35 16 -12216 22 12 -8 361 40 20 -15224 23 12 -8128 or more tenketsu damage: A character with 128 or more tenketsu damage is fatigueduntil tenketsu damage taken is reduced to 127 or lower.Healing Tenketsu: Recovering from tenketsu damage outside of techniques is done whilethe character rests.The character heals his character level or hit dice in tenketsu damage every evening ofrest.Tenketsu damage is healed twice as fast during bed rest. Complete bed rest triples the

  • amount of tenketsu damage healed.

    Strength Ranks and Speed RanksWhen a character performs certain types of speed and strength training, his body developsenhanced muscles. This translates in mechanic as Strength ranks and Speed ranks.

    If the character temporarily gains a Speed rank or Strength rank extraordinary quality, itcannot be suppressed or made dormant and is always active. If the character already has aSpeed rank or Strength rank ability, they do not stack, use whichever is highest. If thecharacter temporarily gains a Speed rank or Strength rank extraordinary quality while hisis suppressed or dormant, use that instead.

    Activation: During an encounter, or when a character is threatened or stressed, he mustchoose to consciously suppress his Strength and Speed ranks to conserve energy, evenduring a surprise round, otherwise the ability is automatically active. The opportunitycomes into play as soon as the character is no longer flat-footed: at the start of his turn, orat the start of the battle following a surprise round taken by the character, even if he didnot win the initiative, as a free action. Activating a previously suppressed strength orspeed rank during an encounter, after the first round of combat, is a free action on thecharacter's turn.

    Outside of an encounter, a character has to concentrate for a full-round action to call uponhis strength and speed. Suppressing strength and speed ranks is a free action on thecharacter's turn.

    The character may choose to activate or suppress his strength and speed ranks to anydegree he desires. A character with 2 strength ranks and 2 speed ranks can choose tosuppress his speed rank fully (speed rank 0) but only suppress 1 strength rank, or suppressthem both fully if he desires. Activating strength and speed ranks outside of an encounterworks in the same manner, in that the character may choose to call upon some of hisstrength but none of his speed, or vice-versa.

    The chakra cost from strength and speed ranks is spent the moment they are activatedifthe character moves from one strength or speed rank to a higher one before he has to paythe chakra cost again, he must still immediately pay the higher rank's chakra cost in full.

    If a character's chakra pool would be reduced to 0 or below from strength or speed ranks,the ability is immediately suppressed and cannot be reactivated until the characterrecovers chakra. When inactive during combat, the ability is referred to as suppressed;outside of combat, it is simply dormant.

    Penalties: When a character suffers a penalty to strength or speed rank, his maximumstrength or speed rank is immediately lowered until the effect ends (see effect'sdescription for details). A permanent strength or speed rank penalty can only be removedby medical techniques. Strength and Speed ranks cannot go below 0.

  • If the character's strength or speed ranks are lowered to 0 because of a penalty, itimmediately counts as suppressed and costs no chakra. The chakra cost of strength orspeed rank with a penalty is equal to the actual rank, not what the effective rank should bewithout the penalty.

    An encumbered character suffers a -1 strength and speed rank penalty, increasing to -2 ifheavily encumbered. A fatigued character suffers a -1 strength and speed rank penalty,increasing to -2 if exhausted.

    A character wearing medium armor suffers a -1 speed rank penalty, and a characterwearing heavy armor suffers a -3 speed rank penalty. An entangled character suffers a -4penalty to speed ranks, while helpless, paralyzed, immobilized, grappled or pinnedcreatures are automatically treated as having speed rank 0. Penalties from fatigue,encumbrance, armor and conditions stack.

    Speed Ranks: The speed ranks are numbered from 0 to 10, where an untrained characterhas a speed rank of 0 and a fully trained character has a speed rank of 5. Some highlyspecialized, epic characters may gain Speed ranks of up to 10, but such a thing isextremely rare.

    Kawarimi Defense: An attack that gains kawarimi defense means a character cannot usedefensive maneuver or the 'avoid an attack' maneuver against that attack unless he ismoving at a certain speed rank (for example, a character with 4 speed ranks cannot avoidan attack with a kawarimi defense 4 if he is suppressing any of his speed ranks).

    High Speed Sight (Ex): A character with the high speed sight ability negates any speedbonus to Hide checks a character gains by having speed ranks up to a certain degreementioned in the character's statistic block, but only for his person. A character with highspeed sight 3 spotting against a character with speed rank 5 would negate +3 of thecharacter's +5 speed bonus to Hide checks.

    Speed Rank 0 (Ex): The character moves at normal speed and gains no benefits fromthis speed rank. When not suppressed or dormant, speed rank 0 costs no chakra.

    Speed Rank 1 (Ex): The character gains a +2 bonus to Jump checks, a +1 dodge bonusto Defense and Reflex saves. The character's base land speed increases by 10 feet, andgains a +1 speed bonus to Hide checks. A character loses his dodge bonus to Defensewhen caught flat-footed.

    When not suppressed or dormant, speed rank 1 costs 1 point of chakra every 5 rounds.

    Speed Rank 2 (Ex): The character gains a +3 bonus to Jump checks, a +2 dodge bonusto Defense and Reflex saves, and a +1 bonus to attack rolls. The character's base landspeed increases by 15 feet, and gains a +2 speed bonus to Hide checks..

    When not suppressed or dormant, speed rank 2 costs 2 points of chakra every 5 rounds.

  • Speed Rank 3 (Ex): The character gains a +4 bonus to Jump checks, a +3 dodge bonusto Defense and Reflex saves, and a +1 bonus to attack rolls. The character's base landspeed increases by 20 feet, and gains a +3 speed bonus to Hide checks.

    When not suppressed or dormant, speed rank 3 costs 3 points of chakra every 5 rounds.

    Speed Rank 4 (Ex): The character gains a +5 bonus to Jump checks, a +4 dodge bonusto Defense and Reflex saves, and a +2 bonus to attack rolls. The character's base landspeed increases by 25 feet, gains a +4 speed bonus to Hide checks, and his attacks have akawarimi defense 1.

    When not suppressed or dormant, speed rank 4 costs 4 points of chakra every 5 rounds.

    Speed Rank 5 (Ex): The character gains a +6 bonus to Jump checks, a +5 dodge bonusto Defense and Reflex saves, and a +2 bonus to attack rolls. The character's base landspeed increases by 30 feet, gains a +5 speed bonus to Hide checks, and his attacks have akawarimi defense 2.

    When not suppressed or dormant, speed rank 5 costs 1 point of chakra every round.

    Speed Rank 6 (Ex): The character gains a +7 bonus to Jump checks, a +6 dodge bonusto Defense and Reflex saves, and a +3 bonus to attack rolls. The character's base landspeed increases by 35 feet, gains a +6 speed bonus to Hide checks, and his attacks have akawarimi defense 3. He gains an additional attack when making a full-attack action, at hishighest attack bonus but at a -5 penalty.

    When not suppressed or dormant, speed rank 6 costs 3 points of chakra every 2 rounds.

    Speed Rank 7 (Ex): The character gains a +8 bonus to Jump checks, a +7 dodge bonusto Defense and Reflex saves, and a +3 bonus to attack rolls. The character's base landspeed increases by 40 feet, gains a +7 speed bonus to Hide checks, and his attacks have akawarimi defense 3. He gains an additional attack when making a full-attack action, at hishighest attack bonus.

    When not suppressed or dormant, speed rank 7 costs 2 points of chakra every round.

    Speed Rank 8 (Ex): The character gains a +9 bonus to Jump checks, a +8 dodge bonusto Defense and Reflex saves, and a +4 bonus to attack rolls. The character's base landspeed increases by 45 feet, gains a +8 speed bonus to Hide checks, and his attacks have akawarimi defense 4. He gains an additional attack when making a full-attack action, at hishighest attack bonus.

    When not suppressed or dormant, speed rank 8 costs 5 points of chakra every 2 rounds.

    Speed Rank 9 (Ex): The character gains a +10 bonus to Jump checks, a +9 dodge bonusto Defense and Reflex saves, and a +4 bonus to attack rolls. The character's base landspeed increases by 50 feet, gains a +9 speed bonus to Hide checks, and his attacks have a

  • kawarimi defense 5. He gains an additional attack when making a full-attack action, at hishighest attack bonus.

    When not suppressed or dormant, speed rank 9 costs 3 points of chakra every round.

    Speed Rank 10 (Ex): The character gains a +10 bonus to Jump checks, a +10 dodgebonus to Defense and Reflex saves, and a +5 bonus to attack rolls. The character's baseland speed increases by 60 feet, gains a +10 speed bonus to Hide checks, and his attackshave a kawarimi defense 6. He gains an additional attack when making a full-attackaction, at his highest attack bonus, and a second additional attack at a -5 penalty.

    When not suppressed or dormant, speed rank 10 costs 6 points of chakra every round.The character cannot activate the Speed rank 10 ability if he is fatigued, exhausted, orsuffers from Dexterity or Constitution damage.

    Strength Rank: As with speed ranks, strength ranks are numbered from 0 to 10 anduntrained character stand at strength rank 0, while only truly epic characters ever reachstrength rank 10.

    The bonus to attack and weapon damage rolls granted by Strength rank is treated as abonus granted by the Strength score for the purpose of multiplying or dividing it.

    Strength Rank 0 (Ex): The character gains no particular benefits from enhancedstrength. When not suppressed or dormant, strength rank 0 costs no chakra.

    Strength Rank 1 (Ex): The character gains a +1 bonus to attack and weapon damagerolls (if he is able to apply his Strength modifier to damage for that weaponforexample, to a katana or shuriken attack, but not a throwing needle).

    When not suppressed or dormant, strength rank 1 costs 1 points of chakra every 5 rounds.Whether active or dormant, strength rank 1 increases the character's effective Strengthscore to determine his carrying capacity by +1.

    Strength Rank 2 (Ex): The character gains a +1 bonus to attack and weapon damagerolls, and a +2 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity increases by one-half (rounddown). In addition, a character with Strength Rank 2 ignores hardness from objects with 2or less hardness.

    When not suppressed or dormant, strength rank 2 costs 2 points of chakra every 5 rounds.Whether active or dormant, strength rank 2 increases the character's effective Strengthscore to determine his carrying capacity by +2.

    Strength Rank 3 (Ex): The character gains a +2 bonus to attack and weapon damagerolls, and a +4 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity doubles. In addition, a character

  • with Strength Rank 3 ignores hardness from objects with 4 or less hardness.

    When not suppressed or dormant, strength rank 3 costs 3 points of chakra every 5 rounds.Whether active or dormant, strength rank 3 increases the character's effective Strengthscore to determine his carrying capacity by +3.

    Strength Rank 4 (Ex): The character gains a +2 bonus to attack and weapon damagerolls, and a +6 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity doubles. In addition, a characterwith Strength Rank 4 ignores hardness from objects with 6 or less hardness.

    When not suppressed or dormant, strength rank 4 costs 4 points of chakra every 5 rounds.Whether active or dormant, strength rank 4 increases the character's effective Strengthscore to determine his carrying capacity by +4.

    Strength Rank 5 (Ex): The character gains a +3 bonus to attack and weapon damagerolls, and a +8 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity is multiplied by 2.5 (round down).In addition, a character with Strength Rank 5 ignores hardness from objects with 8 or lesshardness.

    When not suppressed or dormant, strength rank 5 costs 1 point of chakra every round.Whether active or dormant, strength rank 5 increases the character's effective Strengthscore to determine his carrying capacity by +5.

    Strength Rank 6 (Ex): The character gains a +4 bonus to attack and weapon damagerolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity is multiplied by 2.5 (round down)and he gains a damage reduction 2/dark iron. In addition, a character with Strength Rank6 ignores hardness from objects with 8 or less hardness.

    When not suppressed or dormant, strength rank 6 costs 3 points of chakra every 2 rounds.Whether active or dormant, strength rank 6 increases the character's effective Strengthscore to determine his carrying capacity by +6.

    Strength Rank 7 (Ex): The character gains a +4 bonus to attack and weapon damagerolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity triples and he gains a damagereduction 3/dark iron. In addition, a character with Strength Rank 7 ignores hardnessfrom objects with 8 or less hardness.

    When not suppressed or dormant, strength rank 7 costs 2 point of chakra every round.Whether active or dormant, strength rank 7 increases the character's effective Strengthscore to determine his carrying capacity by +7.

    Strength Rank 8 (Ex): The character gains a +5 bonus to attack and weapon damagerolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks and

  • Climb, Jump and Swim checks. His carrying capacity triples and he gains a damagereduction 5/dark iron. In addition, a character with Strength Rank 8 ignores hardnessfrom objects with 8 or less hardness.

    When not suppressed or dormant, strength rank 8 costs 5 points of chakra every 2 rounds.Whether active or dormant, strength rank 8 increases the character's effective Strengthscore to determine his carrying capacity by +8.

    Strength Rank 9 (Ex): The character gains a +5 bonus to attack and weapon damagerolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity is multiplied by 3.5 (round down)and he gains a damage reduction 6/dark iron. In addition, a character with Strength Rank9 ignores hardness from objects with 8 or less hardness.

    When not suppressed or dormant, strength rank 9 costs 3 point of chakra every round.Whether active or dormant, strength rank 9 increases the character's effective Strengthscore to determine his carrying capacity by +9.

    Strength Rank 10 (Ex): The character gains a +6 bonus to attack and weapon damagerolls, and a +12 bonus to opposed disarm, trip, grapple, bullrush or overrun checks andClimb, Jump and Swim checks. His carrying capacity quadruples and he gains a damagereduction 8/dark iron. In addition, a character with Strength Rank 10 ignores hardnessfrom objects with 10 or less hardness.

    When not suppressed or dormant, strength rank 10 costs 6 point of chakra every round.The character cannot activate the Strength rank 10 ability if he is fatigued, exhausted, orsuffers from Strength or Constitution damage. Whether active or dormant, strength rank10 increases the character's effective Strength score to determine his carrying capacity by+10.

    VariantThere are many variant rules offered to enhance gaming experience in Naruto d20, fromthe Simplified Chakra Pool to the Elemental Affinities. These variants should all beconsidered carefully with both the players' and GM's best interest in mind before usingthem in a campaign.

    Empathic Learning Variant: This variant allows the character to learn techniques onthe spot by spending points which he has earned in combat or by distinguishing himself.

    In fast-paced action, the characters don't always have time to train. In fact, a warrior's bestteacher is the field of battle. This variant comes into play when the players overcome achallenge, and when the need strikes for a dramatic or well-timed display of creativityand awesome power.

    As the players progress through a story or defeat a challenge, they earn empathy points.Empathy points can be spent during a battle or in a situation where gaining a specific

  • ability will serve the character well.

    Awarding Empathy Points: As a general rule, follow the table below to determine whento award the player empathy points. In other situations, when the player is particularlyclever or when the character shines, empathy points should also be awarded.

    Award empathy points when... EmpathyPoints Earned

    the character gains a level 2 the players defeat an encounter 1 the players defeat a boss creature 1 the players defeat a solo creature 2 the players reach an adventure landmark 2 to 5

    Spending Empathy Points: In dramatic situations, such as an encounter or during pursuit,the player can spend empathy points to instantly learn a technique that is relevant to hissituation in only the time it takes to perform the action. Outside of dramatic situations, ittakes 1 minute to learn a technique by spending empathy points.

    To learn a technique, the player must spend a number of empathy points equal to thetechnique's skill threshold (see Perform Requirements.) The character cannot gainmastery in a technique by spending empathy points.

    Hostage Maneuver Variant: When a character is holding a creature hostage, it is able toreact quickly and deal critical damage, which is primarily what makes hostage situationsso tricky.

    The hostage can serve as a shield against anyone who dares to direct their attack thecharacter. To qualify as a hostage, the creature must be helpless, prone, grappled orpinned, and be up to two size category smaller than the character, or up to two sizecategory larger and prone.

    The hostage maneuver is a full-round action each round that may provoke an attack ofopportunity. If the hostage is willing or simply not resisting, holding it is an attack action.

    Taken Hostage: When a creature is taken hostage, it may take an attack of opportunityagainst the character if it retains its Dexterity bonus to Defense. If the attack hits, thehostage attempt has 50% chance to fail.

    While taken hostage, the creature can still take any action (see The Certain Death Rule,below.)

    The Certain Death Rule: The certain death rule dictates that the character is able to reactwith an attack of opportunity against the hostage against any action it takes, includingspeaking or dodging from an attack, before it is able to complete the action. In addition,the character is able to take an attack of opportunity against the hostage at any time hewishes to.

  • That attack is always considered a coup de grace. A creature immune to critical hits andsneak attacks is also immune to the effects of a coup de grace.

    Staggered: If the character takes more than 1 point of damage per level per round whilemaintaining the hostage maneuver, it will become staggered and unable to make attacksof opportunity against the hostage for 1 round. If the hostage was grappled or pinned, itmay make an opposed Grapple check (as a free action) to break the hostage maneuver.Doing so will also break the grapple.

    Hostage Shield: Each attack directed at the character has a 75% chance of hitting thehostage instead during the hostage maneuver, unless the attack would miss by 10 or more(this penalty is reduced to 25% if the character is not aware of the attack.) The attack doesnot check against the hostage's defense unless it attempts to dodge (see The CertainDeath Rule, above.)

    Some conditions might lower or negate the chance of hitting the hostage entirely (at theGM's discretion).

    At Sword Point: Initiating the hostage maneuver against an unaware opponent requires atouch attack against the creature who is denied its Dexterity modifier to Defense and asuccessful level check (DC is the target's level +11). Performing the hostage maneuver inthis manner does not result in the target being grappled or hindered and is a full-roundaction.

    Grappled Hostage: Initiating the hostage maneuver during a grapple requires a successfulGrapple check against the creature, which provokes an attack of opportunity if the targetis carrying a light weapon, has a natural attack or if its unarmed attacks are treated asarmed. If the attack hits, the hostage maneuver has a 25% chance to fail.

    The character gains a +4 bonus to his Grapple check if the creature is pinned.

    Save Scores Variant: This variant differs from the normal rules in that when a characteruses a technique or an effect that, the players must roll against the opponent's save scores.In effect, this means the attacker makes most of the rolls and thus relieves a good deal ofpressure from the game master.

    Anytime a character casts a spell, manifests a power, performs a technique, or uses anability or item that provokes a saving throw, the attacker rolls a save check against thedefender's save score. If the result of the save check exceeds or equals the defender's savescore, the defender is affected as though it had failed its save. If the result is lower thanthe save score, the defender is affected as though it had succeeded its save.

    A natural roll of 1 is always considered a successful save, and a natural roll of 20 isalways considered a failed save.

    Save check: 1d20 + technique rank + ability modifier + other modifier.

  • Fortitude score: 11 + Fortitude save modifier.Reflex score: 11 + Reflex save modifier.Will score: 11 + Will save modifier.Abilities and Items: If an ability or a specific item has a saving throw DC, the attackerrolls a save check with a bonus equal to the ability or item's DC minus 10. A firecrackertag would have a +5 save check modifier

    Simplified Chakra Variant: With the Chakra Control system being understandablycomplicated, the Naruto: d20 supplement offers an optional rule to greatly simplify andquicken gameplay for inexperienced players.

    The Chakra Pool of a character is calculated as such: 2 plus the character's Constitutionmodifier (minimum 1) every level (therefore, a level 2 character with a Constitution of 13would have 6 points of Chakra, while a level 10 character with a Constitution score of 16would have a Chakra Pool of 50). Ordinaries still have half that amount.

    Learning Genjutsu and Ninjutsu techniques now requires 1 rank of Chakra Control perrank of the technique the character seeks to learn (4 ranks for