General Progress Tree

 

Skill 1 = Chakra Melding

In order to perform many Ninjutsu and some Gen/Taijutsu maneuvers you will be required to utilize both Stamina Chakra and Spiritual Chakra. However the two chakras generally reject one another therefore a shinobi must learn to mix the two before activating them.

 

Genin: 40%

Chuunin: 30%

Jounin: 20%

Sannin: 10%

Hokage: 0%

 

In game terms whenever you use a jutsu requiring both chakra types you will lose 50% of the chakra unless you are Genin level at Skill G1 in which case you lose 40% and so on.

 

 Skill 2 = Chakra focusing

Chakra is constantly flowing through your person, however by concentrating shinobi can learn to create a build up of chakra in one area. This helps to strengthen limbs, grip onto smooth surfaces and eventually even walk on water.

 

Genin: Can grip vertical surfaces with chakra using either the hand or the foot. Can focus up to 200 chakra into limbs for Taijutsu.

Chuunin: Can walk onto vertical surfaces and even upside down. Can focus up to 400 chakra into limbs for Taijutsu.

Jounin: Can walk on liquid surfaces. Can focus up to 600 chakra into limbs for Taijutsu.

Sannin: Can focus large amounts of chakra into virtually any part of the body. Can focus up to 800 chakra into limbs for Taijutsu.

Hokage: Can focus unlimited amounts of chakra into every part of the body. Can focus up to 1000 chakra into limbs for Taijutsu.

 

Skill 3 = Basic Attack

A skill any Gennin should know, Basic attack represents any sort of kick, punch, scratch, bite etc that really doesn’t do anything special. You start off with 20 points in Basic Attack and that is the most you can have in it.

Refer to the combat section to see how to use this maneuver.

 

Requirements:

Str, 50 Spd 50, Int 50

 

Skill 4 = Basic block

Another skill any Genin should know, Basic block represents any block wether done by hand, foot etc. You cannot allocate more than 20 points into basic block. See the combat section for more details.

 

 Skill 5 = Basic Dodge

Another skill any Genin should know, Basic dodge represents any dodge wether a jump, duck, roll etc. You cannot allocate more than 20 points into basic dodge. See the combat section for more details.

 

Skill 6 = Stealth

Ninja are all about stealth. If the enemy doesn’t know where you are he can’t kill you (usually). Therefore this is an extremely important skill to learn.

 

Entering stealth mode requires a ½ Speed + ½ intellect + skill + roll of the die total against the enemies Intellect. If that total is successful (and there is adequate cover) then you no longer have to tell your opponent where you are. Instead you take your counter off the board and every time you wish to move you simply hand the GM your sheet saying your desired co-ordinates. Note that you may not enter stealth if you have been within 10 meters of an enemy any time that turn unless you have used a jutsu that decreases visibility or the like.

 

If you attack while in stealth mode than the enemy will immediately know the direction you are in and is also immediately able to make an Int + die roll check against your stealth total.   

 

Skill 7 = Jump

This skill is a handy way to get out of trouble fast, particularly if an exploding note is flying in your direction.

 

Genin: 10 meters (1 turn)

Chuunin: 40 meters (1 turn)

Jounin: 80 meters (2 turns)

Sannin: 140 meters (2 turns)

Hokage: 200 meters (3 turns)

 

The number of turns opposite is how many turns the user must stay in the air if you have jumped that distance. Jump requires that you have a minimum of 300 Stamina left.

 

Skill 8 = Simple throw

All ninja automatically start with Genin level in this technique. This technique simply allows the user to throw a kunai or other simple projectile at an enemy.

 

To use this technique generate a total using your accuracy + ½ your Int (if the target is or wishes to move) + the roll of a die  then compare this to the enemies total for their defensive jutsu in the exact same way as the Basic attack no jutsu (see combat). The only change is that when determining damage use your accuracy instead of your strength.

 

Genin: 100m range

Chuunin: 150m range

Jounin: 200m range

Sannin: 250m range

Hokage: 300m range

 

If you wish to throw further than your range you must half your accuracy for every extra 50m. You may not throw further than your strength, ie if you have strength of 120 you may not use Chuunin level range.

 

Skill 9 = Handseal mastery

This skill is the ability to perform handseals both quickly and accurately, also as you increase your ability in this skill you begin to be able to identify the handseals performed by others.

 

Genin: Can perform jutsus requiring handseals, can also identify handseals performed by genin level users (If your character is familiar with the jutsu)

Chuunin: Can perform handseals with -.5 seconds taken from the time. Can identify handseals performed by Chuunin level users

Jounin: Can perform handseals with -1 second taken from the time. Can identify handseals performed by Jounin level users

Sannin: Can perform handseals with -1.5 seconds taken from the time. Can identify handseals performed by Sannin level users

Hokage: Can perform handseals in 0 seconds*. Can identify handseals performed by Hokage level users.

 

When a jutsu is performed in 0 seconds no opponents (unless using Sharingan or Byakugan) need to be told that handseals have been used. It can however been seen (not identified) by a Hokage level Hansealmastery and a Int total higher than the Handseal user's speed.

 

Requirements:

Genin: 20 skill

Chuunin: 60 skill

Jounin: 100 skill

Sannin: 150 skill

Hokage: 250 skill