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Naruto: Anime Adventure

Game

Rabaal-Xero

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Naruto-Anime Adventure Game


Characteristics:
Physique:

How strong and healthy you are.

Wisdom:

How smart, determined, or perceptive you are.

Combat:

How well you fight.

Movement:

How far you can move. 1 move = 5 feet, or 1 square.

Derived Characteristics:
Defense:

How tough you are. Defense is subtracted from any damage done
to your character.

Health:

How much punishment you can take before you are knocked out or
killed.

Skills:
Body

Anything to do with physical strength, immune system, ect.

Mind

Anything to do with using your mind, will, or charm.

Evasion

How good you are at not getting hit in combat.

Weapon

How good you are at using a weapon.

Taijutsu

Physical Jutsu and abilities.

Ninjutsu

Special Jutsu, like fireballs or lightning.

Genjutsu

Status Jutsu, mind control, sleep, paralyze, ect.

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Using Skills:
When a hero attempts a skill, you roll three 6-sided dice to see if you succeed or not. You
combine the result of the roll with a characteristic and a skill to beat the difficulty. The difficulty
is determined by the GM assigning the task a value by how hard it is to accomplish.

Difficulty Level:

Difficulty Rating

No problem

10

Easy

14

Difficult

18

Hard

22

Almost Impossible

26

To beat the value you will roll an Action Roll.

Action Roll= Characteristic + Skill + 3d6


If your total meets or beats the difficulty you succeed,
If you roll all 1s, you automatically fail.
Example

Difficulty

Fix a flat tire

14

Fix a blown engine

22

Do simple math

14

Do calculus

18

Open a stuck door

10

Pick a lock

18

Break into bank vault

22

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Using Skills against Each Other:


Sometimes your hero will be using skills against another character (either played by
another player or the GM). With opposed actions, the opponent will make an action roll to set the
difficulty that you must overcome. This is also true for Combat Attack rolls.

Attacker's Action Roll

Characteristic + Skill + 3d6


Vs
Defender's Action Roll

Characteristic + Skill +
3d6

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Combat
Combat is measured in increments called Phases. Each phase is 3 seconds long. Each
player can do one thing during a phase. When every player and enemy has done something, the
phase ends and a new phase begins.
Every 4 phases is called a round. At the end of each round all heroes and enemies left
regenerate any health they have lost, up to (2x Physique), if the attacks have not been particularly
lethal (such as bullets, knifes, lasers, ect.). If the heroes or bad guys have lost more health than
they recover, they are still injured. They must wait until the end of the next round (four more
phases) to recover any more health.

Taking Turns
Each phase, the character with the highest Wisdom goes first. If two characters are tied,
the character with the highest Combat characteristic goes first.

Actions
Each character can do one action (from the list below) and one basic movement per turn.
A basic move is half a characters movement stat.
Attack
Block
Dodge
Grab
Get Up
Run
Sprint

Throw

Use any type of attack (including Jutsu)


Stop any one hand-to-hand attack. The difficulty is the attackers Combat+
(Fighting or weapon) skill+10
Add +3 to your evasion skills for this phase against all attacks; You may not
attack this phase.
You can grab a person or an object. Your Action Roll is at a -2 and your
Evasion skill is at -3 this phase.
You can stand up if youve been knocked down or thrown. You may take one
other action also (except Run or Sprint)
Move up to your full movement. If you do this, you may not take your basic
movement.
Move up to twice your movement stat. Your Combat characteristic is halved
and your Evasion skill is reduced to zero and you cannot take your basic
movement.
Throw a person or an object. (-4 to Action Roll if it is not made for throwing)

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Charge
Other Action

Gather Chakra to use in a Jutsu or use a non-attack power


Any other single action at the GMs discretion.

Fighting
Combat is resolved in the same manner a skill check is, through an Action Roll. The type
of attack being used (physical, weapon, Jutsu) will determine the skill the attacker uses in the
roll. The defender will roll using his evasion skill. For example, if Jonny is punching at Billy,
Jonny will roll a Combat+Body+3d6 to determine if he hits. Billy will be rolling his
Combat+Evasion+3d6 to see if he can avoid the attack. The higher roll always wins, and ties go
to the defending player.

Damage
When a person or an object is hit, it takes damage. The defending player first subtracts
his Defense from the total damage, and any damage left over is then subtracted from his health
pool. When a character has no more health left, he is knocked out or dead (GMs decides).

Doing Damage
The amount of damage an attack does is always determined by rolling a group of six
sided dice and adding the total. If the character is using a physical punch to attack then the
amount of dice rolled would be equal to their Physique + Body skills. If the character is using a
melee weapon, you would also add that weapons dice into the damage. If the character is using a
ranged weapon, you would roll only the number of dice specified by the weapon.

Knockback
When your character takes a hit there is a chance that he will be knocked back. To see if
you get knocked back, subtract the number of dice of the attack from the targets Physique + 1
die. The result is the amount of Movement the character is knocked backward. If the movement
done exceeds the Physique of the target, he is knocked down. Example: Jonny hit Billy with a 15
Dice attack. Billys Physique is 10 and he rolls 1 dice which lands as a 4 giving a total of 14.
That means that Billy is knocked back 1 movement (12-11=1)

Collisions and Falling


Knockback will sometimes result in a character colliding with an object. In any collision,
the character and the object both take 1 Die of damage for every 3 Movement traveled rounded
down to a minimum of one die. This same table can be used for falling damage.

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Movemen
t
Dice

12

15

18

21

24

27

30+

10

Other Kinds of Damage


Shock, Poisons, Burns & Asphyxiation (choking)
These are environmental effects that can harm you for as long as you remain in their area.
The GM assigns the severity of the effect and sets the damage accordingly.
Severity
Dice Per Phase
Effect

Mild
1-4
Painful, dangerous
over time

Intense
5-10
Intense pain. Can kill
over a few phases.

Deadly
11-20
Can be almost
instantly fatal.

Creating a Character
Step 1: Get some Characteristics!
Characteristics are the values that show how good you are in action. They are measured
from 1 (fairly weak, average of a human child) to near infinite (although a fit, non-augmented
human has values of around 5 to 7). Youll start with the four basic characteristics:
Physique:

How strong and healthy you are.

Wisdom:

How smart, determined, or perceptive you are.

Combat:

How well you fight.

Movement:

How far you can move. 1 move = 5 feet, or 1 square.


As a starting character you will have 25
points to distribute among your 4
characteristics. You must put at least one
point in each one.

You will also receive two Derived Characteristics. These are determined by using
another characteristic as a base value. These are:

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Defense: (Physique X2.5)

How tough you are. Defense is subtracted from any damage done
to your character.

Health: (Physique X5)

How much punishment you can take before you are knocked out or
killed.

Step 2: Get some Skills!


Skills are things your character can learn how to do. Each skill has a number that shows
how well your character can perform that skill. Each skill is also paired with a characteristic to
figure out if you succeed at a task; the Characteristic usually used is listed with the skill,
although the GM may decide to use a different stat. There are six skills in this game.
Body

Anything to do with physical strength.

Mind

Anything to do with using your mind, will, or charm.

Evasion

How good you are at not getting hit in combat.

Weapon

How good you are at using a weapon.

Taijutsu

Physical Jutsu and abilities.

Ninjutsu

Special Jutsu, like fireballs or lightning.


As a starting character you will have 25 skill
points to distribute among your skills.
Not every skill must have points.

*Note. Just because a skill you want isnt listed doesnt mean you cant have it. All you need is a
related characteristic and GMs approval.
(This includes Genjutsu if you GM is brave enough to venture down that path.)

Step 3: Fighting Styles


The next step for crafting your ultimate ninja is creating his (or her) bag of tricks. Lets
be real here, no ninja is going to walk in to battle throwing basic kicks and punches, hes going
to be using martial arts. This is the basis of how your character fights. Dont be confused, this
isnt his or her Jutsu, this is just their ability to do basic martial arts attacks and the types of
attacks they have.

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1: Describe your flashy new move. What does it look like? What movements does it
entail? Get creative! Dont just say Uh, I kick at him. Tell how your ninja sweeps his leg
through the air in a vicious arc that sends the enemy flying up just to be pile driven back into the
ground head first.

2: Determine the damage. Next thing is to determine the number of dice this attack will
do. You will still do your regular damage (Physique + Body), but this step allows you to do
additional Dice on top of that damage you would already do in physical combat. (see damage Pg.
6) For Example. My Physique is 10 and my Body is 10, which means my base physical damage is
20 Dice. I decide I want to create a Fighting Style that will do an additional four Dice of
damage. Now when I use this Style I will do 24 dice of damage.
3: Determine the Styles skill cost. You cant have something for nothing, am I right?
The trade off for these styles is that since it does more than a typical punch or kick it is harder to
land. For every die of damage you add to the attack beyond your basic damage, you must
subtract 1 point from your Body skill when using that style. This is the fighting styles skill cost. This
cost is only applied to the roll when you make the attack and does not persist afterward.
4: Name That Skill! Give that skill some personal flare. You can name it after what it looks like,
or you can name it after some sort of beast! Go nuts! Whatever you choose though, make sure it matches
your Ninjas personal style and the campaign setting. After all, you would never see Gara using Purple
Mist Love Fist now would you?

Step 4: Jutsu and Chakra


A Jutsu is a specialized type of ninja tool that utilizes a ninjas Chakra, harnessing it and
focusing it into an attack, create defenses, or activate special abilities. In this game you can think
of Chakra as a type of currency. You spend Chakra to use your Jutsu. All characters will start
with a Chakra pool which will increase as the character battles and hones their skill and
concentration abilities. There are even some abilities that will allow a character to harness the
Chakra from the environment (or even other people) to use for their own means. This is usually
forbidden Jutsu, so GMs should be wary of giving a player the ability to do this. Before we can
begin crafting our ultimate techniques we must first harness the power of our Chakra.
Starting Chakra: How much Chakra does a character start with? There are two ways to
do this; the dynamic way and the static way. The dynamic is where you have your characters roll
two six sided dice individually. The first die roll determines the hundreds, the second determines
the tens. If a player rolled a four and then a five, that player would have 450 Chakra. This has the
possibility for players to have up to 660 maximum Chakra, but also as low as 110. Players who
rolled lower will end up feeling under-powered which is why I prefer to go the static route. The
second option, static, is where you just assign your new players a set amount of Chakra to begin

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with, usually 300 for a beginning level campaign. To make things simple we will deal with
Chakra in multiples of 10. It keeps the game flowing a lot smoother. Remember: You may only
Focus and use Chakra in multiples of 10.

Focusing Chakra
It takes time to focus your Chakra into that deadly lightning bolt. It doesnt happen
instantly. Every Phase (three seconds), you can only Focus as much Chakra as your Focus
statistic. Your starting focus is determined by adding your Physique and Wisdom together and
then multiplying that by 10.

Chakra Skills
Just like with fighting techniques, theres a catch here too. The more power you put
behind a Jutsu, the harder it is going to be to pull it off. This Difficulty is always based on the
amount of Chakra you put into the attack; divided by 10. For example, if you were to throw out a
100 Chakra Fireball Jutsu, the Difficulty of that Jutsu would be 100 10=10 so you must
beat a Difficulty 10 on your Action Roll to use that Jutsu. Should you boost that up to a 500
Chakra Fireball, you would now have to beat a Difficulty 50!
Using Jutsu is just like using any other skill, only in this case you use your Taijutsu
or Ninjutsu skill combined with your Combat characteristic and 3d6 to beat the Difficulty.
If your total meets or beats the difficulty, you successfully activate the Jutsu; if it fails, you
simply cant activate the Jutsu (but you still lose the Chakra put into it.)

Chakra Recovery
For every hour spent resting (doing nothing) you will recover Chakra at a rate equal to
your Focus. Sometimes there are ways to get around waiting. Some characters have been known
to eat a food pill to gain an instant chunk of Chakra back in a tight situation. Do not down play
the need for rest though. Even the most epic ninja has to sleep and there is realistically not an
endless supply of Chakra food pills just sitting around. Make your characters earn them or
reserve them for the direst of situations.

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Jutsu
So now you know how to Focus your Chakra, lets see what you can do with it. Jutsu is
the staple of ninja society. A great ninja is measured by the power of his Jutsu. All Jutsu attacks
are measured in the same way: For every 2 Chakra you put in to the attack, it causes 1 die of
damage. For example, you created a 20 Chakra Leaf Hurricane. When used, the attack would
cause 10 dice worth of damage.
Hitting the target: Slow down turbo. Just because you used the move doesnt mean it
automatically connected. Jutsu have one more important feature-actually hitting what youre
aiming at. Whenever you activate your Jutsu, you not only have to roll to see if you activate it,
you have to roll to see if it hits also. In this game we assume that if the target isnt really small or
isnt moving, you automatically hit. If the target is another character (player or enemy) the rule is
to treat it just like any other opposed Action Roll.

Attacker's Action Roll

Characteristic + Skill + 3d6


Vs
Defender's Action Roll

Characteristic + Skill +
3d6
Special Effects

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Jutsu can be given special properties to make it more useful. Accurate allows the attack
to follow the opponent making it harder to dodge (doubling your to-hit die roll). Bending allows
the attack to go around corners or obstacles and make up to a 90 degree turn (but not actually
follow the target). An Area-of-Effect allows the attack to cover a circular area rather than
striking a single target. Delay allows the effect to be postponed up to a certain amount of time.
Rapid fire allows the attack to be broken up in to multiple smaller attacks that can be aimed at
more than one target (the attacks must be in equal amounts). Homing allows an attack to make
one final pass at the enemy if it missed the first time it was used. Finally, Piercing gives the
attack the ability to rip through Deflections (see below) by negating their effect. Any
of these can be added to a Jutsu on the fly, they just increase the difficulty of activating the Jutsu.

Accurate
Bending
Area-of-Effect

Delay
Rapid Fire
Homing
Piercing

+10 Chakra per phase of Accurate (+5


to hit, Does not carry over to damage.)
+10 Chakra for every bend, up to 90
degrees (can attack around corners)
+20 Chakra per Movement from the
center of the attack (can hit everything
in that area)
+10 per phase delayed
+10 Chakra per additional target you fire
at
+50% Chakra cost for the attack to
make one additional pass at the enemy.
+10 Chakra for every 10 Dice of
Deflection negated.

Deflections
A deflection is any type of Jutsu that would deflect or reflect damage. An example of this
would a type of force field that keeps the attack from affecting the fighter at all. You wont even
take knockback because the Deflection is what took the hit. The down side to this is that a
deflection is only good for blocking Jutsu; it is not effective against a close-in melee attack.
Deflections only stop Jutsu. When using Deflection, you will subtract one die from your
opponents Jutsu for every Chakra used in the deflection. Example, if you established a 20 point
deflection and attacked with a 25 point Rasengan, I would subtract 20 dice from it leaving only 5
dice of damage to get through.
A deflection is not automatic; it requires some kind of action to activate. If your opponent
gets the drop on you before you can raise your deflection, you better hope that your defenses are
up to the job. However, once activated a Deflection stays active until it is:

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Knocked down by a superior attack


Dropped by the person who raised it
The person who raised it is hit by a physical attack, like a weapon or basic punch / kick,
breaking the concentration of the deflection.

Reflex Boosts
Charged by Chakra a Ninja can increase his ability to react to a situation and increase his
speed through focus and expending Chakra. A Reflex Boost can be accomplished in one of two
ways. Faster Reactions or Increased Actions. Both require their own expenditure of Chakra,
but if combined can have devastating effects.

Faster Reactions: Since when you go in any given phase is determined by your Wisdom
characteristic, one advantage of Reflex Boost is to increase your Wisdom so that you can
act before the other guys.
o For every 10 Chakra spent you can increase your Wisdom by one point for
the purpose of determining who goes first. This boost lasts only one phase,
always taking effect in the next phase after the Chakra was used.
Increased Actions: Normally a character can only take one action per phase but by
channeling their Chakra into their nervous systems they can perform a flurry of attacks in
the blink of an eye.
o To increase the number of actions by one for a single phase costs 50 Chakra
Points. The most extra actions a character can take is their Movement
Characteristic + 1

Increased Strength
A character can also channel Chakra into their body to increase their Physique
characteristic (for the purpose of feats of strength only, not attacks) This could come in
very handy should a boulder decide to fall in an unwelcome spot and the players should
have a need to move it aside. To do this requires spending 10 Chakra for every 2 points
of Physique per phase.

Clones

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This Jutsu allows a character to create multiple exact copies of himself. These
clones fight and act as the user would, doing the same damage as the real person. Neither
the original nor the clones may use any other Jutsu while the Clones are in effect (this
includes Deflections) and they must all act in the same turn as the original. If the purpose
for the clone is to act as a decoy (they are unable to attack but still resemble the original
in all ways) the cost is then reduced by half.
The cost of a Clone is 100 Chakra per Phase, Per Clone.
The cost of Decoy Clones is 50 Chakra per Phase, Per Clone.

Enough already! I wanna be Hokage!

Gaining Power
There are three areas you need to take into consideration when gaining power. First is the
amount of Chakra you have. The second area is improving the amount of Chakra you can
focus. Finally the third is improving the amount of Chakra you can control (a skill). All of
these are done by accumulating experience. There are two ways to do this. The first way is
training; the second is fighting.

Training
Training takes time. A lot of time. As a rule, a character will gain 10 points of experience
every year they live. Thats a LONG time to wait to get your power up.
Here are a few Training types and the amount of experience they award.

Light Training:
Moderate Training:
Heavy Training:
Intense Training:

2 Experience per Month. (a typical workout routine)


5 Experience per Month.
2 Experience per Week.
5 Experience per Week.

Fighting

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By far the fastest way to gain experience is to fight an opponent who is tougher than you,
(and win of course). Even should you fail at defeating them, should you at least survive the
encounter you will still gain experience. To determine the amount of experience gained you
divide your opponents Chakra level by your own Chakra level (rounding the results up to
the nearest whole number) then multiply that result by 10. The result is how many points of
experience you gained.
For example, lets say that Naruto fights Kakashi. Narutos Chakra level is 500 and
Kakashis is 2500. Even though Kakashi kicked Narutos butt, he still gets his experience for
surviving the fight. He would divide Kakashis 2500 Chakra by his own 500 to get 5, and then
multiply that by 10 which would give him a total of 50 experience to distribute.

Applying Experience
Once youve gained experience, the next step will be to apply it. You can apply your
experience to either your Chakra, Focus, Skills, Defense, or your Hits. Your only limitation is
that you must assign experience in multiples of 10. A good rule of thumb to follow is that 50% of
the experience gained has to go directly in to Chakra and the remaining 50% can go where the
character sees fit. This ensures that the character is making forward progress as far as his
power is concerned and keeps him from dumping all his experience into his health or skills.
When leveling up you want to take into consideration your characters strengths and
weaknesses. If your character has plenty of Chakra and his Skills are good, but you find that you
are having trouble Focusing enough Chakra, that is where you should be spending your points.

Chakra increases on a one for one basis, one Experience increases your Chakra
by 1
Focus also increases on a one for one basis, one Experience increases your Focus
by 1
Increasing a Skill costs the new level rounded down. If your current level is 23
and you want to raise it to 24, that would cost you 12 Experience since 12 is half
of 24.
Defense increases at a rate of five Experience for every point of Defense.
Health is increased at a rate of one Experience for 1 health.

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