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Stats and Abilities Sheet

Stats
At level 1 everyone will be able to slot a certain amount of points into a stat, more skill points will
be attainable as the story goes.
Health
Health is determined by dice roll. Excluding any roll that lands on 1-3, you will roll 2D20 and
then multiply that by 1D3. Health can be increased through leveling up.
Chakra
Chakra is mostly determined by which Clan you pick for your blood line.
Chakras base stat starts at 100 but can increase through in-game interactions not by leveling
up. If the DM determines that you have progressed long enough for a chakra level up then at
that point they will let you know.
The next five stats share a starting skill point pool of 17 points
–Knowledge (0-10) can have anywhere from 0 to 10 points added to it. This stat will affect
various checks and helps with jutsus.
–Strength (0-10) can have anywhere from 0 to 10 points added to it. This stat will affect you
when doing actions that involve moving or lifting heavy objects or people.
–Athletics (0-10) can have anywhere from 0 to 10 points added to it. This stat will affect your
ability of running, dodging, and climbing without Chakra.
–Charm/Talk no Jutsu (0-10) can have anywhere from 0 to 10 points added to it. This stat
determines how easily people can be convinced to change their allegiance, change the activity
they are doing, and make them like you more for better trade and information.
–Perception (0-10) can have anywhere from 0 to 10 points added to it. This stat functions
differently for Sharingan, MS, and Byakugan users. Normal function is to tell how well the
character can notice differences in their environment and the ability to see through illusion
techniques as in genjutsu and cloaking jutsu.
If the user has Dojutsu then this simply applies to the check which is much easier for
them. They get a +2 added to the check due to having superior eyes.

Attack Damage Calculation (Ninjutsu)


C Styles 1D8
B Styles 2D8
A Styles D10+D8 (cant get less than 5)
S Styles D20+D10 (cant get less than 10)

Stat Checks most of them have the same checks


When the player must make a check/saving throw they roll a D10. The way this works is that
they must meet the minimum number on the D10 to completely fill the Stat box ex below

If your Strength is 6 out of 10 points and you must do a check/save then you roll
a D10 and anything that is a 4 or higher will complete the check as a success
and a 10 will work like Nat20 and give you the best possible result. Likewise a 1
will work like a Nat1 and no matter what you will fail the check and get the worst
possible outcome. A normal fail will not be as punishing.

Abilities
–You can pick between the three styles of jutsu and declare your primary skill between:
Genjutsu, Taijutst, and Ninjutsu. These work on a 1-20 scale for proficiency. Your primary will
be an 18 at the start and for the other two you will roll a D10+D6.
–Everyone will know the basic healing Ninjutsu Helping Hand. This ninjutsu will
only heal for 5 Hp and cost 4 chakra.
–Stamina is a hidden stat (only the DM can call stamina effects) that can be helpful or hurtful to
your character. It is based on your character's Chakra at the current point in time, if low it could
inflict disadvantage upon you and if high or maxed it could give you advantage.
–Counter, Block, and Dodge
These are abilities that can make or break you in the heat of battle BUT you only get 4 uses out
of this ability. The check for this works like so: You roll a D6 and
A 1-2 fails and you take the hit (a fail does not use up a CBD)
A 3-4 works but you take ½ dmg of original attack dmg value
A 5-6 will let you get a perfect CBD and take no dmg
You get to pick which one you would like to do but some choices are better than others in battle
and good knowledge of chakra counters would be helpful.
–A Counter lets you pick one Jutsu of any type to use against the attacking jutsu (normal chakra
usage is still a factor with counter). Counter could still fail if you use a Chakra nature that is
weak to the attacking Chakra nature.
–A Block will stop the attack at you and no piercing through happens (everything and everyone
is safe behind you). Block has no weakness and can stop most jutsu.
–A Dodge will put you out of the way of the attack. This lets you reposition to the left or right of
the attack.

Clan Bloodline Choices


You will pick one clan to be from and that will determine what your special abilities are.
(Uzumaki roll for full or half: Roll D10 1-5 half 6-10 full)

Aburame Chakra +15 and Is a Bug Specialist

Akimichi Chakra +20 and Gains +40 Chakra after eating

Hatake Chakra -15,+1 on all dmg rolls and +2 to Knowledge

Hoshigaki Relentless Battle: +200 Chakra but recovery time is doubled

Hozuki Chakra -10, Water Chakra affinity and +2 dmg when in water

Hyuga Chakra +15 and has Byakugan

Iburi Chakra +10. Disadvantage when outside but advantage indoors and in caves
Inuzuka Chakra +15 Good at tracking (+2 on perception on tracking) works with dogs

Izuno Chakra +15 Uses cat companion

Jugo Chakra +75 Can activate and deactivate by choice Battle Hungry: Chakra
use increased by +3 to all jutsu and +2 dmg to all dmg

Kamizuru Chakra +10 Uses bees specifically

Karatachi Chakra +10 and NEVER gets disadvantage

Kodon Chakra +25 Expert in Medical Ninjutsu

Kurama Chakra +10 Experts in Genjutsu (chakra cost reduced by 2 for B and A rank
Genjutsus)

Lee Chakra -50 Hardly uses Ninjutsu or Genjutsu and is a master of Taijutsu also
has the 8 Gates ability

Nara Chakra -15 Has Shadow Possession Jutsu (and variants)

Sarutobi Chakra -10 but +2 on all Ninjutsu dmg

Senju Chakra +125 Affinity to all five chakra natures (gets two chances at wood
release roll)

Uchiha Chakra +20 Has Sharingan (can get Mongekio Sharingan [MS] if they try)

Uzumaki (half Chakra +75 and +1 on Ninjutsu dmg


blood)

Uzumaki (full Chakra +125 and +1 CBD ability and +1 to Ninjutsu dmg
blood)

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