Rank and Level
A character has a rank assigned to them after creation based on their ability scores. This rank signifies the character’s influence, power, and prestige within the clan. Most characters begin at Chunin, the middle rank, but sometimes a lower rank is chosen for them.
The Chunin rank would allow the ninja to have cultivated respect in their clans and would have proven themselves to their peers, subordinates, and supervisors.
Those of higher ranks are able to command those of lower ranks. Ninjas in the hierarchy are obligated to obey an order from those above them.
Below, the table shows how many skills, ninpo, secrets, and Honor Beads each rank earns as they increase their level.
Honor Bead represents how much service a character has rendered to their clan. The more Honor Bead accumulated, the more powerful they become. The more Flaws a character begins with, the more likely they are able to accumulate Honor Bead and quicker.
The Rank displayed below indicates how much Honor Bead to move into that position is required. For example, Jonin costs 20 Honor Beads. Once those are spent, and the Rank is attained, the character begins back at zero, accumulating more Honor Beads for the next Rank. Each increase in Rank is permanent, and with that brings increased skills and Ninpo.
Level 1: Batta
Grasshopper, the academy student who is not considered a ninja yet. May have been recruited by a clan and are learning the basic skills and martial arts to become a ninja.
Ninpo: 0
Skills: 2
Secrets: -
Honor Beads: -
Level 2: Genin
The lowest level of the ninja. Are responsible for the low-level missions that take a day or less to complete. Typically performing low-risk jobs. Could be pulled to do higher-level missions toward the end of this phase.
Ninpo: 2
Skills: 4
Secrets: -
Honor Beads: -
Level 3: Genin-Gashira
Sent on C-rank missions, and are on the verge of becoming a real ninja. Have some leadership over Genin. They have developed teamwork skills.
Ninpo: 3
Skills: 5
Secrets: -
Honor Beads: -
Level 4: Chunin
These have qualified to guide and have power over other ninjas. Have tactical prowess, and are honing their leadership skills.
Ninpo: 3
Skills: 6
Secrets: -
Honor Beads: -
Level 5: Chunin-Gashira
The level below becoming the equivalent of a military captain. A Chunin-Gashira is able to command Chunin. Some of these are teachers and trainers and demonstrate leadership skills.
Ninpo: 4
Skills: 6
Secrets: 1
Honor Beads: 10
Level 6: Jonin
Highly-Experienced ninjas with great military skill. Often a captain in the clan, they are deployed on the A-rank missions. It could be sent on the S-rank missions, which are considered to be the most difficult.
Ninpo: 6
Skills: 7
Secrets: 1
Honor Beads: 20
Level 7: Jounin-Gashira
This ninja is specialized in a single area or skill, yet still competent in the all-around skills that they have developed over the years, yet specifically focus on one skill that they have mastered.
Ninpo: 8
Skills: 8
Secrets: 2
Honor Beads: 50
Level 8: Kage
Those who achieve the rank of Kage are the leaders of their clans. There are seven clans, and these would be the most powerful ninjas in all the land. Once the title is granted, it is held permanently until it is passed on to a more youthful ninja.
Typically a Kage would have family members who were passed Kages.
Ninpo: 10
Skills: 10
Secrets: 4
Honor Beads: 100
Attributes
Advancements
Advancements represent the ability to. Effectively use various tools and devices. Members of the Kagaku Clan are particularly skillful at using the Advancements Ability.
Manipulation
Is the ability to make things happen in accordance with their plan. The practitioners who have honed their Manipulation Ability are keen on diplomacy, negotiations, and persuasion. They have a knack for influences others. Members of the Himitsu Agency are exceptionally skilled at manipulation.
Tactical Combat
The ability and techniques used to hone one’s control of their body. This ability allows the practitioner to move extensively quickly and extremely capable on the battlefield. Members of the Senshi Clan are skilled in this category.
Covertness
This ability represents the character’s ability to hide one’s presence and at the same time confusing and misdirecting. others. Those who specialize in this ability have heightened senses and are adept at self-preservation. The Band of Tsuiho is exceptionally skilled at Covertness.
Methodology
The Methodology Attribute represents the ability to improve one’s chances of winning a mission or battle by having a strong analytical mind and excellence in command on the battlefield. Members of there Erito Preparatory Academy are particularly well skilled in Methodology.
Dark Arts
Includes knowledge of magic, mysticism, manipulation of otherworldly forces relating to the dark side. Practitioners of the Dark Arts leverage the powers of the cosmos to utilize legendary and ancient rune powers, lean on esoteric religious powers and practice blood magic. The Clan of the Black Harvest is the keepers of the Dark Arts.
Attributes and Abilities
Advancements: Accuracy + Intelligence
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Manipulation: Luck + Evasion
Tactical Combat: Strength + Agility
Covertness: Evasion + Defense
Methodology: Stamina + Attack
Dark Arts: Intelligence + Evasion
Advancements
Acupuncture
Able to use needles to heal or hurt. Also knowledge of pressure points.
Pyromancy
Use of fire-based tools and knowledge of the properties of handling fire and heat. Can set things on fire quickly.
Torture
Knowledge of various forms and tools of torture, how to use and inflict pain to get what they desire.
Advanced Armor
Advancement in creating armor that the other clans do not have. Heightens defense and absorbing damage.
Rope Work
Skills associated with tying knots securely, throwing ropes, and creating nets. Mainly for the use of capturing people or securing them.
Hydromancy
Use of tools that control water, expert diver. Includes knowledge and application of various other liquids.
Hidden Weapons
The ability to conceal weapons in equipment and everyday items, as well as the use of such weapons.
Medicine
Knowledge and application of how to use various substances to heal illness, treat wounds, or heal other ailments.
Demolition
Knowledge and application of destruction of locks, windows, mechanical devices, and the like without the use of explosive devices.
Farming
Advanced knowledge and application in farming techniques. Able to grow highly nutritious vegetables in a quick amount of time.
Engineering
The ability to create and effectively use and repair machines and mechanical devices.
Manipulation
Poison
Knowledge of the application of various poisons, toxins, potions. Knowledge of how to use and employ them effectively and able to create them, rendering them undetectable by taste or odor.
Seduction
Using charisma, intrigue, and mystery to control or deceive people.
Trapping
The ability to set and avoid traps. Able to use various traps and mechanisms on intruders or pursuers.
Intimidation
Influence someone with overt threats, hostile actions, or physical violence. Pry information from a prisoner, confront thugs on the street or use a weapon to convince an assassin to choose another mark.
Deception
The ability to hide their true intentions and able to detect when others are lying.
Performance
Abilities with the arts, such as music or dance. They can memorize and captivate those watching.
Rumor Mongering
Able to create new information, whether true or false and spread it through various networks of people to achieve a task at hand.
Interrogation
Able to pull together information and evidence on people to get them to confess secrets.
Diversion
Create a commotion so one is able to conceal themselves from enemies, slink past guards, or slip away without being noticed.
Hypnosis
Gain control over someone or a creature by mesmerizing them with an oscillating object. Unlike domination, this does not use the dark arts.
Shaming
Able to use sarcasm and put-downs to increase fear and self-doubt in a target. Usually, the target has an emotional connection to the one who is doing the shaming.
Tactical Combat
Sleight of Hand
Extreme and precise hand-eye coordination and manual dexterity. Can perform precise movements and quickly execute ninja secret/magical hand-gestures (Kuji-in).
Can plant an object on something or someone, conceal an object on oneself, and can steal or lift an object from another.
Footwork
Walking without making noise, able to keep footing and balance, able to hit long distances.
Contortionist
Able to manipulate one’s own body with ease while keeping perfect balance, dislocating joints, and extreme flexibility.
Speed
Attack and run extremely fast. Art of moving oneself from place to place very quickly.
Endurance
Able to travel long distances without needing a break. Can engage in long battles without experience reduction in mana. Can hold their breath for long time, march or labor for hours without rest, go without sleep, survive without food or water.
Aerial Arts
The ability to leap vast distances, glide through the air, and land safely when falling from great heights.
Acrobatics
Stay on one’s feet in a tricky situation. Able to run across ice, stay upright while a rocking ship is being tossed by a tempest. Able to dive, roll, and perform acrobatic stunts and flips.
Hand to Hand
Ability with grappling and unarmed combat. Can fight with one’s bare hands.
Blade
Mastery of all melee weapons containing a blade. Such as sword, katana, or ninjato.
Strength
Lift, care, and throw incredibly heavy objects. It can increase damage when in battle.
Athleticism
Able to climb, jump, swim, or run with ease. Can jump an unusually long distance or pull off a stunt jump. Can swim in treacherous currents.
Covertness
Escape
Able to free oneself, run away from predicaments, or slide out of slippery situations.
Evasion
Escapee and avoid sticky situations. Master at excuses for why something did not happen.
Interception
Ability to listen through walls and from above ceilings to gather information. Able to convince messengers to give you the message rather than the intended party.
Ventriloquism
Ability to make a sound or mimic the voice of others. It can throw one’s voice and appear as though someone is talking when they are creating the voice for said person.
Invisibility
Make oneself not visible to others.
Disguise
Master at pulling together convincing disguises to blend in, masquerade as an authority figure, or conceal oneself when being targeted.
Multiplicity
Perform many tasks at once or able to create multiple clones of oneself.
Concealment
Able to conceal themselves or an object in plain sight.
Craftiness
Shrewd in deception and trickery. Cleverly deceitful at achieving a task at hand. Earn the trust of others quickly, only to take advantage of them. Have little emotional connection to victims.
Fraudulence
Able to forge a document. Masquerade as another to swindle. Make relationships to take advantage of another. Able to sell fake artifacts.
Burglary
Able to infiltrate a premise undetected for the purpose of espionage or lifting an item. Able to creep in the black of night.
Methodology
Husbandry
Able to communicate with creatures without using words. Calm a domesticated animal, keep a mount from getting spooked, or understand an animal’s intentions.
Analysis
Ability to analyze the movements of an enemy and break down their powers and capabilities.
Memory
Remember facts and recall specific details. Able to memorize writing and glyphs just by looking at them.
Contacts
Utilize channels of networks of people, both in the underbelly of the ninja clans and in regular life. Have friends in high places.
Encryption
Able to encode and decode messages with ease. Has a cunning use of metaphors, able to use hidden gestures and secret languages to transport messages.
Signal
Able to use signals, signs, writing, hidden messages, and calligraphy, to pass the information on.
Insight
Determine the intentions of someone or something. Can search out a lie or predict someone’s next move. Can glean clues from body language, speech patterns, and changes in mannerisms.
Tactics
Ability to move efficiently and effectively within units and troops. Able to infiltrate an army with ease.
Perception
Spot, hear or detect the presence of something or someone. Measures general awareness of one’s surroundings. Able to hear a conversation through a closed door, eavesdrop under an open window or hear the stealth movement of monsters. Able to spot obscured items.
Nature
Knowledge of terrain, plants, animals, weather, and natural cycles to use toward a plan.
History
Able to recall lore about historical events, legends, people, ancient kingdoms, past disputes, recent and ancient wars, and lost civilizations to make decisions about the task at hand.
Dark Arts
Necromancy
Control and summon creatures from the dead. Bring to life deceased bodies, able to bring forward departed spirits.
Illusion
It can create realism and believable illusions to manipulate other’s senses. Sensory deception and trickery.
Domination
With a longing look into one’s eye, they are able to command them with the power of suggestion or hypnosis.
Summoning
Specifically, summon demons and evildoers from other planes and realms to assist with tasks and missions.
Conjuring
Able to produce creatures and objects from another plane.
Transmutation
Able to change energy and matter into different substances. Similar to alchemy.
Transformation
Able to change parts of one’s body into something else.
Clairvoyance
Capable of seeing visions of events in faraway places or in distant past or future.
Curse
Summoning the dark arts to curse another and bring misfortune, misery, and disaster upon others.
Channeling
Have others come and speak through one’s body. Summon spirits to impart information.
Possession
Can head hop into different beings, taking over their bodies and controlling them to do acts against their will.
Character Convictions
Characters are created from a sense of perfection that they hold. As a rule, a character will make a decision based on their innate conviction.
1. Chaos
Seeks strife, destruction of society, destruction of self and order. A loose cannon loves to watch things go up in flames.
2. Order
Demands the world behave through the rule of law. They cannot tolerate hypocrisy. Seeks to correct the world and restore order in it.
3. Self
Looking out for numero uno first. The first priorities are honor, money, power, status, idea, and safety. Always striving to further a personal goal. Rarely care about someone else.
4. Passion
Believes in love. Loving friends, families, and significant others as well as passions for missions and doing a good job. Overall, a passionate person. Protect those who they are passionate about.
5. Loyalty
Willing to sacrifice yourself for the clan, a higher purpose, or a belief.
6. Peace
The belief that one day Nara and Ukiyo Komorebi will be at peace, walking the path of perfect brotherhood.
Emotional Bonds
When engaged with another character during an encounter, a player will form an emotional bond based on their conviction toward the other.
If an Emotional Bond already exists, the bond may be replaced with a new bond based on the circumstance. The bonds are chosen at random. Convictions 1-3 will have a negative Emotional Bond 75% of the time. Conviction 4 will have a 50% chance of having a positive or negative Bond, and Convictions 5-7 will have a 75% chance of having a positive Bond. Both negative and positive Emotional Bonds and the Bond chosen are done by random.
The bonds are developed within clans and among clans and add to the complexity of the game.
Positive
1. Sympathy
2. Kinship
3. Physical touch
4. Brotherhood
5. Adoration
6. Faithfulness
Negative
1. Mistrust
2. Anger
3. Jealousy
4. Hate
5. Inadequacy
6. Deadly and Destructive Intentions
Character Covers by Clan
Kagaku Clan
Researcher
Mechanic
Engineer
Artisan
Doctor
Architect
Himitsu Agency
Bureaucrat
Samurai
Police
Lawyer
Politician
Religious Leader
Senshi Clan
Detective
Martial Artist
Athlete
Bodyguard
Mercenary
Security Guard
Erīto Preparatory Academy
Primary School Student
Secondary School Student
High School Student
College Student
Professor
Teacher
Lecturer
Head of School
Band of Tsuihō
Day Laborer
Artist
Waiter/Waitress
Gambler
Writer
Wanderer
Religious Zealot
Clan of the Black Harvest
Traveler
Revolutionary
Activist
Poet
Trader/Importer
Monk
Kanga Clan
Performer
Wife
Waitress
Bartender
Prostitute
Geisha
Samurai
Librarian
Religious Devotee
Life Points
The Life Points (LP) correspond to the six Attributes, one LP is assigned to each of the Attributes.
10 points of damage equal to one LP. Once a player character loses the LP in that attribute, they can no longer use any of the skills or ninpo from that category.