Shinobi Tactics

Your daily dose of ninja goodness

Core Systems

The Core Systems of Shinobi Tactics rely on a Division 6 or D/6 system created from scratch by the creators of this site. Any resmeblance to other systems is purely coincidental.

Dice and Victories

The Dice:
The die rolling system used for Shinobi Tactics is a 6 sided dice system that relies on division to determine victories. Don't panic people who don't like math, this is pretty simple division. Let's say you roll 4 dice and come up with a 2, a 3, a 5 and a 6. Most rolls in Shinobi Tactics are made with a D/2 or divided by two difficulty. So in this case, you have two numbers that can be divided by 2 and leave whole numbers: the 2 and 6. Sounds complicated at first, but trust me it's actualy very simple. And hey, a great way to brush up on your dividing tables.

There will be times when things will be more difficult than normal, such as your character is tired or low on health or chakra. Or whatever he or she is attempting is particularly difficult in nature. At times like these, the difficulty rating goes up. From a normal d/2 roll, when a roll becomes 1 factor more difficult the difficulty goes from d/2 to d/3. So as in the previous example, the 3 and 6 are Victories. The probably of accumulating just 3s and 6s is more difficult than accumulating 2s, 4s, and 6s. Another factor higher and the difficulty goes from d/3 to d/5. So in the case above, only the 5 would be a victory. If the difficulty starts out at high, and goes a factor up, or if you manage to accumulate 3 negative factors against your Tests, the difficulty goes from d/5 to d/5m2. This looks complicated but it's really not. All it means is that in order to accumulate one victory, you need two 5s for every 1 victory. The difficulty from here goes to d/5m3, meaning you need 3 5s per success, and then d/5m4. D/5m4 is the highest difficulty provided unless otherwise stated.

Losing Dice:
Sometimes there will be an effect that reduces your stats temporarily. Unless otherwise stated, any rolls involving the dice that are put down temporarily during the duration cannot be applied to any action that might require them. So, if your Nin was hit with a Weakning Poison, reducing your Muscle by one. Any Muscle related rolls are reduced by one die until the end of the duration of the poison.


Whenever your Nin undertakes an action that is difficult or allows for another person to have a say in the actions success, a test is made. A test consits of combing two stats, two skills, or a combination of stats, skills or numeric abilities to create a Test pool. For example, if it's required that your Nin test muscle Basic Taijutsu in order to hit someone else, your Test Pool would consist of your Muscle Stat and your Basic Skill. For each number, you roll one six sided die.

There are different kinds of tests. In the case of the test above, on most occaisons that test would be a Target Victory test. Meaning, there is a target number of victories you need in order to do the intended action. In the case of a Muscle Taijutsu roll, the Target would be the opponents evade. Often times, if you get victories but don't exceed the target, nothing happens. Depending on the Roll, Ties may or may not mean something. In most cases, ties mean a touch, or a close call. In the case of Taijutsu, tie against evade means you managed to successfuly touch them, but didn't do any damage. While this may seem like a inconsequential rule, it is actually very significant. Some Jutsus may require only a touch, or Kenjutsu weapons that still deal damage based on the weapon touching the opponent.

Example: Sai has a test pool of 5 to hit Hiro with a punch (Muscle and Basic Taijutsu). Hiro has an evade of two. Sai rolls his Test pool and comes up with three victories, he marks them down under his total victories and levies 1 damage against Hiro.

While Sai scored 3 hits, Hiro had 2 evade so he managed to reduce the damage by getting mostly out of the way. This is often the case of Target Victories.

There are other types of tests however, one is the Clash Test. In a Clash test, two characters pit stats against each other in an attempt to accumulate more Victories. One such case is Genjutsu; Some Genjutsu allow for the target character to roll perception at d/2 while the user is rolling Knowledge (or whatever skill is demanded) and molding at d/3. While the user will tend to have a larger Pool, the target will generaly have an easier Resistance difficulty. Unless otherwise stated, most Resistance Test Pools will be one stat and d/2.

Example: Yori uses his cleverness + camo score to hide from Hiro. Yori's test pool for cleverness + camo is 5 at d/2. He could only accumulate 1 victory, properly hiding himself. Hiro was tracking Yori, and knows that he didn't move out of the area, suspecting that he's hiding, he rolls his perception at d/2. Acumulating 2 victories, he manages to spot Yori.

There are however, times when all you need is for a given action to work regardless of whether anyone is resisting it or not. These are called Simple Tests. Simple tests are when all you need to do is get at least 1 Victory in order to succeed. These are often d/3 or d/5 in order to call for a test.

Example: Masaru uses Shape Change in an attempt to blend in with his surroundings. He tests his Knowledge and Molding at d/3 and accumulates 1 Victory. It was't much, but that was all he needed in order to have the Shape Change succeed.

Testing is used basically universally to take any action in the game, please see the skills and abilities in Fields to understand what your character can and cannot do, and what they may or may not be good at.


Your Health Trait is equal to your Nin's Toughness x5. Thus, a toughness of 2 would produce a health trait of 10/10, a toughness of 5 would produces a health trait of 25/25 and so on. Whenever you take damage, it takes away from your health trait.

Example: Hiro, who has 1 toughness, throws a kunai at Sai, who has 2 toughness. Sai has an evade of 2, Hiro accumulates 3 successes. This levies 1 damage against Sai, bringing his health from 10/10 to 9/10. Sai in turn runs at hiro and kicks him. Hiro has 1 evade and 1 toughness, meaning he has 5/5 health. Sai accumulates 3 successes, levying 2 damage against Hiro. Hiro's health is now 3/5.

In the course of fighting with edged weapons, it's inevitable that someone's going to start bleeding. Your bleeding trait starts at zero when you're in perfect health. For every single time you are hit with a single bladed weapon that does not specify otherwise, you take 1 point of bleeding. When your bleeding trait is greater than your toughness, you begin bleeding to death.

Example: Sai throws a kunai at Hiro. Hiro has 1 toughness and 1 evade. Sai accumulates 1 victory, so Hiro manages to get out of the way. The kunai touched him, but not enough to do any amount of damage or to draw enough blood to make a bleeding trait. Hiro throws a Kunai back at Sai, accumulating 2 successes over his evade. This levies 2 damage against Sai, and 1 point of bleeding. Even though Hiro did two damage, he only did 1 point of bleeding because he made one successful attack with a bladed weapon. The same would be true if Hiro we using Kenjutsu instead of Missiles, meaning, wielding the Kunai as a knife instead of throwing it.

With the Missile Cloud ability under basics, it's possible to throw more than one Shuriken, Kunai or Needle in an attempt to hit your opponent. The rules for bleeding still apply. Each singular attack with a bladed weapon on a target inflicts one bleeding damage. So throwing 2, or 10 Shuriken, kunai or needles only does 1 bleeding damage if they're all in the same attack.

If you have a bleeding trait higher than your toughness than you being bleeding to death. Bleeding to death gives you 1 damage every turn after you accumulate more bleeding than your toughness and continues until you've been tourniqueted by yourself or a friendly character. See Basics: Body: Medicine: Tourniquet.

Critical Health:
If you are reduced to the last 1/5th of your health, you've been put into a critical condition. So if you possess toughness 2, giving you a health trait of 10/10, and you hit 2/10 or 1/10 your body is in critical condition. All of your rolls pick up an additional difficulty factor (Making d/2 d/3, and d/3 d/5 and so on). If you're put to zero, you must test for passing out. The test is Stamina + Toughness d/3. If you accumulate no successes, your character passes out for 10-toughness turns. So if you have 2 toughness and are knocked out, your character is out for 8 turns. If your character has health below zero, she is Dying. A character at -1 health has turns equal to their toughness to received medical attention before dying. So someone with a toughness of 1 would only be able to last 1 turn. Someone with a toughness of 2 would have two turns. If a character is at -2 however, toughness 1 wouldn't be enough to keep her alive and he or she would die immedietly. At toughness 2, the character has 1 turn to receive attention. While dying, you must make a d/5 Stamina Toughness Test or pass out.

Your character heals half their toughness, rounded up, after each encounter to a maximum of half of his or her health rounded up. Characters also heal 1 bleeding trait at the end of each encounter.
Example: Hiro has 1 toughness and takes 4 damage in a given encounter. This brings him to 1/5 health. He is in a critical state, but luckily the encounter ended in a timely way. At the end of the Encounter, Hiro takes 1 health back, putting him to 2/5. At the end of the next encounter, provided he takes no more damage, Hiro can heal up to 3/5. Hiro would also heal 1 bleeding trait after each other. However, because 3 is half of his health, rounded up, Hiro cannot heal naturaly any more health. He must either find a Medical Ninja or go to the Hospital.

After a mission your character can spend time in the Hospital, for each hour he or she spends there they can heal points equal to half of their toughness, rounded up with no limit to the maximum besides their maximum health. So if Hiro makes it back home without taking anymore damage, he could heal up to 5 in two hours. Hospital can heal bleeding, poisons and any other status problems that are non nin or genjutsu related. Characters heal 1 bleeding trait per hour, in addition to the health they would normaly regenerate. If they are bleeding to death, then they can opt to spend an number of additional hours after they are healed to stop the bleeding, but you do not continue to bleed to death in hospital.


Chi Pool:
Your chi pool is equal to your (Spirit + Stamina) x2. So, if you have spirit 1 and stamina 1, your chi pool is 4/4. If you have spirit 2 and stamina 1, your chi pool is 6/6. Every time you spend a chi, or multiple, it gets drawn from your avaliable pool. So if you spend one chi, and your pool is 4/4, your pool goes to 3/4. If you spent two it would be 2/4 and so on.

Spending Chi:
You can spend a maximum chi per turn equal to your Molding trait. If you require more chi in order to do a jutsu, or would like to mold more in order to spend it, you can spend one turn, completely immobile (and giving up your evade trait) to gather your molding traits worth of chi in a given turn, and spend that plus your molding trait in the next turn total on a given Jutsu. You can spend a number of turns gathering chi up to your stamina, but cannot use more chi than you have in your pool.

Example: Hiro is being chased by a number of enemies and wants to use bunshin to up his evade rate. His Chi molding is 1, but he wants to be sure he boosts his evade rate by enough in order to protect himself. He knows his enemies are at least a minute or two behind him, so he spends 1 turn gathering chi, allowing him to use 2 on his next turn.

Having No Chi:
Having no Chi is a big deal for your Nin. Not only do they not have any power to use any of their abilities that require it, but having 0 chi also raises all of their Tests by a difficulty factor of 1. So attacking an opponent while you have no chi is d/3 instead of d/2. However, in times of great need, Nin can often pull out just enough Chi to get the job done, but this takes a toll on their bodies. Your character may take a turn gathering chi when she has none and do toughness damage to their health pool in order to gain chi equal to their toughness. Whatever they cannot mold in a single turn is lost but it allows them the opportunity for one more ability. Gathering for two turns is possible, but it does twice the damage on your body.
Example: Hiroku needs Chi to use a technique to defeat an opponent, but he's already used up his normal supply of it. He has toughness two, giving him a total health trait of 10/10. He could spend one turn gathering chi to get two to use on the turn after, but he also takes two damage, putting his health at 8/10. However, often the case is dire enough where the character doesn't have a lot of health left. So if Hiroku had 5/10 health, and no chi left and chooses to gather anyway, his health would go down from 5/10 to 3/10. He better hope he finishes off his opponent quickly.

Regenerating Chi:
Chi regenerates at the end of an Encounter equal to your spirit. So if you have a chi pool of 6/6, 1 spirit and have spent 3 chi (bringing your chi pool down to 3/6) you would regenerate 1 chi at the end of an Encounter. If you had 2 spirit, you would regenerate 2 chi at the end of an encounter. Chi fully regenerates when you sleep for a full night, or rest for at least 6 hours.

Jutsus and releasing Jutsus

On Handseals:
Unless otherwise stated, you need to have both hands free in order to do a jutsu. While using a jutsu, you must take a full turn to perform the complicated mudras associated with each unique jutsu, be it genjutsu or ninjutsu. This requires a full turn of doing nothing but moving and performing mudras unless the users seal rating exceeds double the required rating, in which case the character is so mastered in their ability to use mudras that it takes next to no time or concentration at all.

On Releasing Jutsu:
Jutsus may be released reflexively, just like relaxing a muscle. (Unless otherwise stated of course) Releasing a jutsu implies that all effects of the jutsu stop, so Reflections dissapear, Genjutsu ceases to effect a target and so on. However, there are other instances where jutsus are released. One such case is being unable to pay the amount of chi needed to continue a Genjutsu or other jutsu that requires turn by turn expenditure. In such a case, the jutsu immedietly releases. Another important case to note is that you can be forced to release a jutsu by an opponent. If you take damage equal to 1 higher than your toughness, you will be forced to release any jutsu you're currently holding then you have to roll Will + Stamina d/5 against the amount of damage over toughness, failure indicates forceful release of a jutsu.

Movement and Terrain

From time to time, a mission will require you to move around on a larger area. Almost universialy, this area will be represented by a grid. Each block in the grid represents a decently sized area and contains a Terrain type and a Difficulty. In order to move OUT of a block you are in, you must roll Quickness and Stamina at d/2, the target victories that you must accumulate are equal to the difficulty of the block you are currently occupying. If the Block is a Forest terrain and you have Forest terrain understanding, you may subtract your score in that from the difficulty of the terrain. So if your nin is from Switchback Wood and therefore possess a natural Forest Understanding of 3, and the Forest Terrains difficulty is 5, you would only need 2 successes to move on. For every turn for which you don't move out of the terrain, it the difficulty to move on drops by one. So if the difficulty of a terrain is 5 and you cannot reduce the difficulty with one of your terrain understandings, you make a quickness and stamina test yielding say, 2 victories. Not enough to pass, but because you made progress and didn't exit the terrain, the amount needed goes down by 1 to 4, so if you get 2 more victories you'll be able to pass undetected.
Often times a moderator will give you a passive instantaneous perception + camo roll to notice anyone in the new area.

Upper Levels

In Forest and Civic terrains there are often upper levels (tree tops, roofs of buildings) that your Nin may utalize. To gain access to these upper levels, a nin must spend 2 turns climbing a tree or spend 2 turns climbing up the stairs to the roof of a building. If you possess the Propel Ability you may do this reflexively, Propel also allows your to be at an upper level if non exists provided there's nothing over your head. The bonus for being on an upper level is two fold, no ken or Taijutsu, or any ability that requires that your attacker touch you can be used on you because the users cannot gain access in the same turn without propel. Also, being a level above gives you the odd angle bonus for attacking.

Additional Levels:
Moderators may deem that there are additional levels above the first 1 (Exceptionaly tall trees with several levels of branches, several story buildings with multiple overhangs) but this is not required in any terrain. Moderators will tell you when this is possible.

Falling from a level above causes you one damage unless you can succeed on a Stamina d/3 roll. If there are additional levels, you take one damage for each level fallen.

Odd Angle:
The Odd angle bonus provides you with one additional evade trait for each level you are above your opponent, and your targets evade are considered to be one less for each level. Using wall walk or propel both give you an odd angle bonus for as long as you maintain them. Any attack that requires touch, such as taijutsu and Kenjutsu, requires you to give up whatever gave your odd angle and come onto the same level as your opponent. You can still gain the odd angle bonus as you attack from above (provided you can reach them in the air in that turn, you can travel a number of levels equal to your quickness) but you take one damage as per falling damage unless you can succeed on an instantaneous toughness d/3 roll. Thrown weapons can only be used at a number of levels above or below the target equal to the users perception or accuracy, whichever is less.

Hiding and Camoflauge

There are times when your character will want to hide rather than engage a target, or to hide and gather information. Hiding is a d/2 test of Cleverness and Camoflauge. Often a mediator will give anyone you're hiding against an instantaneous Perception + Camoflauge. Generaly, if you remain hidden and do nothing the Moderator would deam to break your camo, you can keep your rating for an Encounter. You can also move while camoflauged, but the difficulty to move to the next block doubles, and you must make a new cleverness camoflauge test. Bunshins reduce the effectiveness of your camoflauge (as there are more of you) while henge increases it. You can throw kunai and shuriken while hidden, but each kunai or shuriken you throw from the same position reduces the difficulty of your camo by one.

Natural Abilities

This section is devoted to abilites your character can use with little or not training. They aren't listed under any of the 5 ability spheres because you should have them automaticaly and they aren't influenced by any other traits in those spheres of influence.

Cover By giving up your evade, you can make a d/2 stam quickness roll to attempt to get in the way of an incomming hit on an ally. You must accumulate at least half of the victories as the attack roll made against the ally. If victorious, you take all the damage minus your armor. This ability can happen directly after an opponents attack but takes up your turn.

Shoot down If your action immedietly follows an action of someone who just threw a projectile (but not an obvious projectile) you may attempt to throw a shuriken kunai or needle at that projectile. The projectile is considered to have an evade of the throwers victories. So if an attacker got 3 victories on his attack roll, you must get 4 in order to shoot the projectile down. This ability can happen directly after an opponents attack but takes up your turn.

Scout If you are on an upper level and an adjacent territory has only one level and no signifigant obstructions (such as thick mist, sandstorm ect.) you may make a perception camo test to scout into an adjacent terrain. The information given is very general. It may tell you that there are a few, a couple, or many people in an area. If you attempt to use propel to see into an adjacent terrain, anyone in that terrain can see you as well. No attacks can be made this way.

Knock A d/3 attack against evade is made against target. Anything  *Cumbersome that they are carrying* is dropped. This item must be at least 40 pounds in weight or deemed difficult to carry by the moderator in order to qualify.

Deflect Roll Muscle Kenjutsu against victories of incomming ranged attack. A number of projectiles can be deflected equal to users kenjutsu. This ability can happen directly after an opponents attack but takes up your turn.


There are times when your character could be dizzied, unable to move or unconscious. This section describes what, in system, these statuses mean.

Immobilize This status indicates that your character cannot move from their current position. This is either due to some kind of genjutsu, a binding of the feet only or some other condition that prevents movement. Your evade, while Immobilized, is considered to be 1/2 rounded down. The reason for this is it's still possible to shift your body to reduce some damage but not to get out of the way completely.

Hand Immobilize This status indicates that you character is bound or unable to move his arms and legs. This can happen from being bound with rope, trapped in a genjutsu or coiled by a snake. Your evade is considered to be 1/4 rounded down. The reason for this is it's still possible to shift your body to reduce some damage but not to get out of the way completely. You also cannot form any seals, throw or ready any weapons or do anything with your hands.

Stun This status indicates that your character has been temporarily dazed. You cannot see correctly, cannot move or take any action. Your character is still on his or her feet but can make no action until the stun ends. Generaly a stun happens when a character takes more than twice his toughness in damage, some ninjutsu can cause it and genjutsu can as well. If stunned for more than a single turn, your character has no effective evade and can take no actions until the stun is complete.

Unconscious This status indicates that your character has lost consciousness. He cannot see or hear, has no effective evade and can make no tests for anything. This character must be carried in order to be moved.