Draft: Dice Tools Concepts

This page is a draft. As such, the information and layout are not yet official for the wiki. The information below may or may not be accurate or show up in the wiki itself.

For the current official entry, go to the non-draft version, if one exists. If one does not exist, then the information in the topic this draft covers may be a source of discussion as to its validity in the topic and has not been accepted yet as the official view.

Any and all information below is subject to change during the draft process.

There's discussion on maybe adding some dice mechanics to the RP for those that would like to use them.

Uses d6 only, kludged together using the SR4e rules as a basis source while also trying to minimize the pool size.


Rank Score Dice
S-rank 10 6
A-rank 9 5
B-rank 7-8 4
C-rank 5-6 3
D-rank 3-4 2
E-rank 1-2 1
Unranked Unranked 0

Deciding Dice Pools (E-S rank skills)

  • If a user specializes in an area and uses a technique/skill for that area, add 1 to each dice.
    • If GM uses the Specializations entry instead of just character infobox, having intermediate or advanced certification in an area gives a +1 bonus (does not stack).
    • Genjutsu specialist with C-rank Genjutsu uses B-rank jutsu. 3d6 + 4d6 = 7d6 +1, with each roll results in the range of 2, 3, 4, 5, 6, 6.
  • There are no penalties that shrink dice pool (at this time).
  • Any +/- on E-S ranks are ignored.


  • Character Ninjutsu stat (E-S) + Rank of jutsu
    • Character with A-rank Ninjutsu uses D-rank jutsu. 5d6 + 2d6 = 7d6


  • Character Genjutsu stat + Rank of jutsu
    • Character with S-rank Genjutsu uses B-rank jutsu. 6d6 + 4d6 = 10d6


  • Character Taijutsu stat + Rank of technique
    • Character with C-rank Taijutsu uses D-rank technique. 3d6 + 2d6 = 5d6
  • Non-technique standard strikes are Taijutsu + E-rank technique (xd6 + 1d6).
  • Non-technique standard strikes with a melee weapon are Taijutsu + D-rank technique (xd6 + 2d6).
  • Grappling is Tai + Power.


  • Character Sougujutsu stat + rank of technique
    • Character with B-rank Sougujutsu uses S-rank technique. 4d6 + 6d6 = 10d6
  • Non-technique standard strikes with a ranged weapon are Sougujutsu + D-rank technique (xd6 + 2d6).


  • Character Stat + rank of technique


  • Hits are dice that rolled a 5+
  • Thresholds are the minimum number of hits to pass a test/check.
    • Easy difficulty = 1
    • Medium difficulty = 2
    • Hard difficulty = 3
    • Extreme difficulty = 4
    • I kinda think of them as Genin, Chuunin, Jounin, S-class (as in, the general skill/jutsu/whatever levels needed to reliably pass the threshold).
  • Unopposed/Success Tests are simply the character's related skill dice pool against the decided threshold for the test.
    • Hits exceeding the threshold improve the finesse/flair of the completion.
  • Opposed/Combat Tests pit the character's related skill dice pool against another (N)PC's dice pool.
    • Whoever has more hits wins the test.
    • Ties on hit totals usually results in stalemate.


  • [Need to work on this area]
  • Defense against nin/tai/sougu attacks: Tai + Flexibility
    • Well, or use a move to counter/interrupt the attack.
    • If using a style that causes better defense (such as the Drunken Fist), add 2 dice to the Defense.
  • Defense against gen attacks: Gen + Control
    • Or interrupting their move before it's completed.
  • If the move is strong versus an opposing technique of any type, add one die
    • This could be a Doton move that changes the landscape versus a ground-based taijutsu user, or a Suiton wall to block view as a character tries to use a genjutsu on them, etc in addition to the ninjutsu elemental wheel.
    • Character with A-rank Nin uses D-rank Suiton against a Katon. 5d6 + 2d6 + 1d6 = 8d6
  • Dispelling a genjutsu after it has landed is Control + Capacity.
    • Easy for D/C-rank, Medium for B-rank, Hard for A-rank, Extreme for S-rank.


  • [Need to work on this area]
  • Demolitions
    • Sougujutsu + Chakra Control
  • Stealth
    • Genjutsu Stat + jutsu rank, if using genjutsu
    • Ninjutsu Stat + jutsu rank, if using a ninjutsu (to hide underground/underwater or merge with a wall or something)
    • Sougujutsu + Flexibility, for everything else (use of camo nets/jackets/blankets, or use of surroundings, etc)
  • Ninja Villages / Demonology / [Knowledge - Country]
    • Intelligence + Intelligence [would rather not do this, but there's not really anything else that could work with it]
  • Medical (Medic Nin / Forensics / MSC)
    • For non-chakra uses: Intelligence + Sougujutsu
    • For seal uses: Fuin/Juinjutsu (whichever is applicable) + Intelligence
    • Chakra-uses: Ninjutsu + Intelligence
  • Chakra Sensing / Suppressing
    • Chakra Control + Chakra Capacity



  • When active in "normal" mode, adds +2 dice to Chakra Sensing checks, +1 die to Defense.
  • When active in "scope" mode, no bonuses added for Chakra Sensing or Defense.
  • Jyuken is Taijutsu + D-rank technique for standard strikes. Requires an active Byakugan.
    • All Jyuken special techniques are considered B-rank for dice pool purposes.


  • When active
    • Copies jutsu it sees (full seal sequences only)
      • A Ninjutsu + Intelligence check can determine aspects of a jutsu, even if full seal sequence isn't used.
    • 2 tomoe in both eyes
      • User receives +1 die in combat (eye-based precog). No bonus when eyesight is obscured. This counts for defense rolls as well.
        • No bonus if the user hasn't seen the combat style before with Sharingan active.
      • Receives +1 die on genjutsu spotting.
        • Can do a Nin + Control check to determine if something/someone is a bunshin or elemental bunshin. Kage Bunshin types can fool the eye due to having chakra systems despite being a clone.
        • Can do a Gen + Control check to determine if someone is under a genjutsu. Successfully doing so adds +1 die to attempts to dispel that genjutsu.
    • 3 tomoe in both eyes
      • User receives +2 dice in combat except when eyesight is obscured. Defense rolls receive this bonus as well.
        • Replaces the combat bonus from 2 tomoe in both eyes.
        • Being unfamiliar with the opponents fighting style (ie, not seen it long enough with Sharingan on) halves the bonus.
      • Receives +1 dice on genjutsu casting and dispelling.
      • Sharingan users with Gen A-rank or better can reverse the genjutsu to affect the caster instead with a Genjutsu+Control check if they are aware the genjutsu is being placed on them.
  • Mangekyou Sharingan
    • No Mangekyo Sharingan abilities are covered by the system. Kamui, Amaterasu, Tsukiyomi, Susano'o, etc.

Shikotsu Myaku (Corpse Bone Pathways)

  • All special techniques are considered B-rank for purposes of dice pools.
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