Naruto Rats
Naruto Rats
This document adapts the rules-light RPG Maze Rats (text CC BY 4.0, Ben Milton)
into a hack for running games set in the world of Naruto. Mechanics are
unchanged except where noted — only the flavor, tables, and names have been
reworked. Attribution: original text by Ben Milton,
[Link]
INTRODUCTION
Naruto Rats is a game of ninja missions, forbidden jutsu, hidden villages, and the
razor's edge between shinobi duty and personal will. One player is the Game
Master (GM), running the Elemental Nations, its villages, and every NPC. The rest
are Player Characters (PCs) — genin, missing-nin, wandering mercenaries, or clan
heirs making their way through a dangerous world.
The GM's job: play every NPC, run the villages and wilds, present concrete
situations, adapt to the players' choices, and rule fairly. The players' job: roleplay
their shinobi, engage with the missions and dangers in front of them, and try to
keep their team alive long enough to become legends — or retire quietly with their
earnings.
Danger Rolls
When an action is risky and can't just be resolved by description, the GM calls for a
Danger Roll. Roll 2d6 and add the proper ability bonus. 10 or higher succeeds.
Danger rolls usually fail — smart shinobi stack the odds in their favor before they
roll.
DEX — speed, precision, reflexes; also governs weapon and ranged jutsu
accuracy.
Opposed Danger Roll: both sides roll and compare totals instead of beating a 10.
Defenders win ties.
Advantage
If the PC's training, preparation, or a Shinobi Path reduces the risk, the GM grants
Advantage: roll 3d6, keep the best two. Only one advantage die ever applies to a
roll.
NPC Reactions
1 2–3 4–5 6
Hostile NPCs hinder, harass, or attack. Wary NPCs won't help without real
motivation. Friendly NPCs help if it costs them nothing. Helpful NPCs help even
when inconvenient.
Chunin candidate. +2 max Health. Pick one: Strike Bonus +1, gain a
3 6
new Shinobi Path, or gain a Jutsu Slot.
Jonin. +2 max Health. Pick one: Strike Bonus +1, gain a new Shinobi
5 20
Path, or gain a Jutsu Slot.
Initiative
Both sides roll a d6, rerolling ties. Winner acts first, reroll each round (a side may
act twice in a row). On a side's turn, each character may move ~30 ft and take one
action: strike, cast a jutsu, use an item, move again, etc.
An ambush grants automatic initiative and advantage on all attacks that round.
The ambushed team's leader may attempt a WIL danger roll to avoid being caught
flat-footed.
Combat
Strike Roll: attacker rolls 2d6 + Strike Bonus. Ranged attacks are impossible while
in melee. Compare the total to the defender's Guard — if it beats Guard, the attack
hits for damage equal to the difference. Heavy weapons (fuma shuriken, war fans,
oversized blades) add +1 damage; unarmed strikes subtract 1 (minimum 1).
Double sixes = Critical Hit, damage doubled or another dramatic effect at the
GM's discretion.
At 0 Health, a character is slain. When a PC dies, its player rolls a new level 1 genin
(or takes over a hireling/genin squadmate) and rejoins the group as soon as it
makes sense.
NPC Morale
When an NPC faces more danger than expected, the GM may call for a WIL danger
roll to see if they break or beg for mercy — typically when they lose half their
squad, half their own Health alone, their captain, or are hit by a jutsu. Most NPCs
won't fight battles they can't win.
Healing
A PC heals 1 Health after a proper meal and full night's rest. 24 hours resting safely
restores full Health. A dose of medicine restores 1 Health once per day. Medical
ninjutsu (a jutsu generated with a healing-flavored name) can restore more at the
GM's discretion.
Every item has a location: hands, worn, on the belt (2 items max), or in the pack
(as much as reasonably fits). Belt items can be drawn instantly in combat; pack
items take 1d6 rounds to dig out.
CHARACTER CREATION
1 +2 +1 +0
2 +2 +0 +1
3 +1 +2 +0
4 +0 +2 +1
5 +1 +0 +2
6 +0 +1 +2
Start with 4 max/current Health. +2 max Health per level (current Health
unaffected).
Pick one:
One Jutsu Slot (cast one jutsu per day, generated from the Jutsu tables).
Roll 2d6 (first die = group, second die = item within group) or choose freely.
Wire
Exploding Soldier Chakra Grappling
1 Grease spool
tag pill (3) paper hook
(50 ft)
Group 1 Group 2 Group 3 Group 4 Group 5 Group 6
Ninja
Smoke Ration Poison Rope (50 Ten Foot
2 wire
bomb bar (3) antidote ft) Pole
cutter
Animal Blank
6 Tinderbox Crowbar Hacksaw Chisel
scent lure scroll
PCs start with: light protective gear (+1 Guard), a defensive tool (+1 Guard, 1
hand), and two weapons:
Light weapons (1 hand): kunai, senbon, tanto, wakizashi, war fan, chain-sickle.
1 2 3 4 5 6
Barrel-
1 Wiry Athletic Lanky Brawny Willowy
chested
Square-
2 Chiseled Coltish Statuesque Gaunt Sinewy
jawed
Rosy-
4 Towering Slumped Handsome Hideous Wrinkled
cheeked
1 2 3 4 5 6
Battle- Nimble-
5 Corpulent Slender Bullnecked Boney
hardened framed
1 2 3 4 5 6
Seal- Sharp
Battle Braided Broken
1 Burn scars mark canine
scars hair nose
tattoo teeth
Vertical
Clan crest scar Whisker- Curly
2 Dark tan Dreadlocks
tattoo over like scars hair
eye
Huge scar
Exotic Missing Gold Hoarse
3 Freckles across
accent finger tooth voice
chest
Long hair,
Matted Missing Chipped
4 headband- Mustache Sideburns
hair ear tooth
tied
Slicked-
Nine One- Pale Ritual
5 back Piercings
fingers eyed skin scars
hair
Sun-
Shaved Tangled Faded
6 Sallow skin worn Topknot
head hair tattoos
skin
1 2 3 4 5 6
Black-
Chakra- Clan-
Academy market Bounty- Counterfeit-
1 paper disowned
dropout weapons hunter scroll forger
maker heir
dealer
1 2 3 4 5 6
Fence for
Cursed-seal Disgraced Fallen
2 Deserter stolen Field medic
survivor sensei ANBU
jutsu
Grave-
Genjutsu
robber Hired
3 Fortuneteller Gambler street Hunter-nin
(scroll blade
performer
thief)
Mercenary Orphaned
Interrogation Kunai Missing- Poison-
4 caravan war
specialist smith nin tester
guard refugee
Tea-
Spy Street Village
6 Smuggler Tattooist house
handler urchin guard
informant
1 2 3 4 5 6
Wine-
Undersized Worn-out Oversized Frumpy Garish
stained
5 borrowed sandals & borrowed civilian gambler
festival
gear wraps cloak clothes coat
clothes
1 2 3 4 5 6
Bandaged Formal
Frayed Antique clan Weather
from Kage- Cultural-
6 traveling heirloom beaten
recent audience village attire
gear robes cloak
injury attire
1 2 3 4 5 6
Honor-
3 Hotheaded Inquisitive Irascible Jolly Know-it-all
bound
1 2 3 4 5 6
Narrates Shares
Overly Quaint
4 Mumbles own Rambles random
casual sayings
actions facts
Keep it short and memorable. Start at Genin rank (level 1), 0 XP.
Female Names
1 2 3 4 5 6
Male Names
1 2 3 4 5 6
Clan Surnames
1 2 3 4 5 6
Kaguya-
4 Kurama Momochi Karatachi Chinoike Otsutsuki
Fuuma
Commoner Surnames
1 2 3 4 5 6
JUTSU
Generating Jutsu
When a PC has an open Jutsu Slot, its player generates a jutsu — during character
creation and every morning after a full night's rest. Once cast, a jutsu is erased and
cannot be cast again until re-rolled.
Roll 2d6 for the formula (row/column below), then roll on the two indicated tables
to build the jutsu's name. The GM narrates the effect based on that name.
Offensive jutsu typically allow a danger roll to resist. Damage can be a flat number
or 1d6–6d6, GM's call.
1–3 4–6
Players may suggest extra uses for a jutsu; if it fits the name and situation closely,
the GM should usually allow it. The GM can also freely roll jutsu from other old-
school spell lists and reskin them.
Casting a Jutsu
Casting takes one action in combat. The GM adjudicates how the jutsu manifests.
After casting, erase it from the slot.
Ninjutsu Effects
1 2 3 4 5 6
1 2 3 4 5 6
Ninjutsu Forms
1 2 3 4 5 6
Genjutsu Effects
1 2 3 4 5 6
Genjutsu Elements
1 2 3 4 5 6
Genjutsu Forms
1 2 3 4 5 6
1 2 3 4 5 6
Birds
All steel Animals A rival Deadly
Animals attack
1 rusts flee the village fog rolls
mutate on
overnight forest appears in
sight
Sudden
Mass Endless Endless Endless
2 Endless rain killing
nightmares night storm twilight
frost
Maggots
A forest Wails
Spirits Mass Graves infest
3 grows heard
return forgetfulness open the food
overnight at dusk
stores
Mirrors
Mass Mass Mass A star No stars
4 whisper
insanity mutation slumber falls falls appear
back
portal
opens
Total A lost
Shadows Space Stones Rivers
6 silence tower
speak distorts speak run red
falls appears
Results in quotes are believed true by the afflicted. Use these for a failed jutsu, a
cursed seal, or tailed-beast chakra exposure.
1 2 3 4 5 6
"Beast- Cannot
1 Always lies Always polite Cannot lie Faceblind
form" count
Fears Fears
2 Fears birds Fears blood Fears fire Fears gold
scrolls darkness
Chakra Mutations
Use for jutsu backlash, cursed seals gone wrong, or tailed-beast chakra corruption.
1 2 3 4 5 6
Animal-
Rapidly Attracts Covered in
1 Child-form Bloating clawed
ages insects fur
arms
Animal- Full
Animal Digitigrade Elongated
2 shaped Scaled skin animal-
eyes legs mouth
head form
1 2 3 4 5 6
Extra Forked
3 Extra eye Extra eyes Extra legs Hunchback
arms tongue
Weapon- Beast
Elongated Loses all Loses Beast trait
4 fused feature
arms hair teeth (claws/fangs)
limb (tail/ears)
Chakra-
nature- Second Sheds skin
5 No eyes No mouth Shrinks
marked face like a snake
skin
Creating Threats
Naruto Rats assumes a world where nearly every threat is human or humanoid — a
rival shinobi, a missing-nin, a rogue puppet master. True monsters (tailed beasts,
ancient summons, chakra-corrupted creatures) should be rare and world-shaking
so they hit hard when they appear.
A quick threat can be built by combining a summon animal with a Ninjutsu Effect,
Chakra Nature, or Form. For more detail, use the tables below to build out abilities,
tactics, weaknesses, and personality.
Health. Weak: 1d6. Typical: 2d6. Tough: 3d6. Elite: 4d6. Legendary (Bijuu-tier):
6d6.
Guard. Untrained: 6. Trained: 7. Skilled: 8. Elite: 9. Nigh-untouchable: 10.
Strike Bonus. Academy: +0. Genin: +1. Chunin: +2. Jonin: +3. Kage-tier: +4.
STR Bonus. Weak: +0. Average: +1. Strong: +2. Powerful: +3. Monstrous: +4.
DEX Bonus. Slow: +0. Average: +1. Nimble: +2. Swift: +3. Blurred: +4.
WIL Bonus. Dimwitted: +0. Average: +1. Sharp: +2. Brilliant: +3. Genius: +4.
Chakra. Most named NPCs use jutsu slots like a PC. Summons and Bijuu-tier
threats are innately magical and may have always-on or at-will abilities instead.
Aerial: Hawk, Crow, Owl, Falcon, Eagle, Butterfly, Dragonfly, Wasp, Bat, Vulture,
Firefly, Sparrow, Kite, Heron, Moth, Locust
Terrestrial: Toad, Snake, Dog, Wolf, Boar, Spider, Weasel, Rat, Bear, Fox, Monkey,
Tiger, Centipede, Mole, Slug, Tortoise
Aquatic: Salamander, Manta, Octopus, Eel, Turtle, Crab, Leech, Newt, Frog,
Catfish, Squid, Jellyfish
Threat Weakness
Threat Abilities
Threat Personality
Threat Traits
Threat Features
Can be looted, crafted into gear, or sold to medicine-nin as ingredients.
Antlers, Beak, Carapace, Claws, Compound eyes, Eye stalks, Fangs, Fins, Fur, Gills,
Hooves, Horns, Long tongue, Many-eyed, Many-limbed, Mucus, Pincers, Chakra-
plates, Plumage, Proboscis, Scales, Segments, Shaggy hair, Shell, Spikes,
Spinnerets, Spines, Stinger, Suction cups, Tail, Talons, Tentacles, Trunk, Tusks,
Wings
Threat Tactics
Ambush, Call for backup, Capture alive, Charge, Climb foes, Compel loyalty, Create
barrier, Deceive, Demand a duel, Disorient, Encircle, Evade, Gang up, Gather
chakra, Go berserk, Harry, Hurl foes, Immobilize, Manipulate, Mock, Monologue,
Order minion, Protect leader, Protect self, Scatter foes, Stalk, Steal from, Swarm,
Target the insolent, Target leader, Target nearest, Target richest, Target strongest,
Target weakest, Toy with, Use terrain
CHARACTERS
Village NPCs
Missions
Use with items, locations, NPCs, and factions to build D–S rank missions or
rumors.
Apprehend, Assassinate, Blackmail, Burgle, Chart, Convince, Deface, Defraud,
Deliver (a scroll/package), Destroy, Discredit, Escort, Exfiltrate, Extort, Follow,
Frame, Impersonate, Impress, Infiltrate, Interrogate, Investigate, Kidnap, Locate,
Plant (evidence/tag), Protect, Raid, Replace, Retrieve (a scroll/artifact), Rob, Ruin,
Sabotage, Smuggle, Surveil, Take Over, Terrorize, Threaten
Liabilities
Misfortunes
Assets
Authority, Avoids detection, Calls in favors, Charming, Cooks the books, Erases
evidence, Excellent liar, Extremely rich, Faction-leader, Faction-member, Feared
reputation, Fortified base, Gorgeous, Hears rumors, Huge family/clan, Huge library
of scrolls, Impersonator, Interrogator, Knows a guy, Knows a way in, Launders
money, Learned, Local celebrity, Local knowledge, Loyal squad, Bingo-book
infamy, Nothing to lose, Owns the guards, Powerful spouse, Procures gear, Pulls
the strings, Secret lab, Sells contraband, Smuggles goods, Spy network, War hero
NPC Goals
A better life, Acceptance, Acquire item, Craft item, Destroy faction, Destroy item,
Enlightenment (sage arts), Fame, Found faction, Freedom, Glory, Impress NPC,
Infamy, Infiltrate faction, Justice, Kidnap NPC, Lead faction, Learning (forbidden
jutsu), Locate NPC, Love, Mastery (of a jutsu), Power, Reach location, Rescue NPC,
Resolve dispute, Restore clan, Reveal a secret, Revenge, Sabotage faction, Serve a
deity/spirit, Serve evil, Serve faction, Serve ideology, Serve leader, Serve the needy,
Wealth
Methods
Reputations
Secrets
Relationships
Reuse the Character Creation tables above (sections 6, 7, 10, 11, 9) for any NPC.
Sacred Chakra Domains
Use to generate legendary figures, spiritual patrons, or align NPCs and clans with
cosmic forces.
Animal Spirits, Balance, Betrayal, Chance, Chaos, Conquest, Cycles of
Reincarnation, Death, Destiny, Dreams, Elemental Nature, Gateways/Portals,
Judgement, Love, Memory, Tailed Beasts, Moon, Motherhood, Ancestors, Oaths,
Order, Plague, Purification, Reason, Schemes, Secrets, Storms, Summer, Sun, The
Forge, The Sea, The Wild, Time, The Underworld, Wealth, Winter, Sage Arts
Miscellaneous Items
Bowl, brass bell, brooch, carved figurine, cup, deck of cards, drawing, foreign coin,
game piece, glass eye, chakra-paper scrap, hair comb, handkerchief, hinged box,
hourglass, human tooth, hunting horn, loaded dice, long fork, numbered key, oil
lamp, old doll, paint pot, pencil, purse, quill pen, medicinal salve, scissors, blank
scroll, sealed letter, sewing needle, shaving razor, silver button, skull, tobacco pipe,
sake bottle
Worn Items
Belt, flak jacket, boots/sandals, bracelet, breastplate, mesh-armor shirt, cincture
sash, cloak, coat, dress/kimono, earring, eyepatch, gauntlets, forehead protector,
glove, gown, hat, helmet, leg wraps, leather armor, locket, mesh shirt, mask,
necklace, padded armor, plate mail, ring, robe, sandals, scarf, shirt, shoes, skirt,
slippers, socks, trousers, veil
Weapon Items
Kunai, senbon, ninjato, wakizashi, katana, tantō, war fan, chain-sickle, fuma
shuriken, bo staff, naginata, war hammer, whip, sickle, blowgun, bow, hunting
knife, throwing axe, spiked chain, garrote wire, poisoned needle set, sword-cane,
hidden blade, puppet control strings, exploding kunai, senbon launcher, gauntlet
blades, tri-pronged kunai, halberd, glaive, claymore, pike, mace, morningstar,
sling, staff
Scroll Subjects
When a PC finds a useful scroll, roll 1d6 for the number of questions it can answer.
Alchemy, Art, Bingo book entries, Blackmail, Charts & maps, Clan history,
Cookbook, Criminal records, Chakra theory, Etiquette, Fashion, Genealogy,
Hagiography, History, Journal, Sealing formulas, Laws, Letters, Lost jutsu, Lost
places, Love poems, Missing-nin dossiers, Mythology, Odd customs, Oratory,
Propaganda, Prophecies, Siegecraft, Songs, State secrets, Swordfighting, Theology,
Village treasuries, War chronicle, Who's-who, Kekkei genkai research
Valuable Materials
Alabaster, Amber, Aquamarine, Azurite, Beryl, Black pearl, Bloodstone, Bone china,
Chalcedony, Cinnabar, Coral, Diamond, Ebony, Emerald, Fire agate, Garnet, Gold,
Ivory, Jade, Jasper, Jet, Lapis lazuli, Malachite, Moonstone, Onyx, Opal, Pearl,
Platinum, Porcelain, Ruby, Sapphire, Serpentine, Chakra-conductive silver, Star
iron (meteoric metal), Topaz, Turquoise
Ancient liquor, Rare animal part, Blind eye, Boiled toad, Scroll page, Bottled mist,
Coffin nail, Corpse's hair, Crossroad dust, Cursed-cult entrails, Edible plant, Exotic
spice, Killer's hand, Kage's tooth, Last breath, Liar's tongue, Lightning-charged
stone, Lodestone, Sage's vow, Threat feature, Newborn's cry, Oil portrait, Chakra
element, Poisonous plant, Chakra pill, Pyre ember, Queen bee, Royal blood,
Barnacle, Star-metal, Thief's finger, Tomb flower, Valuable material, Wedding ring,
Widow's tears, Sage's skull
Treasure Traits
Altered, Ancient, Blessed, Bulky, Compact, Consumable, Cultural value, Cursed,
Damaged, Disguised, Draws enemies, Effect-imbued, Elemental-infused,
Embellished, Encoded, Exotic, Extra-planar, Famous, Forbidden, Fragile, Heavy,
Immovable, Impracticable, Indestructible, Intelligent, Masterwork, Military value,
Non-human origin, Owned/claimed, Partial, Political value, Religious value,
Repaired, Royal, Toxic, Vile
Figuring out a chakra pill's effect may require testing. Bad batches cause
mutations or curse-mark afflictions.
Animal-form, Body swap, Camouflage, Control animals, Control chakra nature,
Cure affliction, Detect malicious intent, Detect gold, Detect hidden, Direction
sense, Elemental-form, Elemental-skin, Extra arm, Flight, Ghost-speech, Heat
vision, Insanity, Jutsu immunity, Item-form, Mirror image, Threat ability, Threat
feature, Threat trait, Mutation, Night vision, Random jutsu, Restore health, Speed
burst, Stretchy limbs, Super-jump, Super-strength, Chakra threads, Tongues,
Water-breathing, Water-walking
Acid flask, Bear trap, Bellows, Bolt-cutters, Wire spool, Chisel, Crowbar, Ram, Ear
trumpet, Fire oil, Fishing hook, Goggles, Grappling hook, Grease, Hacksaw,
Hammer, Hand drill, Lantern, Lens, Lock/key, Lockpicks, Manacles, Metal file,
Mortar/pestle, Needle, Pickaxe, Pitchfork, Pliers, Pole, Pulleys, Rope, Scissors,
Shovel, Spikes, Steel wire, Tongs
Treasure Items
THE VILLAGE
Village Themes
Aristocracy, Art, Bureaucracy, Castes, Catacombs, City Activity, City Event, Clan
rivalries, Cruelty, District Theme, Sacred Domain, Faction, Festivals, Feuds,
Intrigue, Low-class building, Martial law, Meritocracy, Named NPC, Opulence,
Chakra Nature, Pilgrimages, Piracy, Plutocracy, Poverty, Rituals, Slavery, Spices,
Theocracy, Thievery, Trade, Tyranny, Upper-class building, Sealing arts,
Xenophobia
Village Events
District Themes
Village Activities
Factions
Art movement, Beggar's guild, Black market ring, Hidden village council, ANBU-
style black-ops squad, Conspiracy, Craft guild, Clan family, Crime ring, Dark cult,
Explorer's club, Free mercenary company, Gourmand club, Heist crew, Heretical
sect, High council, Hired killers, Local militia, National shrine order, Noble clan
house, Outlander clan, Outlaw gang, Political faction, Religious order, Religious
sect, Resistance movement, Village army, Ruling house, Scholar's circle, Secret
society, Spy network, Street artists, Street gang, Street musicians, Theater troupe,
Trade company
Faction Goals
Advise leader, Avoid detection, Awaken a sealed being, Collect artifacts, Construct
a base, Control faction, Control village politics, Create a forbidden jutsu, Create a
chakra-beast, Defeat rival faction, Defend borders, Defend leader, Destroy
artifacts, Destroy a sealed being, Destroy a rival, Enforce law, Enrich members,
Entertain, Exchange goods, Hear rumors, Indulge tastes, Infiltrate a rival, Map the
wild, Overthrow the council, Preserve clan lineage, Preserve lost lore, Produce
goods, Promote the arts, Promote craft, Purge traitors, Sell services, Share
knowledge, Spread beliefs, Summon/release evil, Survive, Transport goods
Faction Traits
Building Rooms
THE FRONTIER
Ashlands, Badlands, Bay, Beach, River delta, Desert, Dry lands, Dune sea, Dust
bowl, Fjords, Flood lands, Foothills, Deep forest, Glaciers, Heath, Highlands, Hills,
Ice fields, Jungle, Lowlands, Mesas, Moor, Mountains, Petrified forest, Plains,
Rainforest, Riverlands, Salt pan, Savanna, Steppe, Taiga, Thickets, Tundra, Volcanic
plain, Wetlands, Woodlands
Frontier Landmarks
Bog, Boulder field, Butte, Cave, Cliff, Crag, Crater, Creek, Border crossing, Ditch,
Field, Forest, Grove, Hill, Hollow, Hot springs, Beast lair, Lake, Lakebed, Marsh,
Mesa, Moor, Mountain pass, Pit, Pond, Rapids, Ravine, Ridge, Rise, River,
Rockslide, Spring, Swamp, Thickets, Valley, Waterfall
Frontier Structures
Frontier Discoveries
Blood stains, Bones, Broken weapons, Burrow, Village activity, Village NPC, Cut
ropes, Dead animal, Hideout activity, Food scraps, Grave marker, Human corpse,
Sealed item, Lost NPC, Jutsu effect residue, Map, Coded message, Migration trail,
Chakra mutation, Nest, Sealed portal, Resources, Chakra rift, Strange plant,
Stunned NPC, Supplies, Torn village flag, Tracks, Trap, Treasure cache, Underworld
NPC, Wilderness activity, Wilderness landmark, Wilderness structure, Wilderness
NPC, Jutsu duel aftermath
Frontier Activities
Ambush, Argue, Birth, Build, Bury, Capture, Village Activity, Convene, Demolish,
Die, Duel, Hideout Activity, Eat, Excavate, Feast, Felling, Fish, Flee, Forage, Hunt,
March, Raid, Rescue, Rest, Sacrifice, Scout, Sing, Skin, Skirmish, Slay, Sleep, Swim,
Track, Trap, Wander, Train
Frontier Hazards
Poisonous Plants
Edible Plants
Inn/Teahouse Adjectives
Inn/Teahouse Nouns
Kunai, Barrel, Bear, Bell, Sandal, Bowl, Bucket, Candle, Rooster, Cow, Dragon, Egg,
Elephant, Flea, Fork, Giant, Griffin, Hart, Hog, Hound, Lamb, Lion, Mackerel,
Maiden, Monk, Moon, Pipe, Prince, Rat, Skull, Spoon, Star, Swan, Sword, Whale
Inn/Teahouse Quirks
100 years in the past, Always night, Beast fights, Bard duels, Bigger inside, Black
market, Brand new, Cannibals, Village Activity, Constant party, Dancing contest,
Dead drop, Hideout Form, Expensive, Faction hangout, Faction Traits, Famous
chef, Fey patrons, Fight club, Five floors, Ghost staff, Haunted, Hideout,
Inn/Building, Sealed weapon on display, Magically moves, Mercs for hire, NPC
hangout, Preaching, Secure storage, Staff are all children, Talking painting,
Underground, VIP lounge, Voice in the well, Women only
THE HIDEOUT
This replaces "the dungeon" — abandoned labs, missing-nin lairs, sealed ruins,
underground bases, and forbidden research facilities.
Hideout Entrances
Hollow library shelf, Beaver dam, Behind a waterfall, Chalk rectangle on a wall,
Chest bottom, Chimney, Cupboard, Dolmen shadow, Down a well, Fiery pit, Fog-
shrouded road, Forest spring, Giant scroll, Merchant's wagon, Hollow tree, Huge
keyhole, Sealed iron maiden, Living tattoo, Genjutsu painting, Man-shaped hole,
Chakra-marked door, Mirror, Beast's mouth, Old battle wound in the earth, Narrow
alley, Rain door, Sewer grate, Sudden rift, Tidal cave, Tower top, Tree roots, Under
the bed, Unfolded map, Up a tree, Whirlpool, Sake barrel
Hideout Forms
Arena, Asylum, Aviary, Bank, Baths, Body, Building Room, Casino, Catacombs,
Cave, Court, Dungeon Room, Forge, Garden, Hideout, Hotel, Low-class Building,
Laboratory, Library, Market, Mine, Monastery, Museum, Nursery, Orphanage,
Palace, Prison, Sewer, Ship, Slave pit, Temple, Theater, Upper-class Building,
University, Vault, Zoo
Hideout Layout
Hideout Ruinations
Hideout Rewards
Ancient jutsu lore, Beast ally, Army/squad, Blessing, Blueprints (a weapon), Clan
artifact, Enemy weakness intel, Faction ally, Forewarning, Guide, Sacred relic,
Influential ally, Instructions, Jewels, Key, Lost jutsu formula, Chakra-tech machine,
Magic item, Beast/summon ally, Piles of loot, Sealed portal, Prophecy, Marital
alliance, Masterwork weapon, Renown, A jutsu, Transformation potion, Transport,
Treasure Item, Uncovered plot, Valuable material, Vision, Legendary weapon
Hideout Activities
Besiege, Capture, Village Activity, Demolish, Escape, Feed, Fortify, Guard, Collect
intel, Construct, Control, Deliver, Hide, Hunt, Loot, Map, Mine, Threat Tactic,
Negotiate, Patrol, Perform ritual, Research (forbidden jutsu), Purge, Question, Raid,
Repair, Rescue, Revive, Riddle, Scavenge, Seize, Tunnel, Unearth, Vandalize,
Wilderness Activity, Worship
Trap Triggers
Blow, Break, Burn, Choice, Countdown, Darkness, Drain, Eat, Insert, Kill, Knock,
Light, Chakra, Melody, Noise, Open, Phrase, Pour, Press, Proximity, Pull, Read,
Reflect, Release, Remove, Retrieve, Rudeness, Shut, Sit, Sleep, Slide, Touch, Turn,
Unbalance, Unearth, Write
Hideout Tricks
Trap Effects
A good trap is either already active or has an obvious trigger — the challenge is
avoiding its effect, its trigger, or disarming it.
Acid pool, Adhesive, Alarm seal, Gear melts, Bear trap, Blinding flash tag, Blunt
pendulum, Boiling tar, Collapsing floor, Beast pit, Crushing walls, Deep pit, Falling
cage, Falling ceiling, Fills with sand, Flooding, Giant magnet seal, Hard vacuum
seal, Lava flow, Lightning tag, Living statues (puppets), Missile trap, Threat freed,
Net trap, Pendulum blade, Poison gas, Poison needle, Quicksand, Rage-inducing
genjutsu, Rolling boulder, Room freezes, Room ignites, Sleeping gas, Spiked pit,
Sealed vault opens, Wall spikes
Bas-relief, Blood trail, Bones, Chains, Chalk marks, Claw marks, Corpses, Cracked
beams, Crumbling walls, Decaying food, Decaying nest, Dripping water, Fading
murals, Faint breeze, Faint footsteps, Fallen pillars, Fungus, Furniture, Graffiti,
Mosaics, Recent repairs, Rotting scrolls, Rubble, Shed skin, Chakra-residue trails,
Spider webs, Stalactites, Stench, Scorch marks, Thick dust, Torn clothes, Tree
roots, Unusual smell, Vibrations, Vines, Whispers
Hideout Rooms
Hideout Hazards
Acid drip, Bloodsuckers, Cave-in, Choking dust, Crude oil, Crystal shards,
Deafening noise, Dense fog, Ensnaring vines, Fallen floor, Flooding, Freezing,
Geysers, Magma, Chakra-disrupting field, Mud flow, Narrow ledge, Narrow
passage, Poison goo, Poison plants, Precipice, Quicksand, Chakra-radiation,
Rockslide, Rotten ceiling, Rotten floor, Sinkhole, Slippery slope, Spider webs,
Spores, Steam vents, Strong winds, Tar pit, Tight passage, Toppling object, Toxic
fumes
GAMEMASTER'S GUIDE
Sample Game
GM: You're woken by the sound of breaking glass. The teahouse common room is
quiet, but you catch whispering from the kitchen.
Rin: I look at Daichi and motion toward the kitchen. We creep that way, careful not
to wake the other guests.
Rin: Shadow Operative path, so I get Advantage. [Rolls] A 2, 4, and 5 — I take the 4
and 5, plus my +2 DEX. 11! I succeed.
GM: Since Daichi's following your lead, he stays quiet too. Peeking around the
corner, you see the innkeeper you met last night, asleep on the floor with a bottle
of sake.
GM: He startles awake. Reaction roll — 2. He's wary and needs a reason to help.
Rin: "We heard glass break! Someone's breaking into your storeroom!"
GM: That's enough — he grabs his bottle and sticks with you. More whispering
comes from the back storeroom. Peeking in, you see the small window's been
forced open. A cloaked figure is helping a second man climb down through it.
Rin: Let's hit them by surprise — I rush the first one with my kunai.
GM: You've got surprise — no initiative roll needed, and Advantage on your attack.
Rin: [Rolls] 1, 1, and 5. Using the 1 and 5, plus my +1 Strike Bonus: 7 total.
GM: His Guard is 6, so that's 1 damage. He spins, and his partner slips, falling into
the storeroom. Daichi?
GM: A flash of concentrated chakra bursts from your palm. Both intruders need a
WIL save to avoid being blinded. [Rolls] The one who fell fails — blinded. Erase the
jutsu. The innkeeper swings his bottle — [rolls] — misses, shattering it on the wall.
Intruders' turn: the blinded one has to make a WIL morale check. [Rolls] Fails — he
throws down his kunai and begs for mercy. His partner attacks you with a tantō,
Rin — [rolls] 11 total. Your Guard?
GM: Tool's gone, but you take no damage. New round — roll initiative. [Rolls] 5.
Daichi: I got a 4.
GM: The remaining intruder sees his partner's down and decides this isn't worth it
— he scrambles for the window.
PREPPING A SESSION
Never prep a plot. Instead, prep a handful of nearby situations — reasons to get
involved, problems to solve, and (optionally) a threat that worsens if ignored. Open
the first session mid-action to hook the players fast.
Keep it loose enough to bend around the players' choices. Unused prep recycles
into later sessions. After each session, ask what the team wants to do next and
prep accordingly — let the players steer, not the GM.
Naruto Rats character sheets are minimal on purpose — mostly there for when a
plan goes wrong. Players solve problems with ingenuity, not dice. Present
problems that:
Examples: A tag that silences a 10-foot radius when struck. A senbon that always
lands where you last looked. A scroll that seals any liquid, but only once. A mask
that makes your voice sound like whoever you're thinking about.
Roll in the open. Never roll dice you aren't prepared to honor.
You may add, remove, or alter rules — just tell the players first, and apply
rulings consistently.
If the dice say a shinobi dies, they die. Protecting PCs from death removes the
tension that makes clever play matter. When a PC dies, have the player roll a
new genin and reenter as soon as plausible.
The more dangerous something is, the more obvious the warning signs should
be. A PC's death should always, in hindsight, be their own fault.
Make players weigh risk vs. reward as they go deeper into hostile territory or
enemy hideouts — dwindling supplies, chakra, and light should keep them
asking "is this worth pushing further?"
Low Health should push combat toward the question: "Do I retreat, or finish
this now?" That's the heart of shinobi combat.
Look for situations where every obvious choice costs something. These breed
lateral thinking.
A clever solution should usually just work, as long as it's plausible. Call for a
danger roll only if it's risky; forbid it outright only if it's flatly impossible.
Combat isn't fair. PCs should regularly face foes stronger and more numerous
than themselves. Teach players to out-plan and out-maneuver, not out-roll.
Lean on random tables to keep the game fresh — the surprise they add is hard
to fake by improvising alone.
Treat NPCs like people. They want to survive and rarely pick unwinnable fights.
Only fanatics fight to the death. Rivals and enemies can be turned with the
right motivation.
As players accumulate wealth from missions and loot, let them buy property,
found a dojo, back a faction, or found their own clan compound — this gives
them a real stake in the world's future.
The Hideout
Draw a map, and write each room's contents right on it to save time running it —
keep the map itself secret; if players want one, they draw their own as they
explore.
One-more-thing method: put one vague thing in each room (an enemy, a trap, a
prisoner, a lab). Then find connections — how are they related, what explains
what? Add one more detail per room based on what you now know. Repeat until it
feels done.
Good hideouts have loops, branching paths, secret passages, and shortcuts —
players should be able to plan ambushes, avoid threats, and choose their own kind
of fun rather than march down a hallway.
The Frontier
Start by mapping the local area: at least one safe haven (a village or waystation)
and several possible destinations — hideouts, ruins, mines, watchtowers, camps.
Hex-grid paper helps track distance; expand the map as the party ventures
further.
On a 6-mile hex grid, a PC travels ~18 miles/day by road, 12 across open frontier, 6
through difficult terrain (forest, mountains). Give players multiple viable routes with
real trade-offs.
Fill terrain types in and build a random-discovery table per region (dangerous foes,
neutral NPCs, points of interest). 2-in-6 chance of a discovery each day and each
night; night discoveries run more dangerous. Permanent discoveries get marked
on the map and replaced with something new. Weather is a great complication —
heavy rain, snow, storms.
Hide unique locations that only reveal themselves to players who spend a full day
searching carefully, or who already know exactly where to look.
The Village
Break the village into districts, each with its own theme, well-known locations, and
notable NPCs/factions. Give each district hidden features that only reveal
themselves to players who know where to look.
Build a random encounter table per district, based on its themes — not all
dangerous, some just flavorful. 1-in-6 chance per pass through a district;
automatic if players go looking for trouble.
Villages are where PCs rest, recover, and pick up new missions. Make sure they
hear a couple of rumors each time they return — always give them options so they
can pick missions they'll enjoy.
LICENSE
The text of Naruto Rats is a derivative work based on Maze Rats by Ben Milton,
whose original text is licensed under Creative Commons CC BY 4.0
([Link] This adaptation
retains the CC BY 4.0 license for the mechanical/structural text drawn from the
original. Naruto and all related characters, villages, clans, and jutsu are trademarks
and copyrights of their respective owners (Masashi Kishimoto, Shueisha, Studio
Pierrot, VIZ Media, etc.); this document is an unofficial, non-commercial fan
conversion for personal tabletop use and claims no ownership over that
intellectual property.