1d20 + relevant Arts skill modifier + synergy (10 ranks or more in the skill = +2)
+ situational (items, etc.) + tutoring + previous failures (up to +5).
A character, in certain circumstances, can gain a bonus to Learn checks. This bonus can be granted from an object (a stone tablet teaching the technique), a mentor or a certain favorable condition.
Tutoring (Master/Student):
When the character is taught a technique, he gains a +1 bonus to Learn check for every level his master has above him (minimum +1, maximum +5). If
a character is teaching another, he must know the technique he is currently teaching. If the master is teaching a group of 2 or more, take the average ECL to determine the
level of the group, subtract it from the master's own level (not ECL) and use this number to determine what bonuses he can spread amongst each of his students (maximum +3, each student must have at least +1 to be taught). The compiled total bonus to Learn checks granted by the master may be higher than +5, but no higher than +3 and no lower than +1 for each single student (e.g., a level 15 master could grant ten level 5 characters a
+1 bonus to Learn checks).
Situational Bonus:
Some implements in training may grant situational bonuses, such as wearing weights during speed and strength training, that will stack with other bonuses
like self-teaching or tutoring. Those bonuses are determined by the GM only and may differ, depending on the method used and technique learned. Such bonus may, but
generally do not, exceed +5.
Synergy:
A character with 10 or more ranks in the Appropriate jutsu skill gains a +2 bonus on his Learn checks with jutsu techniques of that school.
Learn DC
This entry determines how difficult to master a technique is. This is usually represented by a Learn check DC and a number of successes. The number of successes required is the number of time the Learn DC must be beaten for the technique to be learned. For example, a technique with "Learn DC: 13, 2 success" would requires the character to check against DC 13 and succeed twice.
The Learn DC of a technique is 10 + technique's rank + technique's complexity rating. Learning a technique takes 1 day per rank of the technique per attempt made.
A rank 3 technique requiring 2 successes would take a minimum of 6 days to learn. Each success and failed check counts for 1 attempt.
A training day is divided in two blocks of 4 hours. Each hour spent training consumes 10% of the character's chakra. If he can no longer train (Chakra Pool would be reduced to 0), that 4-hour block is wasted, but he cannot incur chakra depletion from training. Training can be interrupted for up to 1 month before it must be redone entirely. A 4-hour training block refreshes the time before the character must train again to avoid wasting the time involved.
The character must have at least 1 rank in the relevant skill to learn a technique, and meet any other requirements the technique may have, such as elemental affinities
Every failed check to learn a technique grants a cumulative +1 synergy bonus to consequent check (maximum +5). If the character succeeds 3 out of 4 successes in 3 attempts but fails 3 consecutive times to make the 4th success, he gains a +3 synergy bonus to make that check if he has enough attempts to make another check. This carries over to another attempt to learn a technique (if the character runs out of attempts) if the character does not try to learn another technique in-between.
Skill Ranks and Attempts: A character can make a number of attempt to Learn a single technique equal to 1 plus 1 every 2 ranks in the relevant skill he has, plus his relevant ability score modifier. So if a character has 9 ranks in Genjutsu and a Charisma score of 15, he would be able to make 7 checks when learning a technique.
Exceptional Success and Failure: A character can either reduce or increase the time spent learning a technique by succeeding or failing by more than 5. Exceptional success or failure is based on each attempt made, and only affects that attempt. The minimum time spent Learning a technique is one-quarter the technique's rank in days per success required, rounded up to the nearest half-day. The minimum time spent on a single attempt is 4 hours, or one half-day.-
Monologue Training:
A proper Monologue RP scene is completed by monologuing for 2 hours and locking the character out for the remaining time [fade to black training continues]
representing the training period of 4 hours, this scene should be at minimum 6-8 posts of decent length, if it is not a monologue, continue as normal.
Learn check result Effect
Success by more than 20 Time decreased by 2/3s (round up)
Success by more than 10 Time decreased by 1/3s (rounded down)
Success by less than 5 Attempt successful
Failure by less than 5 Attempt unsuccessful
Failure by more than 5 Attempt unsuccessful, time increased by 50%
Secret and Forbidden Technique:
A technique marked with the hijutsu or kinjutsu descriptor not only takes longer to learn but is scarcely known and often difficult to identify.
An existing hijutsu technique can be learned or developed, but requires 1 additional success for a character not directly affiliated with the clan or character it is related to. For example, a non-Uchiha would need 3 successes to Learn a C-Rank Uchiha Clan Hijutsu, but a character taught by Orochimaru would only need to make 3 success to learn a B Rank[Orochimaru Hijutsu]
A kinjutsu can be taught or self-taught, but cannot be developed. It can be created from scratch, but at an increased penalty. In any instance, attempting to Learn a kinjutsu requires 2 additional success. Mastering a hijutsu and kinjutsu doesn't require additional successes.
Combination Techniques:
A technique marked with the combination descriptor requires combines elements of several techniques that must have been previously mastered. For a technique to qualify for the [Combination] descriptor, it must require 1 or more steps of mastery each in at least two techniques, all of the same type (all chakra control,genjutsu, ninjutsu or taijutsu techniques).
A technique with the combination descriptor requires 2 less success (minimum 1), but has a Learn DC 5 points higher.
Complexity Rating:
The technique's complexity rating is directly related to the number of successes required to Learn the technique, and the learn DC of the technique.
See the table below for details.
Complexity Rating Number of Success Learn DC Modifier
E-Class or lower 1 success +1
D-Class 1 success +2
C-Class 2 success +3
B-Class 3 success +4
A-Class 4 success +5
S-Class 5 success +6
Super S-Class 6 success +7
Epic 8 success +15
Hijutsu (see above) +1 success —
Kinjutsu +2 success —
Combination -2 success +5
Casting Threshold: Highest Castable spell limit:
While you require a equal level and number of ranks equal to the spell to learn it[unless an ability states otherwise], you also need a high enough attribute that governs that magic type to use it properly in normal DND you would require a 10 Intelligence/charisma to cast a level 0 wizard/sorcerer spell, in DR our spell system stretches far beyond 0 to 9 with some spells sporting up to Rank 22 which would be the equalvilant level 21 spell in regular dnd due to our system not possessing level 0 spells.
this means in Distant Realms that you would need a 11 Intelligence to cast a Level 1 ninjutsu or fuinjutsu or a 11 charisma to cast a level 1 Genjutsu but fear not this is not some great wall that prevents you from casting, if you dont meet the requirement to cast you can still make the attempt abit with a X percent [5% per point difference] chance of casting the spell on yourself instead of the target.
Casting a level 4 spell [ninjutsu] would require a 14 intelligence if the caster only had a 10 intelligence the spell would have a 20% chance of self-targeting due to lack of skill in that magic type.