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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 2:54 am


What are Jutsu?


Jutsu, or skills/techniques, are the mystical arts a ninja will utilize in battle. To use a jutsu, the ninja will need to use his chakra. Chakra comes from two places: (1) the body energy inherent in your trillions of cells and (2) the mental & spiritual energy gained from exercise and experience.

To perform a jutsu, the ninja will bring out and releasing these two energies. By forming handseals, the ninja is able manifest the desired jutsu. Because of the extensive number of hand seals and different combinations, there are thousands of potential jutsu to be discovered.

Based on which jutsu the ninja uses, the type and amount of chakra will be different as would the elements you would be to employ. The five main elemental styles are also the five names for the Five Great Shinobi Countries: Fire, Wind, Lightning, Earth and Water. Each ninja has the potential to better utilize one of these styles and potentially more. A special elemental detecting paper is used to determine ones type. The paper comes from trees which are specially grown with chakra. When the ninja imbues the paper with a portion of their chakra, the paper will alter to reveal one's type. The paper will rip in two for Wind, burn for Fire, become wet for Water, fall apart for Earth and crumple for Lightning. For example Kakashi is a predisposed Lightning type, while Sasuke is both Lightning and Fire for the Uchiha clan specialty.


Learning a New Jutsu.


Learning a new jutsu takes vast time and effort. Not to mention the ninja who is trying to learn the jutsu needs vast experience and intelligence to go through the learning process. to learn a jutsu you either need someone to teach the jutsu to you or try to learn it on your own through experimentation cause and effect. This mean you cannot just pop techniques out of your head. Learning a jutsu is like planting a plant. First you put in the seed "Idea" then you give it water "experience" and take care of it every day "training". As time passes the plant will grow up "your cause and effect conclusions" and in the end you will have a beautiful plant or tree that will give you happiness and fruits. "your jutsu".

To learn a jutsu in the guild you need to post 10 posts per day for the amount of training days it takes to learn the jutsu. You need to make your posts clear and also need to roll a D20 in each post to see the results of your actions. Through the jutsu learning process you need to make chakra control checks as well as intelligence checks to advance in the learning process. This might be tiring but is really fun in the end.

When a teacher is teaching you the jutsu, the learning time is decreased. For more information, check the "Training and Levels" thread.


Using a Jutsu


When you use a jutsu you must post normally. You do not need to roll to a jutsu unless it is a taijutsu (melee attack) move that can be rolled.


Escaping a Jutsu


Ninjutsu:

The opponent will need to roll a save depending on the jutsu (eg. Fortitude Save for poisonous gas, Reflex Save for fireball jutsu or Will Save for genjutsu). If the roll is successful the opponent dodges. A 1 in the dice roll means double damage was received.

The DC for dodging a jutsu is as follows:

Ninjutsu- 10* + half attacker's level + attacker's chakra modifier + 2 per 10 ranks in the attacker's Ninjutsu skill.

Genjutsu- 10* + half attacker's level + half attacker's intelligence mod + half attacker's wisdom mod + 2 per 10 ranks in the attacker's Genjutsu skill.

*The base number for Ninjutsu will increase as rank goes up to go along with the general idea of higher ranks being harder to dodge. Starting from rank be on, simply add 5 to the base number of the last rank. So for B ranks, the number would be 15 since C rank is 10. For A rank it would be 20 and for S rank it would be 25. Please note that some future jutsu may have exceptions.

Genjutsu:

The opponent first needs to realise that he is in a genjutsu, with an intelligence check that varies between the jutsu depending on its rank and the skill of the user. After the success he will need to roll a Will Save and well the DC is above.

Genjutsu Identification Check:

10* + Attackers Int. Mod + 2 per 5 points in Genjutsu = DC TO RECOGNIZE that it's a Genjutsu.

The 10* is the same as it is for Ninjutsu and Genjutsu. The number will vary depending on the rank of the jutsu that is used. What the victim will do to try to breat the Dc is use a Will save + Wis mod.

Other ways of getting out of a Genjutsu-

  • Inflicting pain on yourself gives you a +6 to your Will Save roll.
  • Using Genjutsu Kai enables you to add your chakra modifier to your Will Save roll
  • If you are physically attacked and hit with either a taijutsu or physical ninjutsu the genjutsu automatically dissipates.


 
PostPosted: Thu Apr 03, 2008 2:56 am


Ninjutsu: No Element


E-Rank

Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are without substance, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bunshin.
Damage: N/A
Requirements: Academy students learn it on the academy as a basic jutsu.
Training days: Academy. Chakra control check DC: 5 per bunshin.
Special: Can create 1 per 5 points in Chakra control. Up to 5 bunshin can be created.
*The user assigns a number 1 through 6 to themselves and each of their clones indivudually. The attacker rolls a 6 sided die to see what they hit.
The Intelligence check DC to see through an attacker's bunshin is the 1/2 the attacker's int mod + half the attacker's chk mod.

Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is maintained"
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time. Chakra control check DC: 10
Special: Add chakra mod to your Disguise check.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 1
Damage: N/A
Requirements: Learn in the academy.
Training days: Academy time.
Special: Add chakra mod to your Hide check.

Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requirements: Must have something to replace with.
Training days: Academy time.
Special: Add chakra mod to dodge bonus. You cannot use this while in a defensive position.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Damage: N/A
Requirements: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this. Add your chakra mod to the check.


D-Rank

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage [10-20]
Requirements: Chakra Control 5
Training: 1 day or Learn in the academy.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Wana Kugutsu Kawarimi no jutsu (Trap Puppet replacement technique)
After using regular Kawarimi and replacing his body with a bondage type puppet, user takes adavantage of the momentum to trap his opponent in his bondage type puppet.
Cp: 2 cp
Damage: n/a
Requirement: Mastered Kugutsu no jutsu and Kawarimi no jutsu, puppet play 5.
Special: Can be used immediately after the Kawarimi. Bondage roll made immediately following the jutsu has DC increased by 1.5.
Training: 1 day

Kinubariken (Thread fist)
This technique is used in conjunction with any fist melee attack. User launches a melee attack at his enemy not with the intention of damaging him but of placing chakra threads on his body for control jutsus. User cannot get free of them once attached until the puppeteer tightens them to use a jutsu.
Cp: 2 cp
Damage: ½ regular attack damage.
Requirement: Kugutsu no jutsu
Special: If physical attack hits or direct contact is made, roll 1d5 to determine how many threads attach. If roll is 1, no threads attach, otherwise, the number of threads that attach is equal to DC.
Training: 2 days

Ito Kinubari (Needle and Thread)
User attaches a chakra thread to a Kunai, needle or other projectile and throws it at his target, enemy or enemy’s puppet. Using the puppet technique, the user can guide the projectiles in mid air to make contact more easily. If the projectile hits the target, whether blocked or not, it attaches to it. User cannot get free of them once attached until the puppeteer tightens them to use a jutsu.
Cp: 1 cp per projectile
Damage: n/a
Requirement: Kugutsu no jutsu, Kinubari Attachi, chakra control 5
Special: Add 1 to [Ranged attack bonus] in rolls for every ten levels in [Perform puppet play] .
Training: 2 days


C-Rank

Ayame Tori (Murderous Grasp)
This jutsu uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty
Cp cost: 6 per foot per turn
Damage: 5 - 12 + half chk mod + half str mod
Requirements: Chakra Control 10
Training: 3 days
Special: Can be used as a weapon!

Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: 2 per needle
Damage: Needle "Senbon" damage + chk mod instead of dex mod
Requeriments: Dexterity 20+, Fuuin Jutsu 1
Training days: 5 days
Special: You can only spit out an amount of needles equivalent to your level. Eg. you are level 7, so you can only spit out 7 needles.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

Kekkai Hojin (Barrier Encampment Method)
An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target.
Cp cost: N/A
Damage: 10 - 20 per tag all four means 40 - 80 damage.
Requeriments: Craft(Trap) 5 ranks.
Training: 1 day
Special: This jutsu requires 4 (nonconsecutive) turns to set up.

Kuchiyose no Jutsu (Summoning Technique)
This Jutsu, using a contract, Seal, and the user's blood, binds an animal to the user. The type of animal is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the animal can be summoned to perform a task or help the user in battle.

The summon usually is subservient to the summoner. However, the more powerful summons, for instance Gamabunta, or Manda, demand respect and loyalty from their summoners. Manda even demands hundreds of live human sacrifices.

Other types of summonings include even powerful objects, such as the Rashōmon gates.
Cp cost: 50 Cp per rank.
Example: Gamabunta would cost 200 chakra points while a small frog would cost 50 [There are four ranks. For more information check the Summonings Thread]
Damage: Depending on summon's power.
Requeriments: Chakra 30+
Training days: Depends on the quest.

Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.

Kugutsujin no jutsu: Shien (Human puppet technique: Support)
By placing chakra threads on a friendly target, the puppeteer uses his puppet play skills to assist him in battle.
Cp: Same as manipulating a puppet.
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, perform puppet play 15, target is willing to be controlled.
Special: Convert target’s [dex mod] to user's [perform puppet play], target's [taijutsu] to user's [perform puppet play], target’s [str mod] to user's [chk mod] and target's [Reflex] to user's [Reflex].
Training: 3 days

Kugutsujin no jutsu: Chuubuu (Human puppet technique: Paralysis)
User uses the chakra threads on his enemy to prevent any movement, leaving him open to attacks from the puppeteer’s puppets or allies.
Cp: 30 cp to to initiate the jutsu, 8 cp to maintain for additional posts
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, perform puppet play 20, chakra control 20.
Special: Can only be used if a minimum of 5 chakra threads are tied to the enemy. Every turn, the enemy rolls a strength check and the puppeteer rolls a control check (D20 + chk mod) in return. If the control check is superior to the strength check, the enemy remains paralyzed. For every thread attached to the enemy counting up from 5, add 20% to control check.
Training: 4 days

Seneijashu (Hidden Shadow Snake Hand)
Users of this technique project several snakes from their wrist as they make a punching motion towards their intended object. The snakes often bite and wrap around the given target, potentially inflicting multiple wounds and are even capable of poisoning the victim as well. This technique is possibly tied to a similar Kuchiyose no Jutsu (Summoning Technique) that involves venomous snakes.
Cp cost: 12 + 5 per snake that comes out.
Damage: 7 - 8 per snake + poison if bitten.
Requeriments: Snake summoning contract.
Training: 10 days
Special: Roll an 8-sided dice. If it lands on 7 you are poisoned; damage is 1-4 + chk mod per turn

Shikomishindan (Prepared Needle Shot)
The user of this technique pulls back a series of metal twine from a wrist-mounted device. By pulling on the string and releasing the twine a row of five needles are released from it. This device is usually used to surprise the enemy, as it may be concealed under long sleeves. These needles are also dipped with a lethal poison to add to their fatality.
Cp cost: N/A
Damage: Sembon damage plus poison. [4 - 8 damage per turn]
Requeriments: Device. [Craft DC 40]
Training days: N/A

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Damage: weapon damage + chk mod
Requeriments: Chakra Control 15 the weapons..
Training days: 9 days
Special: Can control up to 5 blades + 2 more for every 10 ranks in Chakra Control

Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Damage: N/A
Requirements: Chakra Control 10
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.
Training: 2 days

Tobidogu (Projectile Weapons)
In order to store and use large items or various weapons, the user can unleash them by utilizing summoning scrolls. In this way, the person won't be burdened by carrying weighted artillery when going up against an opponent.
Cp Cost: All numbers are per item stored
2 [small objects, eg, kunai, shuriken]
8 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
40 [huge objects]
Damage: N/A
Requeriments: Scroll, intelligence 20+, Fuuinjutsu 2/6/15/30/40 [depending on the size]
Training days: 2/2/3/3/4 days, must be learnt in succession. So huge items would take 2+2+3+3+4 = 14 days to learn.

Utsusemi no Jutsu (Projection Technique)
In order to hide their location and not disclose their posture, the user projects their voice by resonating everything they say from all possible directions with this jutsu.
Cp cost: N/A
Damage: N/A
Requeriments: Perform (Act) 30 Ranks
Training days: 5 days
Special: Able to speak without disclosing your position

 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 2:57 am


Ninjutsu: No Element Cont'd



B-Rank

Chakra Kyūin Jutsu, (Chakra Absorption Technique)
This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/3 amount of chakra taken
Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage
Requirements: Chakra Control 30
Training: 7 days
Special: Regain Cp.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30+ Chakra 30+
Training days: 12 days
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.

Kugutsujin no justsu: Soujuu (Human puppet technique: Manipulation)
User uses the chakra threads on his enemy to control him against his will, as a human puppet.
Cp: 50 cp to intiate the jutsu, 10 cp to maintain for additional posts
Damage: n/a
Requirement: Mastered Kugutsu no jutsu, mastered Kugutsujin no jutsu: Chuubu, perform puppet play 30, chakra control 30.
Special: Can only be used if a minimum of 5 chakra threads are tied to the enemy. Every turn, the enemy rolls a strength check. The Puppeteer rolls a control check (D20 + chk mod) in return. If the control check is superior to the strength check, the puppeteer can do one action using the enemy as though he was his puppet. For every thread attached to the enemy counting up from 5, add 10% to control check.
Training: 7 days

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. Can be used as a form of defense.
Requirements: Long hair
Training days: 12 days.
Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn.
*If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.

Kawara Shuriken
This technique requires chakra to pressurize nearby tiles in an area. The tiles are then levitated and hurled over towards the opponent, spinning at fast speeds similar to shuriken.
Cp cost: 7 per Shuriken.
Damage: Each shuriken deals 6 - 15 damage + chk mod.
Requirements: Must have the kawara's close to you when using the jutsu. Chakra 25+ Wisdom 25+
Training days: 10 days.

Konbi Henge (Combination Transformation)
An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Cp cost: 80 "Divided to 40 between the users"
Damage: N/A
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu.
Training days: 5 days, users must train together.

Sakura Fubuki no Jutsu (Sakura Blizzard Technique)
Sakura hurls several kunai at her opponent, each with a small sack of miniature explosive tags attached. The opponent, while deflecting the kunai, will cause the sacks to break and scatter the tags on themselves and the area around them. Sakura merely has to throw another kunai with an explosive tag to ignite them, thus catching her opponent in an immense explosion.
Cp cost: Cost to activate any and all tags
Damage: Depends on kunais and exploding tags used.
Requirements: Must have the necessary equipment. Kunai/Shuriken skill 20+ (whichever applies), Bomb Tag Activation Jutsu learned
Training days: N/A
Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags.

Shishienjin (Four Violet Flames Battle Encampment)
This jutsu creates a box-like barrier around an area defined by the four users of it. Anything that touches with barrier will burst into purple flame. As long as the users of the jutsu remain active and unharmed, this barrier can never be broken from the outside. A secondary internal barrier must be constructed to protect the casters.
Cp cost: 25 per user + 5 per turn kept for initial barrier, 20 per user + 4 per turn kept for secondary barrier
Damage: If touched 100 - 300 + 4 times each user's chakra mod.
Requirements: 4 people must master the jutsu to make it work.
Training days: 20 days, all users much work together at same time for at least 10 days to truly master this jutsu.

Soshoryu (Twin Rising Dragons)
A possible variation on Kuchiyose no Jutsu (Summoning Technique), the user summons all manner of weaponry from two scrolls and directs it at the opponent from high above, possibly using chakra strings to guide the weapons to a targeted area.
Cp cost: 2 per weapon
Damage: Weapon damage but with dex mod for all items instead of str mod, "must also make attack roll"
Requirements: Fuuin Jutsu 20+, Dexterity 20+, having sealed the weapons previously in RP.
Training days: 4 days.

Yoraishin (God of Night Lightning)
An odd jutsu involving nails. The user throws nails into the air. Upon impact on the ground, they dig themselves into the earth. When the opponent walks over the ground where the nails dug themselves in, two nails stab out of the earth through the feet of the attacker, ensuring that they cannot move. Then the user performs the dragon seal, and hundreds of nails shoot out of the ground at the attacker.
Cp cost: 10 per nail stabbed in ground.
Damage: 4 - 8 per nail.
Requirements: Nails ?
Training days: 2 days


A-Rank

Bunshin Daibakuha (Clone Great Explosion)
This jutsu utilises certain village Bunshin no Jutsus and creates a solid clone that will explode upon command, potentially killing or injuring those caught in the blast.
Cp cost: 90 per clone "To make explode"
Damage: 120 - 200 + chakra mod per clone
Requirements: A solid bunshin, defined as being made of sand, water, earth, grass or from Kage Bunshin no Jutsu. Ninjutsu 50, Chakra Control 80
Training days: 15 days

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This jutsu renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 2 per round held
Damage: N/A
Requirements: Chakra Control 55+
Training days: 15 days
Roll: d20 + Chakra Control vs d20 + Spot or Listen

Mikazuki no Mai (Dance of the Crescent Moon)
Creates three solid Bunshin of the user, which along with the user attacks in a complicated sword-dancing pattern which confuses the opponent.
Cp cost: 25 CP + Cp for creating bunshin
Damage: double katana damage.
Requirements: A jutsu which produces solid bunshin (Kage bunshin/grass/sand/water/earth), Ninja Weapons (Katana) 50+
Training days: 14 days

Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Clone Technique)
Similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), the user throws one shuriken at the victim and then uses this jutsu to create multiple copies of the shuriken to make the attack more powerful.
Cp cost: 5 per shuriken
Damage: Normal shuriken damage
Requirements: Kage Bunshin. At least one shuriken, Chakra Control 50+, Shuriken Skill 40+
Training days: 6 Days.

Tomegane no Jutsu (Telescope Technique)
One is able to view through any different areas within the country by a clairvoyant crystal ball.
Cp cost: 1 per minutes used.
Damage: N/A
Requirements: Spot 30 ranks. Concentration 20 ranks.
Training days: 10 days.


S-Rank

Aka Higi: Hyakki no Soen (Red Secret Technique: Performance of a Hundred Puppets)
This jutsu summons exactly 100 puppets. Sasori had once used it to defeat an entire country. He can only control this many puppets with the hundreds of Chakra threads he casts out from a hatch in his own chest. It is unknown what country he defeated with this Jutsu.
Cp cost: 600 (3 per puppet)
Damage: Puppet damage"
Requirements: Perform "Puppet play" 100 Ranks"
Training days: 60 Days.

Chakura no Tate (Shield of Chakra)
A technique used by puppet masters, this shield is created when chakra is emitted in the form of a disk from panels which are released from the puppet's arms. This chakra shield can protect the user from several hazardous attacks but, however, enough clotting force (such as Satetsu) can clog up the puppet's arm joints and, additionally, render the arms useless.
Cp cost: 60
Damage: N/A
Requirements: Perform "Puppet play" 80 Ranks, Must have preconstructed panels in puppet, Chakra Control 60
Training days: 20 days + Length of time to craft panels.
Special: Negates all attacks on puppet for one turn as long as the user's d20 + chakra control beats the opponent's attack roll

Choju Giga (Super Beasts Imitation Picture)
User draws creatures on his sketchpad, and then uses this technique to bring them to life. They can act as they normally would (for example, a bird can be used for espionage or flight, while a tiger would attack his target), or he can control them for other purposes.
Cp cost: Varies.
Small creature: 6 per creature.
Medium Creature: 15 per creature.
Large Creature: 30 per creature.
Huge Creature: 45 per creature.
Gargantuan Creature: 60 per creature.
Colossal Creature: 150 per creature
Damage: Creature damage.
Requirements: Craft Art 10/20/30/40/50/60/70 Ranks (depending on the size)
Training days: 10 days.

Jibaku Mandara (Mandala: Buddist Visual of the Enlighten)
This jutsu creates a pyramid-like chakra cage around an opponent. The user can then constrict the cage to crush the opponent. The user must maintain a triangle-shaped hand seal at all times to maintain the cage. Should the user's will falter or the entrapped opponent happen to be strong enough, the cage can be broken. When the cage breaks, a massive explosion of energy follows, destroying a wide area. The one who broke the cage, however, remains safe in the center of the blast.
Cp cost: 80 + 20 per turn.
Damage: 30 - 50 per turn.
Special: [d20 + attack roll] vs [d20 + chakra control] per turn to see if you break out.
Damage of Explosion: 200 - 300

Kazagumo (Windmill Cloud)
A tracking Jutsu were the user controls small spiders to follow the target and mark the way with their nets.
Cp cost: 10
Damage: N/a
Requeriments: Spider contract.
Training days: 3 days.
 
PostPosted: Thu Apr 03, 2008 2:58 am


Ninjutsu: Fire Release / Katon



C-Rank

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Katon: Hosenka no Jutsu (Fire Release: Mythical Fire Phoenix Technique)
Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack.
Cp cost: 15 + 3 per ball.
Damage: 6 - 15 per ball that hits.
Training: 7 days
Requirements: Chakra Control 10 + 2 per ball.
Special: If shuriken are hidden inside the fireballs, treat the shuriken attack as a Surprise Attack.

Flash Flood
It's basic idea is to give a user an edge in battle by taking away an opponents sight. Using a nearby flame (fire jutsu are ok as well) the user coats their hand in chakra and grasps the flame. The chakra keeps their hand from burning and at the same time acts as a compressent. The user closes their hand around the flame while keeping it burning by infusing it with their own chakra. Once the flame reaches its maximum compression, it explodes in a flash of light blinding anyone who sees it temporarily. Simply closing one's eyes won't stop the effect either. The eyes have to be completely covered for the effect to be negated.
Cp Cost: 30 Cp
Damage: N/A
Requirements: Fire Affinity, Chakra Control 40+, Nearby Fire Source
Training: 4 Days
Special: *Anyone who falls victim to this jutsu gets all their Attack DC, DB and Reflex Save cut by the users Chk mod. After the next turn, they must perform a Fortitude check each round and compare the Fort check to the original DC of the attack to see if they get their sight back.
*Each round, their Fort check gains an addition 2 point help.

B-Rank

Katon: Karyudan (Fire Release: Fire Dragon Missile)
A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 60
Damage: 50-80 damage for this jutsu alone / 20 - 50 + chakra mod added to damage of Doryudan per ball that hits
Requirements: Doton Doryuudan. Fire and Earth affinity.
Training days: 3 days to learn this jutsu if you know other fire jutsu. 8 if you don't know any other and 1 day to learn the combo.

Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 120
Damage: 80-185 + chakra mod.
Requeriments: Fire affinity. Chakra 45+, Chakra Control 60
Training days:15 days

Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days


A-Rank

Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)


S-Rank

Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique)
User blows out a great amount of burnable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire.
Cp cost: 40
Damage: Depends on fire lighted
Requirements: Fire Affinity, Chakra Control 200+
Training days: 10 days.
Special: Damage of fire jutsu is multiplied by 2.
*Attack Ninjutsu DC x 1.5 for any Fire attack used after this jutsu.
*Jutsu effect lasts for 2 turns
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 2:59 am


Ninjutsu: Water Release / Suiton


Note: Suiton techniques performed without a water source cost 25% more chakra (with the exception of Suirō no Jutsu and Kansei: Mizu no Kyuutai no Jutsu, which must have a water source, natural or created, first).

D-Rank

Mizu Kassou (Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Rank: D
Cp: 12 per post (dry environment: desert, tundra)
8 per post (moist environment: most villages, plains)
4 per post (humid environment: forest, jungle, marsh)
2 per post (on water)
Add an intial cp cost equal to three times the post cost if no source of water is available nearby.
Damage: n/a
Requirement: Chakra control 15, water walking.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.
Training: 30 posts
Owner: Hoshigaki Hiru

C-Rank

Suirō no Jutsu
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned. This Jutsu cannot be performed without a sufficiently large body of water to supply the water for it.
Cp cost: 20 + 1 per round the jutsu is holded.
Damage: N/A
Requirements: Water affinity, water supply, chakra 20+, Chakra Control 20
Training: 10 days

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
Using this jutsu, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught.
Cp cost: 40
Damage: N/A
Requirements: Chakra Control 20
Special: Ninja cannot move.
Escape Artist DC: 50
Training: 8 days


B-Rank

Kansei: Mizu no Kyuutai (Trap: Orb of Water)
The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the jutsu.
Cp Cost: 75 + 10 per holding post
Damage: 60 - 80 + Chakra Mod + 2 per 10 points in Ninjutsu to Max Damage
Requirements: Water Affinity, Chakra Control 30
Training: 20 days
Special: Roll (Defender)1d20 + melee attack bonus vs. (User)1d20 + chakra control to escape from this jutsu.
If you fail to escape, Roll a Fortitude check per turn of DC 20. The DC increases by 5 per roll. Upon failure, receive a -15 penalty to all checks made.

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
This jutsu creates a flammable black mist that forms a small cloud. The user can then move the cloud above their target and disperse it, covering the target in flammable oil.
Cp cost: 45
Damage: N/A
Requirements: Chakra Control 35
Training: 10 days
Special: Fire jutsu damage is multiplied by 2

Suiton: Seibu Hoututsu Jutsu (Water Cannon Replica)
New description: This jutsu sucks up the groundwater and envelops the target in it. After this, a manner of Suiton or summoning techniques can be used.
Cp cost: 80
Damage: N/A
Requirements: Chakra 30+, Chakra Control 70+
Training: 12 days

Suiton: Suigadan (Water Release: Water Fang Bullet)
This jutsu creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 100
Damage: 80-110 + chakra mod
Requirements: Water Affinity, Water source, Chakra Control 60
Training days: 8 days
Special: If Chakra Control is over 75, water source isn't needed.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
This jutsu creates a water barrier to protect the user from any offensive attacks. The water rises from the ground or is created by the jutsu user.
Cp cost: 50 "With body of water nearby", 120 Without it.
Damage: N/A
Requirements: Water Affinity, Level 40+
Training days: 10 days.
Special: Wall is completely encompassing and fully blocks any attack once and one time only. The user will have to use it again to block any other attacks.
*Jutsu can only block up to 6 Taijutsu attacks, 1 Ninjutsu or lasts for one of the users turns, whichever comes first.

Suiton: Suikodan no Jutsu (Water Release: Water Shark Bullet Technique)
This jutsu utilizes water to attack the enemy with a powerful water burst.
Cp cost: 60
Damage: 60 - 110 + chk mod
Requirements: Water Affinity, Water Source
Training days: 17 days

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
A powerful attack that creates a huge current of water, usually in the form of a dragon, sent towards the target.
Cp cost: 200 without water source, 120 with.
Damage: 150 - 250+ chakra mod.
Requirements: Water Affinity. chakra 40+, Large source of water, Chakra Control 85+
Training days: 20 Days.


A-Rank

Suiton: Bakusui Shoha (Water Release: Exploding Water Shockwave)
One can literally create water out of nothing. Kisame was able to cover a significant portion of desert while engaging Gai and his subordinates.
Cp cost: 130 CP
Damage: N/A
Requirements: Water affinity. Chakra 80+
Training days: 20 days.
Special: Creates a body of water in which to use other water jutsu. Also can make opponent lose footing. Footing dictated by a Balance check vs attacker's Ninjutsu DC

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150 cp
Damage: 150 - 230 + chakra mod
Requirements: Water Affinity, Chakra 50+, Chakra Control 40+, Needs a body of water
Training days: 10 days.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
This technique is used to create a massive blast of water.
Cp cost: 180 CP
Damage: 200 – 250 + chakra mod
Requirements: Water Affinity, Chakra 50+, Chakra Control 60 +, Needs a body of water
Training days: 12 days

Suiton: Daibakure no Jutsu (Water Release: Huge Explosion Technique)
The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 CP
Damage: 300 – 400 + chak mod
Requirements: Needs a body of water, Chakra 50+, Chakra Control 60 +, Water Affinity.
Training days: 20 days

Suiton: Hahonryū (Water Release: Rapid Crasher)
This technique creates water that spirals in the user's hand and fires at a high speed at the enemy. Like a spinning fastball of water.
Cp cost: 120 CP
Damage: 100 - 160
Requirements: Water Affinity, Ninjutsu 30, Chakra Control 40
Training: 12 days

Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth.
Cp cost: 80 cp
Damage: 55 - 120 + chakra mod.
Requirements: Water affinity, Chakra Control 90+
Training days: 7 days

Suiton: Suishoha (Water Release: Water Shockwave)
A large capacity of water is basically created out of nowhere. This water can then be directed at the targeted area.
Cp cost: 100
Damage: 200 - 300 + chakra mod.
Requirements: Water Affinity, Chakra 30+, Chakra Control 50+
Training days: 15 days
 
PostPosted: Thu Apr 03, 2008 3:00 am


Ninjutsu: Wind Release / Futon



C-Rank

Fusajin no Jutsu (Dust Wind Technique)
Using a giant fan or a wind producing object, this Jutsu will blow a strong wind current which will cover the surrounding area in dust, which in fact, serves to completely loosen the footing for any nearby opponent.
Cp cost: 10 pts.
Damage: N/A
Requirements: Wind Affinity. Level 6+.
Training days: 4 days
Special: Opponent loses footing and attack turn. This is an area effect so everybody will have to do a Balance check. The DC is 25.

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60
Requirements: Level 7+, Wind Affinity, must know at least one flame jutsu before learning the flame combination
Training days: 5 days for basic technique / 1 day for flame combination.
Special: If combined with a flame jutsu, add 35 damage to the result.

Kamaitachi no Jutsu (Cutting Whirlwind Technique)
A Jutsu that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Damage: 40 - 50 + chakra modifier.
Requirements: Wind Affinity, chakra 20+, Kyodai Sensu
Training days: 8 days


B-Rank

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of Kamaitachi no Jutsu.
Cp cost: 65
Damage: 60 - 100 + chakra mod.
Requirements: Wind Affinity. Chakra 40+, Chakra Control 35+
Training days: 7 days


A-Rank

Kaze no Yaiba (Blade of Wind)
This Jutsu creates a blade out of wind which, being wind, makes it impossible to block. However, unlike the Kamaitachi no Jutsu, this Jutsu requires no tool.
Cp cost: 100 Cp
Damage: 100 - 200
Requirements: Wind Affinity, Chakra Control 60+
Training days: 20 days

 

kouri-chan_xx
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Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 3:04 am


Ninjutsu: Earth Release / Doton



D-Rank

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
After performing a series of hand seals and raising his chakra, the ninja is buried underground using his chakra. He can then move freely inside the ground, as if he was outside, due to the chakra which "makes way" for him/her. After the ninja feels he is below his opponent, he just raises his hand and grabs his opponent's feet, then buries him underground, leaving his head on the surface. This leaves a normal Shinobi open for a powerful attack, but a powerful one can use Chakra and raise himself up to the ground, preventing the attack. An experienced shinobi can also predict the attack, by sensing the opponent's chakra, so this move is really effective on younger ninjas, such as Genins or Chuunins.
Cp cost: 6
Damage: N/A
Requirements: Genin or higher rank. Must be trained to learn the jutsu, ie. you cannot learn it yourself.
Training days: 5 days, 3 days with Earth Affinity
Special: If caught, the Escape Artist DC is 50.


C-Rank

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Fish Technique)
The user is able to dig underground using chakra, and to remain there until ready to attack. Useful for preparing an attack or an escape, but accomplishes nothing else on its own.
Cp cost: 15
Damage: N/A
Requirements: Earth Affinity, Chakra Control 8
Training: 2 days
Special: +chk mod to Hide roll. If undetected, person can Sneak Attack. User suffers double damage from earth based ninjutsu.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requirements: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 25 + additional 5 per rock
Damage: 5 - 35 + chakra mod +2 to max per rock used.
Requirements: Chakra 25+
Training days: 8 days


B-Rank

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80 + str mod
Requirements: Str 30+ Chakra 30+, Earth Affinity
Training days: 15 days
Special: Cp cost is nulled if user succeeds on a strength check of DC 40.

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus

Doton: Doryuheki (Earth Release: Earth Style Wall)
The user creates a wall in front of them by spewing out a stream of mud from the mouth that quickly solidifies into a strong, protective wall.
Cp cost: 70
Damage: N/A
Requirements: Chakra 35, Earth Affinity, Chakra Control 40+
Training days: 14 days
Special: *Gives full cover bonus to next attack launched at user so long as attack is not an area effect jutsu. If an area effect jutsu is the next attack, you take only half damage.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
Rocks are dislodged from above the opponent to crush them.
Cp cost: 65
Damage: 50 - 120 + chk mod
Requirements: Chakra 30+ Must have some kind of celling over the person, Earth Affinity
Training days: 15 days


A-Rank

Doton: Doryudan (Earth Release: Earth Dragon Bullet)
Used in conjunction with Doton: Doryū Taiga (Earth Release: Earth Flowing River), this jutsu creates a likeness of a dragon's head that launches mud balls from its mouth onto the opponent.
Cp cost: 50 + 5 per mud ball
Damage: 30 - 60 per bullet.
Requirements: Earth Affinity. Chakra 50+, used Doton: Doryu Taiga
Training days: 15 days.
Special: Number of bullets maximum equal to 1 per 10 points in Chakra Control

Doton: Doryu Taiga (Earth Release: Earth Flow River)
The user performs a technique that forms a rapid river of mud on the ground beneath the opponent.
Cp cost: 40
Damage: N/A
Requirements: Earth Affinity, Chakra Control 55
Training days: 6 days.
Special: Opponent loses his footing unless he meets a Balance check vs. the attackers DC of 10 + half attacker's level + attacker's chakra mod + 2 per 10 ranks in attacker's Ninjutsu skill

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
This technique turns a large area of land into a sinking swampland, making it impossible for anyone or anything in that area to move around or escape.
Cp cost: 100
Damage: N/A
Requirements: Chakra 65, Earth Affinity
Training days: 25 days.
Special: *Opponent starts to sink and is engulfed in 5 minutes (50 turns). Escape Artist DC is 75.
*Any and all attacks or movements that use legs are forbidden if caught by this jutsu.

 
PostPosted: Thu Apr 03, 2008 3:05 am


Ninjutsu: Ice Release / Hyoton


Note: You MUST be from Yukigakure and have wind and air elements combined or be from a Hyouton Creation clan to be able to use these Jutsu.

**Existing Hyouton Jutsu holders not from Hyouton Creation clans are not able to actually create the ice itself (can use Hyouton release only on Snow Country/Lightning Country territory...where there is a natural source of ice and snow). This is because that is manipulation, not actual creation.


B-Rank

Hyoton: Roga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Technique)
The user creates an avalanche of snow wolves that run towards the opponent. The wolf attack like wild animals dealing damage with their bites.
Cp cost: 40 + 5 per wolf
Damage: 10 - 25 + chk mod per wolf
Requirements: Must be from Land of Snow and have wind and water elements or from a Hyouton Creation clan, Chakra 30+, You can make any number up to 1 per 5 points in chakra control
Training days: 17 days.


A-Rank

Hyoton: Haryu Muuko (Ice Release: Piercing Dragon Fierce Tiger)
The user creates a large tiger out of nearby ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
Cp cost: 200 CP
Damage: 100 – 300 + chakra mod
Requirements: Hyoton bloodline/be from Yukigakure and have wind and water elements, Chakra Control 60+, Chakra 40+
Training days: 20 days.
Special: Freezes all nearby water sources for 2 minutes aka 20 turns

Hyoro no Jutsu (Ice Prison Technique)
The user creates a series of ice crystals which home in on the opponent and trap him in ice. Unlike Suirō no Jutsu (Water Prison Technique), no further action seems to be required to maintain the prison once the victim is caught. This jutsu may also be used defensively, as a wall of ice.
Cp cost: 80
Damage: N/A
Requirements: Must have Hyouton Creation, Chakra Control 70+
Training days: 10 days.
Special: Melts in 10 turns in which user must pay 20 Cp to maintain the jutsu.
*The opponent can try to break the jutsu in various ways.
Break out with strength: [d20 + melee attack bonus] vs [d20 + chakra control]
Break out with a fire jutsu: The user's Chakra Control check has to beat double the opponent jutsu's Reflex DC. For example, if the Reflex DC for dodging the opponent's fire jutsu is 45, the user's Chakra Control has to be 90 or more.

Hyoton: Tsubame Fubuki (Ice Release: Swallow Snow Storm)
The user launches a bunch of ice needles that are in the shape of mini-swallows. These needles can change direction in the air.
Cp cost: 15 per needle
Damage: 10 - 25 per hit
Requirements: Must be from Land of Snow and have wind and water elements, OR from any Hyouton Creation clan, Chakra Control 70
Training days: 10 days.
Special: Add +25 to your attack roll.


S-Rank

Hyoton: Kokuryubo Fusetsu (Ice Release: Black Dragon Outburst Snowstorm)
The user creates a black dragon stream with red eyes that is sent towards the opponent.
Cp cost: 250
Damage: 200 - 500 + chk mod
Requirements: Chakra Control 190, Ninjutsu 150. Must be from Land of Snow and have wind and water elements, or from any Hyouton Creation Clan.
Training days: 25 days

Hyoton: Ikkaku Hakugei (Ice Release: One-Horned White Whale)
The user creates a large one-horned whale that is shot at the opponent.
Cp cost: 240
Damage: 100 - 300 + chakra mod
Requirements: Chakra Control 140, Ninjutsu 120. Must be from Land of Snow and have wind and water elements or from any Hyouton Creation Clan.
Training days: 20 days

kouri-chan_xx
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kouri-chan_xx
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PostPosted: Thu Apr 03, 2008 3:07 am


Ninjutsu: Lightning Release / Raiton


C-Rank

Raiton: Shirorai (Lightning release: white lightning)
Jutsu description: The user channels chakra, usually in the exterior limbs, the channeled chakra begins to rotate like a coil which magnetizes the air around the limb. The chakra then draws in the positive electron particles to the exterior of the limb, the the negative electron particles are then discarded as a small bolt of electricity towards a near by target, if no target is in proximity the discarded negative electron then returns to the positive charge. With the built up electricity in desired limb the user then attempts to make physical contact with a target. The jutsu has two effects, and receives its name from the arc of negative electrons appears as a white bolt of electricity.
Rank: C
Cp: 30
Damage: 1-15 + chk mod for small lightning arc, and + 1-15 lightning damage added to first physical combat hit.
Requirements: Chakra control 70+, Lightning affinity, 25+ chk
Training: 5 days
Special: The first stage of this jutsu acts like a basic ninjutsu, if the first stage misses the damage full is automatically returned to the user, if it hits the the second part adds lightning damge to the first physical hit of the user, if the user does not hit a target in the turn following the first stage the damage is returned to the user.
Owned by: Isagawa Raisuke

B-Rank

Raiton: Rairyu Dageki Dangan(Lightning Release: Lightning Dragon Shock Bullet)
Jutsu description: The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user, as it does so with the chakra applied the user shape the front of this lightning like charge in to that of a dragon head. Because it is seeking out another electric potential this jutsu rarely misses its target.
Rank: B
Cp cost: 120
Damage: 50-150 + chakra mod.
Requeriments: Lightning affinity. Chakra 50+, Chakra Control 100+
Training days: 15 days
Special: Add +20 to the ninjutsu hit for this jutsu

Raiton: Ryurai no Jutsu (Lightning Release - Dragon Lightning Technique)
Jutsu description: The user draws in the static electricity from the air around them, and after applying chakra a large lightning bolt is released from there bodies in to a guide. This lightning bolt must follow a guide towards the target else it diverts for the ground.
Rank: B
Cp cost: 60
Damage: 30 - 60 + chk mod
Requirements: Lightning Affinity, Chakra 20+, Chakra Control 50+, Solid object connecting user and target.
Training days: 10 days
Special: as long as there is a object connecting user and target jutsu automatically hits, if the jutsu touches the ground in any way before the target its become neutralized.

Jutsu Name: Raiton: Bun Hekireki (Lightning Release: Dividing thunder) A.K.A Origin of Love
Description of Jutsu: Called by some as "Origin of Love" this is a reference to a famous philosophers epic, in which humans became divided into two separate beings by a bolt of lightning from the sky. This jutsu is almost exactly that. While it would take a true master to literally split a man in half, this jutsu concentrates lightning chakra into a mass above the opponent through some kind of water conductor. (A cloud, mist, etc) In a last resort the user may fire the jutsu directly from their body, but this reduces the damage done by half.
Rank: B
Cp Cost: 60
Damage: 50-90+Chakra Mod (25-45 if fired directly)
Requirements: Chakra 30+ Chakra Control 40+
Training: 7 days
Special: Because of the erratic and hard to control nature of the technique, as well as it's affinity, the opponent receives a +1 on the reflex save for every ten the user has below 100 Chakra control

S-Rank

Hi no Hagane (Wings of the Sun)
Raiga causes a rockslide by sending a wave of electric energy upwards a cliff. This is the only electric-based jutsu that Raiga performs without the help of his swords.
Cp cost: 210 CP
Damage: Lightning (only applicable if lightning is going at opponent): 130-240 + chakra mod. Rockslide: 290-410
Requirements: Lightning Affinity, Chakra Control 150+, Chakra 60+
Training days: 10 days

 
PostPosted: Thu Apr 03, 2008 3:08 am


Medical Jutsu



C-Rank

Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [No bones can be repaired by this technique.]
Cp Cost: 10 per round
Heals: 1 - 10 + Chakra Mod. For ever 10 ranks ninjutsu, +2 max heal.
Requirements: Treat Injury (10), Knowledge: Life Sciences (5), Chakra Control (12)
Training: 8 days


B-Rank

Jutsu Name: Energy Exchange Technique
Description of Jutsu: A medical jutsu that converts the user's Hp to Cp. Can be used in and out of combat.
Rank: B
Cp Cost: N/A
Damage: User loses an amount of Hp equivalent to 10% of their total Hp.
Requirements: 45 chakra control. Must know Medical Technique: Minor Chakra Heal.
Training: 14 days
Special: User sacrifices an amount of Hp equivalent to 10% of their total Hp. Because of the second law of energy, entropy, only 50% of that amount becomes usable chakra. The rest is released as heat.
Owner: Minimidget

Shikon no Jutsu (Dead Soul Technique)
With this Jutsu, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Cp cost: 70 + 10 per turn
Damage: Damage dealt by the body.
Requirements: Chakra 20 + Medic ninja Only. Chakra Control 50+, Treat Injury 50+
Training days: 20 days.


A-Rank

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
A very advanced healing technique. Chikatsu Saisei uses a part of the casualty's body as a medium to heal the casualty's wounds. It requires an almost room-wide seal, and a lot of time. Unfortunately, this treatment's success rate isn't very high.
Cp cost: 50 per person, minimum 3 people
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 80
Training days: 25 days
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under.

Inyu Shometsu (Secret Healing Wound Destruction)
The user can concentrate their chakra to a prepared area on their body and begin the cell recreation process the very moment the targeted area becomes damaged. This ability activates dead cells and create new ones.
Cp cost: 60 + 10 per turn held
Damage: N/A
Requirements: Treat Injury 80 Ranks, Chakra Control 50+
Training days: 15 Days
Special: Heals 50 + user's chk mod + 2 per 10 ranks user has in Chakra Control.

Ranshinsho (Important Body Points Disturbance)
By attacking the base of the brain stem with chakra converted to electricity, the user is able to flip the brain's movement signals to the arms and legs. For example, if one tried to move their right arm, their left leg would move in the way they wanted their right arm to move.
Cp cost: 20 per hit
Damage: Normal Taijutsu hit damage.
Requirements: Knowledge anatomy 65 ranks.
Training days: 20 days
Special: Opponent must roll 1 d4 per turn. If the result is a 2 the opponent is unable to function for that turn.
*Effect lasts for 2 rounds. If user continues to hit with this jutsu, rounds compound.

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 3:10 am


Taijutsu



E-Rank

Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Sennen Goroshi (One Thousand Years of Death)
A very simple Taijutsu technique with a very over-dramatized name. A technique in the one plunges the user's fingers into the vicinity of the victim's rectal regions. However, the true meaning of the jutsu was mainly to use a pointed object (usually a kunai), in order to attack the blind-spot of the enemy. When combined with explosive seals, it can even damage Gaara in his semi transformed mode.
Damage: 7-18 + str mod. Or 7-18 + weapon damage if a weapon or tool is used.
Requirements: Taijutsu +5 "Sick mind?", must be a Sneak Attack
Training days:1 day

D-Rank

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: 4 per throw
Damage: Add +2 per shuriken to your attack roll
Requirements: Fuuma Shuriken. Gennin or higher Rank, Shuriken skill 10+ Ranks.
Special: + 2 to attack roll for every additional shuriken past the first 2.
Training days: 2.

Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.

Konoha Reppu (Leaf Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet.
Damage: Taijutsu damage.
Requirements: Gouken style fighting. Taijutsu 18
Training days: 4 days.
Special: With this technique you can hit all enemies around you in melee instead of using one attack turn per enemy.

Konoha Senpu (Konoha Hurricane)
This Jutsu is mainly a set-up one, and consists of kicking the opponent high into the air, thus leaving them vulnerable to a subsequent more powerful attack (usually Kage Buyō, Shadow of the Dancing Leaf).
Damage: 20-40 + Taijutsu Damage
Requirements: Str 25, Taijutsu 25, Dex 10, Gouken
Training days: 3 days
Special: This technique reduces the opponent's Dodge bonus by -5.

Chakra Enjuku (Chakra Perfection)
This is more of an ability than a Jutsu. For those who have extreme control of their chakra, they may apply it to projectile weapons and do slight changes to the trajectory to help with hitting its target.
Rank: D
Cp Cost: 20 to start + 2 per projectile manipulated
Damage: None
Requirements: Chakra Control 50+
Training: 5 days
Special: *Add half chakra mod to range weapon DC and 1 per 10 to range weapon DC for every 10 points in chakra control past 50.
*This ability does not cost any attack turns to use.
*The additional CP cost activates for each projectile thrown in a single post after the first throwing turn meaning you can throw a handful of shuriken and just pay 20 for that one turn but if you throw another handful in that same post, you must pay +2 for EACH shuriken thrown.

Touei (Reflection)
The user fills the blade of any metallic weapon/object they have in their hand and catches some nearby source of light and directs it at the opponents eyes. The chakra amplifies the light caught and expelled causing for a blinding flash of light.
Rank: D
Cp Cost: 10 CP
Damage: None
Requirements: Chakra Control 10, Metalic Weapon/ Object
Training: 2 days
Special: *Successful hits cause the target to loose the use of all sight checks for 1 post after this. If they cannot beat the Fortitude DC for this, their next 3 post suffer half Attack DC.
*Grants +5 to any hide check by user in the post immediately after this one unless the user has 2 or more attack turns in which case they must do a hide check in this same post.

Betsuhaitatsu (Special Delivery)
Using a string and a Fumma Shuriken, the user can drop bombs onto a target from above. The string is used to both hold the bombs in place and release them as the Fumma Shuriken flies overhead.
Rank: D
Cp Cost: 0 CP
Damage: Varies depending on bomb type dropped.
Requirements: Fumma Shuriken, Shuriken Skill 30+, Use Rope Skill 20+
Training: 2 days
Special: *No more than 8 Kemuridama and/or bomb tags may be placed on the shuriken. One string per finger.
*Dodge DC: 10 + half users level + dex mod + 2 per 10 in shuriken skill
*If all 8 strings are used, no jutsu may be used until this jutsu is done as the strings are normally tied or at least controlled by a finger each.

C-Rank

Sōfūshasan no Tachi Jutsu (Manipulating Windmill Triple Blades)
The user controls shuriken that have wire cords attached to them (two held with the hands and one with the mouth) and manipulate their paths to tie an opponent to a nearby large object, binding them. If there is no object, the shuriken will impale the opponent.
Cp cost: N/A
Damage: Shuriken damage.
Requirements: Shuriken, wire, Dex 20, Use Rope Skill 20+
Training: 3 days
Special: Roll a Use Rope check against the opponent's Reflex Save. If successful, the opponent is bound and cannot move. They must use escape artist checks against the innitial Use Rope DC set by the attacker.

Shihōhappō Shuriken, (Shuriken From All Directions)
Using a village clone jutsu, you and your clones throw a large number of shuriken from all angles at your opponent. It is similar in practice to the Shuriken Shadow Clone Technique used by the Third Hokage during his fight with Orochimaru.
Cp cost: Cp for clone technique.
Damage: Shuriken damage.
Requirements: Clone technique, Shuriken 28 ranks, at least 6 clones.
Training: 3 days.
Special: Opponent's Dodge Bonus -6

Tsutenkyaku (Painful Sky Leg)
This is basically just a kick down from the air, where the user uses their marvelous strength to create a gigantic crater and an earth-quake like effect to the surrounding area.
Damage: Double taijutsu damage.
Requirements: Taijutsu 35 Ranks
Training days: 6 days.
Special: Unless the opponent can pass a Tumble check of the attacker's attack roll, he is winded for the next turn.

Hirate Buraindo (Blind palm)
A taijutsu technique focused on the basics of Choy Lee fut and Buddah`s palm techniques In which the person uses the palms of his hands and his flat foot not only to hit the opponent but also throw him off guard by pushing him back with the blow, not using his strength but speed in his blows. The user concentrates Chakra in his palms and feet. when hitting, the wind created with the speed is molded with the chakra to create a push back force. Needs to be activated but lasts until the user desires to deactivate it But the fast movements it requires enemy wears the body out if used for too much time
Cp cost: 6 cp to activate and remains for 1 turn / -2cp more each time its activated after the second time
Damage: taijutsu damage + half chakra mod. + half str mod/ -30 hp to user per activation
Requirements: Wind affinity Str 30+, Dex 40+, Con 30+, Chk 40+, Taijutsu 40+ Ranks, Chakra Control 40+ Ranks
Training days: 12 Days
Special: Even the attack it misses the opponent still receives half damage because of the push-back force of the wind. can only be activated twice in battle after that it will cost 2cp more each time activated, Uses Dex instead of strength to attack.
ex:
-active 1= -6cp
-active 2= -6cp
-active 3= -8cp
-active 4= -10cp and so on!

Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Damage: Taijutsu damage x 2.5
Requirements: Must drop yourself from a really high place along the enemy. Enemy recives extra 2 points of damage per 5 feet.
Training days: 5 days.

Kage Buyo (Shadow of the Dancing Leaf)
While the target is airborne, the user jumps in such a way as to appear below the target while following a similar trajectory through the air. Since the victim is airborne, he is in a vulnerable position to a more damaging attack.
Cp cost: 1
Damage: 0
Requirements: Gouken, Taijutsu 20, Dex 25, Tumble 30
Training days: 2 days.
Special: Do to target being airborne, their dodge bonus and reflex save are both cut in half during the next turn

Konoha Daisenpu (Leaf Great Whirlwind)
A powerful leap forward, using the extra momentum to perform a powerful spinning kick with both legs in mid air, the second kick often being aimed lower in case the intended target ducks. The technique is most effective at ranges of 2-3 meters, because if you miss or they dodge, you have at least made it past them and have a chance to react before they can mount a significant counter-attack.
Damage: Taijutsu damage x 1.5 per kick
Requirements: Gouken Taijutsu, Taijutsu 30 ranks.
Training days: 8 days.
Special: *Cannot be countered.
*The first kick is determined under normal Taijutsu roll rules. The second one does not connect if the first one does. If the first attack is dodged, the defender's Dodge Bonus is reduced by 10 for the next attack.

Sairensa (Silencer)
This is a jutsu where the user uses their chakra to create slight vibrations in the air around their moving portions to neutralize the vibrations of the motion, thus silencing most motions around you.
Rank: C
Cp Cost: 50 CP
Damage: None
Requirements: Chakra Control 40+,
Training: 8 days
Special: Can be used to increase Hide checks and Sneak Attack Checks by Chakra mod. However, large or fast motions cannot be silenced(use common sense)

Tanren no Chakra (Chakra Hardening)
This jutsu allows the user to reinforce their sheath or any other wooden/sword like object within range with chakra so that it may be used as a weapon without fear of it breaking under the strain of combat. This does not allow the sheath to cut or pierce, more so be used like a bat or bokken. If used to block any type of piercing or slashing attacks, it will break like normal.
Rank: C
Cp Cost: 20 CP / 2 per turn kept
Damage: Grant's sheath a damage of 1-4 + str mod to min and max + half chk mod to max
Requirements: Chakra Control 30
Training: 2 days
Special: *Can be used as a Duel wielding weapon but costs 10 more CP as you aren't fully concentrating on it alone.

Yuugou no Omoi (Fusion of Minds)
This is a technique in which someone who is duel wielding the same weapon in both hands can link the two together at the handle and use them as one weapon using chakra if no mechanism is naturally in the hilt to do so. This increases the range of the weapon and free's up a hand for use with single handed jutsu.
Rank: C
Cp Cost: 0 CP if mechanism is in hilt / 10 CP + 1 per turn if not
Damage: None
Requirements: Weapon Skill 50+, Chakra Control 20+
Training: 2 days
Special: *Allow's for the use of one handed jutsu while keeping the damage capability of duel wielding.

Odori no Tatsumaki (Tornado Dance)
A Taijutsu attack that relies on duel wielding. After using the Fusion of Minds technique, the user may send their new weapon flying much like a fuma shuriken. Due to the fact that most weapons used in Fusion of Minds were not structured to be thrown, the user must add a bit of chakra to make sure they fly true and curve enough to return to them like the Fumma Shuriken can. It also takes a bit longer for the travel of these weapons.
Rank: C
Cp Cost: 20 CP
Damage: Normal Duel Wielding Damage but instead of strength mod, add dex mod.
Requirements: Chakra Control 40, Weapon Skill 60+, Fusion of Minds technique learned
Training: 4 days
Special: *Weapon will not return for 1 full post (you throw on the first post, it's gone on your 2nd post and it comes back at the beginning of your 3rd post)
*Target has to dodge weapon both on throw and return unless they make a substantial movement change during their posts.
*Treated as Range attack to use Range DC instad of Melee.
*Can be used with Chakra Perfection on throw only without costing, not on return.

B-Rank

Hien (Flying Swallow)
Using their Chakra to extend the blades of some trench knives, the user charges almost directly at their opponent. Though appearing to miss, it is usually a near-fatal blow across the chest.
Damage: Weapon damage.
Requirements: Weapons Chakra Control 30
Training day: 6 day.
Special: Add this to your damage based on the weapon used:

Tiny (shuriken, senbon): add 1/4 chakra mod.
Small (kunai): add 1/2 chakra mod
Medium (katana): add chakra mod.
Large (nodachi): add double chakra mod.

Konoha Goriki Senpu (Leaf Strong Whirlwind)
A much more powerful version of the Konoha Daisenpu (Leaf Great Whirlwind).
Damage: Taijutsu damage x 2 per kick.
Requirements: Gouken, Taijutsu 80 Ranks, Must know Konoha Daisenpu
Training days: 8 days.

Konoha Shofu (Leaf Rising Wind)
Using their quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon their opponent is wielding.
Damage: Normal Taijutsu
Requirements: Taijutsu 50 Ranks.
Training days: 9 days.
Special: You might disarm you opponent weapon with this attack. Gives you a +6 bonus in bare handed disarming (ie. negating the -2 penalty and bringing your bonus to +4)

Suiken (Drunken Fist)
An unusual style of taijutsu combat where the user takes in enough alcohol to become intoxicated (hence the name), causing them to become unpredictable and highly dangerous. Suiken is not a fighting style that one can learn or train in, nor is it a bloodline limit, but more of a natural talent that one is born with. However, you still have to find a Suiken master to learn it from, which will be hard as they are very rare.
Damage: Increase taijutsu damage by 2 - 10.
Requirements: Gouken. Appropriate age or irresponsible sensei, alcohol, Wis 15+ (to keep your wits about you), level 5+
Training days: 10 days , Or born with ability.
Special: +10 to DB, attack roll, Reflex Save.
-15 to Will Save, and all skill checks.

Tama no Jishin (Quake Shot)
The user charges their chakra to the end a polearm or any other long weapon and smashes it into the ground, exploding their chakra into a wave right into the ground. This creates an earthquake that can make any and all on the ground or anything connected to the ground loose their balance.
Rank: B
Cp Cost: 70 CP
Damage: 20-30 damage if balance check fails.
Requirements: Chakra Control 70+, Weapon Skill 50+, Any weapon with a ‘reach’ addition mentioned
Training: 5 days
Special: *Area of effect skill on all who are on the round or anything touching the ground in the area.
*Balance check DC: 15 + Chakra Mod + 1 per 10 in Ninjutsu

Mirion Etowa-ru (Million Stars)
An attack using a bow or cross bow. In the case of a normal bow, the user stabs the end into the ground and then loads the string with any manor of small projectile they can get their hands on and uses their chakra to make them stick to the string for a short period. They then draw the string back and fire all of the projectiles at once. With a cross bow, they simply set the bow string back and load while using the chakra to keep the items in place.
Rank: B
Cp Cost: 30 CP + 2 per every projectile past 5 that is used.
Damage: Normal Projectile damage + bow damage
Requirements: Chakra Control 60, Weapon Skill 40+
Training: 8 days
Special: Must roll for each projectile over the first 5.
*Any projectile can be used in this (Shuriken, Kunai, arrows, rocks, ect)
*Costs 2 attack turns due to set up and usage.
*Number of usable projectiles is determined by 1 per 5 in Chakra Control past the base requirement with a cap of 30 for a full bow and 35 for a composite bow.

Atsusa Shi-ku (Heat seeker)
The user attaches chakra strings to individual projectiles. In mid flight, just like with the Kugutsu no Jutsu, they can control the flight of the weapon, sometimes making it do maneuvers that wouldn't seem normally possible. Rank: B
Cp Cost: 2 per item, Same as Kugutsu no Jutsu well… with Kugutsu, you are controlling different portions of the puppet but still they are normally connected. With this, your controlling each separately so I think the cp should be 4 per item per turn.
Damage: thrown/launcher weapon damage Since you’re fully controlling the object, instead of dex, you’d probably get like 1 per 10 in Puppet Play added on.
Requirements: Perform: Puppet Play 50+, Kugutsu no Jutsu (Puppet Technique), chakra control 30+
Training: 4 days
Special: Add extra +1 per 10 ranks of Perform: Puppet Play skill to attack range on top of the initial attack range again… range is an aspect of the system that no one pays attention too so this is kinda pointless


A-Rank

Dageki no Karite (Reaper Slash)
By using the natural tendency of the curved blade of the Scythe or Kama, the user focuses their chakra into the blade and leaps high into the air and slashes in a full circular motion sending a wave of chakra to the ground in the form of their elemental affinity. Fire creates fire slash, wind creates wind slash, earth creates an earthquake, ect.
Rank: A
CP Cost: 115 CP
Damage: 100-130 + chakra mod + 2 per 10 in weapon skill
Requirements: Scythe or Kama and affliated weapon skill 150+, Elemental Recomposition learned, Chakra Control 250+
Training: 10 Days
Special: *Treated as a Taijutsu attack.
*Due to time it takes to activate and perform, costs 2 attack turns instead of 1 and can't be used more than once per post.
*Since Elemental Recomposition is required for this, you do not gain any bonus or back draw for the Recomposition*


S-Rank

Asa Kujaku (Morning Peacock)
The user opens the first six gates, which gives them access to an enormous amount of chakra. Using this tremendous burst of power and speed, the user will approach their opponent in a distinctive stance. When near enough, they will kick their opponent and launch them into the air. They will then strike them multiple times, causing the distinctive peacock fan to develop. His opponent will then fall back to the earth, covered in the strike's aura.
Cp cost: 50+ gate cost
Damage: Taijutsu damage x 3
Requirements: Know the sixth gate, Taijutsu 85, Str 48, Dex 50
Training days: 25

Dainamikku Makingu (Dynamic Marking)
Marks opponents, objects, etc. by scent, by urinating on the target.
Cp cost: 0
Damage: 1-5 MHP
Requirements: Usable by pets, summons and people from animal clans if transformed.
Training days:3 days?
Special: *This is treated as a taijutsu hit although it doesn't do damage. It can be used on multiple targets if so desired.
*Once used, the user will gain a +20 bonus to all smelling or scent checks on the object or person it was used on.

Ten / Heru (Heaven and Hell)
The user must first prime the battle field by firing 3 of any C or B rank (2 A rank, 1 S rank) fire jutsu(It can be the same one just repeated) into the air to superheat the atmosphere and instantly evaporate all the water molecules and cause storm clouds to gather. They then dash forward towards the foe as the storm clouds gather and, before getting within attacking range, leap high into the air, all the way into the clouds. Their metal weapon will act as a conductor and draw lightning towards it as the user drops from the sky at insane speeds right towards their opponent with a bolt of lightning right on their tail. They then must touch their opponent to pass the negative ions that were attracting the lighting to their blade onto the foe, thus diverting the lighting to the unsuspecting foe. However, in the event of a miss, the user can strike the ground in which case the massive bolt of lighting will hit the ground and superheat it causing a miniature volcanic eruption to occur.
Rank: S
Cp Cost: CP for usage of fire jutsu + 100 CP for control of lightning
Damage: If the lightning bolt strikes than 1000 - 2000 Damage / If lighting bolt doesn't strike but they are caught in eruption then 100 - 300 + chakra mod
Requirements: Chakra Control 300+, Fire and Lightning Affinity, a Fire Jutsu of C rank or higher, Taijutsu 200+
Training: 20 days
Special: *Can only be used with metalic weapons
This requires a good amount of checks:
*1st check is to see if the storm even gathers. This jutsu CANNOT be be used in arid regions like deserts or wastelands
unless both parties agree that a lightning storm is already going on.
-DC for Slightly moist areas (Konoha, Oto, ect): 100 vs 1D20 + half User level + 2 per 10 in Chakra Control.
-DC for Very moist areas (Taki, Kiri, ect): 50 vs 1D20 + half user level + 2 per 10 in Chakra Control.

*2nd Check is to see if user hits the opponent with negatively charged weapon. This is treated as a melee taijutsu weapon strike but the defendant gains half their level to the Dodge Bonus as they obviously see all this preparation and will be on alert.

*3rd Check is used only if the 2nd check fails. It is to determine if the target is hit with the volcanic strike.
-This is also treated as an Area of Effect Ninjutsu attack in which the user suffers half damage regardless of if anyone else takes a hit.
-This is treated as a normal Ninjutsu with normal S rank Ninjusu checks.
-Main target gets no bonus as they are right in the face (supposedly) of the attacker. All bystanders only have to compete with half the Ninjutsu DC for this.


Hachimon (The Eight Celestial Gates)

The eight chakra gates are eight specific points on a person's chakra circulatory system. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

Obviously, gates must be opened in order. The gates and what they release are listed below: (The Gates each have a HP cost with the exception of the eighth which kills the user at the end. This is so that the eight gates do not get spammed the hell out of.)

The effects of the gates last for 20 user Rounds for Gate 1-5 and until death for gates 5-8. However the Hp loss is constant. The effects of the gate opening can be healed up to the opening of the 6th gate. The strain placed on the body from opening the 7th and 8th gate is too much for anyone to heal. You can recover from opening the 7th gate, but you probably won't be ninja-ing around any more.

Also the effects of the gates don't stack, so when you open the 2nd gate the +16 strength/dex is replaced by +26 strength/dex. However the cost does stack. For example to open the 2nd gate you must first pay 50 hp to open the 1st gate, then 80 hp to open the 2nd. Opening of each gate takes up one attack turn as well, so if you only have 4 attack turns per round but know 5 gates, you have to wait for your next round to open the 5th gate.


1. Opening (Initial) releases the brain's limit on the total strain on the muscles.
Hp Cost: 50 Hp and 10 per turn to hold it
Damage: -
Requirements: Taijutsu 30 ranks, Gouken
Training: 25 days
Special: Opening the first gate gives the user +6 strength and dexterity but -30 CP [chakra is expelled from the body making it wasted]

2. Rest (Heal / Energy) releases the brain's limit on the body's stamina, making a battle-worn person become miraculously ready to fight as if the fight had just started.
Hp Cost: 80 HP and 20 per round held
Damage: -
Requirements: Taijutsu 40 ranks, Gouken, Initial opened
Training: 27 days
Special: Opening the second gate gives the user +16 strength and dexterity but -40 CP.
*Also, it refills the users HP and MHP to 90% of the max amount BEFORE taking the initial damage.

3. Life is located on the spinal cord, and releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level.
Hp Cost: 110 HP and 30 per round held
Damage: -
Requirements: Taijutsu 50 ranks, Gouken, Previous gates open
Training: 29 days
Special: Opening the third gate gives the user +26 strength and dexterity but -80 cp

4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
Hp Cost: 150 HP and 50 HP per turn
Damage: -
Requirements: Taijutsu 60 ranks, Gouken, Previous gates open
Training: 30 days
Special: Opening the fourth gate gives the user +42 strength and dexterity but -100 CP

5. Closing (Limit) releases the limit on the amount of chakra released at one time.
Hp Cost: 250 HP and 80 per turn held
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 35 days
Special: Opening the fifth gate gives the user +58 strength and dexterity but -140 CP
*User regains 50% of his Cp.

6. Joy (View) removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the user even more power and stamina.
Hp Cost: 360 HP and 160 per turn held
Damage: -
Requirements: Taijutsu 70 ranks, Gouken, Previous gates open
Training: 40 days
Special: Opening the sixth gate gives the user +72 strength and dexterity but -200 CP

7. Shock (Wonder / Insanity) removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing even more power and stamina.
Hp Cost: 800 HP and 300 per turn held
Damage: -
Requirements: Taijutsu 90 ranks, Gouken, Previous gates
Training: 40 days
Special: Opening the seventh gate gives the user +86 strength and dexterity but -300 CP

8. Death opens the final gate located at the heart and uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. All the energy in every individual cell is used up, giving the user power well above that of any Kage. This "big bang" effect is only temporary, and destroys every muscle in the user's body. Death is assured when opening this gate.

Hp Cost: None, the cost is death.
Damage: -
Requirements: Taijutsu 110 ranks, Gouken, Previous gates
Training: 60 days
Special: Opening the eighth gate gives the user +100 strength and dexterity. The Hp of the user triples, but he will lose 10% of his new Hp per round until death. [He cannot be healed as the internal wounds caused are unhealable] Cp goes down to 0.

At the end of the effect, for gates 1-3 the user is fatigued for 3 hours. For gates 4-6 they are fatigued for 7 hours, and for the seventh gate they are fatigued for the next 24 hours. (Fatigue means that their normal strength, constitution and dexterity is halved)

 
PostPosted: Thu Apr 03, 2008 3:10 am


Genjutsu


Note: Damage caused is to Mental Health (Mhp), not Hp.


D-Rank

Jutsu Name: Kuro Ikkou no Jutsu (Black Thought)
Description of Jutsu: This Jutsu, while simplistic, can also act as a reflection of a Genjutsu users talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche.
Rank: D
Cp Cost: 12 +5 per turn the technique is continued.
Damage: 7-18Mhp+1per 5 ranks in Genjutsu
Requirements: Genjutsu 10 Intel 10
Training: 5 days
Special: If the user of this also chooses to roll a bluff roll, further scrutinizing the nature of the thought, then they can increase the damage by adding their charisma mod, however if this fails, the damage done is cut in half.
Owner: The Ghost of Xmas Awesome

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Suzu Senbon no Genkaku (Illusion Bell Needles)
Technique which uses special bells attached to throwing needles. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions (has a random D-Rank Genjutsu effect).
Cp cost: 15 + 4 per post.
Requirements: Needles. Genjutsu 25, Int 14
Training days: 3 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8

C-Rank

Jutsu Name: Decoy Projectile Technique
Description of Jutsu: This genjutsu can be willed into manifesting in the form of a kunai, a shiruken, an arrow, some ninjutsu missile or even a pebble. It can be used to trick someone into thinking that the user's position is somewhere else. Or mislead the affected person to believe there is another person present, yet hiding. It can be used a set up for the real projectile in the form of a sneak attack.
Rank: C
Cp Cost: 30
Damage: N/A
Requirements: Genjutsu 35
Training: 7 days
Special: If used as a distraction, and the target has spot skill in effect the affected person suffers a -5 penalty to that skill.
If used as a prep for a sneak attack, add +15 sneak attack to the next attack.

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
Kori Shinchū no Jutsu is a Genjutsu which causes the target to travel around in circles. If the ninja is unable to detect the illusion very quickly, they can become exhausted mentally and physically because they are unable to reach their desired area by traveling along the same path over and over.
Cp cost: 40 + 5 per turn
Requirements: Genjutsu 30 Ranks
Training days: 6 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials: For every other post that the jutsu remains in effect, subtract 30 MHp and 20 Hp from fatigue

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
Kokoni Arazu no Jutsu is a rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 45 + 8 per turn
Requirements: Genjutsu 30 Ranks
Training days: 7 days
Will Save:10 + half user's level + half int mod + half wis mod
Specials- Add +20 to Sneak Attack if Genjutsu is successful AND the user attacks next turn.


B-Rank

Jutsu Name: Extrasensory Pulse
Description of Jutsu: A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brains commands and sends all 5 senses into hyperdrive. The sense of smell is increased to well beyond even what a dog can have, the sense of sight becomes extremely sensitive to light, the sense of hearing exceeds even that of a dog or bat, the sense of touch is accelerated to and attached to nothing but the pain center of the brain and heightened beyond any known limit and the sense of taste is heightened as well. This all occurs far to fast for one not accustom to these things to utilize. Due to the extra electricity being produced by the brain while under this genjutsu, the brain will eventually reach a state where it tries to protect itself and resets itself, instantly breaking the genjutsu. So this is only good for one turn but it goes a long way to give you a good free shot.
Rank: B
Cp Cost: 130 CP
Damage: 190-260 MHP
Requirements: Genjutsu 100+, Chakra Control 100+, Anatomy 50+
Training: 15 days
Special: *If caught in this jutsu, the target loses half of their stats for the next turn. For each turn after, the target will regain half of the lost numbers for the next 3 turns. (Say the person has a Dodge Bonus of 60. They would loose 30 DB for the initial hit. Then the next turn they would regain 15 point (half of 30) then after that they'd regain 8(half of 15) then 4 then back to normal.)
Will Save: 10 + half user level + half wis mod + half int mod

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a tree will grow at the target's feet and branches from an illusory tree will bind them from behind so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the tree and quickly kill the opponent, preferably with a kunai.
Cp cost: 60
Damage: 200 MHp
Requirements: Genjutsu 50 Ranks
Training days: 9 days.
Will save: 15 + half character level + half int mod + half wis mod
Special: If the Genjutsu is completely successful, the Victim passes out for 1 turn, being the mind believes they have been "killed"
To remain conscious, roll a Fortitude Check. If fortitude check is successful, victim remains conscious. The DC for the Fortitude Check is the Genjutsu Attack DC

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
Type: Unknown, probably: B-rank, Supplementary, All ranges
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Requirements: Genjutsu 60 Ranks
Training days: 7 days
Will save: 15 + half character level + half int mod + half wis mod

Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain)
The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu. The user must be playing the flute the entire time the Jutsu is being used.
Cp cost: 70 + 15 per turn
Damage: 232 MHp initial damage, 30 continual damage per turn afterwards.
Requirements: Genjutsu 70 Ranks, Perform (Woodwind) 30+ Training days: 5 days
Will save: 15 + half character level + half int mod + half wis mod

10 Sou no Genjutsu (Ten Layer Genjutsu)
This genjutsu sends the victim through a scenario of several alternate realities, tortures, and worlds that test and strain the mind by working through complicated puzzles. These puzzles come in the form of many things, and some that test the user to actually give up their life in the genjutsu in order to pass on to the next layer. The tests and warped realities bend the laws of physics, and twist all which is known as true and false, and right and wrong. The tests and worlds vary from person to person, but for sure, those that leave this genjutsu alive, are changed forever.
Cp Cost: 100 (10 per Layer)
Damage: 20 per Fail (See Special)
Requirements: 50 Genjutsu
Training: 8 Days
Special: The Victim of this jutsu rolls 10 20-sided die at once. Each die is calculated separately. If a roll fails to pass the DC set by the genjutsu, the victim receives 20 damage to their MHp. A roll of a natural 20 breaks the genjutsu and cancels all damage after it, however, damage before the 20 is still calculated.
Will Save: 15 + half character level + half int mod + half wis mod
Owner: RhikoDemson

Jutsu Name: Cyclopean Curse
Description of Jutsu: The genjutsu blinds one of the victim's eyes, rendering them incapable of depth perception. Results in the inability to judge distances.
Rank: B
Cp Cost: 50
Damage: N/A.
Requirements: Genjutsu 50
Training: 13 days
Special: * Affected person's DB and base attack are lowered by 5.x
* Identification check not required.
* Instead, affected person only gets one chance to break the jutsu. (Base Save + Wisdom modifier = Will Save)
* If save fails, target is temporarily blinded and must roll a 1d20 to see how many turns the genjutsu is in effect.
* A natural 1 means sight is regained in the next turn.
* A natural 20 will result in 30 turns of blindness.
* Roll a 1d4 to see which eye is blinded.
* If it is an even number, right eye is blinded.
* If it is an odd number, left eye is blinded.
Owner: Minimidget

Omoi yo Jishou (Mind over Matter)
This is a part of a duel jutsu that was created...kind of by accident. It was made when the originator of the jutsu made a mistake and put himself under a genjutsu by looking at his reflection. Using this concept, he began to study the processes of the mind and began to realize what could be done. The general concept of this genjutsu is trick the mind into releasing the First and Second Gates associated with Taijutsu. The user tricks the mind into releasing the restraints on the muscles and adding more stamina to the body giving the effects of boosts of power and recovery associated with the first two gates. Unfortunately, the user can go mad from being under this genjutsu for too long. They must break it before long.
Cp Cost: 100 CP
Damage: 50 MHP + 5 per turn instead of HP damage
Requirements: Genjutsu rank 60+, Constitution 20+, Reflective surface
Training: 10 days
Special: *The benefits allowed by the 2 gates are given by this jutsu.
*If the user keeps themselves under the genjutsu for more than 6 posts, regardless of MHP, they will go berserk and cannot break this genjutsu. No jutsu, other than basic taijutsu, can be done in this state.
*To break out of this Genjutsu, the user must roll a D20 with no enhancers version higher difficulty based on how many posts you've been under the genjtusu:
1 Post: No Roll required. Breaking genjutsu is easily done.
2 Posts: 1 D20 vs 5 DC.
3 Posts: 1 D20 vs 10 DC.
4 Posts: 1 D20 vs 10 DC.
5 Posts: 1 D20 vs 15 DC.
6 Posts: 1 D20 vs 20 DC.

A-Rank

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
Forming the tiger hand seal, this powerful Genjutsu creates an ambiance of complete darkness around the surrounding background, enabling the user to attack without being seen.
Cp cost: 100 + 10 per post
Damage: 8 MHP per post
Training days: 12 days.
Will save: 20 + half character level + half int mod + half wis mod
Special: User cannot see, and he loses half of his dodge bonus/Reflex Save.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
This technique is an incantation spell that allows the caster to place a large body of people into an intense and unconscious state. The spell, however, can be avoided by forming the tiger hand seal and using the dispel skill, dispersing it away.
Cp cost: 115
Requirements: Genjutsu 95 Ranks
Training days: 15 days.
Will save: 20 + half character level + half int mod + half wis mod

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Konpaku yo omoi (Soul over Mind)
Description of Jutsu: This is the second part of the two part jutsu. Just as Mind of Matter mimics the release of the 1st and 2nd gate, this jutsu forces the release of the 3rd gate. All the excess chakra being created is pumped into jutsu, increasing the power of the jutsu used while under this state. Again, insanity is the penalty of one who uses this jutsu too much.
Cp Cost: 120 cp
Damage: 70 MHP + 5 per turn
Requirements: Genjutsu rank 70+, Constitution 30+, Reflective surface
Training: 10 days
Special: *All jutsu that use chakra that is used during this state of mind will be increased by 1.3 times the damage.
*Berserk mode activated after 6 posts, regardless of the MHP at that point.
*To break out of this Genjutsu, the user must roll a D20 with no enhancers version higher difficulty based on how many posts you've been under the genjtusu:
1 Post: No Roll required. Breaking genjutsu is easily done.
2 Posts: 1 D20 vs 5 DC.
3 Posts: 1 D20 vs 10 DC.
4 Posts: 1 D20 vs 10 DC.
5 Posts: 1 D20 vs 15 DC.
6 Posts: 1 D20 vs 20 DC.

S-Rank

Jutsu Name: Sensory Deprivation
Description of Jutsu: This is an extremely hard jutsu to get past an opponent do to the bodies innate defense against such a thing. Working on the same premises of Extrasensory Pulse, the user moves their chakra into the opponents mind and tricks the mind into working in a specific way on the senses. In this case, to shut down the senses. All 5 senses begin to dwindle to nothing. However, just as before, the mind has automatic defenses against such an act and thus automatically attempts to reset itself when the electrical level in the body gets to dangerous levels. This automatically shuts off the genjutsu.
Rank: S
Cp Cost: 250 CP
Damage: 410-500 MHP + int mod.
Requirements: Genjutsu 100+, Anatomy 40+, Chakra Control 100+, Sensory Pulse Learned
Training: 20 Days
Special: This jutsu completely shuts down all senses one turn at a time. 1st post losses taste, reducing all talking checks by half. [[you can't feel your tongue, it's harder to talk]]
2nd post losses touch, reducing all attack checks (taijutsu and handsign required jutsu) by half.
3rd post losses smell, reducing all smelling checks by half.
4th post losses hearing, reducing all hearing checks by half.
5th post losses sight. If you stay within this jutsu till the 5th post, all checks drop to 0, making the target a complete and utter sitting duck.
*This complete effect last one post. They regain half of what they loss each turn after that for 3 turns. (Say they lost 60 DB. The next turn, they'd regain 30, then 15, then 8 then back to normal)
Will Save: 20 + half user level + half int mod + half wis mod

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Thu Apr 03, 2008 3:11 am


Fuuinjutsu



B-Rank

Fuuka Houin (Fire Sealing Method)
This seal allows the user to seal nearby fire. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the fire and sealing it on the scroll as the kanji for seal (封).
Cp cost: 50 to seal, 25 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 30
Training days: 6 days.

Fuusui Houin (Water Sealing Method)
This seal allows the user to seal nearby water. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the water and sealing it on the scroll as the kanji for seal (封).
Cp cost: 50 to seal, 25 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 30
Training days: 6 days.

Fuudo Houin (Earth Sealing Method)
This seal allows the user to seal nearby rock or minerals, not including metal. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the item and sealing it on the scroll as the kanji for seal (封).
Cp cost: 50 to seal, 25 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 30
Training days: 6 days.

Fuufu Fuuin (Wind Sealing Method)
This seal allows the user to seal gases. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the gas and sealing it on the scroll as the kanji for seal (封).
Cp cost: 50 to seal, 25 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 30
Training days: 6 days.

Fuurai Fuuin (Lightning Sealing Method)
This seal allows the user to seal negative ions or electricity from machines or in the air. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the ions in the ground or the electricity and sealing it on the scroll as the kanji for seal (封). This jutsu cannot seal actual lightning strikes as they happen far to fast.
Cp cost: 60 to seal, 30 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 50
Training days: 8 days.

Fuuhyou Fuuin (Ice Sealing Method)
This seal allows the user to seal nearby ice. The user writes the seal on a scroll and then performs the required handseals. This causes a vapor to appear from the scroll, enveloping the ice and sealing it on the scroll as the kanji for seal (封).
Cp cost: 60 to seal, 30 to undo the seal.
Damage: N/A
Requirements: Fuuin Jutsu 50
Training days: 8 days.


A-Rank

Fuuja Houin (Evil Sealing Method)
Used by a person to another person's Jūin to hamper its activation. This seal is dependent on the user's willpower to some extent.
Cp cost: 80 + 1/3 of the Cp cost to activate the Juin being stopped.
Damage: N/A
Requirements: Fuuin Jutsu 45
Training days: 7 days.

Gofu Kekkai (Five Seal Barrier)
A seal is placed to create a barrier and four other seals are placed around the vicinity. All seals must be removed in order to break the barrier.
Cp cost: 50 per seal.
Damage: N/A
Requirements: Fuuin Jutsu 60
Training days: 8 days.
Special: All 5 seals must be hidden using 5 separate hide checks. Clones can be used but the stats of the clone must be taken into consideration with the hide checks as some clone jutsu use only HALF the stats of the original.

Gogyou Fuuin (Five Elements Seal)
The user forms an elemental seal on each of his fingers, one for each of the following five "elements": water, metal, earth, fire and wood. He uses this odd numbered seal to disrupt the effects of the even numbered Shishou Fuuin. The Gogyou Fuuin disrupts the ninja's ability to control his chakra.
Cp cost: 80
Damage: N/A
Requirements: Fuuin Jutsu 50
Training days: 7 days.
Special: Double the chakra cost is required for using jutsu after being hit with this seal.
*The victim of this seal cannot unseal it themselves.
*The effects of this seal last until someone else unseals them
*To apply seal, user must first activate the seal and then land a Taijutsu hit on the target. Blocking does not stop the seal from working

Gogyou Kaiin (Five Elements Unseal)
This jutsu undoes the Gogyō Fūin, allowing the affected ninja to regain control of his chakra.
Cp cost: 100
Damage: N/A
Requirements: Fuuin Jutsu 60
Training days: (if you know Gogyou Kaiin) 2 days, (if you don't) 7 days.


S-Rank


 
PostPosted: Thu Apr 03, 2008 3:38 am


Village Only Jutsu


Konohagakure

Village Specialty

Ninjutsu

Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Description: Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this Jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones: like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. Though Uchiha members claim they could tell the difference, the real one also cannot be detected by the Sharingan. However, they can keep track of the original's movements. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Rank: B
Cp cost: 10 per bunshin and resulting CP divided by number of Clones created
Damage: Clones have same stats as you.
Requirements: Chakra 50+, Must be from Konoha or taught by a Leaf Ninja.
Training days: 5 days.
Special: *Clones can use any Jutsu the user can so long as they have the CP. They cannot recover chakra.
*Any cutting/piercing attacks will instantly disperse clones.
Clone HP = Remaining CP + 2 per 10 in Ninjutsu Skill of User (this means your clone using Jutsu is also killing itself)

Genjutsu

Taijutsu

Fuuinjutsu

Hijutsu

Hiraishin no Jutsu (Flying Thunder God)
Description: This Jutsu was created by the Fourth Hokage and the reason behind his nickname, "The Yellow Flash of Konoha". It allows the user to move over large distances with ultra-high speed. Although it is often compared with the Body Flicker Technique, the speed of this Jutsu is much greater. In principal, it is similar to the Summoning Technique, but instead sends the user somewhere else rather than bringing something to them. Additionally, it makes no noise and produces no puff of smoke, thus allowing the user to appear behind someone unnoticed.

To activate this Jutsu, the user needs a special seal or "Jutsu formula" to mark their destination. After this is done, the user enters a dimensional void that almost instantaneously transport him or herself to that location whenever he/she chooses from then on. The Fourth applied the formula in advance to weapons such as kunai. It is also possible to leave a formula in an area touched by the user, such as on his/her opponent or some other surrounding feature.

Furthermore, if an object marked with a Hiraishin seal touches the ground, the seal's owner will immediately know the position of everyone close to the object. This technique also possesses surveillance purposes as the owner of the seal can continuously sense where anyone is as long as the seal is on them. No matter where an opponent is, they can arrive directly to that location. The Jutsu is also very unique because it requires no use of chakra, due to a special secondary seal that emits the same chakra as the user, allowing them to have an instant connection to the area.

This is one of the few known non-Kekkei-Genkai techniques created that the Sharingan/Byakugan cannot follow and cannot copy. It is because of this technique that Konoha came out victorious in the Iwa-Konoha Ninja War. After having his subordinates toss marked kunai randomly into the enemy ranks, Namikaze Minato used the technique to appear within their ranks, using the great speed of this Jutsu to seemingly appear to be in several places at once and wipe out entire squadrons one by one in moments before they could even react. The Japanese name Hiraishin is also the phonic of the Japanese word 避雷針, which means lightning rod.

Rank: S
Cp Cost: 20 per prepared seal.
Damage: -
Requirements: 60 Dex, 55 Chakra, 80 FuuinJutsu, Kuchiyose no Jutsu, Jounin or higher and taught by the Hokage.
Training: 30 days
Special: Add 1.5 Chakra mod. and +2 per 5 Chakra Control to anything involving speed.

Used offensively only in combinations involving Taijutsu. If only the user is present for the reverse-summoning ceremony, Hirashin combos are limited to the number of the user's attack turns (how many special kunais that can be thrown per turn). If more people are present, each seal kunai they toss would be considered an attack, regardless of the user's original attacking capability (attack turns) at that level.

Instead of the normal DC for melee attacks, Hirashin combos uses 1d20 + Attack Ranged to determine if the attack hits or not. If more people are present to assist in the reverse-summoning ceremony, then each Hirashin combination uses the first of each shinobi's Attack Ranged (the throwers of the kunai).

When used for teleporting to and fro, the seal kunai may be either left with a person/site. If it is thrown, the user would know that the reverse-summoning ceremony is "cast". Finally, there is a way to leave a temporary seal on the opponent itself that would last for one RP day. The user in this case would mark the opponent with a connecting strike (Taijutsu roll) and must pay the respective cost to create the seal. Only then are the seal kunais not necessarily required to be thrown for the ensuing reverse summoning ceremonies.
Owner: The Fourth Hokage...current Hokage

Kirigakure

Ninjutsu

D-Rank

Kiri Gakure no Jutsu (Hiding Mist Technique)
This jutsu envelops the surrounding area in a dense mist, causing anyone within it to lose the advantage of sight.
Cp cost: 10 + 1 per minute the jutsu is mantained.
Damage: N/A
Requirements: Chuunin or higher; Water Affinity; Kirigakure only
Training days: 10 days.

C-Rank

Mizu Bunshin no Jutsu (Water Doppelganger Technique)
Creates one or more identical copies of the user out of water. More similar to Kage Bunshin no Jutsu (Art of the Shadow Doppelganger) than to a normal Bunshin no Jutsu (Doppelganger Technique), these clones are capable of attacking, except for the fact that each clone's power is only half of the user. Also, the clones can only be controlled within a certain radius of the user. That is the technique's weakness. This is considered to be the Water Style equivalent to the Leaf Village's "Kage Bushin no Jutsu" (Shadow Doppelganger Technique) mainly because it divides up the user's attention and chakra to an extent.
Rank: C
Cp cost: 15 per clone
Damage: Each clone has half of most of your stats
Requirements: Be from Mizu or Taki or have Water Affinity and be taught by a shinobi from there.
Training days: 3 days.
Special: *Mizu Bunshin cannot perform any nin or genjutsu other than Water elements by themselves. They can, however, perform taijutsu that don't require CP.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Clones have to stay within same thread as user and within eye or ear shot of them as well
Clones HP: 10 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP

B-Rank

Ninja Art: Water Form Technique
A technique used to turn the user’s body into a liquid form of chakra solidified water, causing all physical attacks to flow through him and preventing damage. For an increased chakra cost, user can revert to the form of a puddle and remain immune to physical attacks until the jutsu is released. The user remains vulnerable to fire and lightning jutsus. Given the nature of the technique, the user must have a very strong affinity to water to use it.
Cp: 70 + 8 per holding post
Damage: n/a
Requirement: Chakra Control 35, exclusive Water Affinity, previously mastered Mizu Bunshin no Justsu.
Special: Can be used as a reaction. Gives immunity to physical, earth, wind and water damage. Ice jutsus paralyze the user immediately upon impact and cancel the jutsu, once frozen, any damage done to the frozen puddle is directly transfered to the body. Lightning jutsus inflict normal damage but cancel the jutsu immediately upon impact.
Training: 6 days


Sunagakure

Suna Bunshin no Jutsu (Sand Clone Technique)
The user creates sand bunshin... The user gathers sand or dust from around them and creates a bunshin out of it.
Rank: C
Cp Cost: 15 per clone
Damage: Each clone has half your stats, but HP cannot be higher than 160
Requirements: Be from Suna or have Wind Affinity and be taught by a shinobi from Suna,
Training: 3 days.
Special: *Suna clones can absorb any and all taijutsu and weaponry attacks. If a taijutsu melee attack is used on one, the user looses half their DB for the next turn as they are caught within the sand/dust.
*Only Ninjutsu attacks or taijutsu attacks over the current HP of the clone can damage/dissipate clones
*Sand/dust Source needed(meaning it can’t be done indoors as not enough dust usually) *Suna Bunshin cannot perform any nin or genjutsu other than Wind elements by themselves.
*Clones have to stay within same thread as user and within eye or ear shot of them as well


Iwagakure

Ishi Bushin no jutsu- (Stone clone technique)
A jutsu created specifically in Iwagakure, The user literally channels chakra in to the ground and forms it upwards in to a exact likeness of themselves. Some consider it to be Iwgakure's answer to Kohanagakure's Kage bushin.
Rank: C
Cp cost: 15 per bunshin
Damage: Bunshin do 1.5x physical damage of user
Requeriments: Must be from Iwa or have Earth Affinity and be taught by Iwa Shinobi
Training days: 3 days
Special: * Ishi Bunshin cannot perform any nin or genjutsu of none Earth Element by themselves. They can, however, perform any taijutsu that doesn't require chakra.
*All speed related stats and checks are cut by ¾ normal(dex, reflex, DB, Melee and Range Bonus, ect) All other stats are cut in half
*Immune to all pushing/wind jutsu
*Any physical, none weapon based taijutsu done on these clones bounces damage back to the user by half their damage. All weapon based taijutsu still bounce back half damage but the clone also takes half.
Clone HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP * 2


Kumogakure


Kusagakure


Amegakure

Ninjutsu

D-Rank

Kasumi Jusha no Jutsu (Mist Servant Technique)
The user creates hundreds of clones that phase in and out of the ground as if they were made of blackish oil-like liquid. The user can then hide the projectiles they throw within the illusory ones that the clones throw at their opponents.
Cp cost: 10 per minute the jutsu is mantained
Damage: Damage dealt by your weapons.
Requirements: Amegakure only. Oroboro bushin.
Training days: 6 days.

C-rank

Oboro Bunshin no Jutsu (Haze Clone Technique)
At first glance, it looks like an ordinary Bunshin no Jutsu (Art of the Doppelganger), but Oboro Bunshin really lures the enemy into a clever trap. Hundreds of Oboro Bunshin appear to confuse the enemy. These clones have no substance, thus attacking them will only make the enemy go right through them, without making the Bunshin disappear. However, using this jutsu together with Doton: Dochū Eigyo no Jutsu (Earth Release: Underground Projection Fish Technique) will set the trap in motion. The user will hide in the ground and carefully time his attacks with those of the Bunshin, making the enemy think that the Bunshin have a real body. Because of this confusion, the enemy can be easily defeated.
Cp cost: 30 CP then 2 per turn held
Damage: N/A
Requirements: Be from Ame or have Water Affinity and be taught by a shinobi from Ame
Training days: 3 days
Special: *This jutsu allows adding 2 per 10 points in Chakra Control to any Hide check done while it’s in play.

Doton: Dochu Eigyo no Jutsu (Earth Release: Underground Projection Fish Technique)
Using the Oboro Bunshin no Jutsu (Haze Clone Technique), the user can use the clones to confuse their enemies and then hide within the earth. However, when using this jutsu together with the Oboro Bunshin, the actual attackers can then strike at their target from the ground, amidst the confusion.
Cp cost: 6 pts.
Damage: You actual damage.
Requirements: Amegakure no sato only.
Training days: 10 Days.

Rai Bunshin no Jutsu (Lightning Doppelganger Technique)
Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This jutsu gathers the plasma in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise
Rank: C
Cp cost: 15 per bunshin
Damage: Clones have half most of your stats
Requirements: Must be from Ame or have Lightning Element and be taught by an Ame Shinobi
Training days: 3 days
Special: *Rai Bunshin cannot perform any nin or genjutsu other than Lightning elements by themselves. They can, however, perform taijutsu that don't require CP.
*Reflex and Dodge Bonus increased by half compared to user's base stats.
*Any physical attack done to the clone will result in an electrical based attack on the attack with damage equal to 2 per 10 in Ninjutsu skill of the user.
Clones HP: 10 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP

Jorō Senbon
A barrage of hundreds of needles fly at the enemy from sockets of an umbrella that has been flung into the air. They come at the enemy at mach speed and can surround them from all directions. It is known that chakra is utilized to control and increase the accuracy of every needle, making them impossible to dodge or evade from.
Cp cost: 10 + per needle.
Damage: 1 hp per needle.
Requirements: Umbrella, Amegakure only.
Training days: 10 days.


Takigakure

Ninjutsu

S-Rank

Mizukuri no Yaiba - Sword of Draining
A Ninjutsu technique that utilizes water to create a sword. The sword can be wielded in the normal fashion, allowing the ninja to cut and stab like a normal blade. There is no need for a hilt, because the user's arm is consumed by the water, elongating their arm into the blade itself. While the water wears like a glove, the blade on the end of the hand is four feet long in addition to the length of the user's arm.
Rank: S
Cp cost: 135 to activate and wield sword. 20 per turn afterwards to maintain.
Damage: 60-120 + Chakra mod
Requirements: Water affinity, 80 Chakra Control, 80 Ninjutsu, 60 Concentration
Training: 10 Days
Special: If struck by the blade, victim looses 80 Cp per strike. Damage calculates normally after each successfull strike.




Otogakure

Ninjutsu

D-Rank

Kyomeisen (Vibrating Sound Drill)
An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous.
Cp cost: 4 points per attack.
Damage: 10 - 20 + chk mod
Requeriments: Sound amplifier
Training days: 4 days
Special: Balance -2 and all other checks -1

B-Rank

Oto Bunshin no Jutsu (Sound Doppelganger Technique)
Based off of the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have.
Rank: B
Cp cost: 15 per bunshin and resulting CP divided by number of Clones created
Damage: Clones have 75% of your stats
Requirements: Chakra 50+, Must be from Oto or taught by a Sound Ninja
Training days: 6 days
Special: *Clones can use any jutsu the user can so long as they have the CP. They cannot recover chakra.
*Any cutting/piercing attacks will instantly disburse clones
Clone HP = Remaining CP + 2 per 10 in Ninjutsu Skill of User (this means you’re your clone using jutsu is also killing itself)
*Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage/attack DC if they do hit.


 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Apr 05, 2008 3:43 am


Kinjutsu


Rules surrounding Forbidden Jutsu:
  • Your character cannot start with any forbidden jutsu, or learn them in any time skips.
  • You must PM a crew member stating that you wish to learn a forbidden jutsu before you do so. This is so that the Crew can check on your progress and training.


Ninjutsu

Chidori (One Thousand Birds)
A very powerful technique that requires a huge amount of chakra, which becomes visible around the user's hand. Once the hand has been charged, it is then thrust straight through the target. Due to the direct and obvious path the user of the technique must take to achieve an effective strike, a user of Chidori is left highly vulnerable to counterattacks and dodges. The technique can only be safely attempted by a ninja with the Sharingan or a similar countermeasure to defenses and attacks. Although it produces a distinctive sound and is by no means stealthy, Chidori has been classified as an assassination technique due to the incredible speed it requires and the devastating effect of a successful execution. Chidori is also usable more than once. The name Chidori comes from the sound the technique makes, which is said to remind the listener of the chirping produced by a thousand birds. Due to the high amount of chakra it requires, a ninja can only use Chidori a limited number of times per day. Attempting to use the technique more times than one's chakra allows will result in Chidori failing. Depending on how much chakra they draw on past their limits, it may paralyze, or kill the user (due to lack of chakra). The Chidori is also referred to as The Lightning Blade, Raikiri (雷切).
Cp cost: 300
Damage: 200 - 400 + chakra mod.
Requirements: Lightning Affinity, Dex 40, Ninjutsu 120, Chakra 40
Training days: 40 days.

Chidori Nagashi (One Thousand Birds Current)
This jutsu allows user to project chakra from anywhere on his body, creating a Chidori-like effect. Can be used as a defensive technique, stunning multiple attackers within melee range. This jutsu can also be used offensively.
Cp cost: 100
Damage: 50 - 120 all directions.
Requirements: Chidori, Lightning Affinity, Chakra Control 100, Ninjutsu 150, Chakra 50
Training days: 30 days.

Daisan no Me (Third Eye)
A floating eyeball is formed out of rock powder, sand, or ice shards. Its main purpose is to allow the user to spy and observe what's going on outside when he uses his defense.
Cp cost: 100 + 15 per turn kept
Damage: N/A
Requirements: Spot 30 ranks. Earth Affinity/sand manipulation/Ice clan, Chakra Control 80.
Training days: 25 days
Special: This allows you to make spot checks anywhere, and increases Spot checks by 30.

Daitoppa (Wind Release: Infinite Sand Cloud Great Breakthrough)
Originally, this jutsu spews a large amount of sand from the mouth of the user, that covers a large area. The sand strikes the opponent, and devastates both the enemy and a large area around him. However, the jutsu has since been adapted to use rock powder and ice shards.
Cp cost: 100
Damage: 200 - 320 + chk mod
Requirements: Earth Affinity/sand manipulation/Ice clan, Chakra Control 70, Chakra 40+
Training days: 20 days.

Gokusamaiso (Prison Sand Burial)
The ground quickly loosens below the opponent and causes everything in the area to completely sink hundreds of meters deep within the earth. By being imprisoned at this depth, the pressure on the opponent will immobilize their ability to even move a finger.
Cp cost: 300 CP
Damage: 400 - 600.
Requirements: Earth Affinity/sand manipulation, Ninjutsu 120 Ranks, Chakra Control 160
Training days: 50 days
Special:
*This jutsu acts like quicksand. The defendant may attempt an Escape Artist check compared to the DC of this attack. If they cannot escape by the second turn, they are allowed 2 more turns to perform jutsu escapes but nothing involving the legs or torso can be used at this point. After this point, the target is rendered immobile and only allowed to use none-handseal jutsu to try an break free at this point. Damage does occur every turn you do not escape starting from the moment you are caught in this jutsu.
*The sand version of this jutsu can only be used in the desert, while the earth version can be used anywhere there is earth.

Kuchiyose: Edo Tensei (Summoning: Impure World Resurrection)
Edo Tensei
Kuchiyose • Edo Tensei is a Ninjutsu technique which had been forbidden because of its dark nature. The technique involves the summoning of dead souls from the afterlife back into the real world. Normally Kuchiyose (summoning) involves the use of the caster's blood as compensation for summoning, but Edo Tensei is different. The ninja will first sacrifice a living person to provide the vessel that the dead soul will inhabit. The dead body will then be encased in ash and dirt to resemble the soul of the person that was resurrected. When the ninja wishes to recall the souls, a portal will open in the ground and the caskets holding the bodies will appear. When the caskets open the bodies will be grey and in a state of minor decay. At this point the dead souls are able to remember their past life, but they are at the command of the one who summoned them. One final act will fully wipe out their conscious and make them under the command of the one who summoned them. The ninja will place a fuda (charm/tag) of some form into the head of the body. This will then give vitality back to the body and make it a pure killing machine.

When a portion of the dead body is damaged, the ash and dust will merely return and fix the damaged body part. The only way currently known to stop the resurrected person, is to utilize the Shiki Fuujin technique and remove the soul from the body.

CP Cost: 800 per person resurrected
Damage: N/A
Requirements: Fuuin Jutsu 60, Level 60+, Chakra Control 400, Ninjutsu 350, Chakra 100, Int 100, Sacrificial Person, Control Tag, sick mind.
Training: 55 days
Special:
  • If the user of this jutsu becomes incapacitated, the souls will become wild and begin to attack any and all people, including the downed user.
  • The resurrected soul has all the same stats as it did upon death, except HP which is infinite.
  • Complete destruction of the body and removal of the tag is the only other way to destroy the body. If the tag remains in touch with even one part of the host body, the body will continue to resurrect.


Fushi Tensei (Living Corpse Reincarnation)
Fushi Tensei was a specially developed Ninjutsu technique developed by Shodaime Otokage Orochimaru. The technique prevents death by allowing the caster to leave his body and inhabit the body of another. This allows one to remain in the world forever as they are not restrained by the age limits placed on ones physical body. When Orochimaru took over the body the original individual was not totally wiped out. A small piece of them remained behind to become a part of Orochimaru's subconscious. When Orochimaru switched bodies, he was forced to inhabit that body for 3 years before he was able to use the technique again.

Cp Cost: Max CP
Damage: None
Requirements: Jounin Rank or higher, Chakra 100, Chakra Control 100+, Fuuin Rank 100+, Ninjutsu Rank 100+
Training: 100 Days
Special:
  • After using this jutsu, the user cannot fight for at least 2 real life weeks due to having to get used to the new body.
  • Can only perform this jutsu once every three game years.
  • The user's stats become that of the body they take over except their Intelligence, Charisma and Wisdom stats and Skill stats. All skills carry over.


Odama Rasengan (Great Ball Spiraling Sphere)
A larger and more powerful version of the Rasengan molded using a bijuu's chakra. It is more out of control and thus is needed to have a clone help control it.
Cp cost: 1000
Damage: 800 - 1,200 + Chakra mod X 2
Requirements: Rasengan. Need to have a teacher, solid clone.
Training days: 80 Days

Ryusa Bakuryu (Quicksand in the Style of a Waterfall)
This technique originally moved sand in the likeness of an ocean wave towards the enemy, covering and "drowning" them in an ocean of sand. However, it has since been adapted to use rock powder or ice shards.
Cp cost: 400
Damage: 300-600 + chakra mod.
Requirements: Earth Affinity/sand manipulation/Ice clan, Chakra Control 160, Ninjutsu 100
Training days: 50 days.

Sabaku Fuyu (Desert Suspension)
This technique originally allowed the user to suspend himself in the air on the sand he controlled. However, it has since been adapted to use rock powder or ice shards.
Cp cost: 200 CP + 15 per turn held
Damage: N/A
Requirements: Earth Affinity/sand manipulation/Ice clan, Chakra Control 100
Training days: 25 days

Sabaku Kyu (Coffin of Crushing Sand)
This Jutsu originally used sand to grab the opponent and cover their entire body, but has since been adapted to use rock powder and even ice shards. This jutsu is primarily utilized for apprehending an opponent and rendering him immobile, but can kill the opponent by suffocation or by being followed with the Sabaku Sōsō.
Cp cost: 200 CP + 15 per turn kept.
Damage: 30 - 70 per turn, +15 damage per turn trapped in jutsu
Requirements: Chakra 30 ranks, Earth Affinity/sand manipulation/Ice clan. Chakra Control 80
Training days: 30.
Special: The opponent is trapped and has to make an escape check (str, jutsu etc.) that beats the user's Chakra Control check by 15.

Sabaku Sousou (Sand Funeral)
Through the will of the user, the sand/rock powder/ice shards already wrapping a target because of Sabaku Kyū will implode and crush whatever is within. When used to kill a person, the death is so quick that there isn't even time to feel pain.
Cp cost: 300
Damage: N/A
Requirements: Earth Affinity/sand manipulation/Ice clan, Chakra Control 100, Ninjutsu 150, Chakra 80+
Training days: 55 days
Special: This jutsu takes 3 of the attacker's turns to fully kill the opponent. During each turn, the defendant can attempt an escape check based on the attacker's Ninjutsu DC for Sabaku Kyu. If they can't get out by the 3rd time, they must perform a fortitude check equalling at least 80% of this attack's DC to survive. They still lose half their current HP with each loss though.

Sabaku Taiso (Desert Imperial Funeral)
Following the Ryūsa Bakuryū, the sand is compacted thus crushing the enemies in a huge amount of sand. However, it has since also been adapted to use rock powder or ice shards.
Cp cost: 500
Damage: 1,000 - 2,000
Requirements: Earth Affinity/sand manipulation/Ice clan, Ninjutsu 120 Ranks. Chakra Control 250 ranks.
Training days: 50 days

Sabakuro (Desert Prison)
This jutsu uses sand, rock powder or ice shards (depending on availability) to imprison the victim.
Cp cost: 20
Damage: N/A
Requirements: Earth Affinity/sand manipulation/Ice clan, Chakra Control 70.
Training days: 10
Special: To escape, roll a melee attack roll (or any other applicable roll) against your captor's Chakra Control roll.


Medical Jutsu

Souzou Saisei (Creation Rebirth)
Souzou Saisei is a Ninjutsu technique developed by the Godaime Hokage Tsunade. It was said this technique would prevent Tsunade's falling in battle. Over time Tsunade would concentrate chakra to a seal on her forehead that takes the form of a diamond. When she released the seal on the jutsu, the chakra dispersed and stimulated the proteins of her body to increase the speed of cell division and reconstruction of cells. This allowed her to recreate all organs and tissues. The technique itself does not regenerate the old cells, but instead hastens the creation of new ones through division. Unfortunately a body's cells can only split a certain number of times in a lifetime. By speeding up this process Tsunade actually shortened her life. She may not have died in battle, but she could die by speeding up her natural lifespan.

Cp cost: 10
Damage: N/A
Requirements: Infuuin: Kai
Training: 1 day
Special: The user has a permanent penalty of [Hp gained/5] to their Hp after every usage of this jutsu. This must be marked clearly on the profile.


Taijutsu

Omote Renge (Front Lotus)
Omote Renge is a Taijutsu technique which was forbidden due to the strain it puts on a ninja's body. By opening the first of the Celestial Gates, the Initial Gate, the ninja is able to release the restraints in the brain and push the body farther. In Lee's case, he was able to increase his speed and power. To utilize the Omote Renge, Lee first loosens the bandages around his arm. With a quick dash he is suddenly below his target and a quick upward kick sends his opponent skyward. Lee then jumps into the air to place his chest to the back of his opponent. He then wraps his arms and the bandages around his opponent to prevent escape. As the pair begin their fall back to earth, Lee begins to spin downwards at a high rate of speed, driving his opponent head first into the ground. At the last moment Lee himself releases the bandages and jumps to the clear. Though the technique injures his opponent, it also takes its toll on Lee's body as well.

HP Cost: 20% of Max HP, cannot drop below 1 HP
CP Cost: N/A
Damage: 50% of targets Max HP / Death if target has less than 50% Max HP
Requirements: Strength 40+, Dexterity 30+, Taijutsu 50+, Initial Gate Learned, Shadow of the Dancing Leaf Learned
Training: 30 Days
Special:

  • The user of this jutsu cannot fight for 24 real life hours after the use of this jutsu unless they receive proper medical attention. However, if the user unlocks the Gate of Healing, they may continue that battle but the bad effects of using the Gate of Healing double.


Ura Renge (Reverse Lotus)
Ura Renge is a Taijutsu technique which was forbidden due to the strain it puts on a ninja's body. To complete the technique, Lee had to open the first five of the Celestial Gates. actually, he only HAD to open the first 3, he just went ahead and opened the other two to help the damage. Gai even mentioned that he only needed the first 3, or up to when his skin turned red. Past that was simply for pain factor By opening the first of the Celestial Gates, the Initial Gate, the ninja is able to release the restraints in the brain and push the body farther. In Lee's case, he was able to increase his speed and power. By opening the second gate, the Heal Gate, Lee was able to temporarily increase his stamina. With the opening of the Third Gate, the Life Gate, Lee's body turns a shade of red and he is able to perform the Ura Renge. When Lee performed the technique though, he also opened the fourth gate, the Harm Gate, and the fifth gate, the Limit Gate. Opening the gates removes the limiters placed on the body, and by opening these gates Lee was given a great increase in power in speed. The technique was forbidden though because as each subsquent gate is opened, the body faces more and more strain. When Lee opened the fifth gate, his muscles began to snap.

To utilize the Ura Renge, Lee will open the first three Celestial Gates. Then, like Omote Renge, he quickly moves beneath the target and kicks them upwards. While in the air Lee will then pummel his opponent throughout the air with high speed Taijutsu attacks to weaken them. Then at the apex of his attack he will strike his opponent in the chest towards the ground. Lee then moves in close to his opponent and attaches his bandage. Lee will then allow his opponent to get some distance, he then pulls his target back to his body and does a hard downward palm strike to their chest causing them to crash into the ground with massive damage.

HP Cost: 50% of Max HP, cannot drop below 1 HP
CP Cost: N/A
Damage: 90% of targets Max HP / Death if target has less than 90% Max HP
Requirements: Strength 80+, Dexterity 60+, Taijutsu 200+, First 3 Gates Learned, Shadow of the Dancing Leaf Learned, Omote Renge Learned
Training: 60 Days
Special:
  • The user of this jutsu cannot fight for 1 Month after this OR until they receive some sort of aid (Extensive Healing Jutsu treatment for at least a week)



Fuuinjutsu

Infuuin • Kai (Secret Mark Seal • Release)
Infuuin • Kai is a Fuuinjutsu technique, developed by renowned Godaime Hokage Tsunade that allowed her to use the Souzou Saisei technique. Over a period of time, Tsunade focused and built up chakra in the seal mark on her forehead. She would then use Souzou Saisei to disperse the seal and allow the stored chakra to pump back into her body.

Cp cost: 1
Damage: Full Recovery of HP
Requirements: Chunnin Rank or Higher, Fuuin Rank 80+, Treat Injury Rank 60+, Chakra Control 100+, Chakra 90+
Training: 30 Days
Special:

  • This jutsu will take a full 30 real life days to gather up enough chakra to use as a full heal. If it is used before that time, it will only heal for 2 times the amount of chakra in it.
  • A user can only store up to 20 points of chakra into the seal per day.
  • The technique Souzou Saisei must be learnt in order to receive benefits from this seal.


Shiki Fuujin (Dead Demon Seal)
Shiki Fuujin is a Fuuinjutsu technique developed by the Fourth Hokage. A variation of this technique was used to seal the Kyuubi within Naruto. The technique was taught to the Third Hokage who later used it in battle. After calling forth the Shinigami (Death God) with the proper handseals, the user will hand over their soul in exchange for the Death God removing the soul from his target. The ultimate sacrificial jutsu, this technique can be used by a Kage Bunshin, but the Death God will still remove the original caster's soul.

With the jutsu activated, a spectral form of the caster will appear in front of the Death God. The Death God will push his arm through this spectral body, and the arm will extend from the chest of the real caster. This forces the caster to be close or grasping his target. The arm will reach out into the body of the target, and draw their soul from their body. If the Death God is unable to remove the whole soul because of the near death of the caster, it can remove it's knife and merely slice off a portion of the spectral form's soul to consume. This will render the targets corresponding body part dead and useless. The soul portion removed will then be sealed within the chest of the caster. Both the soul of the target and the caster will never pass into the afterlife. They will be condemned to suffer in the Death God's stomach for all eternity, locked in a hated combat, never to escape.

CP Cost: 100 CP to start and all remaining cp after that.
Damage: Death or loss of use of body part(s)
Requirements: Jounin Rank or higher, Fuuin Rank 200+, Ninjutsu Rank 100+
Training: 60 Days
Special:

  • When using this jutsu, the user must have successfully held his opponent in a grapple first.
  • Only solid bunshin can be used for this jutsu, and they can only be used if the bodies of the targets of this jutsu are lower ranked than the target
  • The user will die at the end of this jutsu, regardless of whether he uses a Bunshin or not. The death cannot be reversed by Chikatsu Saisei or any other resurrection technique.
  • The user must succeed on a d20 + 1/2 Fuuin Jutsu against the target's d20 + 1/2 Str mod + 1/2 Wis mod 5 times consecutively before the jutsu is successful. Any less will result in a body part being rendered useless.


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