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Posted: Thu May 14, 2009 5:18 am
-Technique List-A shinobi's techniques are divided in 4 basic types and one sub type Taijutsu Ninjutsu Genjutsu Eseijutsu Fuinjutsu In order to learn a technique you must be taught by a higher ranking shinobi. If you are learning a technique that is being invented for the first time, you must have a higher ranking shinobi there to help you invent it. You know you are ready to teach a technique to another person when you meet double the requirements of that technique. Until then, you can not teach techniques in your arsenal to someone else. Techniques that have requirements over 250 can be taught back when the character has met 500 points in that technique's governing skill of Fuin, Control, Genjutsu, Taijutsu or Ninjutsu. The techniques listed here are open for anyone to learn. Techniques that are character specific and must be learned from a specific instructor are listed in the clan's thread or with the technique listed here. Note: Not all the seals listed are accurate. If you know the accurate seals, please post them in the Suggestions thread.
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Posted: Thu May 14, 2009 5:28 am
Taijutsu The art of hand to hand combat or martial arts is something that all shinobi should familiarize themselves with. Some taijutsu techniques require strength and fortitude while others require agility and balance. By learning a technique you can increase the range of damage that your taijutsu would do.
Attack Roll: 1d20 + Taijutsu Grapple Roll: 1d20 + Grapple To dodge: 1d20 + Dodge or 1d20 + Tumble *Note: If you tumble to avoid an attack you can not attack with taijutsu, grapple or melee until you have moved back in on the target with a sprint or another tumble roll. Tumbling to avoid puts you at a distance from the opponent. Taijutsu Damage: 1 to 5 + Str Mod + 1 per 10 ranks in Taijutsu Grapple Damage: Str Mod + 1 per 10 ranks in Grapple Special: Rolling a 20 with your attack means critical damage. Once you generate your damage for that attack multiply it by 2.
Copeira This type of fighting style is used with a numerous amount of acrobatic attacks. Users of this technique must be strong and agile. They must also be well balanced in order to use this style. Knowing this style allows the user to skip the sprint roll to move back in on their target to attack. Damage: 2 to 6 + Strength Mod + Tumble Bonus Requirement: 10 ranks in Tumble, 15 ranks in Balance, 20 ranks in Agility Other: Can now use Tumble skill to attack.
Strong Fist [Goken] This style of taijutsu concentrates on power and strength. One will train themselves extensively in order to to train themselves in breaking bones and damaging internal organs through strength. In order to keep this technique, the user must practice it every day. When the user is out on missions, it is the exception to practicing it every day. Damage: 1 to 5 + (Str Mod x 2) + Taijutsu Bonus Requirements: 20 ranks in Strength, 20 ranks in Taijutsu, 20 ranks in Fortitude
Drunken Fist [Suiken] This unusual style of combat utilizes many fluid movements and unexpected attack stances. It requires the user to be drunk. Decent skill in some form of combat may also be helpful. Once the former condition is met, the user becomes an unpredictable fighter seemingly unable to discern friend from foe. In roleplay, the user must be fully drunk in order to utilize this technique properly. (See Game Rules for drunken states.) Damage: 3 to 15 + Str Mod + Taijutsu Bonus Requirements: 40 ranks in Fortitude, 30 ranks in Strength, 30 ranks in Taijutsu Special: Level x 10 - Fortitude = Handicap to all Skills, Intelligence drops to 0, Dodge skill then doubles after handicaps are applied.
Peregrine Falcon Drop [Hayabusa Otoshi] In this technique, the user grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground. The opponent must be falling from at least 10 feet in the air for this technique to be used. The use may first attack with taijutsu in order to hit the opponent into the air with a strong blow. Damage: Triple Grapple Requirement: 20 ranks in Taijutsu, 40 ranks in Grapple Avoid: Escape
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Posted: Thu May 14, 2009 6:20 am
Ninjutsu Ninjutsu is the art of using elements and chakra to perform special techniques. These techniques are physical. When using a ninjutsu, the user will roll a 1d20 + Ninjutsu skill. However, dodging a ninjutsu will prove quite difficult. Some ninjutsus can be dodged while others have to be skillfully avoided or blocked. There are three ways to avoiding a ninjutsu. 1). Dodge it. [1d20 + Dodge] 2). Resist it. [1d20 + Fortitude] Half Damage 3). Counter it with your own ninjutsu. [1d20 + Ninjutsu] *Note: When blocking with your own ninjutsu, the user's must generate the damage for both techniques if the blocking roll is successful. The higher damage technique then follows through with the left over damage to hit the opponent if both ninjutsu's do attacking damage. 4). If there is a holding post for a technique, you must drop the holding post if you are hit. - To generate Damage for a ninjutsu is ?? to ?? + Chakra Mod + 1 per 10 ranks Ninjutsu. There may be some special modifiers added in as well. Its all in the description of the Ninjutsu.
Body Replacement Technique [Kawamiri no Jutsu] This jutsu lets the user quickly switch places 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. Explosive tags can be attached to the replacement for an added surprise. Fundamentally, all ninja know this technique. If the technique is successful you can use sneak attack to attack your target. CP Cost: 5 Damage: N/A Requirement: Must be taught. Seals: Ram Avoid: Dodge or Ninjutsu roll. Special: + Chakra Mod to Dodge, Sets up for Sneak attack if dodge is successful. Roll: 1d20 + Dodge + Chakra Mod
Rope Escape Technique [Nawanuke no jutsu] A basic jutsu taught at the Ninja Academy, this jutsu allows a ninja to free themselves if they have been tied up. This is done by using your chakra to make your body more flexible to slip out of the bonds. This can also be used to help yourself escape grapples. CP Cost: 5 Damage: N/A Requirement: Must be taught. Seals: None. Special: +Chakra Mod to Escape roll
Body Flicker Technique [Shunshin no Jutsu] This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by using chakra to temporarily boost the user's reflexes. It could deal some heavy damage when using in an attack. However, putting too much strain on the muscles to move continuously may cause permanent damage. Cp Cost: 5 per movement + 10 per person carrying. Damage: N/A Requirement: Ninjutsu 10 ranks, Character Level 5 Seals: Hare, Bird, Ram Avoid: Dodge or Ninjutsu Special: +Chakra Mod to Sprint Roll
Puppet technique[Kugutsu no Jutsu] The shinobi focuses a great amount of his chakra to burst out of his hands in the form of strings and focuses them into connecting with the body parts of a wooden puppet. This techniques permits the shinobi to control the puppet and use it as a weapon in combat without the need of real strings but requires great ability . CP: 30 + 3 per holding post Damage: N/A Requirements: 25 Ranks of Focus, 35 Ranks of Control, 35 Ranks of Ninjutsu Seals: Ox, Serpent, Horse, Ram Avoid: N/A Special: You do not roll to perform the Jutsu. Must be standing still or you have to re-activate jutsu. Other: See Weapon Thread for more Puppet information. Needs to be Invented: Jio, Seiko
Four Violet Flames Battle Encampment [Shishienjin] This jutsu creates a box-like barrier around an area defined by the four users of it. Anything that touches the barrier will burst into red flames. As long as the users of the jutsu remain active and unharmed, this barrier can never be broken. In addition to the outside barrier, the users are also able to create an additional inner barrier around themselves, thus ensuring that the barrier would never be unwillingly broken. Those using the technique seem to be able to touch the barrier with no problem. The entire technique will fall if one person stops supplying chakra to it. Cp Cost: 60 + 10 per holding post Damage: 80 to 100 + (Chakra Mod of all 4) + (Ninjutsu Bonus of all 4) Blocking Damage: 90 to 110 + (Chakra Mod of all 4) + (Ninjutsu Bonus of all 4) Requirements: 50 ranks in Ninjutsu skill, 4 users, 20 ranks of Control Seals: Tiger, Dragon, Rat, Tiger, Ram Avoid: Don't touch it! Special: Each user must roll a Ninjutsu and add totals together in order to create the breaking DC of the wall. The wall can only be broken down by ninjutsu. Even if an opponent uses a weapon to attack, they still take damage if that weapon is touching them.
Temporary Paralysis Technique [Kanashibari no Jutsu] This jutsu paralyzes an opponent, leaving them open for attack. This is considered a signature jutsu of all ANBU members. In order to use this technique, the user must physically touch their target. Through means of taijutsu, the user can make a paralyzing blow. Things such as kunai's and senbons can not be used as a medium. It must be a on contact technique. Cp Cost: 80 Damage: Paralyzation for 2 posts. All damage done to target while paralyzed is critical. [x2] Requirement: 200 ranks of Ninjutsu, 100 ranks of Knowledge, 100 ranks of Control Seals: Monkey, Horse, Rat, Boar Avoid: Dodge/Ninjutsu/Tumble, and then Fortitude if Dodge Fails. Special: If Fortitude check wins, the user is able to move with their next post. If Fortitude check wins, critical damage is not done to target.
Weapon Technique: Slicing Victory [Fungeki: Kire Kaka Buki no Jutsu] The user covers his weapon with chakra, folding the energy until it becomes razor sharp. It is quite difficult to master, but well worth it in the end. The weapon may then be attacked with causing a great deal more damage than with just steel alone. The chakra will not be able to sustain itself if not constantly supplied, therefore is ineffective after the weapon is thrown. Cp Cost: 100 + 30 per holding post Damage: Weapon's Damage + chakra mod + Ninjutsu bonus Requirements: 75 ranks in Weapon, 150 ranks in Control, 300 ranks in Ninjutsu Seals: Dog, Tiger, Hare, Rat, Dog, Hare, Ram Avoid: Dodge or Ninjutsu Needs to be Invented: By Harada Shinichi
Earth Clone Technique [Tsuchi Bunshin no Jutsu] This jutsu creates one or more identical copies of the user out of mud. There only needs to be earth nearby for the user to create a clone. The clones are physically real and can perform jutsu, but will turn back into mud when enough damage has been done. All earth clones have 1/4 (25%) of user's stats and cannot be controlled over long distances. Cp Cost: 25 per clone Damage: 25% that of the user Requirement: Ninjutsu 10, Character Level 5, Earth Affinity Seals: Boar, Ram, Tiger Avoid: Dodge [Treat as normal person] Detect check to differentiate fake from real. Special: If clone uses a technique, the cp cost comes from the user. Special: If opponent fails the sense/detect check and you choose to fight alongside with your clones, opponent rolls an additional "Luck" dice with their attack. This dice does not count towards their total dice roll. For them to hit you amongst all the clones, they must roll a 11 or higher. If they succeed +Luck Roll to next sense/detect roll against technique.
Earth Release: Earth Shore Return [Doton: Doroku Gaeshi] After striking the ground with his hands, the user creates a large wall of earth that rises into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall. This technique is purely made for blocking attacks, especially those of water and fire affinity. Cp Cost: 40 + 5 per every person protected. Blocking Damage: 30 to 50 + Chakra Mod + Ninjutsu Bonus Requirement: 30 ranks in Ninjutsu, 20 ranks in Control, Earth Affinity Seals: Boar, Horse, Ram, Boar, Dog
Earth Style: Groundhog Technique Decapitation [Doton: Shinjū Zanshu no Jutsu] The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground. This technique is usually used to surprise the opponent when they are clueless to your where abouts. You must successfully dodge an attack to hide underground afterwards. A cloud of smoke will cover your trails when you dodge. Damage: Critical Damage done to target while being held in ground. [x2] Requirement: 25 ranks of Ninjutsu, 15 ranks of Grapple, 10 ranks of Sneak Attack, Earth Affinity Seals: Ram, Rat, Boar, Ox Avoid: Dodge or Fortitude roll. Special: 1d20 + Ninjutsu vs 1d20 + Detect to perform the technique correctly. 1d20 + Grapple + Chakra Mod + Sneak Attack to pull target under vs 1d20 + Escape. The DC to continue to try and escape is the grapple roll total - Sneak attack.
Leech All Creation: Attack Prevention Technique [Hiru Banshō: Bōka no Jutsu] Using this jutsu, the user can merge with another earthly object such as a tree but not stone, and take on its properties to avoid any damage. The performance of the jutsu must be done before the attack hits. Your Ninjutsu roll must beat the attacker's roll. You can not attack while using this technique. You can move around inside a tree for a good sneak attack while using this technique. Cp Cost: 70 + 10 per holding post Blocking Damage: 45 to 70 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 45 ranks , Control 20 ranks, Earth Affinity Seals: Boar, Ram, Tiger, Ox, Boar Special: 1d20 + Spy + Chakra mod to move around in tree undetected.
Earth Release: Rock Lodging Destruction [Doton: Iwayado Kuzushi] This jutsu dislodges rocks above an opponent to crush them. By using their earth related chakra, the user shakes the rocks free and allows them to fall on the user. Only a strong user of this techniques can dislodge the rocks to a distance. The user of this technique can only pull rocks out from a cliff since pulling earth straight out from below their feet proves difficult. Cp Cost: 90 Damage: 40 to 60 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 60, Control 20, Earth Affinity Seals: Tiger, Ram, Boar, Dog, Horse Avoid: Dodge or Ninjutsu roll.
Earth Release Barrier: Dungeon Chamber of Nothingness [Doton Kekkai: Dorōdōmu]This jutsu traps the victims inside a self-repairing dome of earth. The user must keep their hands connected with the dome at all times in order for it to keep repairing itself. Since the user's chakra is encasing all earth, the targets can not use earth techniques while in the chamber. Cp Cost: 50 + 10 per person captures + 10 per holding Cp Wall Heal Cost: 10 per heal + holding cost Holding CP: + 5 per holding post and + 30 per healing per wall. Blocking Damage: 40 to 80 + Chakra Mod + Ninjutsu Bonus Requirements: 80 ranks of Ninjutsu, Control 40, Earth Affinity Seals: Boar, Horse, Hare, Ox Special: To break free, the opponent must overcome the blocking damage and escape before the wall is healed again. Avoid: Dodge, Ninjutsu or Fortitude.
Earth Release: Earth Flow Rampart [Doton: Doryū Jōheki] This jutsu raises a large ridge or hill from the ground. It can raise as high as the user wishes as long as they put out the required amount of chakra. This is a blocking technique or can be used as a preparation technique for other ninjutsus. Its also used a a good way to entrap your enemies or get you farther away from them. Since the earth is raised so far up from the ground, water is brought up with it, thus creating a muddy river that can carry opponents away. Cp Cost: 200 + 100 per carry Damage: 60 to 150 + Chakra Mod + Ninjutsu Bonus Requirement: 150 ranks of Ninjutsu, 60 Control, Earth Affinity Seals: Boar, Dragon, Ram, Horse, Boar, Dog, Bird Special: Can be used to set up for water techniques. Can carry opponents away. Opponents must cover carry total by sprint rolls to return within attacking distance. Avoid Carry: 1d20 + Swim Block/Attack: 1d20 + Ninjutsu To Carry: 1d20 + Control
Earth release: Iron maiden technique [Doton: Kurogane Shojo no Jutsu] Chakra is focused on the hands. The user places both hands in the ground sticking his fingers in the earth. Two giant plates of earth rise up from the ground in the shape of an iron maiden. It entraps the enemy. The inside of the plaque holds a lot of inward spikes that stab the opponent when the Iron maiden closes up with them inside. Cp Cost: 250 + 100 per holding post Damage: 130 to 185 + Chakra Modifer + Control Bonus Requirements: Ninjutsu 300 ranks, Control 150 ranks, Trap 500 ranks, Earth affinity Seals: Serpent, Boar, Rat, Boar, Hare, Dog, Ox, Serpent, Boar User Rolls: To Ensnare: 1d20 + Trap + Chakra Mod To Capture: 1d20 + Ninjutsu To Close: 1d20 + Control Target Rolls: To Avoid Ensnarement: 1d20 + Sprint/Tumble To Avoid Capture: 1d20 + Escape To Prolong Closing: 1d20 + Fortitude + Strength Modifier Special: If the target fails to stop the closing, death befalls them. If target succeeds Closing, roll avoid capture again to escape. Needs to be Invented:
Fire Style: Phoenix Flower Jutsu [Katon: Hōsenka no Jutsu] This jutsu sends multiple balls of fire at a target from the user's mouth. The fireballs are small, but fast. Its easy for the user to spam at least 5 within two seconds. Their range isn't a very long one though. Since they are small fireballs, the tend to disperse thinly as the fly through the air. Cp Cost: 15 + 5 per ball Damage per ball: 3 to 7 + chakra mod Requirement: 20 ranks of Ninjutsu, Fire Affinity Seals: Rat, Tiger, Dog, Ox, Hare, Tiger Avoid: Dodge or Ninjutsu Special: You can fire up to 3 balls per dice.
Katon: Houyou no Naraku (Fire Release: Hell's Embrace) After focusing chakra to the palms, the user claps their hands together, creating enough friction to generate a burst of flames. These then form the heads of three dogs which simultaneously strike at a single target from separate positions. The dogs do not disappear until they hit their target or are hit themselves. User can control dog's paths until dissipated. CP Cost: 70 + 10 per holding post. Damage: 35 to 45 + chakra mod + Ninjutsu Bonus Requirement: 40 ranks of Ninjutsu, 45 ranks of Control, Fire Affinity Seals: Tiger, Dog, Hare, Bird, Tiger, Dog Avoid: Dodge, Tumble, or Ninjutsu Special: 1d20 + Ninjutsu to attack. 1d20 + control to make Dog's dodge. Needs to be Invented by: [OPEN]
Fire Release: Great Fireball Technique [Katon: Gōkakyū no Jutsu] Utilizing a large amount of chakra, a large ball of flame is exhaled from the user's mouth. This jutsu is as strong as its user and is considered to be done within closer range of the target. Cp Cost: 70 Damage: 45 to 65 + chakra mod + ninjutsu bonus Requirement: Ninjutsu 65, Control 20, Fire Affinity Seals: Rat, Tiger, Bird, Ram, Tiger Avoid: Dodge or Ninjutsu
Fire Release: Ash Product Burning [Katon: Haisekishō] 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: 120 Damage: 70 to 90 + Chakra Mod + ninjutsu bonus Continuous Damage: 3 posts Chakra Mod + ninjutsu Bonus Requirement: Ninjutsu 100, Fortitude 100, Fire Affinity, Smoker Seals: Tiger, Bird, Boar, Ox, Tiger, Dog, Bird Avoid: Ninjutsu Needs to be Invented: [OPEN]
Fire Release: Dragon Fire Technique [Katon: Ryūka no Jutsu] This technique can be even greater than any other fire ninjutsu. When the user breathes fire from their mouth, they are not breathing into the air or on their opponent, they are pushing it across the ground, string or any other object that can carry fire. Its an immense blast that will leave even the highest of shinobi burnt to a crisp. Cp Cost: 350 Damage: 200 to 300 + chakra Mod + Ninjutsu Bonus Requirement: 500 ranks of Ninjutsu skill, fire Affinity, Katon: Gōkakyū no Jutsu Seals: Tiger, Ram, Horse, Dragon, Tiger, Ox Avoid: Ninjutsu
Water Clone Technique [Mizu Bunshin no Jutsu] This jutsu creates one or more identical copies of the user out of water. Like the Shadow Clone Technique, these clones are capable of attacking and using jutsu, but they are easier to defeat because they are only one-fourth of the user's power. Additionally, they can only be controlled within a certain distance of the user. All clones stats are 1/4 of user's. Cp Cost: 20 per clone Damage: 25% Normal Damage of user. Requirement: 10 ranks of Ninjutsu skill, Water Affinity, Character Level 5 Seals: Dragon, Bird, Tiger Avoid: Detect check to differentiate fake from real. Treat as normal person. Special: If opponent fails the sense/detect check and you choose to fight alongside with your clones, opponent rolls an additional "Luck" dice with their attack. This dice does not count towards their total dice roll. For them to hit you amongst all the clones, they must roll a 11 or higher. If they succeed +Luck Roll to next sense/detect roll against technique.
Hiding Mist Technique [Kirigakure no Jutsu] This jutsu envelops the surrounding area in a dense mist, reducing visibility within the affected area. The density can be controlled by the user, allowing them to create a mist so thick that even they can't see through it. Once you use this jutsu, you can use your sneak attack. Only the caster receives the potential bonuses. Ally and enemy alike do not. Also, only one Kirigakure no Jutsu can be in use in a single area at one given time. Any other characters with the technique are unable to use it unless it is deactivated. Cp Cost: 30 + 10 per holding post Damage: N/A Requirement: 30 Ranks of Ninjutsu Skill, Water Affinity Seals: Serpent, Rat, Ox, Dragon Avoid: Detect Special: +Chakra Modifier to Hide, Escape, Spy and Sneak Attack
Water Release: Syrup Capture Field [Suiton: Mizuame Nabara] 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 need to do so before being caught. Cp Cost: 60 Damage: Target takes critical damage while stuck. [x2] Requirement: Ninjutsu 55 ranks, Control 20 ranks, Water Affinity Seals: Boar, Dragon, Monkey, Rat, Horse Avoid: Dodge or Ninjutsu Special: 1d20 + Escape + Str Mod vs Initial Ninjutsu roll + Control Bonus for target to break free.
Water Prison Technique [Suirō no Jutsu] This jutsu is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. Clones can be used in place of the actual person, provided that the clone is the one that performed the technique. This jutsu can't be performed without a sufficiently large body of water to supply the water for it. Despite the fact that the prison is made up entirely out of water, the target is unable to move while within it. Cp Cost: 80 + 40 per holding post. Damage: -20% Health per holding post [Drowning] + Ninjutsu Bonus Requirement: Ninjutsu 150, Water Affinity, Body of Water, Control 40 Seals: Dragon, Ox, Boar, Dog, Rat, Hare, Dragon Avoid: Dodge
Water Release: Water Dragon Blast Technique [Suiton: Suiryūdan no Jutsu] Using this jutsu, the user creates a huge current of water in the form of a serpentine dragon and directs it towards a target. The water used to create the dragon must be present to perform the technique. This technique requires 54 hand seals to perform, more than five times that of almost every other jutsu in the series. Unlike the fire dragon technique, the water dragon can be held and controlled to move around. To destroy the dragon, the opponent must beat the initial Ninjutsu roll. Cp cost: 250 + 120 per holding post. Damage: 180 to 210 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 300, Control 150, Water Affinity Seals: Horse, Dragon, Ox, Tiger, Dragon Avoid: Ninjutsu or Dodge Special: Ninjutsu to attack and Control to make the dragon dodge.
Water Release: Great Waterfall Technique [Suiton: Daibakufu no Jutsu] This jutsu is used to fire a massive spiraling blast of water at an opponent. This is the only water element jutsu that can be performed without a water source. The user must hold enough water within their body and store it there until they use this technique. It is a very high level technique and almost inescapable due to the large amount of water produced by the user. Cp cost: 600 To Store: 100 + 10 per holding post Damage: 250 to 500 + chakra Mod + Ninjutsu Bonus Requirement: 500 ranks of Ninjutsu, Control 250 ranks, Water Affinity Seals: Ram, Boar, Dragon, Ram, Tiger, Serpent, Dragon Avoid: Ninjutsu Special: Can not use dodge to avoid technique.
Cutting Whirlwind Technique [Kamaitachi no Jutsu] Using a Tessen, the user can create concentrated gusts of wind mixed with chakra, creating a windstorm that slices through objects in a targeted area. The user can control the windstorm with chakra, allowing them to catch their opponents in slicing tornadoes Cp Cost: 40 Damage: 15 to 20 + Chakra Mod + Ninjutsu Bonus Requirement: Tessen, Range 10 ranks, Ninjutsu 20 ranks, Wind Affinity Seals: Bird, Ox, Rat Avoid: Dodge or ninjutsu
Kuuki no Kabe (Wall of Air) Wind chakra is used to create the mashing together of slicing wind many different times that would slow or even reflect an areal attack. This clashing of wind causes a massive sound wave similar to a sonic boom. Can only repel flying objects, not ninjutsus. CP Cost: 15 + 20 per returned attack Requirement: Wind affinity, Ninjutsu 20 ranks, Control 10 ranks Seals: Bird, Ox, Rat, Dog, Bird Special: Technique can repel flying objects back at the opponent. Ninjutsu roll must beat opponent's roll. The initial total attack of flying object is returned to opponent +User's Chakra Mod. Needs to be Invented by:
Wind Release: Spiraling Sphere [Fūton: Rasengan] The user creates a stable sphere of circular moving wind chakra within the palm of their hand. Upon impact, the user release the sphere from their hand as it drives into the target. It will cause the chakra to tunnel into the target's body like a drill and will send them flying backwards from the hit. The user releases the ball on impact. Cp Cost: 70 Damage: 20 to 70 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 60 ranks, Control 20 ranks, Wind Affinity Seals: Bird, dog, hare, dragon Avoid: Dodge or Ninjutsu
Wind Release: Howling Wind Spirit [Fūton: Iki Uindo Hauringun no Jutsu] The user makes a great howl with his mouth which summons forth a great gust of Wind which sounds like a whole wolf pack howling. This gust of wind hits the opponent and not only deals damage by cutting to his flesh by its force( like small knives or claws slashing at it) but also carries him away with the pack of howling wolves constantly dealing damage to the target. Cp cost: 90 + 50 per carrying post. Damage: 30 to 45 +Chakra mod + Ninjutsu bonus Requirements: Ninjutsu 80 ranks, Control 40 ranks, Wind affinity. Seals: Bird, Dog, Ox, Dog, Bird Avoid: Ninjutsu Special: 1d20 + Escape to break free from carrying of winds. 1d20 + Balance to be able to use a technique while being carried. Cannot use wind techniques while being carried. Attack: 1d20 + Ninjutsu Carry: 1d20 + Control
Tosotsu Bouatsu Jutsu [Heaven's (Tusita) Violent Suppression Technique] The user emits a large amount of chakra into the air in the surrounding area. The air, fused with chakra is sent down from the sky in a large column that brings down heavy gravity on those around. Air current moves freely around the user so that he/she is unaffected. Others will struggle to keep standing and moving while the current is pressing down on them. Cp Cost: 50 + 20 for every person for initial cost + 20 holding post per person Damage: 30 to 45 + Chakra Mod + Ninjutsu Bonus Requirements: Wind affinity, Ninjutsu 80 ranks, Control 50 ranks Avoid: Ninjutsu. Requirements: Bird, Ox, Boar, Horse, Tiger, Serpent Special: All opponent's physical skills receive a penalty of -Chakra Mod. Needs to be invented by: Katz the Nine Lives
Wind Release: Severing Pressure [Futon, Tatsu no Oshigoto] Using a gust of wind from their fans, the user twist the wind into a tornado that descends from the sky and traps the enemy, cutting them wildly. The tornado can only move around for 3 posts, before the user must recreate the chakra tornado. Cp Cost: 120 + 40 per holding post Damage: 70 to 100 + Chakra Mod + Ninjutsu Bonus Requirements: Ninjutsu 100 ranks, Control 80 ranks, Ranged 50 ranks, Wind Affinity, Tessen, must have learned Kamaitachi no Jutsu Seals: Bird, Ox, Rat, Hare, Bird, Boar, Dragon Avoid: Ninjutsu To Create: 1d20 + Ninjutsu To Move: 1d20 + Control
Wind Release: Great Breakthrough [Fūton: Daitoppa] This jutsu sends out a powerful explosion of wind from the user's location, easily leveling anything in its path. Combos with this technique can be used. The wind can carry water, earth or fire as it hurls down its own path, which would make it stronger. Make sure to get your combination approved before using it. Cp Cost: 120 Damage: 50 to 100 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 120 ranks, Control 50 ranks, Wind Affinity Seals: Ram, Bird, Tiger, Serpent, Dragon, Boar, Bird Avoid: Dodge or Ninjutsu
Blade of Wind [Kaze no Yaiba] This jutsu creates a blade of wind. The blade is impossible to block with normal weapons or fists because of its intangible nature. It literally is a blade of wind that can cut through a person. You cannot use this technique to block. Cp cost: 150 Damage: 100 to 140 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjutsu 160 ranks, Control 100 ranks, Wind Affinity Seals: Tiger, Bird, Dog Avoid: Ninjutsu or Dodge
Wind Release: Spiraling Shuriken [Fūton: Rasenshuriken] A variation on the Wind Release: Spiraling Sphere, this jutsu reshapes the wind chakra used in the technique into a large, four-pointed shuriken. The sphere in the center remains intact. The technique is only half-complete, so it dissipates a few seconds after it is formed. Additionally, despite its shape, it can't be thrown like a shuriken. It has to be used against the opponent at point-blank range to work. If used successfully, however, it traps its victim in a swirling dome of wind chakra that tears the victim apart, leaving a huge crater in its wake. Cp Cost: 500 Damage: 150 to 480 + Chakra Mod + Ninjutsu Bonus Requirement: Ninjtusu 500 ranks, Control 150 ranks, Wind Affinity, Rasengan Seals: Bird, dog, hare, dragon, Rat, Tiger, Bird Avoid: Dodge or Ninjutsu
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Posted: Thu May 14, 2009 6:29 am
Genjutsu Genjutsu is an illusion. A low genjutsu user can trick the mind of their opponents into believing that they see certain things which cause an effect on their judgment or actions. They do this by attacking the five senses. Most low level genjutsus don't do damage, but as you grow stronger in genjutsu you are able to perform techniques that trick your target into causing so much fear and stress towards themselves that they do real damage to themselves.
To use a genjutsu: 1d20 + Genjutsu To escape a genjutsu: 1d20 + Sense [Kai] To resist a genjutsu: 1d20 + Focus [Half damage/effect]
To generate damage for a genjutsu its ?? to ?? + Intelligence Mod + 1 per 10 ranks genjutsu.
Clone Technique [Bunshin no Jutsu] This technique creates intangible clones of the user. The clones are simply illusions and will dissipate when they come into contact with something. The illusions can usually be seen through by the Byakugan and the Sharingan. A person with normal eyes can also distinguish the clones from the original, since the clones will not disrupt the area around themselves with their movement (won't kick up dust, crush grass, etc.). You use this technique to confuse your opponent in order to attack them more easily. Cp Cost: 2 per bunshin Damage: None Requirements: Must be taught. Seals: Ram, Snake, Tiger Special: If Clone technique is successful you may use sneak attack onto your following attack if it coincides with the technique. Special: If opponent fails the sense/detect check and you choose to fight alongside with your clones, opponent rolls an additional "Luck" dice with their attack. This dice does not count towards their total dice roll. For them to hit you amongst all the clones, they must roll a 11 or higher. If they succeed +Luck Roll to next sense/detect roll against technique. Special: 1 Bunshin per 5 Ranks control.
Transformation Technique [Henge no Jutsu] This jutsu allows the user to assume the appearance of another person, animal, or object. This is one of the basic jutsu taught at the Ninja Academy. Fundamentally, all ninja know this jutsu. It is in fact, a genjutsu. The look a feel of the object they transform into is just a trick of the mind. Cp Cost: 2 + 1 per holding post. Damage: None Requirements: Must be taught. Seals: Ram Special: +Intel Mod to Disguise Roll
Kawaii no jutsu [Cuteness Technique] The user of this technique has perfected pulling at people's heart strings by using cute looks and adorable faces. They use their genjutsu to accent cute features such as watery eyes, pouty lips, sakura pinks cheeks and soft baby like giggles. It's a combination of sight and sound that allows the user to put on that adorable act in order to get what they want. Cp Cost: 10 + 2 per holding post Damage: None. Requirement: Charisma 20 ranks, Genjutsu 15 ranks Seals: Serpent, Tiger, Ram, Dog Avoid: Sense Special: + Intel Mod to Persuade, Seduce, and Lie
Unanswered Prayer’s Genjutsu that targets the opponents hearing sense. The target has the illusion of hearing thousands of voices, as close as the targets ears and as far as yards away at the same time, creating a confusion making it incredibly hard to make out other sounds, thus making the target confused and vulnerable. The target is unable to communicate with other squad members since all other voices are blocked out. Cp: 50 + 10 per holding post. Damage: - Intelligence Mod + Genjutsu bonus to Detect and Focus Requirements: Genjutsu 20 ranks, Control 15 ranks Seals: Rat, Serpent, Tiger, Dog, Ram Special: Opponent cannot use Teamwork Rolls. Avoid: Focus or Sense
Demonic Illusion: False Surroundings Technique [Kokoni Arazu no Jutsu] This technique is a genjutsu that not only transforms nearby objects by effecting the user's sight, but causes the user's sense of direction to become distorted. The user uses this technique to lose and confuse the enemy from a distance, tiring them out as they move along. The user must be hidden in order to use this technique successfully. This technique can also be helpful when luring someone into a trap. Cp Cost: 10 + 5 per holding post. Damage: 1 to 2 + Intel Mod + Genjutsu bonus Requirements: Genjutsu 30, Control 10, Hide 10 Seals: Tiger, Ox, Serpent, Dog, Hare, Serpent, Boar Special: Must roll Hide with every genjutsu roll.
Rarabai No Jutsu (Lullaby Technique) The user sings a soft tune causing the target to get very sleepy. It can usually cause them to fall asleep, but if they can resist it, it will only cause grogginess to their movements as they have have become slow, and confused. If the singing stops, the effects of the grogginess are gone. Cannot sing and attack at the same time. Cp Cost: 50 + 10 per holding post Damage: Sleep or -Intel Mod to all checks. Requirements: Sing 50 ranks, Genjutsu 40 ranks, Control 30 ranks Seals: Serpent, Ram, Ox, Rat Capture in Song: 1d20 + Genjutsu Continue Song/Make Sleep: 1d20 + Sing Avoid Capture: 1d20 + Sense Resist Song: 1d20 + Focus Needs to be Invented: [OPEN]
Demonic Illusion: Maggot Summoning This technique brings out the illusion that maggots are eating their way out from underneath the target's skin. At seeing the maggots, the target with scratch at their body, inflicting damage upon themselves. The more believable your genjutsu, the harder the target will claw and rip into their own skin. Cp Cost: 60 + 20 per holding post Damage: Target's Taijutsu + Your Genjutsu bonus Requirements: Genjutsu 55 ranks, Intimidate 30 ranks Seals: Rat, Serpent, Tiger, Ram, Ox, Dog, Serpent Avoid: Sense Needs to be Invented: By Uchiha Sukotto
Demonic Illusion: Tree Bind Death [Magen: Jubaku Satsu] With this jutsu, the user can make themselves disappear, allowing them to approach their target unnoticed. Once completed, a tree and roots will grow at the target's feet and restrict their movements. Once the opponent believes that they are captured, the user can then appear above their opponent from the tree's trunk and attack the target. Higher ranking shionbi can add in a wide range of variations on the standard nature theme. In addition to the disappearing and tree-growing effects of the jutsu, the user can produce flowers, seedpods, vines and multiple trees. What weapon or other means you attack with will determine the damage done. The Target cannot move when trapped in this genjutsu. Cp Cost: 100 + 20 per holding post. Damage: Sneak attack bonus + Genjutsu Bonus to attacks + Intelligence Mod onto attacks. Requirements: Genjutsu 100 ranks, Sneak Attack 50 ranks, Control 40 ranks Seals: Ram, Serpent, Tiger, Ox, Dog, Dragon, Boar, Serpent Avoid: Sense Needs to be Invented: Yamanaka Hanabira
Demonic Illusion: Illusion Harmony [Magen: Kaichou no Jutsu] The victim is tricked into thinking that he is held down by a multitude of chains in the realm of the dead. They believe that their skin is being melted off until only bones remain. The flesh falling off of the victim's body like wax is torn into a thousand pieces and the person can feel every single cut. The user manipulates the target's body into actually believing that these horrid things are happening so that it, in turn, would react and further damage the targeted person. Your chakra must be laced with the affinity of fire in order to cause the burning sensation. Cp Cost: 110 + 30 per holding post Damage: 80 to 100 + Chakra Mod + Genjutsu Bonus Requirements: Genjutsu 150, Intimidate 60 Seals: Serpent, Tiger, Rat, Dog, Boar, Ox, Hare, Serpent, Tiger, Rat, Serpent Avoid: Sense Needs to be Invented: [OPEN]
Demonic Illusion: Hell Viewing Technique [Narakumi no Jutsu] This jutsu conjures up a horrifying image that is often a deep fear of the target. It is cast with the rat seal and begins when a circle of leaves spins and falls around the enemy. Narakumi no jutsu is often used as a torture technique, although it can also be utilized as a means of shaking a person's mental stability. Sometimes the images can be so fatal it will cause the person to become paralyzed or pass out. This technique can be used on more than one person at a time. Cp Cost: 130 + 40 per holding post + 10 per person to initial and holding. Damage: Critical on all attacks while paralyzed. Requirements: Genjutsu 250 ranks, Intimidate 80 ranks Seals: Serpent, Hare, Tiger, Dog, Serpent Special: Paralyzes. If you rolled a 20 with your attack, target passes out. Avoid: Sense
Temple of Nirvana Technique [Nehan Shoja no Jutsu] The user conjures up imaginary feathers that make the target or targets drowsy. If not immediately dispelled, the user falls into a deep slumber and leaves his body open for attack. Cp Cost: 400 + 50 per person + 10 per holding per person Damage: Sleep Seals: Hare, Serpent, Hare, Serpent, Hare, Dog Requirements: 400 ranks in Genjutsu, 100 ranks of Knowledge Avoid: Sense
Bringer of Darkness Technique [Kokuangyo no Jutsu] The powerful jutsu surrounds an enemy with a blinding darkness that allows the user to attack without being seen or detected. The Target's mind is dark and blank. The user has put so much chakra into their mind to effect their performance that the target won't be able to block to return attacks. Until he is able to break the genjutsu, the user cannot defend or strike back with his own attacks. If the target is able to resist the technique, then he can use blocking or techniques in the genjutsu. The target can dodge. Cp Cost: 200 + 50 per holding post. Damage: +Sneak Attack and Critical to all damages. Requirements: Genjutsu 500 ranks, Control 100 ranks, Sneak attack 100 ranks Seals: Serpent, Dog, Rat, Serpent, Dragon, Serpent, Bird, Monkey, Serpent, Horse
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Posted: Thu May 14, 2009 6:37 am
Eseijutsu Eseijutsu is best known as Medical Techniques. These techniques use chakra in a passive way and require a high amount of control to use. There are also some Eseijutsu that cause damage to a target. To avoid harmful medical techniques is listed with the jutsu. To use an Eseijutsu: 1d20 + Control To generate healing or damage its Range + Chakra Mod + 1 per 10 ranks Control.
Minor Chakra Heal By creating ones own chakra into a passive pool within their hands, the user is able to tend to minor wounds by accelerating the healing process of the skin. You can not heal yourself with technique or treat internal wounds or bone breakage. Fire burns and cuts from melee attacks are common to heal with this technique. Cp Cost: 20 Heal: 1 to 5 + Chakra Mod + Control Bonus Requirements: 10 ranks in Control, 10 ranks in Knowledge Seals: Hare, Dog, Ox Special: Can only be used to heal once on a person.
Chakra Absorption Technique [Chakra Kyūin Jutsu] 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 of your affinity that you are physically connected to. You must have special training in order to use a medium. If you do not use a second technique as a medium, you must be touching the target. Cp Cost: 10 + 5 per post CP Damage: 5 to 10 + Chakra Mod + Control Bonus Requirement: 30 ranks in Control, 20 ranks in Knowledge Seals: None. Avoid: Dodge or Fortitude [Takes half damage.]
Important Body Points Disturbance [Ranshinshō] By converting a small amount of chakra into electric impulses and hitting the opponent's brain stem, the user can disrupt the regular flow of electrical signals from the target's brain to other parts of the target's body. For example, if the target tried to move their right arm, their left leg would move instead. When generating damage for this technique, the user will determine the negative modifier set to all physical skills [including making seals for ninjutsu and genjutsu, but not things such as detect and sense.] In order to use this technique you must be touching the target with your hand. Usually used with normal Taijutsu. Cp Cost: 60 Damage: - Chakra Mod + Control Bonus to Physical Skills Requirement: 50 ranks in Control, 40 ranks in Knowledge, 30 ranks in Taijutsu Seals: Hare, Tiger (Strike with Tiger) Avoid: Dodge Roll: 1d20 + Taijutsu + Chakra Mod
Mystical Palm Technique [Shōsen Jutsu] This jutsu is a multi-purpose medical technique used by medic-nin to heal wounds and perform surgery. For the former, the user concentrates chakra to their hand and applies it to a wound, speeding up cell regeneration. For the latter, the user focuses their chakra into a blade to make cuts where necessary. Because it is done with chakra, the user doesn't need to cut through their target's skin to reach muscles and organs. For this to be applied effectively in healing, a large amount of chakra is required. Using it to cut seems to be less chakra-intensive. This cutting aspect of this jutsu can also be used in combat, though it requires incredible precision on the user's part to be effective. Can use on self. Cp Cost: 110 + 30 per post Damage: 40 to 90 + Intel Mod + Control Bonus Heal: 50 to 80 + Chakra Mod + Control Bonus Requirement: 95 ranks in Control, 65 ranks in Knowledge, Minor Chakra Heal Technique Seals: Hare, Dragon, Monkey, Hare Avoid: Dodge To Use: 1d20 + Taijutsu + Control Bonus
Poison Extraction Technique [Dokunuki no Jutsu] This ornate jutsu uses chakra to literally pull foreign materials from someone's body, no doubt requiring precise control on the user's part to avoid causing further internal injuries to their patient. This stops poison effect. The DC to remove poison is that of the item's creator's alchemy skill. Can not use technique on self. Cp Cost: 90 + 10 per holding post. Damage: N/A Requirement: 135 ranks in Control, 100 ranks in Knowledge Seals: Serpent, Hare, Boar, Dragon, Hare Special: 5 posts to remove poison.
Secret Healing Wound Destruction [In'yu Shōmetsu] The user can concentrate his chakra to a prepared area on their body and begin regenerating the moment the targeted area becomes damaged. Unlike normal healing, this can actually restore dead cells. Can only use on self once a day. You must train your control at least once a day to keep the chakra in place. (Exception when out on missions.) Cp Cost: 500 Train Cost: 10 Heal: Full HP Requirement: 500 ranks in Control, 300 ranks in Knowledge, Mystical Palm Technique Seals: Hare
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Posted: Thu May 14, 2009 6:46 am
Fuinjutsu Fuin jutsu is not an in-battle fighting style. There are few Fuin techniques that you can use in-battle, but not many. Fuinjutsu is used to prepare oneself for battle. It requires a lot of knowledge about ancient symbols and good control of chakra. The symbols used in fuin are Sutra symbols, an ancient sanskrit created by the Heikou clan.
Projectile Weapons [Tobidōgu] In order to store and use items or weapons that the user would never be capable of carrying normally, the user can keep them contained within summoning scrolls. Puppets commonly have such scrolls attached to hidden compartments to produce extra arms and other similar features. Its a very basic sealing technique. A scroll sealed by this technique can be unsealed by anyone as long as they have a higher Fuin than the Seal DC. When unsealing the scroll, the user can launch throwing weapons at targets. Cp Cost: 10 Requirement: Fuin 10, Knowledge 5, Control 10 Seals: Monkey, Hare Special: + Fuin Bonus to Throwing Attack. Base Fu: Ajna (Ice)
Summoning Technique [Kuchiyose no Jutsu] The basic form of all summoning techniques, this jutsu uses a contract, hand seals, and the user's blood to summon an animal from another dimension. As an alternative to the normal hand seals, the same contract that appears on the ground during the summoning can be drawn by hand and activated, producing the same result. The type of animal summoned is determined by the contract. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once summoned, the animal can perform a task or help the user in battle. Summoning scrolls are given to respectable and strong ninja as gifts from the animals' shrines. You must go on a long journey before learning the seal and being accepted as a summoner. Cp Cost: Depends on Animal of Summoning Requirement: Blood contract, Fuin 10, Control 10 Seals: Monkey, Dog, Bird, Horse Base Fu: Manipura (Light)
Fire Sealing Method [Fūka Hōin] This jutsu 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. You can use this technique to seal a fire technique that is about to hit you. Your Fuin roll while making the scroll must be higher than the Ninjutsu roll. However, you must have the scroll written before using in battle. Remember, this only works on fire techniques. Cp Cost: 400 Requirement: Fuuin 100, Control 50 Special: 1d20 + Fuin to absorb incoming Ninjutsu Seals: Monkey, Tiger, Hare, Monkey Base Fu: Muladhara (Fire)
Sealing Technique: Three Directions Seal [Fūin Jutsu: Sanhōfūin] By performing hand seals, a tetrahedral form of light traps the target, who is sent to another dimension and locked within a scroll. This is a way to create summoning scrolls with living creatures. One must perform different seals in order for the target to return. While the target is locked within a scroll it does not age and does not feel anything. It was as if they were sleeping. If the scroll is damaged, the same will happen to the creature inside. If the scroll is destroyed, so is the creature within the scroll. Cannot be performed on Humans. Cp Cost: 500 Requirement: Fuin 200, Knowledge 150, Control 100, At Summoning Shrine Seals: Monkey Base Fu: Vishuddha (Water)
Dead Demon Consuming Seal [Shiki Fūjin] When performed, this jutsu ends the lives of both the target and the user by taking their souls. Using this jutsu invokes the powers of the death god (shinigami), which hovers behind the user. It remains invisible to the opponent until its arm has grasped their soul. Upon being summoned, the death god reaches its arm into the summoner, signifying the hold it has upon the summoner's soul. Once the soul is taken, the death god devours them both, locking the two souls in an eternal battle. This jutsu can also be performed through clones, though the user's soul will be sealed, regardless. Cp Cost: 350 + 100 per holding Requirement: Fuin 500,Control 200, Knowledge 200 Special: 1d20 + Fuin vs 1d20 + Fortitude. Must roll 5 successes in order to fully consume or escape. Seals: Monkey, Serpent Base Fu: Sahasrara (Darkness)
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