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Posted: Tue May 19, 2009 7:01 am
Learning Techniques
In order to learn a technique, you must have someone teach it to you. There is no learning a technique on your own. Some techniques have special uses and it is better if another character is there to make sure you understand how to use the technique correctly.
When inventing a technique that you've created yourself, you must first do a 5/5 intelligence training exercise to brainstorm the technique in roleplay. Then once you have the idea, you must be given training exercises by a higher ranking character in order to learn the technique. All training exercises to learn a technique must be approved by Zu-kun.
If you want to teach a person a technique, you must meet double the requirements. For any technique that has a skill requirement of over 250, you only need 500 ranks to teach it back. If a technique has an ability requirements of over 40, you only need 80 in that ability to teach it back.
Academy Taijutsu Ninjutsu Genjutsu Eseijutsu Fuinjutsu
Note: All Training DC's are subject to change.
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Posted: Tue May 19, 2009 7:14 am
-Academy-
Henge no Jutsu [Transformation Technique] Essentially the first Genjutsu a student should learn. Training I Forming your chakra in a genjutsu state is a difficult process to understand. By using the ram seal you bring your chakra out around your body like a cloud of smoke. DC: 10 1d20 + Intelligence Cp Cost: 1 per try Train: 5/5 Note: Sensei's make sure that they understand that this technique only performed on oneself. Set Rewards: +1 Intelligence, +5 Experience Training II The purpose of this technique is to trick of the eyes of your opponent to believe that you are something or someone else. The chakra is fabricated to effect the eyes of everyone around you and not just one target. Practice bending light and creating an illusion of someone else (usually your sensei) upon your own body. DC: 15 1d20 + Disguise Train: 3/3 Cp Cost: -2 per try Set Rewards: +1 Disguise, +3 Experience, +1 Chakra Training III Combine what you have learned and practice holding the technique. If you fail the DC, you must start over. DC: 8 1d20 + Genjutsu + Disguise CP Cost: 2 + 1 per holding post Train: 3/3 Notes: Sensei's make sure that the students understand the bonuses with this technique. Set Rewards: +1 Genjutsu, + Henge no jutsu, +4 Experience
Clone Technique [Bunshin no Jutsu] Training I - The Seals Learn the seals of ram, snake and tiger. Memorize them and practice synchronizing your chakra. Prepare your chakra for a genjutsu. DC: 15 1d20 + Control Train: 3/3 Set Rewards: +1 Control, +3 Experience Training II - Creating a Clone Execute the technique by shaping a clone. It will take many tries to create a clone that can stand normally and match colors. Practice making clones of yourself. DC: 15 1d20 + Genjutsu Cp Cost: 2 per try Train: 3/3 Set Rewards: +1 Genjutsu, +1 Chakra, +3 Experience Training III - Using Clone in Combat Create your clone and practice utilizing it in battle. It will help train your genjutsu and your own sneak attacking. Your tactics must outwit the opponent. Its a good idea to have a higher ranking shinobi help you train with this. You vs Partner 1d20 + Genjutsu vs 1d20 + Sense 1d20 + Attack + Sneak Attack vs 1d20 + Avoid Train: 3/3 Set Rewards: +1 Genjutsu, + Bunshin no jutsu, +4 Experience
Rope Escape Technique [Nawanuke no jutsu] Training I To use this jutsu, you must focus your chakra through the part of your body being restrained. Try concentrating your chakra flow through your arms so that they can move more easily. DC: 15 1d20 + Control Train: 3/3 Set Rewards: +1 Control, + 3 Experience Training II Have someone tie your arms so that you can practice escaping from the ropes. Try to use your chakra to bend in different ways. Be careful or you may injure yourself in the process. DC: 15 1d20 + Escape Train: 3/3 HP Cost: -1 per fail Set Rewards: +1 Escape, + 3 Experience Training III Now that you have had some practice, have someone restrain you in a way so that it's difficult to move, such as tying your hands behind your back. Remember to focus your chakra so that you can bend and even stretch in a way to pull yourself free. DC: 15 1d20 + Escape (+Chakra Mod) Train: 1/1 HP Cost: -3 per failed attempt CP Cost: -5 per attempt Set Rewards: +1 Chakra Mod, + Nawanuke, + 4 Experience
Body Replacement Technique [Kawarimi no Jutsu] Learn Hand Seal The seal to use Kawamiri is the Ram. You must use the seal quickly and with stealth so that your opponent will not see it coming. Practice utilitzing the seal with sleight of hand. DC: 15 1d20 + Spy Train: 3/3 Set Rewards: +1 Spy, + 3 Experience Manipulate Chaka Now that you have gotten a feel for using the seal while under cover, send your chakra through your body when your hands clasp together for the brief moment. What you're doing is accelerating your movements for quick movement, which creates a cloud of smoke from the friction of chakra, movement, the object you're replacing yourself with and air. DC: 15 1d20 + Ninjutsu Cp Cost: -1 per try. Train: 3/3 Set Rewards: +1 Ninjutsu, +3 Experience Switch with Object Before Partner Socks You Get a partner and practice together. Your partner will attack you and you will have to try and use the technique before you are hit. If you manage to escape the attack, you have the opportunity to spring a sneak attack back. Partner vs You Cp Cost: - 2 per attempt 1d20 + Taijutsu vs 1d20 + Dodge (+Chakra mod) 1d20 + Sneak Attack (+Chakra mod) vs 1d20 + Dodge/Taijutsu/etc Train: 3/3 Set Rewards: +1 Chakra, + Kawamiri, +6 Experience
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Posted: Tue May 19, 2009 7:26 am
Taijutsu
Copeira. Training I Practice balancing in a handstand. Do one arm, bent arms, legs separated, legs together, leaning to one side, legs crouched, etc. DC: 25 1d20 + Balance Train: 3/3 Set Rewards: +1 Balance Training II Now that you have found your balance in all kinds of positions, begin working in flowing movements. Windmil your legs underneath you, butterfly kick in flips, tumbling in place while making attacks with your legs. DC: 25 1d20 + Tumble Train: 3/3 Training III Powerful ariel moves can be both offensive and defensive. Practice flipping in place and to the side. DC: 55 1d20 + Tumble + Balance Train: 5/5 Set Rewards: +1 Agility, +Copeira
Goken Continous Training In order to keep the strength of your goken technique, you must keep it up to practice every day. A quick run through with those strong punches and kicks against a tree is just enough to keep you from getting rusty. DC: 15 + Taijutsu 1d20 + Taijutsu Train: 1/1 Special: You only have to do this exercise once an RP. If you do not, you won't be able to use your technique until you brush up on your missed training. Keep a record of the last time you trained your goken, so you don't for get. In the title put a simple [Autumn 6, 102] for yours and the crew's record in your experience report thread.
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Posted: Tue May 19, 2009 7:31 am
Ninjutsu
Earth Clone Technique [Tsuchi Bunshin no Jutsu] Train I - Seals Learn the seals: Boar, Ram, Tiger. DC: 25 1d20 + Ninjutsu Train: 3/3 Train II - Mold Chakra with Earth DC: 15 1d20 + Control Cp Cost: -10 per Try Train: 3/3 Train III - Technique DC: 30 1d20 + Ninjutsu|Control Train: 3/3 Cp Cost: - Technique Cost Rewards: +Tsuchi bunshin no jutsu
Mizufunka no jutsu [Water Eruption Technique] This is a technique owned by Tenmoki Aya. Training I - Seals Dragon, Boar, Ox, Dragon, Ram, Dog, Dragon DC: ?? 1d20 + Knowledge Train: 3/3 Set Rewards: +1 Knowledge Training II - Finding Hidden Resources Since water is sometimes hard to come by, you are instructed to attempt to tap into the liquid that is inside of a well from a distance far away. DC: 95 1d20 + Focus + Ninjutsu Train: 6/6 Special: -10 chakra per try after 3/6 Set Rewards: +1 Chakra, +1 Ninjtusu, +6 Experience Training III - Bringing Water Up Control your chakra through the moisture of the ground down to the water below. Bring the groundwater up through the earth. Do this repeatedly. DC: 60 1d20 + Control Train: 6/6 Special: -20CP per try Set Rewards: +1 Control, +1 Chakra Training IV - Geyser Effect Just bringing water up from the ground won't cause much damage. Send a large amount of chakra into the and then force the water up as hard as you can. The water should break forth from the earth underneath the target. DC: 110 1d20 + Control + Ninjutsu Train: 2/2 Special: -50CP per success, -25CP per fail Set Rewards: +1 Chakra, + Mizufunka no jutsu
Tsuchi bunshin no jutsu Training I - Learn Seals Boar, Ram, Tiger DC: 25 1d20+ Ninjutsu Train: 3/3
Train II - Mold Chakra with Earth DC: 15 1d20 + Control Cp Cost: -10 per Try Train: 3/3
Train III - Technique Create the clone and attack it! You do not have to roll for your attack. Whether your clone can stay together or not will be determined by beating the Ninjutsu|Control DC. [Do not add chakra mod twice. Your Ninjutsu|Control will be Ninjutsu Ranks + Control Ranks + Chakra Mod] If you fail the DC, you must create another clone. DC: 30 1d20 + Ninjutsu|Control = Train: 3/3 Cp Cost: - 25 per clone
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Posted: Tue May 19, 2009 7:32 am
Genjutsu
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: Henge no jutsu, Charisma 20 ranks, Genjutsu 15 ranks Seals: Serpent, Tiger, Ram, Dog Roll: 1d20 + Genjutsu Avoid: Sense Special: + Intel Mod to Persuade, Seduce, and Lie Training I Shape your appearance and voice into something cute. This will test your charisma and persuasion ability. Convince three people to give you candy. Use Henge. DC: Other's Sense 1d20 + Persuade +Genjutsu Bonus Train: 3/3 Special: Can only attempt once per person. Training II Shape your appearance and voice into someone attractive. Convince three people to go on a date with you. Use Henge. DC: Other's Sense 1d20 + Seduce + Genjutsu Bonus Train: 3/3 Special: Can only attempt once per person. Trianing III Create an out-of-this-world persona filled with tall tales. Convince people they are true. Use Henge. DC: Other's Sense 1d20 + Lie + Genjutsu Bonus Train: 3/3 Special: Can only attempt once per person. Training IV Collectively study the reactions of the people who didn't believe you and those that did. Relect, and apply your learning to a new form of genjutsu. DC: 30 1d20 + Genjutsu Train: 3/3 Special: + Kawaii no jutsu
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Posted: Tue May 19, 2009 7:33 am
Eseijutsu
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. Train I - Reading 1 Read the passage on how wounds heal. DC: 20 1d20 + Knowledge Train: 3/3 Train II - Reading 2 Read the passage on cell division. DC: 25 1d20 + Knowledge Train: 3/3 Train III - Passive Control Learn how to passive control your chakra by concentrating chakra in your hand. Stick your hand in a rat cage. If your are passive, the rats will not attack. If you fail, the rats will bite. DC: 20 1d20 + Control Cp Cost: -5 per try DC FAIL: -2 HP Train: 3/3 Train IV - Seals of Healing By using the seals of dog, boar and ox, take your passive chakra and speed up the healing process of a wound. You have to find someone who is willing to let you practice on them, because you can not heal yourself with this technique. An animal will suffice. DC: 20 1d20 + Control Cp Cost: -10 per try Train: 3/3 Rewards: + Minor Healing Technique
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Posted: Tue May 19, 2009 7:36 am
Fuinjutsu
Summoning Technique [Kuchiyose no Jutsu] 1. Unsealing To unseal the barrier from the creature's world to ours certain seals are performed along with a small donation of blood. Whether you bite down on your thumb, or cut it slightly on a kunai you must have your own fresh blood while performing the seals: Boar, Dog, Bird, Monkey, Ram. Memorize these seals and the motions of slamming your palm with the cut into the ground. DC: 20 1d20 + Fuin Train: 3/3 Set Rewards: +1 Fuin, +3 Experience 2. Bring out your Chakra The summoning techniques require pure chakra. Just pouring out your chakra as much as you can to summoning an animal will not do. It must be vibrant and strong chakra. Every time you summon an animal you must execute the technique like your life depended on it. Now with the memorized seals, execute the technique while using real chakra. DC: 20 1d20 + Control Cp Cost Per Try: 10 Train: 5/5 Set Rewards: + Summoning Technique, +1 Control, +5 Experience 3. Control Your Summon (Must be done with every new creature.) The creature that you've summoned isn't always willing to listen. You have to make sure you two understand one another before he/she will fight with you. Spar together, talk together or even pass a test that the creature may put you up to. DC: Animal's Summoning DC + 10 1d20 + Handle Animal Train: 3/3 Special: If Summoning DC is not challenging, user will have to pass the creature's 'test'. You can make the test, but it must be approved by your sensei.
Voodoo no jutsu [Zombie Technique] User must go through trainings 2 through 6 every time they use the technique after learning it the first time. Training I - Learning the Fuin Symbols The symbols for this technique are far older and more complex than any of the other fuin techniques. Studying must be done to memorize these symbols, learn their names and how to write them. DC: 210 1d20 + Fuin Train: 3/3 Set Rewards: + 1 Fuin, + 3 Experience Training II - Preparing the Body The body in which the ritual will be performed on must be prepared and ready for re-animation. Any wounds must be re-stitched. Any innards mission, must be replaced. The brain must be whole and fully functional. DC: 360 1d20 + Focus + Knowledge Train: 6/6 Set Rewards: + 1 Knowledge, +1 Focus Training III - Writing Symbols You have learned the symbols and know how to write them, now do it. You will need to write them in tear drop form starting around the body at the head, circling around the floor and then to the spot where you'll sit at the end of his feet. DC: 410 1d20 + Focus + Fuin Train: 3/3 Special: You'll have to start over if you fail. Set Rewards: +1 Focus Training IV - Concentrating Your Chakra Once your symbols are written out and perfect, sit at the end of the tear drop and began focusing your chakra, sending it through the written ink and into the body. This takes a long time since the flow must be steady and controlled. DC: 160 1d20 + Control Train: 6/6 CP: - 20 per post. Set Rewards: +1 Control, +1 Chakra Training V - Reanimate the Body Now that you have sent enough chakra into the body, activate it through the symbols and bring it alive. This is one concentrated burst and if done wrong, must start the technique over from Train II since your chakra will damage the body if done incorrectly. DC: 360 1d20 + Control + Fuin Train: 1/1 CP: 800 Set Rewards: + Voodoo Technique, +1 Fuin, + Zombie Trianing VI - Control Your Zombie Make it known to your zombie that you were the one that created him. He is dumb and slow, so make sure he understands. DC: 60 1d20 + Charisma Train: 3/3 Special: For every fail, Zombie attacks you. Set Rewards: +1 Charisma
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Posted: Sat Dec 19, 2009 5:51 am
Clan/Perosnal Shingoushin no Jutsu (心轟心の術; Mind-to-Mind Roar Technique) Usually executed as a last resort. This technique requires physical contact or precise aiming like with the Mind-Body Switch Technique. The user channels all his frustration into the hit and either aims or passes his chakra into the opponent. The chakra will travel to the mind and cause an unearthly, angry howl to roar in the ears of the opponent. The opponent is startled, his actions are interrupted and his concentration broken. Cp: 40 Damage: 15 to 30 + chakra mod + Ninjutsu Bonus Seals: Secret Yamanaka 'rectangle' seal Requirements: Shintenshin no Jutsu, Control 25 ranks, Ninjutsu 25 ranks Special: Fortitude to resist being affected. Opponent misses one turn. Avoid: Fortitude/Dodge To use: 1d20 + Ninjutsu Training I - Chakra Manipulation Make the Yamanaka rectangle seal and do a review of the first training exercise for the Mind-Body Switch technique. Focus on liberal expelling of chakra instead of small spurts. DC: 40 d20 + Control [No Mod] = Train: 3/3 Special: -5 Cp per success; -3 Cp per fail Training II - Sharpening and Refining Go outside where things can be destroyed without repercussion in case you lose control. Practice expelling your chakra as quickly and devastatingly as you can, taking note of the effect of your efforts on the environment. [there should be close to no effect as the chakra mainly affects creatures mentally, but there should be large amounts of impact eg. plants blowing around...] DC: 65 d20 + Intimidate|Control [No Mod] = Train: 6/6 Special: -5 Cp per post Training III - Field Experience As mean as it sounds, hunt down some little animals and try it on them. If they freeze, the technique works. DC: 40 d20 + Ninjutsu [No Mod] = Train: 3/3 Special: -20 Cp per post
Hehe... I might be a little too mean with the Cp cost here .-. eh, I may as well make the Shintenshin no Jutsu learning exercises?
Shintenshin no Jutsu (Mind-Body Switch Technique) Allows the user to enter a target's mind, taking control of their body and senses. Known normally as a spying Jutsu, it can also be used in battle although with many drawbacks. The user's spirit travels not as quickly though, making it somewhat easy to dodge. If the spirit does happen to miss, the user's body will be left as an empty vessel for a few minutes, hence, leaving it wide open to an attack. There's no guarantee that, even if the technique does work, it can last for more than two to three minutes. When the user is inside of the target's body, any damage that is inflicted on the target will also be caused upon on their original body, therefore, if the target dies, so shall the user. Cp cost: 26 + Opponent's Level per Holding Post Requirements: Control 20 Ranks, Ninjutsu 10 Ranks Seals: Secret Yamanaka 'rectangle' seal User Special: Any damage done to user while utilizing this technique is critical. Avoid: Dodge To use: 1d20 + Ninjutsu To Break Free: 1d20 + Fortitude To hold: 1d20 + Control To Resist: 1d20 + Focus Training I - The Seals Learn the hand seal and practice making it and summoning chakra. Note the unsettling feeling of expelling small parts of yourself and try to get used to it. What you are doing is separating your mind chakra and body chakra, so that you can assume a spirit form. DC: 25 d20 + Ninjutsu [No Mod] Train: 3/3 Training II - Practice Projection Lock yourself into your room or a safe place and practice projecting your entire spirit out as quickly as possible. It's helpful to set up a bull's eye target and aim your spirit there. Be careful as it is entirely possible to project only part of your spirit, leaving you and your spirit in a state of limbo for a few minutes. DC: 35 d20 + Control [No Mod] Train: 3/3 DC Fail: You are stuck in limbo. DC: 30 Check to re-connect your mind chakra with your body chakra. Training III - Familiarize Self with Minds Ask trusted friends or family for assistance in this stage. Now that you've mastered projecting your spirit try it on as many people as possible. Enter their mind and get to know the anatomy of the mind. DC: 40 d20 + Control + Intel Mod Train: 6/6 Note: More people is preferred as you gain more knowledge of peoples' minds, but 1 person is okay.
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