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kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Aug 21, 2010 10:57 pm


Technique List

Quote:
Contents:
-Ninjutsu: No Element {Rank E to C}
-Ninjutsu: No Element {Rank B to S}
-Ninjutsu: Fire Release/Katon
-Ninjutsu: Water Release/Suiton
-Ninjutsu: Wind Release/Fuuton
-Ninjutsu: Earth Release/Doton
-Ninjutsu: Lightning Release/Raiton
-Ninjutsu: Ice Release/Hyoton
-Medical Ninjutsu
-Taijutsu
-Genjutsu


Techniques, or jutsu, are the mystical arts a ninja uses in battle. To use a technique, 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 technique, the ninja will bring out and release these two energies. By forming hand seals, the ninja is able manifest the desired effect. Because of the extensive number of hand seals and different combinations, there are thousands of potential techniques to be discovered.

Based on which technique the ninja uses, the type and amount of chakra will be different as would the elements you would 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 use one of these styles and potentially more. This predisposition is described as their "Elemental Affinity".



Learning a New Technique

To learn a technique you either need someone to teach the technique 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 technique 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 technique".

To learn a technique in the guild you need pass a number of stages which are detailed in each individual technique. More information on this is available in the "Training and Levels" thread.



Using a Technique

To use a technique you just post normally. You do not need to roll a d20 for a technique unless it is a taijutsu move.

The higher the rank of a technique, the more "Dice Rolls" it uses up. This simply means that if your character can perform 1 dice roll per round, a jutsu requiring 3 dice rolls would take 3 rounds to perform.



Escaping a Technique

The opponent will need to roll a save depending on the technique (eg. Fortitude Save for poisonous gas, Reflex Save for fireball ninjutsu or Will Save for genjutsu). If the roll is successful the opponent dodges.

Note regarding Reflex Saves: For Reflex Saves, it's slightly different. If you bypass the Reflex DC by 10 or more or if you score a natural 20 in your Reflex save roll you take no damage. Any less than that and you barely dodged the attack and have to take half damage. If you roll a 1, roll 1d6. If number ranges from 1-3, it is an autofail and you take double damage from the attack. If the number is from 4-6, it may follow standard checks to see if the attack hits. If you still fail to dodge the attack, take double damage.

The Save DCs are listed under each individual technique.
 
PostPosted: Sat Aug 21, 2010 11:08 pm


Ninjutsu: No Element

Ninjutsu refers to any technique that utilizes chakra and allows the user to perform actions that a normal person otherwise would be incapable of doing. Unlike genjutsu, which causes the opponent to experience illusions, the effects of ninjutsu are real. Ninjutsu relies on chakra and, most of the time, hand seals to be effective. The hands are put in sequential positions that mold and manipulate chakra in the necessary manner to perform a technique. Additionally, many ninjutsu can be classified as an elemental jutsu, in those cases where a specific element (wind, water, fire, earth, lightning) is used.

When creating a ninjutsu, the two methods of manipulating chakra are referred to as Shape Transformation and Nature Transformation:

Shape Transformation deals with controlling the form, movement, and potency of chakra.
Nature Transformation usually deals with changing the physical properties of chakra into an element.

These two methods can be implemented separately or together in order to create a ninjutsu technique.


E-Rank

These techniques are all basic techniques taught in the academy, and are required to graduate.

Bunshin no Jutsu (Clone Technique)
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This is a basic technique taught to ninja at an academy. 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. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 5 cp per clone per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.

Henge no Jutsu (Transformation Technique)
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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.
Cp cost: 3 +2 per post
Dice Rolls: 1 Roll
Damage: N/A
Sense Motive DC: 10 + [Charisma Modifier / 2] + [Chakra Modifier / 2] + 2 per 10 in Perform.
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: Disguises the user as someone else. Unless they saw the character use the technique (or if it is obvious the technique was used), characters treat the user as that other person until they see through the disguise.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
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This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 3
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: Add [Chk Mod / 2] to your Stealth check when hiding.

Kawarimi no Jutsu (Replacement Technique)
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With this technique, users replace their own body with some other object, generally with a block of wood, the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. This is a basic ninjutsu even taught at the Academy, but it remains a useful art that can be applied in variety of situations.
Cp cost: 5
Dice Rolls: 1 (Can be used as a reaction)
Damage: n/a
Awareness DC: 10 + Chakra Modifier + 2 per 10 in Ninjutsu.
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special:
*This technique can be used any time an opponent's attack or jutsu was evaded by at least 10 - 1 per 20 in Stealth, taking into consideration all bonuses and techniques.
*If attacker fails to meet Awareness DC, the rest of his attacks for this round are lodged on the substitution item instead of the user and user goes into hiding.
*If attacker passes the awareness check, attack connects despite the fact it would have normally missed.

Jibaku Fuda: Kassei, (Exploding Tag: Activate)
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Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20] for basic tags, [10-20] + (Fuinjutsu / 2) + 2 per 10 in crafting for custom made tags.
Reflex DC: 8 + chk mod + 2 per 10 ranks in Fuinjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Special:
*Tags can be applied to a target after a succesful touch attacks (negates armor bonus) or after a projectile attack that either connected or missed by less than 5, taking all bonuses into consideration.
*An explosive tag detonating directly on a target cannot be "dodged" or "resisted" in any way.
*Target who was applied a tag must spend one attack turn per tag he wishes to remove to get rid of them.
*Any individual (including the one who applied the tag) who is within melee range at the time of detonation (did not take an attack turn to move away while engaged in melee combat with the target) must pass Reflex DC or be caught in the blast.

Nawanuke no Jutsu (Rope Escape Technique)
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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: 5
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: Add [Chk Mod / 2] to your Escape Artist roll when escaping from rope or binding tools or techniques.


D-Rank

Genjutsu Kai (Genjutsu Release)
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The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.

Shunshin no Jutsu (Body Flicker Technique)
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A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' 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.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

Kihon Chakra Kanchi (Basic Chakra Sensor)
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The user sends out a sonar-ish chakra wave that allows for them to detect the number of people in the area around them.
Attack Turns: Ability
Cp Cost: Variable
1 - 20 meters ll 20 cp
21 - 35 meters ll 45 cp
36 - 50 meters ll 75 cp
51 - 65 meters ll 105 cp
66 - 80 meters ll 135 cp
Damage: n/a
Requirements: Chakra Control 15, Awareness 15, Concentration 15, and Ninjutsu 15,
Training: 2 stages
Stage I: Concentration DC 25 User learns how to gather chakra in their head. This causes a warming sensation when done correctly.
Stage II: Awareness DC 25 After the user learns to gather chakra in their head they then learn how to send off a wave that travels out at a distance based on the amount of chakra gathered. This causes the warming sensation to instantly go away.
Special: Add [Chakra modifier + 2 per 10 in Chakra Control] to Awareness check vs. Opponent's Stealth check. If successful, user knows the exact amount of people around you regardless if they are hiding both physically around or behind something, or trying to mask their chakra.


C-Rank

Ayame Tori (Murderous Grasp)
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This technique uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty.
Cp cost: 8 per turn
Dice Rolls: 3 Rolls
Damage: 5 - 12 + half chk mod + half str mod
Reflex DC: N/A Use as a melee weapon.
Requirements: Chakra Control 14, Ninjutsu 12, metal wire.
Training: 2 stages
Stage I: Chakra Control DC 24 Create a thin layer of chakra around your metal string. It should be thin enough to be almost unnoticeable until it's too late.
Stage II: Ninjutsu DC 25 Focus on strengthening the chakra layer around your metal wire.

Fukumikuchi Hari (Hidden Mouth Needles)
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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
Dice Rolls: 4 Rolls
Damage: Total Needle "Senbon" damage + chk mod instead of dex mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Dexterity 20, Chakra Control 12, Ninjutsu 10
Training: 2 stages.
Stage I: Chakra Control DC 22 The technique works by quickly transporting the needles in your pouch or on your body into your mouth. It's hard to get but practice enough and you should do it with negligible injury.
Stage II: Dex DC 18 {d20 + dex mod} Now that you can fill your mouth with needles you'll probably want to get them out. Work on your aim and the speed of your spitting.
Special: You can only spit out an amount of needles equivalent to your ranks in Chakra Control. Eg. you have 12 in Chakra Control, you can only spit out 12 needles and your technique damage is 24 - 48 + chk mod. Of course, you must have enough needles in your possession.

Sakura Fubuki no Jutsu (Sakura Blizzard Technique)
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The user 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. The user 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
Dice Rolls: 5 Rolls
Damage: Depends on kunai and exploding tags used.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Must have the necessary equipment. Kunai/Shuriken 20, Jibaku Fuda: Kassei (Exploding Tag: Activate) learned.
Training: 2 stages
Stage I: Kunai/Shuriken DC 30 Weapon familiarization. If you can, throw the kunai/shuriken against a surface that produces sparks.
Stage II: Ninjutsu DC 35 Infuse your final kunai/shuriken with some of your chakra. Use that chakra to activate all bomb tags in the area to create a beautiful explosion.
Special: Any bag attached to regular kunai can hold up to 5 bomb tags. Shuriken bags can hold up to 2 tags.

Kanashibari no Jutsu (Temporary Paralysis Technique)
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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 technique.
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

Kekkai Hojin (Barrier Encampment Method)
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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
Dice Rolls: 1 Roll
Damage: 10 - 20 per tag, all four means 40 - 80 damage.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag.
Requirements: Craft 2
Training: 1 stage.
Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness.
Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.

Kuchiyose no Jutsu (Summoning Technique)
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This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being 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 being can be summoned with a blood sacrifice to perform a task or help the user in battle.
The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices.
Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread.
Cp cost: Varies.
Dice Rolls: 4 Rolls
Damage: Depending on summon's power.
Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25
Training: 3 stages
Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply.
Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along.
Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!

Kugutsu no Jutsu (Puppet Technique)
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Just like a marionette, the user controls a puppet using strings of chakra from his fingers. 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 extending blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the "Puppetry" thread for more info. 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.
Dice Rolls: See Puppetry Thread
Damage: Depends on puppet power.
Requirements: Puppet Play 3, Chakra Control 10
Training: 2 stages
Stage I: Puppet Play DC 15 Familiarization with the art of puppetry.
Stage II: Chakra Control DC 20 Combining puppetry with the usage of chakra strings, which are stronger, but less flexible until high control is achieved.
Special: Must master this technique before attempting to fight with puppets.

Soshuha (Manipulating Attack Blades)
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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
Dice Rolls: 3 Rolls
Damage: weapon damage + chk mod
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 15, Ninjutsu 13, the weapons..
Training: 3 stages
Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization.
Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking.
Stage III: Ninjutsu DC 26 Combine the previously trained elements.
Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control

Tanuki Neiri no Jutsu (Feigning Sleep Technique)
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The user forces himself or herself into a deep sleep, using chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Dice Rolls: Full turn
Damage: N/A
Int check DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu.
Requirements: Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Manipulate your inner chakra circulatory system so that your chakra masses around your heart, muting your heartbeat and pulse.
Stage II: Concentration DC 20 Meddling around with your body is unnatural and has its consequences. Get used to the feeling and practice maintaining the technique.
Stage III: Ninjutsu DC 28 Combine the previously learned elements.
Special: You appear dead. Successful usage of this technique gives you a chance to Sneak Attack opponent.

Tobidogu (Projectile Weapons)
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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.
1 [small objects, eg, kunai, shuriken]
5 [medium objects, eg. tanto, books]
15 [in between objects like katana]
25 [large objects, eg. human-sized puppets, kusarigama, nodachi]
50 [huge objects]
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Summoning scroll, Intelligence 20, Fuuinjutsu 2/5/10/15/25 [depending on the size], Chakra Control 6/12/17/24/30
Training: 1 + 1 stage per size increment
Stage I: Chakra Control DC 11 Learn how to seal and unseal small items.
Stage II: Chakra Control DC 20 Learn how to seal and unseal medium items.
Stage III: Chakra Control DC 27 Learn how to seal and unseal larger items. It's starting to get a bit harder now to push the objects in.
Stage IV: Chakra Control DC 36 Learn how to seal and unseal large items. It now requires a lot of control or brute chakra force to seal the objects into the scroll.
Stage V: Chakra Control DC 45 Learn how to seal and unseal huge items. Even more chakra control is required to manipulate the fine points of the summoning scroll to let the huge object in.

Utsusemi no Jutsu (Projection Technique)
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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 technique.
Dice Rolls: N/A
Cp cost: N/A
Damage: N/A
Awareness DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Perform 30, Chakra Control 28, Ninjutsu 25
Training: 3 stages
Stage I: Perform DC 40 Ventriloquism, practice it!
Stage II: Chakra Control DC 40 Use your chakra to create and enhance the echoing effect when using this technique.
Stage III: Ninjutsu DC 35 Combine the previously learned elements.
Special: Able to speak without disclosing your position.

Shin Chakra Kanchi (Advanced Chakra Sensor)
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The basic level of sensory skill. The user sends out a sonar-ish chakra wave that allows for them to detect a target's general location and how much chakra that person has.
Attack Turns: Ability
Cp Cost: 30 cp to detect, +15 cp per individual to learn chakra level.
Damage: n/a
Requirements: Chakra Control 20, Awareness 20, Concentration 20, Ninjutsu 20
Training: 3 stages
Stage 1: Chakra Control DC 30 User learns how to gather chakra into their head which creates a warming sensation when done correctly.
Stage 2: Concentration DC 30 Next the user focuses the chakra so that it will show different chakra sizes. If done correctly the chakra should change to a pink-ish color.
Stage 3: Awareness DC 30 Finally the user sends the chakra out in a wave that lets them know what rank a person is based on the size and number that appears to the user.
Special: Add [Chakra modifier + 2 per 10 in Chakra Control] to Awareness check vs. Opponent's Stealth check. If successful, user instantly knows their opponents' chakra levels, on a scale of 1 to 10 (1 being student equivalent and 10 being kage level).
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Aug 21, 2010 11:40 pm


Ninjutsu: No Element (cont'd)

B-Rank

Hien (Flying Swallow)
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This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 15 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special:
*Add [chk mod] to [attack melee] with the weapon.
*As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.

Chakra Kyūin Jutsu (Chakra Absorption Technique)
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This technique allows the user to absorb the physical and spiritual energy of an opponent to replenish their own. While usually performed by touching a target, the technique can also be channeled through various objects or elements, although reducing the efficiency of the drain.
Cp cost: Varies
Dice Rolls: 1
Damage: (Chakra Control / 2) - (Chakra Control) cp.
Will DC: 15 + Chakra Mod + 2 per 10 ranks in Chakra Control
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special:
*Can be initiated during a succesful touch attack (attack that is made only to make contact, causing no physical damage but negating the target's armor bonuses to dodge) or at any other time the user has a direct line to the opponent through which the technique can be channeled.
*If channeled through direct contact, 10% of the stolen cp is lost in the transfer (deduced form the target but not added to user's reserves.)
*If channeled through a construct made of the user's chakra or chakra metal, reduce drain by 10% and 25% of the stolen cp is lost in the transfer.
*If channeled through an element for which user has an affinity, reduce drain by 25% and 50% of the stolen cp is lost in the transfer.
*A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it.

Kage Bunshin no Jutsu (Shadow Clone Technique)
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Similar to the basic Clone Technique, this technique creates copies of the user. However, these clones are corporeal instead of illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. Shadow clones can't be distinguished from the actual person even by dōjutsu because the clones have the exact same amount of chakra as the original, and aren't made from any other substance like water clones are for example
Dice Rolls: 5
Cp: 50 cp per clone, divide remaining chakra after casting cost equally between the user and every clone.
Damage: Identical to user's
Construct HP: HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP.
Reflex DC: n/a
Requirements: Bunshin no Jutsu, Chakra 25, Chakra Control 35, Ninjutsu 35
Training: 4 stages
Stage I: Chakra Control DC 45 Imprint your chakra in an empty area in the basic form of a chakra system.
Stage II: Ninjutsu DC 45 Materialize the chakra into physical matter as a perfect copy of your body and its tools and weapons.
Stage III: Chakra DC 17 Share your chakra evenly with the construct to ensure its stability.
Stage IV: Ninjutsu + Chakra Control DC 85 Repeat the process to generate multiple clones simultaneously.
Special:
*Can create 1 clone per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
*User's chakra after spending the casting cost is distributed evenly amongst all the clones created.
*All chakra possessed or gathered by the clones is returned to the user if they are destroyed or recalled.
*Shadow Clone constructs can use any of the jutsus, techniques, or abilities of who or what they copy.
*Clones cannot be differentiated from the user by any means other than trial and error.

Dokugiri (Poison Mist)
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The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 60
Dice Rolls: 4 Rolls
Damage: 2d10 continuous damage + 1d4 constitution damage per turn you spend breathing the cloud of smoke
Reflex/Fort DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Int 30, Chakra 30, Chakra Control 35, Ninjutsu 35, Alchemy 15
Training: 5 stages
Stage I: Alchemy DC 25 Synthesize the poison from within you.
Stage II: Intelligence DC 25 {d20 + int mod} Refine the poison. It has to be toxic but also misty and opaque.
Stage III: Chakra Control DC 47 Now work on expelling the perfectly synthesized poison from within you, as quickly as possible.
Stage IV: Chakra DC 25 {d20 + chk mod} Increase the scale and area of the poison breathed out.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special: +6 to Stealth check when hiding when used as a smokescreen.

Hari Jizo (Needle Guardian)
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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: 50
Dice Rolls: 4 Rolls
Damage: 15 - 25 + chakra mod.
Damage Absorption: 50 - 60 + chakra mod.
Requirements: Long hair, Chakra Control 32, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 42 Your chakra circulation system doesn't naturally travel through your hair. You have to force your chakra into it.
Stage II: Chakra Control DC 44 Lengthen your hair and make it as hard as you can, like rock or armour.
Stage III: Ninjutsu DC 40 Focus on speed. Like all defenses, if you aren't quick enough it's useless.
Stage IV: Ninjutsu DC 44 Combine the previously learned elements.
Special: Roll a Reflex check + 2 per 10 ranks in Ninjutsu when using the damage absorption effect. Damage absorption effect only applies if Reflex check beats the Ninjutsu DC or attack roll.

Kawara Shuriken (Ninja Art: Tile Shuriken)
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This technique requires chakra to pressurize nearby tiles/similar objects in an area. The objects are then levitated and hurled over towards the opponent, spinning at fast speeds similar to shuriken.
Cp cost: 10 per Shuriken.
Dice Rolls: 4 Rolls
Damage: Each shuriken deals 6 - 15 damage + chk mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Must have the objects close to you when using the technique. Chakra 25, Wisdom 25, Ninja Weapons (Shuriken) 10, Chakra Control 25, Ninjutsu 25
Training: 4 stages
Stage I: Shuriken DC 20 Weapon familiarization. Pay special attention to the properties of a shuriken and its spin.
Stage II: Chakra Control DC 35 Pour large amounts of chakra into the objects you want to use as the projectiles. They should shoot out at a quick speed.
Stage III: Wisdom DC 17 {d20 + wis mod} Don't get hit by your own projectiles. Instead, focus on directing the projectiles to where you want with accuracy and speed.
Stage IV: Ninjutsu DC 35 Combine the previously learned elements.
Special: User can "throw" 2 objects per 10 ranks in Ninjutsu.

Konbi Henge (Combination Transformation)
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An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Users: (Insert names)
Cp cost: 60 (Divided anyway around between the users)
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu, (Added Together) Chakra Control 50, (Added Together) Ninjutsu 48
Training days: 4 stages (together)
Stage I: Chakra Control DC 60 Study each other and brainstorm manually on a midway point between the two of you.
Stage II: Chakra Control DC 65 Transform into two halves of a whole that fit together. {eg. two halves of a heart, etc.} Use chakra to smooth the gaps and join the both of you.
Stage III: Ninjutsu DC 58 Merge both consciousness into one to allow normal movement and body control of.
Stage IV: Ninjutsu DC 60 Combine the previously learned elements.
Special: Two users combine into one being. Add both user's Cp and Hp. The new combined user has the dominant stats and skills of each of the users (use strongest stats and skills of both users). Combined user has the highest base attack bonus and base save bonus of both users. Combined user can use techniques and abilities of both users.
Note: This technique must be relearned every time a user wants to be able to use it with a different person. A character sheet must be made for the combined user before any battle in which they would want to use this technique.

Shishienjin (Four Violet Flames Battle Encampment)
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This technique 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: 50 per user + 8 per turn kept for initial barrier, 20 per user + 4 per turn kept for secondary barrier
Dice Rolls: Full turn
Damage: If touched 100 - 200 + 4 x each user's chakra mod.
Requirements: Chakra Control 35, Ninjutsu 33, 4 people must master the jutsu to make it work
Training: 3 stages each.
Stage I: Chakra Control DC 45 Practice building up the primary barrier.
Stage II: Chakra Control DC 47 Construct the secondary barrier.
Stage III: Chakra Control DC 50 Make the barriers deadlier. Make the chakra more reactive and the barrier stronger and so on.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.

Soshoryu (Twin Rising Dragons)
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The user leaps into the air, 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
Dice Rolls: 5 Rolls
Damage: Weapon damage but with dex mod for all items instead of str mod. {must also make attack roll}
Reflex DC: N/A
Requirements: Fuuinjutsu 25, At least 2 Weapon skill 28, Chakra Control 28, Dexterity 20, having sealed the weapons previously.
Training: 4 stages.
Stage I: Ninja Weapons DC 38 Weapon proficiency.
Stage II: Ninja Weapons DC 38 A different weapon from Stage I.
Stage III: Chakra Control DC 40 Create chakra strings instantaneously and join them to your weapons during your leap into the air. Focus on speed and strength of the strings.
Stage IV: Fuuinjutsu DC 38 Combine the previously learned elements.
Special: User can throw 4 weapons per 10 levels in fuuinjutsu at the target.

Memmitsu Chakra Kanchi (Thorough Chakra Sensor)
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A more advanced stage of chakra detection, chakra sensors of this skill can keep track of a target once they have identified their chakra signature anywhere they go as long as they do not leave their range of detection.
Cp Cost: Variable
1 - 20 meters ll cp 15
21 - 35 meters ll cp 40
36 - 50 meters ll cp 70
51 - 65 meters ll cp 100
66 - 80 meters ll cp 130
Damage: n/a
Requirements: Chakra Control 35, Awareness 35, Concentration 35, and Ninjutsu 35.
Training: 4 stages
Stage I: Chakra Control DC 45 User learns how to gather chakra into their head which creates a warming sensation when done correctly.
Stage II: Concentration DC 45 User focuses on the person's image. [Must have seen the person or a picture]. Doing this should make the user's chakra swirl around the mental image.
Stage III: Ninjutsu DC 45 User focuses on scanning for just one particular chakra signature. If done correctly then the image should glow the color of the specified person's chakra.
Stage IV: User sends out a wave and if done correctly should be able to locate the person if they are within the specified distance.
Special: Add [Chakra modifier + 2 per 10 in Chakra Control] to Awareness check vs. Opponent's Stealth check. If successful, user knows exactly where they are located as long as they are alive and in the range of their wave.


A-Rank

Tama no Jishin (Quake Shot)
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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 lose their balance.
Cp cost: 80
Dice Rolls: 5 Rolls
Damage: n/a
Requirements: Strength 30, Ninjutsu 35, Chakra Control 35, Polearm or staff weapon.
Reflex DC: N/A
Acrobatics DC: 18 + chk mod + 2 per 10 points in Ninjutsu.
Training: 5 stages
Stage 1: Chakra Control DC: 45, Imbuing weapon with chakra.
Stage 2: Chakra Control DC: 47, Blasting all of the imbued chakra to the tip of the weapon as suddenly as possible.
Stage 3: Strength DC: 20, Striking the ground with enough might to initiate a fissure through which chakra can be blasted.
Stage 4: Ninjutsu DC: 45, Blasting the chakra into the ground to create an earthquake.
Stage 5: Ninjutsu DC: 47, Guiding the tremor so it only affects your target.
Special: If user fails acrobatics DC he is thrown off balance and suffers a -5 penalty on attack and damage rolls along with a -10 penalty on dodge and reflex saves for the next turn.

Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
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Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.

Bunshin Daibakuha (Clone Great Explosion)
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After creating a solid clone, the user can explode it with this technique upon command, potentially killing or injuring those caught in the blast.
Cp cost: 100 per clone "To explode"
Dice Rolls: 5 Rolls
Damage: 100 - 200 + chakra mod per clone
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: A solid clone, defined as being made of sand, water, earth, stone, ice, grass etc. or from the Shadow Clone Technique {Kage Bunshin no Jutsu}, Chakra Control 48, Ninjutsu 45
Training: 5 stages
Stage I: Chakra Control DC 55 Find the "core" of your clone, the one weak point within the clone.
Stage II: Intelligence DC 20 {d20 + int mod} Analyse the core and experiment with various types of chakra to see which chakra type is the most effective in dismantling the clone.
Stage III: Chakra DC 25 {d20 + chk mod} Make your chakra more powerful, more aggressive, more explosive in order to increase the damage of your jutsu.
Stage IV: Chakra Control DC 60 A powerful explosion is useless if it's undirected. Practice the finer points of damage control making sure to keep the clone and shrapnel as clear from yourself and allies as possible.
Stage V: Ninjutsu DC 57 Combine all previously learned elements.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
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This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 85 per turn.
Dice Rolls: Ability
Damage: N/A
Awareness DC: 18 + Chakra Control Modifier + 2 per 10 in Stealth.
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30, Concentration 30.
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special:
*Add [Chakra Control] to all Stealth checks while ability is active.
*Opponents must roll one Awareness each turn this technique is active and can spend attack turns to roll additional awareness checks.
*If opponent fails Awareness check, he does not know the user's whereabouts and all of user's attacks this turn are sneak attacks.
*Any damage sustained by the user cancels the technique.

Mikazuki no Mai (Dance of the Crescent Moon)
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Creates three solid Bunshin of the user, which along with the user attack in a complicated sword-dancing pattern which confuses the opponent.
Cp cost: 25 Cp + Cp for creating bunshin
Dice Rolls: 5 Rolls
Damage: Seven times katana damage. Must make attack roll.
Reflex DC: N/A
Requirements: A jutsu which produces solid clones (Kage Bunshin/grass/sand/water/earth etc.), Ninja Weapons (Katana) 40, Concentration 18
Training: 5 stages.
Stage I: Ninja Weapons (Katana) DC 50 Learn pattern 1 of the sword-dance.
Stage II: Ninja Weapons (Katana) DC 51 Learn pattern 2 of the sword-dance.
Stage III: Ninja Weapons (Katana) DC 52 Learn pattern 3 of the sword-dance.
Stage IV: Ninja Weapons (Katana) DC 53 Learn pattern 4 of the sword-dance.
Stage V: Concentration 30 Combine all four patterns.


S-Rank

N/A
 
PostPosted: Sat Aug 21, 2010 11:48 pm


Ninjutsu: Fire Release/Katon


The fire release (火遁, Katon) area of elemental nature transformation are offensive-type techniques that primarily allow the user to create fire by increasing the temperature of their chakra. There are some exceptions to this though in which the shinobi forms mediums in order to create explosions.

Commonly affiliated with the Tiger hand seal, fire release techniques are mid-to-long-ranged that cause burning and explosive damage. The fire affinity is most common among Konohagakure shinobi.

Fire release is strong against wind; because wind naturally feeds fire but weak against water due to its ability to extinguish the flames. A sufficiently strong fire jutsu can be strong enough to evaporate its natural weakness of water.

Fire is unpredictable and bends to few; therefore, it requires more chakra to bring it under your control. However the rewards for mastering fire ninjutsu are many. As stated earlier fire does a large amount of damage and also inflicts lasting burns onto your enemies.

C-Rank

Katon: Hibashiri (Fire Release: Running Fire)
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This jutsu will create jets of fire that can be manipulated into several forms before striking the target. It can also be used in combination with Wind Release technique to add it's damage and burn to them.
Cp Cost: 25 + 10 per turn held
Dice Rolls: 3 to initiate, 1 per turn held
Damage: 15 - 40 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 22, Ninjutsu 13, Concentration 18
Training: 3 stages.
Stage I: Chakra Control DC 32 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Ninjutsu DC 30 Spit out the flame and direct it towards your opponent.
Stage III: Concentration DC 28 Chasing a moving target with the flame.
Special: This technique can be maintained and used in succession at the cost of 1 attack roll per attack. Target must roll 1 reflex save per dice roll from the user's turn to avoid getting hit by the running flame. Any taijutsu attack or jutsu used by the user will cancel this technique. Can be added to a wind technique used in the same turn to add its damage and effect to it.

Katon: Bakukadan (Fire Release: Exploding Flame Shot)
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By creating a spark of fire release chakra from their hands, this jutsu allows the user to throw multiple balls of orange flame from their hands, which are able to cause fiery explosions on impact. The shots can also light the opponent on fire.
Cp Cost: 25 per fireball
Dice Rolls: 3
Damage: (15 - 20) + (Chk Mod / 2) + (Dex Mod / 2) + 2 per 10 ranks in Ninjutsu per fireball
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 20, Ninjutsu 18, Dexterity 20
Training: 3 stages.
Stage I: Chakra Control DC 30 Generating fire in your hands from your chakra.
Stage II: Ninjutsu DC 28 Giving the flames physical form and spherical shape.
Stage III: Dexterity DC 15 {d20 + dex mod} Chucking fireballs at a target.
Special: User can create 2 fireballs + 1 per 15 levels in chakra control.

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
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Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 45
Dice Rolls: 3
Damage: 35 - 50 + chk mod
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality.
Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.

Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique)
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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: 30 + 12 per ball
Dice Rolls: 3
Damage: 12 – 30 + chk mod per ball that lands.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball.
Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22
Training: 3 stages.
Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession.
Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession.
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control


B-Rank

Katon: Karyudan (Fire Release: Fire Dragon Missile)
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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: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.

Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
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Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 170
Dice Rolls: 4
Damage: 120 - 180 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 35
Training: 4 stages
Stage I: Chakra Control DC 50 Generate the flame from within you focusing on surface area.
Stage II: Chakra DC 25 {d20 + chk mod} Make the flame more lethal, for example by make it flicker more, making it hotter, or having a larger surface area.
Stage III: Chakra Control DC 52 Shape the flame into the shape of a dragon and increase the size of the fireball more.
Stage IV: Ninjutsu DC 47 Combine the previously learned elements.

Katon: Ryuka no Jutsu (Fire Release: Dragon Fire Technique)
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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: 150
Dice Rolls: 5
Damage: 100 - 160 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 35, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 45 Careful control of the flame is needed to ensure it travels as quickly along the thin object as possible.
Stage II: Chakra DC 22 {d20 + chk mod} Increase the potency of the flame.
Stage III: Chakra Control DC 47 After mastering control of a small flame, move to make the flame larger.
Stage IV: Ninjutsu DC 42 Combine the previously learned elements.
Special: If the enemy is trapped by any line of wire or any kind of solid item that might conduct the fire the victim loses the ability to make a reflex save.


A-Rank

Katon: Gōryūka no Jutsu (Fire Release: Great Dragon Fire Technique)
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The user compresses a large amount of chakra built up inside their body and changes its shape into a dragon-shaped fireball. The user then skillfully manipulates that great fire, and attacks their opponent. Even outside of the attack range, its power and reliability are stressed. The flames have a high temperature, as they can create an updraft which in turn can give rise to thunder clouds. A master of this technique can fire off several flames in succession. Anyone caught in the technique could potentially be reduced to ashes.
Cp Cost: 170
Dice Rolls: 6
Damage: (50 - 60) + chk mod + 2 per 10 ranks in Ninjutsu per dragon
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 38, Chakra 30.
Training: 5 stages.
Stage I: Chakra DC 20 {d20 + chk mod} Building up fire chakra inside your body.
Stage II: Ninjutsu DC 48 Superheating the chakra at its maximum temperature without hurting yourself.
Stage III: Chakra Control DC 55 Spitting out the fire in as many dragons as you can.
Stage IV: Chakra Control DC 57 Animating the dragons individually.
Stage V: Ninjutsu DC 50 Launching the dragons in succession at one or various targets with maximum power.
Special: User can create 1 dragon per 15 ranks in Chakra Control. Target must roll 1 reflex save per dragon. Dragons can be aimed at various targets.

Katon: Zukokku (Fire Release: Intelligent Hard Work)
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The user spits out a small fireball that erupts into a giant firestorm after making contact with a surface, causing widespread destruction to the area. Since the flames travel along the ground, and from such a wide area this is a difficult technique to evade. The effect of this technique can be increased greatly by combining it with a Wind Release technique.
Cp Cost: 300
Dice Rolls: 5
Damage: (200 - 350) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Athletics DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 45, Chakra 32.
Training: 5 stages.
Stage I: Chakra DC 21 {d20 + chk mod} Building up massive fire chakra inside your mouth.
Stage II: Chakra Control DC 55 Condensing the chakra into a tiny ball.
Stage III: Chakra Control DC 57 Spitting out the ball without having it explode when it makes contact with the air.
Stage IV: Ninjutsu DC 55 Giving enough strength and velocity to the spit while still aiming correctly at the target.
Stage V: Ninjutsu DC 60 Detonating the ball into a gigantic flame explosion on contact.
Special: Due to its size, this jutsu cannot be dodged, targets must flee from it or get caught in the blast. Affects every shinobi in the general area of the target.

Katon: Haisekishō, (Fire Release: Burning Ash)
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Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. 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: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.

Katon: Kasumi Endu no Jutsu (Fire Release: Mist Blaze Dance Technique )
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User breathes out a great amount of flammable 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: 145
Dice Rolls: 5
Damage: 90 - 120 + chk mod
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages.
Stage I: Chakra Control DC 52 It's a delicate art to synthesise flammable gas within your body. Manipulate your Fire Element chakra within you and figure out how to create it.
Stage II: Chakra DC 23 {d20 + chk mod} Work on the effectiveness of the gas - for example, its volatility, reactivity, temperature of the flame generated, etc.
Stage III: Constitution DC 25 {d20 + con mod} Gas has always been bad for you. Bear it.
Stage IV: Chakra Control DC 55 Increase the surface area of the gas you breathe out slowly but surely. Also work on speed.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Aug 22, 2010 12:43 am


Ninjutsu: Water Release/Suiton


The water release (水遁, Suiton) area of elemental nature transformation are techniques that allow the user to manipulate pre-existing water, or create their own, by turning their chakra into water. It takes much more ability to create the water than to manipulate what is already available. One of the most versatile of the five basic chakra natures, water release techniques can not only change shape but form as well. Moreover, the water can become more solid in the process as well. The water affinity is common to shinobi of Kirigakure. The water does its damage mostly from the sudden force that it exerts, which would cause massive internal damage to a human.

Water release will naturally extinguish fire (though a sufficiently powerful technique can cause evaporation) but will naturally be overcome by earth. When water techniques are combined with wind release techniques, the concussive and overall destructive power is vastly increased. Also, water is efficient in combination with lightning, increasing the flow of electricity into the target.

Due to the many natural states of water, it can be used in a variety of ways to help or harm. It can be created into a soothing mist or a raging torrent, or even a strong wall. Because of this versatility water ninjutsu has gained the reputation of being the "jack of all trades" element.

Note: Suiton techniques performed without a water source cost 25% more chakra unless stated otherwise. {Round up} Therefore if a technique costs 100 Cp, without a water source it would cost 125 Cp.

C-Rank

Suirō no Jutsu (Water Prison Technique)
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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.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
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Using this technique, 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: 30
Dice Rolls: 3
Damage: N/A
Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14
Training: 3 stages
Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth.
Stage II: Chakra Control DC 28 Controlling the spread of the syrup.
Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity.
Special: Renders victim immobile for [chk mod] number of turns. Victim can only attack using long-ranged attacks or techniques. If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.


B-Rank

Kansei: Mizu no Kyuutai (Trap: Orb of Water)
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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 technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30.
Training: 4 stages
Stage I: Chakra Control DC 40 Forming a water sphere not connected to your arm.
Stage II: Chakra Control DC 42 Maintaining the sphere's shape and consistency.
Stage III: Chakra DC 20 {d20 + chk mod} Keeping a trapped object from escaping
Stage IV: Ninjutsu DC 40 Keeping the sphere active while doing other activities.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.

Suiton: Kokū no Jutsu (Water Release: Black Rain Technique)
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This technique 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: 50
Dice Rolls: 4
Damage: See Special.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 32, Ninjutsu 28
Training: 4 stages
Stage I: Chakra Control DC 42 Generating mists of water
Stage II: Chakra Control DC 44 Converting water to flammable oil.
Stage III: Ninjutsu DC 38 Making flammable oil into a mist.
Stage IV: Ninjutsu + Chakra Control DC 70 Guiding the mist and condensing it on a target.
Special: Damage x2 for next fire attack.

Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
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This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Sucking out water from the ground
Stage II: Chakra Control DC 45 Vaporizing the water into the air.
Stage III: Ninjutsu DC 40 Condensing the vaporized water into balls of water in suspension in the air.
Stage IV: Ninjutsu + Chakra Control DC 75 Condensing the water around specific areas or targets.
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

Suiton: Suigadan (Water Release: Water Fang Bullet)
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This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra Control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.

Suiton: Suijinheki (Water Release: Water Encampment Wall)
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This defensive technique creates a wall of water around the user. Enemy attacks are completely intercepted by a fence of water blown out from the mouth, and is raised from below with tremendous might. The water is blown out is in the form of a circle around the user, and it makes for a defense without openings. It is also possible for the user to control the amount of water and duration at will. The wall's strength and resistance change following the quantity of chakra poured down into the water, so a skillful shinobi will be able to build a sturdy one.
Cp cost: 90
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25, Chakra 32, Concentration 20
Training: 4 stages
Stage I: Chakra Control DC 40 Raising water into a wall.
Stage II: Ninjutsu DC 35 Spreading the wall in a circle around the user.
Stage III: Chakra DC 21 {d20 + chk mod} Generating a strong current to block attacks.
Stage IV: Concentration DC 30 Maintaining the barrier while fighting or doing other attention demanding activities.
Special: Completely avoid area effects that strike the user head on. The wall remains in place for a number of rounds equal to the user’s chakra modifier + 10 (1 post = 1 round).

Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
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The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean.
Cp cost: 130
Dice Rolls: 4
Damage: 130 - 150 + chk mod
Reflex DC: n/a
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30, Dexterity 20
Training: 4 stages
Stage I: Chakra DC 20 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 45 Launching the water into a wave.
Stage III: Dexterity DC 15 {d20 + chk mod} Riding the wave while maintaining balance.
Stage IV: Ninjutsu DC 40 Launching an attack while the wave hits.
Special: Cannot be dodged due to the volume of the attack, all targets in the area must flee (athletics) or get caught in the blast. Creates a water source. Any victim who fails the Athletics has a dodge rating of 0 for the rest of the user's turn.


A-Rank

Suiton: Suiryudan no Jutsu (Water Release: Water Dragon Bullet Technique)
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This technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage.
Cp cost: 170
Dice Rolls: 5
Damage: 175 – 275 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 50 Forming the water in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.

Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
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A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150
Dice Rolls: 5
Damage: 150 – 230 + chk mod
Reflex DC: n/a
Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 40, Chakra 36
Training: 5 stages
Stage I: Chakra DC 23 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 55 Making the water into a massive tidal wave.
Stage III: Chakra Control DC 57 Expanding the wave in all directions.
Stage IV: Ninjutsu DC 50 Increasing wave concussive force.
Stage V: Ninjutsu DC 52 Focusing the currents on targets.
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. Also targets any nearby allies.

Suiton: Daibakufu no Jutsu (Water Release: Great Waterfall Technique)
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This technique extends water over a large scale, surges and rises up to several dozen meters high. Then it streams down to the ground in one big cascade, much like a gigantic waterfall. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after the technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair share of chakra.
Cp cost: 180
Dice Rolls: 5
Damage: 200 – 250 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 42, Ninjutsu 40, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 {d20 + chk mod} Creating or gathering large quantities of water for a jutsu.
Stage II: Chakra Control DC 52 Extending the water several meters high.
Stage III: Chakra Control DC 54 Releasing the water to the ground, and guiding the current towards an enemy.
Stage IV: Ninjutsu DC 50 Converging as much of the stray water as possible towards the enemy.
Stage V: Ninjutsu DC 52 Flooding the water with chakra to increase concussive force to dangerous levels.

Suiton: Daibakure no Jutsu (Water Release: Furious Current Technique)
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The user creates an enormous, inescapable maelstrom to trap and drown the target.
Cp cost: 200 (if no water source is present) + 50 per turn
Dice Rolls: 5
Damage: 100 – 150 + chk mod per turn trapped
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Athletics DC: 18 + user's chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 50, Ninjutsu 45, Chakra 40
Training: 5 stages
Stage I: Chakra DC 25 {d20 + chk mod} Creating or gathering extremely large quantities of water for a technique.
Stage II: Chakra Control DC 60 Imbuing a quantity of water as large as a lake with your chakra.
Stage III: Chakra Control DC 62 Initiating currents inside the water.
Stage IV: Ninjutsu DC 55 Causing a vortex effect in the water.
Stage V: Ninjutsu DC 57 Keeping a target trapped underwater with the force of the vortex.
Special: If victim is underwater, increase Reflex DC by 50%. Victim has to swim to the surface to avoid drowning if caught in this technique.

Suiton: Hahonryū (Water Release: Tearing Torrent)
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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. The overall amount of water formed is large enough to help extinguish even large-scale Fire Release techniques.
Cp cost: 120
Dice Rolls: 5
Damage: 140 – 160 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 42, Strength 30
Training: 5 stages
Stage I: Chakra Control DC 55 Condensing an important quantity of water in the palm of your hand.
Stage II: Chakra Control DC 57 Making the water rotate a high speeds.
Stage III: Strength DC 20 {d20 + chk mod} Hurling the water ball with decent strength.
Stage IV: Ninjutsu DC 52 Maintaining water rotation during the throw.
Stage V: Ninjutsu DC 54 Expanding the water as it approaches the target for defensive uses.
Special: Can be used as a defensive technique to nullify Fire Release techniques. {Pit d20 + Ninjutsu DC vs. d20 + Ninjutsu DC.}

Suiton: Kaihodan (Water Release: Pressure Cannon)
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A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes.
Cp cost: 100
Dice Rolls: 4
Damage: 100 - 140 + 6 x chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Condensing water into user's mouth.
Stage II: Chakra Control DC 52 Spitting out a continuous stream of water.
Stage III: Ninjutsu DC 48 Increasing water pressure while reducing the opening of the mouth.
Stage IV: Ninjutsu DC 50 Aiming the stream at various targets.
Stage V: Ninjutsu + Chakra Control DC 88 Cutting through objects with the stream.

 
PostPosted: Sun Aug 22, 2010 1:18 am


Ninjutsu: Wind Release/Fuuton


The wind release (風遁, Fūton) area of elemental nature transformation are offensive-type techniques that allow the user to manipulate wind by shaping their chakra to be as sharp and as thin as possible, very much like the blades of a pair of scissors. The ranged techniques work by the user causing movement in the air. This can be done via blowing the air from ones mouth (the most common), moving the air with an object, controlling the air currents, or even just from the burst of air made from clapping ones hands. In addition, if the user can generate a suction in behind their target, they will be able to increase the damage done by ranged wind jutsu.

More common to the shinobis of Sunagakure, it remains the rarest of the five basic elemental chakra natures. Wind release techniques are suited for short-to-mid-range combat, and combine brute force and precision to deal cutting and slashing damage. Users can even channel wind-natured chakra into blades to increase their range and cutting power.

Wind is naturally strong against lightning techniques, and likewise naturally weak against fire techniques. In the case of a combination, it augments the strength of a fire technique as well as increases the concussive power of a water technique.

Classified as an "offensive affinity", it does not, however, require as much chakra as the Fire, Ice or Lightning Release styles.

C-Rank

Fusajin no Jutsu (Dust Wind Technique)
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This technique produces 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: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.

Futon: Daitoppa (Wind Release: Great Breakthrough)
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The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

Kamaitachi no Jutsu (Wind Scythe Technique)
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A technique 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
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.

Fūton: Jūha Shō (Wind Release: Beast Wave Palm)
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A powerful jutsu that uses large amounts of wind nature chakra that can cut and slash through any material. The user gathers chakra in one hand, and then swipes a slicing chakra wave. The user is able to use this jutsu in rapid succession.
Rank: C
Dice Rolls: 3
Cp cost: 50
Damage: (10 - 25) + chk mod + 2 per 10 ranks in ninjutsu per wave.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu (must roll one for each wave)
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 15, Chakra 16.
Training: 3 stages.
Stage I: Chakra Control DC 30 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 13 Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 25 Sharpen the gusts using your chakra to turn them into wind blades.
Special: User can fire one wave per 5 levels in Chakra Control. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

Fūton: Suiran Reppū (Wind Release: Verdant Mountain's Violent Wind)
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By using wind-based chakra, the user can infuse their bladed weapons from a distance and manipulate them.
Rank: C
Dice Rolls: 3
Cp cost: 6 per blade
Damage: Weapon damage + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 17.
Training: 3 stages.
Stage I: Chakra Control DC 28 Weapon familiarisation, study of how each individual reacts in wind.
Stage II: Ninjutsu DC 17 Create gusts of wind around your weapons so you can control them, and practise moving them around and attacking.
Stage III: Ninjutsu DC 25 Infuse the chakra inside the blades to further stabilize their movements.
Special: User can manipulate 4 small to medium sized weapons + 2 per 5 ranks in Chakra Control.

Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball)
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This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock.
Rank: C
Dice Rolls: 3
Cp cost: 40
Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12.
Training: 3 stages.
Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand.
Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power.
Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory.

B-Rank

Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
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A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 90
Dice Rolls: 4
Damage: 100 – 150 + chk mod + 2 per 10 in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Special: Knocks back throwing weapons.
Stage I: Chakra DC 25 {d20 + chk mod} Increase the strength of the wind from your previous Kamaitachi no Jutsu.
Stage II: Chakra Control DC 45 Increase the scale of the gusts of wind.
Stage III: Chakra Control DC 48 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 45 Combine the previously trained elements.

Fūton: Reppūshō (Wind Release: Violent Wind Palm)
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A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.
Rank: B
Dice Rolls: 4
Cp cost: 80
Damage: Gust of wind: (80 - 100) + chk mod + 1 per 5 levels in Ninjutsu. Reflected projectiles: Regular projectile damage + 3 x chakra mod + 2 per 10 in ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 26, Ninjutsu 30.
Training: 4 stages.
Stage I: Chakra Control DC 36 Flood the Surrounding wind with your chakra.
Stage II: Chakra Control DC 38 Increase the scale of the gusts of wind.
Stage III: Ninjutsu DC 40 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 42 Aim the wind to reflect incoming projectiles.
Special: When technique is used, target must roll 1 Reflex check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn. Can be used to reflect projectiles if user's d20 + Ninjutsu beats attacker's d20 + Ranged Attack. If projectiles are returned, in addition to having to roll Reflex DC for the gust of wind, attacker must roll 1 Reflex save per projectile.

Fūton: Atsugai (Wind Release: Pressure Damage )
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User compresses a tornado-like mass until it reaches a very high density before releasing it. The wind pressure is raised to its highest limit, and once the technique hits the target, everyone will be swept off their feet. If the technique is used by someone who has mastered wind nature transformation, the blast can hit a vast range, inflicting massive damage on both the target and their surroundings.
Rank: B
Cp cost: 90
Dice Rolls: 5
Damage: (75 - 150) + 3 x chk mod + 2 per 10 levels in Ninjutsu.
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 32, Chakra 28.
Training: 4 stages.
Stage I: Chakra Control DC 40 Gathering wind in the palm of your hand.
Stage II: Ninjutsu DC 42 Increasing pressure while maintaining the ball's volume.
Stage III: Chakra DC 19 Flooding the condensed with massive amounts of chakra to greatly increase pressure and density.
Stage IV: Ninjutsu DC 44 Directing the ball towards a target and releasing pressure upon contact.
Special: When technique is used, target must roll an Athletics check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn.

Fūton: Jūha Reppū Shō (Wind Release: Beast Wave Violent Wind Palm)
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This jutsu is somewhat of an enhanced version of the Wind Release: Beast Wave Palm. It uses chakra to infuse and condense a mass amount of wind to form a massive demonic-like claw extending from the user’s dominant hand to strike and grab a target, as well as deflect any weapon or attack. In addition to making it a deadly short to mid-range weapon, the extending claw also carries tremendous force that can devastate anything in its path without affecting the user, making it useful for dislodging solid and heavy objects.
Rank: B
Cp cost: 60 to initiate + 20 per turn to maintain
Dice Rolls: 4
Damage: Add (15 - 20) + chk mod to regular taijutsu/weapon damage.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Fūton: Jūha Shō, Chakra Control 35, Ninjutsu 28, Chakra 25, Concentration 20.
Training: 4 stages.
Stage I: Chakra Control DC 45 Gathering wind around your arm.
Stage II: Ninjutsu DC 38 Forming the wind around your arm into an extension of your arm.
Stage III: Chakra DC 17 Maintaining strength in the wind arm for grappling.
Stage IV: Concentration DC 30 Maintaining the arm during combat.
Special: As long as this technique is maintained, the user has an arm that increases damage given from physical attacks. Increase DC to initiate and maintain grapple by [chk mod]. Every turn the victim is stuck in a grapple from this technique, he takes (15-20) + chk mod damage.

Fūton: Kazekiri (Wind Release: Wind Cutter )
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This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

A-Rank

Fūton: Kamikaze (Wind Release: Divine Wind)
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The user releases a gust of wind that forms several small tornadoes.
Rank: A
Cp cost: 125 + 50 per turn maintained
Dice Rolls: 6
Damage: (100 - 150) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 40, Chakra 30, Concentration 25.
Training: 5 stages.
Stage I: Chakra DC 20 Infusing massive amounts chakra in the ambient winds.
Stage II: Chakra Control DC 55 Creating tornados across the combat field.
Stage III: Ninjutsu DC 50 Moving the tornados towards a target.
Stage IV: Ninjutsu DC 52 Increasing tornado velocity to maximize damage.
Stage V: Concentration DC 35 Maintaining the tornados while fighting or doing other activities.
Special: Every turn this technique is active the target must roll a Reflex check or take damage. Awareness of every character on the field is reduced by 20 because of the noise and flying debris.

Fūton: Renkūdan (Wind Release: Drilling Air Bullet)
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To use this technique, the user will first take a deep breath, and then pound its stomach to apply external pressure, the power of which it uses to shoot a highly compressed air ball from its mouth. The expelled air ball is mighty enough to hollow out the ground, and cause severe damage to even solid matter. Because of the large quantity of chakra kneaded into it, it explodes the moment it reaches its target, dealing an enormous amount of damage.
Rank: A
Cp cost: 180
Dice Rolls: 5
Damage: (200 - 250) + 3 x chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 40, Ninjutsu 45, Chakra 35.
Training: 5 stages
Stage I: Chakra Control DC 50 Creating a wind vacuum inside your stomach to inhale large quantities of air.
Stage II: Chakra DC 22 Condensing as much chakra as possible into this air.
Stage III: Ninjutsu DC 55 Giving the air preexisting movement.
Stage IV: Chakra Control DC 52 Releasing the air from your body through your mouth without causing internal damage.
Stage V: Ninjutsu DC 57 Expelling the air with maximum velocity.

Fūton: Shinkūha (Wind Release: Vacuum Wave )
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The user takes a deep breath and spins his body around while exhaling a large blade of wind so that it covers an angle of about 180 degrees around the user. The resulting blast is large enough to slice through multiple targets, causing great damage. While more than sufficient to cause crippling, if not fatal, damage, it is incapable of cutting all the way through human flesh.
Rank: A
Cp cost: 160
Dice Rolls: 5
Damage: (175 - 250) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 40, Ninjutsu 40, Chakra 35.
Training: 5 stages
Stage I: Chakra DC 22 Infusing the ambiant air with your chakra.
Stage II:Chakra Control DC 50 Using the wind to quickly rotate your body on itself.
Stage III: Chakra Control DC 52 Exhaling chakra from your mouth in the air as you turn.
Stage IV: Ninjutsu DC 50 Condensing the air you exhale into a thin blade.
Stage V: Ninjutsu DC 52 Using rotation and chakra to greatly increase the velocity of the wind blade.
Special: Every shinobi in the area must roll a reflex save or will suffer damage from this technique, friend or foe. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.

Kaze no Yaiba (Blade of Wind)
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This technique creates a blade out of wind which, being wind, makes it impossible to block.
Cp cost: 150
Dice Rolls: 5
Damage: 120 – 300 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 37
Training: 5 stages
Stage I: Chakra Control DC 55 Form the wind blade taking care to make the edges very sharp.
Stage II: Chakra DC 28 {d20 + chk mod} Make the blade more lethal. Make the wind more abrasive, sharper, more powerful.
Stage III: Chakra Control DC 57 Increase your control over the wind. Make sure it goes for and cuts through your opponent's vital areas.
Stage IV: Ninjutsu DC 47 Practise expelling the wind blade with an emphasis on technique and speed.
Stage V: Ninjutsu DC 52 Combine the previously trained elements.

 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Aug 22, 2010 1:52 am


Ninjutsu: Earth Release/Doton


The earth release (土遁, Doton) area of nature transformation are techniques that allow the user to manipulate the surrounding earth for offensive and defensive purposes; be it dirt, mud, or rock. Earth release techniques have the ability to change the strength and composition of the earth from being as hard as metal to as soft as clay. This includes allowing the user to travel through ground and rock in various ways which can be essential for both transportation and for setting up attacks or creating defenses or for offense. Indeed, this makes earth techniques one of the most versatile of the elemental techniques. Pre-existing earth is not necessary, for the user can create it with their own chakra.

Earth release affinities are the most common among the ninja of Iwagakure, and is commonly affiliated with the Snake seal. Earth release is naturally strong against water but likewise, earth release is also naturally weak against lightning.

The Earth Release style is the most defensive style focusing heavily on support. One of the positives to specialising in Earth ninjutsu is that the Chakra cost is relatively manageable, as there is no shortage of earth anywhere in the world.

D-Rank

Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
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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 only effective on younger ninjas.
Cp cost: 25
Damage: ----
Dice Rolls: 2
Reflex DC: 10 + chk modifier + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 12 + chk modifier {No Ninjutsu bonus}
Requirements: Earth Affinity, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Chakra Control DC 20 Bury yourself underground safely and get accustomed to the feeling.
Stage II: Ninjutsu DC 20 Learn to sense presences above you and pull them down with enough force.
Special: Enemy is rendered immobile when victim of this jutsu.


C-Rank

Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique)
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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: 30 / +4 Cp per post underground / must maintain a Concentration check DC 18 to stay underground.
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Awareness DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages
Stage I: Chakra Control DC 28 Dig underground using your chakra.
Stage II: Concentration DC 20 Keep focused to prevent accidental cave-ins.
Stage III: Ninjutsu DC 28 Mask your presence from those above ground.
Special: Enemy is considered Unaware when victim of this jutsu {so your attack is considered a Sneak Attack}.

Doton: Dochū Senkō (Earth Release: Subterranean Voyage)
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A technique that transforms the earth surrounding the user into a fluid, allowing them to close in on the enemy with high speed by swimming underground. Since being under the ground is necessarily a blind spot for an opponent, the target has no warning of the incoming attack; allowing the user to launch a surprise attack. By using this technique in conjunction with a weapon, it also gains great effect as an "assault ninjutsu".
Dice Rolls: 3
Cp: 35 cp
Damage: Add [Chk Mod / 2] damage to regular attack damage.
Awareness DC: 12 + [Athletics / 4] + [Stealth / 4] + 2 per 10 points in Ninjutsu
Reflex DC: 12 + [Athletics / 4] + [Stealth / 4] + 2 per 10 points in Ninjutsu.
Requirements: Doton, Chakra Control 18, Ninjutsu 15, Sneak Attack 10
Training: 3 stages
Stage I: Chakra Control DC 28 Turning ground earth into flowing mud.
Stage II: Ninjutsu DC 25 Travelling the ground effectively towards a target.
Stage III: Sneak Attack DC 20 Attack the target as silently and rapidly as possible for maximum surprise.
Special: If Awareness check is failed, attack launched this way is considered a sneak attack. If succeeded, treat attack like any other attack, except for the increased damage.

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
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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. Also, since this technique only guards against frontal attacks, the enemy can easily attack from the side or even from above, making fairly inefficient against taijutsu.
Cp cost: 45
Dice Rolls: 3 (Can be used as a reaction)
Damage: n/a
Barrier Hp: 50 + Chakra Control
Reflex DC: n/a
Requirements: Doton, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall.
Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra.
Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed.
Special:
*Only effective against Ninjutsu or projectiles.
*Can only be used to protect the user or someone standing right behind them.
*Add [Ninjutsu Modifier] to evade attempt against an attack or jutsu.
*If technique is succesful, reduce damage taken by protected shinobi from any direct attack by barrier hp.
*If technique is succesful, protected shinobis gain the benefit of 1/2 Cover against techniques that engulf a large area.

Doton: Yoroi (Earth Release: Armour)
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This technique coats the user's body with stones, making them much more resistant to attacks. While using this armor, the stone layer can be manipulated to form blunt weapons for stronger attacks. However, the armor’s weight has the undesirable effect of slowing down the user’s movement.
Rank: C
Attack Turns: 3
Cp Cost: 40 cp to initiate + 5 cp per combat turn to maintain.
Damage: Increase taijutsu damage by [chk mod / 2]
Reflex DC: n/a
Requirements: Doton, Chakra Control 20, Ninjutsu 18, Strength 20
Training: 3 stages
Stage I: Chakra Control DC 30 Produce covering your body with rocks and molding them in the form of an armor.
Stage II: Ninjutsu DC 28 Making the armor move with your body as to hinder movement as little as possible.
Stage III: Strength DC 15 Moving in combat effectively with the added weight of the armor.
Special:
*Add [Chakra Modifier / 2] armor bonus to Dodge Rating and Reflex.
*User is immune to status ailments that affect the skin (burns, frostbite, wounds, etc.) while the armor is maintained.
*Increase taijutsu damage by [Chakra Modifier / 2].
*Reduce Dexterity Modifier, Athletics, and any check requiring speed by 5 while armor is active.
*While active, user is unable to use techniques that require hand seals or any finger movement.
*Technique can be abandonned as part of a reaction or defensive check.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
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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: 20 + 10 per rock
Dice Rolls: 3
Damage: 20 + 5 – 15 per rock used + chk mod.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21
Training: 3 stages
Stage I: Chakra Control DC 33 Levitate rocks and stones.
Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at.
Stage III: Ninjutsu DC 33 Combine the previously learned elements.
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.


B-Rank

Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
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The user is able to overturn the earth into a large dumpling-shaped 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: 70
Dice Rolls: 4
Damage: 65 – 85 + chk. mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 32, Ninjutsu 30
Training: 4 stages
Stage I: Chakra Control DC 42 Focus chakra towards your arm muscles, enhancing their power and giving you superhuman strength.
Stage II: Dexterity DC 18 {d20 + dex mod} Such a large chunk of earth is very unwieldy. It takes practice to acquire the skill of accurately hurling it to where you want it to go.
Stage III: Chakra Control DC 45 Inject more chakra into the earth chunk to increase damage.
Stage IV: Ninjutsu DC 45 Combine previously learned elements.

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
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Traps the victims inside a self-repairing dome of earth.
Cp cost: 100 + 20 per turn.
Dice Rolls: 4
Damage: ----
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 40, Ninjutsu 40
Training: 4 stages
Stage I: Chakra Control DC 50 Create a dome of earth.
Stage II: Chakra DC 28 {d20 + chk mod} Infuse the dome with a chakra system.
Stage III: Chakra Control DC 43 Have someone attack the dome and practise repairing it.
Stage IV: Ninjutsu DC 55 Combine the previously learned elements.
Special: User must keep constant physical contact with dome. Victim may break loose using Lightning or Wind ninjutsu or another Earth Release to escape.

Doton: Domu (Earth Release: Iron Skin (Earth Spear))
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The user flows chakra through all parts of their body, increasing their defensive power to its utmost potential and making the skin arguably as hard as diamond. This technique also has the visual effect of causing it to become noticeably darker, turning it to a stone like color. Furthermore, the destructive power of physical attacks is increased, making this a great all-purpose technique. It has been said that the amount of techniques that can break through the areas hardened by the Earth Spear are close to zero, excluding its undeniable weak point: Lightning Release ninjutsu.
Attack Turns: Ability
Cp: 60 cp
Damage: Add 15 + [Chk Mod] + 2 per 10 in Ninjutsu to Taijutsu damage.
Reflex DC: n/a
Requirements: Doton, Chakra Control 40, Ninjutsu 40, Chakra 25.
Training: 4 stages
Stage I: Chakra Control DC 50 Lining every cell in your arm's skin with earth chakra.
Stage II: Ninjutsu DC 40 Use the chakra saturated in the cells to turn it completely to rock.
Stage III: Chakra DC 17 Harden the rock as much as you can to increase its resistance to impact.
Stage IV: Ninjutsu + Chakra Control DC 90 Practice triggering the technique as quickly as possible on various parts of your body to maximize combat efficiency.
Special:
*Can be used offensively to add ability damage for a single melee attack.
*If used defensively, Dex Mod in dodge and Reflex becomes 0 and user gains an armor bonus of [Chakra Control + 1 per 5 in Ninjutsu] to defend attacks.
*Reduce armor bonus by 75% against Raiton attacks.

Doton: Doryuheki (Earth Release: Earth Style Wall)
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The user creates a solid wall of earth as a form of defence. Chakra is either converted to earth within the body and then spat out to form the wall or the user can manipulate pre-existing earth to form the wall. The earth then instantly rises up and takes form. The barrier itself is also coated with chakra, making its strength incomparable to that of a normal mud wall. Because of the earth's special characteristics, the wall is highly resistant against water, but weaker against lightning.
Cp cost: 100
Dice Rolls: 5 (Can be used as a reaction)
Damage: n/a
Barrier Hp: 150 + (2 x Chakra Control)
Reflex DC: n/a
Requirements: Doton, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Stage I: Chakra Control DC 45 Produce chakra enhanced mud out from your mouth.
Stage II: Chakra DC 26 {d20 + chk mod} Strengthen the mud so that it hardens immediately upon exposure to air.
Stage III: Chakra Control DC 48 Create the wall.
Stage IV: Ninjutsu DC 45 Combine all previous elements focusing on speed and finesse.
Special:
*Can be used to protect a large group of people.
*Add [Ninjutsu Modifier] to evade attempt against an attack or jutsu.
*If technique is succesful, reduce damage taken by protected shinobi from any direct attack by barrier hp.
*If technique is succesful, protected shinobis gain the benefit of Full Cover against techniques that engulf a large area.

Doton: Iwayado Kuzushi (Earth Release: Rock Lodging Destruction)
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Rocks are dislodged from above the opponent to crush them.
Cp cost: 100
Dice Rolls: 4
Damage: 80 – 150 + chk mod
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 30, Ninjutsu 28
Training: 4 stages.
Stage I: Chakra Control DC 40 Use chakra to source out the weak points in the ceiling.
Stage II: Concentration DC 30 Attack the weak points quickly.
Stage III: Chakra Control DC 43 Control the fall for maximum damage.
Stage IV: Ninjutsu DC 43 Combine all previous elements focusing on speed.


A-Rank

Doton: Doryu Taiga (Earth Release: Earth Flow River)
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After forming the needed hand seal, the user transforms the ground underneath their opponent into a river of mud that throws them off balance and away from the user.
Cp cost: 120
Dice Rolls: 5
Damage: (60 - 85) + Chakra Modifier + 2 per 10 in Ninjutsu
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Doton, Chakra Control 40, Ninjutsu 35
Training: 5 stages
Stage I: Chakra Control DC 50 Produce large amounts of mud.
Stage II: Concentration DC 32 Focus on maintaining the flow.
Stage III: Chakra DC 28 {d20 + chk mod} Propel the mud forward at a fast pace, like an uncontrollable current.
Stage IV: Chakra Control DC 55 Infuse the mud with enough chakra to sweep the opponent off his feet.
Stage V: Ninjutsu DC 50 Combine all previously trained elements.
Special:
*If Reflex Check is failed, opponent is swept away by the current and unable to act for [Chakra Control / 10] attack turns, all of their attack turns for one combat turn, or until Acrobatics DC is met, whichever is less. All Acrobatics check of the victim use up their attack turns.
*Reduce Acrobatics DC by 2 for every failed Acrobatics check attempt.
*All Acrobatics check are used defensively, which means they are attempted immediately after the caster's attack sequence, before others may attempt to get involved.

Doton: Dosekiryū (Earth Release: Earth and Stone Dragon)
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The user creates a dragon made from the ground to attack the opponent.
Dice Rolls: 5
Cp: 150 cp
Damage: (130 - 150) + Chk Mod + 2 per 10 points in Ninjutsu
Reflex DC: 18 + Chk Mod + 2 per 10 points in Ninjutsu
Fortitude DC: 18 + Chk Mod + 2 per 10 points in Ninjutsu
Requirements: Doton, Chakra Control 40, Ninjutsu 45, Chakra 35
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering large quantities of earth and stone for the jutsu quickly.
Stage II: Chakra Control DC 50 Forming the earth in the shape of a dragon.
Stage III: Chakra Control DC 52 Animating the dragon.
Stage IV: Ninjutsu DC 55 Aiming the dragon for an attack.
Stage V: Ninjutsu DC 57 Adding concussive force to the attack.
Special: Roll fortitude check if reflex check failed and attack connected directly. If fortitude check fails, victim is dazed for their next turn.

Doton: Doryuudan (Earth Release: Earth Dragon Bullet)
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This technique creates a likeness of a dragon's head that launches mud bullets from its mouth onto the opponent.
Cp cost: 30 per bullet.
Dice Rolls: 5
Damage: (20 - 30) + (Chakra Modifier / 2) per bullet. Divide damage bonus from Ninjutsu Skill equally amongst all projectiles generated.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Doton, Chakra Control 40, Ninjutsu 38
Training: 5 stages
Stage I: Chakra Control DC 50 Create the dragon.
Stage II: Chakra Control DC 53 Make the dragon launch mud bullets.
Stage III: Chakra DC 28 {d20 + chk mod} Increase the potency of the mud bullets.
Stage IV: Ninjutsu DC 48 Increase the speed and improve the aim of the projectiles.
Stage V: Ninjutsu DC 53 Combine all previously learned elements.
Special: Dragon can spit out up to [Chakra Control / 10] mud bullets. Each must be dodged individually and can be blocked.


S-Rank

Doton: Yomi Numa (Earth Release: Swamp of the Underworld)
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By changing the surface of an object beneath an enemy into mud and creating a swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures. The only way to avoid being sucked in is to maneuver through the gradually liquifying ground until the end of the affected area is reached, one false move making the opponent fall into the mud.
Cp cost: 400 + 50 per turn.
Dice Rolls: 6
Damage: ----
Survival DC: 20 + chk modifier + 2 per 10 ranks in Ninjutsu
Athletics DC: 20 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Doton, Chakra Control 55, Ninjutsu 50
Training: 6 stages
Stage I: Chakra Control DC 65 Create swampland.
Stage II: Chakra DC 32 {d20 + chk mod} Increase the scale and area of the swampland.
Stage III: Ninjutsu DC 60 Make the swampland stickier and deeper, to prevent easy escape.
Stage IV: Ninjutsu DC 62 Increase the scale and potency.
Stage V: Chakra Control DC 58 Constantly infuse chakra into the swampland to prevent drying out.
Stage VI: Ninjutsu DC 65 Combine previously learned elements.
Special:
*Technique affects the ground over a very large area, affecting all standing on it except the user (unless he attempts to walk onto it). Affected area is large enough to engulf any size of creature.
*Targets who fail the Survival DC are immediately stuck an unable to act.
*While stuck, victims cannot attack and lose the benefit of their Dexterity Modifier to Dodge and Reflex.
*Meeting the Athletics DC allows the victims to attempt another Survival check to get outside the area of the swamp. Failure to meet the Survival DC will result in the victim getting stuck again.
 
PostPosted: Sun Aug 22, 2010 1:58 am


Ninjutsu: Lightning Release/Raiton


The lightning release (雷遁, Raiton) area of elemental nature transformation are techniques that allow the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity paralyzes the target so that they are unable to move and leave them vulnerable to a finishing strike. While uncommon, lightning can be infused into bladed weapons in a way similar to wind release through chakra flow for increased sharpness through vibrations, with the added effect of inducing numbness. When the jutsu is released from their bodies, and thus not requiring physical contact, it does not move as fast as true lightning. Instead, due to the control the user has to exert over it, it moves far slower, which can give opponents time to react.

Common to the ninja of Kumogakure, a lightning jutsu is naturally strong against an earth jutsu, and weak against wind. Lightning also has a unique relation with water since it will conduct it. This means that it can be used to increase the damage of a water release technique. Though this also means that if one's opponent still has a physical connection with the water, either a pre-existing source or one created with their own chakra, then they can be paralyzed via their own jutsu.

Lightning Affinity ninjas benefit from being able to harness lightning as this style inflicts an insane amount of damage and can also burn and paralyse the enemy. However, they must pay a very large amount of chakra for these benefits.

D-Rank

Raiton: Raidendou (Lightning Release: Lightning Conduction)
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The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 15 cp to activate + 5 cp per turn.
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add [chk mod] to damage. Melee weapons only.


C-Rank

Raiton: Raishindou (Lightning Release: Lightning Surge)
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The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 35 Convert your chakra to pure lightning.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra into the ground with as much force as possible.
Stage III: Ninjutsu DC 30 Ensuring a uniform spread around yourself inside the ground.
Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Jibashi (Lightning Release: Electromagnetic Murder )
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This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
Cp Cost: 95 Cp
Dice Rolls: 3
Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22
Training: 3 stages
Stage I: Chakra Control DC 40 Convert your chakra to pure lightning.
Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible.
Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique.
Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
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After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Rai Bunshin no Jutsu (Lightning Clone Technique)
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Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions 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.
Cp cost: 60
Dice Rolls: 3
Damage: 10 – 25 + chk mod
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages
Stage I: Chakra Control DC 28 Use your chakra to seek out the ions in the air and mold them into a feasible model of your likeness.
Stage II: Chakra DC 22 {d20 + chk mod} Pack as many ions into the clone as you can. Make the technique as dangerous as possible.
Stage III: Ninjutsu DC 27 Combine the previously learned elements.
Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns.


B-Rank

Raiton: Gian (Lightning Release: False Darkness)
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The user emits lightning in the shape of a spear from his mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock, meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies.
Cp Cost: 210 Cp
Dice Rolls: 5
Damage: 125 – 175 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 20 {d20 + chk mod} Increase the charge of electricity in your mouth to greatly destabilize its form.
Stage III: Ninjutsu DC 40 Practise aiming and unleashing the technique towards targets.
Stage IV: Ninjutsu DC 42 Increasing charge as you let the electricity from your mouth flow to the outside to maximize power and piercing.
Special: This technique can target 1 enemy per 10 ranks in Ninjutsu. Succesful hit will cause a Bleeding wound in the target, taking 6 hp damage per turn until it is treated. Critical strikes cause a Bleeding critical wound, target taking 12 hp damage per turn.

Raiton: Torunēdo Raitoningu (Lightning Release: Tornado Lightning)
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The user generates lightning-based chakra in his palms that he can whip around in order to attack opponents.
Cp Cost: 100 + 50 per turn maintained
Dice Rolls: 4 to initiate, 2 per use if maintained.
Damage: (75 - 90) + chk mod + 2 per 10 ranks in Ninjutsu per swipe.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 40, Ninjutsu 30, Chakra 26, Concentration 22.
Training: 4 stages
Stage I: Chakra Control DC 45 Gathering chakra and stabilizing it in your palm.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the charge of electricityin the gathered chakra without compromising its integrity.
Stage III: Ninjutsu DC 40 Practise swiping at targets using surges of the elctricity gathered in your palm.
Stage IV: Concentration DC 32 Maintaining the charge attack after attack despite distractions.
Special: This technique can be maintained and used in succession at the cost of two attack rolls per swipe. If user does not have two left, he cannot use it for this attack but can maintain the technique nevertheless for next turn. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
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The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
Cp cost: 70
Dice Rolls: 4
Damage: 40 – 70 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 38 Convert your chakra to pure lightning.
Stage II: Chakra DC 25 {d20 + chk mod} Fiddle with your created lightning to make it more hot, have a higher voltage, etc.
Stage III: Chakra Control DC 40 Work on the speed of your jutsu.
Stage IV: Ninjutsu DC 37 Combine the previously learned elements.

Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)
User Image
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, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.


A-Rank

Chou Raidendou (Super Lightning Conduction)
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Follow-up to Raidendou (Lightning Conduction). The user passes lightning chakra through an object, causing it to vibrate at a high frequency. The kinetic energy of the object is raised, causing it to hit at a much higher force.
Cp cost: 70 per post
Dice Rolls: 5
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 50, Ninjutsu 48
Training: 5 stages
Stage I: Ninja Weapons (Melee) DC 40 Weapon of your choice. Weapon familiarisation.
Stage II: Chakra Control DC 60 Pass lightning chakra through the weapon.
Stage III: Ninja Weapons (Melee) DC 42 Learn to control your weapon even as it vibrates wildly.
Stage IV: Chakra Control DC 62 Practise attacking targets and if possible fine tune your control to achieve maximum damage and minimum whiplash.
Stage V: Ninjutsu DC 63 Combine the previously learned elements.
Special: Add double chakra mod. to damage. Melee weapons only.

Raiton: Raiken no Jutsu (Lightning Release: Lightning Hound Technique)
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By manipulating lightning chakra into the dominant hand, the user can make the lightning expand to create the form of a hound. The hound-shape remains connected to the user's hand with a bolt of lightning, allowing them to control it during its attack. Being a Lightning Release ninjutsu, it requires a large amount of chakra from the user to maintain and thus is a risk to use with a low chakra supply.
Cp cost: 100 + 60 per turn
Dice Rolls: 5
Damage: 50 – 70 + chk mod per turn
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 44, Ninjutsu 40
Training: 5 stages
Stage I: Chakra Control DC 54 Form the hounds.
Stage II: Chakra DC 30 {d20 + chk mod} Refine the hounds. Add detail, add speed, add aggressiveness.
Stage III: Chakra Control DC 56 Practise controlling the hounds and having them at your every whim.
Stage IV: Ninjutsu DC 50 Attack actual targets and shred them to pieces.
Stage V: Ninjutsu DC 55 Combine the previously learned elements.

Raiton: Sandā Appu (Lightning Release: Thunder Up)
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With this technique, the user collects as much Lightning chakra as possible in his hand and presses it together in a round ball. He releases it at once, causing an immense electric explosion.
Cp Cost: 300
Dice Rolls: Full attack turn
Damage: (200 - 300) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: n/a
Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 45, Ninjutsu 45, Chakra 35.
Training: 5 stages
Stage I: Chakra DC 22 {d20 + chk mod} Gathering huge amounts of chakra in your palm.
Stage II: Chakra Control DC 55 Keeping the huge amount of electric chakra compressed.
Stage III: Chakra DC 24 {d20 + chk mod} Flooding even more electric chakra in the compressed ball without compromising its integrity.
Stage IV: Chakra Control DC 57 Charging your entire body so you will not be affected by the blast.
Stage V: Ninjutsu DC 55 Destabilizing the ball past its breaking point and releasing it simultaneously to maximize explosion.
Special: All shinobi in the area, friend or foe, must roll an athletics check to get clear of the blast or use a defensive technique since such a technique cannot be dodged. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -15 to all movement rolls in his next turn.

Raiton: Rairyū no Tatsumaki (Lightning Release: Lightning Dragon Tornado)
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The user raises his arms in the air and draws lightning down upon his body. The current will be contained within and around his form. He will then begin to spin in place forming a whirling vortex of wind and electricity. The vortex will take on the form of a dragon’s head and will cover the area in front of him. It will then strike out against his opponent and painfully trap them in the vortex. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.
Cp Cost: 400
Dice Rolls: 6
Damage: (250 - 400) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC:
*Dragon (target): 18 + chk mod + 2 per 10 ranks in Ninjutsu
*Rogue lightning (target): 25 + chk mod + 2 per 10 ranks in Ninjutsu
*Rogue lightning (target's allies): 18 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 50, Ninjutsu 50, Chakra 40.
Training: 5 stages
Stage I: Chakra Control DC 60 Spinning in place and gathering electric energy from the friction with the air.
Stage II: Chakra DC 25 {d20 + chk mod} Flooding the air around you with your chakra.
Stage III: Ninjutsu DC 60 Turning the chakra and the electricity in the air in an electric tornado.
Stage IV: Chakra Control DC 62 Shaping the electric tornado into a dragon.
Stage V: Ninjutsu DC 62 Aiming and launching the electric dragon at an enemy with destructive force.
Special: Jutsu is aimed at one target but can have effect on his nearby allies. If target dodges the dragon itself, he must still have been agile enough to get clear of the rogue lightning. If target is hit by rogue lightning, reduce damage by half. If jutsu makes contact, victim must roll a fortitude check. If the dragon made contact and victim fails Fortitude check, he is completely paralyzed for his next turn and suffers -15 to all movement rolls in the one after it. If only rogue lightning made contact and victim fails Fortitude check, he suffers -15 to all movement rolls in his next turn.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Aug 22, 2010 2:18 am


Ninjutsu: Ice Release/Hyouton


Ice is not actually an affinity. Rather, it is a mixture of two common affinities, Water and Wind. The ability to mix these two elements to produce ice is a special genetic ability restricted to only a few clans. The ability to create ice from scratch is restricted to even fewer, the most notable being the Fubuki clan of the Mist Village. Even then the Chakra cost is usually very high.

Ice can be a very dangerous medium and must not be viewed as just the little sister of Water Release. With ice techniques the user can inflict damage and also status effects such as frostbite.

Note: You MUST be from a Hyouton Creation clan to be able to use these techniques where there no ice or snow. Existing Hyouton technique holders not from Hyouton Creation clans are not able to actually create the ice itself. They can use Hyouton release only where there is a natural source of ice and snow, that is, Lightning Country, Snow Country and certain parts of Water Country. This is because that is manipulation, not actual creation.

B-Rank

Hyorou no Jutsu (Ice Prison Technique)
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This technique allows the user to infuse their chakra with underground ice and bring it to the surface. The user can then trap their opponent within the ice by controlling its movements and completely surrounding them in the ice. This technique is strong enough to withstand basic fire techniques, because the ice has already been infused with the user's chakra. This allows this technique to double as a defensive technique, by the user encasing themselves in the ice.
Cp cost: 100
Dice Rolls: 4
Damage: ----
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 40, Ninjutsu 32
Training: 4 stages
Stage I: Chakra Control DC 50 Create and fine-tune the ice prison.
Stage II: Chakra DC 22 {d20 + chk mod} Strengthen the ice prison. Make it colder, make it stronger.
Stage III: Chakra Control DC 52 Practise the speed of performing this jutsu. You can't trap someone if you're too slow after all.
Stage IV: Ninjutsu DC 47 Combine all previously trained elements.
Special: Ice prison maintained for [user’s chk mod + 10] turns, after that user must pump more chakra into the technique or perform it again. Can protect from fire techniques that are C Rank and under.

Hyoton: Tsubame Fubuki (Ice Release: Swallow Snow Storm)
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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: 70
Dice Rolls: 4
Damage: 45 – 70 + chk mod
Reflex DC: 15 + chk. mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 30
Training: 4 stages
Stage I: Chakra Control DC 40 Create the ice needles.
Stage II: Chakra Control DC 42 You can use moving targets if necessary. Practise changing the direction of the needles after launched.
Stage III: Chakra DC 22 {d20 + chk mod} Increase the speed of your jutsu making sure not to slip up on control and accuracy.
Stage IV: Ninjutsu DC 42 Combine all previously trained elements.


A-Rank

Hyoton: Haryu Muuko (Ice Release: Tearing Dragon Fierce Tiger)
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The user creates a large tiger out of ice. Due to being so cold, it can freeze nearby water around it while attacking its target.
Cp cost: 220
Dice Rolls: 5
Damage: 125 – 250 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 48, Ninjutsu 45
Training: 5 stages
Stage I: Chakra Control DC 58 Create the tiger in all its glorious detail.
Stage II: Chakra Control DC 60 Practise controlling the tiger and attacking with it.
Stage III: Chakra DC 28 {d20 + chk mod} Make the tiger more lethal. Personalise it to fit you. Make it bigger, make it have special markings, additional blades, etc.
Stage IV: Concentration DC 25 Controlling such a large being is always a daunting task. Get used to it.
Stage V: Ninjutsu DC 58 Combine all previously trained elements.

Hyoton: Roga Nadare no Jutsu (Ice Release: Wolf Fang Avalanche Technique)
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The user creates an avalanche of snow wolves that run towards the opponent. The wolves attack like wild animals dealing damage with their bites.
Cp cost: 60 per wolf created.
Dice Rolls: 5
Damage: 1 – 5 (Normal Medium sized animal taijutsu damage) but add chk mod instead of str mod.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 42, Ninjutsu 37
Training: 4 stages
Stage I: Chakra Control DC 52 Form the wolves paying attention to every last detail especially the most important one, the sharp jaws!
Stage II: Chakra Control DC 54 Work on animating and controlling the wolves.
Stage III: Chakra DC 26 {d20 + chk mod} Make the wolves faster, sleeker, more lethal, more deadly.
Stage IV: Ninjutsu DC 52 Combine the elements previously trained.
Special: Each wolf created is treated as a pet with 2 attacks per round. Wolves last for [user’s chk mod + 10] turns and have 30 Hp each. You can make 2 + 1 per 10 ranks in Chakra Control wolves per usage of this technique.


S-Rank

Hyōton: Kokuryū Bōfūsetsu (Ice Release: Black Dragon Blizzard)
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The user creates a black dragon stream with red eyes that is sent towards the opponent.
Cp cost: 450
Dice Rolls: 6
Damage: 200 - 500 + chk mod
Reflex DC: 20 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 65, Ninjutsu 60
Training: 6 stages
Stage I: Chakra Control 75 Create the basic outline of the dragon.
Stage II: Chakra Control 77 Add details, such as sharp claws, teeth, strong tail etc.
Stage III: Chakra DC 30 {d20 + chk mod} Send the dragon towards your opponent at a great speed.
Stage IV: Ninjutsu DC 70 Use the dragon to attack by scratching, biting, whipping etc.
Stage V: Chakra Control DC 80 After identifying your preferred fighting style infuse chakra into your dragon to make it more lethal.
Stage VI: Ninjutsu DC 75 Combine previously learned elements.

Hyoton: Ikkaku Hakugei (Ice Release: One-Horned White Whale)
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The user creates a large one-horned whale that is shot at the opponent.
Cp cost: 200
Dice Rolls: 6
Damage: 100 - 200 + chk mod
Reflex DC: 20 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Chakra Control 50, Ninjutsu 50
Training: 6 stages
Stage I: Chakra Control DC 60 Create the whale.
Stage II: Chakra Control DC 62 Add details paying attention to the horn.
Stage III: Chakra DC 28 {d20 + chk mod} Shoot the whale at your opponent at a high speed.
Stage IV: Ninjutsu DC 60 Use your chakra to control the trajectory of the whale for maximum impact.
Stage V: Chakra Control DC 65 Streamline the whale's surface to make its flight even faster and smoother.
Stage VI: Ninjutsu DC 65 Combine all previously trained elements.
 
PostPosted: Sun Aug 22, 2010 2:37 am


Medical Ninjutsu

Medical Ninjutsu, or esei-jutsu, is the art of healing. With their chakra, medical ninjutsu specialists or just medical shinobi can repair torn skin and muscles, broken bones and even bring the dead back to life. Of course such a terrible power over life and death does not come easily. Many years of study are required for the medical shinobi in training to hone their skills.

In addition to the skill [Medical Ninjutsu] bonus to maximum Hp healed/damage depending on jutsu, you also get a bonus to the aforementioned from the Chakra Control skill: 2 per 10 points in Chakra Control to both sides.


D-Rank

Chakratensou no Jutsu (Chakra Transfer Technique)
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The act of transferring your chakra to another person is as simple as molding your chakra, thus any ninja who has done chakra molding at some point can use it. Simple lay your hands upon the one you intend to transfer your chakra to and will it to go to them.
Cp Cost: 1.5x amount given
Attack Turns: 2
Reflex DC: N/A
Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.)
Requirements: Chakra Control 5 or Medical Ninjutsu 10
Training: 2 stages
Stage I: Chakra Control DC 15 or Medical Ninjutsu 20, Convert your chakra into a neutral pallet. Strip it of its elemental ties.
Stage II:Chakra Control DC 17 or Medical Ninjutsu 22, Force your chakra into a living target and give it new life.
Special: Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.


C-Rank

Medical Technique: Minor Chakra Heal
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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 broken bones can be repaired by this technique.
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Can only heal one target at once. Successful usage of this technique heals wounds, burns, and frostbite, and removes bleeding effects.


B-Rank

Chakura no Mesu (Chakra Scalpel)
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This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can actually make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile.
Cp cost: 10 cp per post.
Dice Rolls: n/a
Damage: (1 - 15) + [chakra control / 3] + 2 per 10 levels in Medical Ninjutsu
Reflex DC: n/a
Requirements: Chakra Control 30, Medical Ninjutsu 30, Intelligence 26, Taijutsu 15*
Training: 4 stages
Stage I: Chakra Control DC 40 Generating a chakra blade across your hand.
Stage II: Medical Ninjutsu DC 40 Targetting muscle tissue through thick clothing and/or skin.
Stage III: Intelligence DC 18 Identifying optimal strike zones for the chakra scalpel in combat.
Stage IV: Taijutsu DC 25 Applying the technique in combat training.*
Special:
*If used in conjunction with a treat injury maneuver, add 3 per 10 level in Medical Ninjutsu to all treat injury checks and Hp healed.
*User can only use the technique offensively if the taijutsu requirement is met, however, the technique can still be learned to assist treat injury without it.
*Critical hits cause severe muscle injury which reduce victim's [dex mod] and [str mod] by 1 per 10 points in Medical Ninjutsu until treated.

Shikon no Jutsu (Dead Soul Technique)
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With this technique, 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 + 30 per turn.
Dice Rolls: 4
Damage: Damage dealt by the body.
Requirements: Chakra 30, Chakra Control 35, Medical Ninjutsu 35
Training:
Stage I: Chakra Control DC 45 Take control of a dead small animal.
Stage II: Chakra Control DC 48 Control the animal for a longer duration of time.
Stage III: Medical Ninjutsu DC 45 Study the human nervous system.
Stage IV: Medical Ninjutsu DC 50 Find a corpse of a structure as close to a human as possible and take control of it for 20 minutes.
Special: Each corpse can be controlled for max 20 posts.


A-Rank

Chikatsu Saisei no Jutsu (Healing Resuscitation Regeneration Technique)
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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.
Cp cost: 200 per person, minimum 3 people
Dice Rolls: 5
Damage: N/A
Requirements: Medical Ninjutsu 45, Chakra Control 40, Fuuinjutsu 15
Training:
Stage I: Fuuinjutsu DC 25 Memorize the seal and learn how to create it without any assistance.
Stage II: Medical Ninjutsu 55 Heal life forms with a lesser scale of the seal.
Stage III: Chakra Control 50 Infuse a larger amount of chakra into the seal.
Stage IV: Medical Ninjutsu 56 Heal larger life forms or bigger wounds.
Stage V: Fuuinjutsu DC 28 Create a real scale of the seal and heal a fatal wound.
Special: Revives a person who has been Dead (-10 Hp) for half an RP day or under. Using this technique takes the better part of 1 RP day.

Inyu Shometsu (Secret Healing Wound Destruction)
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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 + 20 per turn held
Dice Rolls: 5
Heals: 30 – 50 + chk mod per turn
Requirements: Medical Ninjutsu 35 Ranks, Chakra Control 30
Training:
Stage I: Medical Ninjutsu DC 45 Maintain a green chakra field at a chosen place on the body then sustain a small amount of damage.
Stage II: Medical Ninjutsu 47 Hold the green chakra for a longer time before some damage is dealt.
Stage III: Chakra Control 40 Increase the number of chakra fields on the body.
Stage IV: Chara Control 42 Sustain a larger amount of damage.
Stage V: Medical Ninjutsu 48 Put the jutsu on another person and let him/her go through the other stages.
Special: Immediately heals damage, wounds, bleeding effects, burns and frostbites after receiving them. {Holding the technique doesn't use up any attack turns.}

Ranshinshō (Important Body Points Disturbance)
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By converting his chakra into electricity and striking the enemy, the user is able to disrupt the signals that are sent from the brain to the opponent's nervous system in order to function. The victim can partially overcome the technique if they manage to relearn the connections between their brain and their limbs. This feat, however, is not an easy one and takes a high amount of concentration.
Cp cost: 40 per attack.
Dice Rolls: n/a
Damage: (15 - 25) Mhp damage per succesful hit.
Fortitude DC: 18 + chk mod + 2 per 10 ranks in Medical Ninjutsu
Concentration DC: 18 + [(Chakra Control - 10) / 2] + 2 per 10 ranks in Medical Ninjutsu
Requirements: Lightning nature manipulation, Chakra Control 40, Medical Ninjutsu 35, Intelligence 36
Training: 5 stages
Stage I: Chakra Control DC 50 Infuse lightning into your fighting
Stage II: Medical Ninjutsu DC 45 Study the brain.
Stage III: Intelligence DC 25 {d20 + int mod} Memorise the pressure points.
Stage IV: Chakra Control DC 52 Attempt the Ranshinsho on the brain of a primate.
Stage V: Medical Ninjutsu DC 50 Attempt the Ranshinsho on the brain of a human.
Special:
*Used as a normal taijutsu attack.
*If opponent fails Fortitude check upon impact, apply technique damage and temporarily decrease his DB/Reflex/attack rolls by [Chakra Control / 5].
*Effect lasts [chk mod / 10] turns or until Concentration DC is met.
*This effect is stackable, renew effect duration with every succesful hit for which fortitude check was failed.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Aug 22, 2010 3:12 am


Taijutsu

Taijutsu (体術; Literally meaning "Body Techniques") is a basic form of jutsu that typically does not require chakra, but chakra may be used to enhance techniques. Taijutsu generally require no hand seals to perform and are much quicker to use than ninjutsu or genjutsu. Taijutsu is simply put, hand-to-hand combat, or weaponry.

Although it is used by nearly all ninja, some characters use taijutsu almost exclusively, and are experts of many taijutsu techniques. Taijutsu techniques are the right choice for those that want to save their time and chakra, or for those who rely on their physical attributes.

Over the years it has also evolved so that even techniques using ranged weapons can be classified as taijutsu. The largest advantage to using taijutsu is that, in most cases, it does not require any chakra. However this is offset by a decrease in damage.

E-Rank

Uke (Blocking)
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Blocking is the most basic defensive maneuver a shinobi can learn. Aimed at preventing an attack from reaching its target, a block is basically a blow against a blow, applying the basic principle that two equal forces going in opposite directions will offset each other. Unless very specific skills have been learned, hands will not prove very helpful in blocking weapon attacks.
Attack Turns: 1 (Reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Deflect attacks with your own to prevent them from hitting you.
Special:
*Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was succesfully blocked and causes no damage. If failed, blocker takes full attack damage.
*Bare hands can only be used to deflect taijutsu attacks.

Kabaiitate (Cover)
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The action of covering someone is made to protect more vulnerable targets in order to prevent that harm be done to them. Any person wishing to attack the protected target will have to “go through” the person covering them, something that can be quite a challenge depending on who they have to deal with.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Prevent attackers from damaging a target placed behind you.
Special:
*The action of moving to cover someone or moving into cover requires one attack turn to perform.
*Protector can use cover actions while providing cover.
*As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them.
*As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person.
*As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves.
*Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement).
*Only 1 person may be covered at a time, although many people may provde cover for a single individual.

Kanshou (Intervention)
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If an attack is launched against a target that a shinobi wishes to protect, they can try to wedge themselves between the attacker and its target either to attempt to block the attack, take damage for them or to push them clear out of its way.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Dexterity DC 10, Wait for the signal and push a training dummy out of the way of a swinging log before it takes any damage.
Special:
*If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person.
*If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack.
*If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves.
*After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.

Kumiuchi (Grappling)
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Grabbing an opponent in combat is a basic taijutsu technique aimed at holding an opponent in place rather than causing to damage to them directly. Getting close to an opponent, the person intending to restrain the other must find a way to get his hands on them and lock them in place to prevent any movement. This allows the victim to be used as a human shield or facilitates any partner's attempts at attacking them. In order for the victim to break free, they must either find a way to wiggle free from the user's hold or overpower them to break it.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Taijutsu DC 10, Hold a struggling target in place while they are greased up, it can be quite a challenge!
Special:
*Grapple is initiated like any other melee attack but does not cause damage.
*Immediately following a succesful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins).
*While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free.
*While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll).
*While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action.
*While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score.
*Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.

Imashimeru (Binding)
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Using rope to immobilize and restrain an opponent is a basic maneuver often used by shinobi for various purposes.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Sleight of Hand + Str Mod
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Sleight of Hand DC 10, Tie up one of your buddies as tightly as possible and see how long it takes for them to break free (often trained in conjunction with the Rope Escape Technique).
Special:
*Can only be used against an immobilized or grappled opponents.
*User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to succesfully rope up an opponent.

Youdou (Feint)
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A combat application of masking your true intention, a shinobi can perform a feint in combat intended to mislead an opponent. The user fakes an attack in one direction to force a reaction from the opponent by telegraphing false information through body language and then uses the confusion to strike from another direction. If done successfully, this technique can leave an opponent wide open for an attack, greatly reducing chances of dodging. One of the weaknesses of this technique comes form its dependance on the opponent's ability to read the user's movements, making it less effective against targets that have different body types or limited intelligence.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Sense Motive DC: d20 + Innuendo + Charisma Modifier
Requirements: Learn in the academy
Training: 1 stage
Stage I: Taijutsu DC 10, Spar with an opponent and bait him to move in the wrong direction in an attempt to dodge a false attack.
Special:
*Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats enemie's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly.
*-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence.

Dynamic Marking
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Marks opponents, objects, etc. by scent, by urinating on the target.
Cp cost: ----
Dice Rolls: 2
Damage: ----
Requirements: ---
Training: ----
Special: Grants +4 scent bonus on base attack bonus.

Sennen Goroshi (One Thousand Years of Death)
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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 technique was mainly to use a pointed object (usually a kunai), in order to attack the blind spot of the enemy.
Cp cost: ----
Dice Rolls: 2
Damage: Taijutsu damage and -3 MHp
Requirements: Athletics 2
Training: ----


D-Rank

Style: Gouken (Strong Fist)
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Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
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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: ---
Dice Rolls: 2
Damage: Damage for all Shurikens.
Requirements: Shuriken 6.
Training: 2 stages.
Stage I: Shuriken DC 18. Study the flight of a shuriken.
Stage II: Shruiken DC 20. Throw multiple shuriken in such a way that only the first one is visible.
Special: d20 + Awareness vs attack roll. If fail, hidden shuriken are considered Sneak Attacks.

Dynamic Entry
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Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
Stage II: Taijutsu DC 20. Train jump kick from a running start.

Reppū (Gale)
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Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

Senpū (Whirlwind)
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A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Special:

Blocking
Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Strength 12/14/16/18, Dexterity 12/14/16/18, Associated Weapon Skill 5
Training: 1 stage
Stage I: Associated Weapon Skill DC 17 Stop weapons from hitting you with a melee weapon.
Special: Use the formula 1D20+Weapon Skill against attackers attack score. If the Block is higher all damage from the attack is negated.

Reverse Grapple
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While in a grapple, using sheer force and raw power, you are able to break free of a grapple, and reverse it, pinning your adversary to the ground.
Cp Cost: ----
Attack Turns: 2
Grapple DC: See Special
Damage: Normal Grapple Damage
Requirements: Taijutsu 20, Strength 20, Escape Artist 15
Training: 3 stages.
Stage I: Escpae Artist DC 25, Practice the art of escaping a grapple.
Stage II: Strength DC 15, Practice lifting or breaking a grapple using raw power, and then reverse the grapple.
Stage III: Taijutsu DC 30, Using your skills in fighting, hold the grapple of the other opponent.
Special: Uses the formula: 1d20 + Strength Mod + 2 per 10 ranks in Taijutsu vs. Opponent's Grapple DC to break free and grapple the opponent. Then continues to follow normal grapple protocol.
Owner: Exodus Revel (Used by Everyone)


C-Rank

Style: Capoeira
Capoeira is a style that combines elements of martial arts, music, and dance. The style is marked by fluid acrobatic play, feints, and extensive use of sweeps, kicks, and headbutts. Less frequently used techniques include elbow strikes, slaps, punches, and body throws. Lastly, striking with the hands is often seen as inelegant and disruptive to the flow of movement. Elbow strikes are commonly used in place of hand strikes. Capoeira also uses acrobatic and athletic movements to maneuver around the opponent. Cartwheels, handstands, headspins, hand-spins, handsprings, sitting movements, turns, jumps etc. are all very common in capoeira though vary greatly depending on the form and rhythm. Fakes and feints are also an extremely important element in capoeira and the setting of traps or illusory movements are very common. Capoeira defenses consists of evasive moves and rolls which allow the defensive players to quickly evade an attack and position themselves around the aggressor in order to lay up for an attack. Other evasive moves allow the capoeirista to move away or dangerously close in an attempt to trip up the aggressor in the briefest moment of vulnerability (usually in a mid-kick.)
Cp cost: ---
Dice Rolls: n/a
Damage: 8 - 14 + dex mod per hit
Requirements: Dex 20, Taijutsu 16, Acrobatics 9.
Training: 3 stages.
Stage I: Acrobatics DC 19. Use acrobatic moves (flips, cartwheels, handstands etc.) in a small radius.
Stage II: Taijutsu DC 26. Shadowbox using capoeira. Meaning; adding kicks, slaps, elbows, knees to Stage I.
Stage III: Taijutsu DC 28. Repeat Stage II in a narrow space.
Special: +2 to maximum damage per 5 ranks in Acrobatics when using this style. Immune to attacks of opportunity.

Hayabusa Otoshi (Peregrine Falcon Drop)
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The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.

Kage Buyō (Shadow of the Dancing Leaf)
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A technique where one follows the opponent, closely matching their body's movement, just like a leaf that dances in the air is followed by its shadow. The technique begins with a swift upper kick that will launch their target into the air. 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: ----
Dice Rolls: 3
Damage: ----
Requirements: Taijutsu 18, Tumble 10.
Training:
Stage I: Tumble DC 20. Jump really, really, really high.
Stage II: Strength DC 14. {d20 + str mod} Jump really, really, really high with weights.
Stage III: Tumble DC 24. Jump really, really, really high while throwing an object to then follow in mid-air.
Special: Opponent must succeed a Fortitude save DC 12 + str mod of the user. If succeeded the technique fails. The next attack done to the target does 50% more damage {must be done while airborne}.

Daisenpū (Great Whirlwind)
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A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
Cp cost: ----
Dice Rolls: 3
Damage: Triple taijutsu damage.
Requirements: Taijutsu 24, Strength 18, Dexterity 24
Training: 3 stages
Stage I: Taijutsu DC 34 Link kicking attacks without giving a pause for counterattack.
Stage II: Strength DC 16 {d20 + str mod} Practice launching kicks hard enough and in a proper angle to propel a target upwards each time.
Stage III: Dexterity DC 17 {d20 + dex mod} Follow the target's trajectory as he is kicked higher in the air each time to complete your combo.


B-Rank

Gōriki Senpū (Strong Whirlwind)
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A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Cp cost: ----
Dice Rolls: 4
Damage: Four times taijutsu damage.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: Taijutsu 35, Strength 28, Dexterity 22
Training: 4 stages
Stage I: Taijutsu DC 45 Getting the feel of the technique, the movement.
Stage II: Dexterity DC 16 {d20 + dex mod} Increase speed of the kick through flexibility and technique.
Stage III: Strength DC 19 {d20 + str mod} Adding as much strength to the movement as possible.
Stage IV: Taijutsu DC 47 Using the technique effectively on various targets.
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.

Shofu (Rising Wind)
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This jump uses the entire body as a spring by amassing power in the legs before kicking upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
Cp cost: ----
Dice Rolls: 4
Damage: Double Taijutsu damage. If disarming, damage is only normal taijutsu damage.
Requirements: Taijutsu 30, Strength 22, Dexterity 26
Training: 4 stages
Stage I: Dexterity DC 18 {d20 + dex mod} Getting under an opponent's guard and kicking in a vertical strike.
Stage II: Strength DC 16 {d20 + str mod} Using the ground as a push to increase upwards strength.
Stage III: Taijutsu DC 40 Aiming for the opponent's chin to send him flying.
Stage IV: Taijutsu DC 45 Aiming for an opponent's weapon correctly to favor disarming.
Special:
*If used to disarm: Add value of [dex mod] + [str mod] to regular disarm check.
*If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
*Cannot use twice in a row.

Style: Suiken (Drunken Fist)
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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.
Cp cost: ---
Dice Rolls: n/a
Damage: Taijutsu basic damage changed to to 1 - 40.
Will DC: 10 + [con mod] + [base save bonus]
Requirements: Taijutsu 40, Constitution 30, Dexterity 32, Wisdom 30, Liquor
Training: 4 stages
Stage I: Constitution DC 25 {d20 + con mod} Drinking your butt off without passing out.
Stage II: Wisdom DC 25 {d20 + wis mod} Staying relatively focused on something even though you're completely drunk.
Stage III: Dexterity DC 21 {d20 + dex mod} Keeping your footing in a drunken haze.
Stage IV: Taijutsu DC 50 Learning to harness the increased flexibility and instability in a fighting style.
Special: Must be drunk to use. All of the user's turn start with a Will Save. If successful, apply bonus, if failed, apply penalties for next turn.
* +/- 20 Dodge and Reflex
* +/- 20 to base damage (maximum and minimum)
* +/- 20 to damage taken


A-Rank

N/A


S-Rank

Asa Kujaku (Morning Peacock)
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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: 950
Dice Rolls: 6
Damage: 980 – 1500
Requirements: Taijutsu 70, Chakra Control 40, Ability to open 6 celestial gates.
Training: 6 stages
Stage I: Chakra Control DC 50 Partially opening gates 1 and 2 while staying extremely calm so you will not damage your fortitude.
Stage II: Chakra Control DC 51 Partially opening gate 3 while staying extremely calm so you will not damage your fortitude.
Stage III: Chakra Control DC 52 Partially opening gate 4 while staying extremely calm so you will not damage your fortitude.
Stage IV: Chakra Control DC 53 Partially opening gate 5 while staying extremely calm so you will not damage your fortitude.
Stage V: Chakra Control DC 54 Partially opening gate 6 while staying extremely calm so you will not damage your fortitude.
Stage VI: Taijutsu DC 80 While under the effect of gate 6, slowly do the movements to see what the technique is about as not to damage your constitution.
Special: After the technique is used the user either dies from lack of chakra or is affected by the side effects of the celestial gates.

Hachimon (The Eight Celestial Gates)
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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 10 user Rounds for Gates 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. The effects of the gates past the 4th gate come with a permanent lost of constitution; this represents the damage placed upon the body when the gates are open so be VERY careful when you use this power surge.

Finally, the effects of the gates don't stack, so when you open the 2nd gate the +10 strength/dex is replaced by +16 str/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 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.

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1. Opening (Initial) releases the brain's limit on the total strain on the muscles.
Hp Cost: 50 + 10 damage per round.
Dice Rolls: 2
Requirements: Taijutsu 20, Chakra Control 20
Training: 3 stages.
Stage I: Chakra Control DC: 30 Locating and opening the first gate.
Stage II: Taijutsu DC: 30 Familiarise self with punching and kicking with the power surge that comes with opening the first gate.
Stage III: Taijutsu DC: 32 Start dealing some serious damage either on a dummy or another person.
Special: +10 Str / Dex

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: 60 + 16 per round.
Dice Rolls: 2
Requirements: Taijutsu 25, Chakra control 25
Training: 3 stages.
Stage I: Chakra Control DC: 35 Locating and opening the second gate.
Stage II: Taijutsu DC: 35 Familiarise self with punching and kicking with the power surge that comes with opening the second gate.
Stage III: Taijutsu DC: 40 Start dealing some serious damage either on a dummy or another person.
Special: +16 Str / Dex

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: 70 + 20 per round
Dice Rolls: 2
Requirements: Taijutsu 30, Chakra Control 30
Training: 4 stages.
Stage I: Chakra Control DC: 40 Locating and opening the third gate.
Stage II: Taijutsu DC: 40 Familiarise self with punching and kicking with the power surge that comes with opening the third gate.
Stage III: Strength DC: 20 Start dealing some serious damage either on a dummy or another person.
Stage IV: Taijutsu DC: 45 Combine previously trained elements.
Special: +22 Str / Dex / Con, Hp is restored to 90% of its max before the Hp cost is applied.

4. Pain (Harm / Wound) releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use.
Hp Cost: 90 + 24 per round.
Dice Rolls: 3
Requirements: Taijutsu 35, Chakra Control 35
Training: 4 stages.
Stage I: Chakra Control DC: 45 Locating and opening the fourth gate.
Stage II: Taijutsu DC: 45 Familiarise self with punching and kicking with the power surge that comes with opening the fourth gate.
Stage III: Strength DC: 23 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage IV: Taijutsu DC: 50 Combine previously trained elements.
Special: +30 Str / Dex / Con

5. Closing (Limit) releases the limit on the amount of chakra released at one time.
Hp Cost: 220 + 28 per round
Dice Rolls: 3
Cons Cost: -4 PERMANENT constitution lost.
Requirements: Taijutsu 40, Chakra Control 45
Training: 5 stages.
Stage I: Chakra Control DC: 55 Locating and opening the fifth gate.
Stage II: Taijutsu DC: 50 Familiarise self with punching and kicking with the power surge that comes with opening the fifth gate.
Stage III: Constitution DC: 28 {d20 + con mod} Opening the fifth gate releases a lot of chakra which can cause dizziness, deal with it.
Stage IV: Strength DC: 28 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 60 Combine previously trained elements.
Special: +38 Str / Dex “Con Bonus remains +30”

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: 350 + 30 per round
Dice Rolls: 4
Cons Cost: -10 PERMANENT constitution lost.
Requirements: Taijutsu 45, Chakra Control 55
Training: 5 stages.
Stage I: Chakra Control DC: 65 Locating and opening the sixth gate.
Stage II: Taijutsu DC: 55 Familiarise self with punching and kicking with the power surge that comes with opening the sixth gate.
Stage III: Constitution DC: 32 {d20 + con mod} Opening the sixth gate causes your body to absorb even its reserve nutrients which is difficult to cope with, however... deal with it.
Stage IV: Strength DC: 32 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 60 Combine previously trained elements.
Special: +50 Str / Dex / Con, Hp is replenished to 70% of its max {Recalculate Max Hp after Con bonus} before Hp cost is applied.

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: 500 + 40 per round
Dice Rolls: 5
Cons Cost: -20 PERMANENT constitution lost.
Requirements: Taijutsu 50, Chakra Control 60
Training: 6 stages.
Stage I: Chakra Control DC: 70 Locating and opening the seventh gate.
Stage II: Taijutsu DC: 60 Familiarise self with punching and kicking with the power surge that comes with opening the seventh gate.
Stage III: Constitution DC: 35 {d20 + con mod} Opening the seventh gate literally feels like shrivelling up from the inside... deal with it.
Stage IV: Strength DC: 35 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 62 Improve your technique even more taking full advantage of the extra strength and strain your body can withstand.
Stage VI: Taijutsu DC: 65 Combine previously trained elements.
Special: +70 Str / Dex / Con

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: N/A 10 Rounds before you die smile !!!
Dice Rolls: 5
Cons Cost: Your life : D !!!!!!!
Requirements: Taijutsu 65, Chakra Control 75
Training: 6 stages.
Stage I: Chakra Control DC: 85 Locating and opening the eighth gate.
Stage II: Taijutsu DC: 75 Familiarise self with punching and kicking with the power surge that comes with opening the eighth gate.
Stage III: Constitution DC: 44 {d20 + con mod} Opening the eighth gate eventually causes an extreme amount of pain. Practise pain tolerance and deal with it.
Stage IV: Strength DC: 44 {d20 + str mod} Start dealing some serious damage either on a dummy or another person.
Stage V: Taijutsu DC: 77 Improve your technique even more taking full advantage of the extra strength and strain your body can withstand.
Stage VI: Taijutsu DC: 80 Combine previously trained elements.
Special: +100 Str / Dex / Con

At the end of the effect, for gates 1-3 the user is Fatigued for 3 hours.
At the end of the effect, for gates 4-5 the user is Fatigued for 2 Days.
At the end of the effect, for gate 6 the user is Fatigued for 2 weeks.
At the end of the effect, for gate 7 the user is Fatigued for 1 month.
At the end of the effect, for gate 8 the user is asking himself what he did this for; in the grave of course.
 
PostPosted: Sun Aug 22, 2010 3:24 am


Genjutsu

Genjutsu (幻術, Literally meaning "Illusionary Techniques") are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory; instead of attacking the victim's body, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses.

This is often used to create false images or to cause pain from trauma (because the body is led to believe it is in pain); however, there are plenty of other uses depending on the situation. They are not used as often as ninjutsu because they don't physically harm the opponent, but several characters have made themselves well-known for their great prowess with genjutsu and build their fighting styles around it.

Genjutsu is created when a ninja extends their chakra flow through the cerebral nervous system of their opponent to control their mind's chakra, thereby affecting their five senses. Those with special abilities like the Uchiha clan's Sharingan or with high intelligence have an easier time executing and countering genjutsu, as attention to detail is key. Those under the influence of genjutsu either freeze in place or lose consciousness, depending on how capable they are in recognizing and defending against it.

Genjutsu attacks usually require a lot of skill, and, if performed incorrectly, will not work. Genjutsu is most often used by ninja with very precise chakra control and very high intelligence.

Because genjutsu effects activity throughout the Prosencephalon structure of the brain, humans, dogs and other species of mammal are therefore all affected by genjutsu; however, lower life forms, like insects, lack such a structure to their brains, and so do not even notice it.

Genjutsu is a subtle and some say the most dangerous shinobi art. It takes a great amount of skill to use genjutsu; however, it doesn't take much chakra at all.

To escape from a genjutsu, the victim must roll a Will check against the Genjutsu DC. He can use Genjutsu Kai to obtain a bonus to his Will check. A character can also obtain a +6 to their Will check by inflicting pain onto themselves.

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


D-Rank

Kuro Ikkou no Jutsu (Black Thought Technique)
This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's 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.
Cp Cost: 15 + 5 per turn the technique is continued.
Dice Rolls: 2
Damage: 15 - 30 + int mod per turn.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 14, Chakra Control 18
Training: 2 stages
Stage I: Chakra Control DC 24
Stage II: Genjutsu DC 22
Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls).
Owner: The Ghost of Xmas Awesome

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
User Image - Blocked by "Display Image" Settings. Click to show.
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18

Suzu Senbon no Genkaku (Illusion Bell Needles)
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Technique which uses special bells attached to throwing needles {senbon}. 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 that hinder the opponent's ability to attack and defend.
Cp cost: 15 + 4 per post.
Dice Rolls: 2
Damage: See Special.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20
Training: 2 stages
Stage I: Chakra Control DC 30
Stage II: Genjutsu DC 26
Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8


C-Rank

Decoy Projectile Technique
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This genjutsu can be willed into manifesting in the form of a kunai, a shuriken, 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.
Cp Cost: 20
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Stealth 10, Genjutsu 22, Chakra Control 24
Training: 3 stages
Stage I: Chakra Control DC 32
Stage II: Chakra Control DC 34
Stage III: Genjutsu DC 30
Special: +6 to Stealth check.

Kori Shinchu no Jutsu (Sly Mind Affect Technique)
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This 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: 30 + 5 per turn
Dice Rolls: 3
Damage: 5 - 10 + int mod
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 25, Chakra Control 28
Training: 3 stages
Stage I: Chakra Control DC 38
Stage II: Chakra Control DC 40
Stage III: Genjutsu DC 35
Special: -1 to target's checks every 2 turns under the jutsu.

Magen: Kokoni Arazu no Jutsu (Demonic Illusion: False Surroundings Technique)
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A rather sophisticated Genjutsu which changes the appearance of a nearby object or climate.
Cp cost: 35 + 8 per turn
Dice Rolls: 3
Damage: N/A
Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 30, Chakra Control 30
Training: 3 stages
Stage I: Chakra Control DC 40
Stage II: Chakra Control DC 42
Stage III: Genjutsu DC 43
Special: Maximum to +8 to certain checks. Effect of jutsu depends upon usage. Consult Crew.


B-Rank

Magen: Jubaku Satsu (Demonic Illusion: Tree Bind Death)
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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 attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Training: 4 stages
Stage I: Chakra Control DC 45
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 47
Stage IV: Genjutsu DC 43
Special: Captured opponents are considered Helpless.

Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
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A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 34, Chakra Control 36
Training: 4 stages
Stage I: Awareness DC 30
Stage II: Chakra Control DC 46
Stage III: Chakra Control DC 48
Stage IV: Genjutsu DC 44
Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew).

Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain)
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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.
Cp cost: 70 + 20 per subsequent turn
Dice Rolls: 4
Damage: 70 - 90 + int mod per turn
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 38, Chakra Control 40
Training: 4 stages
Stage I: Chakra Control DC 50
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.

Cyclopean Curse
This genjutsu blinds one of the victim's eyes, rendering them incapable of depth perception. Results in the inability to judge distances.
Cp Cost: 50
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 35, Chakra Control 37
Training: 4 stages
Stage I: Intelligence DC 25 {d20 + int mod}
Stage II: Treat Injury DC 28
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: -5 to attack rolls, Dodge Bonus, sight- and Dex-related checks. Blindness remains in effect for [user's chk mod] amount of turns.
Owner: MiniMidget

Jishou yori Omoi (Mind over Matter)
This is a part of a dual technique that was created... kind of by accident. It was made when the originator of the technique 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 that occurs.
Cp Cost: 30 per turn
Dice Rolls: 4
Damage: Same damage as opening the Second Celestial Gate would do to MHp and Hp.
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 40, Reflective surface
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Wisdom DC 28 {d20 + wis mod}
Stage III: Chakra Control DC 52
Stage IV: Chakra Control DC 55
Stage V: Genjutsu DC 52
Special: The benefits allowed by the 2 gates are given by this jutsu. User must beat own Will DC to break themselves out of the genjutsu. MHp and Hp damage stops after genjutsu is broken.


A-Rank

Extrasensory Pulse
A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brain's 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 too fast for one not accustomed to these things to utilise. 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.
Cp Cost: 130
Dice Rolls: 5
Damage: 180 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 48, Chakra Control 50
Training: 6 stages
Stage I: Intelligence DC 30 {d20 + int mod}
Stage II: Chakra Control DC 62
Stage III: Treat Injury DC 30
Stage IV: Chakra Control DC 65
Stage V: Genjutsu DC 60
Stage VI: Genjutsu DC 63
Special: -15 to all checks with the penalty decreasing by 1 per subsequent round. So -15 on the first round, -14 on the second round and so on.

Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
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A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique.
Cp cost: 80 + 15 per post
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 40, Chakra Control 42
Training: 5 stages.
Stage I: Chakra Control DC 52
Stage II: Chakra Control DC 55
Stage III: Genjutsu DC 50
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 52
Special: Target is considered Blind.

Nehan Shoja no Jutsu (Temple of Nirvana Technique)
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This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it.
Cp cost: 140
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 42, Chakra Control 45
Training: 5 stages
Stage I: Chakra Control DC 55
Stage II: Chakra Control DC 57
Stage III: Concentration DC 35
Stage IV: Intelligence DC 30 {d20 + int mod}
Stage V: Genjutsu DC 54
Note: Victims can only be woken by breaking the genjutsu.

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like Kanashibari no Jutsu (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
Dice Rolls: 6
Damage: 200 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 44, Chakra Control 47
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Chakra Control DC 57
Stage III: Genjutsu DC 54
Stage IV: Chakra Control DC 60
Stage V: Genjutsu DC 56
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.

Omoi yori Damashii (Soul over Mind)
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: 70 per turn
Dice Rolls: 6
Damage: Same damage as opening the Fourth Celestial Gate would do to MHp and Hp.
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 50, Chakra Control 50, Reflective surface
Training: 6 stages.
Stage I: Intelligence DC 32 {d20 + int mod}
Stage II: Wisdom DC 30 {d20 + wis mod}
Stage III: Chakra Control DC 62
Stage IV: Chakra Control DC 65
Stage V: Genjutsu DC 60
Stage VI: Genjutsu DC 65
Special: The benefits allowed by the 4 gates are given to the user. User must beat their own Will Save DC to break out of the genjutsu. MHp and Hp damage stops after genjutsu is broken.


S-Rank

Sensory Deprivation
This is an extremely hard jutsu to get past an opponent due to the body's 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.
Cp Cost: 200
Dice Rolls: 7
Damage: 300 - 500 + int mod
Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 60, Chakra Control 64, Sensory Pulse
Training: 7 stages
Stage I: Intelligence DC 32 {d20 + int mod}
Stage II: Treat Injury DC 34
Stage III: Chakra Control DC 74
Stage IV: Chakra Control DC 76
Stage V: Intelligence DC 34 {d20 + int mod}
Stage VI: Genjutsu DC 72
Stage VII: Genjutsu DC 74
Special: This jutsu completely shuts down all senses one turn at a time.
1st post loses taste.
2nd post loses touch. Talking based skill checks, Dodge and Reflex and all attack rolls and DCs are reduced by half.
3rd post loses smell. All smell-related checks are reduced by half.
4th post loses hearing. All all hearing-related checks are reduced by half.
5th post loses 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 lasts one post. They regain +1 to their checks per round afterwards until they get back to normal.
Note: This is a classified technique in all villages for obvious reasons. Your character must be approved to learn this technique by the relevant authorities.

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
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This technique 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: 160
Dice Rolls: 6
Damage: 200 - 400 + int mod
Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 55, Chakra Control 57
Training: 6 stages.
Stage I: Chakra Control DC 67
Stage II: Genjutsu DC 65
Stage III: Chakra Control DC 69
Stage IV: Chakra Control DC 72
Stage V: Genjutsu DC 58
Stage VI: Genjutsu DC 70
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.
 

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