Welcome to Gaia! ::

Naruto: The Way of the Ninja

Back to Guilds

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

Tags: Naruto, roleplay, d20 system, semi-literate, literate 

Reply Crew Test Forum
Test

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Hoshigaki Hiru
Crew

PostPosted: Sat Feb 02, 2013 8:54 am
Dual Wield:

[Old]

You can dual wield certain melee weapons on this list. When you dual wield, you multiply weapon damage by 2, and add 1.5x your strength modifier to the damage instead of 1x. However this extra damage comes at a cost. You receive a penalty to all of your attack rolls when using dual wielded weapons, and certain bonuses weapons give you may be cancelled.

[New]

Even though most weapons are usually wielded alone, shinobis who are skilled and strong enough might prefer doubling the pleasure by equipping a second weapon in their non dominant hand, also called their "off-hand". Of course, this allows the user to make much quicker flurries of attacks, effectively giving them the possibility of making two physical strikes per attack turn, but this is not done without a cost. Indeed, having to divide your attention and momentum on two blades reduces the amount of force you can put behind each individual swing, affecting their swiftness and impact strength.

Effect: 2 melee attacks per individual attack turn. Reduce the contribution from Str Mod to attack melee and damage by 50%.


Melee Weapons


Fist Weapons

Brass Knuckles
User Image
Brass knuckles, also sometimes called knuckles, knucks, brass knucks, knucklebusters, or knuckledusters, are weapons used in hand-to-hand combat. Brass knuckles are pieces of metal shaped to fit around the knuckles. Despite their name, they are usually made of steel. Designed to preserve and concentrate a punch's force by directing it toward a harder and smaller contact area, they result in increased tissue disruption, including an increased likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads across the attacker's palm the counter-force that would otherwise be absorbed primarily by the attacker's fingers, reducing the likelihood of damage to the attacker's fingers.
Damage: (2 - 6) + Str mod
Type: Bludgeoning.
Range: Melee.
Hardness: 30
Hp: 10
Dual Wield: Strength 3, Fist Weapons 1
Special: +10 to DC required to disarm somebody of this weapon. Reduce dual wield penalty to damage and attack roll to 20%. Causes daze status ailment for opponent's next turn on critical hits. Add half taijutsu skill to Fist Weapon Skill for attack roll and damage.

Push Knives
User Image
A push knife (alternately known as a push dagger, T-handled knife or punch dagger) is a short-bladed dagger with a "T" handle designed to be grasped in the hand so that the blade protrudes from the front of one's fist, typically between the 2nd and 3rd finger.
Damage: (2 - 4) + Str mod
Type: Piercing.
Range: Melee or Ranged
Hardness: 15
Hp: 5
Dual Wield: Strength 2, Fist Weapons 4
Special: Can be used as a ranged weapon (use Dex mod instead of Str mod). Reduce dual wield penalty to damage and attack roll to 20%. Natural 19s and 20s cause critical hits. Causes bleeding on critical hits. Add half taijutsu skill to Fist Weapon Skill for attack roll and damage.

Aian Nakkuru
User Image
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: (1 - 7) + Str mod
Type: Slashing
Range: Melee.
Hardness: 20
Hp: 10
Dual Wield: Strength 3, Fist Weapons 2
Special: Causes bleeding on a critical hit. +5 to DC required to disarm somebody of this weapon. Add half taijutsu skill to Fist Weapon Skill for attack roll and damage.

Tekagi
User Image
There are two types of tekagi, the more well-known knuckle claws and the more effective neko-de (cat's claws). The knuckle claws are four blades connected to gloves by each knuckle while the neko-de claws are claws concealed inside the fist, curved to resemble tiger claws. These deadly claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono (with Sleight of Hand).
Damage: ( 3 - 8 ) + Str mod
Type: Slashing
Range: Melee
Hardness: 15
Hp: 5
Dual Wield: Strength 3, Fist Weapons 5, Dexterity 10
Special: Causes a Bleeding Wound upon a critical hit. +5 to DC required to disarm somebody of this weapon. Reduce dual wield penalty to damage and attack roll to 25%.

Short Blades

Aikuchi
User Image
The Aikuchi is a small dagger 1 inch smaller than a tanto that can be hidden in easily in any type of clothing. It's a favored weapon by Kunoichis.
Damage: (2 - 7) + Str. mod.
Type: Slashing or Piercing
Range: Melee.
Hardness: 20
Hp: 5
Dual Wield: Strength 5, Short Blades 10
Special: +4 to Sleight of Hand check to hide inside all type of clothing for assassination purposes. +4 to Sneak Attack when using this weapon. Causes a Bleeding Wound upon a critical hit.

Butterfly knife
User Image
A butterfly knife, also known as a fan knife or balisong, is a folding pocket knife with two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles.The butterfly knife is a weapon used mostly for stealth purposes as well as showing off. The knife's ability to close and open hiding the knife inside the handle make this 3-part weapon a great choice when fighting in close quarters. You can also perform butterfly knife tricks to impress crowds!
Damage: (2 - 6) + Str mod
Type: Slashing
Range: Melee.
Hardness: 15
Hp: 5
Dual Wield: Strength 4, Dexterity 20, Short Blades 30
Special: +6 to Sleight of Hand checks to hide on person. +6 to Sneak Attack when using this weapon. Add [Short Blade / 4] to Intimidate checks when flicking the blade around. Causes a Bleeding Wound upon a critical hit.

Kunai
User Image
The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown with great efficiency. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: (1 - 5) + Str mod
Type: Piercing
Range: Melee or Ranged
Hardness: 15
Hp: 5
Dual Wield: Strength 5, Short Blades 15
Special: Causes a Bleeding Wound upon a critical hit. Can be used as a ranged weapon (use Dex mod instead of Str mod). Reduce dual wield penalty to damage and attack roll to 25%. Natural 19s and 20s cause critical hits.

One Handed Blades

Ninja to
User Image
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: (4 - 10) + Str mod
Type: Piercing or Slashing
Range: Melee
Hardness: 15
Hp: 10
Dual Wield: Strength 10, One Handed Blades 15
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. Reduce dual wield penalty to damage and attack roll to 30%. Natural 19s and 20s cause critical hits.

Butterfly sword
User Image
The butterfly sword is a short dāo, or single-edged blade. The blade of a butterfly sword is roughly as long as a human forearm, which allows for easy concealment inside loose sleeves or boots, and allows greater maneuverability when spinning and rotating during close-quarters fighting. Butterfly swords are usually wielded in pairs. The butterfly sword has a small crossguard to protect the hands of the wielder, similar to that of a sai, which can also be used to block or hook an opponent's weapon. Traditionally, the blade of a butterfly sword is only sharpened along half of its edge. The blade from the midpoint down is left blunt so that it can be used to deliver non-lethal strikes and to block without damaging the sharpened edge.
Damage: (3 - 9) + str. mod.
Type: Slashing
Range: Melee
Hardness: 25
Hp: 10
Dual Wield: Strength 15, One Handed Blades 15
Special: Causes a Bleeding Wound upon a critical hit. Reduce dual wield penalty to damage and attack roll to 25%.

Sai
User Image
The sai's utility as a weapon is reflected in its distinctive three-pronged, trident-like shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's prongs. It has been alleged that skilled users were able to snap a caught blade with a twist of the hand. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally.
Damage: (1 - 6) + Str mod
Type: Piercing
Range: Melee
Hardness: 30
Hp: 10
Dual Wield: Strength 15, One Handed Blades 15
Special: +6 bonus on disarm (including rolls to avoid these attacks) and blocking checks. Reduce dual wield penalty to damage and attack roll to 30%. Causes Bleeding upon a critical hit.

Jitte
The jitte is a small weapon about 30 - 45cm long with a small prong sticking out from about 5cm from the handle, comparable to a police baton. It is mostly unsharpened with only a sharp pointy tip, thus it was barely ever used as an attacking weapon. Instead, its main use was to disarm the opponent by blocking with the main shaft and then catching the blade with the prong. It can also be used to break bones by catching the enemy's arm in the jitte's prong and twisting it with ease.
Damage: 1 - 4 + str. mod.
Range: Melee.
Special: +6 to disarm and grapple checks, +2 to blocking checks.
Dual Wield: Yes, -4 to attack roll.

Kama {Hand Scythe}
The kama, or Japanese hand scythe, was a weapon favored by all ninjas, a ninja on a mission could disguise himself as a farmer, work all day as one and then kill during the night with the kama he used to cut the grass on the farm. The movements of the scythe in kamajutsu are vastly different from conventional weapons and are difficult to predict for those inexperienced in the usage of the kama.
Damage: 1 - 8 + str. mod.
Range: Melee.
Special: +2 to attack roll unless against an opponent with 5 or more ranks in Ninja Weapons (Kama). Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll. Above bonus does not stack.

Katana
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item, so +2 to attack roll and damage per roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.

Bo {Staff}
A Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability. Bo users typically spin the weapon around to distract the enemy while looking for an opening and then strike using the momentum from the spinning movements.
Damage: 1 - 8 + 1.5x str. mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you +4 in dodge bonus at the cost of your first Dice Roll in your next turn. +4 to trip and blocking checks.
Dual Wield: No.

Kusarigama
The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The kama can be used to attack in close quarters while the chain, which most of the time has a small metal sphere-like tip, can be used for ranged attack, trips, immobilisation and disarming as well as creating vast numbers of opening for the user to kill with the kama's sharp edge.
Damage: 1 - 8 + 1.5x str. mod. “Kama”, 2 - 6 + 1.5x str. mod. “Chain”
Range: Melee or Ranged 30 ft.
Special: Can be used to make disarm, grapple/strangle or trip checks with a +4 bonus. Causes a Bleeding Wound upon a critical hit with the kama side.
Dual Wield: No.

Kyoumei Speaker
A special speaker which amplifies sound waves and also resonates it at a specific frequency. The sound released can then be controlled with chakra to a specific target
Damage: 2 - 10 + chk. mod.
Range: Melee.
Special: Target is disoriented reciving a -6 penalty in all checks, attack rolls and damage. Cannot Block with this.
Dual Wield: No.

Naginata
The naginata is a pole weapon of 10-12 ft length that was traditionally used in Japan by members of the samurai class. It consists of a wood shaft with a curved blade fashioned onto the end, and is similar to the European glaive. Usually, it also had a sword-like guard (tsuba) between the blade and shaft. Its usage relies on graceful acrobatic spins and turns to build up momentum and generate force to literally "sweep" the opponent away.
Damage: 4 - 16 + 1.5x str. mod.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +4 to trip and blocking checks.
Dual Wield: No.

Nodachi
The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people.
Damage: 5 - 16 + 1.5x str. mod.
Range: Melee + 5 ft.
Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. Causes Bleeding upon a critical hit.
Dual Wield: No.

Nunchaku
The nunchaku consists of two sticks connected at their ends with a short metal chain or rope. The weapon can be used to cause several damage to the opponent by hitting in multiple areas using extreme speed and skill. The nunchaku proves to be a great defensive weapon as well.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, grapple, blocking and disarm checks. Can attempt to disarm opponent while blocking his attack.
Dual Wield: Yes, -4 to attack roll.

Tessen {Small war fan}
The tessen is used normally as a signal device more than a weapon and is often carried by kunoichis, the tessen can be made of wood and paper as well as iron and paper. Normally the tessen is combined with basic taijutsu and used as a parrying tool or as an implement to direct strength in a more concentrated form.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Can be used as signal device to make innuendos along ninjas. +4 to blocking checks. +4 to Seduction or Sleight of Hand for female characters when concealing. You can also Perform to crowds with tessen tricks!
Dual Wield: Yes, -4 to attack roll.

Kyodai Sensu "Temari's Tessen"
A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user.
Damage: 6 - 16 + 1.5x str. mod.
Range: Melee and Ranged.
Special: +4 to Dodge Bonus and Reflex Save. +4 to blocking checks.
Dual Wield: No.



Three Section Staff Nunchaku
A triple nunchaku made with longer and harder wooden staffs. The three sections staff can be united to be used as a bo staff as well as be separated and united in combat for different skills and attacks.
Damage: 4 - 9 + str. mod. (as nunchaku)
Range: Melee + 5 ft.
Special: Can be used as a bo staff {bo staff damage}. Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, disarm, blocking and grapple checks, can be used as a feint weapon for Sneak Attacks.
Dual Wield: No.

Wakizashi
The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long.
Damage: 2 - 6 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -7 to attack roll.

Yari
A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +2 to trip checks.
Dual Wield: No.

Cleaver Sword
It is broad with a fairly long hilt and has three hinges running along the blade itself that allows it to be folded in when not in use and to be unfolded in battle.
Damage: 6 - 15 + 1.5 x str. mod.
Range: Melee + 5 ft.
Special: Causes Bleeding upon a critical hit.
+2 to Block.
Dual Wield: No.
 
PostPosted: Sat Feb 02, 2013 10:58 pm
Acrobatic — +2 bonus on Acrobatics and Fly checks
Additional Traits — Gain two additional character traits
Under and Over* Agile Maneuvers, Small size or smaller Failed grapples against you cause attacker to fall prone
Alertness — +2 bonus on Perception and Sense Motive checks
Uncanny Alertness Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects
Animal Affinity — +2 bonus on Handle Animal and Ride checks
Antagonize — Use Diplomacy or Intimidate to goad creatures
Dispelling Critical Arcane strike, base attack bonus + 11, ability to cast dispel magic After critical hit, you may cast dispel magic
Athletic — +2 bonus on Climb and Swim checks
Combat Casting — +4 bonus on concentration checks for defensive casting
Improved Disarm* Combat Expertise +2 bonus on disarm attempts, no attack of opportunity
Disarming Strike* Improved Disarm, base attack bonus +9 Attempt a disarm on a successful critical hit
Improved Feint* Combat Expertise Feint as a move action
Deceptive Exchange Improved Feint Upon successful feint, you may force opponent to accept an object
Greater Feint* Improved Feint, base attack bonus +6 Enemies you feint lose their Dex bonus for 1 round
Improved Trip* Combat Expertise +2 bonus on trip attempts, no attack of opportunity
Felling Escape* Int 13, Combat Expertise, Improved Trip Trip a foe when you break a grapple
Fury's Fall* Improved Trip Add your dexterity bonus to CMB with trip attacks.
Tripping Strike* Improved Trip, base attack bonus +9 Attempt a trip attack on a successful critical hit
Blinding Critical* Critical Focus, base attack bonus +15 Whenever you score a critical hit, the target is blinded
Crippling Critical* Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target’s speed is halved
Deafening Critical* Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target is deafened  

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Fri Feb 15, 2013 9:25 pm
There are a few things that a ninja learns in his training that he carries with him wherever he goes and that are not necessarily jutsus that he has to activate. Some ninja ninja will undergo special trainings to master special arts, such as walking on water, climbing trees, sticking to walls, or for more advanced users, mastering chakra elemental manipulation or even forming one handed hand seals. For the sake of the game system, abilities are passive stats that you do not need to activate to be in use. Once mastered your character can always use them without a thought.

These abilities are listed here.

E-Rank

Using Hand Seals
User Image - Blocked by "Display Image" Settings. Click to show.
The user knows basic hand seals required to mold chakra and can therefore use all jutsus that require it.
Requirements: Academy student
Training: 1 stage
Stage I: Chakra control DC: 10, Reading about hand seals and practicing them.
Effect: User can learn and use non elemental jutsus that require the use of chakra up to B-Rank.


D-Rank

Water Walking
User Image - Blocked by "Display Image" Settings. Click to show.
The user emits a constant stream of chakra from the bottom of the his feet and uses the repellent force to walk across the water's surface. This technique is somewhat difficult to master because the amount of chakra that needs to be emitted changes constantly. Eventually, the user can stand on water without even noticing it or basically even trying.
Requirements: Chakra Control 10
Training: 2 stages
Stage I: Chakra control DC: 20, Focusing chakra under the soles of your feet.
Stage 2: Dexterity DC: 12, Keeping the chakra in a uniform and steady manner to maintain balance on water.
Effect: User can move on water as he does on ground, suffers no penalty from it.

Tree Climbing
User Image - Blocked by "Display Image" Settings. Click to show.
This training involves focusing a fixed amount of chakra to the bottom of one's feet, and using that to climb a tree without using one's hands. If the stream of chakra is too weak, the user will lose their footing on the tree and fall off. If it is too strong, the bark of the tree will break and the user will fall.
Requirements: Chakra Control 10
Training: 2 stages
Stage I: Chakra control DC: 20, Focusing chakra under the soles of your feet to stick to the tree's surface.
Stage 2: Dexterity DC: 12, Keeping the chakra in a uniform and steady manner to avoid breaking the bark or unsticking from it's surface.
Effect: User can run on walls indiscriminately from how he walks on the ground.

Ninja Puppet Crafting
User Image
This person has been trained in the fine art of puppet crafting for shinobi combat.
Requirements: Craft 15, Puppet Play 1
Training: 2 stages
Stage 1: Craft DC: 25, Making a puppet whose interior and shell are resistant enough to take significant damage.
Stage 2: Craft DC: 27, Adapting joints and puppet interior for combat movement and gadget insertion.
Effect: User can now use [Craft] to make shinobi puppets. This training can be considered part of the training time required to make a puppet.


C-Rank

Chakra Seishitsu Henka: Mizu (Chakra Nature Transformation: Water)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Water Release are techniques that allow the user to manipulate pre-existing water, or create their own, by turning their chakra into water.
Requirements: Chakra Control 20, Ninjutsu 15
Training: 3 stages:
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it soaks with water.
Stage 2: Ninjutsu DC: 25, Generating movement in a bowl filled with water without touching it.
Stage 3: Chakra Control + Ninjutsu DC: 45, Filling an empty bowl with water using only your chakra.
Effect:
*User can learn water element jutsus up to B-Rank.
*If user has water affinity, reduce Cp cost penalty to create water for jutsus when no water source is present by 50%.

Chakra Seishitsu Henka: Kaminari (Chakra Nature Transformation: Lightning)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Lightning Release are techniques allow the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity often paralyses or stuns targets so that they are unable to move and leave them vulnerable to attacks.
Requirements: Chakra Control 20, Ninjutsu 15
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it shrivels from static.
Stage 2: Ninjutsu DC: 25, Activating an electic appliance by holding it's extremity and feeding it with lightning chakra.
Stage 3: Chakra Control + Ninjutsu DC: 45, Feeding the appliance while standing away from it, conducting your electricity through the air.
Effect:
*User can learn lightning element jutsus up to B-Rank.
*If user has lightning affinity, reduce Cp cost of lightning jutsus by 10%.

Chakra Seishitsu Henka: Hi (Chakra Nature Transformation: Fire)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Fire Release are techniques are of the offensive-type that primarily allow the user to create fire by increasing the temperature of their chakra.
Requirements: Chakra Control 20, Ninjutsu 15
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it burns and consumes itself.
Stage 2: Ninjutsu DC: 25, Intensifying the size and heat of a bonfire using your chakra.
Stage 3: Chakra Control + Ninjutsu DC: 45, Lighting a bonfire using your chakra.
Effect:
*User can learn fire element jutsus up to B-Rank.
*If user has fire affinity, increase damage of fire jutsus by 15%.

Chakra Seishitsu Henka: Kaze (Chakra Nature Transformation: Wind)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Wind Release 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.
Requirements: Chakra Control 20, Ninjutsu 15
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it cuts in two.
Stage 2: Ninjutsu DC: 25, Diverting the direction and intensity of the wind in your immediate area using your chakra.
Stage 3: Chakra Control + Ninjutsu DC: 45, Cutting a leaf or a sheet of paper in two by manioulating wind particles with your chakra.
Effect:
*User can learn wind element jutsus up to B-Rank.
*If user has wind affinity, increase wind jutsu's chances of causing critical hits by 5% (if target rolls a natural 1 or 2 on Save).

Chakra Seishitsu Henka: Tsuchi (Chakra Nature Transformation: Earth)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Earth Release 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.
Requirements: Chakra Control 20, Ninjutsu 15
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it turns to dirt and crumbles.
Stage 2: Ninjutsu DC: 25, Getting the ground under your feet to slightly tremble.
Stage 3: Chakra Control + Ninjutsu DC: 45, Generating an uneveness in the ground using your chakra.
Effect:
*User can learn earth element jutsus up to B-Rank.
*If user has earth affinity, reduce number of dice rolls required to used doton techniques by 1 (for a minimum of 1).


B-Rank

Chakra Keitai Henka (Chakra Shape Transformation)
User Image - Blocked by "Display Image" Settings. Click to show.
Shape Transformation is an advanced form of chakra control and a technique that is pivotal for the manipulation of chakra and the creation of new jutsu. It involves changing the form and movement of chakra, determining the size, range, and purpose of a jutsu.
Requirements: Chakra Control 40, Ninjutsu 35
Training: 4 stages
Stage 1: Chakra Control DC: 50, Filling a balloon with water and getting it to move without using elemental manipulation.
Stage 2: Ninjutsu DC: 45, Increasing the intensity of the movement until the shape of the balloon is affected.
Stage 3: Chakra Control DC: 52, Generating various currents in opposite directions simultaneously inside the balloon.
Stage 4: Chakra Control + Ninjutsu DC: 85, Increasing the intensity of all the currents until the balloon explodes.
Effect: User can now learn and use elemental and non elemental ninjutsu techniques up to S-Rank.

Nidaime Chakra Seishitsu Henka (Second Chakra Nature Transformation)
User Image - Blocked by "Display Image" Settings. Click to show.
Allows the user to learn a second type of nature manipulation. However, given the fact that the user does not have a natural affinity to that specific element, the learning time is higher than it is for his main element affinity.
Requirements: Ninjutsu 35, Chakra Control 40
Training: Same stages as for a normal affinity but all DCs are increased by 50% and the number of succesful checks required for each stage is also increased by 50%.
Effect: User can learn jutsus of a second elemental type.


A-Rank

One handed seals
User Image
The user can make hand signs for jutsus with only one hand, allowing techniques to be cast even if he is constricted or if his arms are in anyway kept apart.
Requirements: Ninjutsu 45
Training: 5 stages
Stage 1: Ninjutsu DC: 55, Learning to cast the bird, boar, and dog seals with only one hand.
Stage 2: Ninjutsu DC: 55, Learning to cast the dragon, ox, and tiger seals with only one hand.
Stage 3: Ninjutsu DC: 55, Learning to cast the serpent, rat, and horse seals with only one hand.
Stage 4: Ninjutsu DC: 55, Learning to cast the monkey, hare, and ram seals with only one hand.
Stage 5: Ninjutsu DC: 58, Effectively casting a jutsu with only one hand.
Effect: User can now form hand seals to use jutsus while even grappled, grappling, or in any other situation where one of his hand would be otherwise used or paralyzed.


S-Rank

Sandaime Chakra Seishitsu Henka (Third Chakra Nature Transformation)
User Image
Allows the user to learn a third type of nature manipulation. Such a feat is an extremely rare sight in the shinobi world.
Requirements: Ninjutsu 50, Chakra Control 55
Training: Same stages as for a normal affinity but all DCs are increased by 100% and the number of succesful checks required for each stage is also increased by 100%.
Effect: User can learn jutsus of a third elemental type.
 
PostPosted: Sat Feb 16, 2013 2:14 am
Dual Wield:

[Old]

You can dual wield certain melee weapons on this list. When you dual wield, you multiply weapon damage by 2, and add 1.5x your strength modifier to the damage instead of 1x. However this extra damage comes at a cost. You receive a penalty to all of your attack rolls when using dual wielded weapons, and certain bonuses weapons give you may be cancelled.

[New]

Even though most weapons are usually wielded alone, shinobis who are skilled and strong enough might prefer doubling the pleasure by equipping a second weapon in their non dominant hand, also called their "off-hand". Of course, this allows the user to make much quicker flurries of attacks, effectively giving them the possibility of making two physical strikes per attack turn, but this is not done without a cost. Indeed, having to divide your attention and momentum on two blades reduces the amount of force you can put behind each individual swing, affecting their swiftness and impact strength.

Effect: 2 melee attacks per individual attack turn. Reduce the contribution from Str Mod to attack melee and damage by 50%.


Melee Weapons


Fist Weapons

Brass Knuckles
User Image
Brass knuckles, also sometimes called knuckles, knucks, brass knucks, knucklebusters, or knuckledusters, are weapons used in hand-to-hand combat. Brass knuckles are pieces of metal shaped to fit around the knuckles. Despite their name, they are usually made of steel. Designed to preserve and concentrate a punch's force by directing it toward a harder and smaller contact area, they result in increased tissue disruption, including an increased likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads across the attacker's palm the counter-force that would otherwise be absorbed primarily by the attacker's fingers, reducing the likelihood of damage to the attacker's fingers.
Damage: (3 - 7) + Str mod
Type: Bludgeoning.
Range: Melee.
Hardness: 20
Hp:10
Dual Wield: Strength 3, Fist Weapons 1
Special: +5 to DC required to disarm somebody of this weapon. Reduce dual wield penalty to damage and attack roll to 25%. Causes daze status ailment for opponent's next turn on critical hits.

Aian Nakkuru
User Image
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: Add 2 - 4 to normal taijutsu damage, and change the str mod bonus to damage to 1.5 str mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit. +5 to DC required to disarm somebody of this weapon.
Dual Wield: N/A Built to be Dual Wielded. No Dual Wield bonus.

Aikuchi
The Aikuchi is a small dagger 1 inch smaller than a tanto that can be hidden in easily in any type of clothing. It's a favored weapon by Kunoichis.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: +4 to Sleight of Hand check to hide inside all type of clothing for assassination purposes.
Dual Wield: Yes. -4 to attack roll and cancel Sleight of Hand bonus.

Bo {Staff}
A Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability. Bo users typically spin the weapon around to distract the enemy while looking for an opening and then strike using the momentum from the spinning movements.
Damage: 1 - 8 + 1.5x str. mod.
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you +4 in dodge bonus at the cost of your first Dice Roll in your next turn. +4 to trip and blocking checks.
Dual Wield: No.

Butterfly knife
The butterfly knife is a weapon used mostly for stealth purposes as well as showing off. The knife's ability to close and open hiding the knife inside the handle make this 3-part weapon a great choice when fighting in close quarters. You can also perform butterfly knife tricks to impress crowds!
Damage: 1 - 5 + str. mod.
Range: Melee.
Special: +4 to Sleight of Hand checks to hide on person. Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes. -4 to attack roll.

Butterfly sword
The butterfly sword is a short sword with a broad weapon that is mostly used in set of 2. "One in each hand" The sword main ability or combat style is based on the old saying "2 swords serve your lord better than one". On combat one sword would be used to parry enemy attacks while the other sword launched an attack to the enemy's open spots.
Damage: 2 - 7 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes. -2 to attack roll. You can also chose not to use the Dual Wield bonus {attacking only with one sword} and win a +2 in your dodge bonus for the next turn. +4 to blocking checks.

Jitte
The jitte is a small weapon about 30 - 45cm long with a small prong sticking out from about 5cm from the handle, comparable to a police baton. It is mostly unsharpened with only a sharp pointy tip, thus it was barely ever used as an attacking weapon. Instead, its main use was to disarm the opponent by blocking with the main shaft and then catching the blade with the prong. It can also be used to break bones by catching the enemy's arm in the jitte's prong and twisting it with ease.
Damage: 1 - 4 + str. mod.
Range: Melee.
Special: +6 to disarm and grapple checks, +2 to blocking checks.
Dual Wield: Yes, -4 to attack roll.

Kama {Hand Scythe}
The kama, or Japanese hand scythe, was a weapon favored by all ninjas, a ninja on a mission could disguise himself as a farmer, work all day as one and then kill during the night with the kama he used to cut the grass on the farm. The movements of the scythe in kamajutsu are vastly different from conventional weapons and are difficult to predict for those inexperienced in the usage of the kama.
Damage: 1 - 8 + str. mod.
Range: Melee.
Special: +2 to attack roll unless against an opponent with 5 or more ranks in Ninja Weapons (Kama). Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll. Above bonus does not stack.

Katana
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item, so +2 to attack roll and damage per roll. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.

Kunai
The kunai is the most famous weapon in the Naruto series and a favored weapon by all ninjas. The Kunai although not designed to be a throwing weapon can be thrown to a distance of 50 ft. The kunai is a piercing weapon that can be used to stab but not to cut.
Damage: 1 - 4 + str. mod. in melee combat. 1 - 4 + dex. mod. in ranged combat.
Range: Melee or Ranged 50 ft.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -4 to attack roll.

Kusarigama
The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The kama can be used to attack in close quarters while the chain, which most of the time has a small metal sphere-like tip, can be used for ranged attack, trips, immobilisation and disarming as well as creating vast numbers of opening for the user to kill with the kama's sharp edge.
Damage: 1 - 8 + 1.5x str. mod. “Kama”, 2 - 6 + 1.5x str. mod. “Chain”
Range: Melee or Ranged 30 ft.
Special: Can be used to make disarm, grapple/strangle or trip checks with a +4 bonus. Causes a Bleeding Wound upon a critical hit with the kama side.
Dual Wield: No.

Kyoumei Speaker
A special speaker which amplifies sound waves and also resonates it at a specific frequency. The sound released can then be controlled with chakra to a specific target
Damage: 2 - 10 + chk. mod.
Range: Melee.
Special: Target is disoriented reciving a -6 penalty in all checks, attack rolls and damage. Cannot Block with this.
Dual Wield: No.

Naginata
The naginata is a pole weapon of 10-12 ft length that was traditionally used in Japan by members of the samurai class. It consists of a wood shaft with a curved blade fashioned onto the end, and is similar to the European glaive. Usually, it also had a sword-like guard (tsuba) between the blade and shaft. Its usage relies on graceful acrobatic spins and turns to build up momentum and generate force to literally "sweep" the opponent away.
Damage: 4 - 16 + 1.5x str. mod.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +4 to trip and blocking checks.
Dual Wield: No.

Ninja to
The ninja to {also known as "shinobigatana"} was the sword of the ninja. It was not as well crafted as the Katana but was just as useful in combat. The ninja to is 6 inches shorter than the katana and possesses a straight blade instead of a curved one. It is the sword carried by ANBU squads.
Damage: 3 - 9 + str. mod.
Range: Melee.
Special: ANBU sword. Causes a Bleeding Wound upon a critical hit. +2 to blocking checks.
Dual Wield: Yes, -7 to attack roll.

Nodachi
The Nodachi is a really big and long katana mostly used to deal with cavalry in open ground combat, however the sword can be also used for normal combat by skilled people.
Damage: 5 - 16 + 1.5x str. mod.
Range: Melee + 5 ft.
Special: +2 to Dodge Bonus and blocking checks. Can be used while mounted on a horse. Causes Bleeding upon a critical hit.
Dual Wield: No.

Nunchaku
The nunchaku consists of two sticks connected at their ends with a short metal chain or rope. The weapon can be used to cause several damage to the opponent by hitting in multiple areas using extreme speed and skill. The nunchaku proves to be a great defensive weapon as well.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, grapple, blocking and disarm checks. Can attempt to disarm opponent while blocking his attack.
Dual Wield: Yes, -4 to attack roll.

Tekagi
There are two types of tekagi, the more well-known knuckle claws and the more effective neko-de (cat's claws). The knuckle claws are four blades connected to gloves by each knuckle while the neko-de claws are claws concealed inside the fist, curved to resemble tiger claws. These deadly claws are often used in surprise melee attacks to attack someone when they are off-guard since the claws are easy to conceal in a kimono (with Sleight of Hand).
Damage: 1 - 5 + str mod per weapon.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit. +4 when disarming.
Dual Wield: N/A Made for dual wielding.

Tessen {Small war fan}
The tessen is used normally as a signal device more than a weapon and is often carried by kunoichis, the tessen can be made of wood and paper as well as iron and paper. Normally the tessen is combined with basic taijutsu and used as a parrying tool or as an implement to direct strength in a more concentrated form.
Damage: 2 - 5 + str. mod.
Range: Melee.
Special: Can be used as signal device to make innuendos along ninjas. +4 to blocking checks. +4 to Seduction or Sleight of Hand for female characters when concealing. You can also Perform to crowds with tessen tricks!
Dual Wield: Yes, -4 to attack roll.

Kyodai Sensu "Temari's Tessen"
A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user.
Damage: 6 - 16 + 1.5x str. mod.
Range: Melee and Ranged.
Special: +4 to Dodge Bonus and Reflex Save. +4 to blocking checks.
Dual Wield: No.

Sai
The sai's utility as a weapon is reflected in its distinctive three-pronged, trident-like shape. With skill, it can be used effectively against a long sword by trapping the sword's blade in the sai's prongs. It has been alleged that skilled users were able to snap a caught blade with a twist of the hand. There are several different ways of wielding the sai in the hands, which give it the versatility to be used both lethally and non-lethally.
Damage: 1 - 3 + str. mod.
Range: Melee.
Special: +6 bonus on disarm, dodge and grapple checks. It can also be used for breaking bones. Can attempt to disarm opponent while blocking his attack.
Dual Wield: Yes, -4 to rolls.

Three Section Staff Nunchaku
A triple nunchaku made with longer and harder wooden staffs. The three sections staff can be united to be used as a bo staff as well as be separated and united in combat for different skills and attacks.
Damage: 4 - 9 + str. mod. (as nunchaku)
Range: Melee + 5 ft.
Special: Can be used as a bo staff {bo staff damage}. Swinging the nunchaku around you grants you +4 Dodge Bonus at the cost of your first Dice Roll in your next turn. +4 to trip, disarm, blocking and grapple checks, can be used as a feint weapon for Sneak Attacks.
Dual Wield: No.

Wakizashi
The katana's sister and one of the most famous weapons of the ninjas. The sword is smaller than the katana and is normally used as a piercing weapon. It is around 60cm long.
Damage: 2 - 6 + str. mod.
Range: Melee.
Special: Causes a Bleeding Wound upon a critical hit.
Dual Wield: Yes, -7 to attack roll.

Yari
A yari is a simple spear used by many ninjas when fighting in melee combat.
Damage: 2 - 8 + str. mod. + half str. if two handed.
Range: Melee + 10 ft.
Special: Can also be thrown with a range of 50 feet. +2 to trip checks.
Dual Wield: No.

Cleaver Sword
It is broad with a fairly long hilt and has three hinges running along the blade itself that allows it to be folded in when not in use and to be unfolded in battle.
Damage: 6 - 15 + 1.5 x str. mod.
Range: Melee + 5 ft.
Special: Causes Bleeding upon a critical hit.
+2 to Block.
Dual Wield: No.
 

Qyp
Crew

Manly Lunatic


Hoshigaki Hiru
Crew

PostPosted: Sat Feb 16, 2013 5:21 am
The Proposal

Changing the way the Ninjutsu skill is applied in the system through various modifications:

1. Making all elemental natures independant skills that need to be develloped individually, the same way different weapon skills need to be develloped independantly.

2. Making "Chakra Shape Manipulation" its own skill and have it grant additional effects.

3. Making Chakra Control have an effect on the effective chakra cost of techniques, as is stated to be its main effect in the series.

4. Having characters have only one elemental affinity which will grant certain bonuses (still allowing to learn additonal elemental nature manipulation, having "Water Affinity" is a different thing than knowing "Water Release".)


Your Method of address


For the division of Ninjutsu skills:

First, in the [ESSENTIAL] Skills thread, replacing Ninjutsu and Chakra Control by the following:

Chakra Nature Transformation (Insert Element Name): This skill measures your ability to transform your chakra to a specific elemental nature in order for it to gain its properties.
Bonus: For every 10 points over a jutsu's Chakra Nature Manipulation requirement, reduce the number of attack turns required to cast it by 1, for a minimum of 1.

Chakra Shape Transformation: This skill measures your ability to transform the shape of your chakra. It involves changing the form and movement of chakra, determining the size, range, and purpose of techniques.
Bonus: For every 4 points over a jutsu's Chakra Shape Transformation requirement (if any), increase technique damage by (2-4).

Chakra Control: This skill measures your ability to control chakra and to handle it when performing any kind of ninjutsu, genjutsu, medical ninjutsu or fuuin jutsu. Chakra Control allows for more efficient use of chakra while using jutsus, making it a crucial skill for shinobis who were not gifted with significant chakra reserves.
Formula: 1d20 + Chakra Control skill points + Intelligence modifier vs. DC
Bonus: For every 5 points over a jutsu's chakra control requirement, reduce it's chakra cost by 5%.


Second, updating all existing techniques so that they have these new requirements. Will be a bit of a pain but if we divide the task or give me a bit of time I could also do it.


For the modification to nature affinity and nature manipulation:

First, adding the following section to the basic character sheet found in the Step by Step Character Creation and Character Sheet 2.5, just before "Jutsus":

[align=center][b]~ Limits and Abilities ~[/b][/align]

[u][b]Limits[/b][/u]

[u][b]Abilities[/b][/u]


Second, changing , in the Step 4 post, Character Data, the text for nature affinity so that it reads as follows:

Element Affinity: Even though many shinobis know how to control up to two elemental natures of chakra, each person's body has a natural afinity to only one. Even though some elemental affinities are more common to certain regions or villages, individuals of any affinity can be found around the world. In order to decide which affinity your character will have, refer to the [ESSENTIAL] Technique List thread under each individual elemental nature to choose your character's elemental affinity. Once chosen, consider it a "limit" to insert in your character's profile from the start.

Third, adding at the top of every post for each elemental nature in the [ESSENTIAL] Technique List thread the following abilities and limits:

Chakra Seishitsu Henka: Mizu (Chakra Nature Transformation: Water)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Water Release are techniques that allow the user to manipulate pre-existing water, or create their own, by turning their chakra into water.
Requirements: Chakra Control 20.
Training: 3 stages:
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it soaks with water.
Stage 2: Chakra Nature Transformation (Water) DC: 10, Generating movement in a bowl filled with water without touching it.
Stage 3: Chakra Control + Chakra Nature Transformation (Water) DC: 32, Filling an empty bowl with water using only your chakra.
Effect: User can learn and use water element jutsus.

Chakra Seishitsu Henka: Kaminari (Chakra Nature Transformation: Lightning)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Lightning Release are techniques allow the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity often paralyses or stuns targets so that they are unable to move and leave them vulnerable to attacks.
Requirements: Chakra Control 20
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it shrivels from static.
Stage 2: Chakra Nature Transformation (Lightning) DC: 10, Activating an electic appliance by holding it's extremity and feeding it with lightning chakra.
Stage 3: Chakra Control + Chakra Nature Transformation (Lightning) DC: 32, Feeding the appliance while standing away from it, conducting your electricity through the air.
Effect: User can learn lightning element jutsus.


Chakra Seishitsu Henka: Hi (Chakra Nature Transformation: Fire)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Fire Release are techniques are of the offensive-type that primarily allow the user to create fire by increasing the temperature of their chakra.
Requirements: Chakra Control 20.
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it burns and consumes itself.
Stage 2: Chakra Nature Transformation (Fire) DC: 10, Intensifying the size and heat of a bonfire using your chakra.
Stage 3: Chakra Control + Chakra Nature Transformation (Fire) DC: 32, Lighting a bonfire using your chakra.
Effect: User can learn fire element jutsus.


Chakra Seishitsu Henka: Kaze (Chakra Nature Transformation: Wind)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Wind Release 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.
Requirements: Chakra Control 20
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it cuts in two.
Stage 2: Chakra Nature Transformation (Wind) DC: 10, Diverting the direction and intensity of the wind in your immediate area using your chakra.
Stage 3: Chakra Control + Chakra Nature Transformation (Wind) DC: 32, Cutting a leaf or a sheet of paper in two by manioulating wind particles with your chakra.
Effect: User can learn wind element jutsus.


Chakra Seishitsu Henka: Tsuchi (Chakra Nature Transformation: Earth)
User Image - Blocked by "Display Image" Settings. Click to show.
Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics. The Earth Release 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.
Requirements: Chakra Control 20
Training: 3 stages
Stage 1: Chakra Control DC: 30, Focusing your chakra on a piece of chakra paper until it turns to dirt and crumbles.
Stage 2: Chakra Nature Transformation (Earth) DC: 10, Getting the ground under your feet to slightly tremble.
Stage 3: Chakra Control + Chakra Nature Transformation (Earth) DC: 32, Generating an uneveness in the ground using your chakra.
Effect: User can learn earth element jutsus.


And adding for the affinities:

Chakra Seishitsu Aishou: Mizu (Chakra Nature Affinity: Water)
User Image
This shinobi's chakra has a natural affinity to the water element.
Effect:
*Reduce requirements to learn Suiton and suiton jutsus by 20%.
*Reduce Cp cost penalty to create water for jutsus when no water source is present by 50%.

Chakra Seishitsu Aishou: Rai (Chakra Nature Affinity: Lightning)
User Image
This shinobi's chakra has a natural affinity to the lightning element.
Effect:
*Reduce requirements to learn Raiton and raiton jutsus by 20%.
*Reduce Cp cost of lightning jutsus by 10%.

Chakra Seishitsu Aishou: Hi (Chakra Nature Affinity: Fire)
User Image
This shinobi's chakra has a natural affinity to the fire element.
Effect:
*Reduce requirements to learn Katon and katon jutsus by 20%.
*Increase base damage of fire jutsus by 15%.

Chakra Seishitsu Aishou: Kaze (Chakra Nature Affinity: Wind)
User Image
This shinobi's chakra has a natural affinity to the wind element.
Effect:
*Reduce requirements to learn Fuuton and fuuton jutsus by 20%.
*Increase wind jutsu's chances of causing critical hits by 5% (if target rolls a natural 1 or 2 on Save).

Chakra Seishitsu Aishou: Tsuchi (Chakra Nature Affinity: Earth)
User Image
This shinobi's chakra has a natural affinity to the earth element.
Effect:
*Reduce requirements to learn Doton and doton jutsus by 20%.
*Increase resistance of all earth defenses and barriers generated by the user by 15%.



Why is this change necessary?

Canon wise, this system was set in place very early in the Naruto storyline's devellopment, well before much information was given concerning the fundamentals behind chakra molding, jutsu creation, etc. Since then, we've learned how each of these shinobi's aptitudes can impact the effectiveness of ninjutsu, and we've seen that different characters specialize in each of these three skills and how it can impact their fighting style.

Chakra Control: It is very clearly in canon that the more skilled a shinobi is in chakra control, the less chakra he will need to spend to properly cast it. The example was given by comparing sakura to naruto and how much chakra it actually required each to cast a simple jutsu like the bunshin technique.

Nature Manipulation: It is also clearly explained that mastering different elemental transformation is a long process since learning each means starting from scratch all over again, explaining why jounin usually know only 2. By seeing various high level shinobis, we see very skilled shinobis in various arts be able to cast very complicated jutsus with sometimes as few as one seal (like Tobirama) while others might need A LOT longer to cast the same techique (like Zabuza and his 44 hand seals for the water dragon).

Shape Manipulation: It is explained that a jutsu's raw power will come mostly from how skilled a user is at controlling its shape and movement. Some will be extremely skilled in this technique making them require very little elemental skill to make powerful jutsus.

As for the affinities, it is now very clear that shinobis only have one nature affinity, whichever it is. They can learn more, although they will not be as apt with the others as they are with theirs.

Balance wise, it became very apparent to me that having all ninjutsu be governed by two stats lead to significant imbalances, especially when compared to non ninjutsu specialists.

Someone who specialized in, let's say genjutsu, will pretty much have only offensive techniques; whereas ninjutsu specialists have a very large variety of effects that they can benefit from ninjutsu, making it a lot more versatile and effective. Splitting the skills that can have potential effects on the jutsus themselves will make getting a large variety of bonuses more costly points wise then simply having ninjutsu and chakra control.

About making each chakra nature their unique skills, this would prevent people from simply jacking up ninjutsu to be masters of any school they choose and will also bring more relevance to the lower level jutsus we see so seldomly when people make higher level characters from scratch. It makes sense that unless they really devote to elemental manipulation, someone shouldn't be a super specialist in two completely different kinds of ninjutsu as easily as the current system allows.

Also, making bonuses to ninjutsu only start when stats exceed the requirements brings much needed balance and logic to the system. If a technique requires 50 ninjutsu to learn in its basic form, the basic damage should take that 50 ninjutsu into consideration... Plus, the current bonus coming automatically from ninjutsu makes some techniques ridiculously powerful, especially flurry of projectiles type techniques.

RP wise, I think this makes things a lot more interesting since it will make for a much broader variety of ninjutsu users than simply having all the same characters with two skills... Those who want to specialize in offensive ninjutsu will need to sacrifice techniques that might require more finesse in nature manipulation to increase the raw power with shape manipulation. Wehreas those that would specialize more in support or finesse would have to sacrifice more direct attack type jutsus in favor of others.


Resulting conclusion based on data

This is a bit redundant with the past explanations, but by adding a third requisite, ninjutsu specialists will need to spread out their points a bit more to be effective. This will ensure that simply having high ninjutsu won't allow someone to learn all the most powerful ninjutsu, the most potent barriers and the most versatile special effect ninjutsu. This will also give less of a dramatic advantage to characters who can use elemental kekkei genkais since they will not be able to learn high ranking jutsus from 3 nature automatically just by maxing out ninjutsu.

Still, this spread will not "nerf" them too much since the added bonuses to each skill will compensate a bit for how more difficult it will become to learn higher level jutsus.  
PostPosted: Sat Feb 16, 2013 7:24 pm
Hoshigaki Hiru
Qyp
Oh whats that secret there Hiru? >>


Ha Just trying some stuff out!

Nice to see you again Qyp! Was afraid you had left!

Apologies, so is this the thing from the Ame lab? ninja

You should get Mizuiro kidnapped by a Danzo's Root-like branch of ANBU Hunter-nin and experimented on... Some Elder that leads them, that sides with the winners, but was on the council before Gid's Mizukage. He probably Sees Mizuiro doing something that intrigues him...

I think I will do gate training...  

Qyp
Crew

Manly Lunatic


Hoshigaki Hiru
Crew

PostPosted: Tue Feb 26, 2013 8:08 pm
Beast Sealing Technique
User Image - Blocked by "Display Image" Settings. Click to show.
After creating the necessary seals, the seal formula rises up in the form of multiple chakra chains and binds the target.

Fūjutsu Kyūin (Blocking Technique Absorption Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
A highly advanced sealing technique granted by the Preta Path, that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them.

Nunoshibari no Jutsu (Cloth Binding Technique)
User Image - Blocked by "Display Image" Settings. Click to show.
The user uses a giant roll of cloth to tightly wrap up the intended opponent, completely immobilising them, thus preventing them from moving or using any techniques. The ability itself is versatile as once completed, the addition of further seals can be placed on top of the bound victims, preventing them from even being summoned while in effect. This technique is used by Sunagakure ninja. Mere physical contact with the cloth seems to be required to use this technique.

Keiyaku Fūin (Contract Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
When the user implements this fūinjutsu on a summoner, it removes any direct control the summoner has over a summoned creature. Close contact appears to be required for the implementation of the seal. Minato Namikaze used this technique to wrest a Sharingan-controlled Kurama from Tobi's control. Though the Contract Seal removes the summoner's ability to control its summon, it does not give the user of the fūinjutsu the ability to control the summon in turn, nor does it remove a summoner's ability to continue to summon the creature.

Fūkoku Hōin (Dark Sealing Method)
User Image - Blocked by "Display Image" Settings. Click to show.
This seal is used in conjunction with the Four Black Fog Battle Formation. After the Sound Four seal the individual in the container, this seal is added as another layer of protection. To create the seal, Sakon writes the incantation in blood on the sealing paper and then attaches it to the container before activating it with a hand seal.

Fūja Hōin (Evil Sealing Method)
User Image - Blocked by "Display Image" Settings. Click to show.
This technique is used to suppress technique-induced marks on a person. Marks of weaker power can be completely suppressed by this technique alone, but for marks of higher power, like Sasuke Uchiha's Cursed Seal of Heaven, it will cause the seal's power to become dependent on the recipient's own willpower to some extent, especially if the sealer is not experienced enough to strengthen the seal with his own power. It is also capable of holding back certain kekkei genkai, such as that of the Kurama clan as seen when Kurenai tried to do this.
This seal requires a high number of hand seals to be performed and consumes large amount of chakra from the user. Preparation for this technique requires two concentric circles with kunai placed in intervals along the circumference, in addition to a number of characters written in blood that radiate out from the centre of the cursed seal.
According to Kakashi, this technique is quick, but painful. The seal can be removed at any time by the caster or whoever the seal is on, as demonstrated during Sasuke's battle with Naruto in the Valley of the End. Since this seal relies on the will of the individual on whom it is placed, the affected may be able to will it away without an unsealing technique.

Bakuryūgeki (Exploding Dragon Strike)
User Image - Blocked by "Display Image" Settings. Click to show.
Bringing out one of her scrolls, Tenten will summon a large flame dragon that will explode whenever it will come into physical contact.

Shikoku Fūin (Finger Carving Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
The user concentrates chakra into their finger and using the heat from that, can apply writing of whatever they want to a surface. This technique however requires them to be very delicate with their chakra control. This technique causes slight discomfort for a living target and if it is on flesh, it will scar.

Fūka Hōin (Fire Sealing Method)
User Image - Blocked by "Display Image" Settings. Click to show.
A kind of fūinjutsu that involves sealing a technique's effects within a specific location. As it is tailored for fire release ninjutsu, it requires a caster well-versed in the exacting art of "Sealing Formulas", as well as in ninjutsu. The jutsu-sealing space in the scroll is left blank, for the formula to be inscribed in with a brush. After performing the needed hand seals, vapour appears from the scroll, and envelops the flames. They are sucked in towards the scroll, and the appearance of the kanji for seal (封) certifies the technique's completion. Once the sealing is performed, the technique's effects cannot be released anew as long as an unsealing technique is not applied. It is an effective technique to circumvent any secondary damage a dangerous enemy technique might cause. It is even capable of sealing the black flames of Amaterasu.

Gogyō Fūin (Five Elements Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
This technique produces a powerful seal that is used to block or disturb the flow of chakra in a target. Once the seal is completed, the target will become unconscious and unable to fight for a short time. Orochimaru performed this technique to tamper with Naruto Uzumaki's seal. The original seal allowed a small amount of the Nine-Tails' chakra to always mix into Naruto's, but the additional seal disturbs this, preventing Naruto from using the Nine-Tails' chakra or even controlling his own chakra properly. This is because an odd-numbered seal creates an imbalance when placed on top of an even-numbered seal. When Orochimaru later notices that the seal has been removed, he remarks that there are very few ninja capable of doing so, like Jiraiya.

Gogyō Kaiin (Five Elements Unseal)
User Image - Blocked by "Display Image" Settings. Click to show.
This technique is used to remove seals of up to equal power, like the Five Elements Seal.

Shishō Fūin (Four Symbols Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
This is a sealing technique based on the fūinjutsu of Uzushiogakure.[2] The sealing formula is used to seal any target into a human body or an object, and is mainly used when a giant enemy or evil spirit needs to be sealed away. To use it, it is necessary for the user to have great ability.

Generic Sealing Technique
User Image - Blocked by "Display Image" Settings. Click to show.
This technique is a standard ninja skill which allows a ninja to summon an assortment of items that have been stored using fūinjutsu. Scrolls are the most common choice for item storage. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons or have other seals inside of them, which expands the number of potential tricks a shinobi can use. Weapons are the most commonly sealed objects. Tenten, a weapons specialist from Konohagakure for example, uses this technique to store her many weapons, making them easier to carry around with her. Toroi of Kumogakure also used this technique to store his shuriken which he used in battle. Puppet masters also use this technique with their puppets either through hidden scrolls in various compartments or a simple seal as a means of increasing their own killing potential as well as hiding useful weapons from the opponent's sight. This can be seen with Sasori's Thousand Hands Manipulation Force.
A wide variety of other things can also be stored in scrolls, to be released when the scroll is opened or under a specific condition. In the manga, this is done with the Water Prison Technique by Kisame Hoshigaki. Along with a medium for his sharks, it was used effectively as a trap, immobilising the persons that tried to read the scroll.[2] In the anime this is seen when Shikamaru summoned a large amount of water, and with Tenten's Exploding Dragon Strike technique.

Portable Water Field
User Image - Blocked by "Display Image" Settings. Click to show.
Shikamaru opens a scroll and lays it on the ground. He then performs the required hand seals and then taps his foot in the middle of the scroll, which summons a large amount of water that covers a wide area which, with the right timing, can be used with a Lightning Release technique. Shikamaru used this to channel Kakuzu's Lightning Release: False Darkness back at him.

Kuchiyose: Raikō Kenka (Summoning: Lightning Flash Blade)
User Image - Blocked by "Display Image" Settings. Click to show.
This is a special "ninja tool summon" that allows the user to seal ninja tools like swords or kunai into a scroll or their clothes beforehand, allowing them to be called upon when needed. The ninja tools can be summoned in an instant just by touching the sealing "marks" which can be drawn anywhere. The greatest advantage of this technique is that the time between taking out a ninja tool, taking the right stance and actually throwing it is greatly reduced. Also when a weapon such as a Fūma Shuriken is summoned, the time needed to throw it can be further shortened by having prepared the weapon in its fully extended form beforehand. The ninja tools are thrown with the actual speed of a "flash of lightning", ruining the opponent's outset of the battle, and snatching away the initiative. Furthermore, because the summoned ninja tools can remain hidden until right before they are used, if this technique is mastered, there are an exceptional number of possible tactics. A large number of ninja tools can be stored within the sealing marks, which can make the efficiency of this technique last longer.

Tekkō Fūin (Iron Armor Seal)
User Image - Blocked by "Display Image" Settings. Click to show.
This is the fūinjutsu that was used to seal Gyūki into Killer B, which takes the form of the kanji for "iron" (鉄, tetsu) on his right shoulder. Not much is known about the seal, besides the fact that it was stated by B to be of lower-quality and weaker than the Four Symbols Seal, which contained Kurama inside of Naruto Uzumaki.

Ura Shishō Fūinjutsu (Reverse Four Symbols Sealing Technique)
User Image - Blocked by "Display Image" Settings. Click to show.
This technique is a fūinjutsu that the user places across their chest, and sets it to activate upon their death. The technique releases four symbols from the user's body that then forms a large, black sphere around them. Anything caught inside the sphere's area is then drawn in and sealed within the user's corpse.

Fūinjutsu: Shishi Heikō (Sealing Technique: Lion Closing Roar)
User Image - Blocked by "Display Image" Settings. Click to show.
This sealing technique completely blocks the target's chakra with a sealing formula (封印式, fūin-shiki) drawn on the ground or a wall. This is done by closing all the tenketsu of the person caught in the middle. When the target is sealed, a stylised kanji for "close" or "shut" (閉, hei) appears in the middle of the sealing formula. To successfully seal the target, one has to get them exactly inside the sealing formula. This requires great accuracy and is very difficult. Various methods can be used to make this easier. For instance, one can prepare a puppet or a ninja tool like the Lion-Headed Kannon with this sealing formula.

Time-Release Technique
User Image - Blocked by "Display Image" Settings. Click to show.
By placing a mark on a person in a ritualistic method, this technique will activate as timed even if the person is tortured or put under a trance. This is meant to catch an enemy when their guard is down. Sai mentions that this is used as a last resort technique by the ANBU, and as such, is rare; Sakura likens it to a living time bomb. When Kakashi Hatake requested Tsunade to use it on him, the technique would activate Kakashi's Mangekyō Sharingan technique, the Kamui, upon Hiruko's attempt to assimilate him.  
PostPosted: Tue Feb 26, 2013 8:09 pm
Bunretsu no Jutsu (Fission Technique)

This technique allows the user to literally split their own body into two identical yet entirely independent duplicates of themselves. Unlike Clone Techniques that only appear to be similar, the ability is instead a physical separation and so does not require hand seals to activate, making it faster in comparison as a result. This also means that even if one is incapacitated, the other remains completely unaffected and as neither can truly be regarded as the original, the duplicates cannot be dispelled like normal clones. However, while split, the user's power is halved and, as such, he is unable to use more complex techniques that would require significant chakra.
Cp cost: 150
Dice Rolls: Ability
Damage: n/a
Reflex DC: n/a
Requirements: Ninjutsu 42, Chakra Control 50, Chakra 40.
Training: 5 stages
Stage I: Chakra Control DC 60 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:
*User splits into two identical versions of himself, there is nothing to distinguish about which one is which since both are actually the user himself.
*While split, both users have half their chakra stat and lose the ability to use any technique that would have as requirement a higher chakra score than they individually have.
*Apply chakra cost evenly amongst the two users after the fission.
*Even if one of the two copies is incapacitated, the other remains unaffected.  

Hoshigaki Hiru
Crew


Hoshigaki Hiru
Crew

PostPosted: Wed Dec 04, 2013 9:21 am
Ishokuhen [Chakra Nature Name]ton (Implanted [Chakra Nature Name] Release)
User Image
(Uncatalyzed)The user has been implanted with untested parasitic foreign cells found in a secret lab near Amegakure. The parasites have melded with his DNA to grant him the [insert chakra nature] kekkei genkai. Given the fact that the body is not fully in synch with the injected chakra, it tends to oppose it when used, making the user require additional chakra to cast jutsus.
(Catalyzed) The user has been implanted with untested parasitic foreign cells found in a secret lab near Amegakure. The parasites were then injected with an experimental catalyst that caused them to aggressively meld with his DNA and granted him the [insert chakra nature] kekkei genkai. Given the aggresive melding, the body accepts the new affinity as one of its own, however, it overwrites one of the host's basic elemental affinities.
Rank: Limit, passive
Requirements: Viral Genkai Cell Solution and/or Experimental Catalyst
Special:
*(Uncatalyzed) Gives the host the [chakra nature] kekkei genkai. Techniques are however used at a 20% increased chakra cost.
or
*(Catalyzed) Gives the host the [chakra nature] kekkei genkai. Host loses one of his two basic elemental affinities.


Kagakuzou [insert stat name] (Chemically Enhanced [Insert Stat Name])
User Image
(Uncatalyzed) The user has been injected with chemicals based on a formula develloped by a scientist from a rogue organization from Amegakure s in order to increase his [stat description]. The experiment also had the effect of [insert physical alteration].
(Catalyzed) The user has been injected with a cocktail of unstable chemicals based on a formula develloped by a scientist from a rogue organization from Amegakure that significantly increased his [stat description] and [insert physical alteration].
Rank: Limit, passive
Requirements: Unstable Chemical Extract and/or Experimental Catalyst
Special:
*(Uncatalyzed) Permanently grants the subject a 1.1 multiplier to [stat name]. This effect stacks with other multipliers and/or effects to the stat.
or
*(Catalyzed) Permanently grants the subject a 1.2 multiplier to [random stat name].This effect stacks with other multipliers and/or effects to the stat.  
PostPosted: Thu Dec 05, 2013 10:24 pm
Is that what I think it is? >>  

Qyp
Crew

Manly Lunatic

Hoshigaki Hiru generated a random number between 1 and 7 ... 6!

Hoshigaki Hiru
Crew

PostPosted: Fri Dec 06, 2013 5:03 am
Sharingan (Copy Wheel Eye)
The Sharingan's abilities consist of two parts: the "Eye of Insight" (Dōsatsugan) and the "Eye of Hypnotism" (Saimingan). The first of the Sharingan's powers is being able to see chakra flow, giving colour to chakra and allowing the wielder to differentiate them, making its users more apt at telling if a person is under a genjutsu. The Sharingan's second-most prominent ability grants the user an incredible clarity of perception, allowing them to easily recognise genjutsu and different forms of chakra, though not to the same extent as the Byakugan. This also allows the user to pick up on subtle details, enabling them to read lip movements or mimic with great precision another person's movements. As the Sharingan evolves, gaining more tomoe, this ability extends to being able to track fast-moving objects before finally giving some amount of predictive capabilities to the user, allowing them to see the image of an attacker's next move from the slightest muscle tension in their body and counter-attack or dodge without any wasted movement. The Sharingan's third and most well-known ability is that it grants the user the ability to copy almost any technique that he or she witnesses, apart from other kekkei genkai techniques. The user can memorise ninjutsu, genjutsu, and taijutsu with near-perfect accuracy, allowing the user to use the techniques as their own


Sharingan : Single Tomoe
User Image
The embryonic form of the Sharingan, the single tomoe allows the user to access the basic abilities of the doujutsu, mostly granting the user the ability to follow movement with greater precision.
Rank: E
Dice Rolls: Ability
Cp Cost: 1cp per turn
Requirements: Uchiha Clan, Level 5
Training: n/a
Effect:
*Allows the user to trigger the Sharingan and gives them the Sharingan skill to develop.
*Add [Sharingan / 2] to Dodge and Reflex.
*Add [Sharingan / 2] to Read Lips and Awareness checks for following movement.

Sharingan : Double Tomoe
User Image
An intermediate form of the Sharingan, the double tomoe allows the user deeper access to the abilities of the doujutsu, notable making it possible to learn techniques by simply witnessing them.
Rank: C
Dice Rolls: Ability
Cp Cost: 3 cp per turn
Requirements: Uchiha Clan, Single Tomoe Sharingan, Level 10, Sharingan 15
Effect:
*Allows the user to trigger the Sharingan and gives them the Sharingan skill to develop.
*Add [Sharingan / 2] to Dodge and Reflex.
*Add [Sharingan / 2] to Read Lips and Awareness checks for following movement.
*Grants the user the “Sharingan: Copy” ability.

Sharingan : Awakened
User Image
The fully awakened Sharingan that has, in addition to its ability to greatly improve the user’s skill at tracking and anticipating movement, the ability to cast powerful hypnotic genjutsu through eye contact.
Rank: B
Dice Rolls: Ability
Cp Cost: 5 cp per turn
Requirements: Uchiha Clan, Double Tomoe Sharingan, Level 15, Sharingan 30
Effect:
*Allows the user to trigger the Sharingan and gives them the Sharingan skill to develop.
*Add [Sharingan / 2] to Dodge and Reflex.
*Add [Sharingan / 2] to Read Lips and Awareness checks for following movement.
*Grants the user the “Sharingan: Copy” ability.
*Add [Sharingan / 2] to Genjutsu (when eye contact can be made).
*Allows the user to cast Uchiha specific genjutsu.

Sharingan : Mangekyo
User Image
The Mangekyô Sharingan is awakened by a Sharingan user when they suffer from trauma after witnessing the death of someone close to them. With the user normally having to witness or experience this first hand, Uchiha throughout history have killed those closest to them in order to expedite this process. The Mangekyô Sharingan can use enhanced versions of the Sharingan's generic abilities, such as casting genjutsu, and can also awaken different powerful techniques. Some wielders awaken the same technique in both of their eyes whereas others awaken a different technique in each eye. Using the Mangekyô Sharingan puts a severe strain on the user's eyes and erodes their vision, eventually causing blindness if overused.
Rank: S
Dice Rolls: Ability
Cp Cost: 30 cp per turn
Requirements: Uchiha Clan, Significant emotional trauma.
Effect:
*Add [Sharingan] to Dodge and Reflex.
*Add [Sharingan] to Read Lips and Awareness checks for following movement.
*Grants the user the “Sharingan: Copy” ability.
*Add [Sharingan] to Genjutsu (when eye contact can be made).
*Allows the user to cast Uchiha specific genjutsu.
*Allows the user to cast user specific S-Class jutsu(s).

Eye Copy
User Image
The user can memorise ninjutsu, genjutsu, and taijutsu with near-perfect accuracy, allowing the user to use the techniques as their own, or even modify them to create their own new techniques, much like Sasuke Uchiha's Lion Combo. In order to reproduce a copied technique, however, one must have the necessary skill or ability to perform them.
Rank: C
Cp Cost: x1.25 Cp copied technique's cost (until trained)
Dice Rolls: Ability, Reaction
Damage: Technique damage
Requirements: Sharingan: Double Tomoe
Training n/a
Special:
*User can copy any technique witnessed for which they meet the requirements while sharingan is active.
*As a reaction, user can counter an enemy jutsu with the very same jutsu and pit the damage of each technique against each other. Both techniques apply their damage to each other and the strongest jutsu gives its residual damage to the caster of the weaker.
*Techniques copied through this ability must be identified as such and can be trained for 50% of its requirements for the penalty to cp cost to be removed.
*User can only learn elemental techniques for which he has an affinity to or has developed.

Magen: Kyō Tenchi-ten (Demonic Illusion: Mirror Heaven and Earth Change )
User Image
The user utilizes the Sharingan's power to decrypt a genjutsu that has been applied onto them and cast back a technique with identical effects onto the opponent.
Rank: C
Cp Cost: x1.25 Cp copied technique's cost.
Dice Rolls: Genjutsu's number of Dice Rolls, Reaction
Damage: Technique damage
Will DC: Technique DC
Requirements: Sharingan: Awakened, Sharingan 25, Requirements of enemy genjutsu.
Training n/a
Special: Instead of attempting to resist a genjutsu, the user "blocks" it by mirroring it to the opponent. If opponent fails Will DC, they will be trapped in their own genjutsu. If opponent passes Will DC, user fails to reflect and takes the full brunt of the technique.

Sharingan Saimin (Sharingan Hypnosis)
User Image
One of the Uchiha's most feared techniques, the user utilizes the Sharingan's power to hypnotize an opponent, forcing them to do their bidding until the technique is broken. Victims of this technique are however easily identifiable as their eyes become the same as the caster's.
Rank: B
Cp Cost: 100 cp.
Dice Rolls: 5, Reaction
Damage: n/a
Will DC: 15 + Wis Mod + 2 per 10 in Sharingan
Requirements: Sharingan: Awakened, Sharingan 30, Wis 20
Training 4 stages
Special:
*If Will DC was failed, victim is under the user's influence for [Sharingan / 10] turns.
*At the beginning of every turn the victim fails Will check, the user controls them as though they were his character.
*Reduce Will DC by 10% when ordered to attack friendly targets.
*Reduce WIll DC by 20% when when victim is ordered to attack themselves (on top of the usual pain bonus to resist or break out of genjutsu).  
Reply
Crew Test Forum

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum