Re: Annals of Yaku Sara
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.
Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.
Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Cancel - D Rank
Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.
Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.
Cost: Cost of Genjutsu +20% Cp
Contract Summoning:
Information
Prerequisites: A Summoning Contract
Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.
E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP
Stunt Double - C Rank
Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.
Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).
Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%
One Element Sealing - C Rank
Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.
Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Elemental Clone - C Rank
Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank
Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.
Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.
Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.
Cost: This jutsu only costs AP.
Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.
Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.
Cost: 1200 CP to place the seal
Chakra Blast - B Rank
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.
Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.
Perfected Rasengan- A Rank
Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.[/spoilername]
[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.
Coagulation - D Rank
Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.
Skeletal Fortification - C Rank
Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.
System Shock - C Rank
Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.
System Restoration - C Rank
Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.
Rank 1 Cost: 450 Cp
Master Cost: 560 Cp
Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
Tranquilize - B Rank
A calming technique that uses chakra to stimulate soothing mechanisms within the mind. Originally created as a sedative, this serves a purpose in combat by granting the target clear, focused thoughts even in the midst of a high intensity battle. Alternatively, with a higher concentration this can also be used for the opposite effect to leave targets with clouded thoughts and difficulty concentrating.
Rank 1: While effected, the target's actions cost -15% CP.
Master Rank: While effected, the target's actions cost -15% CP. Auto-Fail/Miss chances are capped at 15%.
Special Action: By paying +20% CP, this may be used as a Chakra Bind at -4/-3 Accuracy. This prevents the victim from using Chakra and has an 21%/28% chance of dispelling maintained jutsu (only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max CP (during a single round) after this jutsu is used, the victim takes damage, or the user attacks the victim (they have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 AP they spend.
Rank 1 Cost: 800 CP, 400 CP/Rnd
Master Rank Cost: 1,000 CP, 500 CP/Rnd
Notes:
- Lasts up to two rounds.
- Uses Melee Accuracy.
- A target cannot be effected by this jutsu again for a full round after it disperses.
- While active, genjutsu effects that alter the target's caps negatively only effect the cap half as much. (A -4 Dodge Gen Debuff would usually lower their Dodge cap by -4; in this case it would only lower their dodge cap by -2 but it still remains a -4 dodge debuff.)
- This jutsu has a chance of rolling a Critical hit. In which case, the target cannot Auto-fail/Miss while effected. This has no effect if the Special Action is used.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.
Angelic Blessing - A Rank
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.
Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.
Notes: Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.[/spoilername]
[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Thunderfist - E-rank
Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.
Electrocution - D Rank
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.
Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.
Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.
Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd
Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.
Electroshock - D Rank
Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.
Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.
Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.
Rank 1 Cost: 240 Cp
Master Cost: 300 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Thunderstruck - C Rank
Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.
Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd
Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.
Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.
Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.
Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp
Notes:
- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]
[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.
Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.
Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.
Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.
Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.
Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.
Rank 1 Cost: 215 Cp
Master Cost: 240 Cp
Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.
Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.
Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.
Rank 1 Cost: 540 Cp
Master Cost: 620 Cp
Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.
Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.
Rank 1 Cost: 405 Cp
Master Cost: 480 Cp
Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer
Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.
Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.
Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.
Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.
Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.
Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd
Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.
Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.
Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.
Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.
Rank 1 Cost: 655 Cp
Master Cost: 820 Cp
Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]
[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Notes:
- This does not stack
Janken - E-rank
Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.
Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.
4-Hit Combo - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.
Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.
Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp
Roaring Combination - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.
Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.
Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.
Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp
16-Hit Combo - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.
Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.
Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp
Primary Lotus - B Rank
One of the most dangerous combinations known to any fighter. A fearsome kick to skyrocket the target into the air followed by a spinning death drop back to the ground.
Rank 1: 2 Strikes at -2 Accuracy dealing 825 Damage each.
Rank 2: 2 Strikes at -2 Accuracy dealing 1,015 Damage each.
Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp
Notes:
- If the first strike is a Full Hit, this has a 18%/24% chance to give the target -2 Dodge to the second strike.
- If the second strike is a Full Hit, the target has a 21%/28% chance to be stunned, causing them to lose 1.5 Ap. This counts as Suppression.[/spoilername]
[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.
Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.
Brandish - D Rank
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.
Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.
Critical Exposure ANBU Jutsu - D Rank
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.
Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.
Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.
Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp
Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.
Chakra Absorption - C Rank
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.
Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.
Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.
Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.
Chakra Extension - C Rank
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.
Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.
Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.
Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd
Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).
Counterstrike - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.
Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.
Cost: 545 CP +30% the chosen Taijutsu's CP Cost.
Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.[/spoilername]
[spoilername="Genjutsu"]Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.
Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.
Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)
Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd
Facepalm: Kinetic - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.
Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%
Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms
Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain
Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.
Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.
Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.
Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round
Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.
Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.
Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.
Notes:
- The BMod will send the actual round results to all those unaffected by this technique.
Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp
After-Image Visual - C Rank
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.
Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.
Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round
Verse of Darkness Visual - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.
Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.
Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.
Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round
Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.
Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.
Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.
Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain
Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..
Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.
Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.
Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.
Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]
[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.
Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect
Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.
Sub-Atomic Scorch - C Rank
Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).
Radioactive Decay - C Rank
Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd
Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.
Atomic Deterioration - B Rank
Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.
Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.
Nuclear Discharge - B Rank
Rank 1: Releases 5 bursts of radioactive chakra that each deal 440 damage at -2 accuracy. Each has a 14% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Master: Releases 5 bursts of radioactive chakra that each deal 525 damage at -1 accuracy. Each has a 21% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Special Action: The user may pay +20% to lower the base damage by -20%, but allow it to effect two targets.
Special Action: By lowering base damage by -20%, the user may give this jutsu a 14%/21% chance of inflicting the 'Disruption' effect.
Rank 1 Cost: 875 Cp
Master Cost: 1000 Cp
Notes:
- Only 4 strikes may hit a single target.
- The 'Chakra Burn' effect causes this jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows this jutsu to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled
Inborn Mutagen - A Rank
Rank 1: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy and are treated as the 'Radiation' element. Additionally, they have a 36% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Rank 2: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy, +5% damage, and are treated as the 'Radiation' element. Additionally, they have a 44% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Special Action: The user may maintain this jutsu an additional round past their limit, however loses -10% of their max Cp as backlash from the radioactive energy within them.
Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd
Notes:
- This is 'Chakra Armor'
- Lasts up to two rounds.
- Melee Damage gains 'Radiation' buffs while this is active.
- This jutsu may stack with Radioactive Glow , however the chance of 'Rad Recoil' activating would be halved.
- The 'Chakra Burn' effect causes the jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows the jutsu to bypass barriers and damage reduction.[/spoilername]
[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd
Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.
Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.
Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.
Rank 1 Cost: 500 Cp
Master Cost: 620 Cp
Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.
Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.
Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]
Current Stats
Stamina: 305 / 525
Agility: 330 / 525
Ninjutsu: 260 / 525
Taijutsu: 330 / 525
Genjutsu: 249 / 525
Chakra Control: 330% / 525
Power Level: 1804
ASP: 1
Topic: https://www.ninpocho.com/viewtopic.php?p=235182#p235182
New Stats: (+23)
Stamina: 308 (+3) / 525
Agility: 335 (+5) / 525
Ninjutsu: 265 (+5) / 525
Taijutsu: 335 (+5) / 525
Genjutsu: 249 / 525
Chakra Control: 335% (+5) / 525
Power Level: 1827
ASP: 1
Notes:
Need above Training Log as well.
Mastering Chakra Blast (12 points)
Though it hasn't been approved yet, I would like to purchase Eight Trigrams Acupuncture (4000) Kinjutsu
Also upon acceptance, my new class settings.
Class Name Iwagakure’s Heavenly Fist
HP: (54+lvl+5) x stamina
CP: (51+lvl+5) x chakra control
Class Bonus:
Average: Evasion, Nin/Melee Accuracy, Genjutsu DC
Low: Puppet/Ranged Accuracy
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.
Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.
Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Cancel - D Rank
Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.
Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.
Cost: Cost of Genjutsu +20% Cp
Contract Summoning:
Information
Prerequisites: A Summoning Contract
Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.
E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP
Stunt Double - C Rank
Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.
Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).
Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%
One Element Sealing - C Rank
Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.
Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Elemental Clone - C Rank
Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank
Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.
Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.
Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.
Cost: This jutsu only costs AP.
Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.
Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.
Cost: 1200 CP to place the seal
Chakra Blast - B Rank
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.
Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.
Perfected Rasengan- A Rank
Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.[/spoilername]
[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.
Coagulation - D Rank
Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.
Skeletal Fortification - C Rank
Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.
System Shock - C Rank
Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.
System Restoration - C Rank
Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.
Rank 1 Cost: 450 Cp
Master Cost: 560 Cp
Notes:
- Uses Melee Accuracy.
- A target may only be effected by this Jutsu once per round.
- This removes the most recent debuffs applied to the user.
- This only applies to temporary secondary effects such as 'burns', increased Bleed damage, or Dodge penalties that wear off after time; this does not apply to permanent effects such as bleeding or Called Shots nor does it apply to any Jutsu effects that are being maintained, or Poison.
- If an effect has multiple stacks, the entire stack is removed if possible; not just one level. This still only counts as 1 effect being removed.
- This Jutsu has a chance of rolling a Critical hit. In which case, two additional debuffs are removed.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
Tranquilize - B Rank
A calming technique that uses chakra to stimulate soothing mechanisms within the mind. Originally created as a sedative, this serves a purpose in combat by granting the target clear, focused thoughts even in the midst of a high intensity battle. Alternatively, with a higher concentration this can also be used for the opposite effect to leave targets with clouded thoughts and difficulty concentrating.
Rank 1: While effected, the target's actions cost -15% CP.
Master Rank: While effected, the target's actions cost -15% CP. Auto-Fail/Miss chances are capped at 15%.
Special Action: By paying +20% CP, this may be used as a Chakra Bind at -4/-3 Accuracy. This prevents the victim from using Chakra and has an 21%/28% chance of dispelling maintained jutsu (only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max CP (during a single round) after this jutsu is used, the victim takes damage, or the user attacks the victim (they have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 AP they spend.
Rank 1 Cost: 800 CP, 400 CP/Rnd
Master Rank Cost: 1,000 CP, 500 CP/Rnd
Notes:
- Lasts up to two rounds.
- Uses Melee Accuracy.
- A target cannot be effected by this jutsu again for a full round after it disperses.
- While active, genjutsu effects that alter the target's caps negatively only effect the cap half as much. (A -4 Dodge Gen Debuff would usually lower their Dodge cap by -4; in this case it would only lower their dodge cap by -2 but it still remains a -4 dodge debuff.)
- This jutsu has a chance of rolling a Critical hit. In which case, the target cannot Auto-fail/Miss while effected. This has no effect if the Special Action is used.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.
Angelic Blessing - A Rank
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.
Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.
Notes: Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.[/spoilername]
[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Thunderfist - E-rank
Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- This does not stack, and lasts up to two rounds or until the melee attack is used.
- Once used, the damage is not dealt until the user's next melee attack. That melee attack may receive 'Lightning' buffs.
- This damage is added automatically at the end of an attack, does not get buffed by the Taijutsus strength, and is divided up by however many strikes are performed.
Electrocution - D Rank
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.
Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.
Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.
Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd
Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.
Electroshock - D Rank
Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.
Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.
Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.
Rank 1 Cost: 240 Cp
Master Cost: 300 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Thunderstruck - C Rank
Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.
Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd
Notes:
- Lasts up to three rounds or until resisted, and requires a Nin check at the start of each round.
- Only Jutsu will trigger the 'Stun' effect; basic strikes will not count towards using the 'Stun' effect.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- This jutsu is dispelled if the victim is hit by a lvl C+ Water Jutsu. However, they take +15% damage from the Jutsu.
Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.
Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.
Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp
Notes:
- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]
[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.
Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.
Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.
Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.
Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.
Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.
Rank 1 Cost: 215 Cp
Master Cost: 240 Cp
Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.
Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.
Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.
Rank 1 Cost: 540 Cp
Master Cost: 620 Cp
Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.
Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.
Rank 1 Cost: 405 Cp
Master Cost: 480 Cp
Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer
Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.
Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.
Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.
Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.
Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.
Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd
Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.
Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.
Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.
Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.
Rank 1 Cost: 655 Cp
Master Cost: 820 Cp
Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]
[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Notes:
- This does not stack
Janken - E-rank
Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.
Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Notes:
- Rock can only cause Suppression successfully once per round.
- Paper can only cause Bleeding successfully once per round.
4-Hit Combo - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.
Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.
Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp
Roaring Combination - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.
Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.
Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.
Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp
16-Hit Combo - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.
Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.
Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp
Primary Lotus - B Rank
One of the most dangerous combinations known to any fighter. A fearsome kick to skyrocket the target into the air followed by a spinning death drop back to the ground.
Rank 1: 2 Strikes at -2 Accuracy dealing 825 Damage each.
Rank 2: 2 Strikes at -2 Accuracy dealing 1,015 Damage each.
Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp
Notes:
- If the first strike is a Full Hit, this has a 18%/24% chance to give the target -2 Dodge to the second strike.
- If the second strike is a Full Hit, the target has a 21%/28% chance to be stunned, causing them to lose 1.5 Ap. This counts as Suppression.[/spoilername]
[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.
Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.
Brandish - D Rank
A technique that briefly sharpens one's sword, allowing them to easier inflict grievous wounds with each slice.
Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Notes:
- Does not stack.
- Can only be used with Taijutsus capable of inflicting Bleeding.
- When used in conjunction to a Multi-Hit Attack, Brandish will only apply on the first strike of that attack.
- This can only be used once every other round.
Critical Exposure ANBU Jutsu - D Rank
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.
Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.
Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.
Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp
Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.
Chakra Absorption - C Rank
A useful technique that taijutsu users have developed over time giving them the ability to drain the chakra from their opponent with their touch. While not very strong, every bit counts in the end.
Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.
Notes:
- May not be used in conjunction with any Channeling type of effects.
- This technique only deals chakra damage based on the HP damage done. Techniques that deal only Chakra Damage may not be used in conjunction with this jutsu.
- This technique does not apply with Illusionary Damage.
Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.
Chakra Extension - C Rank
A technique that engulfs one's weapon with chakra, potentially increasing their reach and sharpening or reinforcing the potency of the weapon to inflict damage.
Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.
Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.
Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd
Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).
Counterstrike - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.
Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.
Cost: 545 CP +30% the chosen Taijutsu's CP Cost.
Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.[/spoilername]
[spoilername="Genjutsu"]Tourniquet Will Based
A Genjutsu Illusion that is used to alter the targets perception of themselves, this illusion allows the user to manipulate the target into believing they are suffering from the loss of blood, often causing the victim to seek unneeded medical care or Masking its presence completely to cause them to Bleed dangerously.
Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.
Notes:
- While the target is effected by this technique the user tricks the target into not knowing they are bleeding, or thinking that they are bleeding.
- While believing they are bleeding, the mod will show bleeding damage normally but bleeding damage will not actually be taken from the target's HP.
- Any attempts at healing Bleeding ranks on the target effected by this technique may be used and are modded as normal. (Essentially it is possible for the target to use a Blood pill in an attempt to heal fake blood, IE: A waste of AP/resources)
Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd
Facepalm: Kinetic - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.
Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%
Note:
- This jutsu doesn't deal it's effect until someone completely misses an attack.
- Master Rank results in 2 facepalms
Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain
Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.
Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.
Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.
Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round
Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.
Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.
Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.
Notes:
- The BMod will send the actual round results to all those unaffected by this technique.
Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp
After-Image Visual - C Rank
A strong illusion that causes the target to see several images of the user as they move. This causes confusion when attempt to attack the user.
Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.
Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round
Verse of Darkness Visual - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.
Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.
Notes:
- Lasts up to 3 rounds.
- Blind targets are unable to choose their targets. Their targets are chosen at random among all in battle.
- This technique may only be maintained at Master rank.
Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round
Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.
Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.
Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.
Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain
Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..
Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.
Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.
Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.
Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]
[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
A technique that coats the user themselves in a protective aura of radioactive chakra. While this doesn't provide any protective benefits to the user, it does not harm them...But the same can't be said for those that come too close to the user.
Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect
Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Notes:
- This jutsu is 'Chakra Armor'
- Lasts up to three rounds, and does not stack in anyway.
- Melee contact refers to actions using melee accuracy against -or- by the user.
- The 'Rad Recoil' effect deals Cp damage to those making contact with the user. If this activates upon the user's melee attack then the victim takes Cp damage equal to 15% of the usual damage. If this activates upon an opponent's melee attack then the victim takes backlash Cp damage equal to 15% of the damage.
- Those effected by 'Rad Recoil' begin to glow as well; giving them -1 stealth for a full round. This stacks twice.
- While active, the user suffers a -2 Stealth penalty.
Sub-Atomic Scorch - C Rank
Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Notes:
- This Jutsu lasts up to three rounds, and requires a Nin check the following round to renew the effects.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Irradiation' effect causes the target to suffer -1 Awareness and have a 5% chance to auto-fail actions due to vomiting (In which case they take damage equal to 20% of the Cp cost). This lasts a full round or until the victim vomits. This may stack twice (Vomit damage does not stack).
Radioactive Decay - C Rank
Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd
Notes:
- Lasts up to three rounds, and requires a Nin check each round.
- This jutsu has the 'Radiation' effect at all ranks; allowing it to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.
Atomic Deterioration - B Rank
Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.
Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.
Nuclear Discharge - B Rank
Rank 1: Releases 5 bursts of radioactive chakra that each deal 440 damage at -2 accuracy. Each has a 14% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Master: Releases 5 bursts of radioactive chakra that each deal 525 damage at -1 accuracy. Each has a 21% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Special Action: The user may pay +20% to lower the base damage by -20%, but allow it to effect two targets.
Special Action: By lowering base damage by -20%, the user may give this jutsu a 14%/21% chance of inflicting the 'Disruption' effect.
Rank 1 Cost: 875 Cp
Master Cost: 1000 Cp
Notes:
- Only 4 strikes may hit a single target.
- The 'Chakra Burn' effect causes this jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows this jutsu to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled
Inborn Mutagen - A Rank
Rank 1: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy and are treated as the 'Radiation' element. Additionally, they have a 36% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Rank 2: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy, +5% damage, and are treated as the 'Radiation' element. Additionally, they have a 44% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Special Action: The user may maintain this jutsu an additional round past their limit, however loses -10% of their max Cp as backlash from the radioactive energy within them.
Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd
Notes:
- This is 'Chakra Armor'
- Lasts up to two rounds.
- Melee Damage gains 'Radiation' buffs while this is active.
- This jutsu may stack with Radioactive Glow , however the chance of 'Rad Recoil' activating would be halved.
- The 'Chakra Burn' effect causes the jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows the jutsu to bypass barriers and damage reduction.[/spoilername]
[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd
Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.
Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.
Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.
Rank 1 Cost: 500 Cp
Master Cost: 620 Cp
Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.
Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.
Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]
Current Stats
Stamina: 305 / 525
Agility: 330 / 525
Ninjutsu: 260 / 525
Taijutsu: 330 / 525
Genjutsu: 249 / 525
Chakra Control: 330% / 525
Power Level: 1804
ASP: 1
Topic: https://www.ninpocho.com/viewtopic.php?p=235182#p235182
New Stats: (+23)
Stamina: 308 (+3) / 525
Agility: 335 (+5) / 525
Ninjutsu: 265 (+5) / 525
Taijutsu: 335 (+5) / 525
Genjutsu: 249 / 525
Chakra Control: 335% (+5) / 525
Power Level: 1827
ASP: 1
Notes:
Need above Training Log as well.
Mastering Chakra Blast (12 points)
Though it hasn't been approved yet, I would like to purchase Eight Trigrams Acupuncture (4000) Kinjutsu
Also upon acceptance, my new class settings.
Class Name Iwagakure’s Heavenly Fist
HP: (54+lvl+5) x stamina
CP: (51+lvl+5) x chakra control
Class Bonus:
- +10% [Lightning] damage (Includes affinities)
- Kinjutsu
Average: Evasion, Nin/Melee Accuracy, Genjutsu DC
Low: Puppet/Ranged Accuracy
I missed a week