Ninjutsu
E-Rank
Transformation Jutsu {Mastered}
Description: A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.
Rank 2: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Cost: 110 CP to initiate and maintain.
Body Switch Jutsu {Mastered}
Description: A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Rank 2: The user may body switch against level E-B Jutsu.
Cost: Cost of Jutsu dodged +20% CP.
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.
Fire Ninjutsu
E-Rank
Infernal Ember
Description: A jutsu that allows the user to create a small flame, throwing it at a target. When launched, this flame burst into a shower of small sparks that burn the victim.
Rank 1: Creates a burst of embers, striking three times each at 95 damage and -1 accuracy.
Cost: 100 Cp to initiate
Special Action: Can be thrown using Ranged Accuracy by paying +10% Cp.
Notes:
- If at least two hit, the target is 'burned'.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
Thermal Maw
Description: A jutsu that allows the user to exhale their breath in the form of a small burst of fire. Though small, this jutsu is easily performed by simply inhaling and exhaling chakra infused breath.
Rank 1: Exhales a small fire breath that deals 270 damage.
Cost: 90 Cp to initiate
Special Action: By paying +20% Cp, the user may reduce the timing of this attack to .5 Ap (Ap cost remains unchanged).
D-Rank
Fireball
Description: A standard fire technique that involves manipulating chakra into a concentrated ball of flame, before launching it towards a target in a burst of flames. This technique has many variations, such as directly exhaling the fireball or creating it within the palm of the user's hand.
Rank 1: Shoots a fireball that explodes dealing 720 damage with a 12% chance of causing the 'sear' effect.
Cost: 240 Cp
Special Actions:
-Grand Fireball: By paying +20% Cp, the user may increase the radius of the explosion to effect +1 target. However, this technique only deals 80% of the damage.
-Blazing Flare: By paying +10% Cp and lowering Accuracy by -1, the user may create a stronger and larger flame. This deals +5% base damage, grants +4% 'Sear' chance. May stack twice.
-Mythical Phoenix Fire: By paying +10% Cp, the user may divide this attack into up to 5 smaller bursts of flame. 90% of the base damage is divided equally into however many bursts of flame are created, and each is made at +2 Accuracy. Base sear chance is increased by +4% and then divided equally.
Notes:
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Immolation Armor
Description: A jutsu that rapidly heats the users body, raising their body heat to high, feverish extremes. This technique allows the user to use their body heat as a medium when manipulating flames, allowing them to create incinerating techniques without much stress, and at the same time giving them a natural edge against the cold.
Rank 1: Heats the users body, causing all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 8% chance of causing the Burn effect.
Cost: 260 Cp, 130 Cp/Rnd
Special Actions:
-Burnout: While active, the user may pay the maintain cost with their HP to forcibly end this technique in a single burst of flames emitted from the users body. If used while bound this floods the body with heat and counts as an escape attempt with x2.5 of the escape chance. This Jutsu cannot be recast for a full round.
Notes:
- This jutsu is a Chakra Armor.
- Melee contact is any action using melee accuracy against or by the user. Attacks with multiple strikes can cause backlash multiple times.
- Ice damage does not deal backlash damage, however, is reduced by -10% damage against the user.
- The Burn effect causes the target to take +5% damage for a full round. Burn stacks up to three times. Multi-Hit attacks may only cause the Burn effect once per use.
Combustive Seal
Description: A jutsu which allows the user to scribe a seal capable of holding fiery chakra, this allows a user to set up traps by storing their flames for later use. Once stored, this seal fades from the view of normal eyesight, detonating when a source of chakra other than the user comes nearby or if the user chooses to release the seal. This technique is akin to an Exploding Note.
Rank 1: Allows the user to scribe a seal imbued with a Fire jutsu. Each action performed by others in battle have a 12% chance of setting off the seal. This has a 45% chance of being a sneak attack.
Cost: Increases the seal Jutsu's Ap cost by +.5 and Cp cost by +30%.
Special Actions:
-Release: While a seal is active, the user may pay half the Cp cost and .5 Ap to detonate the seal. Doing loses the normal Sneak Attack bonus, and instead the 'Chance to set off' the seal becomes a 'chance to be a sneak attack'. This may be used reflexively.
-Charge: Upon initiation, the user may choose to seal an additional Fire Jutsu into the trap. However, this lowers it's chance of setting off by -4%. The user pays all costs normally, including the increased Ap.
Notes:
- May only have one Trap active at once, and lasts up to two rounds.
- This jutsu may effect anyone other than the user.
- This may only store Fire jutsu level C and below.
- Upon use, user spends the Ap (Including timing) and Cp for each jutsu stored into the trap.
- This jutsu may not be absorbed, sealed, stored, reflected, etc.
Taijutsu
E-Rank
Janken {Mastered}
Description: A simple 3-hit combo given the title of a child's game.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.
Cost: 80 CP
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 250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 250 Damage ignoring 5% Damage Reduction.
The One-Two
Description: A simple set of punches or kicks delivered to an opponent.
Rank 1: 2 Strikes at Normal Accuracy dealing 100 Damage each.
Cost: 65 Cp
Low Sweep
Description: A low striking blow meant to trip an opponent.
Rank 1: 1 Strike at -1 Accuracy dealing 210 Damage. Upon a Full Hit, this has a 6% chance to inflict a -1 Accuracy to the targets next Offensive Action.
Cost: 70 Cp
Uncalled For Shot
Description: A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.
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.
Cost: 55 Cp
D-Rank
Spinning Wind
Description: An efficient kicking technique that consists of three quick roundhouse kicks to the opponent, one to the head, one to the side, an the last to the legs. This technique is done in a quick motion often kicking up a small gust.
Rank 1: 3 Strikes at +1 Accuracy dealing 170 Damage each.
Cost: 170 Cp
Notes:
- The first strike; upon a Full Hit, this strike has a 5%/7% chance to disorient the opponent causing their next Offensive Action to target a random target. This can only effect the same target Twice per battle and once a round.
- The second strike; upon a Full Hit this strike has a +1 Critical.
- The third strike; upon a Full Hit this strike has a 5%/7% chance to trip the target causing their next Offensive Action to cost an additional +0.25 AP.
- Only single effect can occur at any time.
Nut Buster
Description: Every man`s weakness and every woman`s trump card. A quick shot below the belt and it hurts more then you would think.
Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage. Upon a Full Hit this technique has a 12% chance to cause the target to suffer -1 Accuracy to their next Offensive Action.
Cost: 180 Cp
Notes:
- This does not stack.
- This does not effect techniques above C-Rank.
Dynamic Entry
Description: The first technique in a series of Dynamic fighting attacks. A simple jump kick sending the user flying stylishly through the air towards the target's face.
Rank 1: 1 Strike at Normal Accuracy dealing 540 Damage.
Cost: 180 Cp
Notes:
- Any Dynamic jutsu used directly after this technique costs -10% Cp.
Dynamic Finish
Description: Another entry in the Dynamic set. A stylish two punch combo meant to appear more effective then it really is while allowing the user to look ultra cool in the process.
Rank 1: 2 Strikes at Normal Accuracy dealing 270 Damage each.
Cost: 180 Cp
Notes:
- If both strikes hit fully, this technique has a 12%/16% to increase the targets next Offensive Action by +5% Cp. If this technique is used directly after another Dynamic Jutsu, this is increased to +10% Cp.
4-Hit Combo
Description: 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.
Cost: 160 Cp