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 Post subject: Jutsu Information
PostPosted: Thu Nov 18, 2010 12:54 am 
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In order to learn techniques, a character must undergo the required training to obtain them. This is regulated by a Word Count system in which a Jutsu of a specific rank requires a specific amount of words to be learned. You may type these words, or you may pay Character Points (see the Character Points section) to pay for these word-counts.

Word Count System
  • E-Rank: Automatic
  • D-Rank: 50 words
  • C-Rank: 100 words
  • B-Rank: 200 words
  • A-Rank: 300 words
  • S-Rank: 500 words

The character chooses the learning method. Whether by trial and error or by a careful planning of chakra control and manipulation for the conclusion of the technique. As long as you meet the required word count and the essence of the training is in your post, then your character learns a new technique.

When you're finished, use the "Character Update" Board to make your own topic and provide links for your trainings so that they can be approved.

Note: If you are a Genin or Chuunin, you are able to be taught Ninjutsu and other Arts by a Jounin sensei. This method of training halves the word count needed to learn a technique.

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Unranked Jutsu: The TNRPG staff tries to keep its Jutsu List up to date by ranking techniques of the series with the utmost accuracy. To find these Jutsu, just read the second post in this topic, just below this one.

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Genin, Chuunin, and Jutsu: Genin are at the bottom of the food chain, and without the right stats or a mentor, they are unable to normally learn A and S-rank techniques. Genin cannot learn A-ranks unless they have a mentor to teach them, Proficient Wisdom, or 5,000 total Character Points. Genin and Chuunin cannot learn S-ranks unless they have a mentor to teach them, Masterful Wisdom, or 6,000 total Character Points.

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Custom Jutsu: You need a minor in a fighting style to create customs of up to A-rank of that fighting style. To create customs of S-rank in that fighting, you need a major in that fighting style.

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Starting Jutsu: Characters start with jutsu that their fighting styles or origin give them access to, up to their rank. This is D for Genin, C for Chuunin, B for Jounin, A for ANBU, S for Kage.

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 Post subject: Re: Jutsu Training Rules
PostPosted: Fri Feb 05, 2016 4:53 am 
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Otokage
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 2321
Unranked and Reranked Jutsu Archive
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The Archives
Taijutsu
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Medical Techniques - Ijutsu:
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Genjutsu -

Kenjutsu
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Non-Elemental Ninjutsu
Fuuinjutsu
Barrier Ninjutsu: -

Water Jutsu
Bubble Jutsus [all are Suiton]:
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Wind Jutsu

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Tailed Beast Skills -
Lightning Jutsu


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Fire Jutsu
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Earth Jutsu
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Bloodline Techniques

Kaguya Clan Jutsu
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Kesshōkei Clan Jutsu [Crystal Release]
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Hyūga Clan Jutsu -

Senju Jutsu [Wood Release]
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Kazahana Royalty Jutsu [Ice Release]
Name: Demonic Ice Crystal Mirrors
Rank: A
Range: 10 m?
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Ice
Notation: Hyouton Clan Bloodline
Description:
Using his kekkei genkai, Haku can create a dome of twenty-one mirrors
made out of ice to trap an opponent. Twelve remain at ground level,
eight are placed above the first twelve and angled toward the ground,
and the final mirror is above the rest and facing the ground. Haku can
then enter one of the mirrors and instantly transport to another mirror.
While moving about he bombards the opponent with attacks at very high
speeds, such that the rest of the world appear to be moving in slow
motion compared to him. If the mirror Haku is in is broken, he can leap
out of one of the fragments and continue his attack or move to another
mirror. The technique requires a large amount of chakra to maintain, so
Haku's movement becomes progressively slower the longer he maintains the
mirrors. Though they are made from ice, the mirrors are imbued with
enough chakra to resist fire almost completely (Sasuke's Fire Release:
Great Fireball Technique was barely able to make the rim frost melt).
Drawbacks: N/A?

Name: Demonic Mirror Ice Murder
Rank: B
Range: 10 m?
Type: Ninjutsu
Sub-type: Offensive, Defensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
After the victim is trapped in Haku's Demonic Ice Mirrors, the mirrors
will explode, damaging all inside while Haku, using his speed to get
away at the last instant, remains safely outside of the blast
Drawbacks: N/A?

Name: Demonic Thin Ice Mirrors
Rank: B
Range: 5 m?
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
Haku vanishes and reappears in any location desired (usually behind the
enemy), then creates a single ice mirror. Haku will then leap into the
mirror from the rear and come out from the front, slashing the enemy
with a senbon.
Drawbacks: N/A?
Quote:
Name: Ice Prison Technique
Rank: B
Range: 5 m or something?
Type: Ninjutsu
Sub-type: Offensive, Defensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
This jutsu allows the user to infuse their chakra with ice underground
and bring it to the surface. The user can then trap their opponent
within the ice by controlling its movements and completely surrounding
them in the ice. This jutsu is strong enough to withstand basic fire
jutsu, because the icecom/wiki/Genjutsu_Binding]Genjutsu Binding: S-Rank[/url]
[*] [url=http//naruto has already been infused with the user's chakra.
This allows this jutsu to double as a defensive technique, by the user
encasing themselves in the ice.
Drawbacks: N/A?
Name: Ice Release: Black Dragon Blizzard
Rank: A
Range: 25 m?
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
An Ice Release technique formed from already existing ice. After
forming the needed hand seal Dotō will thrust his arm to send out a
black ether-like dragon to strike his opponent. As it flies through the
air it will begin to turn. When it hits the target it will use its
motion to launch the opponent high into the air.
Drawbacks: N/A?

Name: Ice Release: One Horned White Whale
Rank: A
Range: All Ranges
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
This jutsu allows the user to create a humongous whale, the size of a
small island, out of ice to attack their opponent. The user needs a
source of ice in order to use this technique. This jutsu is used more as
a distraction technique, or to block an opponents movements, because of
its size.
Drawbacks: N/A?

Name: Ice Release: Swallow Snow Storm
Rank: C
Range: 10 m - 50 m?
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
This jutsu creates a cluster of ice needles in the shape of miniature
swallows, which the user then throws at the opponent. These needles can
change direction in midair and will maim the opponent with their sharp
wings.
Drawbacks: N/A?


Name: Ice Release: Tearing Dragon Fierce Tiger
Rank: B
Range: All Ranges
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
This jutsu allows the user to create a giant tiger made out of ice. The
user needs a nearby source of ice in order to use this jutsu. This
jutsu is cold enough to freeze any Water Release techniques it comes
into contact with.
Drawbacks: N/A?

Name: Ice Release: Twin Dragon Blizzard
Rank: A
Range: 30 m?
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
An advanced version of Ice Release: Black Dragon Blizzard in which Dotō
releases two dragons of black snow that merge into a massive tornado.
This jutsu manipulates existing ice and does not create ice.
Drawbacks: N/A?

Name: Ice Release: Wolf Fang Avalanche Technique
Rank: B
Range: All Ranges
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Hyouton - Ice
Notation: Hyouton Clan Bloodline
Description:
This jutsu allows Nadare to cause an avalanche when near a mountain and
transform the falling snow into a pack of wolves to attack the
opponent. This technique has a weakness to lightning based jutsu, as
seen when the wolves completely dissolve when attacked by Lightning
Blade.
Drawbacks: Must be near a mountain.

Ice Disk Technique -- C Rank

Ice Dome Technique -- B-rank

Name: Ice Release: Ice Rock Dome of Magnificent Nothingness
Rank: B-Rank
Range: 2m Sphere
Type: Ninjutsu
Sub-type: Defensive
Elemental Affinity: Ice
Notation: Bloodline
Handsigns: Ox, Rabbit, Ram
Lore/Flavor: A protective dome of ice that surrounds the target.
Description: The user can quickly freeze the surrounding air and create an ice dome around himself and/or allies to act as a defence. It is strong enough to withstand the assault of many explosive tags at once, remaining almost undamaged.
Drawbacks: Weaker in very arid and dry areas, as the ice is formed from the moisture in the air.

Name: Ice-Breaking Fist
Rank: B-Rank, D-Rank Upkeep
Range: Self
Type: Ninjutsu
Sub-type: Supplementary, Defensive, Offensive
Elemental Affinity: Ice
Notation: Bloodline
Handsigns: Monkey, Bird, Ram
Lore/Flavor: A technique that augments the physical properties of the user's fists.
Description: The user surrounds their fist with ice to block incoming taijutsu attacks. With this technique, Rahyō was able to successfully stop Might Guy's Leaf Whirlwind. Increases Strength and Constitution.
Poor → Average w/ major advantage
Average → Proficient w/ minor advantage
Proficient → Masterful
Masterful → Major advantage
Legendary → Minor advantage
Godlike → no effect
Drawbacks: The user receives a Major Disadvantage to Dexterity while using the affected fist(s).

Name: Certain-Kill Ice Spears
Rank: A-Rank
Range: 10m
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Ice
Notation: Bloodline
Handsigns: Horse, Dragon, Ram
Lore/Flavor: The user creates spiks of ice to skewer enemies and protect themselves.
Description: The user unleashes giant spikes made of ice, capable of piercing through a cottage.
Drawbacks: The formation of the Ice Spears is somewhat random, making this technique very dangerous to use around allies.

Name: Ice Sword Technique
Rank: B-Rank
Range: 10m
Type: Ninjutsu, Kenjutsu
Sub-type: Offensive
Elemental Affinity: Ice
Notation: Bloodline
Handsigns: Dog, Boar, Ram
Lore/Flavor: The user creates swords of ice to use in battle.
Description: The user condenses the moisture in the atmosphere into swords of ice that can then be used for close-range combat or shot at a target. The swords can be formed from great distances away.
Drawbacks: The technique is greatly hampered by arid and dry climates as the swords are formed from moisture in the air.

Name: Ice Release: Earthen Consecutive Chains of Ice
Rank: S-Rank
Range: Self
Type: Ninjutsu
Sub-type: Offensive
Elemental Affinity: Ice
Notation: Bloodline
Handsigns: N/A
Lore/Flavor: A deadly technique that freezes anything it touches.
Description: The user through physical contact, causes ice particles to form on a target. If used on a living creature, the target will freeze to death unless they are able to mould chakra. By coating themselves with chakra and dedicating all their energy to keeping themselves warm, they can avoid death; if they use their chakra to perform a technique, they will start to rapidly freeze again. By not using techniques, the technique is dormant, but when chakra is moulded to be used in techniques, the freezing process begins again.
Drawbacks: Requires physical contact. If the affected party doesn't use chakra techniques, the technique is rendered moot for the most part.
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Kurome Clan Jutsu (Jiton)
Iron Sand

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Scorch Release
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Hōjin Clan Techniques [Lava Release] Twin Demons KKG -

Hiden Clan Techniques

Nara Clan Jutsu -

Aburame Clan Jutsu
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Hourglass Clan Jutsus - Regular Sand Branch
Hourglass Hierarchy -- Satetsu Branch (Iron Sand) -

Yamanaka Clan Jutsu -

Akimichi Clan Jutsu -

Kidōmaru's Spider Hiden/KKG
[/list]

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Last edited by Zei Houjin on Sun Jul 02, 2017 2:33 pm, edited 2 times in total.

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 Post subject: Re: Jutsu Training Rules
PostPosted: Fri Feb 05, 2016 4:55 am 
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Otokage
Otokage
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 2321
Topic Updates:
Updated as of 2018-1-8
Added codified Replacement Technique.

Updated as of 2017-9-27 Boosters updated to support new systems, including the new, simpler boost guidelines. Working on Sage Mode, and still need to include Gate Techniques under Goken.
This topic is going to contain the information about what canon techniques give what boosts, as well as canon techniques that have been modified to fit optimally into this site.

If you feel that a technique should be added then PM a Global Moderator about it.

If the Global Moderator has not replied that "The technique has been taken up for discussion" within 48 hours you may PM another Global Moderator.

P.S.
It usually helps to PM those that seem to be online around the time you are to send the PM.

Stat Boosts for Techniques:

Style of the Strong Fist
Name: Strong Fist Style
Japanese: 剛拳流 (Gōkenryū)
Rank: C
Type: Taijutsu, Fighting Style
Sub-type: Offensive
Notation: Strong Fist
Description: A hard body taijutsu style originating from Konoha, the Strong Fist has become a popular school and now sees widespread use. Many of its techniques reference its origin, though some schools may omit or alter the “Leaf” title from their names. It is a brutal and physical style that focuses on solid impacts, the mangling of organs through external force, and the delicious sound of breaking bones. Long and hard hours of both mental and physical dedication are required to use this style, and as such those proficient in its intricacies strike fast, hard, and brutally accurate blows to their opponents.

This style grants +1 advantage to Strength, Agility, and Dexterity to strikes while in use for a D-Rank stamina upkeep.

Sub-Techniques
Dynamic Entry | Dainamikku Entorī (D-Rank) Grants +1 Advantage to Agility for the leap and Strength for the impact.

Leaf Gale | Konoha Reppū – (D-Rank) Grants +1 advantage to Agility for the kick.

Leaf Whirlwind | Konoha Senpū – (D-Rank) Grants +1 advantage to Agility for the kicks.

Leaf Drop | Konoha Otoshi (D-Rank) Grants +1 advantage to Strength for the heel drop.

Double Dynamic Entry | Daburu Dainamikku Entorī – (C-Rank) Uses Dynamic Entry (and its boosts). Requires two users, and if both kicks connect, treat the knockback as if Strength had been granted a full tier boost instead. D-Rank cost each.

Leaf Great Whirlwind | Konoha Daisenpū – (C-Rank) Grants +2 advantages to Agility and +1 advantage to Strength for the kicks.

Leaf Rising Wind | Konoha Shōfū (C-Rank) Grants +2 advantages to Strength and +1 advantage to Dexterity for the kick.

Lion Combo | Shishi Rendan – (C-Rank) Grants +2 advantages to strength for the initial kicks, which increases to a full tier for the final falling kick.

Shadow of the Dancing Leaf | Kage Buyō – (C-Rank) Grants +2 advantages to Agility for the kick and +1 advantage to strength to help launch the target into the air. The user then moves quickly enough to match the velocity of their ascending target, provided the kick was successful.

Leaf Coiling Whirlwind | Konoha Tsumuji Senpū (B-Rank) Grants 1 full tier to Agility and +2 advantages to Strength for the kick. If used in collaboration with an ally and both kicks land, treat inflicted damage as if Strength had been granted a full tier and +1 advantage higher instead. Requires Leaf Strong Whirlwind.

Leaf Strong Whirlwind | Konoha Goriki Senpū – (B-Rank) Grants 1 full tier to Agility and +2 advantages to Strength for the kick.

Leaf Great Flash | Konoha Daisenkō – (B-Rank) Grants 1 full tier to Strength and +2 advantages to Agility for the kick.

Leaf Rock-Destroying Rise | Konoha Kaiganshō (B-Rank) Grants 1 full tier and +1 advantage to Strength.
GATE TECHNIQUES~~~~~~~~~~


Style of the Gentle Fist
Name: Gentle Fist Style
Japanese: 柔拳流 (Jūkenryū)
Rank: A
Type: Taijutsu, Fighting Style
Sub-type: Offensive, Defensive, Supplementary
Notation: Gentle Fist, Hiden: Hyūga Exclusive
Description: A graceful taijutsu style that can be like a flowing river or steadfast like the mountain. The Jūken is intended to be utilized along with the Byakugan kekkei genkai and the Chakra Needle Technique to strike and lock down opponent's tenketsu with well placed displays of pinpoint strikes. Even those who lack the Byakugan can use this style to cause internal damage shoving foreign chakra into the target’s body.

This style grants +2 advantages to Dexterity and +1 advantage to Agility to strikes while in use for a D-Rank stamina upkeep.

NOTE: Contrary to what the wikia says, the basic Gentle Fist style does not possess the ability to destroy any and all chakra-based substance.

Jūken Sub-Techniques
Gentle Fist: Tenketsu Needle | Jūken: Tenketsushin – (E-Rank) Used to surgically inject chakra into the opponent to cause internal damage or lock down tenketsu. See the clan page for effects per strike.

Eight Trigrams Sixteen Palms | Hakke Jūroku Shō – (D-Rank) Grants +1 advantage to Agility for the strikes. Can attempt up to 16 strikes.

Palm Bottom | Shōtei – (D-Rank) Grants +1 advantage to agility for the thrust.

Water Needle | Mizu Hari – (D-Rank) Requires Suiton.

Eight Trigrams Thirty Two Palms | Hakke Sanjūni Shō – (C-Rank) Grants +2 advantages to Agility and +1 advantage to Dexterity for the strikes. Can attempt up to 32 strikes.

Gentle Fist Art One Body Blow | Jūkenhō Ichigekishin – (C-Rank)

Eight Trigrams Empty Palm | Hakke Kūshō – (B-Rank)

Eight Trigrams Palm Revolving Heaven | Hakkeshō Kaiten – (B-Rank)

Eight Trigrams Sixty Four Palms | Hakke Rokujūyon Shō – (B-Rank) Grants a full tier to Agility and +2 advantages to Dexterity for the strikes. Can attempt up to 64 strikes.

Eight Trigrams Empty Wall Palm | Hakke Kūhekishō – (A-Rank) Costs a B-Rank each if used by two collaborating users.

Eight Trigrams Mountain Crusher | Hakke Hasangeki – (A-Rank)

Eight Trigrams One Hundred Twenty Eight Palms | Hakke Hyaku Nijūhasshō – (A-Rank) Grants 1 full tier +1 advantage to Agility and a full tier to Dexterity for the strikes. Can attempt up to 128 strikes. Agility and Dexterity is dropped by a tier after attempting this technique. (recovery time possibly based on con)

Gentle Step Twin Lion Fists | Jūho Sōshiken – (S-Rank) Strikes are treated as if hit by an increased Strength, granting a full tier and +1 advantage to strength. Technique lasts until concentration is broken. Drains a D-Rank per hit, unless used with rapid strikes (16 Palms drains a C-Rank total, 32 Palms drains a B-Rank total, 64 Palms drains an A-Rank total, 128 Palms drains an S-Rank total).

Protecting Eight Trigrams Sixty Four Palms - TBD
Chakra-Enhanced Strength
Name: Chakra-Enhanced Strength
Japanese: チャクラ強化の強度 (Chakura Kyōka no Kyōdo)
Rank: B
Type: Ijutsu, Taijutsu Style
Sub-type: Offensive
Notation: Chakra-Enhanced Strength
Description: A technique requiring fine chakra control and concentration, where the user focuses chakra into their hands or feet and releases it with pinpoint timing when landing a strike. Massively improving the power of the user's taijutsu gives the illusion of greatly enhanced strength. Tsunade created the concept of this technique to intimidate enemies and keep them at bay while she healed injured ninja.

Grants a full tier and +1 advantage to Strength with strikes, requiring a B-Rank amount of chakra per hit. Cannot normally be stacked with other styles (make a custom instead). Can benefit from Ijutsu cost reductions but not Taijutsu's (as it uses chakra).

Sub-Techniques
Heavenly Foot of Pain | Tsūtenkyaku – (C-Rank) Grants a full tier to Strength for the heel drop.
Heaven Spear Kick | Tensōkyaku – (B-Rank) Grants a tier and +1 advantage to Strength for the kick.
Cherry Blossom Impact | Ōkashō – (C-Rank) Grants a full tier to Strength for the impact.
Full Blossom: Cherry Blossom Impact | Mankai: Ōkashō – (B-Rank) Grants a tier and +1 advantage to Strength for the impact.
Puppet: Spring Punishing Strike | Kugutsu: Haruchūgeki – (A-Rank) Grants a tier and +2 advantage to Strength for the impace. Requires assistance from a Kugutsu user using Skillful Achievement with a Human Body, which also grants the user speed in accordance with that technique.
Arhat Fist
Name: Arhat Fist
Japanese: 羅漢拳流 (Rakankenryū)
Rank: C
Type: Taijutsu, Fighting Style
Sub-type: Offensive
Notation: Arhat Fist
Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches often augmented with the user's own incredible strength. Users of this style are known to be able to easily defeat their opponent in a minimal number of hits, sacrificing speed and accuracy of attacks in favor of raw strength capable of wrecking havoc.

Grants +2 advantages to Strength with strikes while in use for a D-Rank stamina upkeep. Requires stability on the ground to remain in use.

Sub-Techniques
Rising Knee: D-Rank. Strength +2 adv. A strong knee strike in which the user puts his weight behind the blow, often sending the target into the air. Can create an opening for the Tokken.
Tackle Charge: D-Rank. Strength +2 adv. Requires to charge for at least 1m. If the user charges for at least 5m ahead of time, Strength gains an additional advantage. A straight shoulder tackle preceded by a slight charge.
Crushing Palm: D-Rank. Strength +2 adv. A strong palm strike with the user's weight behind it. This technique has some extreme impact penetration power.?
Rising Impact Palm: C-Rank. Strength +1 tier. An extremely strong rising palm strike in which the user makes his/her own body like a spring, uncoiling it to almost full extension just as the strike lands, intended to send an opponent flying.
Pressure Palm: C-Rank. Strength +1 tier. Using a combination of ones own strength and the strength of gravity, this downwards directed palm-thrust is strong enough to rupture the ground in a large radius.
Boulder Strike: B-Rank. Strength +1 tier +1 adv. A punch in which the whole momentum of the body has been thrown in behind, this technique can easily shatter boulders, pulverize bones, and cause other such nastiness upon a successful hit.
Other Taijutsu
Falcon Drop: D-Rank. Strength +2 adv for holding the opponent still. Damage based on surface and gravity and crap. Neck snapping, skull crushing force, almost regardless of Strength.
Disturbance Taijutsu: A-Rank. Agility and Dexterity +1 tier. All who view it are treated as having a tier less precog against predicting its attacks. (had tracking). Kumo.
Kenjutsu
Cloud-Style~?
Reverse Beheading: C-Rank. Dex +1 adv and Agi +2 adv.
Crescent Moon Beheading: B-Rank. Agi +1 tier. Dex +2 adv.
Deception Beheading: D-Rank. Agility +1 adv.
Flame Beheading: B-Rank. Requires Katon and Chakra Flow.
Mist Beheading: B-Rank. Distraction gets +1 adv to Agility for D-Rank each. Falling thrust gets +2 adv to Agility for C-Rank.
Crescent Moon Dance: A-Rank. Agility, Dex, Str +2 advs. -2 adv tracking against peeps.
Dancing Blade Risk: I don’t know for now
Bukijutsu
Nadeshiko-Style Deep Crimson Dance Performance: C-Rank. Grants Agility and Dexterity +2 advantages for the rapidity of the barrage (and to draw the kunai), but Dexterity receives no boost for accuracy.
Dance Performance: Second Step: B-Rank. Grants +1 tier and +1 advantage to Agility for the spin, but 1 tier to Agility and Dexterity for the rapidity of the barrage (and to draw the kunai), but Dexterity receives no boost for accuracy.
Ninjutsu
Body Flicker Technique | Shunshin no Jutsu – (D-Rank) Grants a full tier boost to Agility. Restricted to unidirectional movement for the dash.

Afterimage Clone – (C-Rank) Uses the Body Flicker (and its boosts). The effect of this technique is negated if an opponent can effectively track the user.
Pressure Points of Harm and Death: B-Rank. No cost. Grants +1 tier to Stamina. Lasts 3 posts, followed by -2 adv to Stamina for three posts. Usable once per topic.
Transparent Escape Technique: B-Rank. This technique renders the user invisible, but it must be activated while unobserved. If the user moves at a higher than Poor speed, it is ineffective and must be recast when the conditions for the technique are met once again.

Replacement Technique | Kawarimi no Jutsu - (E-Rank) This is a technique that anyone who has been through the Academy can perform. The technique works by creating an illusionary distraction that the user has replaced themselves with, causing the enemy to target the distraction instead of the user. The technique is prepared ahead of time, and then at some point afterward is activated to replace the user with the distraction object. The user then reveals their true location (which must be somewhere they could reach) and can respond from there. This technique is usable once per topic. This is high-speed movement more akin to the Body Flicker technique than actual teleportation. The effect feels like teleportation because the enemy is distracted during it, and stating where and how you are traveling is not necessary (although one may be asked to clarify if a particular movement seems impossible). Using this technique reactively generally has negative consequences, as it would naturally take longer to set up your distraction and may not have time to do so while a fireball is heading straight at you. While your Substitution is prepared, remember not to use any techniques that would give away your location, such as a lightning bolt erupting from the wrong space.
Doton
Earth Release: Fist Rock Technique: C-Rank. Strength +1 tier +1 adv. No contact.
Rock Armor: B-Rank. Con +1 tier, Strength +2 advs. No upkeep.
Earth Release: Whac-a-Mole Technique: B-Rank. Trained to pop out of the ground, strike an enemy, and return to the ground before their target can react, the user is able to whack multiple targets located around the battlefield in quick succession. Grants Agility +1 tier and +1 advantage.
Earth Release: Hardening Technique: B-Rank. Con and Str +1 tier. Con has no effect against Raiton. Agility reduced by a major advantage. B-Rank cost and C-Rank upkeep.
Earth Release: Earth Spear: B-Rank. Con +1 tier. Str +2 adv. Con has no effect against Raiton. B-Rank cost and C-Rank upkeep.
Fuuton
Nadeshiko-Style Hardliner Gale Fist: B-Rank. Produces a shockwave, and strikes with the user’s Strength, granting it +1 tier. Nintaijutsu.
Nadeshiko-Style Hardliner Revolving Cut: B-Rank. Grants the user +1 tier and +1 adv to Strength for the falling kick. Nintaijutsu.
Raiton
Lightning Release: Lightning Strike Armor: B-Rank. Agility +1 tier and Dex +2 advs. B-Rank cost and C-Rank upkeep, and requires concentration, lasting until struck. Requires Kenjutsu?
Suiton
Water Release: Rising Water Slicer: A-Rank. Attack slices through rock and wood regardless of rank.
Lava Release
Lava Release Armor: B-Rank. Con +2 Advs. B-Rank cost and C-Rank upkeep. Intense heat and crap.
Magnet
Armor of Sand: A-Rank. Constitution +1 tier +2 adv. -2 adv Agility, increasing to a tier if hit with the sand becomes drenched. Oh also the sand starts to break away at the point of impact after taking a serious hit (what level?). A-Rank cost with C-Rank upkeep.
Lightning Release Armor
Lightning Release Armor: Stage 1: A-Rank. Grants +2 advantages to Strength, and a full tier boost to Agility and Constitution. A-Rank activation with a C-Rank upkeep. B-Rank Wind can pierce and disable the armor. (or all boosts equivalent with higher upkeep?)
Lightning Release Armor: Stage 2: S-Rank. Grants a 1 tier boost to Strength, and 1 tier +1 adv to Agility and Constitution. S-Rank activation with a B-Rank upkeep. A-Rank Wind can pierce and disable the armor. (or all boosts equivalent with higher upkeep?)
This jutsu's nature is extremely erratic and wild, making it incredibly hard to control properly - this property causes the user's chakra to spike uncontrollably (which opposing Water Release may be capable of taking advantage of) and makes it impossible to perform any Ninjutsu, Genjutsu or Fuuinjutsu above the rank of D, effectively making Taijutsu and Nintaijutsu the only things able to be done smoothly. In addition to this, the user is also unable to use any element other than Lightning since the field of Lightning chakra completely dominates the user's chakra network when used. The chakra covering him actively attempts to dissipate foreign chakra that comes into contact with it, while this may be helpful, it also prevents an ally's jutsu from effecting them - such as medical techniques; that are of lower rank, severely reducing their effectiveness. The user can jumpstart the jutsu into its second stage without having to go through the first, though they would need to have trained the second stage beforehand.
LRA Taijutsu
Lariat: A-Rank. Strength full tier +2 adv.
Double Lariat: A-Rank. Strength full tier +2 adv. Two users. If both hit, +2 Adv.
Elbow: C-Rank. Strength +1 tier.
Guillotine Drop: B-Rank. Strength +1 tier +1 adv.
Liger Bomb: S-Rank. Strength +2 tiers.
Lightning Oppression Horizontal: B-Rank. Strength +1 tier. Agility +2 adv.
Lightning Oppression Horizontal Chop: A-Rank. Strength +1 tier +1 adv. Agility + 1 tier.
Lightning Straight: A-Rank. Agility +1 tier +2 adv.
Multiple Shadow Clones
MULTIPLE SHADOW CLONES


A-rank

One can make a specific amount of Shadow Clones based on their Stamina by spending two S-rank amounts of chakra. This technique can only be enacted by those with at least a Masterful+Minor Advantage Stamina. By halving the amount of clones made (or less than that), one can give more chakra to each clone, increasing it by a maximum of 1 rank.

Godlike+Major Advantage can make up to 275 clones and means your clones have an S-rank

Godlike+Minor Advantage can make up to 250 clones and means your clones have an A-rank

Godlike means can make up to 225 clones and means your clones have an A-rank

Legendary+Major Advantage can make up to 200 clones and means your clones have a B-rank

Legendary+Minor Advantage can make up to 175 clones and means your clones have a B-rank

Legendary Stamina can make up to 150 clones and means your clones have a C-rank

Epic+Major Advantage can make up to 125 clones and means your clones have a C-rank

Epic+Minor Advantage can make up to 100 clones and means your clones have a D-rank

Epic Stamina can make up to 75 clones and means your clones have a D-rank

Masterful+Major Advantage can make up to 50 clones and means your clones have an E-Rank (basically cannot spend chakra or stamina)

Masterful+Minor Advantage can make up to 25 clones and means your clones have an E-Rank (basically cannot spend chakra or stamina)

For the Tajū Mokubunshin (Multiple Wood Clones Technique) it is the same system, though note - there must be an appropriate amount of foliage available to actually create the clones.
Secret Technique: Mist Rain
KIRISAME
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S-Rank

This technique costs an S-Rank amount to initiate, and an upkeep of B-Rank per round afterward, to a maximum of 3 rounds per activation.

Kirisame causes external chakra manifestations of a different signature than the user's to dissipate into the environment. What does this mean? Well, here's a short list of some of its effects on certain types of techniques.
  • Elemental Ninjutsu: Cannot be created in Kirisame, nor manipulated. Existing elements formerly created by chakra are unaffected. E.g. A standing Earth-Style Wall, water left behind by a Suiton, etc. Assuming chakra is not maintaining its form.
  • Clones: Cannot be created in Kirisame. Existing solid clones are not affected or destroyed by the rain.
  • Bijuu Cloaks/LRA/etc: These are affected by Kirisame, but due to the constant outflow of chakra, their boosts stay in effect, albeit at half the usual numbers.
  • Chakra Flow Weapons: Counts as external. Rendered useless by Kirisame.
  • Summoning: The instantaneous summoning of creatures is unaffected.
  • Fuuinjutsu: Somewhat of a case by case basis. Seals in place will not just unravel, though activating their effects may not work.
If its raw external chakra, its screwed.

Kirisame vs. Kirisame
If two Kirisame are used in direct opposition, their effects will cancel each other's out. However, a Kirisame cannot be activated when already within the rain+mist of another Kirisame, as it falls under the category of Elemental Ninjutsu: "cannot be created in Kirisame."
Eight Gates
Eight Gates Technique:

This technique advances as the user learns to open the Eight Inner Gates, starting with the first.

The first of these Gates allows a 1 tier increase (maximum Epic) to Strength, Agility, and Constitution.

The second Gate allows this technique to immediately refresh 50% of the user’s spent Stamina, but no other statistical increase.

The third Gate allows the user to regenerate from a wound due to the increased blood flow and chakra release (does not need to be immediately used upon entering this gate, but can only be used one time per activation).

The fourth Gate allows the user to increase their stats again, by another tier (maximum Legendary).

The fifth Gate allows an additional 50% refresh to spent stamina, with no additional statistical increase.
The sixth Gate allows the user to exert their Strength in a 10 meter radius as constant “pressure”, making it difficult to stand or move – this actually reflects in a negative to opponents’ within this range Agility and Dexterity equal to the difference between the user and the opponents’ Strength*.

The seventh Gate allows previous statistical limits (Legendary) to be surpassed and now go to Godlike – in addition, another 1 tier increase to Agility, Strength, and Constitution are allowed, and the “pressure” range increases to 20 meters.

In the Eighth Gate, all limits are surpassed – even that of Godlike (though not beyond 1 tier past it), and an additional 1 tier increase to Agility, Strength, and Constitution.

The technique can be active with as little or as many Gates as the user knows. However, the technique cannot go backward in power without deactivating completely – once one advances into the Eight Gates Mode, there is no turning back.

Drawbacks - This kind of power doesn’t come without its drawbacks. No matter which gate is open, a minor disadvantage to Constitution is incurred every post - keep in mind this is more like a meter running, or hit points running out, rather than actually making the person less durable. In addition, a minor disadvantage to each physical stat per gate opened (up to 7, or 2 tiers + 1 minor disadvantage) is incurred for as long as the gates were open. If open for more than five rounds, this damage is permanent and must be retrained at half the original value. If a stat is increased to Legendary or Godlike via this technique, the damage to that stat is permanent no matter how long the technique was active.Taijutsu Specialists take only half this permanent damage (though suffer the same temporary damage). If a medical major or better assists in the recovery, it may be retrained at quarter the original CP value. The penalty for the Eighth Gate is death, of course.

The CP values for learning the Inner Gates are as follows:

1st Gate - 100 CP

2nd Gate - 150 CP

3rd Gate - 200 CP

4th Gate - 250 CP

5th Gate – 300 CP

6th Gate – 350 CP

7th Gate – 400 CP

8th Gate – 450 CP

Total Experience – 2,200

As a special note, a Taijutsu Specialist can halve these experience values.

*For example, if the user's Strength is Masterful, and the target's Strength is Average, a two-tier penalty is applied to the opponent's Agility and Dexterity. This can be mitigated through Strength-boosting techniques on the part of the opponent at any time.
Body Revival Technique
Body Revival Technique: Stage 1: S-Rank. Grants regenerative capabilities similar to Yin Healing Wound Destruction, and can be used to fake a dead or catatonic state. S-Rank activation with a A-Rank upkeep.
Body Revival Technique: Stage 2: S-Rank. Grants a 2-advantage boost to the user's Strength, Constitution, and Agility, as well as the regenerative capabilities of the first stage. S-Rank activation with a S-Rank upkeep. The user appears to become larger and much more well-muscled. If the user is particularly old, their hair might regain any lost colour and grow (if they were balding).
As with LRA, the user can jump-start the technique into its second stage without having to go through the first, though they would need to have trained the second stage beforehand. Contrary to claims made by the technique's user in the Bonds movie, this technique does not negate or reduce the penalties of the Gates' activation (though it may be used to compensate for the Gates' aftereffects).

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 Post subject: Re: Jutsu Information
PostPosted: Fri Feb 05, 2016 4:58 am 
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Otokage
Otokage
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 2321
Restricted - These techniques are allowed to be used, but in one way or another the ability to learn them is restricted. You are not allowed to learn these unless granted access to them via plot staff.

Eye Mind Reading - Unassigned
Kotoamatsukami - Unassigned
Limelight - Unassigned
Mokuton: Mokujin - Unassigned
Mokuton: Shinsuunsenju - Unassigned
Toad Sage Mode - Unassigned
Snake Sage Mode - Unassigned
Slug Sage Mode - Unassigned
Spirit Transformation Technique - Unassigned
Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth - Unassigned

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 Post subject: Re: Jutsu Information
PostPosted: Wed Sep 27, 2017 9:54 pm 
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These techniques are Monk and Samurai exclusive, and can be learned as a regular jutsu by anyone of the corresponding origin.

Name: Iaido
Rank: B
Range: Close
Type: Kenjutsu
Sub-type: Offensive
Elemental Affinity N/A
Notation: Samurai exclusive
Handsigns: Requires a sheathed blade.
Lore/Flavor: Known as the Art of the Quickdraw, mastery of this technique is said to be available only to those who have practiced the art a thousand times. Those who master this technique are said to rival Mifune’s Iai Beheading. It is the art of drawing your sword, striking with it, and immediately resheathing your blade.
Description: The art of Iaido is the pinnacle of a samurai’s excellence. It is used to counter the ninjutsu of a shinobi, in the sense that a quick Iaido strike is able to interrupt ninjutsu. Within close range, a samurai may make an Iaido strike against an opponent. If that opponent has Dexterity less than or equal to the samurai’s, any handsigns they make are interrupted. Each Iaido strike is finished by resheathing the blade after the strike is made. During use, Iaido gives a one-tier and a minor advantage boost to Dexterity. At Epic, this boost is reduced to a full tier. At Legendary, this boost is reduced to a major advantage.
Drawbacks: Each Iaido strike requires the blade to be sheathed, meaning you cannot have a drawn blade to use it, and it is required to be sheathed after the strike, meaning your blade is not drawn for immediate self-defense after the strike.

Name: Sohei
Rank: B
Range: Close, Mid
Type: Taijutsu
Sub-type: Offensive
Elemental Affinity N/A
Notation: Monk exclusive
Handsigns: N/a
Lore/Flavor: Known as the Projection of the Self, this technique was developed to strike true at any opponent's weaknesses, regardless of their durability.
Description: The art of Sohei is the offensive pinnacle of a monk’s training. It is a strike that sends a shockwave forward from the hand, up to twenty meters in distance, making it effective when striking someone directly, or attacking them at a distance. Attacks from Sohei lower the target's Con by a tier for the purposes of taking that particular hit. Sohei grants a one-tier and minor advantage bonus to strength for a single strike. At Epic, this boost is reduced to a full tier. At Legendary, this boost is reduced to a major advantage.
Drawbacks: N/a

Name: Raigou: Senjusatsu (lit. Welcoming Approach: Thousand-Arm Murder)
Rank: A-rank, A-rank upkeep
Range: 5m
Type: Buddhism
Sub-type: Offensive
Elemental Affinity: N/a
Notation: Open Buddhist technique
Handsigns: The user takes a monk stance, with their left hand making a semi-ram handsign, and with the right hand facing down with the palm parallel to the ground.
Lore/Flavor: Projecting their spirit outwards, which assumes the shape of a Kannon, or "Mercy Goddess", the Senjusatsu is one of the most icononic Buddhist techniques. The Kannon generally has a calm and tranquil golden visage, but when the user's emotions are distorted by something such as anger, its appearance can change. When angry, the Kannon can appear as a red-faced oni, when scared, it can appear as a purple-colored yokai, et cetera.
Description: The technique creates a floating, many-armed spirit Kannon behind the user. The statue remains stationary behind the user, who must also remain mostly stationary while using this technique. The technique creates a five-meter radius around the user, from which the Kannon can attack. The user is able to move within this radius, but must constantly hold their hands in the proper stance. The Kannon is able to materialize its fists to attack targets within the five-meter radius. Shortly after appearing and attacking the target, the hands disappear. The Kannon, as a projection of one's own spirit, is able to preform a certain amount of punches and strikes per post. This number is based on the user's Wisdom (via deep understanding of the spirit), or Agility (through physical training). At Poor, the statue can make two attacks per post. At each tier beyond that, the number of strikes doubles. This means four strikes at Average, all the way to one hundred and twenty-eight strikes at Godlike. These strikes are preformed at the user's Strength (modified by any continuous but non-permanent boosts, but not by other boosts), with an A-rank boost provided by the technique itself. This translates to a four advantage boost to Strength, reduced to a three advantage boost to Strength after Legendary. The strikes of the Kannon are able to be enhanced via the Sohei technique, due to the Buddhist nature of both techniques. Each Sohei-enhanced punch must be paid for individually, meaning a B-rank amount of stamina per enhanced strike.
Drawbacks: While the Kannon itself is not physical, but spiritual and ethereal, the Kannon's materialized fists are physical and can be blocked and interacted with. If the user is forced to move out of the Kannon's area of effect, or if the user's stance is broken, the technique immediately ends. That means, for the technique to function, the user must remain completely stable within the area of effect. The Kannon is also only able to materialize its fists within five meters of the user, meaning that long-ranged attacks can prove very effective when this technique is maintained; as the user cannot move without breaking the technique, and yet cannot attack them from so great a distance away.

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 Post subject: Re: Jutsu Information
PostPosted: Tue Nov 21, 2017 4:27 pm 
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Kiri Genin
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Joined: Tue Nov 16, 2010 12:02 am
Posts: 5675
Fame: 4325
Infamy: 300
Location: San Diego, California
November 21st, 2017


Leaf Rock-Destroying Rise has been updated. It was previously an A-Rank, but we've dropped it down to a B-Rank.

You can see the changes in the third post, under the sub-techniques listing for "Strong Fist."

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Character Info:
Name: Taiyō Hozuki
Age/Height/Weight: 15, 5'5, 105 lb.
Rank: Genin of Kirigakure

Stats:
Strength: Poor
Constitution: Average
Stamina: Average with a Major Advantage
Agility: Average
Dexterity: Average with a Minor Advantage
Wisdom: Average

Fighting Styles:
Genjutsu Specialist
Kuchiyose Specialist
Kugutsu Specialist
Fuuinjutsu Minor


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 Post subject: Re: Jutsu Information
PostPosted: Sun Nov 26, 2017 3:38 am 
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Konoha Genin
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Posts: 862
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Jutsu List: memes
Location: Konoha
November 26st, 2017


Hey all,

Previously Water Release: Rising Water Slicer incurred a 3 post major disadvantage to con. We removed that. It can be found under the 'suiton' spoiler around the bottom of the page.

Thanks for your continued support!

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Cool info stuff found below:

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Welcome, human! Below you'll find my statistics, enjoy your stay..

Attributes:

Strength: Average
Constitution: Average
Stamina: Proficient Minor
Dexterity: Average Minor
Agility: Proficient
Wisdom: Proficient


Equipment
1x gold tag 2500
2 red tags 3000
2 flash bombs 2000
1 ninjato 12500
6 kunai 3000
6 shuriken 3000
20 senbons 2000
1 smoke bomb 1000
1x yellow tag 1000
total=30.000/30.000

Fighting Styles:

Bukijutsu JoAT Minor
Ninjutsu Specialist
Sensory Major

Elements:
Mokuton
Suiton


Spent Character Points: 5000
Unspent Character Points: 0
Active Character Points: 5000


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