Rogue [WIP$]
Dec 20, 2019 9:59:23 GMT -7
Post by M$ on Dec 20, 2019 9:59:23 GMT -7
TP Count (Starting from 0)
Awareness (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception. Skills in Skill Suite: Observation, and Sense Motive. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. The functions of this skill is discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, and sense motives. The Skills associated with Awareness are Observation (Sophisticated Skill), and Sense Motive (Sophisticated Skill).
Limit: Must learn from Skills.
Finesse (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: User's deft hands allow them to perform tasks that require fine manipulation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Skills in Skill Suite: Disable Device, Lock Picking, and Sleight of Hand. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. User's deft hands allow them to perform tasks that require fine manipulation. The Functions of this skill is to conceal objects on the body, disarm traps or devices, open locks, palm objects, pilfer objects from other creatures. The Skills associated with Finesse are Disable Device (Sophisticated Skill), Lock Picking (Sophisticated Skill), and Sleight of Hand (Sophisticated Skill).
Limit: Must learn from Skills.
Stealth (90)
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. Opposed: Observation. An individual or creature uses this skill to hide from a casual observer using available concealment and/or cover. In essence, they try to remain motionless and crouched down or prone, so as not to draw attention. Unless the user hides behind total concealment, however, the user may still be visible to the careful observer. This skill also allows a character to move without being heard, a successful check avoids drawing the attention of observers and thus the user can sneak past them if not in their line of sight. Some practical applications of Stealth follow:
Limit: Must learn from Skills.
Influence (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: User can manipulate other people through negotiation, deceit, or intimidation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma. Skills in Skill Suite: Acting, Intimidate, Persuasion. Die Rolls: 1 Die Roll. Check Requirement: Various. User can manipulate other people through negotiation, deceit, or intimidation. Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages. The Skills associated with Influence are Acting (Sophisticated Skill), Intimidate (Sophisticated Skill), Persuasion (Sophisticated Skill).
Limit: Must learn from Skills.
(360)
Iron Will (20)
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Great Fortitude (20)
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Great Fortitude (10)
Rank: "D"
Skill: Supplementary
Effect: User can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Special: ---
Drawback: ---
Description: Once per day, the user may reroll a Fortitude save. User must take the second roll, even if it is worse.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude.
Poison Healer (10)
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous.
Toughness (30)(+23 AP)(+2 Fortitude)
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +6 Armour Points. For every Class Point the user has beyond 3, the user gains an additional +1 Armour Point. At 10th Class Points, the user gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness (10)(+20 AP)
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Epic Toughness (20)(+30 AP)
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Strength of the Earth (10)(+20 AP)
Rank: "C"
Skill: Supplementary
Effect: User is resilient and enduring as the mountains.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Endure Blows
Rank: "C"
Skill: Supplementary
Effect: User is adept at lessening the effects of blows.
Special: ---
Drawback: ---
Description: User gains Damage Reduction 2/—. This stacks with any damage reduction you have from other sources.
Limit: Must learn Toughness.
500
Fast Mover (40)
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Katon no Jutsu (Fire Release Skill) (10)
Rank: "D"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: This technique does not count against the user's Release Training Points. With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Katon - Goukakyuu no Jutsu (Great Fireball Technique) (10)(40)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique (10)
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Ryuuka no Jutsu (Dragon Fire Technique) (10)(40)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user quickly performs a large creation of blinding fire into the form of a large Dragon form. The Dragon must be used in the same concept as the Goukakyuu no Jutsu in which must be thrown by placing a hand in a circle form over the mouth of the user.
Special: "Handseals"
Drawback: This type of technique is better used if the opponent is bonded down and unable to be moved.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow out air. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. When first learned the Dragon does not explode forth but the very flames oozes out spreading out in all directions that would wrap around the opponent in a blaze of glory. When the user learns the "B" Rank version the user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion.
Limit: Must have the Fire Release
Fire Style: Hot Ash Breath. (10)
Rank: C
Skill: Ninjutsu
Effect: Allows the user to expel hot ash from their mouth onto their targets to cause great burns to their body.
Special: Dog, Dragon, Boar, Tiger
Drawback: The User could easily be caught within the technique, burning himself within the hot ash. This technique does not discriminate between friend and foe. Only lasts for one post before diminishing into the air.
Description: User forms the needed hand seals and focuses chakra to their throat and mouth. Inhaling, the user releases a large wave of steaming hot black ash from their mouth, out towards the opponent. The ash quickly covers an area of 10 meters wide and 20 meters in front of them, leaving the hot ash in a 30 meter Cone expelling from the user, 8 feet high into the air, in about 1 second. This ash hinders all sight while active, except DouJutsu. However only remains within the air for one turn (6 Seconds). This ash upon contact, will instantly burn whoever is caught within, leaving second degree burns (B Rank Damage) along the effected body parts.
Limit: Fire Release
Katon Hidora no Jutsu (Fire - Hydra Technique) (40)
Rank: "B" Rank
Skill: NinJutsu
Effect: A technique in which the user takes the concept of Ryuuka but is capable of using it more of a destructive manner and more of a diverse manner. Instead of one large dragon like form being shot forth towards the opponent, the user is capable of increasing the amount of them into an amount of three draconic creations with similar devastation.
Special: "Handseals"
Drawback: They are only capable of going in a straight line. Projectory may not change directions.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does, so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow the air out. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. Then without notice or movement the large dragon splits into three smaller sized forms of dragons as they twist and turn around one another heading towards the intended target. This technique is used to where the user is capable of controlling each dragon to hit at different times. This means that each draconic form of fire may be one after the other before hitting the initial target. The user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion for each form.
Limit: Must have the Fire Release, must know Katon - Ryuuka no Jutsu (Dragon Fire Technique)
Fire Style: Fire Gatling Technique (40)
Rank: B
Skill: Ninjutsu
Effect: Rapidly projects about thirty bolts of fire from the mouth.
Special: Housenka no Jutsu + Dragon, Ram, Tiger at the end.
Drawback: If used in fast-paced combat, can result in the user burning the edges of their mouth, making it more difficult to use other fire jutsu that revolve around the mouth.
Description: The user performs the handseals, creating a faster and stronger version of the Housenka no Jutsu. This Fire Gatling technique launches out thirty Housenka-sized fireballs at the same speed at which the Housenka no Jutsu would release its’ smaller amount. The secret behind this speed is to release multiple bolts of fire at once instead of just one.
Limit: Housenka no Jutsu, Fire Release
Fists of Fire (40)
Rank: B
Skill: Ninjutsu
Effect: Enhances unarmed strikes with blistering fire.
Special: "Handseals"
Drawback: ---
Description: After performing the seals, the user will spread a layer of chakra over their arms and legs before igniting it in flickering flames. These flames are hot enough to light wood ablaze and cause 3rd degree burns on contact dealing 25 heat damage per Class Level.
Limit: Katon
Katon: Fire bullet Jutsu (40)
Rank: B
Type: Ninjutsu
Effect: The user focuses chakra into their mouth and forms hand seal for a fire technique the user then forms an ok looking shape with their hands the user takes a deep breath and sort of spits out the chakra in their mouth forcing a white hot ball of fire. the fire goes at about 60 fps giving someone little time to react. after the jutsu is done, the user would have shot about seven "bullets" depending on the person’s level. the size of the bullet is 3 inches
"D" Class: 3 bullets
"C" Class: 5 bullets
"B" Class: 7 bullets
"A" Class: 9 bullets
Special: rat, tiger, boar, ram, dog, rooster, horse, snake, dragon
Drawback: Most unskilled users of this jutsu will get blisters or sever burns around their hands from shooting the fire also, they may feel low on chakra or light headed.
Description: In the opponents eye all they see is the user spit out a small white projectile. if it hits them it would burn through their entire body creating a three-inch hole. no blood will pour out because this seals any wound even the ones it inflicts
Limit: Must have Katon: Fire release Skill
Katon Shinhidora no Jutsu (Fire - True Hydra Technique) (80)
Rank: "A" Rank
Skill: NinJutsu
Effect: One of the most powerful techniques of the Katon field. This technique enables a user and gives them the diversity to be capable of burning down a small range of landscape if possible. The user summons up a monstrous and a great fire creature dragon of three heads to where it creates a mass destruction in a great range.
Special: "Handseals"
Drawback: May only is used once per battle.
Description: A Large creation is created as the user performs the necessary handseals for the technique. The user then raises their hand up over their mouth. By taking in a deep breathe, the user fills their lungs with chakra to in, which ignites the moment they blow the air out. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. This technique takes longer for it to be performed because the strength of the technique is approximately three Goukakyuu no Jutsu (Great Fireball Technique) in strength. The fire pushes forward to take the shape of that of a three-headed dragon. Then without notice or movement the large three headed dragon splits into three smaller sized forms of dragons as they twist and turn around one another heading towards the intended target. This technique is used to where the user is capable of controlling each dragon to hit at different times, or all at once. Each dragon must be pushed forward in a straight line and cannot be redirected. The explosion that the technique is capable of spreading forth is within a fifty-meter radius of burning damage.
Limit: Must have the Fire Release, Must have knowledge of the Katon Hidora no Jutsu (Fire - Hydra Technique) , Katon - Ryuuka no Jutsu (Dragon Fire Technique) "B" Rank, Katon - Goukakyuu no Jutsu (Great Fireball Technique) "B" Rank.
Vulcan Katon: Flamberge(10)(10)(40)
Rank: "D", "C", "B", "C"
Skill: Ninjutsu
Effect: Enchants a portion of a weapon with fire, adding to its damage.
Special: Handseals. Weapon.
Drawback: Can not apply flames to flammable portions of a weapon, such as wood or fabric. Must touch the weapon on the turn this technique is used in order to enchant it with fire. Must touch the weapon to remove this technique's effect early.
Description: When this technique is used, the user may cloak a portion of a weapon in their possession with fire. An entire weapon can be covered in flame by this technique, but the flames damage anything that directly touches it, including the user. Each successful melee strike with the flaming portion of the weapon will inflict additional fire damage. Not all weapons can be covered in flames. Completely flammable weapons, like wooden staffs, can not be used with this technique. The metal tip of a spear can be covered in flames without any issue. When learning the "D" rank version, the additional fire damage is 9 armour points, and the flames last for 1 round. When learning the "C" rank version, the additional fire damage is 18 armour points, and the flames can last for up to 3 rounds. When learning the "B" rank version, the additional fire damage is 27 armour points, and the flames can last for up to 6 rounds. Learning the final "C" rank version allows this technique to be applied to one additional weapon. The final "C" rank version can be learned an unlimited amount of times to increase the amount of weapons affected. The user has six seconds after performing this technique to touch the weapons they want to enchant with flames. Another touch is needed if the user wishes to end the technique early.
Limit: Fire Release
Fire Link (10)
Rank: C, B, A, S
Skill: Ninjutsu; Passive
Effect: The user links their chakra with flame in the area.
Special: --
Drawback: The chakra consumption can be exhausting. Must have a source of fire.
Description: User pushes out their chakra so that it touches flames within their area. Then a thin line of chakra links them to that flame. A Doujutsu user would be able to see this link as a think line of chakra. Each link consumes a D rank amount of chakra when first linked up, this establishes the energy potential of the flame. Once linked there is no sustaining cost except to keep the fire fueled with other means or techniques. The amount of energy potential within a flame is based of the size category found in the Fuel the Flame technique. A flame or fire requires 3 elements, oxygen, fuel, and energy (known as the fire Fire Tetrahedron), which must be burning on an object such as wood, or other fuels like hey or grass. No chakra fueled flames can be linked unless the chakra to start and sustain the fire came from the user. User can link up with multiple flames within their range of this technique. When first learned the user can only link up to flames or anything on fire up to 5 meters away. When B rank is learned this distance is increased to 10 meters. A rank lets the user link up to flames 20 meters away. S rank lets the user link up with flames 40 meters away. A Fire Linked flame can be blown away, smother, or doused by Sound, Wind, Earth, or Ice techniques of the same Rank as the size category of flame following the chart found in the Fuel the Flame technique. Water techs can douse a flame in much the same way and are considered one rank higher when used against a flame.
Limit: Must know Fire Release.
Fuel the flame (10)(10
Rank: D, C, B, A, S
Skill: Ninjutsu; Supplementary
Effect: The user increase the size of a flame.
Special: --
Drawback: The chakra consumption can be exhausting. Must be Fire Linked to flame.
Description: A flame or fire requires 3 elements, oxygen, fuel, and energy (known as the fire Fire Tetrahedron). Given this principle and understanding the user can feed a flame their chakra to give it more energy and fuel, effectively increasing the size of the flame. Each flame is categorized by its size. The size categories are based off the size categories found with creatures, thus a Medium flame encompasses the size of a medium creature. Each size is categorized with a given rank, thus the rank dictates how much energy potential the flame has:
D - Small and below
C - Medium
B - Large
A - Huge
S - Gargantuan
With this technique the user can increase the size of a fire by feeding it chakra, increasing its energy potential. By feeding ranks of chakra into the fire they will accomplish this task. Each rank increases the fire respectively. Example: Feeding a C rank fire C rank amounts of chakra will increase it into a B rank fire. User doesn't have to learn all ranks to effectively stoke a flame. This is because the user will use one movement to increase the flame, the desired rank, learned in this technique. Example: User can use 4 movements to stoke a flame an A rank amount using only the C rank version of this technique. Each rank learned in this technique will give the user the ability to stock a flame with that respective rank.
Limit: Must know Fire Link C rank.
(500)
GenJutsu Focus (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over the use of Illusionism.
Special: ---
Drawback: May learn at a maximum of 6 times,
Description: Each time learned the user gains +1 Competence bonus to their Difficulty in Saves pertaining to GenJutsu Perceptions (Figment, Glamour, Pattern, Shadow, Enchantment, Charm, and Compulsion). When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This Jutsu does not stack with other Focus Jutsus (NinJutsu Focus, Clan Focus, etc.).
Limit: Universal GenJutsu Technique.
Impeccable Will (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Will saves.
Limit: Universal GenJutsu Technique.
Indomitable Fortitude (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Glamour Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Glamour Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Glamours cannot produce real effects, but they can change things that already exist. That's the chief difference between a Figment and a Glamour. If you want solid wood to feel rotten, birdcalls to sound like the shrieks of the damned, an otyugh to smell like perfume, or a disguise yourself, you probably want a glamour. As with Figments, everyone within range perceives the same thing and reacts appropriately.
Limit: ---
Pattern Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Pattern Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Patterns, like Figments and Glamours, produce sensory impressions, and everyone within range perceives the same thing. Patterns contain an additional, mind-affecting element, and they can cause real, physiological effects. All patterns are Mind-Affecting Jutsus. While everyone sees a color spray, only some of those within the cone actually deal with its effects. Note: that a particular sense is required for patterns to have an effect. Sightless creatures ignore Color Spray, for instance. If you want multiple subjects to be affected by what they see, and you do not care if everyone perceives it happening, pattern might be a good choice.
Limit: ---
Phantasm Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Phantasm Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Phantasms can only be perceived by the user and target, unlike the previous 3 Perceptions. The impression created by a Phantasm exists only in the mind and is personalized for everyone perceiving it. All phantasms are therefore, Mind-Affecting Jutsus. Nightmare is a good example of such a Phantasm. If you want to keep your actions secret from everyone but your subjects, Phantasm is a good choice, whether you want to frighten or to deliver a message.
Limit: ---
Shadow Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Shadow Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Shadows are quasi-real, drawing on energy from the Chakra of the User. Because they are at least partially real, they can have real effects. If you want to cause physical damage, bind or entangle someone, or create an obstacle, Shadow is a good choice.
Limit: ---
Enchantment Perception (10)
Rank: "C"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Enchantment Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Enchantments affect the mind and cause the recipient to think and act in ways that the subject would not do otherwise. Jutsus from this Perception always have the mind-affecting descriptor. Consequently, Enchantments affect only creatures (and not all creatures). Enchantments are the "catch" all Jutsus that do not follow in the "Charm", nor "Compulsion" category and are the prerequisite Perception before moving into the 2 more advanced Perceptions.
Limit: Must know Pattern Perception and Phantasm Perception.
Lightning Release
Raiton no Jutsu (Lightning Release Skill) (10)
Rank: "D"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: This technique does not count against the user's Release Training Points. With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly.
Limit: ---
Wind Release Skill (10)
Rank: "D"
Skill: NinJutsu
Effect: A prerequisite technique that allows the user to perform Wind Release techniques.
Special: ---
Drawback: ---
Description: Wind release is 1 of the 5 basic elemental nature transformations. Most offensive Wind Release techniques are performed by making chakra as sharp and thin as possible, however, wind can also be generated as a large, concussive force to overwhelm a target. Wind-based techniques are mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal slashing damage. Wind Release also specifies in deflecting and even reflecting attacks. Wind Techniques come in 7 Wind Effects, which interfere with ranged attacks, or impose penalties on some skill checks. Wind Effects are described in the Combat section of the Player's Handbook under Weather in the Movement and Position section. Any Save Difficulty mentioned in a technique, whether Fortitude or Will is based off of 10 + 2 per Class Level + Impeccable Will.
Limit: Must learn for Wind Release NinJutsu.
Weapon Specialization (Swords)(10)(+4 damage)
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon.
Special: ---
Drawback: ---
Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique.
Greater Weapon Specialization (Swords)(40)(+4)
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: Choose one type of weapon (including unarmed strike or grapple) for which the user possess the Weapon Specialization technique. User's attacks with the chosen weapon are more devastating than normal
Special: ---
Drawback: ---
Description: User gains a +2 bonus on all attack damage when using the selected weapon. This bonus to attack damage stacks with other bonuses, including gained from Weapon Specialization. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Penetrating Strike(10)
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks are capable of penetrating the defenses of some creatures.
Special: ---
Drawback: ---
Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike (10)
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike.
Special: ---
Drawback: ---
Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
(1500)
Awareness (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception. Skills in Skill Suite: Observation, and Sense Motive. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. The functions of this skill is discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, and sense motives. The Skills associated with Awareness are Observation (Sophisticated Skill), and Sense Motive (Sophisticated Skill).
Limit: Must learn from Skills.
Finesse (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: User's deft hands allow them to perform tasks that require fine manipulation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Skills in Skill Suite: Disable Device, Lock Picking, and Sleight of Hand. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. User's deft hands allow them to perform tasks that require fine manipulation. The Functions of this skill is to conceal objects on the body, disarm traps or devices, open locks, palm objects, pilfer objects from other creatures. The Skills associated with Finesse are Disable Device (Sophisticated Skill), Lock Picking (Sophisticated Skill), and Sleight of Hand (Sophisticated Skill).
Limit: Must learn from Skills.
Stealth (90)
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. Opposed: Observation. An individual or creature uses this skill to hide from a casual observer using available concealment and/or cover. In essence, they try to remain motionless and crouched down or prone, so as not to draw attention. Unless the user hides behind total concealment, however, the user may still be visible to the careful observer. This skill also allows a character to move without being heard, a successful check avoids drawing the attention of observers and thus the user can sneak past them if not in their line of sight. Some practical applications of Stealth follow:
Limit: Must learn from Skills.
Influence (90)
Rank: "E"
Skill: Skill Set/Suite
Effect: User can manipulate other people through negotiation, deceit, or intimidation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma. Skills in Skill Suite: Acting, Intimidate, Persuasion. Die Rolls: 1 Die Roll. Check Requirement: Various. User can manipulate other people through negotiation, deceit, or intimidation. Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages. The Skills associated with Influence are Acting (Sophisticated Skill), Intimidate (Sophisticated Skill), Persuasion (Sophisticated Skill).
Limit: Must learn from Skills.
(360)
Iron Will (20)
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Great Fortitude (20)
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Great Fortitude (10)
Rank: "D"
Skill: Supplementary
Effect: User can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Special: ---
Drawback: ---
Description: Once per day, the user may reroll a Fortitude save. User must take the second roll, even if it is worse.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude.
Poison Healer (10)
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous.
Toughness (30)(+23 AP)(+2 Fortitude)
Rank: "C" (Always 30 Training Points)
Skill: Supplementary
Effect: User has enhanced physical stamina.
Special: ---
Drawback: ---
Description: User gains +6 Armour Points. For every Class Point the user has beyond 3, the user gains an additional +1 Armour Point. At 10th Class Points, the user gains a +1 bonus on Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Improved Toughness (10)(+20 AP)
Rank: "C"
Skill: Supplementary
Effect: User has exceptional physical stamina.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Epic Toughness (20)(+30 AP)
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: User is preternaturally tough.
Special: ---
Drawback: ---
Description: User gains +30 Armour Points.
Limit: Must learn Improved Toughness.
Strength of the Earth (10)(+20 AP)
Rank: "C"
Skill: Supplementary
Effect: User is resilient and enduring as the mountains.
Special: ---
Drawback: ---
Description: User gains +1 Armour Point for each Class Point they are.
Limit: Must learn Toughness.
Endure Blows
Rank: "C"
Skill: Supplementary
Effect: User is adept at lessening the effects of blows.
Special: ---
Drawback: ---
Description: User gains Damage Reduction 2/—. This stacks with any damage reduction you have from other sources.
Limit: Must learn Toughness.
500
Fast Mover (40)
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous.
Katon no Jutsu (Fire Release Skill) (10)
Rank: "D"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: This technique does not count against the user's Release Training Points. With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Katon - Goukakyuu no Jutsu (Great Fireball Technique) (10)(40)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user is capable of performing a few handseals in which gives them the capability of blowing a large body of fire in size of a large sphere that has great fire proportions and explosive capabilities.
Special: "Handseals"
Drawback: Depending on the Rank, is dependent on how strong or how much the user is capable of doing with the Goukakyuu no Jutsu.
Description: The user quickly performs a few handseals. The user then places the hand over their mouth creating a small like circle. This technique in turn is then to help the user control the great flame. The use then blows out and creates a large fireball that twice the size of a normal human body. When the "C" Rank version is first learned the user is only capable of blowing out the Great Fireball that is cannot be moved or go anywhere else. This also means that the technique does not explode in a fiery explosion, but burns greatly to anyone that is caught within the technique. When the user learns the "B" Rank version then the user is capable blowing the Great Fireball into the distance, sending it away from the use it to hurl towards the very opponent. This technique is only capable of going into a straight line and this is capable of having the size three times the size of a human body. This technique when launched at an opponent then becomes dangerous because at this point the technique can explode causing damage that is even more devastating.
Limit: Must have the Fire Release
Housenka no Jutsu - Mythical Fire Phoenix Technique (10)
Rank:C
Skill: Ninjutsu
Effect: The user is able to blow small balls of fire that can conceal projectiles to damage the opponent.
Special: Handseals
Drawback: ---
Description: The user performs a few quick handseals as they quickly take the same concept as that of the Goukakyuu no Jutsu. The user then spits out or hurls out up to five small sized fireballs towards the enemy. Each fireball creates massive amounts of burns but does not burst forth in an explosion. As each fireball makes contact with something, they spread out the fire creating a more of an area effect within the fire. The user is capable of using this technique in conjunction with multiple secondary weapons such as kunai or shuriken. The opponent is incapable of noticing the projectiles until the fire is extinguished in mid air. This technique is used typically to hide or to be used as a diversion for more of a powerful technique. As a D ranked ninja, the user is able of shooting 5 balls of fire. After the user goes up a difficulty class, they are capable of shooting 5 more fireballs.
Limit: Fire Release
Katon - Ryuuka no Jutsu (Dragon Fire Technique) (10)(40)
Rank: "C" "B" Rank
Skill: NinJutsu
Effect: The user quickly performs a large creation of blinding fire into the form of a large Dragon form. The Dragon must be used in the same concept as the Goukakyuu no Jutsu in which must be thrown by placing a hand in a circle form over the mouth of the user.
Special: "Handseals"
Drawback: This type of technique is better used if the opponent is bonded down and unable to be moved.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow out air. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. When first learned the Dragon does not explode forth but the very flames oozes out spreading out in all directions that would wrap around the opponent in a blaze of glory. When the user learns the "B" Rank version the user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion.
Limit: Must have the Fire Release
Fire Style: Hot Ash Breath. (10)
Rank: C
Skill: Ninjutsu
Effect: Allows the user to expel hot ash from their mouth onto their targets to cause great burns to their body.
Special: Dog, Dragon, Boar, Tiger
Drawback: The User could easily be caught within the technique, burning himself within the hot ash. This technique does not discriminate between friend and foe. Only lasts for one post before diminishing into the air.
Description: User forms the needed hand seals and focuses chakra to their throat and mouth. Inhaling, the user releases a large wave of steaming hot black ash from their mouth, out towards the opponent. The ash quickly covers an area of 10 meters wide and 20 meters in front of them, leaving the hot ash in a 30 meter Cone expelling from the user, 8 feet high into the air, in about 1 second. This ash hinders all sight while active, except DouJutsu. However only remains within the air for one turn (6 Seconds). This ash upon contact, will instantly burn whoever is caught within, leaving second degree burns (B Rank Damage) along the effected body parts.
Limit: Fire Release
Katon Hidora no Jutsu (Fire - Hydra Technique) (40)
Rank: "B" Rank
Skill: NinJutsu
Effect: A technique in which the user takes the concept of Ryuuka but is capable of using it more of a destructive manner and more of a diverse manner. Instead of one large dragon like form being shot forth towards the opponent, the user is capable of increasing the amount of them into an amount of three draconic creations with similar devastation.
Special: "Handseals"
Drawback: They are only capable of going in a straight line. Projectory may not change directions.
Description: A Large creation is created as the user performs the necessary handseals for the technique. As the user does, so they raise their hand up over their mouth. By taking in a deep, breathe the user fills their lungs with chakra to in, which ignites the moment they blow the air out. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. The Dragon is quickly hurled towards the opponent as the dragon swivels and swerves moving like that of a Chinese Dragon. Then without notice or movement the large dragon splits into three smaller sized forms of dragons as they twist and turn around one another heading towards the intended target. This technique is used to where the user is capable of controlling each dragon to hit at different times. This means that each draconic form of fire may be one after the other before hitting the initial target. The user is capable of pushing so much power into the technique to where when it touches the target it is needed it is ignited in a mass blaze of glory, creating a grand explosion for each form.
Limit: Must have the Fire Release, must know Katon - Ryuuka no Jutsu (Dragon Fire Technique)
Fire Style: Fire Gatling Technique (40)
Rank: B
Skill: Ninjutsu
Effect: Rapidly projects about thirty bolts of fire from the mouth.
Special: Housenka no Jutsu + Dragon, Ram, Tiger at the end.
Drawback: If used in fast-paced combat, can result in the user burning the edges of their mouth, making it more difficult to use other fire jutsu that revolve around the mouth.
Description: The user performs the handseals, creating a faster and stronger version of the Housenka no Jutsu. This Fire Gatling technique launches out thirty Housenka-sized fireballs at the same speed at which the Housenka no Jutsu would release its’ smaller amount. The secret behind this speed is to release multiple bolts of fire at once instead of just one.
Limit: Housenka no Jutsu, Fire Release
Fists of Fire (40)
Rank: B
Skill: Ninjutsu
Effect: Enhances unarmed strikes with blistering fire.
Special: "Handseals"
Drawback: ---
Description: After performing the seals, the user will spread a layer of chakra over their arms and legs before igniting it in flickering flames. These flames are hot enough to light wood ablaze and cause 3rd degree burns on contact dealing 25 heat damage per Class Level.
Limit: Katon
Katon: Fire bullet Jutsu (40)
Rank: B
Type: Ninjutsu
Effect: The user focuses chakra into their mouth and forms hand seal for a fire technique the user then forms an ok looking shape with their hands the user takes a deep breath and sort of spits out the chakra in their mouth forcing a white hot ball of fire. the fire goes at about 60 fps giving someone little time to react. after the jutsu is done, the user would have shot about seven "bullets" depending on the person’s level. the size of the bullet is 3 inches
"D" Class: 3 bullets
"C" Class: 5 bullets
"B" Class: 7 bullets
"A" Class: 9 bullets
Special: rat, tiger, boar, ram, dog, rooster, horse, snake, dragon
Drawback: Most unskilled users of this jutsu will get blisters or sever burns around their hands from shooting the fire also, they may feel low on chakra or light headed.
Description: In the opponents eye all they see is the user spit out a small white projectile. if it hits them it would burn through their entire body creating a three-inch hole. no blood will pour out because this seals any wound even the ones it inflicts
Limit: Must have Katon: Fire release Skill
Katon Shinhidora no Jutsu (Fire - True Hydra Technique) (80)
Rank: "A" Rank
Skill: NinJutsu
Effect: One of the most powerful techniques of the Katon field. This technique enables a user and gives them the diversity to be capable of burning down a small range of landscape if possible. The user summons up a monstrous and a great fire creature dragon of three heads to where it creates a mass destruction in a great range.
Special: "Handseals"
Drawback: May only is used once per battle.
Description: A Large creation is created as the user performs the necessary handseals for the technique. The user then raises their hand up over their mouth. By taking in a deep breathe, the user fills their lungs with chakra to in, which ignites the moment they blow the air out. As the user blows out the creation of fire is made taking the form of a giant dragon like creature. This technique takes longer for it to be performed because the strength of the technique is approximately three Goukakyuu no Jutsu (Great Fireball Technique) in strength. The fire pushes forward to take the shape of that of a three-headed dragon. Then without notice or movement the large three headed dragon splits into three smaller sized forms of dragons as they twist and turn around one another heading towards the intended target. This technique is used to where the user is capable of controlling each dragon to hit at different times, or all at once. Each dragon must be pushed forward in a straight line and cannot be redirected. The explosion that the technique is capable of spreading forth is within a fifty-meter radius of burning damage.
Limit: Must have the Fire Release, Must have knowledge of the Katon Hidora no Jutsu (Fire - Hydra Technique) , Katon - Ryuuka no Jutsu (Dragon Fire Technique) "B" Rank, Katon - Goukakyuu no Jutsu (Great Fireball Technique) "B" Rank.
Vulcan Katon: Flamberge(10)(10)(40)
Rank: "D", "C", "B", "C"
Skill: Ninjutsu
Effect: Enchants a portion of a weapon with fire, adding to its damage.
Special: Handseals. Weapon.
Drawback: Can not apply flames to flammable portions of a weapon, such as wood or fabric. Must touch the weapon on the turn this technique is used in order to enchant it with fire. Must touch the weapon to remove this technique's effect early.
Description: When this technique is used, the user may cloak a portion of a weapon in their possession with fire. An entire weapon can be covered in flame by this technique, but the flames damage anything that directly touches it, including the user. Each successful melee strike with the flaming portion of the weapon will inflict additional fire damage. Not all weapons can be covered in flames. Completely flammable weapons, like wooden staffs, can not be used with this technique. The metal tip of a spear can be covered in flames without any issue. When learning the "D" rank version, the additional fire damage is 9 armour points, and the flames last for 1 round. When learning the "C" rank version, the additional fire damage is 18 armour points, and the flames can last for up to 3 rounds. When learning the "B" rank version, the additional fire damage is 27 armour points, and the flames can last for up to 6 rounds. Learning the final "C" rank version allows this technique to be applied to one additional weapon. The final "C" rank version can be learned an unlimited amount of times to increase the amount of weapons affected. The user has six seconds after performing this technique to touch the weapons they want to enchant with flames. Another touch is needed if the user wishes to end the technique early.
Limit: Fire Release
Fire Link (10)
Rank: C, B, A, S
Skill: Ninjutsu; Passive
Effect: The user links their chakra with flame in the area.
Special: --
Drawback: The chakra consumption can be exhausting. Must have a source of fire.
Description: User pushes out their chakra so that it touches flames within their area. Then a thin line of chakra links them to that flame. A Doujutsu user would be able to see this link as a think line of chakra. Each link consumes a D rank amount of chakra when first linked up, this establishes the energy potential of the flame. Once linked there is no sustaining cost except to keep the fire fueled with other means or techniques. The amount of energy potential within a flame is based of the size category found in the Fuel the Flame technique. A flame or fire requires 3 elements, oxygen, fuel, and energy (known as the fire Fire Tetrahedron), which must be burning on an object such as wood, or other fuels like hey or grass. No chakra fueled flames can be linked unless the chakra to start and sustain the fire came from the user. User can link up with multiple flames within their range of this technique. When first learned the user can only link up to flames or anything on fire up to 5 meters away. When B rank is learned this distance is increased to 10 meters. A rank lets the user link up to flames 20 meters away. S rank lets the user link up with flames 40 meters away. A Fire Linked flame can be blown away, smother, or doused by Sound, Wind, Earth, or Ice techniques of the same Rank as the size category of flame following the chart found in the Fuel the Flame technique. Water techs can douse a flame in much the same way and are considered one rank higher when used against a flame.
Limit: Must know Fire Release.
Fuel the flame (10)(10
Rank: D, C, B, A, S
Skill: Ninjutsu; Supplementary
Effect: The user increase the size of a flame.
Special: --
Drawback: The chakra consumption can be exhausting. Must be Fire Linked to flame.
Description: A flame or fire requires 3 elements, oxygen, fuel, and energy (known as the fire Fire Tetrahedron). Given this principle and understanding the user can feed a flame their chakra to give it more energy and fuel, effectively increasing the size of the flame. Each flame is categorized by its size. The size categories are based off the size categories found with creatures, thus a Medium flame encompasses the size of a medium creature. Each size is categorized with a given rank, thus the rank dictates how much energy potential the flame has:
D - Small and below
C - Medium
B - Large
A - Huge
S - Gargantuan
With this technique the user can increase the size of a fire by feeding it chakra, increasing its energy potential. By feeding ranks of chakra into the fire they will accomplish this task. Each rank increases the fire respectively. Example: Feeding a C rank fire C rank amounts of chakra will increase it into a B rank fire. User doesn't have to learn all ranks to effectively stoke a flame. This is because the user will use one movement to increase the flame, the desired rank, learned in this technique. Example: User can use 4 movements to stoke a flame an A rank amount using only the C rank version of this technique. Each rank learned in this technique will give the user the ability to stock a flame with that respective rank.
Limit: Must know Fire Link C rank.
(500)
GenJutsu Focus (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over the use of Illusionism.
Special: ---
Drawback: May learn at a maximum of 6 times,
Description: Each time learned the user gains +1 Competence bonus to their Difficulty in Saves pertaining to GenJutsu Perceptions (Figment, Glamour, Pattern, Shadow, Enchantment, Charm, and Compulsion). When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This Jutsu does not stack with other Focus Jutsus (NinJutsu Focus, Clan Focus, etc.).
Limit: Universal GenJutsu Technique.
Impeccable Will (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Will saves.
Limit: Universal GenJutsu Technique.
Indomitable Fortitude (120)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Glamour Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Glamour Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Glamours cannot produce real effects, but they can change things that already exist. That's the chief difference between a Figment and a Glamour. If you want solid wood to feel rotten, birdcalls to sound like the shrieks of the damned, an otyugh to smell like perfume, or a disguise yourself, you probably want a glamour. As with Figments, everyone within range perceives the same thing and reacts appropriately.
Limit: ---
Pattern Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Pattern Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Patterns, like Figments and Glamours, produce sensory impressions, and everyone within range perceives the same thing. Patterns contain an additional, mind-affecting element, and they can cause real, physiological effects. All patterns are Mind-Affecting Jutsus. While everyone sees a color spray, only some of those within the cone actually deal with its effects. Note: that a particular sense is required for patterns to have an effect. Sightless creatures ignore Color Spray, for instance. If you want multiple subjects to be affected by what they see, and you do not care if everyone perceives it happening, pattern might be a good choice.
Limit: ---
Phantasm Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Phantasm Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Phantasms can only be perceived by the user and target, unlike the previous 3 Perceptions. The impression created by a Phantasm exists only in the mind and is personalized for everyone perceiving it. All phantasms are therefore, Mind-Affecting Jutsus. Nightmare is a good example of such a Phantasm. If you want to keep your actions secret from everyone but your subjects, Phantasm is a good choice, whether you want to frighten or to deliver a message.
Limit: ---
Shadow Perception (10)
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Shadow Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Shadows are quasi-real, drawing on energy from the Chakra of the User. Because they are at least partially real, they can have real effects. If you want to cause physical damage, bind or entangle someone, or create an obstacle, Shadow is a good choice.
Limit: ---
Enchantment Perception (10)
Rank: "C"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Enchantment Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Enchantments affect the mind and cause the recipient to think and act in ways that the subject would not do otherwise. Jutsus from this Perception always have the mind-affecting descriptor. Consequently, Enchantments affect only creatures (and not all creatures). Enchantments are the "catch" all Jutsus that do not follow in the "Charm", nor "Compulsion" category and are the prerequisite Perception before moving into the 2 more advanced Perceptions.
Limit: Must know Pattern Perception and Phantasm Perception.
Lightning Release
Raiton no Jutsu (Lightning Release Skill) (10)
Rank: "D"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: This technique does not count against the user's Release Training Points. With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly.
Limit: ---
Wind Release Skill (10)
Rank: "D"
Skill: NinJutsu
Effect: A prerequisite technique that allows the user to perform Wind Release techniques.
Special: ---
Drawback: ---
Description: Wind release is 1 of the 5 basic elemental nature transformations. Most offensive Wind Release techniques are performed by making chakra as sharp and thin as possible, however, wind can also be generated as a large, concussive force to overwhelm a target. Wind-based techniques are mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal slashing damage. Wind Release also specifies in deflecting and even reflecting attacks. Wind Techniques come in 7 Wind Effects, which interfere with ranged attacks, or impose penalties on some skill checks. Wind Effects are described in the Combat section of the Player's Handbook under Weather in the Movement and Position section. Any Save Difficulty mentioned in a technique, whether Fortitude or Will is based off of 10 + 2 per Class Level + Impeccable Will.
Limit: Must learn for Wind Release NinJutsu.
Weapon Specialization (Swords)(10)(+4 damage)
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon.
Special: ---
Drawback: ---
Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique.
Greater Weapon Specialization (Swords)(40)(+4)
Rank: "B"
Skill: TaiJutsu/Supplementary
Effect: Choose one type of weapon (including unarmed strike or grapple) for which the user possess the Weapon Specialization technique. User's attacks with the chosen weapon are more devastating than normal
Special: ---
Drawback: ---
Description: User gains a +2 bonus on all attack damage when using the selected weapon. This bonus to attack damage stacks with other bonuses, including gained from Weapon Specialization. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Penetrating Strike(10)
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks are capable of penetrating the defenses of some creatures.
Special: ---
Drawback: ---
Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike (10)
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike.
Special: ---
Drawback: ---
Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
(1500)