momentary burst of energy (and probably adrenaline, considering the
circumstances where it's likely to be used) the user does their best to
get out of the way of an impending attack. The
"phantom" came mostly from the way a shinobi
using this can, to the untrained eye, seem almost to disappear. And
because ninjas thought it sounded cool.
- Stamina: 5 * X
- Speed: +X
Effects:
This technique is used alongside a dodge attempt, increasing its Speed
by X and providing a +X bonus to your dodge roll, as well as adding a
Stamina cost to your dodge. The increased Speed from Phantom Step
cannot be reduced.
If combined with the B-rank Leaping Shadow Evasion this technique
increases LSE's Stamina cost by (5*X), which replaces Phantom Step's
normal Stamina cost.</text>
## B-rank
### --( Chouyaku Kage Kaihi no Jutsu - Leaping Shadow Evasion Technique
)--
You leap away from an attack, getting yourself safely out of range.
However, you don't pause to regain your orientation and settle into
your new position, instead keeping ready to move again.
- Stamina: 20
- Special: Interrupt
- Speed: 4
Effects:
When you use Chouyaku Kage Kaihi, make a dodge roll. You may
automatically attempt to dodge any incoming attacks, without having to
take an action to do so, using Chouyaku Kage Kaihi's result as your
effective dodge roll. This lasts until you take any action, including
defensive interrupts.
______________________
### --( Rankyaku - Storm Kick )--
Using this technique a shinobi kicks with extreme precision, not aiming
at an opponent but instead kicking the air itself. Their leg slices
through the air with such speed and precision that it compresses the
air into a blade, aimed at the attack's target.
- Stamina: 30
- Damage: (STR /6)d6
- Range: (STR/4) yards
- Speed: 14
Effects:
This cannot be parried (though ninjutsu-based defenses which work like
parries still function). Rankyaku causes Slashing wounds. The first
time this is used against a given opponent in battle it has a +2
Accuracy bonus.
______________________
### --( Gouriki Senpuu - Strong Whirlwind )--
Taking the Whirlwind back to the basics, the shinobi no longer bothers
with a series of strikes, and instead just focuses their ability into a
single roundhouse with more speed and power than the previous versions.
- Stamina: 32
- Damage: (STR /6)d12
- Speed: 16
- Area: STR/30
- Requires: Daisenpuu
Effects:
This damages everyone in range. If partial defense applies, this
technique does 50% of its normal damage per point it hits by, rather
than 20%. Anyone hit is knocked back STR/30 yards.
______________________
### --( Shougekishou - Upwards Attacking Palm )--
A difficult attack to connect with, the shinobi brings their palm from
waist height and strikes upwards to full extension. This makes it
exceptionally difficult to connect with, though if the user does hit
they'll send their opponent flying away.
- Stamina: 34
- Damage: (STR /6 +3)d12
- Speed: 16
- Accuracy: -6
- Special: Stun 6
Effects:
If you are the attacker in a grapple, the Accuracy penalty is negated.
The grapple is ended if this technique hits.
After being hit the opponent is knocked back (STR/10) yards and left
prone, as if they'd been hit with the E-rank Trip move.
\page
______________________
### --( Dai Dageki - Heavy Blow )--
One of the simplest hand to hand maneuvers at the highest of levels,
this attack is straight and to the point. Sacrificing trickery or fancy
techniques, you deliver a powerful blow with the full weight of your
body behind it.
- Stamina: 28
- Damage: As basic Attack (including Power Attack
and Unarmed Focus)
- Speed: 8
Effects:
Your damage bonus is doubled for this attack.
______________________
### --( Gouken - Iron Fist )--
A generalized term for one school of thought for how to approach
taijutsu, the idea behind 'Iron Fist' is to give every attack one's
all, aiming to cause the maximum amount of damage in as few strikes as
possible. This often involves thrusting punches and short-range kicks,
and is undeniably effective. The downside, however, is that putting all
one's force into a single blow results in telegraphing one's motions to
an observant opponent, and can quickly tire the user.
- Stamina: +X*2
- Accuracy: -X/4 (round up)
- Speed: Special
Effects:
This supplements another Unarmed jutsu, or basic taijutsu attack. That
attack's base Speed (including for damage calculations) is increased by
X, and your Physical Damage Bonus is also increased by X.
X has a maximum of STR/10.
______________________
### --( Gawa-Ryuu - River Style )--
The ultimate recourse of taijutsu fighters who are frustrated with only
being able to land glancing blows on their opponents, this technique
sends a surge of chakra through the attacking limb. This results in a
burst of speed and strength, and also a chakra 'shockwave' along the
edge of the attack that carries almost as much force as the strike
itself.
- Chakra: 15 + X/2
Effects:
This is activated after you hit with an Unarmed or Combo taijutsu
attack at melee range, but its damage is reduced by partial defense. X
is that technique's Stamina cost, after all modifications.
When you activate River Style, your Accuracy with that attack is
retroactively increased by 2, or the minimum value to do full damage
(i.e. overcome partial defense), whichever is lower.
  Leaping into the air, the Shinobi comes down with a
full power downward heel strike, usually aiming to smash the ribcage,
crush a skull or even snap the spine.
- Stamina: 70
- Damage: (STR / 4)d20
- Accuracy: -8
- Speed: 26
- Special: Stun 10
Effects:
This attack receives double your normal physical damage bonus. Its
Accuracy penalty is negated against a prone opponent.
______________________
### --( Okasho - Cherry Blossom Impact )--
Taking chakra infused muscles to the next level, the user focuses a
massive amount of chakra into their fist, foot, or even fingertip. Upon
striking the chakra is released into their target causing a great deal
of damage. Given that the damage is dependent on the amount of chakra
channeled, a truly great shinobi can even use this technique with a
single fingertip.
- Stamina: 35
- Chakra: X
- Damage: (X)d12
- Speed: 24
- Requires: Chakra Strengthening, Chakra Control 30
Effects:
Okasho's Speed is multiplied by (your physical damage bonus) + (your
ninjutsu damage bonus)/2, rather than just your physical damage bonus.
You may give this technique an Area of (X/4), though doing so reduces
its damage to (X)d6.
______________________
### --( Shigan - Finger Gun )--
Using a single finger, the Shinobi strikes with speed and precision to
drive their finger into an opponents body. There is a danger in the
technique as an inaccurate strike can easily damage the user.
- Stamina: 50
- Damage: (STR / 4)d6
- Speed: 24
- Special: Bleed 15
Effects:
Shigan's damage is tripled for the purpose of inflicting wounds, and
deals Piercing damage.
If partial defense applies when Shigan hits, the attacker takes half
the damage they rolled. Although Shigan cannot wound its user this way,
they also suffer a Sprained Arm (Blunt, Major) wound as a result.
\page
______________________
### --( Benkei-do - Way of Benkei )--
A mixture of folk hero and mythical character, Benkei was a warrior
monk known for his peerless skill in combat and unswerving loyalty to
his master. One of the popular stories about his exploits involved
Benkei guarding a bridge, holding back hundreds of warriors before
finally succumbing to his wounds. This technique pays homage to his
exploits, focusing all a shinobi's efforts on defense.
- Stamina: 10
- Special: Interrupt
- Speed: +0
Effects:
You may activate Way of Benkei alongside a normal defense. Until your
next action, your defenses have a (+1+X) bonus, with X being the number
of times you've attempted to defend yourself (successfully or
otherwise) since activating Way of Benkei (including the defense it was
activated with). You may choose not to use Way of Benkei on a given
defense; doing so does not reset its X value or require it to be
reactivated.
The only defenses which "count" for Way of
Benkei are dodges and unarmed parries. You may use other defenses, but
they do not receive its bonus or increase its X value.
Way of Benkei ends when your take a non-Interrupt action, at which
point you pay a secondary Stamina cost of 10+3*X, to a maximum of 40.
You may declare Block, Total Defense, Guard, and similar effects
without ending Way of Benkei.
______________________
### --( Asahi Kyusho - Rising Sun Strike )--
A very impressive, though somewhat impractical, technique, the user
gathers energy in one limb (typically a leg, though open-palm attacks
are possible) and relases it in a single, swift strike with enough
force to send their opponent flying. Though not technically required,
it is suggested that anyone performing this technique shout its name
emphatically when doing so.
Generally speaking, the injuries from this technique come less from the
initial impact and more from the landing, which is very rarely
graceful. Thankfully, the victims of this technique have their dignity
spared--they're usually knocked too far away for anyone to see them
wind up in a face-down heap after rolling through the dirt!
- Stamina: 30 + X/2
- Damage: (STR /4) d6
- Speed: 20, Delay X
Effects:
This knocks the target back STR/4 * (its Speed, after any reductions
/20) + (Delay)*(your Physical Damage Bonus)/2 yards.
However, when Rising Sun Strike hits, make an Athletics roll with a -10
penalty, and a +X bonus, against your opponent's Athletics. If their
roll is greater than yours, the distance they're knocked back is
halved. For every 5 points they beat your roll by, increase the divisor
by 1 (to /3 at 5, /4 at 10, and so on).
Additionally, if they are knocked back more than (their RES)/3 yards,
they lose an amount of AP equal to their current AP, divided by the
same amount as the knockback was (someone with current 30 AP who
divided the knockback by 4 would lose 7 AP).
Rising Sun Strike's damage is considered Y% higher for causing wounds,
where Y is the number of yards is target was knocked
back.</text>
\page
# Combo Jutsu
## D-rank
### --( Rendan - Combo )--
Not so much a proper technique as a catch-all term for any series of
attacks made in rapid succession, without breaking one's flow or
allowing an opponent time to retreat.
- Stamina: 12
- Damage: 1d6
- Speed: 10
Combo Counter: +1d6 damage, -1 Speed
______________________
### --( Yaburi Yashi - Smashing Palm )--
A single, staggeringly powerful open-palmed blow delivered at the end
of a combo, aimed at the opponent's midsection to strike their solar
plexus.
- Stamina: 16
- Damage: 3d6
- Speed: 15
- Special: Finisher
Combo Bonus: +2 Stun
Effects:
This is an automatic called shot to the abdomen. If it's blocked, the
Stun is halved.
______________________
### --( Gekido Denka - Furious Charge )--
The basis of combos in battle is maintaining one's momentum, striking
one blow before the opponent's fully recovered from the one before it.
In many cases, all one needs is a few seconds to get away from their
opponent and catch their breath to escape an otherwise merciless
beating.
You, however, just love to beat people mercilessly. Though it's taxing,
you can keep your adrenaline up, and keep your blows coming rapidly and
rhythmically, even after being forced to chase after your victims.
- Stamina: 15
- Upkeep: 4
- Speed: 4
Effects:
So long as you maintain Furious Charge, taking Move actions will not
break your combos. Using movement-based jutsu (such as Shunshin),
however, will.</text>
## C-rank
### --( Shishi Rendan - Lion Combo )--
Ideally meant to be used after performing Kage Buyo, this is a series
of high-speed punches and kicks.
- Stamina: 18
- Damage: 2d8
- Speed: 10
Combo Counter: +1 Accuracy, -1 Speed
______________________
### --( Reikoku Kagai - Relentless Assault )-
You get in close to your opponent and begin beating on them! Doing so
for a prolonged period of time can easily overwhelm all but the
strongest defenses.
- Stamina: 16
- Damage: 1d8
- Accuracy: -3
- Speed: 8
Combo Counter: Blocking is 5% less effective, +0.2 damage bonus
______________________
### --( Shishi Danmaku - Lion Barrage )--
A popular way to end the similarly-named combo-assault, the Lion
Barrage was is often taught to students along with Lion Combo itself.
Advanced taijutsu users, however, have been known to appreciate the
flexibility and fluidity that comes from separating the techniques.
The Lion Barrage is simply a series of fast, strong fist and knee
strikes.
- Stamina: 25
- Damage: 6d8
- Accuracy: +4
- Speed: 14
- Special: Finisher
Combos Bonus: +2d8 damage
______________________
### --( Hangeki Rendan - Counter Combo )--
Exploiting a momentary break in your opponent's attacks, you turn the
tables on them! It's very exciting, and stuff.
- Stamina: 20
- Speed: 8
Effects:
You and your opponent both make Accuracy rolls. If your result is
higher, you immediately break their combo, and execute any combo jutsu
you know, with a starting combo counter equal to whatever your
opponent's was when you used this technique.
If you fail, your opponent may immediately use any combo they know
against you, as a Speed 0 Interrupt.
\page
______________________
### --( Rakurai Heishi - Lightning Warrior )--
Conventional wisdom says that one must prioritize speed or power,
having to choose between one or the other. You reject that, striking
both quickly and decisively. Of course, that means you have to pay the
price elsewhere: fighting like this will rapidly wear a person out.
- Stamina: 15
- Upkeep: 0
- Speed: 6
Effects:
While Rakurai Heishi is maintained, any time a combo you are performing
would be broken you may choose to increase this technique's Upkeep by
2; when you do so, your combo is not broken.
If your combo is broken, Lightning Warrior's Upkeep is reset to 0. If
you stop maintaining Lightning Warrior, your current combo is
automatically broken. Rakurai Heishi cannot be used if your combo is
broken because you performed a Finisher or a Move action.
______________________
### --( Bunka-ken - Splintering Fist )--
A powerful blow that smashes through defenses. Your attack carries
almost concussive force behind it, enough to overcome all but the most
resilient of enemies.
- Stamina: +5
- Speed: +4
- Special: Finisher
Combo Bonus: Ignore 5 points of DR.
Effects:
This is applied as an addition to an Unarmed Taijutsu technique,
increasing its Stamina and Speed accordingly and turning it into a
Finisher. The increased Speed does not improve the technique's
damage.</text>
## B-rank
### --( Hasu Rendan - Lotus Combo )--
The user of this technique launches into a sequence of strikes designed
to alternately wind, disorient, and daze their opponent, combining
those effects to prevent their adversary from fighting back effectively
for as long as possible.
- Stamina: 10
- Damage: 2d10
- Speed: 4
- Special: Opener. This action's Speed may not be
reduced.
Combo Counter: +2d10 damage, +2 Stamina, +1 Accuracy
Effects:
Each time Lotus is used sequentially (with no other attacks between
uses), its base Speed increases by 2, its Stamina cost is raised by 4,
and it gives an additional 1 Combo Count. This stacks; the fourth Lotus
in a sequence would be Speed (4+2*3) 10, give (1 + 1*3) 4 Combo
Counters, and have a Stamina cost of 22 (before Combo Counter effects).
Additionally, Lotus Combo can extend existing stuns. If a target hit by
Lotus Combo is Stunned, the duration of that Stun is increased by X*2,
with X being the length of the current Lotus sequence. Thus, hitting
someone with four Lotus Combos in a row would extend their stun by
(2+4+6+8) 20.
______________________
### --( Hokuto no Ken - Fist of the North Star )--
Delivering a precise, rapid, and powerful series of blows to vital
points on an opponent's body, this causes their blood vessels to
spontaneously rupture, resulting in both internal hemorrhaging and
dramatic external bleeding, sometimes even resulting in a brief spray
of blood immediately after its use.
- Stamina: 30
- Damage: 7d10
- Accuracy: +2
- Speed: 30
- Special: Finisher
Combo Bonus: +1d10 damage, +1 Bleed
Effects:
Even if Hokuto no Ken is parried, it still inflicts its Bleed.
______________________
### --( Aragami no Jutsu - God of Battle Technique )--
Rather than waiting for your opponents to give you openings and then
capitalizing upon them, you make openings. When that doesn't work, you
break through your opponent's defenses anyway, attacking even when it
seems fruitless, until finally something gives.
- Stamina: 15
- Upkeep: 0
- Speed: 6
Effects:
Whenever you hit with a technique that raises your Combo Counter, your
Combo Counter increases by 1 more, and Aragami's Upkeep also increases
by 2. When your combo is broken, Aragami's Upkeep is reset to 0.
If you end Aragami, your Combo Counter is immediately set to 0.
\page
______________________
### --( Mouretsu Tora no Jutsu - Furious Tiger Technique )--
You break off your combo with an abrupt transition back into more
traditional taijutsu techniques, taking advantages of the momentum and
rhythm you've built up to deliver one devastating blow.
- Stamina: +10
- Speed: +6
- Special: Finisher
Combo Bonus: +0.5 Accuracy, +5% damage
Effects:
This finisher is used by combining it with an Unarmed Taijutsu attack,
increasing its Stamina cost appropriately. The Combo Bonuses are
applied to that technique, modifying it appropriately.
The increased Speed from using Furious Tiger does not improve the
technique's damage.</text>
## A-rank
### --( Akuma no Isoi - Devil's Rush )--
A technique that requires extreme speed and toughness, and a
considerable disregard for one's own health. Most shinobi learn
first-hand in the academy what 'chakra burns' are: burns, typically
found on the hands (where chakra is typically focused), caused by
poorly forcing too much of one's chakra through their body's
"chakra pores".
This technique takes a common mistake among academy students and
weaponizes it, forcibly overwhelming one's own chakra circulatory
system in the arms and hands, superheating their body. That, combined
with the high-speed blows delivered by this technique, results in what
appear to be literally flaming punches.
This can actually be delivered in kicks as well, and the general
consensus is that a 'burning' leg is more visually impressive. Most
ninja, however, prefer punches, because they hate fun.
- Stamina: 25
- Damage: 2d6.open(6)
- Speed: 10
Combo Counter: +1d6 damage, +1 Ignite
Effect:
If an enemy passes a Resistance roll against your Athletics, the
severity of the ignite they're inflicted with is halved. Whether or not
you hit, you yourself suffer Burns with a severity equal to Akuma no
Isoi's Ignite.
______________________
### --( Taiyou Douyou no Jutsu - Solar Agitation Technique )--
For once, the name actually has a basis in reality! This technique is a
single, devastating blow to the opponent's solar plexus, knocking the
wind from their lungs and temporarily debilitating them in the
aftermath.
- Stamina: 40
- Damage: 8d12
- Accuracy: +2
- Speed: 16
- Special: Finisher
Combo Bonus: +3 Stun, +1 to enemy's Stamina penalty, +1d12 damage
Effects:
This has an additional feature if used against an opponent who was
performing handseals. If the total Stun from Solar Agitation is greater
than the Speed of their Perform Handseals action, the victim
automatically Aborts their Perform Handseals action (as if they had
failed the Chakra Control roll against the attack's damage dealt).
______________________
### --( Senkagami no Jutsu - God of War Technique )--
The greatest of hand-to-hand combatants are able to dispatch enemies
one after another in the midst of battle, their momentum never lagging,
their blows not showing the slightest hint of hesitation.
If you've mastered this technique, you are officially one of them!
Congratulations!
- Stamina: +5
- Upkeep: 0
- Speed: +0
Effects:
This is used alongside a Finisher. Using that Finisher does not end
your combo; instead, your Combo Counter is halved, but you may continue
your combo, make another finisher, or so forth. If your Finisher missed
and you activated Senkagami, your Combo Counter does not decrease at
all.
After using a finisher with Senkagami applied, you gain an Upkeep of 5
from Senkagami; each subsequent use increases Senkagami's Upkeep by 5
(10 after the second use, 15 afte the third, and so forth). When your
combo is broken, Senkagami's Upkeep ends; similarly, if you end
Senkagami's Upkeep, your combo ends automatically.</text>
\page
# Grappling Jutsu
## E-rank
### --( Grab )--
You grab onto an opponent, with the intent to not let go! It's not a
preferred method of fighting among ninja, but it does have some limited
popularity amongst certain taijutsu fighters.
- Stamina: 8 if it misses, 12 if it hits
- Damage: None
- Speed: 12
Effects:
You are grappling your opponent. This is not inherently a huge
advantage, but leads in to multiple other possibilities for attack.
When grappled, the following effects apply to both participants:
<BR> > Their movement
speed is halved, and moves the other person along with them.
<BR> > If you try to
move, the other person may attempt to restrain you; if they do, your
AGI is reduced by half their STR when calculating how far you can move.
<BR> > The Dodge and
Parry interrupt both have their Speed increased by 2.
<BR> > Other
Grapple jutsu may be used. Grapple jutsu cannot be defended against
normally (i.e. dodging, blocking). Ordinary attacks, such as punching
or stabbing the other grappler, can be defended against normally.
<BR> > The attacker
cannot use handseals without the Single-Handed Seals unique.
<BR> > If either person
is suffering from the Ignite status, both people take damage from it.
If both are on fire, only the more severe Ignite deals damage.
Certain situations within a grapple may call for a 'grapple check'.
This varies depending on whether you are the attacker or defender.
Attacker: 1d20 + STR/10 + DEX/20
Defender: 1d20 + STR/10 + AGI/20
The person who initiated the grapple is considered the 'attacker', and
may end it at will, at any time; the person who was grabbed is the
'defender', and may not.
Unless specified otherwise, all Grapple Jutsu may only be used by the
attacker. However, the defender has two options (beyond normal actions
and attacks) available to them:
Shift Grapple (Speed 5, Stamina 5)
The attack and defender both roll grapple checks; if the defender
exceeds the attacker's roll, they are the new attacker in the grapple.
When this is done, the attacker also has to roll a Stamina 5 check.
Break Grapple (Speed 4)
The attack and defender both roll grapple checks; if the defender
matches or exceeds the attacker's roll, the grapple ends immediately.
When this is done, the attacker must roll a Stamina 5 check, or choose
to simply let go.
______________________
### --( Escape Grapple )--
Being held in place by one person and then punched into submission by
all their friends is a pretty exceptionally undignified way for a ninja
to go down. Accordingly, ninja are usually taught the basics of how to
writhe their way out of all manner of holds.
- Stamina: 4 + X
- Speed: 4 + X, Delay X
- Special: Grapple-only.
Effects:
Roll a grapple check against your opponent. The
"X" in this jutsu's cost and speed is the
amount you fail your grapple check by.
Thus, if you rolled a 12 against your opponent's 16, Escape Grapple
would be a Stamina 8 check and have a Speed of 8. On the other hand, if
you passed your check by 36 points, it would be only Stamina 4 and
Speed 4.
This technique cannot be Aborted, despite its Delay.
 Really, honestly, it's a
highly technical process. You just don't understand because you're not
a ninja.
- Stamina: 5
- Damage: 3d8
- Speed: 7
- Special: Grapple-only
Effects:
This attack may be used by either the attacker or the defender in the
grapple, but only against the other person. It automatically hits. If
it causes a wound, that wound is automatically a head wound.
Although the attacker does not take damage from doing this, if the
damage they do would have caused them to be wounded, they will suffer
that wound. For example, if you have 500 Vitality and Headbutt someone
for 60 damage, you would take 0 damage and suffer a minor wound (for
taking more than 10% of your HP in one hit).</text>
## D-rank
### --( Throw )--
You use leverage, brute force, or a combination of the two to
physically throw an enemy, either by flipping them over you, hurling
them into a nearby object, slamming them to the ground, or something
similar.
- Stamina: 12
- Damage: 4d6
- Speed: 8, or +4
Effects:
This immediately ends the grapple, and Stuns the enemy, severity 4.
This can also be declared as part of a Grab attack, in which case it
increases the total Speed by 4, and deals damage as a Speed 16 action.
It cannot be blocked when used this way. The two Stamina rolls (one for
a grab, and one for Throwing if the grab succeeds) are made separately.
\page
______________________
### --( Arm Lock )--
You use one of your hands or arms to pin an opponent's in a position
where they can't use it effectively. It's a bit harder than it sounds,
just because of the logistics of grappling people effectively.
- Stamina: 10
- Speed: 6
Effects:
You and your opponent both lose the ability to use one of your arms.
This puts your opponent at a -1 immobilization penalty, applies a -2
penalty to their grapple rolls, and doubles the Seal Speed of any jutsu
they try to use.
Using this jutsu a second time doubles the penalties and makes it
impossible for the victim to use handseals at all.
If you lose control of the grapple, these effects end.
A person with the Single-Handed Seals unique is able to perform
handseals one-handed unhindered by these effects.

- Stamina: 10
- Speed: 6
Effects:
You and your opponent both lose the ability to use one of your legs.
This gives your opponent a -2 penalty both to immobilization and to
their grapple checks, as well as further halving the speed at which you
and they can move in the grapple.
With both their legs locked, the penalties double and neither you nor
they can move at all.
If you lose control of the grapple, these effects end.
 For what's
a fairly simple-seeming maneuver, this is actually highly effective: to
avoid breaking their own neck, they have to limit their mobility.
- Stamina: 10
- Speed: 6
Effects:
You lose the ability to use one of your arms, and your opponent suffers
a -4 immobilization penalty, as well as a -2 penalty to all their
grapple rolls. For the duration of the headlock, the victim's Stamina
rolls have a -4 penalty.
If you lose control of the grapple, these effects end.
______________________
### --( Choke Hold )--
You grab your opponent's neck and cut off either the flow of blood to
their brain, or of oxygen to their lungs. Either way, it's a nasty
thing to be affected by... though as far as combat between ninjas go,
it's one of the more effective and less violent ones.
- Stamina: 10
- Speed: 5
Effects:
You lose the ability to use one of your arms while maintaining this
hold. Every use of this technique applies a stacking -1 Suffocation
penalty to your opponent. So long as this hold is maintained (meaning
you don't use the arm holding them for anything else, and remain in
control of the grapple) the suffocation effect does not end.
______________________
### --( Reversal )--
- Stamina: 4, +X if successful
- Speed: 3 + Special
- Special: Interrupt
Effects:
This can interrupt the use of any grapple move other than Headbutt or
Pressure Point while you're the defender, as long as you know that
jutsu yourself. Make a grapple roll against the attacker; if you
succeed you gain control of the grapple and automatically use the move
they were going to; the 'X' in Reversal's Stamina cost is that move's
Stamina.
Reversal's Speed is 3 if it fails, and for the purpose of determining
what it can interrupt.
- Stamina: 8 + X
- Damage: 4d6
- Speed: 4 + X, Delay X
- Requires: Throw
Effects:
This ends a grapple when used, but may only be used by the defender.
The attacker is Thrown (as per the D-rank Throw move, including the
stun). Counter Throw always deals damage as if it was Speed 10,
regardless of the actual speed.
When you declare use of Counter Throw, make an opposed Grapple check.
The amount you fail by is the "X" in this
move's Stamina cost and Speed. If you pass, it's Stamina 8 / Speed 4 /
Delay 0.
\page
______________________
### --( Joint Lock )--
You grab your opponent in such a way that you can put continual strain
on one of their limbs or joints. Though typically non-lethal, an expert
grappler can be brutal with these techniques.
- Stamina: 10
- Damage: Basic unarmed attack.
- Speed: 5
- Special: Must have the opponent in an Arm Lock
or Leg Lock.
Effects:
To use this technique you must have your opponent in an arm or leg
lock; if you have multiple limbs locked, declare which one you are
targeting. Any wounds dealt by the joint lock are applied to that limb.
Although the damage is dealt normally, it is considered cumulatively
25% higher each time you use the technique. For example, the first
Joint Lock you apply does unarmed damage +25%; the next, unarmed damage
+50%; the third +75%, and so forth, and so on.
If you take an action other than maintaining the joint lock (including
moving or using interrupts), this cumulative increase is reset.
Joint Lock does benefit from Unarmed Focus and Power Focus, if you have
those abilities, though its Stamina cost is increased appropriately (up
to 18 for four ranks of Power Attack).
______________________
### --( Pressure Point )--
You find, grab, and press down on an opponent's pressure point,
temporarily immobilizing them; these are painful while maintained, but
more to the point (ahaha, get it, because they're... never mind) it
prevents the nerves you're isolating from working properly while the
pressure is maintained.
- Stamina: 10 + X*4
- Speed: 5
- Special: Interrupt
- Requires: Medicine 10
Effects:
This may be used to Interrupt any grapple move used by the defender,
other than Headbutt or Break Grapple checks (Shift Grapple and Escape
Grapple are fair game). You quickly find a pressure point on their body
and immobilize it, preventing them from completing whatever they were
attempting.
This requires an arm free; you may release a lock, if necessary, as
part of this interrupt, to free up your hand. Roll an opposed grapple
check, applying no penalties from holds or locks. If you are
successful, they are prevented from taking their action.
Against Escape Grapple or Counter Throw (or any techniques with similar
variable effects), the "X" value the user
pays for their failed technique is half the amount you beat their roll
by.
For Pressure Point's cost, X is the number of times you've used
Pressure Point in that battle--making it 10 the first time, 12 the
second, and so on.
______________________
### --( Compression Hold )--
A less brutal alternative to joint locking (which has this nasty
tendency to tear people apart), a compression hold is still
exceptionally painful--that's the point. You twist the victim's body in
such a way that their own joints are being used to hurt them--forcing
their elbow to press against their sternum is a popular one.
- Stamina: 6
- Speed: 3
Effects:
This requires the opponent already be in one of the three D-rank locks.
Each time you use this technique applies a -1 penalty to their grapple
checks, so long as that lock is maintained. This penalty remains until
that lock is ended.
______________________
### --( Suplex )--
http://en.wikipedia.org/wiki/Suplex
Just... read that, okay? That's what you do to them.
- Stamina: 13
- Damage: 6d12
- Speed: 15
Effects:
This ends the grapple. If Suplex inflicts a wound, it is dealt to the
opponent's head.</text>
## B-rank
### --( Kurokumaken - Black Bear Strength )--
A devastating move, developed by a shinobi who claimed he had gained
inspiration for it by watching the fighting tactics of wild bears. The
user wraps their arms around their opponent and squeezes with
incredible strength. Users of this move have been known to crack arm
bones and break ribs.
It was later pointed out that real bears do not actually hug people, to
death or otherwise. The original inventor of the move refused to
comment, and the name was in wide use by that point anyway.
- Stamina: 30
- Damage: 10d12
- Speed: 16
- Requires: Compression Hold
Effects:
If this causes a wound, that wound is applied to the torso and both
arms. Additionally, your damage bonus is doubled for calculating the
damage of this move. Kurokumaken requires the use of both arms.
\page
______________________
### --( Ryuorosu - Dragon Takedown )--
Adapted--in purpose, method, and name--from a 'normal' style of martial
arts, the Dragon Takedown is a more aggressive method of initiating a
grapple, often throwing an opponent to the ground in the process.
- Stamina: 18
- Damage: (STR/5)d4
- Speed: 16
Effects:
This may be used outside of a grapple; in fact, it may only be used
outside of a grapple. If you hit, you deal damage (which is not
unblockable) and you initiate a grapple with your opponent and may
immediately apply any of the D-rank locks or a choke hold.
______________________
### --( Tora Rakka - Tiger Drop )--
You flip your opponent over you and hurl them to the ground (or
otherwise maneuver them unpleasantly if you're both already on the
ground) and slam an elbow, knee, or other body part into them, using
gravity to assist your momentum.
Nobody really knows what this has to do with tigers.
- Stamina: 24
- Damage: (STR/5)d12
- Speed: 6
Effects:
When you use this technique, make an opposed grapple check. If the
opponent fails, they are Stunned (10).
This technique ends the grapple.
______________________
### --( Hijutsu: Full Nelson - Secret Technique: Full Nelson )--
A special technique passed down through generations, the true origin of
the Full Nelson is unknown, but its efficiency is dreaded; many a
shinobi has thought victory assured, only to be trapped by a well-timed
Full Nelson.
- Stamina: 15
- Speed: 8
Effects:
You must use both your arms to keep your opponent in this hold. So long
as you do so, they have a -8 immobilization penalty and a -8 penalty to
their grapple rolls. This ends if you lose control of the
grapple.</text>
## A-rank
### --( Shishi Keishi - Lion Execution )--
This move was supposedly developed by a martial arts master who was
tackled and mauled by a lion. He somehow survived, though horribly
maimed; it's said that because nobody could recognize him after the
attack, he became known as the "Faceless
Master." He devised this technique based on what he
learned from being tackled and mauled by a lion, to imitate the effects
of the victim being tackled and mauled by a lion.
- Stamina: X + 10
- Speed: X + 6
- Requires: Dragon Takedown
Effects:
Shishi Keishi is performed from outside of a grapple. If this technique
misses, the "X" value is not paid. When
performing Shishi Keishi, declare any grapple move of B rank or below;
if it hits, you initiate a grapple and then immediately perform that
move. "X" is the cost and speed of the move
you are using with Shishi Keishi.
______________________
### --( Garuda Tsuiraku no Jutsu - Crashing Garuda Technique )--
The Crashing Garuda is not, at a glance, all that different from a
regular flip-your-opponent-over-a-shoulder throw. What makes it
different, and what makes it take arduous practice to perfect, is the
precise way the user manipulates their opponent and strains their
muscles. The Crashing Garuda is a study in kinesiology--the user lifts
the opponent overhead and swings them down, bringing themselves
crashing along with the foe in a way that multiplies the force brought
to bear by both muscles and gravity.
Too long? Didn't read? The short version: You don't want to have this
used against you.
- Stamina: 28
- Damage: 16d10
- Speed: 18, Delay 14
- Requires: Tora Rakka
Effects:
Make a grapple check. The amount you succeed by is added to this
technique's Speed for the purpose of determining its damage, the
opponent is Stunned for half that amount, and you are Stunned for one
quarter that amount. If you fail, you still pay the Stamina cost and
expend the full Speed, but the attack fails.
\page
______________________
### --( Washitsume no Jutsu - Eagle Talon Technique )--
The pinnacle of ways to brutally maim your opponents when you already
have them at your mercy in battle, Washitsume is yet another move named
after animals for no clear reason other than martial artists (and
ninjas) seeming to think that's cool.
The principle is simple: You hyperextend a limb or joint while twisting
it in whatever way will put the most excessive amount of strain on the
bones, muscles, and tendons. It's quite possible for this to cause
irreparable damage, and it has seen some use as an improvised torture
method.
- Stamina: 10 + X * 4
- Damage: Basic unarmed damage.
- Speed: 8 + X * 2
Effects:
You must have your opponent in a joint lock for the limb you are
attacking. After reductions are applied, this attack's actual damage is
halved. However, for the purpose of causing wounds its original damage
is multiplied by X, up to a maximum of 6. The X*2 is not included when
calculating your damage bonus from Speed.</text>
\page
# Weapon Jutsu
## D-rank
### --( Kousanami - Cross Wave )--
A simple but elegant technique, the user brings their weapon up in a
sequence of diagonal slashes. It gets its name from the
rising swings and the figure-eight motion which is both efficient and
simple to perform.
- Stamina: As Weapon + 4
- Damage: As Weapon
- Speed: 15 + (weapon's Speed)/2
- Type: Sword or Slashing
Effects:
Cross Wave has only a single Accuracy, and is treated as one attack.
However, if the opponent uses a defense where they roll for a result
(such as dodge or parry), they must roll twice.
If the attack hits the first defense, that roll is used to determine
how much partial defense, if any, is applied. If the second defense
also fails (partial defense being ignored for this purpose), your
attack's dice damage is tripled (from, for example, 5d8 to 5d8*3).
If the attack misses against your opponent's first defensive roll, make
the second roll. If it hits, this attack deals damage as a regular
attack with your weapons (with the higher Speed associated with this
technique).
If you are using a two-handed weapon (such as a nodachi or zanbato),
which would normally multiply your damage bonus by 50%, you do not
receive that increase when using Cross Wave. For example, if you had a
damage bonus of 10, normally a two-handed sword would use 15; for Cross
Wave, however, it would use the normal 10.
______________________
### --( Nenten Tsuki - Twisting Stab )--
The user lunges forward while turning their wrist, drilling their
weapon into the opponent, using chakra to enhance their
momentum. It is very effective at breaking an opponent's
guard as you spin the weapon to go around their defense.
- Stamina: As Weapon +2
- Accuracy: -1
- Damage: As Weapon
- Speed: 12 + (Weapon's Speed)/5
- Type: Piercing
Effects:
This technique reduces the effectiveness of blocking by an additional
25% (for a total of 50%, for attacking with a weapon). If you
miss completely, the Speed is increased by 3, as you lunge and lose
your balance.
______________________
### --( Kashiwa no Hishou - Oak Flight )--
Circling something large and blunt over your head, you slam it into
your opponent after a few rotations and completely daze them. A
powerful enough strike put in the right place makes it hard for the
enemy to focus on you, or even gives them a bit of double-vision.
- Stamina: As Weapon +5
- Damage: As Weapon
- Speed: As Weapon +5
- Type: Blunt
Effects:
Every 50 damage dealt by this technique gives the victim a -1 penalty
to Accuracy which lasts until their next attack or accuracy roll.
If you deal more than 400 damage, for 50 IC whenever they attack any
single target they must roll 1d2; on 1, their attack functions
normally. On 2, they have a -5 Accuracy penalty due to disorientation
and double vision.
______________________
### --( Haganekabe - Steel Wall )--
By spinning their weapon rapidly with both hands, the user deflects
ranged attacks aimed at them as they close in on their opponents, and
then use the momentum gained by the rotation to finish with a powerful
swing.
- Stamina: As Weapon +6
- Upkeep: 5
- Damage: As Weapon
- Speed: As Weapon -2
- Type: Polearm, Umbrella
Effects:
When you use this technique, you begin spinning your weapon; so long as
you keep doing this you may parry incoming ranged attacks as a Speed 0
Interrupt with a +5 bonus, but both your hands and your weapon are
occupied. Anyone attempting to attack you in melee has their action's
Speed increased by 4, as they need to get around your polearm.
When in melee range of someone, you may end this technique's upkeep and
pay its cost and Speed again to use it as an attack, with +3 Accuracy.
______________________
### --( Ichi no Hoshi - One Star )--
By unfolding their fan only a third of the way, the user creates a
small but biting gust of wind that is useful for its capacity to strike
at targets far away while wielding a weapon.
- Stamina: As Weapon
- Chakra: 10
- Damage: As Weapon
- Speed: As Weapon
- Range: CHA/5
- Type: Fan
Effects:
This uses your ninjutsu damage bonus, rather than your physical damage
bonus.
\page
______________________
### --( Fukumikuchi Hari - Hidden Mouth Needles )--
The user is able to summon needles from within their mouth and spit
them at their opponents with force comparative to have been
thrown. It's useful at point-blank range for catching the
opponent by surprise, but becomes predictable with repeated use.
- Stamina: As senbon multi-throw, +3
- Chakra: 10, +X
- Damage: As senbon multi-throw
- Speed: As senbon multi-throw, -2
- Type: Senbon
Effects:
This allows you to perform a multi-throw with senbon, following normal
multi-throw rules, even without the ability which would normally allow
you to do so. If you can multi-throw senbon without using this jutsu,
it instead becomes an automatic Surprise Attack.
X is the number of times you have previously used this technique in the
same battle.
Though this jutsu can be used as often as you wish, it may only be used
as a Surprise Attack once every 100 IC; after that, it's just not
surprising.
______________________
### --( Kage Shuriken no Jutsu - Shadow Shuriken Technique )--
The user throws multiple Shuriken at the same time, positioning them in
such a way that one or more weapons can hide within the shadow of
another in flight, making the lower one(s) virtually invisible.
- Stamina: 22
- Damage: As Weapon(s)
- Speed: 22
- Type: Large Ranged Weapon
Effects:
You throw two of the same weapon, each doing their normal base damage,
and using half this technique's Speed to determine how much they
benefit from your damage bonus.
If this hits and partial defense does not apply, combine the damage of
the two weapons. If it hits and partial defense does apply, one misses
entirely and the other does full damage (not reduced by partial
defense).
______________________
### --( Mukadesuto - Centipede Strike )--
Using two weapons in conjunction with one another, the user strikes
repeatedly, flowing from one strike to the next in a barrage of attacks
that can quickly overwhelm most opponents.
- Stamina: As Dual-Wield Attack, +3
- Damage: As Dual-Wield Attack
- Speed: As Dual-Wield Attack +2
- Type: Dual
Effects:
Each time this attack is consecutively used (even if it misses!) the
total Speed of the attack is reduced by 1, to a minimum of half its
original value. Additionally, the number of dice on each weapon is
increased by 1.
These benefits reset if you make a non-Interrupt action other than a
dual-wielded attack with your weapons or movement, or if you go for 15
IC or more without using this jutsu.
______________________
### --( Kusari no Hebi - Chain Serpent )--
With sufficient practice, the user can throw their chain weapon in such
a way that it ricochets to strike their opponent multiple times,
hitting and disarming them or tripping them at the same time, tugging
on the chain to redirect it.
- Stamina: 16
- Range: As Weapon
- Speed: +4
- Type: Chain Weapon
Effects:
If this hits, in addition to dealing damage you may either attempt to
perform the E-rank taijutsu technique Trip or disarm a weapon they're
holding. The Stamina costs and Speds of these actions are included in
this technique.
______________________
### --( Omo Hoshiga - Double Star Fang ) --
Several enemies running at an archer and getting in close could mean
the end for an archer, but luckily you can fend them off!  This would be hard for most people,
but luckily you're a ninja.
- Stamina: (As Weapon) + 5 * X
- Damage: As Weapon
- Range: As Weapon
- Speed: (As Weapon) + 3 * X
- Type: Bow
Effects:
You may target up to three additional people with this attack; X is the
number of people beyond the first who you attack.
\page
_________________
### --( Soushuriken no Jutsu - Manipulated Shuriken Technique )--
You connect a thin, nearly invisible wire to shuriken or kunai when
throwing them so that you can redirect them mid-air, or even attack
people around corners or behind trees!
- Stamina: As Weapon +3
- Damage: As Weapons
- Speed: As Weapon +3
- Type: Small Thrown Weapons
- Requires: Ninja Wire
Effects:
If you miss with this technique you can make an Accuracy roll with a +4
bonus; if this hits, your attack hits but uses only half your damage
bonus.
You can also attack a person who you don't have line of sight on (say,
they're around a corner) if you can somehow accurately perceive them;
in this case the above paragraph does not apply and this technique has
a -2 Accuracy penalty.
Used with a multi-throw attack, this increases the total Stamina and
Speed of that action by the appropriate amount. The increase in damage
bonus from multi-throwing (+0.5 per weapon thrown) is also halved by
this technique if the Accuracy roll is used.
The total of Ninja Wire required is the range at which you make this
attack, multiplied by the number of weapons thrown. This does not need
to be prepared in advance; you do it on the spot and use precisely the
right amount of wire, via your ninja trickery.</text>
## C-rank
### --( Hirameku Yaiba - Flash Blade )--
Using the principles of Iaijutsu, the user takes up a neutral stance
and, using a surge of chakra, rushes their opponent to take them by
surprise, redrawing the weapon and striking in one quick movement.
- Stamina: +5
- Speed: +4
- Requires: Sword
Effects:
Make an Initiative roll, opposed by your opponent's; they have a
cumulative +2 bonus for each time you've used this (successfully or
not) in this battle.
If you succeed, your attack receives the benefits of the Iaijutsu
ability, even if you've used that earlier in battle.
 Sneaking into your opponents defenses and getting in even
one good attack can change a fight, or end a life!
- Stamina: +8
- Damage: As Weapon
- Speed: As Weapon +5
- Requires: Slashing weapon
Effects:
You may give yourself a penalty of up to -(STR/10) Accuracy. For every
-1, this attack's damage is increased by 10% for the purposes of
inflicting wounds.
Even without any penalty, partial defenses are ineffective against this
attack, and it is an automatic called shot (without the usual called
shot penalty).
__________________
### --( Mawarisuto - Rotation Strike )--
Extending out a polearm, you hold one end with both hands then commence
whirling and spinning the polearm around yourself in large circles! If
it has a blade of some sort, this is even better!!
- Stamina: As Weapon
- Damage: As Weapon
- Speed: As Weapon +10
- Requires: Polearm
Effects:
You may attack anyone you choose within range 3. If you choose to
target only one person with this attack it has +2 Accuracy.
______________________
### --( Raikogeki - Thundering Strike )--
Drawing your weapon back and then lunging out quickly, you make a
precise strike aiming to injure, hopefully cause them to bleed out a
bit. Despite the slightly weakened nature of this strike, it's rather
unnerving to be poked full of holes.
- Stamina: As Weapon +2
- Damage: As Weapon
- Speed: As Weapon -5 (Minimum 3)
- Requires: Piercing Weapon
Effects:
This inflicts Bleed 1. If used again while the opponent is still
suffering from that status, this instead increases the Bleed's severity
by 1.
\page
______________________
### --( Kashiraheki - Headsplitter )--
Hoisting your weapon into the perfect position, taking your time to
figure out the perfect swing, you bring it across directly into your
target, or perhaps from above, with disastrous results! Unfortunately,
while this may be perfect for exploding someone's brains out, it's
pretty obvious you ar .getting ready to do just that!
- Stamina: As Weapon +10
- Accuracy: -3
- Damage: As Weapon
- Speed: As Weapon +5
- Delay: As Weapon +3
- Type: Blunt Weapon
Effects:
This technique counts as 10 Speed higher if you miss with it.
Its total damage (dice + speed*damage bonus) is multiplied by 2. If
used with a two-handed weapn, the increased damage bonus for holding it
in both hands has a maximum of *1.5 (this will normally only be
relevant if performing Headsplitter with a Tetsubo).
______________________
### --( Motsure Muchi - Entangling Lash )--
Instead of using the chain to strike at people from range and then reel
the weapon back to the user, they disable their opponent with the
length of chain, preventing them from moving at the expense of losing
use of their weapon.
- Stamina: 16
- Range: As Weapon
- Speed: 14
- Type: Chain Weapon
Effects:
You may use your weapon to grab ahold of someone, as per the E-rank
Grapple technique. You use your DEX in place of your STR for grapple
checks using the whip. Your opponent is considering to be 'grabbing'
the whip. Although they cannot attack it, if they gain control they may
automatically disarm you. The victim may shift or break the grapple as
normal.
You may perform any valid Grapple techniques which you know of D-rank
or lower, using your DEX in place of your STR. Yoou may not perform the
Headbutt or Suplex techniques.
While being used in a grapple, your whip cannot be used to attack or
with other jutsu.
__________________
### --( Ni no Hoshi - Two Star )--
Opening the fan two-thirds of the way for this attack, the user lets
out a strong gust of wind, hopefully blowing their opponents away!
- Stamina: As Weapon
- Chakra: 20
- Damage: As Weapon
- Range: CHA/4
- Speed: As Weapon +5
- Type: Fan
Effects:
This uses your ninjutsu damage bonus, plus half your physical damage
bonus.
__________________
### --( Jouro Senbon - Raining Needles )--
This technique requires an umbrella and a plethora of needles! Filling
them all into tiny spring-loaded compartments, they all fire out as the
umbrella is thrown into the air, spinning. The user helps direct the
needles with their chakra, though only enough to make sure the needles
spread out well or hit their targets.
- Chakra: 20
- Stamina: 10
- Damage: As Weapons
- Area: 50
- Speed: 30
- Type: Needles, Umbrella (Set up beforehand)
Effects:
Your umbrella is launched into the air, where it remains stationary.
When first launched, and every 10 IC afterwards, for 50 IC, the
umbrella showers the area with needles. You may selectively choose
who's targeted by this technique with each volley, allowing you to
exclude your allies.
Each 'needle shower' is a senbon multi-throw, up to the max number of
senbon you can multi-throw (which is 1 without the appropriate
ability). You must load the full number of senbon this technique will
use into it ahead of time; if it runs out of needles early, it stops.
For example, if the umbrella was firing 5 needles per 'shower', at 4
targets, you'd need a total of 5*4*6 = 120 needles loaded in the
umbrella to make the full 6 attacks (one inititally, then 5 over the
next 50 IC).
Targets may defend against these attacks as if they're Speed 12. For
the purpose of damage calculations, however, they multiply your damage
bonus by (the Speed you performed Jouro Senbon at)/6, rounded down.
This selectively targets all your enemies in range. The senbon from
this technique do 20% more damage for every previous volley from that
umbrella the victim was hit by. Thus, if you hit with the initial rain
of needles, then twice more, then missed once, if the volley on IC 40
would deal +60% damage if it hit that same target.
This technique uses your base Accuracy for an C-rank Weapon Taijutsu,
unmodified by status, wounds, temporary bonuses, and so on, though
penalties from Fatigue do apply. It uses your physical damage bonus at
the time you initially launched the umbrella. You receive the benefits
of your Weapon Focus: Umbrella or Weapon Focus: Senbon, whichever is
higher.  Pretty simple, and pretty awesome!
- Stamina: As Weapon +10
- Chakra: 10 * X
- Damage: As Weapon + Tags
- Speed: As Weapon + 4 * X
- Type: Large Thrown Weapon
Effects:
You may attach up to 3 Exploding Tags to the weapon; X is the number of
tags you attach. When making the attack, you also declare a Delay for
the tags to explode, which can be anywhere between 10 and 10+(Chakra
Control skill ranks) IC. This explosion is centered on the location the
target was when this attack was made, occurs whether the attack hit or
missed, and follows all normal rules (damage, valid defenses, etc.) for
the class of explosive tags used.
__________________
### --( Itowotoosu - Thread the Needle )--
Attaching Ninja Wire to the end of an arrow, the shinobi fires and uses
chakra to alter the course of the arrow in mid-flight. This makes the
shot extremely hard to avoid, at the cost of living a wire leading back
to the point of origin.
- Stamina: As Weapon+8
- Chakra: 18
- Damage: As Weapon
- Range: As Weapon
- Speed: As Weapon +8
- Type: Bow
Effects:
Every 10 yards you are from the opponent when firing adds +1 to the
Accuracy of this attack. Using this technique expends an amount of
ninja wire equal to the distance between you and its target. After this
attack is resolved, you are automatically removed from stealth (if you
were hidden to begin with).
__________________
### --( Chakura Nagashi - Chakra Flow )--
A technique which increases the potency of a weapon by running currents
of chakra through it to enhance its existing properties or adapt it to
a situation. The user must remain in physical contact with the weapon
to sustain the flow of chakra, making this only effective with melee
weapons.
- Chakra: 10
- Upkeep: 6
- Speed: 6
- Requires: Chakra Control 15, appropriate
Elemental Aptitude
- Type: Melee
Effects:
While you maintain this technique, your weapons gain the properties of
your elemental affinity. When used against ninjutsu-based defenses, the
weapon is considered to be of the relevant element to determine how
effective the defense is against it. Additionally, it gains an
additional effect based on the element chosen (listed below). This
technique does receive your bonus to Chakra Exhaustion rolls from the
Elemental Affinity ability.
If you're using Dual Weapons, Chakra Flow applies to both of them;
otherwise, only one weapon benefits from Chakra Flow at a time. Any
weapon you pick up or draw automatically benefits from your Chakra
Flow. If holding two non-Dual weapons, you may change which one
receives Chakra Flow's effects as a Speed 0 action.
Earth: Your weapon gains Stun 2, or +2 to its existing Stun. Every time
somebody already stunned is struck by your weapon, their Stun is
increased by 1. Anyone who parries your weapon successfully suffers the
Stun 2 (or +1).
Fire: You add one third of your ninjutsu damage bonus to your regular
damage bonus when using your weapon. To determine damage you multiply
your attack's damage by its base speed, rather than modified speed.
Lightning: Any weapon that parries yours, or which yours parries, has a
cumulative 10% chance of breaking and becoming unusable each time. Any
damage reduction an opponent has is halved, and you ignore the effects
of any armor they're wearing.
Water: Your chakra can momentary liquify your weapon's physical
structure, allowing it to pass straight through anything in its way; it
can't be parried by other weapons. Additionally, water's inherent
fluidity and adaptability give you +2 Accuracy, and an additional +2
when parrying.
Wind: The efficacy of blocking is reduced by 25%, and your damage is
considered 15% higher for the purpose of inflicting wounds upon your
enemies. If you're successfully parried by another weapon, your attack
still does 50% damage; this does not trigger any secondary effects of
your attack (like status effects, such as Bleed).
This is complicated slightly when two weapons augmented by Chakra Flow
interact, one parrying or being parried by the other. In these cases,
if one of the elements is strong against the other, the weaker
element's Chakra Flow effects are ignored for the purpose of that parry.
As a reminder: Fire beats Wind; Wind beats Lightning; Lightning beats
Earth; Earth beats Water; and Water beats Fire.
This doesn't apply if the parry fails (if your Water weapon fails to
parry their Fire sword, it still does that extra damage to you), but in
the case of Earth vs. Water, does allow an Earth weapon to attempt to
parry a Water one.
If you have an advanced elemental chakra nature (such as a Senju's
Mokuton), you choose which of the two appropriate effects you're using
when you activated Chakra Flow. For example, as a Senju you could
receive either Earth's stunning or Water's accuracy and parry effects.
You cannot change which you've chosen without ending and then
re-activating Chakra Flow.
Despite this, it's still considered to be the advanced element when put
up against ninjutsu defenses.</text>
\page
## B-rank
### --( Hashadan - Blade Breaker )--
You deliver an overwhelmingly powerful blow, often an overhead strike,
with all the force you can muster behind it; what it gains in force it
loses in precision, but its real purpose is to destroy any weapons used
by the victim for defense.
- Stamina: +10 or +X
- Speed: +0
- Type: Melee, not Small
Effects:
This is used alongside any other attack with the weapon, including
weapon taijutsu. If the attack is successfully parried or blocked by a
weapon, the defender makes a Stamina roll. The normal +5 bonus to
Stanina rolls per level of Fatigue is replaced with a -3 penalty (so
someone at Fatigue 3 would have a -9 penalty, instead of a +15 bonus).
The result of their roll becomes the X added to your attack's cost.
Thus, if you used Blade Breaker with a Katana (Stamina 12), and your
opponent parried your attack and rolled a 14 on their Stamina roll, the
total Stamina cost would be (12+14) 26. The weapon used to defend
against your attack is destroyed.
If your attack is not (successfully) blocked or parried, its Stamina
cost is increased by 10 instead. If it is, but the enemy's weapon
cannot be destroyed for any reason, the Stamina cost is increased only
by 5.
This will destroy weapons created by Water-Cutting Blade and
Earth-Smashing Staff, but not Burning Spear. The destruction of the
enemy weapon takes place after their defense is resolved (breaking the
sword which parried your attack does not prevent your attack from
having been parried).
______________________
### --( Houfuku - Retaliation )--
A highly effective maneuver, the user deflects an opponent's weapon
with their blade and then follows through with the motion, using their
existing momentum to launch a swift slash or jab at their assailant.
- Stamina: 10 + (Weapon)
- Damage: (Weapon)
- Speed: (Weapon)/3, rounded down
- Type: Sword
Effects:
This is activated after successfully parrying a weapon with your sword.
You may immediately make a basic weapon attack against the person whose
attack you parried, using your normal Accuracy. This uses a third of
your weapon's normal Speed, rounded down; before AP and similar
effects, Retaliation's Speed may not go below 4.
Due to their speed, Retaliation attacks cannot benefit from the damage
bonus multiplication of holding a weapon two-handed. Attempting to
parry an attack made with Retaliation has a -4 penalty. You may not
move as part of this attack.
______________________
### --( Chakura Nagashi Shuusei - Chakra Flow Modification )--
Converting one's chakra to an element other than their affinity is
difficult; doing so with chakra flow is even more so, as it requires
converting your chakra to the desired element, then reabsorbing it in a
continuous stream.
- Chakra: 20
- Upkeep: 12
- Speed: 10
- Requires: Chakra Control 25, Chakra Flow
- Type: Melee
Effects:
As the C-rank Chakra Flow, but you may use elements other than your
affinity. You may only maintain one element of Chakra Flow at a time,
even if you're holding two weapons.
You must be able to use ninjutsu of the appropriate element in order to
infuse your weapons with that element of chakra.
______________________
### --( Hien - Flying Swallow )--
This technique expands upon the concepts developed when learning the
Chakra Flow technique. Instead of altering the nature of chakra flowing
through their weapon, the shinobi changes the shape. This is used to
expand the striking or cutting surfaces of the weapon with an invisible
chakra blade, point, or blunt end.
- Chakra: 20
- Upkeep: 6
- Speed: 10
- Requires: Chakra Control 20, Chakra Flow
- Type: Melee
Effects:
The range at which your melee weapon can be used increases by 1 (in
most cases meaning that you can make melee attacks from 1 yard away,
instead of 0 yards), and its damage is increased by 2 dice. This does
mean that your weapon no longer triggers most on-contact effects.
Additionally, you gain a +3 Accuracy bonus with the weapon against
anyone who is unable to see chakra (which usually means Hyuuga and
Uchiha only). Whenever you strike an opponent, make a Chakra Control
skill roll against their Espionage. If they match or beat your roll,
the Accuracy bonus is reduced to +1 for the remainder of the fight.
If you're using Dual Weapons, Flying Swallow applies to both of them;
otherwise, only one weapon benefits from Flying Swallow at a time. Any
weapon you pick up or draw automatically benefits from Flying Swallow.
If holding two non-Dual weapons, you may change which one receives this
technique's effects as a Speed 0 action.
\page
______________________
### --( Tsubasa Migaku - Blade Honing )--
Despite being a fairly simple technique in concept, the precision
necessary to perform it effectively, and without damaging one's blade,
limits its use to more skilled shinobi. Focusing chakra along the edge
of a bladed weapon, the user creates a 'second', sharper blade of
chakra that essentially increases the weapon's sharpness, and also
protects the blade itself from dulling.
- Chakra: 20
- Upkeep: X/2 (round up)
- Speed: 10
- Type: Slashing
Effects:
Your weapon deals X extra dice of damage, but its damage is reduced by
(X*5)% for the purpose of determining wounds. X has a maximum of (your
Chakra Control skill ranks)/3.
If you're using Dual Weapons, Blade Honing applies to both of them;
otherwise, only one weapon benefits from Blade Honing at a time. Any
weapon you pick up or draw automatically benefits from Blade Honing. If
holding two non-Dual weapons, you may change which one receives this
technique's effects as a Speed 0 action.
______________________
### --( Ryuuketsu Ibara - Bloody Thorns )--
This technique coats the tip of a piercing weapon with a thin layer of
chakra which reacts to puncturing a victim's flesh. When it does so,
the chakra immediately forms a number of small thorns which tear the
victim's flesh when the weapon is pulled out. The 'spikes' then return
to being nothing but formless chakra, ready for the next attack.
- Chakra: 20
- Upkeep: 5
- Speed: 10
- Type: Piercing
Effects:
Your weapon inflicts Bleed 1 whenever it deals damage. If the victim
has an existing Bleed status, it increases that status by 1. This
explicitly stacks with the C-rank Thundering Strike (meaning it's Bleed
2, or +2, if paired with Thundering Strike).
If you're using Dual Weapons, Bloody Thorns applies to both of them;
otherwise, only one weapon benefits from Bloody Thorns at a time. Any
weapon you pick up or draw automatically benefits from Bloody Thorns.
If holding two non-Dual weapons, you may change which one receives this
technique's effects as a Speed 0 action.
______________________
### --( Haruichiban - First Storm of Spring )--
The user of this technique throws multiple oversized shuriken in quick
succession, pausing just long enough between each throw to correct for
their opponent's movements.
- Stamina: 14 + X * 8
- Damage: ( (4 + STR/12) * X)d12
- Accuracy: -3
- Range: STR/3
- Speed: 12 + X * 5
- Type: Large Thrown
Effects:
You throw X Fuuma Shuriken or Large Star Shuriken, up to a maximum of
STR/35 (May never exceed 4); all the weapons you throw must be of the
same type. If this hits normally, its damage is increased by 5% per
point it hits by (if Fuuma Shuriken were used), or 10% per point it
hits by (if Large Star Shuriken were used); this is then reduced by
partial defense normally.
If Haruichiban misses, lower X by 1, its Speed by an additional 4, and
raise its Accuracy by 3. Repeat this until Haruichiban hits or X is 0.
This effect does not alter Haruichiban's Stamina cost, or what its
Speed is for determining when your next action comes (in other words:
it lowers the number of dice rolled, and the Speed for damage
calculations, only).
Partial defense is less effective than normal against Haruichiban; for
each point it hits by, it deals 25% of its full damage.
______________________
### --( Tentai-ite no Jutsu - Celestial Archer Technique )--
Every once in a while a shinobi gets it into their head that it would
be a good idea to use a bow as their primary method of fighting. This
rarely ends well, but the shinobi flair for the dramatic is often
powerful enough to override both their good judgement, and any good
advice they may receive. This technique was developed by those sorts of
shinobi, in an attempt to make their weapon of choice less painfully
impractical.
The user concentrates chakra in their arms, speeding up their draw
speed and allowing them to subconsciously correct their aim in an
instant. The downside is that they sacrifice a great deal of power when
doing this--but, as many users of it will assert, the technique is
"way too awesome" for that to be a serious
concern.
- Stamina: 15
- Upkeep: 2 + X/3
- Speed: 6
- Requires: 2 ranks in Weapon Focus: Bow
- Type: Bow
Effects:
While you maintain this technique's Upkeep, your bow's Accuracy penalty
is reduced by X. If X is set higher than the value of your bow's
Accuracy penalty (for example, you set X = 10 and are using a Yumi),
consider X to be just enough to eliminate the penalty for this
technique's other effects.
The base Speed of your bow is reduced by X/2, and the number of dice of
damage it rolls is reduced by X. Your damage bonus when using your bow,
after being multiplied as appropriate for the weapon you're using, is
also reduced by X. Your damage bonus or number of dice cannot be
reduced to 0 or lower; if they would, you are incapable of maintaining
Celestial Archer at that level.
\page
______________________
### --( Gen'ei Tousekiki - Phantom Ballista )--
A distant derivative of the ubiquitous chakra flow technique, this
concentrates chakra around the user's wrists and forearms. When an
arrow is drawn back in a bow that chakra extends to wrap around it, and
lingers long enough after being fired to strengthen the impact. More
ambitious users can even form arrows out of pure chakra, though doing
so rapidly puts a strain on their reserves.
- Chakra: 20
- Upkeep: 8 or 12
- Speed: 12
- Requires: Chakra Control 20, Chakra Flow
- Type: Bow
Effects:
While this technique is maintained, your arrows deal an extra (CHA/12)
dice of damage. For the purposes of ninjutsu-based defenses they are
treated as being a ninjutsu attack of your elemental affinity (Upkeep
8) or any element you have the ability to use (Upkeep 12), declared
when you activate this technique. If you use your elemental affinity,
the Chakra roll does receive the appropriate bonus.
Additionally, you may create arrows out of pure chakra. Attacking with
these arrows replaces your bow's normal Stamina cost with an equivalent
Chakra cost +5 (a Daikyu, Stamina 20, would become Chakra 25). These
deal (CHA/8) dice of damage, and use (ninjutsu damage bonus + physical
damage bonus)/2 in place of your normal physical damage bonus. These
arrows use d12 for their damage if used with a Daikyu, or d6 with a
Yumi.
These arrows have a faint glow about them until they hit, a result of
the chakra enhancing them. This tends to draw attention. When attacking
from Stealth with Phantom Ballista (either a normal arrow, or one
created from chakra) your Stealth TN is reduced by 7 (rather than
5).</text>
## A-rank
### --( Mikazuki no Mai - Crescent Moon Dance )--
Originally developed in Konoha, the technique has since been imitated
and reconstructed in other villages. The user attacks at high speed,
using a pair of clones to attack the target's blind spots; this
actually consists of several strikes in quick succession, the user
changing location after each and losing themselves among their clones.
Understandably, this makes an effective defense against the technique
difficult to come up with.
Ideally, this technique is performed using Shadow Clones; other
varieties of clones work, though are less effective, and in a pinch a
ninja can briefly create the necessary clones as part of the technique,
though doing so is draining on their chakra, and the clones disappear
immediately afterwards.
- Stamina: 30 + (Weapon)
- Damage: Four times the normal amount of dice
rolled by your weapon.
- Chakra: 30 - 15 * X
- Speed: 20
- Delay: 15 - 5 * X
- Type: Sword
Effects:
X is the number of Shadow Clones you have armed with weapons which can
be used with this technique, up to a maximum of 2. Crescent Moon Dance
is always considered a surprise attack, and defending against it must
be done as if it was half its actual Speed (if you used 5 AP to reduce
it to Speed 15, it would count as Speed 8; this would require a Speed 4
or lower Interrupt to defend against Crescent Moon Dance).
Clones used with this technique must have the same weapon you do and be
capable of attacking and dealing damage. If you have two or more such
clones that aren't shadow clones (such a Rock or Water Clones), X is
considered to be 1; X cannot go above without using actual Shadow
Clones.
Attempting to parry Crescent Moon Dance requires the defender to roll
2d20.takeLowest(1) in place of 1d20. Ninjutsu-based defenses do not
suffer from this limitation. Crescent Moon Dance cannot benefit from
Iaijutsu (or, as a result, Flash Blade), and the wounds it deals are
reduced by one category.
Crescent Moon Dance may not have its Speed reduced below its Delay.
______________________
### --( Ansatsu no Jutsu - Assassination Technique )--
A simple name for what is, at its heart, a simple technique: the user
crosses to their target and strikes a killing blow in less time than it
takes for a human to blink. If successful, they'll strike a vital,
unprotected location on their foe's body, and in an instant seal that
person's fate.
- Stamina: 45
- Chakra: 30
- Damage: As weapon.
- Speed: 20
- Requires: Shunshin no Jutsu
- Type: Small
Effects:
This may only be used as a Sneak Attack. Performing Ansatsu no Jutsu
includes an activation of Shunshin, which must be used to move you into
melee range directly behind your target (normal movement as part of an
attack is not permitted).
This attack bypasses armor and halves damage reduction. Its damage is
multiplied by 5 after all reductions are applied, and it inflicts
wounds of one category higher than normal. If partial defense does not
apply, it instead inflicts wounds of two categories higher than normal.
Ansatsu no Jutsu's Speed may not be reduced, and for the purposes of
determining damage it uses the base Speed of the weapon it was
performed with (rather than the technique's own Speed). However, for
every 2 AP you spend when performing it you may reduce its effective
Speed, for the purpose of determining valid defenses, by 1, to a
minimum of 4.
\page
______________________
### --( Kadou Kikan - Vortex Engine )--
Spinning their fan like a staff user would, this doesn't create an
impenetrable defense, instead the fan is twisted to use all that force
to create massive wind gusts.
- Stamina: 45
- Upkeep: 12
- Damage: (Weapon's damage) *4
- Speed: 16
- Range: CHA/6
- Requires: Fan
Effects:
When this technique is activated, everyone in front of you, in a
tunnel-shaped space ten yards wide, can choose to either take damage
from this technique. or be knocked back CHA/6 yards. This requires no
Accuracy; it cannot be dodged, or parried by ninjutsu. Defenses which
work without a roll (such as Earth Shore Return) do function against it.
This effect occurs again every 5 IC so long as you maintain the Upkeep.
Each time after the first, the divisor on your CHA for the range (but
not the distance knocked back) is reduced by 1 (to a minimum of CHA/1,
25 IC after you begin Vortex Engine), and the Speed is considered 1
higher for the purposes of determining damage.
While this technique's Upkeep is maintained you may take no other
actions, including Interrupts. The Stamina cost is paid only way in
it's initially activated. If you use AP to reduce the Speed of the
initial activation, the Speed of the damage dealt every 5 IC afterwards
is similarly reduced.
______________________
### --( Tenya no Jutsu - Heavenly Arrow Technique )--
The natural evolution of Phantom Ballista, this technique wreathes any
arrows the user fires in elemental chakra, and leaves streamers of
light in their wake for several seconds. To the delight of the more
pragmatic ninja out there, the increase in power provided by this
technique closely mirrors its improved aesthetics.
- Chakra: 30 or +15
- Upkeep: +6
- Speed: 8 or +4
- Requires: Phantom Ballista
- Type: Bow
Effects:
This may be used while Phantom Ballista is already active (Chakra 30)
or when you use Phantom Ballista (increasing that technique's Chakra
cost by 15). It increases Phantom Ballista's Upkeep appropriately.
Heavenly Arrow adds a different effect to your bow depending on which
element you've chosen to use, as listed below. This applies both to
normal arrows enhanced by Phantom Ballista, and chakra arrows created
with that technique.
If used on its own (activated separately from Phantom Ballista),
Heavenly Arrow's Chakra roll receives the bonus from your Elemental
Affinity ability if you're using the appropriate element.
This technique does have a noticeable downside: the afterglow of chakra
left in your arrow's wake, while quite pretty, gives any enemies a
pretty good idea of exactly where you are. If you attack from Stealth
while using Heavenly Arrow, your Stealth TN is reduced by 10 (instead
of 5). This replaces the similar effect in Phantom Ballista.
Earth: Your arrows inflict a Stun equal to the number of dice added by
Phantom Ballista.
Fire: Your arrows inflict Burns equal to half the number of dice added
by Phantom Ballista, and an Ignite equal to (the number of dice
added)/3.
Lightning: Your arrows bypass Damage Reduction. If they are faced with
a ninjutsu defense which stops damage (such as Earth Shore Return), so
long as they break through their damage is not reduced at all (but if
they are stopped, they are still stopped fully). Partial defenses from
ninjutsu defenses does not apply to your arrows.
Water: If your attack misses you may immediately roll accuracy, with a
+4 bonus, replacing your original accuracy with the result.
Wind: +2 Accuracy. If the arrow is dodged or parried, or partial
defenses applies against either of those defenses, the victim is still
wounded as if they'd taken the attack's full damage (a piercing wound
if partial defense applied, or slashing if they avoided it entirely)
unless they succeeded by 6 points or more.
If you have an advanced elemental chakra nature (such as a Senju's
Mokuton), you choose which of the two appropriate effects you're using
when you activate Heavenly Arrow. For example, as a Senju you could
receive either Earth's stunning or Water's accuracy roll. You cannot
change which you've chosen without ending and then re-activating
Heavenly Arrow.
Despite this, it's still considered to be the advanced element when put
up against ninjutsu defenses.
\page
______________________
### --( Sanjuu Hayate - Three-fold Gale )--
With this technique, three shots are fired in rapid succession. With
each arrow fired, the archer takes note of the effects of drag and wind
speed, as well as their opponent's reaction, and compensates before
launching the next arrow. In addition to requiring an incredible degree
of focus, this technique is quite taxing to perform.
- Stamina: As Weapon *3
- Damage: As Weapon
- Speed: As Weapon+15
- Type: Bow
Effects:
This attack consists of three separate shots. When you attack make
three Accuracy rolls, the first as normal, the second with a +2 bonus,
and the third with a +4 bonus. The opponent makes a single defense
against this attack, unless they're parrying (not including
ninjutsu-based defenses), in which case they must defend against each
one with a separate parry roll and action.
Each arrow multiplies your damage bonus by half of Sanjuu Hayate's
Speed, but rolls its full amount of dice. The damage of these shots is
combined when damage reduction is applied and to determine wounds
inflicted.
If you have aimed your bow ahead of time (taking an Aim action, as
described in the bows themselves), that Accuracy bonus applies only to
the first of Threefold Gale's rolls.</text>
\page
# Ninjutsu
>1. Requirements
2. Special Rules
3. Fuuinjutsu
4. Medical Ninjutsu
====================
1. Requirements
------------------------------
Learning ninjutsu is a great deal of work; a ninja has to learn how to
mold their chakra, how to convert it to the right elemental nature,
then how to properly project it, along with memorizing all the
necessary handseals... for each individual jutsu they know.
There are three ways you can qualify to learn ninjutsu of a given rank.
The first is Chakra Control skill ranks: With sufficient control over
your chakra it becomes easier to mold it efficiently, and mold the vast
amounts of chakra used in higher-end techniques with the appropriate
precision.
Next is Research skill ranks. You can make up for poor chakra control
by knowing how chakra behaves even when you can't control it, and
understanding what they technique is trying to accomplish.
Finally, character rank. Once you have enough pull in your village, you
can bother the right people to teach you how to use techniques without
getting brushed off for wasting their time.
You need to meet any one of those requirements for a given jutsu rank
to learn those jutsu. They are listed... below.
##### Rank:
###### E: Genin
###### C: Chuunin, Special Jounin
###### B: Jounin
<br>
##### Chakra Control:
###### D: 5
###### C: 15
###### B: 25
###### A: 35
<br>
##### Research:
###### D: 5
###### C: 12
###### B: 22
###### A: 32
====================
2. Special Rules
------------------------------
### a. Earth
In the rare situation that there is no earth available (such as on a
boat), these jutsu are pretty useless. A few may remain usable (if, for
example, they involve you regurgitating huge amounts of mud, instead of
manipulating the environment), but most will not.
### b. Fire
If you ever find yourself completely submerged in water, Katon jutsu
won't work.
### c. Lightning
Nothing out of the ordinary here! This is chakra-based electricity, not
real electricity, so it has no special ability to, say, electrocute
everyone in contact with water, or anything like that.
### d. Water
Water is at a disadvantage among elemental jutsu in that it requires
raw material to use (earth techniques do as well, but it's rare to find
oneself in a situation without ground). Accordingly, most water jutsu
require some amount of 'gallons of water' to be performed, listed as a
Requirement.
This water has to come from somewhere. Unless the fight is taking place
is near a river (a small stream won't cut it) or a lake, or, say, on a
boat, it's not going to be from the environment.
There are two ways to bring water into a battle where there otherwise
is none: the first is to physically carry it, typically in a large
gourd (see the Equipment chapter). The other is the C-rank Water
Creation Technique.
Used water is typically scattered across the battlefield, meaning it
cannot be used in a technique--it is 'lost'. However, the E-rank Water
Gathering Technique allows you to reuse this 'lost' water--if you're
going to be using Suiton Ninjutsu, learn it!
You can't use water someone else is carrying into battle, but water in
the environment is fair game.
### e. Wind
Blocking reduces the damage of Wind techniques by only 25%.
A rare form of combat is using a fan to perform fuuton jutsu. It's not
without its advantages: using the fan you can rapidly manipulate wind
and infuse it with chakra, removing the seal speed from the technique
you're using. However, doing this can be tiring, and as such it adds a
Stamina roll with a difficulty of 5 + (half the technique's Chakra
cost), made at the same time as the normal Chakra roll.
\page
====================
3. Fuuinjutsu
------------------------------
Fuuinjutsu, or sealing techniques, are, as the name suggests,
techniques which use chakra to form specialized 'seals'.
They're difficult to use, and have limited combat viability.
What makes them useful is that these seals are stable. Normally, any
sort of chakra-based effect will expire soon after its user stops
applying chakra to it, the energy dissipating back into the world.
Seals don't, and depending on the individual seal and the skill of the
user some can last for decades if left undisturbed.
The downside is, they're counterintuitive and complicated.
To learn fuuinjutsu, you have to meet all the requirements listed for a
given rank.
###### D: 5 Chakra Control, 5 Research
###### C: 12 Chakra Control, 15 Research, Seal Training (talent)
###### B: 20 Chakra Control, 25 Research, Seal Training (talent)
###### A: 30 Chakra Control, 35 Research, Advanced Seal Training
(ability)
====================
4. Medical Ninjutsu
------------------------------
One of the few good things the development of ways to control chakra
has brought to the world is the appropriately named medical ninjutsu.
These are techniques which safely transfer chakra to another person, or
use it to accelerate the natural healing process, cure maladies, and
otherwise ameliorate suffering and avoid unnecessary casualties.
Medical ninjutsu also has a darker side. The pioneers in the field
learned the secrets of the human body so that they could help people,
but more than a handful of infamous missing ninja of the past have
found ways to weaponize it, or worse.
Unless otherwise specified in their descriptions, you may not use any
medical jutsu on yourself. For the sake of quick reference, the jutsu a
medic may perform on themself are: Vital Repair, Tourniquet Technique,
Temporary Suture, and Mystical Palm.
If any Medical Ninjutsu technique has a listed Upkeep, that Upkeep is
paid by the recipient of the technique, rather than the medic; this
represents the medic adjusting the flows of that person's chakra to
preserve their health. This does mean that those techniques can be
voluntarily (or forcibly) ended, though the
"Dazed" Wound will specifically not do so.
You must meet all listed requirements to learn medical ninjutsu of a
given rank.
###### D: 5 Chakra Control, 5 Medicine, Medical Training (talent)
###### C: 10 Chakra Control, 15 Medicine, Medical Training (talent)
###### B: 20 Chakra Control, 25 Medicine, Advanced Medical Training
(ability)
###### A: 30 Chakra Control, 35 Medicine, Advanced Medical Training
(ability)</text>
\page
# General Ninjutsu
## E-rank
### --( Bunshin no Jutsu - Clone Technique )--
One of the three basic ninja techniques, this creates one or more
intangible copies of the user. These are nothing but weak constructs of
chakra, and cannot interact with the world around them--though they can
speak.
- Chakra: 10 + 3 per clone
- Speed: 6 + 1 per clone
- Seal Speed: 4 + 1 per clone
Effects:
You may create up to 3 clones. During this process you can 'hide' among
your clones, making it impossible to tell which one is the fake. Any
targeting you must roll 1d(1 + number of clones). On a roll of 1, it
targets you; on anything else, it aims at a clone; clones cannot dodge,
parry, or use jutsu. A clone that's been hit is destroyed; if you're
hit, your clones remain but are mostly useless (as you've been
identified by your opponents). If you make new clones (of the same
type, or a different variety), all your pre-existing ones are
immediately destroyed.
Several other actions related to this jutsu are significant.
 If
they've singled you out from your clones, and you're free to maneuver,
you may do this to hide yourself. You roll Stealth against their
Awareness skill; success means you've once again concealed yourself.
Doing this alone is a Speed 4 action, but it may also be used with
another action (such as an attack) by increasing that action's Speed by
6.
Observe (Speed 4)
Anyone can try to observe you and your clones to try and find a
discrepancy, such as the clones not casting shadows or not leaving
footprints behind. This allows them to make an Awareness roll against
your Chakra Control; if they succeed, they can tell you apart from all
your clones, and recognize those clones as such, until you hide among
them again.
______________________
### --( Henge no Jutsu - Transformation Technique )--
This technique is as common as it is basic, yet to the ordinary
civilian it's one of the most mysterious and feared capabilities ninja
possess: the power to take the shape of another person.
With this jutsu a ninja can alter their appearance to match that of
another person or object. If used to transform into anything but
another human, it only lets you take on the thing's shape and basic
physical characteristics: turning into a rock wouldn't make you nearly
invulnerable, turning into a bird would not let you fly, and while you
could transform into a particularly large shuriken your 'edges' would
be too dull to cut with--in the last case, however, you would be fairly
aerodynamic.
- Chakra: 5
- Upkeep: 0
- Speed: 10
- Seal Speed: 4
Effects:
You look like another person. At a glance, this is nearly flawless. Of
course, the technique has many weaknesses: if you don't know about,
say, a birthmark, then your Henge wouldn't reproduce it.
If someone interacts with you and knows the person you're trying to
imitate, they have an opposed Espionage roll (with a +5 bonus; +10 if
it's someone they know exceptionally well, such as a sibling or loved
one) against yours to see through the Henge.
Beyond just that roll, there are ways a Henge can automatically be seen
through--not knowing a password, or saying something the person you're
trying to imitate would never say.
On the other hand, you could just Henge into someone other than
yourself.
If you try to turn into some piece of scenery, any ninja who come
within 10 yards of you have a chance to notice the deception; you have
an Espionage roll with a +10 bonus against their Awareness to remain
concealed.
Any time you take damage, your Henge effect ends immediately; it's just
an inherent flaw in the technique.
______________________
### --( Kawarimi no Jutsu - Substitution Technique )--
The final of the three basic ninja techniques--along with Bunshin and
Henge--is the substitution technique, allowing a ninja to move so
quickly they cannot be seen by the naked eye and replace themselves
with a wooden log (don't ask where the wooden logs come from) or other
harmless object.
- Chakra: 10
- Special: Interrupt
- Speed: +4
- Seal Speed: 4
Effects:
This technique is activated after you have failed to dodge an attack,
but the damage would be reduced by partial defense. In the case of
non-damaging techniques, this can be used whenever it hits by 5 points
or less. As long as the dodge's new Speed (including the +4 from
Substitution, and its Seal Speed) would still be valid for interrupting
(you may spend AP to reduce Kawarimi's Speed, as usual, but may not
reduce the original dodge's speed at this point), you can pay 5 AP to
fully dodge that attack.
Each time you use Kawarimi, its AP cost is increased by 5 for the rest
of that battle. The second time you used Kawarimi would cost 10 AP, the
third would cost 15 AP, and so forth.
\page
If Kawarimi's Seal Speed is reduced to 0, you can perform it without
handseals.
After successful use of Kawarimi, you may immediately attempt to Hide.
Doing so has a cumulative -2 penalty each time after that you use
Kawarimi to do this in a single battle. Used this way, your opponent is
allowed an immediate Awareness roll against your Stealth TN (though
this does not apply to the cumulative bonus they would get for
searching for you).
______________________
### --( Ninshiki Kaado - Ninja Info Cards )--
This jutsu uses specially prepared cards capable of being encoded with
chakra. Although the cards appear blank, anyone familiar with this
technique will be able to identify them.
The cards themselves are a trivial purchase (no cost or equipment entry
associated with them). When chakra is applied to them (via use of this
jutsu) they can be encoded with hidden information. This information
can be retrieved the same way, but only by the person who stored the
information to begin with.
- Chakra: 5
- Range: Touch
- Speed: 4
- Seal Speed: 7
Effects:
Performing this technique requires a surface to rest the cards on as
they are encoded, one at a time, with chakra. Essentially any kind of
information (images, graphs, maps, text) can be placed on the cards,
though their size is a limiting factor.
Since these can't be used to pass messages, they typically see more
mundane uses--like storing one's grocery list.</text>
## D-rank
### --( Genjutsu Kai - Genjutsu Release )--
The most common and perhaps most effective method of combatting
genjutsu, if one ends up caught up in one and aware enough to realize
it. Kai involves temporarily stopping the flow of chakra
throughout the body, and then sending a burst to the brain in an
attempt to force the attacker's chakra from their body.
- Chakra: 10 + X
- Speed: 8
- Seal Speed: 5
Effects:
This can be done on yourself, or someone else, but you must be able to
touch the other person when performing the jutsu. This allows
the person it's used on to make another roll against a Genjutsu
affecting them, with a bonus of X. X has a limit of (5+XP/300).
This may also be done against area-of-effect genjutsu, in which case
this technique's user makes a genjutsu roll against the original roll
made by whoever put the technique in place. If successful, the
technique is dispelled in its entirety.
______________________
### --( Shunshin no Jutsu - Body Flicker Technique )--
A high-speed movement technique which allows the user to travel
incredibly distances in the blink of eye; used by a sufficiently
powerful ninja, this can be mistaken for teleportation by an untrained
observer.
- Chakra: 10
- Speed: 2
Effects:
You move as far as you could in a Speed X move action, where X is how
many AP you choose to spend on this technique. There is no limit on how
many AP you may spend.
You may use this in place of normal movement to help dodge an
area-of-effect technique. Use your AP spent, rather than the Speed of
the attack and your normal movement speed, to determine how close to
the edge of the effect you can get. This increases the Speed of your
dodge interrupt by 2.
______________________
### --( Kanashibari no Jutsu - Temporary Paralysis Technique )--
This technique temporarily restrains the victim with chakra, as if they
were bound by invisible steel chains. Used effectively, it can
temporarily debilitate a target for a short period of time.
- Chakra: 16
- Range: 20
- Special: Stun 5, Paralysis 3
- Speed: 8
- Seal Speed: 8
Effects:
This technique's Paralysis ends once its stun has expired. If used on
an already-stunned victim, the Paralysis lasts until they recover from
that stun.
______________________
### --( Utsusemi no Jutsu - Cicada Shell Technique )--
One of the oldest, most iconic techniques possessed by ninjas, in the
eyes of civilians. It's very useful for the ninja who are concerned
with acting "ninja-like", as it allows a
shinobi to project their voice over an area while concealing their
presence. This means that a shinobi can talk to someone without giving
away their location, and can also be very unnerving.
This isn't a megaphone, and it doesn't let you broadcast your voice
over entire towns. Your voice won't carry any farther than it normally
would, but it seems to be coming from all around.
- Chakra: 5
- Upkeep: 0
- Speed: 2
- Seal Speed: 4
Effects:
As described above, you can speak freely while hidden without giving
people any indication of where you might be hiding.
Activating Utsusemi while in hiding does not break stealth (unlike
normal ninjutsu).
\page
______________________
### --( Haruka Bakuhatsu no Jutsu - Remote Detonation Technique )--
Explosives are useful; and, more importantly, who doesn't love
explosions? However, needing to be at ground zero of an impending
explosion to set tags off is something which many shinobi,
understandably, have reservations about, and severely diminishes the
potential tactical uses.
Hence, this technique! It allows a shinobi to detonate multiple
exploding tags from a distance--not as great a distance as most would
like, or as many as most shinobi would prefer, but it's better than
doing it the old-fashioned way.
- Chakra: 10 + X * 3
- Range: CHA/10 yards
- Speed: 12
- Seal Speed: 4 + X * 2
Effects:
You detonate up to (Chakra Control skill ranks)/5 exploding tags within
this technique's range. This only works on tags which you have primed.
X is the number of tags you detonate.
When using this technique, you may select a delay between 10 and (10 +
Chakra Control skill ranks) IC--after that much time has passed, the
tags will explode, damaging anyone within their range as
usual.</text>
## C-rank
### >--( Sanzengarasu no Jutsu - Scattering One Thousand Crows
Technique )--
This summons a flock of chakra-created and -guided crows which surround
and disorient them. The crows continuously multiply and clone
themselves, and will soon surround the target entirely.
- Chakra: 25
- Range: 40
- Speed: 12
- Seal Speed: 13
Effects:
This inflicts a -1 visibility penalty which increases every 10 IC until
reaching -10; 10 IC after that, it dissipates entirely. It can be
dodged.
The application of an area-of-effect attack will destroy the crows, if
it actually hits this technique's victim.
______________________
### --( Kawara Shuriken - Roof Tile Shuriken )--
This technique lifts up nearby roof tiles and launches them at an
opponent. The chakra used starts the tiles spinning and allows them to
be controlled remotely, in addition to making them far stronger than
normal roof tiles would be.
- Chakra: Special
- Damage: Special
- Accuracy: +2
- Range: CHA/3
- Speed: Special
- Seal Speed: 10
Effects:
This requires you to be in a city or other area which has roofs (with
tiles).
This is treated as a multi-throw, with the Chakra cost replacing the
Stamina cost. You may 'throw' up to CHA/10 roof tiles, which deal 2d10
damage each. The Speed is the normal Speed of a multi-throw launching
that many projectiles.
This technique inflicts Blunt wounds.
______________________
### --( Chakra Strengthening )--
A fairly simple, yet often impractically demanding technique. The user
channels chakra into their limbs, increasing their speed and strength.
Despite being very good at what it does, it rapidly takes a toll on
one's energy reserves.
- Chakra: 15 + 3 * X
- Upkeep: 2 * X
- Speed: 10
Effects:
You have a +X bonus to you your physical damage bonus and dodge while
you maintain Chakra Strengthening. X has a maximum of 5.
______________________
### --( Soushuujin - Manipulating Attack Blades )--
This technique allows the user to briefly levitate multiple kunai in
mid-air using chakra, and then direct them at an opponent, more quickly
than if each was being thrown individually.
- Chakra: Special
- Damage: Special
- Speed: 4 + Special
Effects:
This supplements a multi-throw action. The Chakra cost is equal to the
multi-throw's Stamina cost; the Damage is that of the multi-throw,
though your ninjutsu, rather than physical, damage bonus is used. You
use CHA/10, rather than DEX/10, to determine how many kunai you may
throw.
Because this technique essentially throws the projectiles in a straight
line, and lacks something in precision, it cannot be used with shuriken
(of any form) or senbon; only kunai.
The Speed is 4, plus half the Speed of the regular multi-throw action.
\page
______________________
### --( Kuchiyose no Jutsu - Summoning Technique )--
One of the simplest techniques in the esoteric discipline of space-time
ninjutsu, the summoning technique allows a ninja--the summoner--to
transport creatures over great distances instantly.
Most of these summons take the form of giant, intelligent animals.
- Chakra: Varies
- Speed: Varies
- Seal Speed: Varies
- Requires: Summoning Contract
Effects:
Even if you know this technique, you may not summon anything until you
have a contract with it. These are supernatural contracts with, as
mentioned above, supernatural animals.
What you can summon, and what it does, depends on the nature of the
contract.
These contracts are often known as "blood
contracts", both because they're signed in blood, and
because performing Kuchiyose no Jutsu requires an offering of the
user's blood. It's not very much; a few drops will suffice, as long as
it's fresh. Some ninja will make a small cut on their arm or palm,
though dedicated summoners prefer the rather unsightly expedient of
biting themselves, often on the pad or back of their thumb, hard enough
to draw blood--summoning-focused shinobi can sometimes be identified by
the small, deep scars in those locations.
If you have a summoning contract (usually obtained from the Summoning
Contract talent) you can learn Kuchiyose no Jutsu without meeting the
normal requirements to learn C-rank ninjutsu.
______________________
### --( Kikkake Bakuhatsu no Jutsu - Triggered Detonation Technique )--
Explosives are, to say the least, useful. Unfortunately, their utility
as traps is severely limited by the fact that, normally, someone must
be nearby watching over them to have them explode when necessary.
This technique allows tags to be set to detonate in advance, which both
makes them viable as traps and allows the shinobi who placed them to
attend to other matters.
- Chakra: 15 + 5 * X
- Speed: 20 + X * 10
Effects:
You place X tags (up to a maximum of Chakra Control)/5. One or more (up
to 'all') of these tags may be designated as 'triggers'. When
performing this technique specify a range between 0 and (Chakra Control
ranks)/5 yards, and a time between 10 IC and 10 + (Chakra Control
ranks) IC.
Whenever someone comes in that many yards of a trigger tag, all the
other tags it is linked with (by that usage of Triggered Detonation)
will detonate that many IC later.
Tags placed with this technique may not be set off via Remote
Detonation, nor may they be part of more than one 'set' of Triggered
Detonation tags. All tags linked by a single usage of Triggered
Detonation must be within (Chakra Control ranks) yards of each
other.</text>
## B-rank
### --( Shoushagan no Jutsu - Vanishing Facial Copy Technique )--
Developed for spying and infiltration, this technique is highly
effective, but grisly enough that most shinobi will deign not to even
learn how to perform it, regardless of its efficacy.

- Chakra: 15
- Speed: 10
Effects:
You physically remove the face from a corpse and place it on top of
yours. The body in question must be recently deceased (within the past
24 hours) and not grievously mutilated (no Severe or higher Head
wounds).
Your voice and skin tone will change to match that of the person whose
face you stole, but your height, build, and gender will not. The face
merges with your own seamlessly. Unlike henge, use of this technique is
completely undetectable by doujutsu and similar chakra-viewing effects.
This can be maintained indefinitely, but a Major or worse Head wound of
any sort will cause the stolen face to tear, revealing (part of) your
own beneath it. Aside from being a fairly disturbing sight, this sort
of ruins the subterfuge aspects of the technique. At that point, your
face and skin tone return to normal.
 A discarded face cannot be reused.
Learning this techniques causes you to have a one-time increase of +10
Infamy.
______________________
### --( Senri Bakuhatsu no Jutsu - Long-Range Detonation Technique )--
An improvement to the more basic remote detonation technique. As ninja
become more powerful, they inevitably find themselves needing bigger
explosions, and by extension, the ability to not get caught in their
own explosions.
- Chakra: 15 + X * 4
- Range: CHA/5 yards
- Speed: 14
- Seal Speed: 6 + X * 3
- Requires: Remote Detonation Technique
Effects:
You detonate up to (Chakra Control skill rank)/5 exploding tags within
this technique's range, with X being the number of tags you detonate.
In all other regards, it functions identically to the D-rank Remote
Detonation Technique.
\page
______________________
### --( Kekkai Houjin - Barrier Encampment Method )--
One of the most tried-and-true methods of setting traps using
explosives, this puts an array of four explosive tags around the
boundary of an area. If anyone tries to pass through the area the tags
will detonate, spelling misfortune for the target.
Rumors of this technique "misfiring" and
eradicating deer and bears are largely fabricated. Humans and summon
animals will trigger it, but not ordinary fauna.
- Chakra: 30
- Range: Special
- Requires: Triggered Detonation
Effects:
This technique cannot be used in combat, as it takes a few minutes to
set up appropriately. You place four exploding tags at the corner of a
square or rectangle, facing inwards; they can be hidden if you have the
Tag Concealment ability.
Each side of the square they form can be up to double the Area of the
tags you're using in length. When someone moves to leave the area
(meaning if they travel in any direction from the center, or get part
way in and then turn around), the tags will detonate 10 IC later.
Anyone who hasn't escaped the area (or otherwise defended themselves)
by then will take the combined damage of three exploding tags,
regardless of their location within the boundary.
Notably, anyone outside the 'barrier' is unharmed; part of this
technique is that it directs all the explosive force inwards.
Directional defenses (such as Earth Shore Return) are insufficient to
protect against this, a the explosion originates from multiple
directions.
______________________
### --( Dokugiri - Poison Mist )--
One of the most disproportionately difficult techniques to master, this
technique requires its user to have advanced knowledge of chemistry,
poisons, and medicine. On top of that, it requires exceedingly precise
chakra control.
The user gathers chakra in their lungs and molds it into a highly toxic
chemical substance, which they then exhale through their mouth, at
which point it forms a large, purplish cloud.
- Chakra: 40
- Range: 35
- Area: 30
- Speed: 18
- Seal Speed: 20
- Requires: 25 Chakra Control, 25 Medicine, 25
Research, 25 Toxicology
Effects:
When you create the mist, roll the lower of your Chakra Control,
Medicine, Research, or Toxicology skill rolls (all of those factor into
creating the poison properly, and a deficiency in any of them will
weaken it). This is the TN to avoid being poisoned while in the cloud.
Anyone inside the mist when it's created, or who passes through it,
must make a Resistance roll against that number, and another one every
10 IC that they spend inside the cloud, as well as one any time they
make a Stamina roll inside it.
The cloud is a poison with the following effects:
Poison: (Toxicology)/5
Paralysis: (Medicine)/6
Suffocation: (Research)/10, applied every 10 IC
Additionally, the cloud itself has a (Chakra Control)/5 visibility
penalty throughout its entire area.
The duration of this poison (how long it will last once somebody's
exited the cloud) is the sum of your ranks in all those skills. The
cloud itself will last twice that long, after which point it will
harmlessly dissipate.
You are not immune to your own poison mist.
______________________
### --( Hari Jizou - Needle Jizo )--
By directing chakra into their hair, the shinobi causes it to grow
rapidly. This results in their hair not only getting longer, but also
growing in volume and hardening into what amounts to a forest of sharp,
needle-thin and iron-hard spikes. Even the best-groomed hair becomes
wild and spiky under the effects of this technique! This can be used
for a number of derivative techniques, and on its own provides a
surprisingly strong defense, as the hair will wrap around its owner to
protect them from attacks.
When this technique ends, the user's hair returns to its normal length.
- Chakra: 20+3*X
- Speed: 10
- Seal Speed: 15
- Upkeep: X
Effects:
X has a maximum of 10. Your hair's length increases by X feet! However,
now you have a lot of bulky, chakra-strengthened hair, that gets in the
way when you're trying to do super-fast ninja battles. When dodging, or
moving as part of an attack, you suffer an X/2 immobilization penalty
(rounded up); in the case of moving while attacking, this applies to
the distance you can move, the Accuracy of the attack itself, and
anything else you may need to do until the next IC.
You gain a Damage Reduction of (Ninjutsu damage bonus)*(X)/2, which is
doubled while blocking. Additionally, the damage you take is considered
(2.5)*(X)% lower for the purposes of determining wounds. Anyone
attacking you from a distance of (X/3) yards or less will take (your
ninjutsu damage bonus)*(speed of their attack) damage; this does not
apply if X is 2 or lower. So long as X is 3 or higher, this applies to
all melee attacks.
As a Speed 10, Chakra 5+5*Y action, you may increase X's value by Y, up
to the maximum of 10.
Whenever you suffer an Ignite effect, X is reduced by half the Ignite's
severity; whenever your suffer a Slashing wound, X is reduced by 1 per
level of the wound's severity (1 for a Minor, 2 for a Major, and so on).
If X is reduced to 0, this technique ends.
\page
______________________
### --( Hari Jigoku - Needle Hell )--
While Needle Jizo is active, the shinobi focuses more chakra into their
hair. There is a telltale bristling and very obvious 'aiming' of their
hair, before they fire of hundreds of sharpened hair-needles at nearby
enemies. While these are very tiny, there are enough of them, moving
fast enough, to pose a credible threat to all but the hardiest of
shinobi.
- Chakra: 25
- Damage: 10d4*X
- Speed: 15, Delay 5
- Seal Speed: 0
- Area: Line X yards wide, to a range of X*5 yards
- Requires: Needle Jizo active
Effects:
X is a value up to Needle Jizo's current Upkeep; after using Needle
Hell, Needle Jizo's Upkeep (and other, related effects) are reduced by
X. When performing Needle Hell, you multiply your ninjutsu damage bonus
by the lower of (X*2) or the technique's Speed; thus, if you did not
lower its Speed with AP, and set X = 4, you would roll damage as
10d4*4+(ninjutsu damage bonus)*8.
When this technique's Delay ends, anyone in the area will be
automatically struck by the flying needles; raising ninjutsu-based
defenses ahead of time (such as Earth Shore Return or Water Encampment
Wall) is explicitly allowed and automatically successful, but no
defensive interrupts (such as dodging) function against this technique.
In addition, any Damage Reduction a victim has is doubled against
Needle Hell's damage.
______________________
### --( Ranjishigami no Jutsu - Art of the Raging Lion's Mane )--
Using their empowered hair, the Shinobi extends and manipulates it to
grapple with and usually heavily damage their target.
- Chakra: 35
- Speed: 12
- Seal Speed: 20
- Range: X*10 yards
- Requires: Needle Jizo active
Effects:
This technique uses the current upkeep of Needle Jizo as X.
When using this technique, make an Accuracy roll which ignores
immobilization penalties. If it hits, your hair grapples the target;
you may then immediately use an Grapple technique of B-rank or lower
that you know, with no Stamina or Chakra cost, at only half its normal
Speed. So long as your hair maintains this grapple, you may continue to
use it to perform grapple techniques; your hair has up to X 'limbs',
for the purposes of determining which locks and holds you can maintain.
All Grapple techniques after the first use their normal Speed, and have
a Chakra cost equal to (and replacing) their normal Stamina cost.
Techniques performed this way use (ninjutsu damage bonus + X) rather
than your physical bonus. You use CHA in place of STR for your damage
dice and grapple checks, and have a +X bonus to your grapple checks
with Art of the Raging Lion's Mane. If an opponent fails an Escape
Grapple attempt by 20 or more, they are unable to break free; Escape
Grapple simply fails, with a Speed of 4 and a Stamina cost of (4 + the
amount they fail by, as normal).
You do not suffer any of the normal downsides from being involved in a
grapple, and your opponent cannot perform grapple techniques against
you. They may not shift the grapple, only break free. If you and your
victim move more than this technique's range from one another, they
break free automatically. Once they do break free, your Needle Jizo
ends (its X being set to 0). If you end Art of the Raging Lion's Mane
yourself, however, Needle Jizo is not ended prematurely.
While using Art of the Raging Lion's Mane you do not receive any of
Needle Jizo's normal benefits, but do suffer its normal penalties.
______________________</text>
## A-rank
### --( Toumegane no Jutsu - Telescope Technique )--
A very advanced, and in the right hands powerful, technique this jutsu
can only be performed by the most skilled of Shinobi. Utilizing an
expensive crystal ball and intense concentration, the user can view
locations from extremely long distances.
- Chakra: 30
- Speed: 10
- Seal Speed: 500
- Upkeep: 30
- Range: (Chakra Control / 10) Miles
- Requires: Chakra Control 50, Crystal Ball (see
below)
Effects:
As a Speed 10 action you may focus the Crystal Ball's view to any
location within range and view the area through the ball. This cannot
penetrate chakra shields, nor can it move its view around quickly. A
speed 10 action is required to change the crystal's viewpoint even
slightly.
There is another feature, which requires the user to know a person's
chakra signature intimately. This means spending time studying them
while training with ninjutsu in a calm setting for at least 5 minutes.
Once a person's chakra signature is known, this technique can be
performed to focus in upon that person, following them around near
flawlessly at up to double the normal range. Note, this still cannot be
used to locate someone hidden behind a chakra barrier of any sort.
The crystal balls used in this technique are expensive, costing 2000
Ryo. They're also rare and typically need to be custom made; they can
only be purchased with Savings, not Requisition.
\page
______________________
### --( Meisaigakure no Jutsu - Hiding With Camouflage Technique )--
An advanced technique where a ninja distorts how light is reflected
around their body with chakra inflections, which makes them almost
invisible to most normal senses.
- Chakra: 35
- Upkeep: 5
- Speed: 10
- Seal Speed: 20
Effects:
This technique may be used when already in Stealth; it raises you to
level 3 Stealth. If you end this technique's Upkeep, you are lowered to
level 2 Stealth. If you break your Stealth for some other reason (such
as moving, or attacking), then Meisaigakure also ends.
Once hidden by Meisaigakure, you are effectively invisible so long as
you maintain its Upkeep. You could use this in the middle of a room and
then go unnoticed when a group of people entered and had a
conversation--though it does not make you intangible.
If an enemy has a heightened sense of smell (such as an Inuzuka's
ninken) or a doujutsu capable of viewing chakra, then your Stealth TN
is considered 10 points lower (as if you were only in level 2 Stealth)
for the purposes of hiding from them.
______________________
### --( Bunshin Daibakuha - Clone Great Explosion )--
Fundamentally, most clones are little more than dense, mobile bundles
of chakra. This technique takes advantage of that by essentially
converting them into bombs, overloading them with the user's chakra and
sending them to converge on a single point before exploding.
- Chakra: Special
- Range: CHA/4
- Area: 25
- Speed: 16, Delay 6 + Special
- Seal Speed: 24
Effects:
After finishing this technique's handseals, some or all (your choice)
of your clones will charge towards a specific location before
exploding. Clones activated with this technique can no longer take any
other actions, but nor can they be destroyed by other means, and they
no longer provide the normal benefits of clones (that is, the chance
that an opponent will accidentally strike them instead of you). In the
case of clones capable of using jutsu, any Upkeeps they're maintaining
end immediately.
The "Special" portion of the Delay is however
long it would take the clones to move from your current location to the
center of the explosion (the location you target with this technique).
They move at full speed, though immobilization penalties (such as from
the ground being turned to mud) may still slow them down.
 Those who passes their
roll take only half damage, and suffer half the normal status effects
(excepting the visibility penalty from water clone explosions, as it is
based on the location, rather than who it hits).
Like the explosions from Exploding Tags, it is not possible to dodge
the detonation of this technique. Each type of clone is considered to
be an elemental ninjutsu of its appropriate element (shadow clones
being non-elemental). Mud, Water, and Shadow Clones inflict Blunt
wounds. Rock Clones deal Slashing damage, and Lightning Clones cause
Energy wounds.
Mud Clones
Chakra: 10, +10/clone
Damage: 20d20*1 per clone
Anyone hit suffers an Immobilization penalty of 2, +2 per clone. This
penalty is halved (round down for the new value) every 10 IC.
Rock Clones:
Chakra: 15/clone
Damage: 25d20*1 per clone
Anyone hit suffers a Bleed status of 5/clone, and a Stun of 3/clone.
Lightning Clones:
Chakra: 10, +20/clone
Damage: 3d100.open(60) per clone
Anyone hit suffers a Paralyze 4 if one clone was used, or 8 for two
clones. This penalty is halved (round down for the new value) every 20
IC.
Water:
Chakra: 12/clone
Damage: 8d20+100, per clone
When the clones explode, they do so with enough concussive force to
daze anyway hit. They inflict a visibility penalty of -4/clone, which
cannot be mitigated by the Blind Fighting ability. The penalty is
halved (round down) every 10 IC. After the clones explode, the water
used to create them (4 gallons per clone) is returned to the
battlefield.
Shadow:
Damage: 15d20.open(11) per clone
Stun: 15+5/clone
Performing Clone Explosion with Shadow Clones has no Chakra cost.
\page
______________________
### --( Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone
Technique )--
Based on the same principle as the much-more-advanced Shadow Clone
technique, this creates copies of an object rather than a shinobi:
specifically, as the name suggests, ordinary shuriken.
What makes this actually useful is the sheer number of shuriken that
can be replicated with minimal exertion from the shinobi using it; for
truly skilled ninja, it can easily reach into the hundreds.
- Chakra: (Special) + X/10
- Damage: (Special)
- Range: 5 + STR/4
- Area: X
- Speed: (Special)
- Seal Speed: 16
Effects:
One shuriken must be thrown each time this jutsu is used. X additional
shuriken are created in mid-flight, and vanish after this technique is
resolved. X has a maximum value of your CHA.
Two things must be determined: the attack's strength, and its number of
targets.
You may direct up to (DEX+CHA)/12 shuriken at any single target. Its
Speed and Damage are determined following the normal rules for
multi-throws. Determine what a normal Stamina cost would be for a
multi-throw using that many shuriken; that becomes the
"Special" portion of Shuriken Shadow Clone's
Chakra cost.
You may attack any number of targets that way, using up to a maximum of
X+1 shuriken. This is selective, meaning you may choose to hit or
ignore people as you wish within the targeted area. Area-of-Effect
dodge penalties do apply normally, however.
This is treated as a ranged taijutsu multi-throw using shuriken, and
does receive the normal +2 Accuracy from shuriken. No matter how many
people are targeted, this is treated as a single attack, with one
Accuracy and one damage roll.
Shuriken Shadow Clone Technique cannot be used with poisoned weapons.
______________________
### --( Nunoshibari no Jutsu - Cloth Binding Technique )--
The shinobi uses a giant roll of cloth to wrap their target and, of
course, infuses it with chakra. Not only does this make it
significantly stronger (as one would hope, seeing as cloth is not
generally known for its ability to restrain superhuman ninjas), but it
also lays a foundation upon which various sealing jutsu can be applied,
should the shinobi performing this technique, or one of their allies,
know any.
- Chakra: 40
- Upkeep: 12
- Range: 20
- Accuracy: -8
- Speed: 20, Delay 10
- Requires: 50 yards of cloth
Effects:
Using this against a target without a -4 or greater Immobilization
penalty causes its Accuracy penalty to be doubled (to -16), and
explicitly prevents that penalty from being removed (such as by
performing this as a Sneak Attack) or reduced. While the cloth is
thrown from a distance (and guided by chakra), it's relatively
slow-moving and very obvious.
If this hits, the target is immediately placed at a -10 immobilization
penalty, which cannot be reduced or negated without breaking free of
this technique. The person trapped inside is unable to take any
non-Interrupt action other than struggling to escape. Additionally,
they cannot use equipment or perform any task which would require the
use of their hands or arms. This is a Speed 0 action, in which the
defender rolls 1d20+STR/10 against 1d20+CHA/10 from the shinobi who
used this technique. If it fails, it applies a Stun 10.
Once someone is trapped, seals can be applied to the Cloth Bind, with
varying effects. Any Accuracy penalties normally associated with these
techniques do not apply; instead, they receive a +6 Accuracy bonus.
Note that these seals are applied to the cloth bind itself, not the
individual (and as such, escaping would end all the effects)--indeed,
it is impossible to apply seals to someone trapped inside Cloth
Binding, as the cloth disrupts the delicate chakra frameworks needed.
Five Elements Seal: The victim cannot spend Chakra
in any way, and all Upkeeps they have (including Upkeep 0) end
immediately and cannot be reestablished.
Sacred Silence Seal: The target becomes unable to
produce noise; any sounds they would make are muted (even without their
mouth being covered). Additionally, their chakra, and that of the cloth
bind, cannot be seen or sensed (by doujutsu, chakra sensors, or natural
chakra). If they have any of those senses, they are similarly disabled.
Influence Seal: It is impossible for the victim to
perform any sort of taijutsu.
Evil Sealing Method: If the Upkeep used to pay for
the technique is ended, the person who originally paid it has 20 IC to
resume the Upkeep (a Speed 10 action) before the Cloth Bind's effects
ends; if they do so, the cloth bind remains intact and functioning
normally.
If all four of those seals are applied, the cloth bind no longer has an
upkeep and becomes effectively permanent. At this point it is also
possible for someone who knows Nemurihane (the B-rank Genjutsu) to
apply a Rune-Inscribing Technique to the Cloth Bind. This will allow
the victim to be placed in, and woken from, a state of suspended
animation at will.
A total of 100 or more damage will destroy the cloth bind, freeing the
trapped individual; the cloth takes damage from anything targeting them
before they do. It is also impossible to target the victim with medical
ninjutsu or genjutsu while they are still trapped inside the cloth.
The victim can be freed by anyone able to remain in melee, as a Speed
20 Delay 20 action. After the cloth bind has been escaped (by any
means), all seals on it dissipate and the cloth itself becomes useless,
\page
# Doton Ninjutsu
## E-rank
### --( Ganseki Tsuppari - Rock Thrust )--
Often stomping beforehand, you then motion forward and either shoot a
narrow column or spike at your opponent, or a rock of decent size.
Whichever way, this is the weakest of any Doton.
- Chakra: 8
- Damage: 4d8
- Range: 6
- Speed: 10
- Seal Speed: 8
______________________
### --( Mimizu no Jutsu - Earthworm Technique )--
Sending a tiny rumble through the earth ahead of you, you cause the
area around your opponents to explosively sprout spikes from the ground
into their ankles and shins! It's rather painful and good for catching
a small group of opponents.
- Chakra: 8
- Damage: 4d4
- Range: 10
- Radius: 8
- Speed: 10
- Seal Speed: 8
Effects:
Dodging this technique allows people to avoid its initial damage, but
they are still inside the field of rock spikes.
Anyone inside the affected area has their movement speed halved. People
crossing the area may choose to move at full speed, but take 1d4+(your
ninjutsu damage bonus) every IC spent moving. In the case of using
Shunshin in this area, it's treated as a single Speed 2 movement.
This technique cannot inflict wounds.
______________________
### --( Monosugai no Jutsu - Earth Shaping Technique )--
You inject your own chakra through your hands into a natural surface to
allow it's texture to become more like mud or clay as your fingers sink
into it. This can be used to all sorts of ends. Making a statue,
digging a hole, climbing a wall, whatever you want! ...As long as it
has to do with rocks and stuff.
- Chakra: 10
- Speed: 8
- Seal Speed: 8
Effects:
You can shape the surface of a rock, or mold it in your hands like
clay. If you use this before climbing an earthen surface (be it a cliff
face or a castle wall) you gain a +5 bonus to Athletics checks
associated with climbing it, by making hand- and footholds (for
yourself only). This doesn't work if you're, saying, climbing up the
side of a cliff face using a rope. I really shouldn't have needed to
say that, but, yanno.
______________________
### --( Yurokensei - Tremorsense )--
Often placing a hand to the ground after the seals to feel the
vibrations, this technique helps you find nearby creatures and enemies.
Most importantly, enemies! Their steps, no matter how quiet, can be
sensed by you from a great distance!
- Chakra: 10
- Speed: 10
- Range: 10 + Chakra Control skill ranks and
bonuses
- Seal Speed: 6
Effects:
You can perform an Awareness check against anyone touching the ground
or any rock surface (include worked stone, such as brick walls), using
your Chakra Control skill rank in place of your Awareness skill rank.
Anyone not hiding is located automatically; if you find someone you
know exactly where they are the moment you use this (if they're close
enough to be in battle, this will typically break their stealth), but
do not retain 'sight' of them.
\page
______________________
### --( Doton: Shindou - Earth Release: Tremor )--
Extra earth-elemental chakra is infused another Doton technique. When
the technique hits the ground, or somebody touching the ground, it
causes the earth itself to shake violently in that exact spot. The
property damage potential's pretty impressive, but nothing compared to
serious offensive jutsu.
- Chakra: +5, +1 per rank above E
- Speed: +2
- Seal Speed: +3
Effects:
This technique is used in combination with a damage-dealing Doton
jutsu, increasing its Seal Speed and Chakra cost accordingly. The
technique has a radius of 3 yards, +3 yards per rank above E. Notably,
anyone who is actually airborne ("jumping as they
dodge" doesn't count) is unaffected.
Within this area, the shaking ground imposes a Stun 3, +1 per rank the
jutsu Shindou was used with is above E; if the technique Shindou was
used with already inflicts a Stun, that Stun is increased by the
jutsu's rank (instead of Shindou's normal effect). Anyone not targeted
by the original attack must dodge Shindou, in which case the original
technique's Accuracy bonuses or penalties are ignored.
This can be used on its own as Chakra 8, Speed 6, and Seal Speed 6. In
this case it's Radius 10, Stun 5, centered on (but not affecting)
yourself. It does also require a strike roll in this case.
______________________</text>
## D-rank
### --( Doki Kantsuu no Jutsu - Earthen Skewer Technique )--
Rock Thrust, except actually meant to do serious harm to people outside
of training matches. You summon a spike of earth actually capable of
skewering an enemy! This can also be more of a solid hit, not as
pointy, as to whatever degree they want, and can even look like a fist
or some similar, stylized attack, but it's still just big rocks coming
at you.
- Chakra: 16
- Damage: 12d10*1
- Range: 12
- Special: Stun 4
- Speed: 14
- Seal Speed: 12
Effects:
Earthen Skewer inflicts Piercing wounds, and has its damage increased
by 10% when checking to see if it caused a wound.
 Once on them, the mud is
held semi-cohesive by the chakra lacing it, which can restrict the
victim's movement.
- Chakra: 12
- Damage: 5d10
- Range: 6
- Speed: 12
- Seal Speed: 10
Effects:
If the victim fails a status roll, this inflicts a -5 Immobilization
penalty that fades by 1 every 10 initiative counts.
Someone affected by this mud may make a 1d20+STR/5 (theirs) vs.
1d20+CHA/5 (yours) check to break free. This is a Speed 5 action; for
every point they succeed by, the penalty is reduced by 1. For every 5
points they succeed by, the action's Speed is reduced by 5 (potentially
all the way down to 0).
______________________
### --( Iwa Funsai Buin - Rock-Smashing Staff )--
You hold out your hands or similarly grab some nearby rock and create a
large, blunt object from it! This is often a hammer or staff, but also
could be stylized however you see fit. As we all know, getting hit with
rocks hurts, so this is rather painful.
- Chakra: 12
- Upkeep: 1
- Speed: 8
- Seal Speed: 10
Effects:
You create a bo staff or naginata out of rocks or dense,
chakra-congealed earth. When using it, you add half your ninjutsu
damage bonus to your physical damage bonus, and add a Stun 4 (or
increase its existing Stun by 3) effect ot it. This weapon persists
until you let go of it.
\page
______________________
### --( Shinjuu Zanshu no Jutsu - Double Suicide Decapitation Technique
)--
After thoroughly concealing yourself, this technique allows you to move
through the ground for a short amount of time, long enough though to
position yourself under the enemy and pull them down under the ground.
- Chakra: 12
- Range: 2
- Speed: 10
- Seal Speed: 6
Effects:
If used above ground, this jutsu causes you to submerge beneath the
ground and immediately enter Stealth 2, with a +5 bonus. Your awareness