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Found 15 results

  1. Name: Smoke Release: Smoke Slam Technique Type: Ninjutsu [Smoke] Rank: Genin Cost: 20 Chakra Damage: 20 Description: This is a straightforward attack. The user takes a deep inhale and their chest expands past the capacity of a normal human. Upon the exhale, chakra infused smoke comes out of their mouth and takes the shape of a fist as it slams into the opponent. Points: 1 Name: Smoke Release: Smoke Barrage Type: Ninjutsu [Smoke] Rank: Genin Cost: 30 Chakra Damage: 10 Per strike Effects: This technique has three (3) strikes. Description: Smoke pours out of the user’s palm and forms three (3) shuriken that fly toward a single opponent. Points: 2
  2. The Original [X] MATH: Tired x 3 = 30 CP Exposed x 1 = 40 CP Fazed x 1 = 15 CP Clobbered X 2 = 80 CP Scorched x 3 = 90 CP 30+40=70+15=85+80=165+90=255 Previously it did 143 damage, which was incorrect for the cost. It should have cost 350 CP (255 in effects and 95 in damage) at that damage point, but as we can see didn't. As such the calculation: 380-255 = 125/2 = 62.5 x 3 = 187.5 (188) is more apt. = 380 CP. No other changes were made aside from making the damage go up to the full capability for the cost. The Revamp Jōkiton; Hakuiki No Enganryuu (Steam Release; Coastal Dragon's Breath) | 蒸気遁・息ハクイキの沿岸龍 Type: Ninjutsu [steam] Rank: Jounin Cost: 380 Damage: 188 Effects: Opponent is dealt 'tired' for 3 turns, Exposed for 1 turn, fazed for 1 turn, clobbered for 2 turn, and scorched for 3 turns. Description: A simple technique, when one uses the Hakuiki no Enganryuu, they form the hand seals of snake, dragon, rat, dragon, bird in quick succession, and inhale an extremely deep breath. Activating their innate ability to utilize water chakras and their trained or innate ability to use fire chakra, the shinobi mixes them with the breath being exhaled from the lungs as the other air is inhaled, and in turn sends the resulting steam blast out of their nose and mouth. The two exit points create a vacuum, and while this technique is potentially deadly to the opponent, it is more important for it's strategic capabilities than attacks. It's obvious that such a technique would give an opponent a burn, but it also very functionally leaves opponents tired and knocks them out of the defensive posture they may otherwise have. Points: 8 The Original The Revamp Warusu Hiden Ōgi; Joki Arashi Idō Jutsu (Warrusu Special Technique; Steam Storm Walking Art) | わるす秘伝奥義・蒸気嵐移動術 Type: Personal Ninjutsu [steam | Storm] Rank: Sennin Cost: 200 Chakra; 80 Chakra Upkeep. Effects: When this technique is in use, the user is considered 'immune' to any terrain or climate condition currently in play. They are immune to 'terrain effect and climate techniques' which are less than Forbidden in rank which may come into play while this technique is in use, as well.Cannot be used more than 3 times in a battle. Additionally, this technique may be used to reduce travel times by 50% of their word counts. Description: By infusing the air around them with steam and storm chakra particles, the user of this technique is capable of sending themselves skyward like a rocket, and keeping themselves in the air as if they were 'hovering'. More over, the abundance of their own chakra around them keeps weather conditions 'prime' upon themselves so long as the technique remains in play. Requirements for Use: Water Specialty, Fire Specialty, or Lightning Specialty Points: 8 JP The Original The Revamp Suiton; Sukoshi Nami Jutsu (Water Release; Little Wave Art) | 水遁・少し波 Type: Water Ninjutsu Rank: Gennin Cost: 80 Damage: 60 Effects: Upon a successful attack, the opponent is dealt one turn of distracted. Description: A simple technique taught to many Umikoi childen from an early age, this technique requires three simple handseals (dog, dragon, dog), and a focusing of one's chakra. Upon completion, a burst of water chakra shoots out from the user and forms a small tidal wave. Requirements for Use: Umikoi Clan membership, or learning it from an Umikoi. Points: 4 JP
  3. The Original The Revamp Umikoi Hiden Ōgi; Gūhatsu Hainyō Noroi no Umi Akuma (Umikoi Secret Technique; Accidental Urination Curse of a Sea Devil) | 海愛秘伝奥義・偶発排尿呪いの海悪魔 Type: Water Ninjutsu [umikoi Clan] Rank: Jounin Cost: 190 Effects: Upon a successful hit, the target is Dehydrated for 1 turn, and disorganized for 1 turn, and Vulnerable, Distracted and Shackled (Paired Legs) for 1 turn. Description: A technique that utilizes movements of water nearby, as well as pressing of the moist portions around the organs that trigger urination to cause urination in the opponent, a technique that can often be very disheartening in opponents, both from it's embarrassing action, the pain of their body forcing them to urinate, and the possible resulting actions from those around them. Requirements: Mizushin of Kaijin Mizushin or Junsui Mizushin rank 3 or higher must be possessed. JP: 5 JP Math: 40 CP (Dehydrated 1 turn) + 30 CP (Disorganized 1 turn) + 50 CP (Vulnerable) + 20 CP (Distracted) + 50 CP (Shackled (Paired Legs) ) = 190 The Original The Revamp Umikoi Hiden Ōgi; Hakkan Tatari (Umikoi Secret Technique; Sweating Curse) | 海愛秘伝奥義・発汗祟り Type: Water Ninjutsu [umikoi Clan] Rank: Genin Cost: 50 Chakra Effects: Upon a successful attack, the target is dehydrated and tired for one turn. Description: A fairly simple technique that utilizes one's focus on the waters around them, including the waters from their opponents. In a drastic move that forces sweat from the sweat ducts on an opponent, an out at an immense speed, making them dehydrated and slightly tired. Requirements: Mizushin must be posssessed to use this technique. Points: 3 JP MATH: 10 CP for Tired 1 turn, 40 CP for Dehydrated 1 turn.
  4. The Original for 1 turn. Description: Battle can be a surprising place to learn anything, and in most cases, battle with a monster is even harder to learn something from. But in retrospect of his battle with a spawn of Kraken, the industrious the fisher-nin of the Umikoi clan, Umikoi Warrusu, modified the jutsus he has learned so far, and using the adeptness he has now attained at water manipulation, he creates many small tendrils of water, which flail around his body, mimicking what a small squid might do, and moves as if preparing to charge at his opponent, before forming a single hand seal, the dragon seal, and sending the tendrils at his opponent, as one large tentacle like form, wrapping around them at a random point, and as it is let loose from his control, milliseconds later, it throws the opponent, in a spinning motion. Points: 4 JP The Revamp Umikoi Warusu Hiden Ōgi; Kurāken Shūsen (Umikoi Warrusu Secret Technique; Kraken Swing) |海愛わるす秘伝奥義・クラーケン鞦韆 Type: Water Ninjutsu Rank: Gennin Cost: 80 Damage: 50 Effects: Opponent is dealt one turns of Unbalanced on a successful hit with this technique. Description:Battle can be a surprising place to learn anything, and in most cases, battle with a monster is even harder to learn something from. But in retrospect of his battle with a spawn of Kraken, the industrious the fisher-nin of the Umikoi clan, Umikoi Warrusu, modified the jutsus he has learned so far, and using the adeptness he has now attained at water manipulation, he creates many small tendrils of water, which flail around his body, mimicking what a small squid might do, and moves as if preparing to charge at his opponent, before forming a single hand seal, the dragon seal, and sending the tendrils at his opponent, as one large tentacle like form, wrapping around them at a random point, and as it is let loose from his control, milliseconds later, it throws the opponent, in a spinning motion. Points: 4 Math: 50 Damage = 50 CP. 1 turns unbalanced = 30 CP. = 80 CP. The Original MATH: 40 damage. 40 Stat subtraction. = 80 CP. The Revamp Umikoi Hiden Ōgi; Shin Nami (Umikoi Secret Technique; True Wave) | 海愛秘伝奥義・真波 Type: Water Ninjutsu Rank: Genin Cost: 80 Damage: 40 Effects: Opponent's Evasion and Accuracy Stats are reduced by 20 points for the next turn. Description: Quite often following a user of Nami no Ojike, Ma Nami is often an ingenious technique. The user forms one hand seal if water is not near by, and none of water is nearby, before sending it in a wave which the opponent would likely disbelief is real, if Nami no Ojike had been used before. This water hits the opponent with enough force to possibly knock them down, and gives a distraction enough to make their dexterity less than what it would otherwise be. Points: 4 JP The Original MATH: 110 = 88 CP. 40 Stat subtraction. = 32 CP. = 120 CP. The Revamp Umikoi Hiden Ōgi; Shin Nami Ni (Umikoi Secret Technique; True Wave II) | 海愛秘伝奥義・真波二 Type: Water Ninjutsu Rank: Chuunin Cost: 120 Damage: 110 Effects: Opponent's Evasion and Accuracy Stats are reduced by 20 points for the next turn. Description: Quite often following a use of Nami no Ojike II, Ma Nami II is an often used technique by ingenious shinobi-nin. The user forms one hand seal if water is not near by, and none of water is nearby, before sending it in a wave which the opponent would likely disbelief is real, if Nami no Ojike II had been used before. This water hits the opponent with enough force to possibly knock them down, and gives a distraction enough to make their dexterity less than what it would otherwise be. Points: 5 JP
  5. Seirei Katachi | 精霊形 | Spirit Forms Abe Clan Ninjutsu Seirei Katachi: Gairan Kyūtai | 精霊形・外乱球体|Spirit Form: Disturbance Sphere Spirit Form: Disturbance Sphere Rank 1 Type: Ninjutsu [Abe Clan] Rank: Gennin Cost: 80 Chakra Effect: Target is inflicted with Migraine for 2 turn Description: The user channels their chakra through their Spirit Bond to form a burning orb of chakra and spirit energy through the Abe spirit bond. Once unleashed, the orb will burst on contact with the target, releasing writhing blue flames that attack the victim's very being. Despite the fiery appearance the orb does no immediate physical harm, instead attacking the spirit and chakra flow of the target. In simplest form, this technique disrupts spirit energy flow in the target and causes a painful migraine. Restrictions: Mask of Spirits Skill JP: 4 Spirit Form: Disturbance Sphere Rank 2 Type: Ninjutsu [Abe Clan] Rank: Chuunin Cost: 150 Chakra Effect: Target is inflicted with Metabolic Break Down for 2 turns, then Tired for 1 turn Description: The user channels their chakra through their Spirit Bond to form a burning orb of chakra and spirit energy through the Abe spirit bond. Once unleashed, the orb will burst on contact with the target, releasing writhing blue flames that attack the victim's very being. Despite the fiery appearance the orb does no immediate physical harm, instead attacking the spirit and chakra flow of the target. In its next most complex form, this technique disrupts the flow of spirit energy in the target, causing their body to begin breaking down. Restrictions: Mask of Spirits Skill JP: 5 Spirit Form: Disturbance Sphere Rank 3 Type: Ninjutsu [Abe Clan] Rank: Jounin Cost: 220 Chakra Effect: Target is inflicted with Metabolic Break Down for 2 turns, then Exhausted for 2 turns. Description: The user channels their chakra through their Spirit Bond to form a burning orb of chakra and spirit energy through the Abe spirit bond. Once unleashed, the orb will burst on contact with the target, releasing writhing blue flames that attack the victim's very being. Despite the fiery appearance the orb does no immediate physical harm, instead attacking the spirit and chakra flow of the target. In its third most complex form, this technique severely damages the flow of spirit energy in the target, causing their body to begin breaking down. Restrictions: Mask of Spirits Skill JP: 5 Effect Text: @cntrstrk14 (Abe Clan)
  6. Seirei Katachi | 精霊形 | Spirit Forms Abe Clan Ninjutsu: Quarantine Seals Seirei Katachi: Tamashī Ken'eki | 精霊形・魂検疫 | Spirit Form: Soul Quarantine Spirit Form: Soul Quarantine - Simple Mind Seal Type: Ninjutsu [Abe Clan] Rank: Gennin Cost: 40 Chakra Effect: Target is inflicted with Quarantine; Genjutsu for 1 turn. Description: Channeling through their Spirit Bond, the Abe clan member forms their chakra into a seal determined by the spirits. The seal, small black or red and 3cm across, temporarily blocks the target’s ability to coalesce thought into Genjutsu. Restrictions: Mask of Spirits Skill JP: 2 Spirit Form: Soul Quarantine - Simple Body Seal Type: Ninjutsu [Abe Clan] Rank: Gennin Cost: 40 Chakra. Effect: Target is inflicted with Quarantine; Taijutsu for 1 turn. Description: Channeling through their Spirit Bond, the Abe clan member forms their chakra into a seal determined by the spirits. The seal, small black or red and 3cm across, temporarily inhibits the targets physical and spiritual connection, blocking their access to Taijutsu. Restrictions: Mask of Spirits Skill JP: 2 Spirit Form: Soul Quarantine - Simple Spirit Seal Type: Ninjutsu [Abe Clan] Rank: Gennin Cost: 40 Chakra Effect: Target is inflicted with Quarantine; Ninjutsu for 1 turn. Description: Channeling through their Spirit Bond, the Abe clan member forms their chakra into a seal determined by the spirits. The seal, small black or red and 3cm across, temporarily inhibits the target’s ability to mould chakra into any form suitable for Ninjutsu. Restrictions: Mask of Spirits Skill JP: 2 @cntrstrk14
  7. Spirit Form: Kenjutsu Spirit Kenjutsu; Concentrated Burst Wave Rank 1 Type: Ninjutsu [Medium Katana] Rank: Gennin Cost: 70 Chakra Damage: 10 Effect: Target is afflicted with Burning; 25 for 2 turns Description: This Kenjutsu condenses Shigeru's chakra over the spirit katana’s edge. A burning layer of Ryō's spirit energy forms over it, and with a stroke the attack is released as a slicing wave. The unfortunate target is overcome by the raging blue spirit flame. Restrictions: Requires Spirit Mask Rank 1 JP: 4 Spirit Kenjutsu; Concentrated Burst Wave Rank 2 Type: Ninjutsu [Medium Katana] Rank: Chuunin Cost: 150 Chakra Damage: 50 Effect: Target is afflicted with Metabolic Shock for 2 turns Description: This Kenjutsu condenses and refines a layer of Shigeru's chakra over the spirit katana’s edge. A burning layer of Ryō's spirit energy forms over it, and with a stroke the attack is released as a slicing wave. Unlike the base form, this attack damages the target's spirit flow causing metabolic shock. Restrictions: Requires Spirit Mask Rank 2 JP: 5 Spirit Kenjutsu; Concentrated Burst Wave Rank 3 Type: Ninjutsu [Medium Katana] Rank: Jounin Cost: 300 Chakra Damage: 180 Effect: Target is afflicted with Metabolic Breakdown for 2 turns Description: This Kenjutsu condenses a deadly layer of Shigeru's chakra over the spirit katana’s edge. A burning layer of Ryō's spirit energy forms over it, and with a stroke the attack is released as a slicing wave. The most potent of all, this attack can completely disrupts the flow of spiritual energy in the target's body, causing metabolic shutdown. Restrictions: Requires Spirit Mask Rank 3 JP: 7 Effect Text: @cntrstrk14 [Abe Clan]
  8. Negative Shuriken Type: Ninjutsu [Vacuum] Rank: Gennin Cost: 30 Chakra Effects: Create five 'Negative Space Shuriken' small weapons. Negative Space Shuriken deal 6 damage, last for four turns and are dissolved after resolving any attack made with them. Description: The user can manifest small transparent weapons. Points: 2 Negative Sword Type: Ninjutsu [Vacuum] Rank: Gennin Cost: 30 Chakra Effects: Create and equip a level 15 Medium Sword called 'Negative Sword' that lasts for four turns. Description: The user can manifest a medium transparent sword. Points: 2 Vortex Siphon Type: Ninjutsu (Vacuum) Rank: Gennin Cost: 35 Chakra Damage: 10 Effects: If the climate is ‘Strong Winds’, increase the duration of that climate by 1. Description: The user sucks in air from around them creating a small vortex around their body. The more air there is, the more powerful the suction. Points: 2
  9. Forward Vortex Type: Ninjutsu [Vacuum] Rank: Gennin Cost: 30 Chakra Damage: 10 Effects: Staggered [1] Description: The user creates a powerful vacuum around the subject that forces them to propel towards the user. Points: 2 Vacuum Sweep Type: Ninjutsu [Vacuum] Rank: Gennin Cost: 30 Chakra Damage: 5 Effects: Prone [1] Description: The user creates a vacuum at a subject's feet that causes them to fall prone. Points: 2 Vacuum Aura Type: Ninjutsu [Vacuum | Set Trap] Rank: Gennin Cost: 38 Chakra Effects: This technique targets one ally. Remove one turn of 'Prone' on the target. This can cause the duration of Prone to reach 0. Description: The user fashions a vacuum aura for a subject that negates the prone condition due to strong winds. Points: 2 So, I would like to note the last jutsu Vacuum Aura. I spoke to Princess about it prior to my posting it here, and she said that a jutsu that negates a condition is rough and doesn't have a set cost. Due to the incredible amount of value I've placed in the jutsu, I would love to discuss how I might modify it or if there is any chance of approval at all. It is a simple, straightforward and extremely practical jutsu. I really I hope I can get it approved.
  10. The Original The Revamp Warusu Hiden Ōgi; Kandan Umi-Kyuutai (Warrusu Secret Technique; Extremes of Temperature Sea Orb) | わるす秘伝奥義・寒暖海球体 Type: Ninjutsu [Water | Steam | Ice ] Rank: Sennin Cost: 689 Damage: 600 Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows: Rolling from between 1 and 40 on the die gives the technique only damage, and nothing else. Rolling from between 41 and 80 makes the jutsu deals the damage and either 2 turns of Cold (Hypothermia stage 1) or 2 turns of "Burned". This is determined by a die roll of one d2, where 1 is 2 turns of cold and 2 is 2 turns of Burned. Rolling between 81 and 100 makes the jutsu deal the damage and both 3 turns of Cold (Hypothermia Stage 1) and 4 turns of Burned. Description: Using a combination of his own innate ability to manipulate water, (as well as temperature, thanks to his innate element), and an extreme amount of concentration, and luck, the user gathers a ball of water into their hand, keeping the center of the orb untouched by their chakra other than holding it still, and making their chakra wrap around it otherwise, to create a current of steam and a spiral of chilly water, swirling them constantly in hopes of keeping them from connecting, and allowing the user to charge at the opponent and attack them with the extremely surprising, and seemingly impossible to pull off technique. The liquid-yet-not liquid orb is roughly the size of a basketball. Requires: Wind, Water, or Fire Elemental Speciality; or a 'water centric' bloodline such as Mizushin, the Hisame Bloodline, the Samehada Bloodline, or the Suizuma Bloodline, or membership/birth in the Hozuki clan. Must be taught by Umikoi Warrusu. Points: 11 JP MATH: 600/3=200 x 2 = 400CP for Damage dealt. 40% chance of dealing 60CP worth of damage in 2 turns of burned, or 100CP worth of damage with Cold (Hypothermia Stage 1), rolled by a die to determine the result. So if we take the median of that, which is 80CP, and we divide that by 100 (or .8CP) and then multiply that by 40 for the 40% chance it has we get a 32CP cost for the 40% chance of one of those two effects happening. 20% chance of dealing 4 turns of burned (120 CP) and 3 turns of Cold 1 (Or 150CP). As it is both effects, that's 270 CP divided by 100 for 2.7 CP per percent, or 54CP Total. This means Kandan Kyuutai -should- cost 32+54=86+400 (for the damage dealt) = 486 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math. The Original The Revamp Umikoi Warusu Hiden Ōgi; Tenran Hiyari (Umikoi Warrusu Secret Technique; Heavenly Storm Power Spear) | 海愛わるす秘伝奥義・天荒れ力槍 Type: Ninjutsu [Water | Steam | Storm | Ice ] Rank: Sennin Cost: 540 Damage: 600 Effects: Upon use of this technique, the user rolls a D100, with the link included with the technique. The results for the rolls are as follows: 1-20 Upon a successful hit, only the damage of this is dealt. 21-26 Upon successful hit, target is dealt 2 turns of 'Immobilized'. 27-33 Upon successful hit, target is dealt 2 turn of 'Immobilied' and 1 turn of 'Vulnerable'. 34-44 Upon a successful hit, target is dealt 4 turns of burn. 45-49 Upon a successful hit, target is dealt 1 turn of Frostbite (Hypothermia Stage 2). 50-75 Upon a successful hit, only the damage is dealt. 76-85 Upon a successful hit, target is dealt 1 turn of vulnerable and 2 turns of deafened. 86-100 Upon a successful hit, trget is dealt with 1 turn of vulnerable, 1 turn of frostbite (Hypothermia stage 2), 2 turns of 'Immobilized', 4 turns of 'burned', 1 turn of 'tired', 1 turn of 'stunned', and 2 turns of 'deafened'. Description: A simple technique devised by Warrusu as a child during a fishing expedition, with this four lines of heavy duty fishing line are laid out in the shape of a pair of two X laying atop each other. Upon running into this field of lines, the all snap, slamming into the target before swinging them skyward and to the ground. Points: 8 JP Math: 400 CP from Damage. 6% chance to deal 2 turns of immobilized. Immobilized = 50CPx2=100. 100/100 = 1 x 6 = 6CP. 7% chance to deal 2 turns of immobilied, 1 turn of vulnerable. Immobilized = 50 CP. Vulnerable = 50 CP. 150 CP/100 = 1.5 x 7 = 10.5CP 10% chance to deal 4 turns of bleed. 100 CP/100 = 1 x 10 = 10CP. 5% chance to deal 1 turn of Frostbite (Hypothermia Stage 2). 60CP / 100 = .6 x 5 = 3CP. 10% chance to deal 1 turn Vulnerable (50CP) and 2 turns Deafened (40 CP) = 90CP / 100 = .9 x 10 = 9CP 15% chance to deal 2 turns Immobilized (100CP), 1 turn Vulnerable (50CP), 1 turn Frostbite (60CP), 4 turns burned (100CP), 2 turns Deafened (40CP), 1 turn Stunned (50CP), 1 turn Tired (10CP) = 410 / 100 = 4.1 x 15 = 61.5 CP 400+6+10.5+10+3+9+61.5 = 500 CP. This means Tenran Hiyari -should- cost 400+6+10.5+10+3+9+61.5 = 500 CP. Given the variableness of it that may seem silly to do so and more balanced to keep it this way, but it makes sense to me to actually -lower- the cost, given I removed sealless from it (It wasn't really necessary to have anyways), but I'll leave that up to reviewers. You have my math.
  11. A listing of the various content created by Niasitari. Active Characters Kuromatsu Kinasutski Unapproved Techniques -Ninjutsu -Taijutsu Lightning Dragon Style Taijutsu ° The Final Roar -Genjutsu -Hybrid Lightning Dragon Style Hybrid ° Lightning Dragon Crimson Death Unapproved Skills -Positive ° Raiton Tatsu | Lightning Dragon Style ° Raiton Okami | Lightning Wolf Style ° Lightning Touched -Hindering Unapproved Equipment -Weapons ° Kuroi Ookami -Armor -Abilities Unapproved Summons Unapproved Bloodlines ° Gingan Unapproved Clans Approved Techniques -Ninjutsu • Eldingartsurugi • Eldingaryari -Taijutsu Lightning Dragon Style Taijutsu • Burst of Wind Dance • Strike of Wind Dance • Gust of Wind Dance • Dance of the Bleeding Knuckle • Dance of the Bleeding Fist • Dance of the Bleeding Heart • Dance of the Third Moment • Dance of the Third Hour • Dance of the Third Night Lightning Wolf Style Taijutsu • Cherry Blossom Turn • Cherry Blossom Twirl • Cherry Blossom Spin • Lightning Strikes • Lightning Strikes Twice • Striking Tree -Genjutsu Approved Skills -Positive -Hindering Approved Equipment -Weapons -Armor -Abilities Approved Summons Approved Bloodlines Approved Clans • Kuromatsu
  12. Err, so I am attempting to make the free Academy Jutsu available to Academy Students. As I have read the rules I am hopeful this at least makes sense, but please forgive any glaring errors. Ninjutsu: Kami o Wakeru | Ninjutsu: Parting the Hair Type: Ninjutsu [Void; Personal: Hyuuga Tomoe] Rank: Academy Student Cost: 18 Chakra Damage: 5 Effects: The opponent is afflicted with 'Startled' for one (1) turn. Description: Being caught without a weapon at hand leaves most ninja flat-footed. The user has learned to take full advantage of this assumption. By collecting chakra into their fingertips and running their hands through their hair, the ninja can sharpen individual strands of hair so as to function as make-shift senbon. These hair needles lose their consistency almost immediately and thus are relatively harmless, but they can be thrown at the opponent as an unorthodox and distracting attack. Points: ⁿ/ₐ
  13. Warr

    Spears I

    Suiton; Kiyari (Water Release; Power Spear) | 水遁・力槍 Type: Water Ninjutsu (Personal) Rank: Genin Cost: 80 Damage: 60 Effects: Any response phase jutsu used to negate this technique has a 20% chance to fail. Description: This technique manipulates the surroundings around the user and siphons the principal element of Water. This method of assault forces an incredible volume of water to implode within its own dimensions becoming nothing bigger than a fist. At will, the commendable breadth of water will split into a thin, long rivulet towards their targeted intention with impossible speeds. The true force of the technique is developed on contact however, as the connection between its source severs whence the target is hit; the manipulation aspect of this technique generates such a possibility. Points: 4 Warusu Hiden Ōgi; Kimori | Warrusu Secret Technique; Power Lance | わるす秘伝奥義・力銛 Type: Water Ninjutsu (Personal) Rank: Jounin Cost: 380 Damage: 275 Effects: Any response phase jutsu used to negate this technique has a 30% chance to fail. After being hit by this technique, on the next turn, the opponents Evasion, and Accuracy are reduced by 20, and speed is reduced by 40. This reduction is for the next turn alone. Description: An advancement of Water Manipulation; Power Spear, this technique uses the same basic movements, but more water which is more tightly compressed than the former technique, and which is spun even more quickly than the former as well, the tendril of water decompressing as it hits the opponent, and hitting much harder than the other, as well as hitting in a way that knocks them off balance. Points: 8 Warusu Hiden Ōgi; Enka Kiyari | Warrusu Secret Technique; Blazing Fire Power Spear | わるす秘伝奥義・炎火力槍 Type: Fire Ninjutsu (Personal) Rank: Jounin Cost: 377 Damage: 258 Effects: Any response phase jutsu used to negate this technique has a 22% chance to fail. Opponent is dealt the status 'Burned' for the next 3 turns. Burned: The target takes 120% damage from taijutsu, basic and weapon attacks, takes 10 damage a turn. DP: 30/turn Description: A modification of the 'Water Manipulation; Power Spear' technique, created by Warrusu after plenty of experience with his primary elemental speciality, this technique is created via a burst of fire chakra from the user's arms, a handseal 'Dragon', formed, before the fire chakra incircles the user in a twirling almost mystical direction, and then is shot forth with immense speed. Points: 8 JP Notes: To cost these, given I knew the old effect wouldn't have flown, I used a modified version of the cost ratio for critical hits. The ratio was as follows: Cost of Technique in CP x 1.(2 x .Y% where Y is the percent to fail for Response phase jutsu.) = Technique Cost.
  14. Warr

    Spears II

    Warusu Hiden Ōgi; Raikurai Kiyari (Warrusu Secret Technique; Lightning Strike Power Spear) | わるす秘伝奥義・落雷力槍 Type: Lightning Ninjutsu (Personal) Rank: Jounin Cost: 380 Chakra Damage: 270 (180 CP) Effects: For the turn following being successfully hit by this technique, the opponent is vulnerable, deafened, fazed, and tired. All Response Phase jutsu used to negate this technique have a 20% chance to fail. Description: A modification of the 'Water Manipulation; Power Spear' technique, created by Warrusu after experience with his secondary elemental speciality, with this technique the user seeps lightning chakra into the ground below them, creating a spear of lightning within the ground, and forming the hand seal 'Bird', the spear of lightning chakra is shot up at the opponent at an immense speed, the bright light, sound of the lightning hitting their flesh, and energy of the technique causing damage as well as psychological harm to the opponent. Points: 8 JP Math for Lightning Strike Power Spear: 180 CP (270 Damage at Jounin ratio) + 50 CP (Vulnerable) + 10 CP (Tired) + 15 CP (Fazed) + 20 CP (Deafened) = 275 x 1.(2 x 19) = 379.5 [so trying to round up to 20% chance to fail, which would make the cost 385, if I can get away with it. If not, 19% chance to fail. Warusu Hiden Ōgi; Ryūiki Kiyari(Warrusu Secret Technique; Dragon's Breath Power Spear) | わるす秘伝奥義・竜息力槍 Type: Steam Ninjutsu (Personal) Rank: Jounin Cost: 380 Damage: 275 Effects: If successfully hit by this technique, the target is dealt the status 'burned' for three turns. All Response Phase jutsu used to negate this technique have a 20% chance to fail. Burned: The target takes 120% damage from taijutsu, basic and weapon attacks, takes 10 damage a turn. Max Duration: 4 turns DP: 30/turn Description: An advancement of Water Manipulation; Power Spear, this technique gathers water or moisture around the user, which is gathered into a very tight tendril of water, slung around just as if the original incarnation of the technique, and in the end shows its surprise, it's 'fangs'. The water which hits the opponent not only pierces through the opponent from its high speed movements, but burns the skin around the wound, and other skin as well, from the steam which ends around the spear. Points: 8 Math For Dragon's Breath Power Spear: 183 (CP from Damage) + Burned (90 CP) = 273 CP x 1.(2 x 20) = "382.2 CP" Warusu Hiden Ōgi; Kaijin Kiyari | Warrusu Secret Technique; Sea God Power Lance | わるす秘伝奥義・海神力槍 Type: Water Ninjutsu (Personal) Rank: Sennin Cost: 895 Damage: 700 Effects: Any response phase jutsu used to negate this technique has a 40% chance to fail. Upon a successful hit, the target is inflicted with two turns of hamstrung. Description: An advancement of Power Spear Series, this technique uses the amount of water which would otherwise fill a small like, compressing it into a thin rivulet of water that moves quickly around the user until launched forward. Upon impact, it decompresses, hitting with the force of a tidal wave and sending the opponent off balance enough to cause them to be hamstrung. Points: 13 Math for Sea God Power Lance: 700/3 x 2 = 467 CP + 30 (2 Turns Hamstrung) = 497 x 1.(2 x 41) = 904 CP. As you can see, I'm willing to drop it down to 40%, but figured 'might as well try/ask'. If it is down to 40%, it would cost: 895 Chakra, but otherwise be the same. Notes: As said in Spears I.
  15. Name: Doton: Aranami - Earth Style: Raging Wave level 1 Type: Ninjutsu [Earth Element] Rank: Gennin Cost: 60 Damage: 15 Effects: Prone and Deafened for one turn Description: The user makes the hand signs while generating a portion of chakra into his fist. Slamming his fist into the ground, the chakra is injected into it to creating a minor earth tremor towards the target. The target is unbalanced while the earth crackles below their feet, created a sound equal to seismic activity. Points: 3 Name: Doton: Aranami - Earth Style: Raging Wave level 2 Type: Ninjutsu [Earth Element] Rank: Chuunin Cost: 114 Damage: 30 Effects: Prone and Deafened effect for two turns Description: The user makes the hand signs while generating a portion of chakra into his fist. Slamming his fist into the ground, the chakra is injected into it to creating a minor earth tremor towards the target. The target is unbalanced while the earth crackles below their feet, created a sound equal to seismic activity. Points: 4 [evolving 1; Doton: Aranami level 1] Name: Doton: Aranami - Earth Style: Raging Wave level 3 Type: Ninjutsu [Earth Element] Rank: Jounin Cost: 210 Damage: 180 Effects: Prone and Deafened for two turn Description: The user makes the hand signs while generating a portion of chakra into his fist. Slamming his fist into the ground, the chakra is injected into it to creating a minor earth tremor towards the target. The target is unbalanced while the earth crackles below their feet, created a sound equal to seismic activity. Points: 5 [evolving 2: Doton: Aranami level 2]
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