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Ninja Academy 9.0.3

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Ninja Academy 9.0.3

(Stat Additions & Subtractions, Kinjutsu, Retreating, & Organizations Update!)

 

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Welcome Members!
Ninja Academy 9.0.3 is here! This is a relatively large patch with quite a few changes along a large spectrum of systems, so let's dive in!
 
As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you!

 

System Updates

• Stat Additions & Subtractions in Jutsu

• Starting & Ending a Battle Revamp
• Taijutsu Style Rule Update

• Genjutsu Stat Modifiers

• Kinjutsu Updates

• Removal of Upkeep Concept from Jutsu

• Organizations

• Concentration Ninjutsu Reduction

Skill Updates

• The Path of the Mystic 

• Combinatorial; Ice

• Combinatorial; Magnet

• Combinatorial; Smoke

• Combinatorial; Steam

• Merciful 

Item Updates

• Free Handed

• Retraction Spring

Added: [Addictive Item]

Added: Scroll Case

Added: Impact Absorbers

Added: Repulsors & Isolators

Removed: Link Formation

Technique Updates

• Shadow Clone Technique | Kage Bunshin No Jutsu

• Bitter Crimson Tears | Katsurui Shinku

• Shuriken Curving Technique | Shuriken Kyokusen no Jutsu
• Shadow Shuriken Technique | Kage Shuriken No Jutsu

• Crane Turn Double Wing | Tsuru Kaiten; Baizou Tsubasa

• Sand Release; Changing Sands | Santon; Suna Henka

• Hidden Mist Skill | Kirigakure no Jutsu

• Drunken Monkey Stance | Suien No Kamae

• Earth Release; Stone Goliath | Doton; Ishi Goriate

• Float | Uki Wa no Justu

• Grazing Bull Stance | Hōboku Osuushi No Kamae

• Sand Release; Sand Shell | Santon; Sunakara

• Sapling Armor | Naegi Gusoku

• Soul Prison | Kontan Kongoku

 

 

Official 9.0.x Q&A thread

 

General reminder — if you have any of the skills or jutsu below that changed and no longer want them

because of the changes you may remove them from your sheets and be refunded the SP or JP spent on them.

If you have any questions contact a staff member.

 

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System Updates

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Stat Additions & Subtractions in Jutsu

Short version of this: Stat addition and subtraction sort of suck. They are just horribly priced and usually just not worth the time and effort to use. As such, we've broken the two out into their own ratios. Stat additions are auto-hits (unless you want to dodge your own buff? You live your best life) and stat subtractions are a gamble. Because of this, stat subtractions have a much better ratio going forward. 

 

Also something of note, with these improvements we are also including a MINIMUM cap on stat reductions. Each stat can not be increased beyond 1.5x its base or below 0.5x its base. 

 

If you have any techniques that make use of stat additions or reductions you do not need to get them re-approved. However, because they have gotten better, it is in your interest to do so.

 

 

Spoiler

 

Taijutsu; 5.02

Stat Addition Ratios

• Gennin & Chuunin [ 1:1 ] — No maximum

• Jounin [ 2:3 ] — Maximum 360 base additions

• Sennin [ 2:3 ] — Maximum 720 base additions

 

Stat Subtraction Ratios

• Gennin & Chuunin [ 1:2 ] — No maximum

• Jounin [ 2:5 ] — Maximum 600 base subtractions

• Sennin [ 2:5 ] — Maximum 960 base subtractions

 

! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.

 

 

Ninjutsu; 5.03

Stat Addition Ratios

• Gennin & Chuunin [ 1:1 ] — No maximum

• Jounin [ 2:3 ] — Maximum 400 base additions

• Sennin [ 2:3 ] — Maximum 800 base additions

 

Stat Subtraction Ratios

• Gennin & Chuunin [ 1:2 ] — No maximum

• Jounin [ 2:5 ] — Maximum 720 base subtractions

• Sennin [ 2:5 ] — Maximum 1200 base subtractions

 

! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.

 

 

Genjutsu; 5.04

Stat Addition Ratios

• Gennin [ 4:5 ] — No maximum

• Chuunin [ 2:3 ] — No maximum

• Jounin [ 3:5 ] — Maximum 400 total additions

• Sennin [ 3:5 ] — Maximum 800 total additions

 

Stat Subtraction Ratios

• Gennin & Chuunin [ 1:2 ] — No maximum

• Jounin [ 2:5 ] — Maximum 720 total subtractions

• Sennin [ 2:5 ] — Maximum 1200 total subtractions

 

! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.

 

 

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Starting & Ending a Battle Revamp

We have rewritten the rules for starting & ending battles! There are a few things that have been updated, outlined below. However, we encourage you all to read the updated changes on the main site at Battle System 3.05; Starting a Battle & Battle System 3.08; Ending a Battle.

 

  • Outlined what information is revealed at the start of a battle.
  • Outlined rules for disengaging from battles.
  • Tons of re-writes to clarify things that were not clear.

 

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Taijutsu Style Update

We are doing some quality of life updates for Taijutsu Styles! First, the largest change, we are updating the default way that charges are gained. Right now the Taijutsu Style needs to define how charges are gained, most of which involves at least landing a successful hit with a Taijutsu Style. From now on, all styles will include this as part of the base rules. I'm sure many of you already thought that was how it works! If you did, keep on keeping on!

The second change is a bit more substantial. We are going to now treat Taijutsu Styles as "stances" in which you open to "begin using" a Taijutsu Style. Once you do, all generic Taijutsu attacks as well as Taijutsu attacks of that style will generate charges. 

 

This is solving a problem we recognized based on feedback. Taijutsu users could not really pick up a Style later on in their levels without serious problems. If you reach Jounin with a Taijutsu user and decide "I would like to broaden my styles and pick something new up" you not only have to take a new skill (not the problem) but you had to make a whole suite of new jutsu to support this style (this was the problem). This made evolving a Taijutsu user in later levels in interesting ways and "picking up new styles" a serious sink of resources, time, and ultimately makes the character not as good. So we've updated the rules to better help late game Taijutsu users.

 

You can read the new rules as they appear on the Main Site now in full below.

 

Spoiler

Taijutsu Styles


Every martial artist fights differently, and very few ever end up fighting the same even when from the same school of learning. The way in which they progress in battle, and the goals in which they seek to achieve with each movement are so tuned that many schools of learning have emerged over the ages. So while many martial artists may use similar bases for their fighting abilities, many schools have brought to life a multitude of different styles of Taijutsu. And of course all students swear by their own style.

 

   All Taijutsu Styles function differently with different sets of goals, bonuses, negatives and rewards. However, Taijutsu Styles do have a shared set of things that tie them all together, a unified set of rules that makes them all work similarly. 

 

• All Taijutsu Styles make use of the concept of <style> charges. Each style has its own uniquely named charges and charges may not shared between styles. 

• All Taijutsu Styles are activated abilities that are activated in the Setup Phase as a free action. When a player has declared that they are in a particular Taijutsu Style only then may they begin to accumulate charges for that style.

• While a Taijutsu Style is active, whenever a Taijutsu attack of the particular style or a Taijutsu attack of no style (style-less) hits an opponent the user will gain one charge of that style.

• All Taijutsu Styles start with zero (0) charges and can hold a maximum of five (5) charges.

• All Taijutsu Styles may have Taijutsu techniques that use charges as part of their cost.

• All of these rules are true of all Taijutsu Styles unless the Style says explicitly otherwise.

 

   A player must know the Taijutsu Style skill in order to learn techniques of that style. All techniques that require the use of charges will have the amount of charges needed included in their cost.

 

   For reference in techniques, a charge is worth approximately 40 Cost Points. Gaining an extra charge on a successful hit with a technique is worth 40 Cost Points as well. Gaining more than two charges from a single technique will be incredibly rare if it is ever approved at all.

 

! Important — New characters get a choice of an Element -or- Taijutsu Style for free. Please check the character creation forum for more information on which skills are available to you!

 

Additional Taijutsu Style Rules

• Once per turn as a free action in the Setup Phase a player may activate a Taijutsu Style. Only one Taijutsu Style may be active at a time and charges for a style may only be gained if that Taijutsu Style is active.

• A character may only have one type of charge at a time. If a character would ever gain a charge from a different style they immediately lose any other charges they have.
• A style may never have more than five (5) charges. If a player has five (5) charges already and would gain an additional one, it is discarded.

• A player may choose to not gain a charge if they would gain one from any source.
• A technique may never be more than one style.
• The way in which charges are spent and what kind of bonus they give the user will be determined by the style skill for that particular fighting style.

• A technique may gain more than one charge, but only if it says so in the technique. The type of charge gained must be set when the technique is created. 
• Some techniques in a particular style may require the user to spend charges in order to use the technique. In these cases the charges that are spent are subtracted from your total charges whether the technique connects or not. The amount of charges needed to be spent will be specified in the cost of the technique.

• Custom Taijutsu Styles must require the use of Taijutsu of the style in some way. If a character can make use of the style without Taijutsu of that style it will be denied.

• Setup Phase jutsu may not gain charges.

• A list of Taijutsu Styles can be found on the skills page as examples.
 

 

 

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Genjutsu Stat Modifiers

With the update to modifiers for Stat Addition / Subtractions we've decided that modifiers on these were going to cause a lot of problems. So to offset this, Genjutsu is quite a bit better in ratios and caps at stat reductions and additions. For now, Genjutsu's only bonus is the addition to Ghost Damage, and the requirement to have so much in your Genjutsu to preform techniques.

 

Genjutsu determines the bonus your Genjutsu attacks get when dealing Ghost Damage. Also, to use any Genjutsu technique you must have at least x in your Genjutsu stat to do so, where x is the chakra/stamina cost of the technique.


• For every 20 points of Genjutsu a player has their Genjutsu techniques deal an additional 2 ghost damage.

 

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Kinjutsu Update

We are updating the Kinjutsu rules to be more comprehensive. Overall this is mostly just an update to make the section more readable, but there is one important area that is being updated. Specifically, the Jutsu Point costs for Kinjutsu. You can read the update of that section below!

 

Spoiler

Kinjutsu Jutsu Points
When a technique is a Kinjutsu, it follows a special Jutsu Point cost calculation instead of the one provided for its ninja rank. The following list of Jutsu Points are used for all Kinjutsu regardless of ninja rank. In addition, the Jutsu Point cost of a Kinjutsu may be increased or decreased from these Cost Point guidelines based on a number of factors to help balance their unusual abilities.

 

• 1-500 Cost Points — 15 Jutsu Points

• 501-600 Cost Points — 16 Jutsu Points

• 601-700 Cost Points — 17 Jutsu Points

• 701-800 Cost Points — 18 Jutsu Points

• 801-900 Cost Points — 19 Jutsu Points
• 901-1000 Cost Points — 20 Jutsu Points
• 1001-1100 Cost Points — 21 Jutsu Points
• 1101-1200 Cost Points — 22 Jutsu Points
• 1201-1300 Cost Points — 23 Jutsu Points
• ... etc.

 

 

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Upkeep Removal

The idea of an upkeep cost for jutsu has been around on NA for... a very long time. The idea that you could pay less for an effect on subsequent turns was an idea that started early in the game and stuck through countless iterations. That said, it is being removed to help simplify jutsu creation and unify the game. There is no reason why something should cost less if you choose to pay turn by turn instead of all at once.

 

The idea of an upkeep will still be in the game. Advanced Systems and other abilities that make use of an "upkeep cost" that is paid in the Setup Phase will still exist. We are simply removing the concept of cost reductions tied to them and the generalized rules that allowed them in normal techniques.

 

If you have any techniques that make use of the reduced cost on upkeep, you will need to have them resubmitted for approval.

 

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Organizations

The concept of groups, parties, organizations, and clubs has existed for a long time in the universe, but never really had good rules for making them and what benefits could become of being part of them. Some examples of this would be the B.O.L.T.S. in Kumo, the Iwagakure Air Federation in Iwa, or the ANBU in Konoha. There could be other organizations though that live in other places like Akatsuki from the manga. 

 

In short, organizations will work like factions that you can gain reputation with. They can have unique equipment, skills, or techniques that are created for them that require a certain amount of reputation to be able to purchase. Check out the new section explaining organizations: Basic RPG Rules 1.15; Organizations.

 

 

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Concentration Ninjutsu Reduction

We have clarified the cost reduction on Concentration for Ninjutsu to be Chakra Cost and not just 'Cost'. 

 

• Every 100 points in Concentration lowers the chakra cost of your Ninjutsu by 2%, rounded down. Maximum of 50% reduction.

 

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Skill Updates

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The Path of the Mystic

The "Portal Mastery" option on Path of the Mystic was causing balance problems. It has been updated instead with "Response Mastery". In addition, we've updated the wording on Mystical Mastery as well to be more clear with its intention.

 

- Response Mastery: May gain ranks of 'Flash Summon' for one (1) skill point, may take one (1) additional rank of 'Flash Summon', and 'Flash Summon no longer has a 5% Chance to Fail.

- Mystical Mastery: Once per battle, the user may use Kuchiyose No Jutsu in the Setup Phase. When using Kuchiyose No Jutsu in this way, the user must pay an additional 50% of the technique's base cost. This additional cost may not be reduced by any means.

 

Spoiler

- Portal Mastery: May bring a second summon onto the field during battle. The second summon has a -30 roll penalty due to the difficulty.

- Mystical Mastery: The user may spend 150% chakra (rounded up) on Kuchiyose no Jutsu in order to use it during their Setup Phase. Kuchiyose no Jutsu gains a 5% fail chance. This may only be used once per battle.

 

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Combinatorial; Ice

Combinatorial Ice and Magnet had very similar effects in play, and we wanted to push the two of these apart. Because of this Ice got a slight buff, 5% → 6%.

 

Combinatorial; Ice

May use Ice Element techniques. Ice elemental techniques have an additional 6% chance to Critically Strike; this is considered an 'Activated Effect' for the purposes of determining Critical Hit caps. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Water & Wind

Cost: -1 SP

 

 

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Combinatorial; Magnet

Combinatorial Ice and Magnet had very similar effects in play, and we wanted to push the two of these apart. Because of this Magnet got a slight nerf from 5 → 4.

 

Combinatorial; Magnet

May use Magnet Element techniques. When rolling to dodge a Magnet element technique, the target subtracts 4 from the value of their dodge roll. The user of a Magnet element technique may recover up to two (2) Small Weapons in the same phase as the used Magnet element technique. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Earth & Wind

Cost: -1 SP

 

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Combinatorial; Steam

Combinatorial Steam felt a little underwhelming, and needed a fix for Concentration based attacks. We've increased the bonus from 6% to 8% and added the Concentration line.

 

Combinatorial; Steam

May use Steam Element techniques. Steam techniques that strike the opponent also lower that opponent's chance to dodge on the following turn by 8%. This negative is halved for Concentration based attacks. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Fire & Water

Cost: -1 SP

 

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Combinatorial; Smoke

Same as Steam, but a little different.

 

Combinatorial; Smoke

May use Smoke Element techniques. Smoke techniques that strike the opponent also lower that opponent's chance to hit with attacks that turn by 8%. This negative is halved for Concentration based attacks. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Fire & Wind

Cost: -1 SP

 

 

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Merciful

The old wording of this effect allowed for Burning/Bleeding/Poison to just get around the effect and cheese the downside. While this was great for players with the skill, it was really against the spirit of the ability. We've updated it to not allow this loophole.

 

Merciful

As long as this character is conscious and participating in battle the first time a primary opponent's Health or Ghost Health is reduced to zero (0) or less in a battle they are reduced to one (1) instead and have all status effects removed from them. This skill must be shared at the start of battle.

Cost: +2 SP

 

Spoiler

The first time an attack from this character would reduce a primary character's Health or Ghost Health to zero (0) or less in a battle they are reduced to one (1) instead. This skill must be shared at the start of battle.

 

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Item Updates

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Free Handed

Free Handed was stepping all over the toes of a few skills, and since we've basically clamped down on what it means to have hands free and available in various systems of the game this was just a bit too easy to access. So I decided to give another avenue here for players that really just want medium weapons with a free hand. It costs -1 SP, less than One Handed Seals, but with a lot less flexibility. The new skill has been added to the skill page.

 

Free Handed
Many weapons are built to not be held in the hand of the user. Gauntlets or gloves with blades are just a few examples of weapons that are crafted to allow a user full use of their hands while equipped. Of course, the craftsmanship is much more difficult on weapons that use this, as they must be supported to the body by some means so that the weapon attacks do not fail.
If this character has the skill 'Free Handed Training' this weapon does not take up the user's hand when equipped.
Restrictions: May only be added to Medium Weapons. May not be used illogically.
Cost: 両250

 

 

Free Handed Training

This specialized training allows you to use weapons that leave your hands available for other combat uses.

This character may utilize the weapon attribute 'Free Handed'
Cost: -1 SP

 

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Retraction Spring

Much like free handed, this was just doing the job of what was really a skill or a high level jutsu with very little cost. The only real cost was the flavor restriction, which was too easy to work around and gave bonuses to certain concepts for not much good mechanical reason. The updates here are basically to make this a bit harder to use compared to other options. The new jutsu has been added to the jutsu page.

 

 

Retraction Spring
This is a small mechanical spring technology that allows for the easy drawing and retracting of bladed weapons. The most common example is a blade hidden within a sleeve that upon extension will allow the user to attack quickly. Though the mechanism can be extended and retracted easily, it can be triggered with a touch of chakra for the most urgent of situations.
This weapon may only be equipped with the technique 'Chakra Spring Trigger | Chakra Nejikuchibi'. 
Restrictions: May only be added to Medium Weapons. May not be used illogically.
Cost: 両150 per Rank

 

Chakra Spring Trigger | Chakra Nejikuchibi

Type: Ninjutsu
Rank: Chuunin
Cost: 20x Chakra
Effects: As a free action in the Setup Phase the user may equip one weapon with the attribute 'Retraction Spring'. The value of x is equal to the user's ninja rank. If the user is Jounin rank this technique requires 'Retraction Spring' rank 2. If the user is Sennin rank this technique requires 'Retraction Spring' rank 3. 
Description: This technique was developed specifically for the interaction with delicate mechanisms in combat. The ninja can feed a small amount of chakra into the mechanism, activating a spring loaded trigger to release a weapon from a hiding spot and equip it at a moment's notice.
Points: 5

 

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Added: [Addictive Item]

This is the counterpart to the 'Addicted' Hindering skill. This was already able to just be purchased, but we are adding it to the Ninja Outlet under "General Goods" to make it very clear that you can just purchase it without any need of special creation.

 

[Addictive Item]

Addiction comes in many forms, so does this. When you purchase this you can choose what it is.
- Rank 1 [両20]: This item is "Addictive; 1" to be used with the Hindering Skill, "Addiction".
- Rank 2 [両40]: This item is "Addictive; 2" to be used with the Hindering Skill, "Addiction".
- Rank 3 [両60]: This Item is "Addictive; 3" to be used with the Hindering Skill, "Addiction".

 

 

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Added: Scroll Case

Added from the World Building Contest; Event 5! This item was created by @almondsAndRain, though some updates were required as it didn't really do anything for normal scrolls.

 

Scroll Case
A carrying case for a large scroll that goes over the shoulder and allows for quick and easy access in battle.
As a free action in your Setup Phase you may draw a Large or Giant Scroll. This ability may be used a number of times equal to the times it was purchased. A character may use this ability a maximum of two (2) times per battle.
Cost: 両150

 

 

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Added: Impact Absorbers

Added from the World Building Contest; Event 5! This item was created by @PandaMattMatt, though the wording was updated to be more in line with other main site items. The effect was preserved though.

 

Impact Absorbers
This armor has been enhanced with impact absorbing technology that takes the impact of excessively large forces and reduces them by spreading out the force.
The first time a character wearing this armor is struck with a Critical Hit, the damage is reduced to 1.2x instead of its normal bonus. A character may use this ability a maximum of once per battle.
Cost: 両400

 

 

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Added: Repulsors & Isolators

Added from the World Building Contest; Event 5! This item was created by @Kouta, though its effects were actually split into two attributes instead of just one. 

 

Repulsors
Your armor has a series of vented ports lined up with your tenketsu. By flaring chakra through those ports in response to adrenaline spike the character can gain a burst of speed to change their direction at a moment's notice or even momentary levitation, allowing for split second dodges.
The first time a character wearing this armor is targeted by a Set Trap or Dynamic Trap, that attack loses any Accuracy bonus it gained from being a trap against this character. A character may use this ability a maximum of once per battle.
Cost: 両300

 

Isolators
Ablative plates attached to the exterior of this armor are designed to be shed when struck with unfocussed attacks.
The first time a character wearing this armor is targeted by an Area of Effect attack their Evasion is treated as if the attack was not an Area of Effect for the purposes of dodging. A character may use this ability a maximum of once per battle
Cost: 両500

 

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Removed: Link Formation 

Link Formation has been removed from the main site since "Ranged Weapon Modifiers" no longer exist. 

 

Spoiler

Link Formation
Some weapons are forged such that although resembling a typical weapon, it is actually boasts the structure of a whip, having the whole come apart into pieces linked with chains. This allows for greater manipulation at a distance
Character may use this weapon with regular or ranged weapon modifiers.
Cost: 両100

 

If you had this attribute on any of your weapons you may be refunded the price you paid for it. If you did not buy the attribute you may be refunded $100 for it.

 

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Technique Updates

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Shadow Clone Technique | Kage Bunshin No Jutsu

This has always been a special case jutsu due to its importance. We really wanted it to feel very cool and play well while not breaking player's backs in cost. That said, it was a bit TOO strong for what it did. Some of the clone options were much better than others in terms of cost and at 250 Chakra it was just a bit too good over other clone options.

 

As such we have increased the cost of the jutsu from 250 → 300. Yes, this means it breaks the Chuunin caps but that only helps to underline the fact that this is not a normal jutsu. In line with this we've increased the JP from 14 → 16. The JP on this jutsu has always been doubled due to its flexibility.

 

As a reminder, Kage Bunshin is not a jutsu that should be used as a basis for custom clone jutsu. We have cost calculations for custom clone jutsu. Kage Bunshin is a canon jutsu that bends the rules for cool factor.

 

Shadow Clone Technique | Kage Bunshin No Jutsu

Type: Ninjutsu [ Clone | Konohagakure ]
Rank: Chuunin
Cost: 300 Chakra
Effect: Each Shadow Clone has 50 Health and 60-10x% of the user's remaining stats, where x is the number of clones created. Maximum of five (5) clones may be created. The user chooses the value of x when the technique is used.
Description: The Shadow Clone Technique was created before the founding of the first ninja villages by Senju Tobirama. Before becoming the Second Hokage, he gained a reputation for using his clones on the battlefield with lethal efficiency. The great strength of the Shadow Clone technique is that it divides a user's strength evenly, creating clones that are indistinguishable from their creator, even appearing to have their own working organs. Their strength is also a danger though, as a user who is not careful could easily divide their chakra too greatly, and weaken themselves to the point of illness or even death. Unlike some sturdier clones, Shadow Clones can be destroyed with relative ease, a strong hit transforming them into a harmless puff of smoke.
Points: 16

 

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Bitter Crimson Tears | Katsurui Shinku

Remake of an old favorite! This has been entirely rebalanced to be up to standard design philosophies.

 

Bitter Crimson Tears | Katsurui Shinku

Type: Ninjutsu [ Konohagakure | Fire ] 
Rank: Jounin 
Cost: 180 Chakra 
Damage: 40
Effect: This attack deals 'Burning; 50' for four (4) turns. If this attack misses, each turn following the target must dodge it again until it hits or two (2) turns pass, whichever comes first. If this attack hits on the second turn or later, it deals no damage and afflicts the opponent with 'Burning; 50' for 4-x turns, where x is equal to the number of times this attack has missed. The target may as a Main Phase action choose to end future attacks against them. This jutsu may be used twice per battle.
Description: Forms an odd little cloud of flame above the target's head which rains down flame upon them. The cloud is stationary, so the full effect of the jutsu will only be felt on a stationary target. The flames are meant to not hurt the user of this technique, and if they were to stand in the rain they would not become burned. 
Points: 5

 

Spoiler

Bitter Crimson Tears | Katsurui Shinku
Type: Ninjutsu [ Konohagakure | Fire ] 
Rank: Jounin 
Cost: 120 Chakra 
Damage: 40
Effect: Rains fire on target for the next six posts, dealing 50 unmodified damage each post following the first. If the target moves, the rain of fire does not follow. Must take up one Main phase to move.
Description: Forms an odd little cloud of flame above the target's head which rains down flame upon them. The cloud is stationary, so the full effect of the jutsu will only be felt on a stationary target. The flames are meant to not hurt the user of this technique, and if they were to stand in the rain they would not become burned. 
Points: 3

 

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Shuriken Curving Technique | Shuriken Kyokusen no Jutsu

Removed the reference to ranged weapon attacks.

 

Shuriken Curving Technique | Shuriken Kyokusen no Jutsu

Type: Taijutsu 
Rank: Chuunin 
Cost: 30 Stamina 
Damage: x
Effect: When calculating the damage of this technique, x is equivalent to the total damage of 3 Small Weapons in this character's inventory. Those weapons are 'used' by this technique. The target does not respond to this technique until the turn after their next. Response Phase techniques used against this technique have an additional 10% chance to fail.
Description: Though somewhat advanced among Genin Shuriken Techniques, the Shuriken Curving Technique is a staple of any small weapon user's arsenal. Its application is as simple as its name and is simply a methods in which the user will throw a trio of small weapons(typically shuriken) in such a way that their trajectories will curve and allow them to easily bypass most defenses, including cover. 
Points: 1

 

Spoiler

Shuriken Curving Technique | Shuriken Kyokusen no Jutsu
Type: Taijutsu 
Rank: Chuunin 
Cost: 30 Stamina 
Damage: x
Effect: This attack is modified as a "Ranged Weapon" attack. When calculating the damage of this technique, x is equivalent to the total damage of 3 Small Weapons in this character's inventory. Those weapons are 'used' by this techinque. The target does not respond to this technique until the turn after their next. Response Phase techniques used against this technique have an additional 10% chance to fail.
Description: Though somewhat advanced among Genin Shuriken Techniques, the Shuriken Curving Technique is a staple of any small weapon user's arsenal. Its application is as simple as its name and is simply a methods in which the user will throw a trio of small weapons(typically shuriken) in such a way that their trajectories will curve and allow them to easily bypass most defenses, including cover. 
Points: 1

 

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Shuriken Collision Technique | Shuriken Kanshō no Jutsu

Removed the reference to ranged weapon attacks.

 

Shuriken Collision Technique | Shuriken Kanshō no Jutsu
Type: Taijutsu [ Dynamic Trap ] 
Rank: Chuunin 
Cost: 20 Stamina 
Condition: The user must have failed to hit a target with a Thrown Small Weapon attack utilized during their previous turn.
Effect: This technique may be used in one of two ways during the Main Phase, declared at the time of use. Single Target: Select one Small Weapon in the user's inventory. This technique 'uses' that Small Weapon and deals its damage plus half of the base damage of the Small Weapon Attack that missed the opponent during their previous turn. Multi-Target: Select one Small Weapon in the user's inventory (this technique 'uses' that weapon) and one Thrown Small Weapon that failed to strike its target during the user's previous turn. This technique has two strikes that each must possess a unique target. The first strike deals damage equal to that of the used Small Weapon; the second strike deals damage equal to that of the previously missed technique.
Description: Shuriken Kanshō no Jutsu is an advanced technique that is typically self-taught by shinobi seeking advanced ninja tool proficiency. This technique's principle is a basic one that is difficult to properly exercise; after failing to successfully strike a target with a single thrown weapon(sometimes intentionally), the user will throw a second weapon and use the first to rebound from and catch an opponent off-guard. Sometimes, two weapons are made to collide such that they would then individually strike two differing targets. 
Points: 2

 

Spoiler

Shuriken Collision Technique | Shuriken Kanshō no Jutsu
Type: Taijutsu [ Dynamic Trap ] 
Rank: Chuunin 
Cost: 20 Stamina 
Condition: The user must have failed to hit a target with a Thrown Small Weapon attack utilized during their previous turn.
Effect: This technique may be used in one of two ways during the Main Phase, declared at the time of use.Single Target: Select one Small Weapon in the user's inventory. This technique 'uses' that Small Weapon and deals its damage plus half of the base damage of the Small Weapon Attack that missed the opponent during their previous turn. This is modified as if it were a Ranged Weapon attack.Multi-Target: Select one Small Weapon in the user's inventory(this technique 'uses' that weapon) and one Thrown Small Weapon that failed to strike its target during the user's previous turn. This technique has two strikes that each must possess a unique target. The first strike deals damage equal to that of the used Small Weapon; the second strike deals damage equal to that of the previously missed technique. This is modified as if it were a Ranged Weapon attack.
Description: Shuriken Kanshō no Jutsu is an advanced technique that is typically self-taught by shinobi seeking advanced ninja tool proficiency. This technique's principle is a basic one that is difficult to properly exercise; after failing to successfully strike a target with a single thrown weapon(sometimes intentionally), the user will throw a second weapon and use the first to rebound from and catch an opponent off-guard. Sometimes, two weapons are made to collide such that they would then individually strike two differing targets. 
Points: 2

 

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Shadow Shuriken Technique | Kage Shuriken No Jutsu

Removed the reference to ranged weapon attacks.

 

Shadow Shuriken Technique | Kage Shuriken No Jutsu
Type: Taijutsu 
Rank: Gennin 
Cost: 20 Stamina 
Damage: 2x
Effect: When calculating the Damage of this technique 'x' is equivalent to the damage dealt by 1 Small Weapon. This technique deals 2 strikes and both strikes must target the same target. The second strike of this attack is considered a Dynamic Trap with its conditions already met. 2 Small Weapons of the same type must be used to perform this technique. This technique may be used 1 time per battle.
Description: The Kage Shuriken Jutsu has been taught to young ninja for years, both as a practice to enhance one's timing when attacking and as a method for attacking with subterfuge. To perform this attack, the user must throw two fuma shuriken shuriken, the first toss being overt and obvious, and the second being almost imperceptible. To perform this attack successfully, the user hides their second shuriken within the shadow of the first, leaving the target open to the attack, even if the first shuriken is deflected. 
Points: 3

Spoiler

Shadow Shuriken Technique | Kage Shuriken No Jutsu
Type: Taijutsu 
Rank: Gennin 
Cost: 20 Stamina 
Damage: 2x
Effect: When calculating the Damage of this technique 'x' is equivalent to the damage dealt by 1 Small Weapon. This technique deals 2 strikes and both strikes must target the same target. The second strike of this attack is considered a Dynamic Trap with its conditions already met. 2 Small Weapons of the same type must be used to perform this technique. When applying statistical modifiers, this technique is treated as a 'Ranged Weapon' attack. This technique may be used 1 time per battle.
Description: The Kage Shuriken Jutsu has been taught to young ninja for years, both as a practice to enhance one's timing when attacking and as a method for attacking with subterfuge. To perform this attack, the user must throw two fuma shuriken shuriken, the first toss being overt and obvious, and the second being almost imperceptible. To perform this attack successfully, the user hides their second shuriken within the shadow of the first, leaving the target open to the attack, even if the first shuriken is deflected. 
Points: 3

 

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Crane Turn Double Wing | Tsuru Kaiten; Baizou Tsubasa

This technique was just sort of half baked and sort of busted, so we have reworked it to the following!

 

Crane Turn Double Wing | Tsuru Kaiten; Baizou Tsubasa
Type: Taijutsu [ Kirigakure | Crane ]
Rank: Jounin
Cost: 190 Stamina
Effect: Used in the Response Phase. The user increases their block range by 20 against a single physical melee attack of Jounin rank or lower. If the user successfully blocks this attack they may use a Main Phase action to perform the following attack. Multi hit jutsu with three (3) strikes. The first two strikes deal 100 damage each and the final strike deals 'Stunned' for one (1) turn. This technique may be used once per battle.
Description: Using both forearms, the user will attempt to block the enemy attack as it is directed towards them. Placing their dominant foot forward, the user will then slide their dominant hand towards the opponent and grab their neck. Holding the enemy's wrist with their other hand they will quickly life their knee up to the enemy's exposed ribs and strike them once. Releasing the wrist and bringing their non-dominant hand under the opponent's armpit they will life up under the arm will simultaneously pushing down on the neck with their dominant hand, throwing the opponent.
Points: 5

 

Spoiler

Crane Turn Double Wing | Tsuru Kaiten; Baizou Tsubasa
Type: Taijutsu [ Kirigakure | Crane ]
Rank: Jounin
Cost: 190 Stamina
Damage: 100 per strike
Effect: Used in the response phase, increases the block range by 25 against a single Ninjutsu or Taijutsu melee technique of Jounin rank or lower. User still rolls to dodge this technique, but any dodge roll is considered a block instead. Multi hit jutsu, with three strikes. The first two strikes are damage and the final strike inflicts the opponent with 'Stunned' for one turn along with 'Prone' and 'Fazed' for the following turn.
Description: Using both forearms, the user will attempt to block the enemy attack as it is directed towards them. Placing their dominant foot forward, the user will then slide their dominant hand towards the opponent and grab their neck. Holding the enemy's wrist with their other hand they will quickly life their knee up to the enemy's exposed ribs and strike them once. Releasing the wrist and bringing their non-dominant hand under the opponent's armpit they will life up under the arm will simultaneously pushing down on the neck with their dominant hand, throwing the opponent.
Points: 5

 

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Sand Release; Changing Sands | Santon; Suna Henka

This jutsu was previously Genin and broke the climate / terrain rules. While this was done on purpose originally we've come to the decision that it is not really doing much to make the game better as it is. So we've update it to follow the normal rules more closely.

 

Sand Release; Changing Sands | Santon; Suna Henka
Type: Ninjutsu [ Sunagakure | Sand | Terrain ]
Rank: Chuunin
Cost: 140 Chakra
Effect: Terrain is now "Sand".
Description: Using their ability to manipulate the element, the Shinobi amplifies the amount of sand on the field by using existing sand and causing it to multiple and turn surrounding ground into additional sand.
Points: 5

 

Spoiler

Sand Release; Changing Sands | Santon; Suna Henka
Type: Ninjutsu [ Sunagakure | Sand | Terrain ]
Rank: Gennin
Cost: 140 Chakra
Effect: Terrain is now "Sand".
Description: Using their ability to manipulate the element, the Shinobi amplifies the amount of sand on the field by using existing sand and causing it to multiple and turn surounding ground into additional sand.
Points: 5

 

 

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Hidden Mist Skill | Kirigakure no Jutsu

Similar to the above, but a more signature version from canon. This has kept its extra ability against doujutsu which is a main site only addition for a canon jutsu, but it also has been moved to Chuunin rank.

 

Hidden Mist Skill | Kirigakure no Jutsu
Type: Ninjutsu [ Kirigakure | Water | Climate ]
Rank: Chuunin
Cost: 100 Chakra
Effect: Adds the climate 'Mist' to the battlefield for three (3) turns. The user is immune to the effects of 'Mist' and the effects of 'Mist' are doubled for those with an active Doujutsu as long as the climate was applied by this technique.
Description: A technique that uses moisture in the air to engulf the opponent in mist. This mist makes it harder for your opponent to see, which gives you more of a chance for a successful strike.
Points: 4

 

Spoiler

Hidden Mist Skill | Kirigakure no Jutsu
Type: Ninjutsu [ Kirigakure | Water | Climate ]
Rank: Gennin
Cost: 80 Chakra
Effect: Adds the climate 'Mist' to the battlefield for three (3) turns. The user is immune to the effects of 'Mist' and the effects of 'Mist' are doubled for those with an active Doujutsu as long as the climate was applied by this technique.
Description: A technique that uses moisture in the air to engulf the opponent in mist. This mist makes it harder for your opponent to see, which gives you more of a chance for a successful strike.
Points: 4

 

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Drunken Monkey Stance | Suien No Kamae

This had a few oddities along with it, and lined up with not only our Upkeep removal, but also our Stat Addition update!

 

Drunken Monkey Stance | Suien No Kamae
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Chuunin
Cost: 120 Stamina
Effect: While in this stance, the user gains a +15% chance to dodge any Ninjutsu and Taijutsu attacks, but the user also loses -15% to hit with all attacks while in this stance. Each successful attack dodged while in this stance generates 1 additional Momentum Charge. Maximum of 3 turns.
Description: The Momentum Style practitioner begins imitating gestures of an intoxicated monkey, rather than a human fighter. Drunken Monkey does not begin with drunken-like gestures, but rather the drunken aspect enters the forms in the middle section when the practitioner plays the movements of a monkey drinking stolen wine. Once these movements come into play, the ability to hit the user becomes increasingly more difficult- though the ability to successfully attack on the practitioners side also seemingly becomes more unorthodox as time goes on. While the user dances around it's opponent's attacks gracefully, they gain speed and power, all leading up to a finishing move, typically.
Points: 4

 

Spoiler

Drunken Monkey Stance | Suien No Kamae
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Chuunin
Cost: 80 Stamina; 72 Stamina Upkeep
Effect: While in this stance, the user gains a 20% chance to dodge any ninjutsu and taijutsu techniques aimed at them, but the user also loses 20% to hit while in this stance. Each successful attack dodged while in this stance generates 1 additional Momentum Charge. Maximum of 3 turns.
Description: The Momentum Style practitioner begins imitating gestures of an intoxicated monkey, rather than a human fighter. Drunken Monkey does not begin with drunken-like gestures, but rather the drunken aspect enters the forms in the middle section when the practitioner plays the movements of a monkey drinking stolen wine. Once these movements come into play, the ability to hit the user becomes increasingly more difficult- though the ability to successfully attack on the practitioners side also seemingly becomes more unorthodox as time goes on. While the user dances around it's opponent's attacks gracefully, they gain speed and power, all leading up to a finishing move, typically.
Points: 3

 

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Earth Release; Stone Goliath | Doton; Ishi Goriate

Had a cost reduction for upkeep, needed to remove it! We've updated this technique to keep the upkeep, but the cost reduction is gone and the jutsu points updated accordingly.

 

Earth Release; Stone Goliath | Doton; Ishi Goriate
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 50 Chakra, 50 Chakra Upkeep
Effect: The user is 'Enlarged' as long as this technique is active. At the start of each Main Phase, the user rolls a d10 and on a result of 6-10 the first attack in this Main Phase adds one (1) turn of 'Clobbered' to its effects. Maximum of 4 turns.

Description: The ninja coats themselves with a thick stone carapace that increases their size as well as combat potency. The strong blows from this form send the opponent reeling backwards a few steps, forcing them to spend time recovering from the attack.
Points: 5

 

Spoiler

Earth Release; Stone Goliath | Doton; Ishi Goriate
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 60 Chakra, 50 Chakra Upkeep
Effect: The user is 'Enlarged' as long as this technique is active. The first attack made by the user during each of their turns has a 50% chance to add 'Clobbered' to its effects; this is determined by a d100 roll made and linked at the beginning of their Main Phase.
Description: This nin coats him/herself with a thick stone carapace that increases their size as well as combat potency. The strong blows from this form send the opponent reeling backwards a few steps, forcing them to spend time recovering from the attack.
Points: 4

 

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Float | Uki Wa no Justu

An old jutsu, but a good one. Updated for the new stat addition costs and upkeep rules.

 

Float | Uki Wa no Justu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Chuunin
Cost: 50 Chakra; 50 Chakra Upkeep.
Effect: Increases user's Evasion by 40. You may only be targeted by ranged attacks or by other characters with the ability to fly. Maximum of 3 turns.
Description: Using chakra, you gain the ability to defy gravity. With this, you can fly, float high in the air, or simply do an amazing combo.
Points: 5

 

Spoiler

Float | Uki Wa no Justu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Chuunin
Cost: 80 Chakra too activate, 64 Chakra Upkeep.
Effect: Increases user's Evasion by 100. On Opponents turn following the activation of this, they may ONLY used ranged attacks on you. Maximum of 4 turns.
Description: Using chakra, you gain the ability to defy gravity. With this, you can fly, float high in the air, or simply do an amazing combo.
Points: 3

 

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Grazing Bull Stance | Hōboku Osuushi No Kamae

Similar to the Drunken Monkey above, this technique is an oddball but it needed an update due to the Upkeep rules.

 

Grazing Bull Stance | Hōboku Osuushi No Kamae
Type: Taijutsu [ Iwagakure | Mountain Ox ]
Rank: Chuunin
Cost: 120 Stamina
Effect: While in this stance, the user cannot be dealt critical damage by any technique. Whenever the user preforms an Ox Style technique while this stance is active they roll a d8. On a result of 7 or 8 they gain one (1) additional Ox Charge. All attacks the user makes while this stance is active have their total damage reduced by 20%, but also have a +x% chance to hit, where x is equal to 1/4 the user's level rounded up to a maximum of +20%. 
Description: The most basic stance an adept of the Ox Style has in their arsenal. It generally consists of keeping one's body steady and firmly dug into the ground. It thrives on revealing no openings, and the adept's arms are kept close to the body at all times in order to reduce the chance of taking extra damage. The ninja remains tucked down, much like a bull attempt to eat grass, hence how the technique was named.
Points: 4

 

Spoiler

Grazing Bull Stance | Hōboku Osuushi No Kamae
Type: Taijutsu [ Iwagakure | Mountain Ox ]
Rank: Chuunin
Cost: 80 Stamina; 72 Stamina Upkeep
Effect: While in this stance, the user cannot be dealt critical damage by any technique. In addition, any Ox Style technique the ninja uses while in this stance has a 25% chance of earning the ninja an additional Ox Charge. All damage dealt to the opponent in this stance does 20% less total damage, but also has a +x% chance to hit, where X is equivalent to 1/3 the user's level rounded up. Cap of 20%.
Description: The most basic stance an adept of the Ox Style has in their arsenal. It generally consists of keeping one's body steady and firmly dug into the ground. It thrives on revealing no openings, and the adept's arms are kept close to the body at all times in order to reduce the chance of taking extra damage. The ninja remains tucked down, much like a bull attempt to eat grass, hence how the technique was named.
Points: 3

 

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Sand Release; Sand Shell | Santon; Sunakara

Had an upkeep, had stat additions, both got updated! Changed the defense to a Shield.

 

Sand Release; Sand Shell | Santon; Sunakara
TypeNinjutsu [ Sand | Shield ]
Rank: Chuunin
Cost: 150 Chakra
Effect: The user gains 'Enlarged' for three (3) turns. In addition, they also gain a shield with 100 Health. 
Description: The ninja wraps themselves in chakra, pulling the surrounding sand to their body in a suit of armor that is many times larger than their original form. The sand forms limbs and armor around them, giving them superior form and defense.
Points: 5

 

Spoiler

Sand Release; Sand Shell | Santon; Sunakara
Type: Ninjutsu [ Sand ]
Rank: Chuunin
Cost: 80 Chakra, 55 Chakra Upkeep
Effect: User gains 'Enlarged' status and gains +60 Defense
Description: The ninja surrounds themselves in sand fused with chakra to increase their size and therefore increase their combat strength
Points: 3

 

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Sapling Armor | Naegi Gusoku

Had an upkeep, had stat additions, both got updated! I updated the defense bonus to be a shield instead. This is a rarity because Genin normally do not get access to shields! It uses a reduced 4:5 ratio.

 

Sapling Armor | Naegi Gusoku
TypeNinjutsu [ Kusagakure | Wood | Shield ]
Rank: Gennin
Cost: 60 Chakra
Effect: The user gains a shield with 75 Health.
Description: Becoming one with nature, you integrate your skin with the bark of a young tree. Because of its relatively young age, it is easier to integrate with but not as strong as trees of older generations.
Points: 3

 

Spoiler

Sapling Armor | Naegi Gusoku
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Gennin
Cost: 60 Chakra, 50 Chakra Upkeep
Effect: Raises user's defense by 60 while active. Max duration, 4 turns.
Description: Becoming one with nature, you integrate your skin with the bark of a young tree. Because of its relatively young age, it is easier to integrate with but not as strong as trees of older generations.
Points: 3

 

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Soul Prison | Kontan Kongoku

Updated this to lose the upkeep, and also updated it to be a shield. I gave this a -20 Chakra cost using the 4:5 because it is a Ninjutsu that loses access to Ninjutsu. At Gennin level if you want to save 20 chakra you have to put 60 points at least into Ninjutsu to do so. Another odd jutsu exclusive to the main site!

 

Soul Prison | Kontan Kongoku
Type: Ninjutsu [ Iwagakure | Earth | Shield ]
Rank: Gennin
Cost: 60 Chakra
Effect: The user gains a shield with 100 Health. The user may not use Ninjutsu while this shield is active.
Description: A wall of pure, intense chakra is formed in a field around the ninja. The chakra distorts any attempts to force a jutsus through it from inside or out. The ninja must remain stationary to maintain the effects of the Kontan Kongoku.
Points: 4

 

Spoiler

Soul Prison | Kontan KongokuType: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 40 Chakra, 32 Chakra Upkeep.
Effect: User may not use Ninjutsu while this is activated. +80 Defense to the user. Maximum of four turns.
Description: A wall of pure, intense chakra is formed in a field around the ninja. The chakra distorts any attempts to force a jutsus through it from inside or out. The ninja must remain stationary to maintain the effects of the Kontan Kongoku.
Points: 2

 

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