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Name = The name of the technique.
Detail = tells you what the technique does.
Requirements = What you need/ need to do to aquire this skill. "n/a" means there are no requirements.
+ or - = The amount of skills points you needs to spend to learn this.
Ranks = Amount of times you can take this skill. The effects stack on each other. "[ ]" means there is not limit, as long as you have enough skill points.

Training Types:
(The person training with you must make at least 3 posts. One in the beginning, one in the middle and one in the end.)
(Each post must be a paragraph long at least, longer is better. Paragraph = 6-7 sentences.)


Kage Training = You must get the Kage of your village to train with you to learn this. Their posts don't count towards the amount of posts required. You must do this everytime you take this skill. If you are a Kage you don't need to have another Kage.

Jounin Training = You must get a Jounin ninja or higher to train with you to learn this. Their posts dont count towards the amount of posts required. You must do this everytime you take this skill. If you are a Jounnin you don't need to have another Jounin.

Chuunin Training = You must get a Chuunin ninja or higher to train with you to learn this. Their posts dont count towards the amount of posts required. You must do this everytime you take this skill. If you are a Chuunin you don't need to have another Chuunin.

~General~
Name Details Requirements + or - Ranks
Gifted [insert stat here] When you place points to your stats, the chosen stat gets a +25% reward from training (Rounded down). n/a -1 Once per stat
Quick Learner It takes 1 less post per 10 to learn a new technique. Must always post at least 2 posts to learn a technique. n/a -1 5
Steadfast Durability Stamina-Based Techniques cost 5 less stamina (Minimum of 5 stamina must always be paid however). 10 post Jounin Training -1 Can be taken once every 5 levels.
Inner Calm Chakra-Based Techniques cost 5 less chakra (Minimum of 5 chakra must always be paid however). 10 post Jounin Training -1 Can be taken once every 5 levels.
Iron Skin You take 75% Taijutsu damage. 10 post Chuunin Training -2 1
Chakra Barrier You take 75% Ninjutsu damage. 10 post Chuunin Training -2 1
One-handed Seals Perform hand-seals for jutsu with one hand. 25 post Jounnin training -2 1
Second Wind Upon reaching 0 health, user regains 1Hp, but only once per battle. n/a -2 1
Gate Alignment One may open a Celestial Gate and act in the same turn. n/a -2 1
Strategist Once a battle, and only once, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage. n/a -3 1
Natural Growth (Insert Stat) A ninja with this gains +5 to the specified stat every level. n/a -2 [ ]
Spelunker: Rocky Terrain Bonus Gives +%20 speed in rocky terrain. A ninja with this skill suffers half of all environmental damage. 10 post Chuunin Training -1 1
Hydrologist: Mist Terrain Bonus Gives +%20 speed in the mist/fog. Muddy Ground doesn't give a ninja with this a 5% taijutsu failure chance. 10 post Chuunin Training -1 1
Nomad: Desert Terrain Bonus Gives +%20 speed in sand. A ninja was this skill doesn't suffer the slowing effects of sand terrain. 10 post Chuunin Training -1 1
Survivalist: Extreme Weather Terrain Bonus Gives +%20 speed in mountainous or clouded terrain. A ninja was this skill doesn't suffer the ranged attack penalty of Strong Winds. 10 post Chuunin Training -1 1
Outdoorsman: Forest Terrain Bonus Gives +%20 speed in forests. A ninja was this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. 10 post Chuunin Training -1 1
Plains Terrain Bonus. Gives +%20 speed in plains. A ninja was this skill suffers only half of the inaccuracy effects of High Grass terrain. 10 post Chuunin Training -1 1
Cavern Terrain Bonus. Gives +%20 speed in caves. A ninja with this skill only suffers a 2% chance to fall prove in Rubble/Ruins/Heavily Rocky terrain. 10 post Chuunin Training -1 1

~Equipment~
Name Details Requirements + or - Ranks
Warrior (Pick a weapon) An attack from that specific weapon will do +5 Damage. n/a -1 Level / 2, rounded down
Merchant You get a 5% discount at stores. n/a -1 10
Scribe You may inscribe techniques into scrolls. These techniques have 1/4, 1/2, 3/4, or 100% of the original posts/damage (depeneding on your rank in the skill). Any technique that ends up being a number less than one cannot be inscribed within the scroll. n/a -1 4
Scroll Arts You may use more than one scroll per battle. For every rank in this skill you gain access to one more scroll per fight. n/a -1 [ ]
Gather You can gather the weapons, by how many ranks you have in this skill. And this will be provided you're near where they landed or bounced to and they must be your own weapons. This is done during the Response Phase. n/a -1 [ ]
Poison Creator You may create poisons. This means that all poisons cost 25% less, since you need only buy the materials, but to get the discount you must make the required amount of posts. It takes 10 posts to make a custom poison, and 5 for a poison from Ninja Gear Outlet. n/a -1 1
Poison Mixer You are highly skilled in the art of Poison creation. It now costs 50% less to make potions. It also takes 5 posts for any kind of poison. Poison Creator, lvl 10 -1 1

~Taijutsu~
Name Details Requirements + or - Ranks
Martial Artist +5 Damage to Punches, Kicks, and Taijutsu techniques. 5 post Jounin Training -1 [ ]
Extreme Endurance Your strength far exceeds simple endurance. For a number of posts equal to your rank in this skill, you can continue to fight using your HP in place of your Stamina, once your stamina reaches 0. You may only use Taijutsu techniques during these posts, and when the skill expires you immediatly pass out (or worse, at a Kage's discretion) regardless of any other skill you may have. This is your "last wind." n/a -2 1
Iron Will Your rank in this skill determines how many times you can completely ignore the damage from an enemy Taijutsu attack. This will not stop secondary effects of the attack (chakra blocking of 64 points, etc), but you will take no damage from the attack you defend against. n/a -2 2

~Ninjutsu~
Name Details Requirements + or - Ranks
Ninjutsu Mastery Jutsus of your villages element will do an extra +5 damage. n/a -1 [ ]
Subtle Elementals (Element name here) You may learn an elemental jutsu that is not from your village (IE: Fire jutsus in Mist village). Remember that you must specify which element you bought with this skill (Fire, Mist, Wind, Earth, Lightning, Grass, Sound) n/a -1 Once for every village.
The Twisted Colors You may create techniques from two different elements. Subtle Elementals -1 1
Knowing the Elements By knowing the the elements of Ninjutsu perfectly you have discovered the flaws in many of them and are able to cut through your enemies simple-minded techniques like so much paper. Your rank in this skill determines how many times you can choose to ignore the damage from an enemy Ninjutsu. Effects of the jutsu outside damage still strike you (Web Jutsu will still bind you, etc). n/a -2 2
Shiva, The Destroyer If you have this skill any direct attack type jutsus you use deal an additional 25% damage, but you may not use Genjutsus or Medical Jutsus. n/a -3 1
Extreme Will Your chakra far exceeds simple will. For a number of posts equal to your rank in this skill, you can continue to fight using your HP in place of your Chakra, once your Chakra reaches 0. You may only use Ninjutsu ang Genjutsu techniques during these posts, and when the skill expires you immediatly pass out (or worse, at a Kage's discretion) regardless of any other skill you may have. This is your "last wind." Takes up 2 point. The user is immune to the status effect of Tired. And will only become Tired for the duration of the skill when at 25% HP. n/a -2 1

~Genjutsu~
Name Details Requirements + or - Ranks
Genjutsu Creator For every rank in this skill your genjutsu will drain +5 more stat total. n/a -2 [ ]
Genjutsu Shaper For every rank in this skill your genjutsu will last a post longer. n/a -2 Level / 2, rounded up.
The Seeing Mind You have studied Genjutsu for a very long time and can see through many of the 'less skilled' Genjutsu of your opponents. Your rank in this skill determines how many times you can ignore the effects of an enemy Genjutsu technique. n/a -2 2
Brahma, The Creator If you have this skill any genjutsus you use have 25% additonal effect and last 50% longer, but you may not use jutsus of any element other than your villages. n/a -2 1

~Medical~
Name Details Requirements + or - Ranks
Adept Medic Healing Jutsus, and standard curative items are 10% more effective for each rank bought in this skill. n/a -1 10
Release Chakra A counter method to moves such as 64-points. So it restores use of chakra if it is sealed. This technique can not be performed on ones self, but may be used on others at will. n/a -1 1
Savior Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +10 to the relevent defence skill. Cannot be used against Genjutsu. n/a -1 1

~Summoning/Pets~
Name Details Requirements + or - Ranks
Contract Manager Every time you take this skill, you may summon one additional type of animal (You must still get a contract)You may take this as many times as you want additional contracts. You cannot summon anything without this skill n/a -1 [ ]
Summoning Tattoos With this skill, you can create one summoning tattoo on your body. This must be done out of battle, and it can only be used once per battle. With this you may attempt a summon a creature as normal, although its success rate is lower. After you roll your die, and add your level and rank mod, you subtract 50. Take 10 posts to create a tatoo on yourself. n/a -2 3
Summon Affinity You may have more than one summoned creature out at a time with each rank in this skill. You may take this 4 times. n/a -1 4
Pet Communication Allows the user to corrodinante better with there pet allowing a +5% chance to hit on tech that require both of them to do. n/a -1 1

*note: At character creation you may have at a max of 6 hindering skills, but after that you may not get another hindering skill unless given permission by an admin and write multiple posts to explain it, since you cannot just wake up one morning and have sealed Genjutsu. The amount of posts is to the admin's discrssion.

~Hindering~
Name Details Requirements + or - Ranks
Overcome Your Problems With this skill, you may get rid of a hindering trait you have. You must spend X skill points (X being how many points the hindering trait gave you) to remove it. n/a -x [ ]
Advancement Seal (insert stat here) You only get 50% of your stat reward for the specified stat. May take this 12 times, once per stat. n/a +1 Once per stat
Chakra Burn For every 25 chakra used in a technique, the user takes 5 damage n/a +2 1
Chakra Leak All techniques take 10 extra chakra to use, even if they don't normally use chakra n/a +1 1
Damage Prone Character takes double damage. n/a +4 1
Fear of Elements (element name here) User is paralyzed for one post after seeing (Element) used against them for the first time in a match. n/a +1 Once for each village
Feeble Minded Easily Affected by Genjutsu. Genjutsu techniques last twice as long on you n/a +2 1
Hemophobia User is paralyzed for one post after first blood appears in the fight n/a +1 1
Sealed Genjutsu Cannot use any Genjutsu techniques n/a +2 1
Sealed Ninjutsu Cannot use any Ninjutsu techniques n/a +3 1
Slow Learner One extra post must be written per 10 needed to learn a technique. n/a +1 5
Slow to Adapt A negative for being in terrain not of your current village. Gives -%10 speed when not in your village's terrain n/a +1 1
Talentless Can only learn a technique every two levels n/a +4 1
Uncreative Cannot create any custom techniques. n/a +5 1
Unsavory Chakra Your chakra, just for some reason, turns creatures which are really well attuned to chakra flows away from you, which includes the vast majority of summoned creatures. -25% to all summoning attempts. You must have a summoning technique to use this n/a +2 1
Self-Defense Opponents always act first, no matter what. n/a +2 1
Poor Stamina Manipulation Before using a Taijutsu technique, roll a d10. On 1or2 Jutsu fails. You may not take another action this turn, but the stamina is not lost.. n/a +2 1
Poor Chakra Molding Before using a Genjutsu/Ninjutsu technique, roll a d10. On 1or2 Jutsu fails. You may not take another action this turn, but the chakra is not lost. n/a +3 1
Pervert (Pick Gender) Whenever you battle an opponent of your prefered gender choice, you lose your first turn in combat. n/a +1 2(male and female....)
Merciful Whenever you would deal the finishing blow in combat to an opponent, you must let them live with one HP left, only applies once a battle. n/a +1 1
Fearful Whenever an opponent uses a technique that can only be used by the ninja rank above your current one, you freeze up and lose one turn. n/a +1 1
Narcissist Is stunned for a post the first time damage is taken. n/a +1 1


Fighting Styles~

These are combat stategies usuable by all ninja provided they acquire the correct skill. These reflect their attack/defence style. They may be changed during the Response Phase and only one at a time. They cost 1 point each.

Self-Defensive Tactics: +10% to dodge, -10% to hit
Charging Tactics: +10% to hit, -10% to dodge
Anger Offense: +5% to Taijutsu damage, -10% to dodge.
Focused Movement: +10% to genjutsu effect, -15% to dodge.
Speed over Strength: -5% to Taijutsu damage, +10 dodge. (can only be used when up close to an enemy)
Sniper Tactics: +10% to hit with Ranged Attacks, Unable to use Taijutsu. (can only be used when at a distance to the enemy)


Eight Celestial Gates~

To Learn a Gate, you must first seek out your village's Kage for approval.
You must learn all Gates in the order listed below.
Each gate can only be opened once per battle, and they must be done in order. So you have to open the Initial gate before the heal gate, etc.
For each Gate, you must find a teacher. These cannot be learned on your own. Each Gate takes 20 posts from you, teacher posts do not count towards this.
A gate takes a main phase to open.

~Initial Gate
This gates unlocks the potential of your muscles. Your brain normally limits the usage of your muscles. This enhances your Taijutsu, Evasion and Speed based on your ninja rank. In retrospect, the greater in rank you are, the more the technique will help you, but the more damage you will take from it... (Requires Level 10) (-2)
Genin: Enhances speed, evasion and taijutsu 50 points, but take 10 stamina damage per turn.
Chuunin: Enhances speed, evasion and taijutsu 100 points, but takes 20 stamina damage per turn.
Jounin: Enhances speed, evasion and taijutsu 200 points, but takes 40 stamina damage per turn.
Kage: Enhances speed, evasion and taijutsu 400 points, but takes 80 stamina damage per turn.

~Heal Gate
This gate recovers an amount of HP and Stamina instantly based on your Ninja Rank. It can only be used onceper battle. (Requires Level 20) (-2)
Genin: Recover 50 HP and Stamina instantly
Chuunin: Recover 100 HP and Stamina instantly
Jounin: Recover 200 HP and Stamina instantly
Kage: Recover 400 HP and Stamina instantly

~Life Gate
This gate turns the user's skin a deep, earthy shade of red, this is because the blood throughout your body is being pumped at an incredible rate, your veins bulge. Users have an aura of force surrounding them and their eyes are pure white. Your Taijutsu, Evasion and Speed are increased a certain amount based on your Ninja Rank. You also take a certain amount of health (HP) damage every turn after the first five. You will also have to recover in the hospital for (Admin decides) days and go through training to recover fully. This may be stacked with the Initial Gate. (Requires Level 30) (-2)
Genin: Enhances Speed, Evasion and Taijutsu 50 points, but take 10 HP damage per turn.
Chuunin: Enhances Speed, Evasion and Taijutsu 100 points, but take 20 HP damage per turn.
Jounin: Enhances Speed, Evasion and Taijutsu 200 points, but take 40 HP damage per turn.
Kage: Enhances Speed, Evasion and Taijutsu 400 points, but take 80 HP damage per turn.

~Harm Gate
Your speed is increased so much you become completely impossible to trace by your opponents and are able to strike them near at will. The cost is you will take a large amount of the damage you deal yourself as well, this is the price of using an unavoidable attack. When using this your opponent rolls a d10 every time they attack, before your oll to dodge. If they get a 2 or lower, they move on, if not they miss. This damages your muscles and tendons, you spend a day in the hospital after this, meaning the time and date ont he post you use it in. So if you use it at 4pm on thursday you cannot do anything with your character until 4pm friday. (Requires Level 40) (-2)
Chuunin: Take 90% of your attack's damage.
Jounin: Take 80% of your attack's damage.
Kage: Take 70% of your attack's damage.

~Limit Gate
While this gate is opened you know how to use your Taijutsu techniques perfectly. They cost no Stamina to perform for the next set amount of turns based on your Ninja Rank. After the set amount of turns, you will take a certain amount of Stamina damage for every turn afterwards. (Requires Level 50) (-2)
Chuunin: 2 turns, 20 Stamina damage
Jounin: 4 turns, 40 Stamina damage
Kage: 6 turns, 80 Stamina damage

~View Gate
This gate opens, you can see everything perfectly. For the next number of turns based on your Ninja Rank, you cannot be damaged by any attacks, you will merely dodge them. So, you can only be affected by Genjutsu. You will take a set amount of Chakra damage each turn. (Requires Level 60) (-2)
Jounin: 4 turns, 40 Chakra damage
Kage: 6 turns, 80 Chakra damage

~Wonder Gate
Your body is covered with an aura of chakra so strong that is can actually hurt others when it comes into contact with them. This flaming aura is so powerful that every action leaves part of it behind. If you run in circles, a large line of flaming chakra will be on the ground. Every punch will have a stream of chakra following and surrounding it. All taijutsu attacks do extra damage equal to an amount based on your Ninja Rank. Every turn drains a set amount of your Chakra. After the fight, you must recover in the hospital for (Admin Decides) days and you must go through training to recover your control of chakra. (Requires Level 70) (-2)
Jounin: +50 damage, 40 Chakra damage
Kage: +100 damage, 80 Chakra damage

~Death Gate
With this gate, you gain the equivalent of immortality. You cannot run out of Chakra/Stamina/Hp. You will have all of the gates open with their effects multiplied by 2. Also, they will not close until the end of the battle, at which point, you die. Opening the death gate is fatal. (Requires Level 80) (-2)

-Only Kages may use the Death Gate-




 

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