Village: Iwagakure | Kirigakure | Konohagakure | Kumogakure | Kusagakure | Otogakure
Sunagakure | Yukigakure | General
Rank: Academy Student | Gennin | Chuunin | Jounin | Sennin
Type: Ninjutsu | Genjutsu | Taijutsu | Ninjutsu / Taijutsu | Taijutsu / Genjutsu | Ninjutsu / Genjutsu
Basic Element: Wind | Earth | Water | Lightning | Fire
Combo Element: Cloud | Wood | Plant | Sound | Sand
Style: Wild Beast | Momentum | Mountain Ox | Desert Aikido | Serpent | Lotus | Crane
Archetype: Elemental | Time | Carnal | Creational | Meditative
Special: Dynamic Trap | Set Trap | Clone | Weapon | Barrier | Shield | Terrain | Climate | Pet
Other: Powerful | Unacceptable | Sealing | Medical
Aerial Thunder Combo | Sora Shōgeki Rendan
Type: Taijutsu
Rank: Chuunin
Cost: 150 Stamina
Damage: 90
Effect: The target is afflicted with 'Stunned' and 'Exposed' for one (1) turn.
Description: The user will drag back their hand, rushing forward and striking the enemy straight in the chest with a powerful blow. Following this the user will rush behind the user as they stagger or fly backwards and kick them directly in the back, sending them into the air.
Points: 5
Air Raid | Kuuki Shinryaku
Type: Genjutsu [ Elemental | Lightning ]
Rank: Chuunin
Cost: 120 Chakra
Damage: 50 Ghost Damage
Effect: The target is afflicted with 'Fazed', 'Slow', and 'Confused' for one (1) turn.
Description: The user invades the opponents mind, making them feel like they have been struck with lightning with a brilliant flash of light. This mental attack causes seizures, leaving the opponent severely disabled for a time.
Points: 4
Air Slicing Blast | Zankuuha
Type: Ninjutsu [ Sound ]
Rank: Gennin
Cost: 40 Chakra
Damage: 40
Effect: If an "Air Pressure Device" is equipped, technique does +15 Damage and costs +10 Chakra to use.
Description: A Jutsu which allows the user to freely control super sonic sound waves and air pressure. The cannons that are their arms can create blasts powerful enough to even destroy rock.
Points: 2
All Consuming Fog Technique | Kuikiri no Jutsu
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Jounin
Cost: 3x Chakra
Effect: Area of Effect. All characters aside the user take x chakra damage. The value of x may be no less than 40 and no greater than 100.
Description: Through a short string of hand seals, horse-bird-tiger, the user calls forth an ominous blue-green speckled fog. Although quite similar to the signature technique of the Hidden Mist Village, the dense fog that is called forth actually has an adverse affect internally on all that are enveloped by it. Due to the toxic chakra poured into the fog, upon simple contact, chakra from within the body is forced out, draining the spiritual energy of all who become exposed to it's touch. Although a derivative of the Hidden Mist signature technique, the Hidden Cloud has developed a considerably more hazardous offspring technique, despite it lasting a significantly lesser time than it's parent jutsu.
Points: 7
Angel's Chorus | Mitsukai no Gasshoutai
Type: Genjutsu
Rank: Jounin
Cost: 190x Chakra
Effect: Up to two targets. Increases the Defense of each target by 200 for two (2) turns.
Description: A soft and peaceful melody generated by the user stimulates the brain to lessen aggressive intent and increase the body's responsiveness to the environment. This communion with nature and peaceful atmosphere promotes a non-aggressive environment where it is psychologically difficult to attack one another.
Points: 8
Angelic Ward I | Tenshi no Kekkai I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains a shield with 60 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 3
Angelic Ward II | Tenshi no Kekkai II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains a shield with 120 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 4 [Evolving 1; Angelic Ward I]
Angelic Ward III | Tenshi no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 320 Chakra
Effect: The target gains a shield with 320 Health. This shield does not reduce damage but instead negates Status Effects. Reduce the health of this shield by 1.5xy, where x is the cost of the status effect being prevented and y is the number of turns. This shield can only negate turns of Status Effects that are equal to or less than it's remaining health. The user may choose which status effects are negated. This shield lasts for 4 turns or until destroyed.
Description: By leaving an imprint of medical chakra, the target is encased in a thin layer of chakra. This chakra does not absorb impact, but prevents the targets flesh from being burned, or cut, among many other things.
Points: 7 [Evolving 3; Angelic Ward II]
Angry Boar | Ikaru Buta
Type: Taijutsu [ Wild Beast ]
Rank: Jounin
Cost: 160 Stamina, 1 Rage Charge
Damage: 280
Effect: The user is considered 'Enlarged' and 'Enraged' for this attack and in their next Response Phase.
Description: Like a true angered and hostile beast, the user's physiological stature changes as they begin to breath deeply and sharply out of their nose, possibly accompanied by a growl at the back of their throat. The predator will make every attempt to make themselves seem bigger, stronger and scarier to their prey. After which, they will charge at the target, punching them twice, one in each shoulder, signifying a boar's tusks sinking into their skin. After which, the user will grab a hold of the target's waist and lift them over their shoulder, slamming them into the ground head first, like a boar stampeding through their prey.
Points: 4
Armor of Sand: Rank 1 | Suna no Yoroi
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Chuunin
Cost: 120 Chakra
Effect: Creates a shield around the user with 200 health points. The user may repair the shield to full health points for 90 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 90 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.
Points: 5
Armor of Sand: Rank 2 | Suna no Yoroi
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Jounin
Cost: 200 Chakra
Effect: Creates a shield around the user with 400 health points. The user may repair the shield to full health points for 160 chakra in the Setup Phase. Additionally, once per battle if the health of the shield is reduced to 0, the user may immediately pay 160 chakra to repair it to full health. Armor of Sand techniques do not stack with one another. Lasts for four (4) turns. This technique may be used an unlimited number of times per battle.
Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.
Points: 5 [Evolving 2; Armor of Sand: Rank 1]
Astral Ride | Kan Raido
Type: Taijutsu [ Kumogakure ]
Rank: Chuunin
Cost: 50 Stamina
Damage: 55
Effect: May only be used if 'Float (Uki Wa no Justu)' is active. Opponent has -40 Accuracy on their next turn.
Description: A stunning combo that defys gravity, and confuses the senses. After which, the opponent is dazed.
Points: 2
Ball Lightning | Tama Kaminari
Type: Ninjutsu [ Lightning ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 35
Effect: The target is afflicted with 'Scorched' and 'Numb' for two (2) turns.
Description: The user creates a ball of electricity in their hand and then points their exposed palm towards the opponent, launching the ball towards them. Upon being struck by the ball the electricity the enemy will have their body washed over with the blast, numbing them for a short while and causing burning.
Points: 5
Bastard Sword of Lighting | Banki Zenpuu no Jutsu
Type: Ninjutsu / Taijutsu [ Kumogakure | Lightning ]
Rank: Chuunin
Cost: 35 Chakra, 35 Stamina
Damage: 120
Effect: The user has -20 Accuracy for this attack. User skips their next Setup Phase.
Description: The more powerful version of Shokai Senpuu no jutsu. Instead of creating a normal long blade, the user creates a huge bastard sword with devastating power. The only problem is that the user becomes slower when attacking.
Points: 3
Beast Claw | Kemono Tsume
Type: Ninjutsu [ Pet ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 40 per strike
Effect: This technique has three (3) strikes that may target up to three (3) enemies. Each strike afflicts the opponent with 'Impaired Eyesight' for one (1) turn.
Pet Combination: This technique becomes an Area of Effect technique that targets only enemies with a single strike that deals 40 Damage.
Description: Enveloping their hand in chakra that takes on the form of wickedly sharp claws, the shinobi begins striking at the eyes of foes. A tamer and their beast working in tandem though create an even more effective attack that becomes quite difficult to dodge.
Points: 7
Beast Unleashed | Yajuu no Hanasu
Type: Taijutsu [ Wild Beast ]
Rank: Gennin
Cost: 60 Stamina
Damage: 10
Effect: User is 'Enraged' for two (2) turns.
Description: Focusing their strength, the user will rush forward with a sudden burst of speed and strike the opponent with the back side of the hand. As they strike they will let out a bestial roar, sending themselves into a rage for a short time.
Points: 3
Beat of the Angel | Mitsukai no Hyoushi
Type: Genjutsu
Rank: Gennin
Cost: 80 Chakra
Effect: +60 to the non-tank stat of your choice for 3 turns. Can only be used once per battle.
Description: A simple technique that may be able to turn the tides of a battle, Mitsukai no Hyoushi is a technique in which the user will manipulate sound waves to alter a target's body for the better.
Points: 4
Beginning | Akebono
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 40 Chakra
Damage: 20
Effect: +20 HP to user if this connects.
Description: A lash of vapor swipes through the opponent, drawing at their very chakra and essence and lashing back to the user, revitalizing them.
Points: 2
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
Blaze | Kaen
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 100 Chakra
Effect: Used in the Setup Phase. For the next three (3) turns treat the user's Taijutsu and Basic Weapon Attacks as if it were a Ninjutsu/Taijutsu hybrid attacks with [Fire] added to its types and effects. This may only be used once per battle.
Description: The user is engulfed in a blaze of flames that consumes their entire body. In every direction around them up to a foot away the air is lit aflame. Anyone that gets to close will be burned by the intense heat surrounding their body, and a melee fighter with this technique is an even more dangerous opponent than normal.
Points: 3
Blood on the Wind | Chi o za Kaze
Type: Ninjutsu [ Wind ]
Rank: Jounin
Cost: 110 Chakra
Damage: 105
Effect: The opponent is 'Bleeding: 25' for three (3) turns.
Description: This move once again does not directly target the foe itself, but instead tries to find wounds already made in the opponent. If none are there the wind itself will cut a shallow blow, then infuse it's chakra into all the wounds on the person, causing them a bit of pain but more importantly causing all their wounds to start bleeding profusely.
Points: 3
Blossoming Flow | Hana Ryūdō
Type: Genjutsu
Rank: Gennin
Cost: 60 Chakra
Effect: Opponent is 'Charmed' for two (2) turns.
Description: Manipulating the opponent's sense of smell the Shinobi causes them to think there are multiple flowers blooming nearby while also stimulating the portion of their brain that effects trust. The target ends up feeling affection for the ninja during their confusion, making their actions conflicted.
Points: 3
Blowout | Buroauto
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 100 Chakra
Damage: 30
Effect: Target is 'Deafened' for 1d4 turns. User rolls die when attack is made.
Description: The user focuses sound waves produced from any source into a tightly-wrapped coil of sound, which is then directed to the target's cochlea. The intense sound waves cause the fluid in the cochlea to vibrate rapidly, blowing an opening in the inner ear. This intense pain and disorientation disables the target for a period of time.
Points: 4
Body Freeze Skill | Kanashibari no Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 100 Chakra
Effect: This technique cannot be dodged. Instead, the target rolls 1d6 in their Response Phase. If the roll is odd, they are afflicted with 'Vulnerable' and 'Stunned' for one (1) turn. If the roll is even, nothing happens. May only be used twice per battle. If the target is of two ninja ranks or higher than the user, they are unaffected by this technique.
Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas are taught this technique.
Points: 4
Body Replacement Technique | Kawarimi no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Unarmed Attack or Small Weapon Attack that the user failed to dodge. The damage and effects of that Basic Unarmed Attack or Small Weapon Attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: Free Upon Creation
Body Replacement Technique II | Kawarimi No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack that the user failed to dodge. The damage and effects of that basic attack or weapon attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique]
Body Replacement Technique III | Kawarimi No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack or Taijutsu that the user failed to dodge. The damage and effects of that basic attack, weapon attack, or Taijutsu are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique II]
Body Replacement Technique IV | Kawarimi No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: x Chakra
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 physical attack that the user failed to dodge. The damage and effects of that physical are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: ⁿ/ₐ [Evolving 2; Body Replacement Technique III]
Bulldozer | Burudōzā
Type: Taijutsu [ Iwagakure | Mountain Ox ]
Rank: Jounin
Cost: 200 Stamina + x Ox Charges
Damage: 300
Effect: The opponent is under the effects of 'Vulnerable' for 1 turn. The user of this technique may spend Ox Charges in addition to the stamina cost. For every Ox Charge spent with this technique, the chance to land a critical blow is increased by 5%. For every Ox Charge the user has after paying the cost of this technique., they gain an additional 5% chance to hit the opponent with this technique. If the user of this technique is in 'Grazing Bull Stance', the chance to hit the opponent with this technique for every Ox Charge they have turns to 7%, and every Ox Charge they use turns to 3% instead. (For example, if this ninja has 3 Ox charges, they automatically gain a 15% chance to hit with this attack. They may also spend any amount of these charges to gain +5% to land a critical blow per charge used. Say the user decides to spend two of said charges, and keep one, that means they gain a 5% to hit, and 10% to land a critical.))
Description: The premier 'killing technique' of the Ox Style school, as well as the typical signature technique used by all those who have mastered the arts. It combines all the lessons learned previously to execute a highly lethal lunge at the opponent. By extending their arm, the user of this technique will slam their shoulder and bicep into the opponent's throat as they stampede forward, strangling and knocking the air out of the opponent as they do so. This placement of the assault makes it easy for the user to ignore the whiplash of the impact, and when used after a succession of Ox Style techniques, the user finds it far easier to concentrate on the impact, or, if they're willing to throw off their flow, cause far more damage then they would have initially. This technique has been known to decapitate.
Requirements: Grazing Bull Stance | Hōboku Osuushi No Kamae
Points: 8
Chakra Blade | Chakura Tō
Type: Ninjutsu
Rank: Chuunin
Cost: 50 + x Chakra
Effect: Choose a weapon. For the duration of this technique Weapon Attacks made with the chosen weapon use Ninjutsu instead of Taijutsu. The value of x is equal to the level of the chosen weapon. This jutsu lasts for four (4) turns.
Description: The ninja infuses a weapon with chakra, causing it to glow with a faint light. The weapon will for a short time hold the chakra of the ninja, cutting based on their strength of Ninjutsu rather than their strength of arm. Though many ninja prefer to gain weapons that will absorb chakra naturally to their blade, this technique has been very useful for ninja who do not specialize in the blade but often find the need of one in desperate times.
Points: 5
Chakra Spring Trigger | Chakra Nejikuchibi
Type: Ninjutsu
Rank: Chuunin
Cost: 20x Chakra
Effect: 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
Clashing Horns | Gekitotsu Tsuno
Type: Taijutsu [ Iwagakure | Mountain Ox | Barrier ]
Rank: Jounin
Cost: X Ox Charges
Effect: Must be in 'Grazing Bull Stance' to use. Used in the Response Phase. The user sacrifices their Main Phase. Creates a Barrier with 100x Health that crumbles at the end of this Response Phase. May be use twice per battle.
Description: One of the more advanced techniques of the Ox School, the user of this technique must already be crouched down within the Grazing Bull Stance to make use of this. With their body already tucked down in a defensive stance, the ninja will cross their arms in front of their torso and body, allowing them to negate any damage aimed at the vital parts of their body. A user of this technique must already be deeply entrenched within the flow of their style, or else they will be unable to protect themselves from any decent damage. This technique is given it's name due to the arms of the user appearing as crossing bull horns.
Points: 5
Clone Technique | Bunshin no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 2. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: Free Upon Creation
Clone Technique II | Bunshin No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 4. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique]
Clone Technique III | Bunshin No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 8. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique II]
Clone Technique IV | Bunshin No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 16. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical and may not take any actions. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' of this type on the battlefield. The bonuses of 'Clones' of this type may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: ⁿ/ₐ [Evolving 2; Clone Technique III]
Cloud Arc Strike | Enkei no Kumo Kōgeki
Type: Taijutsu
Rank: Gennin
Cost: 60 Stamina
Damage: 75
Description: The user will rush towards the opponent with a wide sweeping arc kick. The arc in which this attack hits is larger than normal attacks of its level, making it more accurate than most.
Points: 3
Cloud Clone Technique | Kumo Bunshin no Jutsu
Type: Genjutsu [ Clone | Kumogakure | Elemental | Cloud ]
Rank: Chuunin
Cost: 50x Chakra
Effect: Each Cloud Clone has 50 Health and 10% of the user's remaining stats. While in existence, Cloud Clones give their creator +10x Speed and +10x Evasion each. The value of x is equal to the user's Ninja Rank (Genin; 1, Chuunin; 2, etc). Maximum of five (5) clones may be created.
Description: Cloud Clones are a bunshin jutsu common to Kumogakure, and are used to train younger shinobi as they are easily created in the village's natural climate. Kumo Bunshin are composed entirely of water vapor collected from the atmosphere and tend to radiate trace amounts of mist when they move. Like most clones, they are easily destroyed, and burst into a cloudy wisp.
Points: 7
Cloud Cover | Unryō
Type: Genjutsu [ Elemental | Cloud ]
Rank: Gennin
Cost: 30 Chakra
Effect: The target is afflicted with 'Weakened' for one (1) turn.
Description: A simple jutsu where the user creates an illusion that the enemy is standing on a cloud, whenever they try to attack you, the motion of the cloud makes them lose balance a little bit, making all of his physical attacks weaker for a short amount of time.
Points: 2
Courageous Stand | Eiki Kadai
Type: Genjutsu
Rank: Chuunin
Cost: 0.5x Chakra
Effect: Used in the Response Phase. One Genjutsu that targets the user instead is changed to target a Summon under their control instead. The user skips their next Main Phase.
Description: The user and their summon take advantage of a chakra link, shifting mental trauma from the user to the willing summon. The name of this technique came from its origin, which involved summons mentally pulling trauma away from their summoner on the battlefield, often giving them courage underneath what should have been severe mental strain.
Points: 4
Crane Style; Peck | Tsurukata; Tsuibamu
Type: Taijutsu [ Crane ]
Rank: Gennin
Cost: 40 Stamina
Damage: 25
Effect: The user has +20 Accuracy to hit with this technique.
Description: With a single swift, graceful movement, the user will strike out at a target with his or her fingers.
Points: 2
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
Crashing Slabs | Shōgeki Heiban
Type: Taijutsu [ Iwagakure ]
Rank: Chuunin
Cost: 120 Stamina
Damage: 120
Effect: Opponent is 'Exposed' on their next turn.
Description: The user delivers a double ax handled swing to the enemy's jaw, knocking them back and disorienting them for a few moments.
Points: 4
Curse of Pestilence | Bachi Ekirei
Type: Genjutsu [ Iwagakure ]
Rank: Chuunin
Cost: 107 Chakra
Effect: The target's Ninjutsu and Taijutsu are reduced by -20 for two (2) turns.
Description: The ninja appears to inflict some form of poison on the target, causing them to feel much weaker and an absolutely horrible splitting headache, reducing their damage in combat and making it hard to use jutsus.
Points: 4
Dance of the Cresent Moon | Mikazuki no Mai
Type: Taijutsu / Genjutsu
Rank: Chuunin
Cost: 60 Stamina, 20 Chakra
Damage: 70
Effect: Increases user's accuracy by 40 for this attack.
Description: A sword attack which creates two Clones that, with the user, attack simultaneously to confuse the target.
Points: 2
Dance of the Vines | Tsuta no Mai
Type: Taijutsu
Rank: Chuunin
Cost: 60 Stamina
Damage: 30
Effect: The target is afflicted with 'Shacked [Leg]' for 1 turn.
Description: This technique involves getting up close and personal with your enemy. The user will preform a flying attack, putting the opponent's limbs into a lock hold and attempt to dislocate their shoulders with an abrupt strike and pull.
Points: 2
Dead Soul Skill | Shikon no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Unacceptable]
Cost: 300 Chakra to activate, 10% total Chakra per body per turn. Advanced chakra regeneration skills can not be active during this time.
Effect: Must have a dead body to manipulate. The body is under the control of the user like a bunshin or summon. Has 80% of the user's stats. The body has all of the abilities that the character did at the time of their death. Cannot preform any techniques that require them to sacrifice their life, as they do not have one to give. A body that is killed while this jutsu is active may not be used again unless it is able to be repaired.
Description: With this Jutsu the user can make the dead seem lifelike. Allowing dead bodies to move around as a diversion or decoy. This skill causes the dead bodies' hearts to beat allowing the user to control them for a few minutes.
Points: 7
Death Tree | Desu Mokuhon
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Jounin
Cost: 80x Chakra
Damage: [See Effect]
Effect: Creates x tree constructs, a maximum of three (3) trees may be created. For each tree choose a target. Each tree attacks the chosen target each turn for three (3) turns for 50 unmodified damage. Each tree is considered to have the same Accuracy as the user and zero (0) Evasion. Each tree has 200 Health. This technique may not be used again for five (5) turns after being used.
Description: Tree-like creatures grown by forcing chakra into seeds of trees. They will move towards and attack any opponent's within their range, stopping at nothing to obtain their goal. These creatures live on flesh and meat.
Points: 3
Dehydrate | Gansuikagoubutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 170 Chakra
Damage: 255
Description: The user manipulates the water in the cells of the target, causing it to be used at an increased rate. The target's body is starved for water, several impairing their ability to function and causing great internal mayhem. This condition must be treated very quickly, or else the chance of fatality is high.
Points: 4
Demonic Illusion; Gaze Of The Hunter | Magen; Ryōshi No Gyōshi
Type: Genjutsu [ Kirigakure | Carnal ]
Rank: Gennin
Cost: 20 Chakra per Turn
Effect: This technique may be used in the Set Up Phase. The user of this technique is immune to Accuracy reductions caused by climate effects while this technique is active.
Description: Kirigakure gets its name from an ever present mist that blankets the area. Shinobi from the village train from their youths in that climate and are considered some of the most effective low-visibility combatants in the world. However, there are often situations in which even the trained eyes of a Kiri-nin cannot overcome the obstacles that obscure their foes. This technique was created by the Second Mizukage, and is a genjutsu that disperses their chakra into the surrounding area and that chakra relays information directly to the brain in a method that is inspired by techniques such as Kage Bunshin, and Daisan No Mei, both of which convey sensory information through chakra.
Points: 4
Desert Head Strike | Sabaku Shomen Ate
Type: Taijutsu [ Desert Aikido ]
Rank: Gennin
Cost: 40 Stamina
Damage: 20
Effect: The target is afflicted with 'Headache' for two (2) turns. This technique has a +4% chance to hit if the user dodged a close ranged hand based Ninjutsu or Taijutsu attack this turn.
Description: Grasping the wrist of their opponent, the user will draw the enemy past them while simultaneously stepping between their legs and using their free hand to strike the enemy under the chin with an open palm, causing them to fall away from the user.
Points: 2
Desert Heaven and Earth Thrown | Sabaku Tenchinage
Type: Taijutsu [ Desert Aikido ]
Rank: Chuunin
Cost: 90 Stamina
Damage: 90
Effect: The target is afflicted with 'Confused' for one (1) turn.
Description: Grabbing the opponent's wrists and holding them together in front of them, the user will raise their dominant hand up and their other hand down with the opponent's wrists firmly grasped. Taking a step towards their lowered hand, the user will move forward throwing the enemy off balance and using a cooping motion to take them off their feet and throw them into the ground. The shift in momentum and sudden throw causes opponent's to become confused briefly.
Points: 3
Desert Leg Sweep | Sabaku Aiki Otoshi
Type: Taijutsu [ Sunagakure | Desert Aikido ]
Rank: Gennin
Cost: 40 Stamina
Damage: 20
Effect: Opponent is inflicted with 'Prone'. Opponent must have moved in their previous turn.
Description: Using the opponent's momentum against them, the user will draw the wrist of the opponent towards them while simultaneously sliding their leg in and causing an imbalance. The opponent will then be released with a swift lift of the wirst upwards, sending them to a prone position on the ground.
Points: 2
Desert Piercing Punch | Sabaku Ketatamashii Wantsū
Type: Taijutsu [ Desert Aikido ]
Rank: Chuunin
Cost: 70 Stamina, x Counter Charges
Damage: 100
Effect: The user may spend x Counter Charges when they use this technique to increase the fail chance of a Response Phase Jutsu used in the next turn by 20x%, whereas x is equal to the number of charges spent to a maximum of four (4).
Description: With their expert training in the way of defense, the user of this technique will identify the opponent's defensive stance and style to some degree of accuracy. Utilizing this knowledge, the user will quickly slide within the reaches of the opponent's defenses and deliver a close proximity double burst punch, knocking them a few feet back and recovering their own defensive distance.
Points: 3
Desert Reverse Wrist Throw | Sabaku Kote Gaeshi
Type: Taijutsu [ Desert Aikido ]
Rank: Chuunin
Cost: 15 Stamina + x Stamina
Damage: [See Effect]
Effect: Negates one Taijutsu or Ninjutsu attack of Chuunin rank or lower from an opponent. The value of x is equal to the cost of the enemy jutsu. Opponent rolls a 1d10 in their Response Phase, on a roll of a 6 or less they are inflicted with 'Fazed' on their next turn. The user skips their next Setup and Main Phase. May only be used twice per battle.
Description: As the opponent attacks, the user will either approach them at rapid speed or use their momentum as the attacker comes towards them to their advantage. Grabbing the wrist of the opponent, the user will turn it first off the line (away from themselves) and then move the wrist so that it is palm up. Continuing to pressure the wrist, the user will turn their body, moving the opponent over and flipping them with the pressure on the wrist. This is often used to counter close range techniques or to approach the user and stop them before they can finish their long range attack.
Points: 4
Desert Shoulder Drop | Sabaku Kata Otoshi
Type: Taijutsu [ Desert Aikido ]
Rank: Gennin
Cost: x Stamina
Effect: Negate the damage, not effects, of one close range hand based Ninjutsu or Taijutsu attack of Genin rank. The value of x is equal to the cost of the enemy technique. The user skips their next Setup and Main Phase. May only be used twice per battle.
Description: Allowing their opponent to rush towards them, users of this technique slide out of the way of the attack and apply a quick and powerful push to the back of their attackers shoulder, sending them sprawling onto the ground. This is an especially affective move to counter an enemies close range attack that focuses on upper body movement, as it essentially uses their own upper momentum against themselves.
Points: 3
Desert Spinning Head Throw | Sabaku Aki Nage
Type: Taijutsu [ Desert Aikido ]
Rank: Jounin
Cost: 130 Stamina
Damage: 100
Effect: The target is afflicted with 'Migraine' for two (2) turns.
Description: Taking the opponent's head, the user will draw it towards them, grasping them by the neck and turning them in a semi circle. As the opponent staggers to regain their balance the user will pull them the opposite direction. This will cause them to lose balance once again and lift them off their feet and into the air, in which the user will then use their strength to slam them into the ground head first.
Points: 3
Desert Turning Wrist Lock | Sabuka Tenkai Kote Hineri
Type: Taijutsu [ Sunagakure | Desert Aikido ]
Rank: Jounin
Cost: 220 Stamina
Damage: 180
Effect: Opponent is inflicted with 'Bound [Arm]' for three turns. This technique has a +5% chance to hit if the user has dodged a melee range Taijutsu or Ninjutsu attack this turn from the target.
Description: The user will grasp the opponent's wrist and move it outward at a 90 degree angle from the direction of attack. They will then swing their arm back around in a 180 degree angle, stepping underneath it and turning, ending with the opponent face down with their wrist and elbow locked by the user. The ninja will then draw the hand holding the elbow up and deliver a swift blow, rendering the arm unusable.
Points: 5
Devil's Symphony | Akki Kyoumei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 150 Chakra
Damage: 225
Description: A strange, aggressive song generated by the user rips control of the target's body away, subjugating them to the user's whim. They are generally made to attack themselves, so as to maximize the damage in the small window available. A form of this technique was used by Tayuya, one of the legendary servants of the Shodaime Kyoukage, Orochimaru.
Points: 4
Direct Sonic | Shūchū-on
Type: Ninjutsu [ Sound ]
Rank: Chuunin
Cost: 120 Chakra
Damage: 35
Effect: The target is afflicted with 'Deafened', 'Prone', and 'Dizzy' for one (1) turn.
Description: By concentrating their chakra into every ounce of sound around them, the user of this jutsu concentrates it into a wave of sonic energy focused upon the target.
Points: 4
Disgrace | Chijoku
Type: Taijutsu [ Otogakure ]
Rank: Jounin
Cost: 100 Stamina
Damage: 100
Effect: Response Phase jutsu used against this technique have a +50% Chance to Fail. This technique is only modified by base Taijutsu. No skills or other abilities may modify this attack at all. Damage from this technique may not reduce a character's Health below 1. May be used once per battle.
Description: The ninja makes a feinting motion and quickly knocks the opponent in the solar plexus with a small snap of their wrist. The impact is subtle and quick, often used as a way to show a lack of respect in spars.
Points: 3
Disorient | Mayowa Su
Type: Genjutsu [ Otogakure | Carnal ]
Rank: Gennin
Cost: 60 Chakra
Effect: Target is 'Impaired Eyesight' and 'Impaired Hearing' for two (2) turns.
Description: The user manipulates sound waves produced from any source to disrupt the fluid balance in the target's cochlea, disrupting the victim's balance and sense of direction. For the victim's next three (3) turns they will be off-balance, stumbling around and unable to respond properly to threats.
Points: 3
Double Ax Handle | Daburu Onototte
Type: Taijutsu [ Iwagakure ]
Rank: Gennin
Cost: 77 Stamina
Damage: 40
Effect: Opponent is under the effect of 'Headache' for 3 turns.
Description: The user will approach the opponent and elbow them hard in the stomach, followed by a double handed ax swing to the base of the neck, causing significant pain for awhile after due to the force applied to the head.
Points: 4
Double Crane Peck | Baitsuruhashi
Type: Taijutsu [ Crane ]
Rank: Chuunin
Cost: 80 Stamina
Damage: 45 per strike
Effect: Multi-strike attack, two (2) total strikes. The target is afflicted with 'Fazed' if either strike hits. Must have three (3) Balance Charges to use this technique; Does not spend these Charges.
Description: The user will approach the opponent from behind, chopping down on either side of their neck with each hand before pushing away and landing a few meters away. This is an excellent example of a hit and go technique.
Points: 3
Double Drum | Daburu Taiko
Type: Taijutsu [ Otogakure ]
Rank: Gennin
Cost: 40 Stamina
Damage: 25 per strike
Effect: Multi-strike attack, two (2) total strikes.
Description: The user will slide in sideways towards the opponent and snap their forearm back twice towards the target's chest. The name of the technique comes from the hollow sound the fist makes as it strikes the rib cage of the enemy.
Points: 2
Double Snake Assassination Skill | Souja Sousai no Jutsu
Type: Ninjutsu
Rank: Jounin [Forbidden: Powerful]
Cost: The user's life or 1/2 full chakra.
Effect: If this technique hits, the opponent rolls 1d100. If they roll >50 or the technique misses completely they live and the user loses 1/2 of their full chakra. If they go to 0 or under chakra they pass out. If the technique hits, both the user and the opponent die instantly. No jutsu or skill can be used too dodge this, only rolling. If the user preforms this technique and then they have less than 0 chakra, the technique is still preformed. They wouldn't pass out until after.
Description: This is a murder-suicide attack in which the user will strike the opponent with a ninjutsu, mixing their chakra and souls together and then exploding their own outwards. This explosion causes a terrible shredding that will tear the opponent's own soul asunder along with the user's. With this attack both the user and the enemy are meant to die.
Requirements: Level 75
Points: 10
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
Earth Release; Avalanche | Doton; Nadare
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 30 Chakra
Damage: 10
Effect: Area of Effect
Description: The user puts their hands within the ground and pulls out two chunks of rock. By using their chakra they control the rocks to hurl them at the ground. They break into many pieces, which are propelled by the users chakra, within a 20 foot radius of the user. The technique is used for hitting multiple opponents.
Points: 2
Earth Release; Earth Dragon Bullet | Doton; Doryūdan
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 220 Chakra
Damage: 300
Effect: The user's Accuracy is increased by 100 for this attack.
Description: When used in an area with a large amount of earth or mud, this technique can create a dragon-like head to shoot mud balls at an opponent. The high speed of its bullets along with its ability to appear anywhere on the battlefield makes it especially hard to anticipate.
Points: 5
Earth Release; Earth Gods Will | Doton; Tsuchi Kame Mune
Type: Ninjutsu [ Iwagakure | Earth | Barrier ]
Rank: Gennin
Cost: 80 Chakra
Effect: Creates a barrier that has 80 health points. The person inside the barrier is unable to attack. This jutsu can be deactivated by the user by sacrificing their Main Phase. Lasts for four turns. Can only be used once per battle.
Description: A massive dome of earth much like the Sphere of Sand rises and surrounds the ninja. Unlike it's Sand cousin this sphere will not attack back though, but has an absurdly strong amount of defense.
Points: 4
Earth Release; Earthshatter | Doton; Dokudaka
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 55 Chakra
Damage: 30
Effect: If this technique is used on a target that has been affected by the Prone status in the last two of their turns or currently has the Prone status, then this technique deals 20 more damage. Target also gains the Startled status effect for two turns.
Description: Carefully collecting a hand of soil or terrain, the user gathers it in their palm and lightly blows upon it. Upon doing so, it then covers the target and suddenly coagulates all over them, as though squirming. With one final handseal, the hardening soil finally settles, only to violently shatter; impacting the target with shards of galvanized soil and terrain. Quite visually impressive, it is a perfect demonstration of a shinobi's progression from Gennin to Chuunin rank.
Points: 2
Earth Release; Gaea's Maw | Doton; Gaea No Kuchi
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Jounin
Cost: 300 Chakra
Damage: 270
Effect: Opponent is Stunned, Prone and Vulnerable. Can only be used once per battle.
Description: The ground beneath the target is split open, raised around the victim in a ring of jagged and razor-sharp spires. The opening is quickly pulled closed, stabbing the victim with the stones and trapping them beneath the earth.
Points: 7
Earth Release; Hand of the Earth God | Doton; Ibuki no Haniyasu-hiko
Type: Ninjutsu [ Earth ]
Rank: Jounin
Cost: 150 Chakra
Damage: 150
Effect: The target is afflicted with 'Vulnerable' for one (1) turn.
Description: The user manipulates the ground to generate a gigantic wave of earth to wash over the target and crush them beneath hundreds of pounds of dirt. The move is known for its ability to make the earth appear like a liquid.
Points: 4
Earth Release; Inner Decapitation Skill | Doton; Shinjuu Zanshu no Jutsu
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 50 Chakra
Effect: Opponent is 'Vulnerable' next turn.
Description: The user puts himself/herself underground using his/her chakra. They then can pull the opponent under and attack them.
Points: 3
Earth Release; Jaws of the Mother | Doton; Wareme No Haha
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 40 Chakra
Damage: 10
Effect: Opponent gains the 'Numb' status effect for one turn. If this technique is used on a target that has been affected by the 'Prone' status in the last two of their turns or currently has the 'Prone' status, then the 'Numb' effect of this technique lasts one more turn.
Description: Traditionally used on an exposed target, the user places both hands on the ground and imbues the earth with a small pool of chakra. Upon doing this, the user quickly stands up and gestures upwards with their hands; palms showing to the sky. This is followed by a signature grinding noise as the earth sinks downwards and then rises quickly while closing around the target. Leaving one, very pained target to deal with the numbness spreading through their body.
Points: 3
Earth Release; Minor Tremor | Doton; Bimyōna Shinsen
Type: Ninjutsu [ Earth ]
Rank: Gennin
Cost: 35 Chakra
Damage: 5
Effect: Opponent gains the 'Prone' status effect for one turn. If this technique is followed with another Earth element technique that causes damage, they take 10% more damage from it.
Description: By focusing the correct amount of chakra, the user stomps on the ground. By doing this in synch with the release of some chakra to the feet, the ground begins to ripple and sends out a single wave of earth towards the target. Once knocked over, the target is further exposed to more earth techniques. This makes a decent combo technique when used correctly.
Points: 3
Earth Release; Rising Earth Wall | Doton; Doryūheki
Type: Ninjutsu [ Earth | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Used in the Response Phase or Main Phase. Creates a barrier with 700 health points. If used in the Response Phase, the user skips their next Main Phase. May be used twice per battle.
Description: This technique allows the user to create a protective wall out of earth. One method of doing this is for the user to convert chakra in their body into an earthen material that they spit from their mouth; the more skilled the user, the greater the volume of earth that can be created. The earth quickly piles up into a defensive wall, blocking incoming attacks. Although the muddy material is solid on its own, it is further fortified with a coat of chakra. A second method of performing this technique is to instead manipulate pre-existing earth directly: by placing their hands on the ground, users can raise the ground as a barrier in front of them. Walls erected in this way are typically featureless, but users of considerable skill and practice can alter the appearance if they choose.
Points: 8
Earth Release; Stalwart Brigade | Doton; Mosa Ryodan
Type: Ninjutsu [ Earth ]
Rank: Gennin
Cost: 20x Chakra
Effect:
The user creates x Barriers with 20 Health each. Maximum of 4 Barriers may be created.
Description: The ninja creates a number of walls in front of themeselves which can be used to absorb attacks and jutsus that come directly from the front. Unfortunately because of their small size and strength they do not stand up to much.
Points: 3
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: 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: 5
Earth Release; Tracking Fang Skill | Doton; Tsuiga no Jutsu
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 50 Chakra
Effect: May only be used when a Summon is under the user's control. Target is 'Shackled Paired Legs' for one (1) turn. This technique has a +10% Chance to Hit. May only be used once per battle.
Description: This technique is used to incorporate the "Kuchiyose No Jutsu". It uses it as a fast-paced tracking system by sending your summon underground to the area where your opponent is. It takes them by surprise and allows your summon to hold them down long enough for you to perform another attack on your opponent.
Points: 2
Earth's Embrace | Ji no Hōyō
Type: Taijutsu [ Iwagakure | Mountain Ox ]
Rank: Gennin
Cost: 60 Stamina
Damage: 15
Effect: Opponent is under the effect of 'Prone' and 'Distracted' .
Description: Whilst taking a couple quickened steps towards the opponent's side, the ninja will slip their leg across the earth in an attempt to hook their opponent's ankles. In addition, the user's torso will extend past the opponent, allowing them to deliver a solid blow to the back of their head. In combination, this leaves the opponent face down against the ground, wondering what just happened.
Points: 4
Echo Clone Technique | Kyou Bunshin no Jutsu
Type: Genjutsu [ Clone | Otogakure | Elemental | Sound ]
Rank: Chuunin
Cost: 30x Chakra
Effect: Each Echo Clone has 30 Health and 10% of the user's remaining stats. While in existence, Echo Clones give their creator +10 Accuracy and +10 Evasion each. Echo Clones are destroyed if they are the target of a non Area of Effect attack, regardless if they are hit. The first time an Echo Clone is destroyed it has a 40% chance to return to the battlefield at full Health. All other stats upon returning are the same as they were before being destroyed. Maximum of eight (8) clones may be created.
Description: Kyou Bunshin no Jutsu is unique in many ways from other clone techniques in that it can make a large number of clones out of pure sound vibrations. While active on the battlefield, the Echo Clones create small vibrations in the air, making distortions that interfere with the senses of opponents. Unfortunately, the clones are very fragile and can be dispersed extremely easily.
Points: 7
Eight Divination Sealing Style | Hakke Fūin Shiki
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 800 Chakra
Effect: By sacrificing their own life, the user of this jutsu can seal their opponent into an object. If this technique hits the opponent it automatically succeeds. If a clone or a summon uses this technique, the user still sacrifices their life, but it wouldn't be until the end of the battle then. When this is used both characters are dead, no matter what and must start new characters. After a year in real time the object that the character was sealed in can be unsealed using the Eight Part Seal Release. The previous owner may then choose to return to using that character. Remember, only two characters can be owned at any one time.
Description: This is how Yondaime sealed Kyuubi inside Naruto. By making a pact with a demon they sacrifice their soul too trap the soul of another. This technique is very secret and is usually only taught to new Kages or very trusted shinobi of the village. This is the single most powerful sealing method known widely. It should be very much so thought out as to who should learn this. Usually a future Kage is the best and only candidate.
Points: 12
Ending | Musubi
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 30 Chakra
Damage: 50
Effect: User takes 15 damage when they use this technique.
Description: A similar lash as Akebono, this one draws on the energy of the user to inflict more damage though.
Points: 2
Energy Absorbtion | Chakra Kyuushuu
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: Opponent looses x chakra. The value of x cannot be more than 80.
Description: This Jutsu allows the user to suck out his or her opponents Chakra through the plam of their hand.
Points: 3
Evil Sealing Method | Fuuja Houin
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 500 Chakra
Effect: Cancels the effects of any evil/curse seal, though the seal remains.
Description: This Seal negates the effect of the Curse Seal, making the effects of it significantly weaker; although, it is very important that the person it has been preformed on maitains control of their emotions.
Points: 8
Fairy Ward I | Yousei no Kekkai I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 40 Chakra
Effect: Heal the target for 20 health. The next technique of Gennin rank or less used against the target of this technique is considered to have a fail chance of 10%. If that technique already has a fail chance, it is increased by 10%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: 3
Fairy Ward II | Yousei no Kekkai II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 100 Chakra
Effect: Heal the target for 75 health. The next technique of Chuunin rank or less used against the target of this technique is considered to have a fail chance of 30-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 30-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward I]
Fairy Ward III | Yousei no Kekkai III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 220 Chakra
Effect: Heal the target for 180 health. The next technique of Jounin rank or less used against the target of this technique is considered to have a fail chance of 40-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 40-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward II]
Fairy Ward IV | Yousei no Kekkai IV
Type: Ninjutsu
Rank: Sennin [Medical]
Cost: 350
Effect: Heal the target for 300 health. The next technique of Sennin rank or less used against the target of this technique is considered to have a fail chance of 50-10x%. X is equal to the ninja rank of the technique being used. If that technique already has a fail chance, it is increased by 50-10x%. Usable twice per battle.
Description: The user heals their target a little bit, and leaves an imprint of curative chakra which may protect them in the future.
Points: ⁿ/ₐ [Evolving 1; Fairy Ward III]
Feast of Famine | Chisou Futei
Type: Ninjutsu [ Kumogakure | Cloud ]
Rank: Gennin
Cost: 50 Chakra
Damage: 10
Effect: If this technique hits then roll 1d100. Roll 35 or lower and you may destroy one random piece of armor the opponent is wearing. Useable three times per battle. This effect may only apply against an opponent of equal or lesser rank to the user.
Description: An oddly thick cloud engulfs the foe, strangling them and cutting off their breath. While the enemy is distracted, the cloud will begin to dissolve the opponent's more material belongings, possibly damaging them beyond use.
Points: 3
Feral Claw | Yasei no Koutsume
Type: Taijutsu [ Kusagakure | Wild Beast ]
Rank: Gennin
Cost: 40 Stamina
Damage: 25
Effect: Deals 16 'Bleed' damage per turn for 2 turns. Requires one kunai.
Description: Drawing out two kunai, the user will rush the opponent with a flash of speed. Slashing with both kunai as they pass the opponent, the user will leave large gashes that will bleed profusely. This technique resembles the rush and attack of a feral cat, hence its name.
Points: 2
Feral Howl | Yaban Hōkō
Type: Ninjutsu [ Pet ]
Rank: Gennin
Cost: 60 Chakra
Damage: 25
Effect: The target of this technique is afflicted with 'Afraid;1' and 'Impaired Hearing' for one (1) turn.
Pet Combination: Increase the base damage of this technique by 10.
Description: The user releases a blast of chakra that had been built up in their throat as a primal howl. The sheer unnatural sound is enough to make even the most stalwart of shinobi a little afraid. When used by a Tamer and their beast in conjunction, the force of the blast is even more powerful.
Points: 5
Fire Dragon Flame Blast | Katon; Karyū Endan
Type: Ninjutsu [ Fire ]
Rank: Jounin
Cost: 220 Chakra
Damage: 150
Effect: The target is afflicted with 'Burning: 25' for three (3) turns. This attack has a +12% Chance to Hit.
Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might. This move is for obvious reasons very difficult to avoid.
Points: 5
Fire Release: Great Fireball Technique | Katon; Gōkakyū no Jutsu
Type: Ninjutsu [ Fire ]
Rank: Gennin
Cost: 20 + 8x Chakra
Damage: 20
Effect: The value of X is a number between 0 and 3, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'.
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.
Points: 3
Fire Release; Burst End | Katon; Basuto Endo
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 40 Chakra
Damage: 20
Effect: The target of this technique is afflicted with 'Burning: 10' for two (2) turns.
Description: Takes many months to learn a gennin is simply able to create an orb of fire by using the chakra from the nodes on their fingers. The Orb is a bright red color and it has fire rotating around it. Even though it looks like a basic fireball the Orb actually creates a powerful explosion on impact of the opponent.
Points: 2
Fire Release; Confining Serpents | Katon; Ashidomeja
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Jounin
Cost: 80x Chakra
Damage: 45x
Effect: This technique possesses a number of strikes equal to x, to a maximum of 4 strikes. Each strike inflicts one (1) cumulative turn of 'Burning: 20' and 'Shacked: Leg'.
Description: The nin using this creates a string of hand seals and finally faces their open palms to a target. From their palms come a number of serpents made of fire, which no matter how many there are take up the whole surface of both hands. These serpents of fire fly in winding paths at the enemy, and due to their composition allow the enemy less room to maneuver after all have attempted to strike him/her.
Points: 8
Fire Release; Cover Fire | Katon; Kasai o Kabā
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 110 Chakra
Damage: 50
Effect: The target is afflicted with 'Blind' and 'Distracted' for one (1) turn.
Description: The user breathes in deeply and exhales, swinging from one side to the other so that they send out an arc of small fire sparks. The sparks fan out and then converge on their target, swarming them in light and fire.
Points: 3
Fire Release; Dragon Fire Technique | Katon; Ryūka no Jutsu
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 120
Condition: The target of this technique must have had the effects of the item 'Wire String' applied to them during their previous turn.
Effect: Following this technique's resolution, remove the effects of 'Wire String' from the target, regardless of this technique's success.
Description: A raging inferno of a technique, Katon: Ryūka no Jutsu must have a medium through which it may be channeled before its destructive power can be properly harnessed. Once a target is successfully bound using wire string, the user will erupt into a pillar of flame. That flame will then race down the ninja wire and engulf its target, burning away flesh and blood. The incredible intensity of this technique frequently burns away even the wire it uses as a conductor.
Points: 4
Fire Release; Fire Wash | Katon; Yoku Hi
Type: Genjutsu [ Elemental | Fire ]
Rank: Chuunin
Cost: 50 Chakra
Damage: 45 Ghost Damage
Effect: The target is afflicted with 'Fazed'.
Description: Using this the nin creates a wave of fire that washes over the opponent with an intensely bright illusory flame.
Points: 2
Fire Release; Firecracker Fist | Katon; Bakuchikuken
Type: Ninjutsu / Taijutsu [ Fire ]
Rank: Gennin
Cost: 30 Stamina, 30 Chakra
Damage: 20
Effect: The target is afflicted with 'Distracted' for two (2) turns.
Description: The user generates a large amount of chakra on their back as they approach. As they near for the punch, the chakra explodes off their back, emitting a spray of fire in all directions that distracts the opponent with the flashing light and bright colors.
Points: 3
Fire Release; Great Fireball Technique II | Katon: Gōkakyū no Jutsu
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 40 + 5x Chakra
Damage: 50
Effect: The value of x is a number between 0 and 5, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'.
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.
Points: 3 [Evolving 1; Fire Release: Great Fireball Technique]
Fire Release; Phoenix Sage Fire Technique | Katon; Hōsenka no Jutsu
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 20x Chakra
Damage: 20 per strike
Effect: This technique possesses a number of strikes equal to x, with a maximum of three (3). Each strike of this technique has -10% chance to hit. Once per battle, if three (3) strikes were made with this technique and at least two (2) fail to hit their target, the user may treat a non-Genjutsu, Genin ranked technique used in their following turn against the same target as if it were a Dynamic Trap with its conditions fulfilled.
Description: Another technique gifted to Konoha by its Uchiha forebears, Katon: Hōsenka no Jutsu is as much of a flash strategy as it is a standalone technique. The user will knead Fire-natured chakra within their torso, then spit out a small flurry of fireballs that are rather inaccurate. The intensity of the flame combined with its very predictable attack pattern tends to trap their targets into committing a dodge whose trajectory is pre-determined by the user. The user usually follows this with a secondary attack to take advantage of the target's brief exposure.
Points: 3
Firefly | Hotaru
Type: Ninjutsu [ Konohagakure | Fire ]
Rank: Gennin
Cost: 5 Chakra
Effect: This technique creates a number of Fireflies equal to x, maximum of 15. These Fireflies illuminate dark areas but do nothing on their own.
Description: Creates one to fifteen small phantom fireflies. These are beautiful to look at and light up an area very well. Excellent jutsu for use on a date, really impress the girls (or boys).
Points: 1
Firefly Regime | Hotaru Ryouiki
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Chuunin
Cost: 4x Chakra
Damage: 5x
Condition: Must have x fireflies on the field from 'Hotaru'.
Effect: Sacrifice x fireflies. This is not a multi-hit jutsu, maximum of 25 fireflies.
Description: Causes the fireflies summoned by Hotaru to explode in tiny fiery balls on their opponent. While only nuisances in themselves, they can deal a quite staggering amount of damage if the entire swarm blows up together.
Points: 4
Five Part Seal | Goguoufuuin
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable; Sealing]
Cost: 700 Chakra
Effect: Opponent cannot use target stat. This lasts until the seal is released using Five Part Seal Release (Goguoukaiin). The stat is treated as if it was 0, though you do not pass out if it is Stamina/Chakra. Cannot target HP. Only one stat may be sealed via this method at a time. Usable once per battle.
Description: An elemental seal appears on each of the users fingers, one for each of the five elements (water, metal, earth, fire and wood). Upon contact with the target it disrupts their chakra flow, sealing it from further use; though this technique has been known to be used to seal other abilities.
Points: 11
Five Part Seal Release | Goguoukaiin
Type: Ninjutsu
Rank: Sennin [Forbidden: Powerful; Sealing]
Cost: 500 Chakra
Effect: Releases the effects of Five Part Seal (Goguoufuuin) or Evil Sealing Method (Fuuji Houin). Also releases the effects of other seals at an admin's discretion.
Description: An elemental seal appears on each of the users fingers, one for each of the five elements (water, metal, earth, fire and wood). The effects of applying this technique on someone who has been subject to the Goguoufuuin will reverse the negative effects of the aforementioned technique. The five seals must be applied directly to the corresponding seals of the inflicted.
Points: 8
Flashbang | Furashobangu
Type: Ninjutsu [ Konohagakure | Fire | Dynamic Trap ]
Rank: Gennin
Cost: 35 Chakra
Damage: 20
Condition: There must be at least 10 Fireflies active on the field.
Effect: The target of this technique is afflicted with 'Fazed' for one (1) turn.
Description: After summoning forth the phantom fireflies, the user 'drains' the fireflies of their light and pools it with Chakra, then hurls it at the target's face, where it explodes. The fireflies will return to their lit state after this technique.
Points: 2
Flight of the Crane | Tsuru no Haisou
Type: Taijutsu [ Crane ]
Rank: Jounin
Cost: 140 Stamina
Damage: 90
Effect: The target is afflicted with 'Stunned', 'Receptive', and 'Prone' for one (1) turn.
Description: A seemingly simple technique of the crane style, the user throws their momentum forward; sending their body from tiptoeing on the ground skyward, hurtling towards their enemy. Their body is sent into the sky for only a second, and they swing out with their foot. If performed correctly, this technique is spoken as 'reminiscent of a crane or heron swooping for a fish', thus the origin of it's name. As such, it is an often used technique by Kirigakurans whom know the Crane Style, but it is a taxing movement to one's stamina and balance.
Points: 4
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
Flying Crane Kick | Tsurumaishuu
Type: Taijutsu [ Crane ]
Rank: Gennin
Cost: 48 Stamina
Damage: 60
Effect: The user may sacrifice their Setup Phase preceding this attack and pay an additional 20 Chakra in order to give this technique an additional 10 Damage and inflict the target with 'Fazed' for one (1) turn.
Description: The user will raise both hands into the air, balancing on one foot. With a quick jump and snap of their leg they will bring their planted foot upwards to connect with the opponent's head. Given a moment of focus this attack can be devastating.
Points: 4
Four Violet Flames Formation | Shishienjin
Type: Ninjutsu
Rank: Jounin
Cost: 160 Chakra
Effect: This technique may not be performed without its coalescence conditions being met.- Coalescence [4; Shishienjin]: The users of this technique create a Barrier with 1000 Health that targets up to 4 characters. Targeted characters also treat any characters not targeted by this technique as if they were protected by the Barrier created by this technique and may not attack from behind it using attacks of the same element. Anytime damage is dealt to a Barrier created by this technique the character that dealt that damage is afflicted with 1 turn of the status effect 'Burning; x' with 'x' equating to 20% of the total damage dealt to the Barrier. Users of this technique may heal any damage dealt to a created Barrier as a Main Phase Action by paying 1 Chakra per 2 Health healed. The maximum duration of this technique is 8 turns. This technique may be performed 2 times per battle. The users of this technique are afflicted with the status effect 'Bound; Arm' as long as a Barrier created by this technique is on the battlefield. If a user of this technique is reduced to 0 Health while a barrier created by this technique is on the battlefield, that barrier is destroyed on the following turn.
Description: Used for generations by ninja all over the world because of its advanced durability as a barrier, the Four Violet Flames Formation is a very unique collaborative technique that requires four shinobi of comparable strength working in unison, with each user acting as an apex in the cubic shape of the barrier. As soon as it is created, the Shishienjin takes on a deep violet hue that pulses and quivers as if it were composed entirely of condensed flames. The barrier does in fact possess qualities similar to fire ninjutsu as those who attempt to break through the barrier from either side are dealt back severe burns. This defensive ability is widely considered one of the jutsu's most unique effects, and a good portion of why this barrier's use has remained fairly constant throughout history.
Points: 5
Front Lotus | Omote Renge
Type: Taijutsu [ Lotus ]
Rank: Chuunin
Cost: 100 Stamina, 1 Lotus Charge
Damage: 100
Effect: The Initial Gate (1st Gate) must be open to perform. +100 Accuracy for this attack. If this attack is 'blocked' it deals normal damage.
Description: This jutsu requires opening the first chakra gate, giving the user up to five times their normal strength. Having prepared for the jutsu by unwrapping the bandages on his arms, the user kicks his opponent into the air, and then performs Shadow of the Dancing Leaf. Once he is behind his opponent, he then wraps the arm bandages around them, and grabs them in a bear hug, then pile drives them into the ground while spinning rapidly. The resulting impact will likely kill his opponent, though this has yet to happen due to extenuating circumstances. Because it uses one of the chakra gates, the user is left extremely fatigued, making this jutsu a "double-edged sword."
Points: 4
Ghost Combustion | Yūrei no Yōna Nenshō
Type: Genjutsu [ Elemental | Fire ]
Rank: Jounin
Cost: 180 Chakra
Damage: 270 Ghost Damage
Description: The opponent believes they were suddenly lit aflame from the stomach. From there, their flesh and muscle melting off rapidly as the fire spreads across their entire body. Finally as they are completely consumed by the flames their abdomen will burst open with a violent explosion.
Points: 3
Gift of the Spirits | Atae wa Suppiritsu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains 60 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy.
Points: 3
Gift of the Spirits II | Atae wa Suppiritsu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains 120 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.
Points: ⁿ/ₐ [Evolving 1; Gift of the Spirits]
Gift of the Tengu | Atae wa Tengu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 60 Chakra
Effect: The target gains 60 stamina. This technique may only target a character once per battle and cannot target the user.
Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy.
Points: 3
Gift of the Tengu II | Atae wa Tengu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 120 Chakra
Effect: The target gains 120 stamina. This technique may only target a character once per battle and cannot target the user.
Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.
Points: ⁿ/ₐ [Evolving 1; Gift of the Spirits]
Grass Prison | Kusarou no Jutsu
Type: Ninjutsu [ Plant ]
Rank: Gennin
Cost: 80 chakra
Effect: The target is afflicted with 'Shackled [Leg]' for two (2) turns.
Description: This causes blades of grass to grow at an alarming rate and wrap around the target, holding him in place.
Points: 4
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
Harem Technique | Oiroke Hāremu No Jutsu
Type: Genjutsu [ Dynamic Trap ]
Rank: Chuunin
Cost: 100 Chakra
Condition: The user of this technique must have at least 5 clones under their possession on the battlefield.
Effect: The target of this technique is afflicted with 1 turn of the status effects 'Vulnerable' and 'Stunned'. If the target of this technique possesses the hindering skill 'Pervert; Female' then the user of this technique may sacrifice 2 clones to inflict 1 turn of the status effect 'Charmed' and 'Bleeding; 1'. A maximum of 6 clones may be sacrificed in this way. This technique may only be used 1 time per battle. Bleeding damage caused by this technique is not dealt in Ghost Damage.
Description: The extremely titillating successor to the Sexy Technique, the Harem technique was created to stun and shock even those opponents who were too tactful to be affected by the wiles of the Oiroke no Jutsu. The most effective way to overpower these abstinent foes would logically be to up the amount of nudity, at least in this technique's legendary creator's opinion. The user transforms themselves and all of their current clones on the battlefield into beautiful, nude, female versions of themselves and they proceed to strike seductive poses. This technique is still most effective on pervs.
Requirements: Oiroke No Jutsu.
Points: 5
Haze of Leaves | Moya Happa
Type: Genjutsu [ Kusagakure ]
Rank: Gennin
Cost: 30 Chakra + 2x Chakra (Maximum of 20)
Effect: Lowers opponent's Defense and Accuracy by 20. For every additional 2x paid the opponent's Defense and Accuracy is lowered by an additional 1.
Description: Clouding your opponents judgement by making him think he is surrounded by leaves.
Points: 3
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
Hidden Mist Style; Predator Disabling Technique | Kirigakure-Ryū; Hoshokusha Shibari No Jutsu
Type: Taijutsu [ Kirigakure | Crane | Weapon ]
Rank: Chuunin
Cost: 150 Stamina
Damage: 90
Effect: Opponent is 'Shackled [Paired Legs]' for two (2) turns and 'Bleeding' 20 for one (1) turn. Must have four (4) Balance Charges to use this technique; Does not spend these Charges. Requires an edged Medium or Large Weapon.
Description: Often possessed by Kiri hunter-nin in the past as a first strike against any missing-nin before attempting any form of capture. Usually this is done by darting around and behind the enemy nin and slashing the back of their legs. If they do not die outright, they are unable to move. However, missing-nin use this equally often as a way to disable their captors and create and opening to either kill their captors or escape from them.
Points: 4
High Rise Tidal | Michishio
Type: Taijutsu [ Crane ]
Rank: Gennin
Cost: 56 Stamina
Damage: 20
Effect: The target is afflicted with 'Clobbered' for one (1) turn.
Description: This technique is initiated by first kneeling on one knee in front of the opponent and then flipping backwards; nailing them beneath the chin with the user's heel. While the opponent has momentarily left their abdomen exposed, the user dashes forward again. During the final step of the dash, the user begins to rotate and finishes the combo with a full roundhouse kick. This leaves the heel crushing into the opponent's belly. So called, because not only does it resembles the rising and falling of a tidal wave, but it also leaves the opponent shivering; unable to rest. This is due to minor internal damage that removes the ability to rest momentarily, but soon wears off.
Points: 3
Hiss of Fear | Unari no Osore
Type: Taijutsu [ Serpent ]
Rank: Gennin
Cost: 60 Stamina
Effect: The target is afflicted with 'Afraid; 1' for two (2) turns.
Description: The snake's first tactic to seize its prey is to scare it into a state of prolonged fear until it simply just surrenders its body to its ultimate demise. As its tongue slithers in and out and the serpent hisses, its prey's defense against the snake is lessened and so is its accuracy. In the same fashion, the Venom Snake style makes use of comments and even near feral expression to create a situation of fear against their target.
Points: 3
Hunter's Domain | Hanta no Ryouiki
Type: Taijutsu [ Wild Beast ]
Rank: Chuunin
Cost: 120 Stamina
Damage: 120
Effect: The target is afflicted with 'Exposed' for one (1) turn.
Description: The user will use the environment to their advantage, sneaking around the opponent and silently gathering information on the proper ways of disposing of them. The user will then jump forward, throwing an easy jab to the target, which they can expect to be blocked. With their opposite hand they will grab the blocking arm and twist it, freeing up their attacking arm and socking the target in the face, leaving them staggering for another forward advance.
Points: 4
Hurricane | Shippuu
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 20 Chakra
Damage: 10
Effect: The target's Ninjutsu and Taijutsu are reduced by 20 when using any ranged attack one (1) turn.
Description: A flurry of wind surrounds the target, spinning them wildly and lifting them a bit off the ground before slamming them back down. It does little damage, but leaves their perception highly skewered and makes ranged attack difficult.
Points: 1
Imitation Beast Ninja Art; Four Legs Technique | Gijū Ninpō; Shikyaku no Jutsu
Type: Taijutsu [ Pet ]
Rank: Chuunin
Cost: 145 Stamina
Damage: 60
Effect: The user is granted 'Haste' for three (3) turns.
Pet Combination: The user is granted 'Enlarged' for one (1) turn.
Description: This technique grants animal-like accelerated fighting instinct and reflexes to the user. By enveloping their entire body in chakra and moving on all fours, they can obtain high speed movement and reflexes like that of a wild animal. This technique enhances the user's feral-like appearances; their canine teeth, their finger and toenails grow to claw-like length, their eyes also become more wild with their pupils becoming slits.
When under the effects of this technique, a user will display great feats of physical strength, speed, agility and endurance. The form is best suited for using and supporting the ferocious "hit-and-run" tactics that those who tame beasts are well known for, leaving the enemy barely any time to launch a counter attack. In addition, if the pet charges with the user they form a ferocious combination attack that sets the user up for a devastating followup.
Points: 7
Immortality Skill | Furou Fushi no Jutsu
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable]
Cost: 1500 Chakra
Effect: This technique takes five turns to complete. Each turn you must compare your concentration with the opponents concentration each turn using the modifiers like evasion. If successful you take over the other person's character, your character dies and the owner of the character you took over must start a new character.
Description: This Jutsu is a skill where you anchor your spirit to this world forever. In other words, it's a reincarnation spell where you find a new body, enter it with your spirit and gain possession of it.
Points: 26
Impure World Ressurection | Kuchiyose Edotensei
Type: Ninjutsu
Rank: Sennin [Forbidden: Unacceptable]
Cost: 1000 Chakra per Person
Effect: You summon (like a regular summon) one dead person from any village of you choosing. You control them like a summon. After the battle the summon goes back too being dead. They have all the stats of the person at the time of death, and all items at time of death.
Description: This is a Summoning Jutsu that brings the dead back to life in this world. Based on the strength of the user, the more powerful the dead person raised can be. The dead rise from the surface the user is standing upon in coffins. Due to a talisman the user buries in their heads, their personalities can be wiped clean or controlled, turning them into mere killing machines. This Jutsu that summons the souls of the dead back into their bodies, can also be used to possess the bodies of offord living persons. Attacking the actual bodies of souls wrapped up in this Jutsu is pointless, as they cannot be hurt and their body parts will re-manifest themselves. This is a forbidden Jutsu.
Points: 21
Induced Cardiac Arrest | Nise Josaidōki
Type: Genjutsu [ Elemental | Lightning ]
Rank: Jounin
Cost: 380 Chakra
Damage: 255 Ghost Damage
Effect: Opponent is under the effects of 'Metabolic Break Down' for 3 turns.
Description: The enemy is placed under an induced cardiac arrest, causing their heart to stop for a few moments and causing multiple complications. This is done through a combination of mind manipulation and lightning chakra to cause the body to react in a way that is unnatural.
Points: 8
Invisible Lightning | Mei Raiko
Type: Taijutsu [ Momentum ]
Rank: Gennin
Cost: 60 Stamina
Damage: 10
Effect: The target is afflicted with 'Blind' for one (1) turn.
Description: The ninja of the Momentum Style quickly charges their opponent, before thrusting their index and middle finger directly into the eye sockets of their opponents. This happens to quickly that the opponent has no idea what blinded them, and leaves them open to a dizzying strike.
Points: 3
Iwa Release; Pinpoint Fault | Iwaton; Seimitsu Dansousen
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Chuunin
Cost: 90 Chakra
Damage: 40
Effect: Target character is unequipped of all pieces of equipment that are not attached to their body. Victim may pay a setup phase to pick up a single piece of equipment per turn. Opponent gains the 'Prone' status effect for one turn.
Description: Creating a temporary fault line running beneath the opponent, the user taps into the line and begins to make the earth immediately around it shift. This causes a small scale earthquake that basically knocks the target off their feet and flings their equipment every which way. While it's not particularly impressive to see, it is still very effective and is fantastic for setting up combos against over-equipped opponents. After all, people seem to like it shaken, not stirred.
Points: 3
Jungle Fury | Janguru Fuyuri
Type: Taijutsu [ Kusagakure ]
Rank: Jounin
Cost: 100 Stamina
Damage: 100
Effect: Target is 'Bruised' for three (3) turns.
Description: By spiking their adrenaline and rushing into battle, the ninja tears into their opponent in a frenzy of attacks. Each strike is savage and crazied, relying on brute strength from the adrenaline rush rather than tight form or technique.
Points: 2
Kuchiyose no Jutsu | Summoning Technique
Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra
Effect: Allows you to bring one summon to the battlefield. See the Summoning rules for additional information.
Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.
Requirements: Contract Manager
Points: 4
Kusa Release; Fighter of Nature | Kusaton; Shizen no Toushi
Type: Taijutsu [ Kusagakure ]
Rank: Chuunin
Cost: 80 Stamina
Damage: 110
Effect: Whenever in 'High Grass' or 'Dense Woodland and Jungle' increase the damage of this attack by 20.
Description: Using a Taijutsu attack designed for fighting in woody or grassy areas this attack takes full advantage of the terrain. A strategic Jutsu, if used right can do massive damage.
Points: 3
Leaf Great Whirlwind | Konoha Daisenpū
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Chuunin
Cost: 20x + 35 Stamina
Damage: 30 per strike
Effect: This technique may not possess more than 5 Strikes; x is equal to the number of strikes made minus one (1). The final strike of this technique deals an additional 5 base damage per previous strike made.
Description: Another signature Taijutsu technique used by Konohagakure's Lotus Style wherein the user launches a rapid series of rotating kicks. Unlike its precursor, the Konoha Senpū, this technique possesses no feints and begins with a low kick. After the initial kick, the user will continue to spin and elevate their kicks, with each subsequent kick increasing in speed and lifting the target off of the ground. The final strike in Konoha Daisenpū is a heel drop that slams the opponent into the ground from high above; because of its reliance upon the target's buoyancy, the final strike of Konoha Daisenpū can deal significantly more damage than its predecessors with the aid of gravity.
Points: 5
Leaf Hot Wind | Konoha Neppu
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 170 Stamina
Damage: 200
Effect: The Gate of Viewing (5th Gate) must be open to use this technique. Inflicts two turns of 'Burning' 50 upon its target. Up to two Lotus Charges may be spent on this technique to increase the 'Burning' damage by 40 per turn per charge.
Description: The Konoha Neppū is an advanced variation of the Lotus Style's famous Konoha Senpū that incorporates the extreme speed and strength granted by the higher tiered Celestial Gates. In the Konoha Neppū, the user will reappear beneath an opponent and kick them into the air; there, they will lift themselves in a second, spiraling, kick that occurs with such speed that it ignites the air about them and causes a large, flaming, vortex.
Points: 5
Leaf Strong Whirlwind | Konoha Gōriki Senpū
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 230 + 10x Stamina
Damage: 300
Effect: Inflicts 2 turns of Clobbered. This technique ignores 5x% of the target's Defense statistic, where X is equal to the number of Lotus Charges spent on this technique.
Description: Considered to be one of the pinnacles of the Lotus Style, Konoha Gōriki Senpū is a mighty Lotus Style technique that often leaves an opponent reeling and unable to properly respond. Konoha Gōriki Senpū is a single spinning back kick with the entirety of the user's might focused into their single strike. It is said to have such speed that nobody can follow its movement and overwhelming strength, making it very difficult to guard against.
Points: 7
Leaf Whirlwind | Konoha Senpū
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Gennin
Cost: 15x Stamina
Damage: 20 per strike
Effect: This technique may not possess more than 3 strikes; x in the cost of this technique is equal to the number of strikes made. This technique has a -8% chance to hit and generates an additional Lotus Charge whether or not it successfully strikes its target.Coalescence [2; Konoha Senpū]: If used as a Coalescence technique, increase the base damage per strike to 40. This technique has a -10% chance to hit and generates an additional Lotus Charge whether or not it successfully strikes its target.
Description: A signature Taijutsu technique within Konohagakure's Lotus Style wherein the user launches a succession of rotating kicks. The first strike of this combo is always a high kick that serves as a feint and is deliberately easy to dodge, allowing the user to take advantage of the opponent's reaction and follow up with a series of low kicks. Though the technique is not dramatically powerful by itself, it tends to knock an opponent off guard and leave the user in a stance that allows for a very effective Lotus style follow-up. Konoha Senpū's elegantly simple design allows it be used easily individually or as a part of a combination attack.
Points: 5
Leaping Crane Dance | Chou Tsuruyou
Type: Taijutsu [ Kirigakure | Crane ]
Rank: Chuunin
Cost: 120 Stamina
Damage: 30 per strike
Effect: This attack has 3 strikes. If opponent is hit by at least two strikes they are 'Bruised' for two (2) turns. If the opponent is hit by three strikes they are 'Stunned' for one (1) turn.
Description: The user will slide past the opponent, striking them once along the lower rib cage with a glancing blow. As they come behind they will raise up on one leg and kick downward towards the back of their kneecap, knocking them to the ground. Raising their dominant hand, the user will strike a powerful blow to the back of the enemy as they are downed, rendering them incapacitated if they do.
Points: 4
Lightning Release; Chain Lightning | Raiton; Raikusari
Type: Ninjutsu [ Lightning ]
Rank: Jounin
Cost: 225 Chakra
Damage: 80 per strike
Effect: Multi-strike attack, four (4) total strikes. The user of this technique may choose to have the second, third, and fourth strikes deal 0 damage. If they do, and all three strikes are successful, the target is afflicted with 'Destroy Weapon'.
Description: This ninja calls a lightning bolt that forks into four white hot prongs. Each prong is guided seperately, striking the opponent in succession.
Points: 10
Lightning Style; Flash Strikes | Raikōjutsu; Rakurai
Type: Taijutsu
Rank: Jounin
Cost: 165 Stamina
Damage: 150
Effect: The target is afflicted with 'Numb' for two (2) turns and 'Impaired Touch' for three (3) turns.
Description: Also called the "Lightning and Thunder Combo", this Taijutusu relies on the ninja unleashing a rapid series of strikes into the opponent where if the target is able to evade the first strike the combo is done for, but if not they are severely damaged. The intensity of these blows leaves the opponent unable to feel, and thus the 'thunder' of the technique.
Points: 4
Lion Combo | Shishi Rendan
Type: Taijutsu
Rank: Gennin
Cost: 45 Stamina
Damage: 60
Effect: If not used after 'Shadow Leaf Dance (Kage Buyou)', then the user's Accuracy is reduced by 40 for this attack.
Description: An aerial combinations of punches and kicks which typically follows Shadow Leaf Dance.
Points: 3
Liquid Thorns | Sui Ibara
Type: Ninjutsu [ Water ]
Rank: Gennin
Cost: 5x Chakra
Damage: 5 per strike
Effect: Multiple strike jutsu, four strikes maximum.
Description: An extremely simple technique, a shinobi will be able to manipulate water in the air into small spikes that are shot at the target.
Points: 1
Lurking Beasts | Tōkamono
Type: Genjutsu
Rank: Gennin
Cost: 60 Chakra
Effect: The target is afflicted with 'Afraid; 2' for one (1) turn and 'Afraid; 1' for one (1) turn on the following turn.
Description: The user of this jutsu creates the illusion using sound that there are several monstrous creatures near him/her ready to attack. This is emanated mainly by loud growls and snarls, the sound of heavy plodding footfalls, and noises of the environment being disturbed (if in a rocky area, it sounds like pebbles are being kicked, in high grass there is shuffling, etc.)
Points: 3
Manipulated Shuriken Technique | Sōshuriken No Jutsu
Type: Taijutsu
Rank: Gennin
Cost: 30 Stamina
Effect: This technique may be performed in the Main Phase as a Free Action after making a ranged Small Weapon Attack. If the target of the user's Small Weapon Attack dodges any strikes made by the attack they must dodge that strike a second time. When dodging a strike for the second time that strike is treated as if the user had +50x Accuracy. The user of this technique must consume a 'Wire String; Rank x' when performing this technique.
Description: By affixing nearly translucent and flexible string to their weapons, a skilled shurikenjutsu practitioner is able to guide their shuriken even after the weapon has left their hand. Attacking with this method allows even a missed shuriken to be guided back toward the target for a second attempt at dealing damage.
Points: 2
Might of Ages | Jurei Isei
Type: Taijutsu [ Kusagakure ]
Rank: Jounin
Cost: 80 Stamina
Damage: 150
Effect: Deals an additional 30 damage if done while in a forest.
Description: An extremley fierce combination of punches and kicks, ending with a kick to the throat of your opponent. The forest empoweres you with its might. With this power, you can protect the forest, that has already given you so much strength.
Points: 2
Might of Oaks | Kashiwa Isei
Type: Taijutsu [ Kusagakure ]
Rank: Gennin
Cost: 40 Stamina
Damage: 40
Effect: If the performer is surrounded by trees the base damage is increased to 60.(Forest, grove, etc. Need MULTIPLE trees).
Description: The forest empoweres you with its might as you preform a combination of punches and kicks that echo for miles. With this power you can protect the forest that has given you so much strength.
Points: 2
Mimosa | Ojigisō
Type: Ninjutsu [ Plant ]
Rank: Chuunin
Cost: 80 Chakra
Damage: 100
Description: Though the huge plant Mimosa itself is immobile, its stems can detect body heat and slash their victim to death.
Points: 3
Mystical Palm Technique | Shōsen Jutsu
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 30 Chakra
Effect: Heals the target for 30 Health. The user may choose to pay an additional 30 chakra to increase the base amount of health healed by 30 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 4
Mystical Palm Technique II | Shōsen Jutsu II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 60 Chakra
Effect: Heals the target for 60 Health. The user may choose to pay an additional 60 chakra to increase the base amount of health healed by 60 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 6 [Evolving 2; Mystical Palm Technique]
Mystical Palm Technique III | Shōsen Jutsu III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 150 Chakra
Effect: Heals the target for 150 Health. The user may choose to pay an additional 150 chakra to increase the base amount of health healed by 150 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 8 [Evolving 2; Mystical Palm Technique II]
Mystical Palm Technique IV | Shōsen Jutsu IV
Type: Ninjutsu
Rank: Sennin [Medical]
Cost: 350 Chakra
Effect: Heals the target for 350 Health. The user may choose to pay an additional 350 chakra to increase the base amount of health healed by 350 points.
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury.
Points: 12 [Evolving 4; Mystical Palm Technique III]
New Sexy Technique | Arata Oiroke No Jutsu
Type: Genjutsu
Rank: Chuunin
Cost: 50 Chakra
Effect: The target of this technique is inflicted with 2 turns of the status effect 'Distracted'. If the target of this technique possesses the hindering skill 'Pervert; Female' they are instead inflicted with 2 turns of the status effects 'Charmed' and 'Bleeding; 1'. Bleeding damage caused by this technique is not dealt in Ghost Damage.
Description: As he matured into a man, Uzumaki Naruto developed variants to his Oiroke No Jutsu that better incorporated his understanding of the nature of sexuality. To create a more powerful Sexy Technique, he enhanced his 'sexy' appearance with an alluring costume that would please the eye and make a viewer want to see more. When using this technique, the user transforms himself into a beautiful woman, much like the original Sexy Technique, but with noticeably more curves, and wrapped clothed in a tight, and revealing costume to tease and excite perverts, and distract those who aren't.
Points: 2
Night of the Poison Moon | Yabun no Doku Tsuki
Type: Taijutsu [ Serpent ]
Rank: Chuunin
Cost: 140 Stamina
Damage: 10x
Effect: The target of this is afflicted with one (1) turn of 'Bleeding; 25' for every successful strike. The target of this technique is also afflicted with one (1) turn of 'Slow' for every two (2) strikes that successfully hit.
Description: A deceptive technique that appears to be relatively weak upon its use. It's as if someone spent the night in a pit with hungry small snakes, periodically making tiny bites at the target, eventually letting their venom sink and as time rolls on, the target's life is in danger. The user makes several passed at their opponent, each time slicing with only their nails and nothing more. Just simple skin abrasions on the right spots, locking up their joints and eventually letting their blood spill.
Points: 5
One Thousand Years of Pain | Sennen Goroshi
Type: Taijutsu [ Konohagakure | Dynamic Trap ]
Rank: Gennin
Cost: 30 Stamina
Damage: 5
Condition: The target of this technique must be afflicted with the status effect 'Exposed', 'Vulnerable', or 'Distracted'.
Effect: The target of this technique is afflicted with the status effect 'Bruised' for 1 turn if they were 'Distracted' when this technique was used, 2 turns if they were 'Exposed' when this technique was used, and 3 turns if they were 'Vulnerable' when this technique was used.
Description: Also known by the name Konohagakure Hiden Taijutsu Ōugi: Sennen Goroshi, One Thousand Years Of Death is easily one of the most infamous techniques in the history of the ninja world, but not because of its power. This heinous attack was devised by the famous ninja Hatake Sakumo during his youth, as a prank on his teammates, and it has only grown more inappropriate with the passing of time. The user of this technique must catch their target unaware, and forego attacking the opponent in favor of forming the tiger handseal, and ramming four fingers up their opponent's butt. To be successfully hit with this technique is usually considered a sign that you are a dunce, and comes with no small amount of shame. Sennen Goroshi has been branded a form of sexual harassment in most villages.
Points: 3
Ore Combo | Jigane Rendan
Type: Taijutsu [ Mountain Ox ]
Rank: Chuunin
Cost: 100 Stamina
Damage: 50 per strike
Effect: This attack has a total of three (3) strikes.
Description: The user will grab the opponent by the back and slam their knee into their stomach three times, causing significant damage to the user's abdomen.
Points: 4
Ox's Spear | Ushiyari
Type: Taijutsu [ Mountain Ox ]
Rank: Gennin
Cost: 40 Stamina
Damage: 50
Description: The user will charge forward in a low stance, stepping forward and thrusting their shoulder into the opponent's abdomen in a powerful spear attack.
Points: 2
Plague Fang | Ekibyou Kiba
Type: Taijutsu [ Serpent ]
Rank: Gennin
Cost: 46 Stamina
Damage: 20
Effect: The target is afflicted with 'Sickened' for one (1) turn.
Description: With this rudimentary Serpent style technique, the user charges forward, and ducking downward, strikes with their fingers into their opponent's stomach, aiming for the jujunum. If this strike hits, the opponents are typically sickened enough to throw up a little.
Points: 3
Plant Release; Acidic Hawk | Shokuton; Santaka
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Gennin
Cost: 50 Chakra
Damage: 20
Effect: Opponent is 'Sickened' for one turn.
Description: This jutsu calls a hawk-shaped construct of acid into being, which swoops down at the target, causing them damage as well as making them sick due to the smell of their own burning flesh.
Points: 2
Plant Release; Nature Cleanse | Shokuton; Shizen Kiyomeru
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Chuunin [Medical]
Cost: 150 Chakra
Effect: Heals the target for 40 and reduces "Poison" damage by 30 points for 3 turns. This can reduce "Poison" to 0.
Description: A medical Jutsu that draws upon the natural elements around you to cleanse your body of various ailments. Unlike other medical Jutsus this one works only for the Shinobi using it, highly useful in lone fights and as a secondary Jutsu to support yourself when fighting long battles.
Points: 5
Plant Release; Shield of Nature | Shokuton; Shizen no Tate
Type: Ninjutsu [ Plant | Shield ]
Rank: Chuunin
Cost: 100 Chakra
Effect: Creates a shield with 150 health points. As many armor pieces can be made for the amount of armor slots you have left (Chest, leg, forearm(s), etc). Each shield is made separately. Lasts for four (4) turns. May only be used two (2) times per battle.
Description: Using the natural elements around you a Shinobi is able to create a piece of armor to protect him/her for a short amount of time.
Points: 4
Plant Release; Sweet Nectar | Shokuton; Amai Kanro
Type: Ninjutsu [ Plant ]
Rank: Gennin [Medical]
Cost: 65 Chakra
Effect: Heals the target for 30 Health. The target is granted 'Haste' for one (1) turn.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 4
Plant Release; Sweet Nectar II | Shokuton; Amai Kanro II
Type: Ninjutsu [ Plant ]
Rank: Chuunin [Medical]
Cost: 140 Chakra
Effect: Heals the target for 70 Health. The target is granted 'Haste' for two (2) turns.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 5 [Evolving 1; Plant Release; Sweet Nectar]
Plant Release; Sweet Nectar III | Shokuton; Amai Kanro III
Type: Ninjutsu [ Plant ]
Rank: Jounin [Medical]
Cost: 225 Chakra
Effect: Heals the target for 120 Health. The target is granted 'Haste' for three (3) turns.
Description: A medical technique that creates a sweet scent when used. By placing a glowing hand on their target, the shinobi passes along healing chakra. This chakra interacts with the target's body causing a slight rush of adrenaline which increases movement speed, reaction time, and awareness.
Points: 6 [Evolving 1; Plant Release; Sweet Nectar II]
Plant Release; Wide Grass Cocoon | Shokuton; Hirokusa no Mayu
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Jounin
Cost: 200 Chakra
Effect: The target of this technique suffers from one (1) turn of 'Blind' and 'Shackled: Paired Legs'; additionally, the target is inflicted with 'Choking' for four (4) turns.
Description: The user of this jutsu expands the local plant-life into flat, wide straps of grass that cover the opponent. Initially the opponent will be blind due to the grass being over their eyes, and immobilized as the chakra from the plants pull down on them as they 'climb' up.
Points: 7
Polarized Spear | Raiton; Tsunagiyari
Type: Ninjutsu [ Lightning ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 75
Description: The user will polarize the enemy from long range and with a sudden blast they will unleash a combination of lightning chakra from their own body towards the enemy at a rapid speed.
Points: 2
Pothole on the Road | Anadōro
Type: Taijutsu [ Mountain Ox ]
Rank: Gennin
Cost: 65 Stamina
Damage: 40
Effect: The target is afflicted with 'Slow' for one (1) turn.
Description: While diverting all of their strength to their legs, the practitioner of the Ox Arts will slip in closer towards their opponent, before slamming the heel of their foot against the area between the flat of the opponent's foot and their ankle. This will cause the opponent to stumble forward, and hinder their maneuverability for a short time. Obviously, the technique is aptly named.
Points: 4
Pouncing Tiger | Chōyakutora
Type: Taijutsu
Rank: Chuunin
Cost: 120 Stamina
Damage: 90
Effect: The target is afflicted with 'Bruised' for three (3) turns.
Description: The user will jump into the air, coming down towards the enemy with both feet as if to crush their collar bones. If successful the enemy will suffer from bruising on the shoulders from where the user landed. Immediately afterward they will jump off and move away.
Points: 4
Primal Instinct | Kira Jinsei
Type: Taijutsu [ Kusagakure | Wild Beast ]
Rank: Chuunin
Cost: 60 Stamina + 1 'Rage' Charge
Damage: 40
Effect: The user of this technique is 'Enraged' for three (3) turns.
Description: The tribal hunters have long since adapted into their chosen animal's mindset. Thinking as the beast would, the ninja unseals their primal rage; their thoughts are flooded with only the angered and hot images of their prey being ripped to shreds by their own hands. The ninja will come to ignore any sense of doubt or fear and give completely into their task. Then, as if bating their target, they deliver a low kick and twist around bearing ready for the next pounce.
Points: 3
Prism | Sanryoukyou
Type: Genjutsu [ Iwagakure ]
Rank: Gennin
Cost: 40 Chakra
Effect: -60 accuracy. Double effects on Uchiha, Hyuuga, or other "mystic eye" bloodline types regardless of if the effects of the eyes are activated or not. Lasts 2 posts.
Description: A brilliant crystalline piece of rock juts from the earth and shatters in a blinding explosion of light, blinding the opponent. Ninjas used to relying on enhanced forms of eyesight suffer especially badly from this technique.
Points: 2
Protective Cross I | Kago Kouso I
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 40 Chakra
Effect: The next time the target of this technique takes damage, they are healed for 40 health.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount.
Points: 2
Protective Cross II | Kago Kouso II
Type: Ninjutsu
Rank: Chuunin [Medical]
Cost: 95 Chakra
Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 40' for 3 turns.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount over time.
Points: 4 [Evolving 2; Protective Cross I]
Protective Cross III | Kago Kouso III
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 240 Chakra
Effect: The next time the target of this technique takes damage, they are considered to be under the effects of 'Induced Regeneration: 100' for 3 turns.
Description: Using their chakra, the medic leaves a protective mark that will dissipate once damage is taken, healing its host a small amount.
Points: 6 [Evolving 2; Protective Cross II]
Puppet Technique | Kugutsu no Jutsu
Type: Ninjutsu
Rank: [See Effect]
Cost: 40x Chakra
Effect: This technique may be performed in the Setup Phase or the Main Phase. The value of x is equal to the user's ninja rank. Choose one of the following.• Equip up to 2x Small Puppets.• Equip up to x Medium Puppets.• Equip one (1) Large Puppet. The user may unequip any number of puppets in their Setup Phase as a free action. If any puppets are equipped when this technique is used, they are considered unequipped. This technique is always considered to be equal in ninja rank to the user.
Description: Using their energy like the strings of a marionette, Kugutsu no Jutsu allows the user to manipulate the delicate mechanisms of their puppet creations. Only shinobi who dedicate themselves to the art of being a puppeteer can master this ability.
Requirements: Path of the Puppeteer
Points: 4
Raging Thunder | Gekidoruraimei
Type: Taijutsu [ Momentum ]
Rank: Chuunin
Cost: 80 Stamina + x Momentum Charges
Damage: 120
Effect: For every 2 Momentum Charges paid for this technique, the user may afflict the status effect 'Destroy Item'.
Description: A rather powerful assault that requires a great deal of flexibility and speed on the Momentum practitioner's side. The user of this technique will typically charge an opponent with all of their haste, before quickly doing a short front flip in front of the opponent. Mid-way through the flip, the ninja will bring both of their heels down upon the opponent, resulting in utter devastation. If used with enough speed, the Momentum adept has the ability to crush the opponent's armor, weapons, and roughly anything else on their body if they aim successfully enough on their way down. This technique is named after the blunt echo that bursts off of the opponent when used.
Points: 4
Raikou's Rush | Totsugeki No Raikou
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Jounin
Cost: 150 Stamina + x Momentum Charges
Damage: 200
Effect: If used while in 'Drunken Monkey Stance', this attack gains +20% to hit, but immediately ends the upkeep for the technique. If the user is currently under the effects of 'Haste', this attack gains an additional 10% to be a critical hit. For every Momentum Charge paid for this technique, the user may consider the opponent's 'defense' to be reduced by 100 per charge. If this would put them below 0, this technique gains +50 damage for every remaining charge spent.
Description: The most basic finishing move in the Momentum master's arsenal- named after the late Inabikari Raikou himself. The technique combines the lessons learned in previous moves to create a shattering attack that can bring down even the most durable fighters. The attack is practically faster than the eye can see; though when seen among the less skilled members of the Momentum school, it's intent is obvious. The user quickly throws their weaker arm forward in the shape of a fist to act as a feint, which ends up grasping the opponent's wrist with ease. With that, the user's dominant arm flexes it's fingers inward, before swiping upward at the opponent's jaw like a claw with all their speed and might. The grip on their wrist makes it nearly impossible for them to avoid the assault, which inevitably ends in the Momentum practitioner shattering the opponent's jaw. This attack happens so fast, with so much build can be felled with the right amount of force.
Points: 7
Regeneration | Kousei
Type: Ninjutsu
Rank: Gennin [Medical]
Cost: 75 Chakra
Effect: Target gains the status effect 'Induced Regeneration: 30' for 3 turns.
Description: The skin of the target takes on a very light green tinge as healing chakra fuses through their body, slowly healing their wounds over time.
Points: 3
Rend the Heart | Katsu wa Chusshin
Type: Ninjutsu [ Fire ]
Rank: Chuunin
Cost: 60 Chakra
Damage: 100
Effect: The user takes 10 burn damage when using this technique.
Description: Creates a large fireball that is thrown towards the opponent. A reckless technique that is impossible to fully control the sheer volume of flame that is created by this fireball. It does massive damage for a chuunin level jutsu of it's cost, but because of that it has backlash and burns the user's body when the fireball is used unleashed.
Points: 2
Repressed Rage of the Anima | Seichuu Gekido no Ikimono
Type: Taijutsu [ Kusagakure | Wild Beast ]
Rank: Jounin
Cost: 225 Stamina
Effect: The user is 'Enraged' for three (3) turns. Whenever the user is hit by an attack while 'Enraged' by the effects of this technique, they generate one 'Rage' charge; charges generated through this technique do not prevent the user from generating charges through other sources.
Description: The fiercest animals in the jungle are not the ones who succumb to their bestial instincts to eviscerate everything in sight. Based off of this observation, the tribesmen of Hara no Kuni learned to hone their anger to be a controlled tool to use at their advantage. With a precise control, the tribesmen can enter a meditative state that allows them to release their fury to increase their own dexterity and even use their opponent's strength against them. With controlled chaos the user mimics the most dangerous beasts of the jungle, down to the killing intent in their eyes and the powerful blows of their strikes. All while turning the opponent's abilities on them self.
Points: 6
Resonance | Kyoumei
Type: Taijutsu [ Otogakure ]
Rank: Jounin
Cost: 60x Stamina
Damage: 120 per strike
Effect: Maximum of three strikes.
Description: The user has been trained in a rare fighting art, attacking violently in a way that rattles the entire skeleton of the target with every blow. This savage style greatly increases the user's chance of breaking bones and knocking a target unconscious.
Points: 5
Retribution | Houfuku
Type: Taijutsu [ Kirigakure ]
Rank: Gennin
Cost: 50 Stamina
Damage: 65
Description: The user thrusts forward, minuscule traces of water forming around their hand into razor blades of force that slice the opponent's body for far more damage than a standard punch would.
Points: 3
Reverse Harem Technique | Oiroke Gyaku Hāremu No Jutsu
Type: Genjutsu [ Dynamic Trap ]
Rank: Chuunin
Cost: 100 Chakra
Condition: The user of this technique must have at least 5 clones under their possession on the battlefield.
Effect: The target of this technique is afflicted with 1 turn of the status effects 'Vulnerable' and 'Stunned'. If the target of this technique possesses the hindering skill 'Pervert; Male' then the user of this technique may sacrifice 2 clones to inflict 1 turn of the status effect 'Charmed' and 'Bleeding; 1'. A maximum of 6 clones may be sacrificed in this way. This technique may only be used 1 time per battle. Bleeding damage caused by this technique is not dealt in Ghost Damage.
Description: This technique is considered by some to be the attack that helped save the world. Used on the fly by Uzumaki Naruto in one of his most desperate times, this technique is meant to be a powerful distraction, opening the target to more damaging attacks. By transforming themselves, and all of the clones they possess on the battlefield into extremely attractive, naked men that blow kisses and make lewd gestures at the target. Even the most reserved enemy is caught completely off guard by this technique, and pervy guys and girls often suffer from lasting effects.
Requirements: Oiroke No Jutsu.
Points: 5
Reverse Lotus | Ura Renge
Type: Taijutsu [ Lotus ]
Rank: Chuunin
Cost: 90 Stamina, 2 Lotus Charges
Damage: 150
Effect: The Life Gate (3rd Gate) must be open to perform. If this attack is 'blocked' it deals normal damage. If the target is hit, it deals critical damage. If the user misses, they are left 'Vulnerable' and 'Stunned' for one turn. This technique may only be used once per battle.
Description: This jutsu is an advanced and more destructive version of the Front Lotus, which requires that at least three chakra gates be opened. Once enough gates are open, the user launches the target into the air and hits them with one arm and one foot, sending the target crashing into the ground. This is usually fatal due to the speed and power behind the attack. Because so many chakra gates are opened at once, it can only be used once, since the user will likely be unable to stand afterward.
Points: 4
Revolution | Kakumei
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Gennin
Cost: 75 Chakra
Damage: 15
Effect: The target is afflicted with 'Opening [Retribution | Houfuku]' for one (1) turn.
Description: An eddy of water moves up behind the opponent and slams into them, forcing them forward.
Points: 4
Rib Splitter | Abara Bunretsu
Type: Taijutsu [ Mountain Ox ]
Rank: Gennin
Cost: 60 Stamina
Effect: Opponent is under the effect of 'Bruised' for 3 turns on their chest and stomach.
Description: By cupping one's hands above the other, the user of this technique will step forward with a powerful thrust, and slam their palms against the opponent's chest cavity and stomach. While the impact inflicts no instantaneous pain, it causes the ninja's lungs to slightly pierce their stomach and chest, and as a result, force them to bleed internally.
Points: 3
Rising Force | Shōriki
Type: Taijutsu
Rank: Chuunin
Cost: 130 Stamina
Damage: 75
Effect: Opponent is 'Clobbered' for two turns.
Description: Sliding across the ground towards the opponent, the user will push off the ground at the last moment and rise up with their foot, aiming to launch the opponent into the air. The quick shot to the jaw leaves an opponent disoriented for a few moments.
Points: 5
Roaring Stalagmite | Todoroki Sekijun
Type: Taijutsu [ Mountain Ox ]
Rank: Chuunin
Cost: 113 Stamina + x Ox Charges
Damage: 50
Effect: The opponent is 'Clobbered' for two turns. If this technique is used right after the user has been hit by a technique that was used by the targeted opponent, they user may spend x Ox Charges to lower the opponent's defense by 50x for one turn.
Description: The most powerful technique an adept of the Ox has in their arsenal, and is a requirement to move onto the next tier of Ox techniques. Very simply, the user will divert the strength in the solidness of their stance to grapple the opponent's arm and bend it backwards, before thrusting their torso downwards by pressing down on their joints. Then, with all of their might, the Ox adept will shoot their knee up at the opponent's face, causing an impact great enough to shatter the foe's nose, as well as causing them to become clobbered. If this technique is used directly after taking a shit, the sheer stunning potential of the movements will cause the opponent's defenses to collapse for a brief moment as they shield their face.
Points: 5
Root Technique | Nekko no Jutsu
Type: Ninjutsu [ Wood ]
Rank: Chuunin
Cost: 100 Chakra
Effect: The target is afflicted with 'Shackled [Paired Legs' for two (2) turns.
Description: Using the elements around you, you create artificial roots. These roots latch onto your opponent, holding them in place for another attack.
Points: 4
Sacred Arrow of the Phantom | Genzou Hamaya
Type: Genjutsu
Rank: Gennin
Cost: 55 Chakra
Damage: 20 Ghost Damage
Effect: The target of this technique is afflicted with 'Weakened' for one (1) turn.
Description: A surprisingly quick attack, the user of this technique only needs to perform one quick hand seal to release Chakra into the air; this Chakra will affect a target's mind and cause him/her/it to imagine an arrow being shot at him/her/it.
Points: 3
Sand Binding Coffin | Sabaku Kyū
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Chuunin
Cost: 150 Chakra
Damage: 25
Effect: This technique may not be performed unless the terrain effect 'Sand' is active on the battlefield. The target of this technique is afflicted with 3 turns of the status effects 'Bound; Paired Arms' and 'Shackled; Paired Legs'. On their turn during the Set-Up Phase, the target of this technique may roll a 20+x-sided dice. On an outcome of 18-y, the target of this technique is no longer afflicted with any status effect caused by this technique. When determining the outcome of rolls made in this way,'x' is considered a number corresponding with the target's Ninja Rank (1; Genin, 2; Chuunin. Etc) and 'y' is considered to be the number turns the target has been under the effects this technique multiplied by 2. The target of this technique is dealt 20 unmodified damage anytime a roll made in this manner is failed.
Description: One of the signature techniques of the Fifth Kazekage, this technique was adopted by the Village Hidden in the Sand after he taught the usage of the technique to several of his most promising students. Since then, it has become a staple jutsu that shinobi of Sand Village use to control the battlefield in their esteemed Kazekage's hallmark style. After forming the necessary handseals, the user of this technique guides a quantity of sand capable of encasing a human entirely toward their target. The sand then covers their body tightly, grinding against them
Points: 5
Sand Clone Technique | Suna Bunshin no Jutsu
Type: Ninjutsu [ Clone | Sunagakure | Sand ]
Rank: Chuunin
Cost: 50 Chakra
Effect: Each Sand Clone has 30 Health and 10% of the user's remaining stats. In their Response Phase, the creator may sacrifice y Sand Clones to reduce the damage of an incoming attack by 30y. This is a free action and may be done after they roll to dodge. Maximum of five (5) clones may be created.
Description: The Sand Clones of Sunagakure were created by Gaara of the Desert during his youth. Unlike most clones, their purpose was not to fight for the user and confuse their opponents, as they appear as sand shaped into the likeness of their creator. Suna Bunshin are made with the defense of their creator in mind and are quick to jump in front of their creator to shield them from damage.
Points: 7
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 surounding ground into additional sand.
Points: 5
Sand Release; Sand Eruption | Santon; Suna Funka
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 45 Chakra
Damage: 30
Effect: Causes 'Impaired Eyesight' for one turn.
Description: Causing the sand hidden into the ground to erupt dealing minor damage along with sand getting into the eyes of the opponent slightly causing them to have reduced eyesight.
Points: 3
Sand Release; Sand Shell | Santon; Sunakara
Type: Ninjutsu [ Sand ]
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 surrounds themselves in sand fused with chakra to increase their size and therefore increase their combat strength
Points: 5
Sand Release; Sand Slide | Santon; Sabaku Shōhen
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 40 Chakra
Damage: 15
Effect: Opponent is 'Prone' for one turn
Description: By quickly manipulating sand to get under the opponent and not stop moving, the user of this jutsu attempts to make them lose balance and fall over. In addition to the difficulty to gain footing, the opponent must contend with constantly moving sand.
Points: 2
Sand Release; Sand Tornado | Santon; Suna Tatsumaki
Type: Ninjutsu [ Sunagakure | Sand | Climate ]
Rank: Chuunin
Cost: 250 Chakra
Effect: Adds the climate 'Sand Storm' to the battlefield for two (2) turns.
Description: User's uses chakra from within to whip up the winds, dragging dirt and sand from the ground into the air. As the chakra mixes, it takes on a life of its own and quickly turns into a twister of sand, a common sight to those who travel the deserts.
Points: 7
Sand Release; Sand Whip | Santon; Sunamuchi
Type: Ninjutsu [ Sand ]
Rank: Chuunin
Cost: 80 Chakra
Effect: Creates a sand whip that acts like a level 10 medium weapon. Whip last for 3 turns. Requires sand to be on the field or at hand.
Description: Manipulating sand into the form of a whip, the Shinobi may use it as a temporary weapons when he/she is short on weapons.
Points: 3
Sand Waterfall Funeral | Sabaku SōSō
Type: Ninjutsu [ Sunagakure | Sand | Dynamic Trap ]
Rank: Jounin
Cost: 300 Chakra
Damage: 300
Condition: The target of this technique must be under the effects of a status effect afflicted by the technique 'Sabaku Kyū'.
Effect: This technique has a +10% chance to Critically Strike the target. The target of this technique applies 50% of their total Defense when modifying the damage of this technique. The effects of 'Sabaku Kyū' are ended if this technique is successful.
Description: The more morbid cousin of the Sand Binding Coffin jutsu, this technique takes advantage of the exposed position that that technique leaves the enemy in. After they are completely encased in sand, the user of this technique clenches the hand that guided the sand onto their enemy into a tight fist, causing the sand around that target to compress so tightly that their foe's body is ground away to nothing. Those caught within this jutsu are unable to move, and properly defend themselves from this attack, often leading to heavy damage.
Points: 7
Sandman's Feather | Sunajin no Hane
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 80 Chakra
Damage: 10
Effect: Tired' for 2 turns, and then 'Asleep' for 1 turn.
Description: The user of this technique will conjure up a cloud of sand that will swirld around the target in the shape of feathers; the Chakra emanating from the feathers causes the target to slowly become more and more tired...
Points: 4
Sandstorm Volley | Sunaarashi-dan
Type: Taijutsu [ Sunagakure ]
Rank: Jounin
Cost: 120 Stamina
Damage: 60 per strike
Effect: Multi-strike attack, three (3) total strikes. The opponent takes 20x 'Bleeding' damage for 1 turn, where x is the number of strikes that hit.
Description: The ninja using this throws a series of ranged projectiles at the enemy with the explicit purpose of shaving off their flesh, like a sandstorm would erode at flesh and muscle.
Points: 3
Sapling Armor | Naegi Gusoku
Type: Ninjutsu [ Kusagakure | Wood ]
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
Scylla | Akuma no Uzumaki
Type: Ninjutsu [ Water ]
Rank: Chuunin
Cost: 115 Chakra
Damage: 80
Effect: The target is afflicted with 'Shackled [Paired Legs]' for one (1) turn.
Description: The user concentrates a great deal of water into the ground under the opponent, with natural liquids to dissolve the ground in it as well. This is then spun at an incredible rate, enough to visibly wear away the ground where this attack was used. The target is sucked down, struck against the sides of the pit containing the whirlpool and eventually crushed into the bottom of the pit.
Points: 4
Sea Sickness | Fune-Yoi
Type: Genjutsu [ Kirigakure ]
Rank: Chuunin
Cost: 90 Chakra
Effect: The target is afflicted with 'Sickened' for three (3) turns.
Description: Using Genjutsu the Shinobi causes the opponent to feel the simulated effects that Sea Sickness gives people. Particularly useful against those weak of the mind and can cripple the strongest Taijutsu fighters.
Points: 3
Secret Might | Kyuusho Chikara
Type: Genjutsu [ Elemental | Water ]
Rank: Gennin
Cost: 80 Chakra
Damage: 30 Ghost Damage
Effect: The target is inflicted with 'Vulnerable' for one (1) turn.
Description: The user summons a massive amount of water from the surrounding environment, swirling it around them and forming it into shape. The user can create any water jutsu or form that they wish, even those far exceeding their own ability. The massive power of this attack overwhelms the opponent, placing them in a vulnerable position.
Points: 4
Seismic Toss | Jishindōho
Type: Taijutsu [ Iwagakure ]
Rank: Chuunin
Cost: 100 Stamina
Damage: 90
Effect: Opponent is inflicted with Bruised for 2 turns.
Description: A technique stemming from an ancient method to move heavy stone from quarries and into carts. Utilizing quick footwork, an individual works their way into close range with an opponent. Within close proximity, the user grasps the opponent face-to-face and around the waist, squeezing them tight to their own body with a hook grip behind the opponent's back, effectively gaining control of their center of gravity. From this position by exercising raw strength, the user then half turns twice in either a clockwise or counter-clockwise motion, breaking the balance of an opponent with quick steps and an explosive upward thrust. Having lifted their opponent, the user then makes a half twist at the waist, driving their opponent into the ground, full force, with one final quarter step. The impact of not only driving but allowing their full bodyweight to slam into the opponent on the descent to the ground causes acute physical damage to the flesh and bone structure of the torso. Most notably, crushing the ground in which the opponent was driven into as well. Although stemming from ancient miners, this maneuver is mostly seen, in modern times, in Iwagakure 'strong man' competitions but has been modified for combative usage.
Points: 4
Serene Touch | Seion Souhou
Type: Ninjutsu
Rank: Jounin [Medical]
Cost: 360 Chakra
Effect: Heals the target for 120 Health. Remove three (3) turns of 'Afraid; 4' or less from the target.
Description: Sometimes anxiety can overwhelm the most stone faced of shinobi. Medical ninja use this technique to calm nerves and erase fear. At least for a time.
Points: 8
Serpent Sting | Hebi Ken
Type: Taijutsu [ Otogakure | Serpent ]
Rank: Chuunin
Cost: 140 Stamina
Damage: 90
Effect: The target of this technique is afflicted with 'Exposed' and 'Shackled [Leg]' for one turn.
Description: The venom of a snake is designed to catch their prey off guard and to slow them down enough so the snake can take its sweet time devouring its next meal. With the Venom style intent on using tactics rather than brute strength, the user slips around the back of their target and snares them with their one arm while diving their thumb and middle fingers deep into the pressure points of the neck. The resulting attack will freeze their opponent, hindering their speed and providing an opening for the next blow.
Points: 5
Sexy Technique | Oiroke No Jutsu
Type: Genjutsu
Rank: Gennin
Cost: 25 Chakra
Effect: The target of this technique is inflicted with 1 turn of the status effect 'Distracted'. If the target of this technique possesses the hindering skill 'Pervert; Female' they are instead inflicted with 1 turn of the status effects 'Charmed' and 'Bleeding; 1'. Bleeding damage caused by this technique is not dealt in Ghost Damage.
Description: A technique designed to titillate and entice an opponent, the Sexy Technique was the first technique ever designed by the Hokage, Uzumaki Naruto. It has been greatly disparaged by any respectable ninja who has ever witnessed it, but has also been praised as a devious and cunning technique by great ninja who don't take themselves so seriously. The technique itself is a simple Transformation Technique where the user intentionally alters their form into the likeness of a beautiful and nude woman in an alluring pose. While lecherous people are the most affected by this tactic, it has the power to distract even the most prudish person.
Points: 2
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
Shadow Leaf Dance | Kage Buyou
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Gennin
Cost: 50 Stamina
Effect: The opponent is 'Vulnerable'.
Description: A technique used to attach the user to their opponents shadow. Once done, the victim is in a vulnerable position to a more damaging attack. Such as Initial Lotus or less advanced attacks, like the Lion Combo.
Points: 3
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
Shield of Sand | Suna no Tate
Type: Ninjutsu [ Sunagakure | Sand | Shield ]
Rank: Gennin
Cost: [See Effect]
Effect: Activated in the Main Phase and may be de-activated in any phase. While active the user receives no dodge roll, though they may still use jutsu, skills or weapons to defend against the incoming attack. If deactivated during the Response Phase, the user does not receive a dodge roll. If the opponent's speed stat is more than or equal to 1.25x the user's Ninjutsu, then the shield is bypassed and the attack cannot be blocked. If the opponent's speed stat is higher than the user's Ninjutsu stat and less than 1.25x the user's ninjutsu, the user must pay 1.5x the cost to block the damage. Suna no Tate does not apply to Genjutsu and the user may roll to dodge against it. Lasts for four (4) turns.Instead of taking damage, the user spends chakra for each point of damage prevented based on the chart below.--Void-type Jutsu = 2 chakra for every 1 damage--Fire-type Jutsu = 1 chakra for every 1 damage--Water-type Jutsu = 3 chakra for every 1 damage--Lightning-type Jutsu = 1 chakra for every 2 damage--Earth-type Jutsu= 2 chakra for every 3 damage--Wind-type Jutsu = 4 chakra for every 1 damage--Sand-type Jutsu = 1 chakra for every 4 damage--Other = (Amount of combinations) chakra for every 1 damage--Weapons = 1 chakra every 2 damage--Taijustu = 4 chakra for every 5 damage
Description: After the passing of the Fifth Kazekage many of the ninja within the village who looked up to him decided to try and preserve his specialty jutsu to be used by all Suna ninja. Since many of his most basic attacks and defenses relied on the Shukaku demon, they had to alter the workings of many of them. The only successful jutsu to come out of this plan was the Suna no Tate. It is a modified version of the technique that instead of running off of the abilities of the Shukaku demon instead are based upon the actual reaction time of the ninja himself. This jutsu is known through the village as the 'Gift of the Fifth' which shows his determination to protect all the villagers even after his death.
Points: 5
Shifting Winds | Henka-fu
Type: Genjutsu
Rank: Chuunin
Cost: 105 Chakra
Effect: Area of Effect. The target(s) are afflicted with 'Fazed' and -40 Evasion for one (1) turn.
Description: The user of this jutsu makes the target see the wind as visible. Because of this, it distorts and blocks their vision, disabling their ability to act.
Points: 4
Shockwave | Shōgekiha
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Gennin
Cost: 60 Chakra
Damage: 60
Description: You do 3 handseals and you begin to hear an echo-like noise that sounds like it's rumbling horribly. The area around you then turns pure white for half of a second from the lightning rushing toward your opponent. It's a powerful jutsu that is normally taught to new genin of Kumo.
Points: 3
Shooting Star | Ryuusei
Type: Taijutsu
Rank: Gennin
Cost: 35 Stamina
Damage: 10 per strike
Effect: Multi-strike attack, three (3) total strikes. If all three strikes hit, opponent can only perform attacks that are long range during their next phase. Usable twice per battle.
Description: An attack where the user delivers a swift punch to the stomach followed by kick to the rib, finally following up with a powerful kick to the opponent's jaw sending them flying.
Points: 2
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
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
Shuriken Shadow Clone Technique | Shuriken Kage Bunshin No Jutsu
Type: Ninjutsu
Rank: Jounin
Cost: 2/3(xy) Chakra
Effect: This technique may be performed once per turn in the Main Phase as a Free Action after making a Small Weapon Attack. When determining the cost of this technique "x" is equivalent to the base damage of the small weapon attack and "'y" is equivalent to a number chosen by the user (max; 10). The user's Small Weapon Attack gains "y" additional strikes for each strike made (additional strikes target the same target as the original strike and are treated as the same type of weapon). Strikes created by this technique do not gain any effects from the original weapons that directly affect their target (explosive tags, poison, etc). The base damage of all additional strikes created by this technique may not exceed the maximum damage for a Ninjutsu technique of the user's rank. This technique may be performed 2 times per battle.
Description: Invented by the Third Hokage Hiruzen Sarutobi, Shuriken Shadow Clones are an extremely advanced form of offensive clone. By swiftly replicating any weapons that they have thrown at their opponent, the user is able to in effect carry fewer real weapons, saving much needed space on their person. The weapon-clones created are no less real than the originals and make this technique quite lethal. For several generations this technique was kept as a secret solely of the Sarutobi clan, but was eventually traded to Konohagakure's general populace. It was not long after that before the technique was seeing use among villages through-out the shinobi world.
Requirements: Kage Bunshin No Jutsu
Points: 6
Siren's Melody | Gouteki Kakyoku
Type: Genjutsu [ Elemental | Sound ]
Rank: Chuunin
Cost: 15x Chakra, Max of 150 Chakra.
Effect: Reduces Evasion and Defense of target(s) by 5x for three (3) turns.
Description: The user generates a hypnotic and enslaving melody by manipulating sound waves to directly stimulate the pleasure centers of the brain. The target is enthralled by the melody, leaving them wide open and defenseless to any attack during the period of effect of this attack.
Points: 5
Skip a Beat | Hakubatsu
Type: Genjutsu [ Otogakure | Time ]
Rank: Jounin
Cost: 190 Chakra
Damage: 50 Ghost Damage
Effect: If your opponent would have multiple actions during their next Main Phase, they have one instead. Their Turn Order is still calculated as if the actions took place. This technique may only be used once per battle.
Description: The only reason for time is so that everything doesn't happen at once.
Points: 5
Slashing Wind Skill | Kamaitachi no Jutsu
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Chuunin
Cost: 72 Chakra
Damage: 50
Effect: Increase the user's Accuracy by 40 for this attack.
Description: A simple wind manipulation technique that takes advantage of wind's transparency to hide it from the opponent. The shinobi feints motion to pull attention away from the wind attack, tricking the opponent long enough for the razor sharp gale to slice into their flesh.
Points: 3
Smite | Shou
Type: Taijutsu [ Kusagakure ]
Rank: Gennin
Cost: 40 Stamina
Effect: Used in the main phase. If the user is struck in their next response phase, they roll a d10. On a 1-5 nothing happens, on a 6-10 your opponent takes 1.5x the damage they just dealt you. You still take the damage none the less. This damage cannot stack with a critical hit. Genjutsu is excluded. May only be used three times per battle.
Description: Seeming to give your opponent the advantage, you turn their own attack against them in an unexpected way. This specific technique is a lesser known tactic which radiates the lessons taught in many dojos throughout the country of grass.
Points: 2
Snake Fatal Wound | Hebi Chimei Kizu
Type: Taijutsu [ Serpent ]
Rank: Gennin
Cost: 80 Stamina
Damage: 25
Effect: The opponent will suffer from 30 bleed damage for three (3) turns. The user must have a bladed weapon.
Description: The user of the Venom Style will use their bladed weapons as vicious combo to open deep wounds upon their opponent. With the weapons in hand, the user cuts into the target's left arm, followed by spinning around and cutting across their right arm and then finally twisting around to cut a dip just below their neck. At first, the damage seems small, but in a short amount of time, the wounds open and the full force of the attack is felt. When the wounds heal, the scratches will look like a snake's body curling around its prey.
Points: 4
Snake's Last Will | Hebi no Saishuu Mune
Type: Taijutsu [ Serpent ]
Rank: Jounin
Cost: 240 Stamina
Damage: 260
Effect: The target is afflicted with 'Confused' for three (3) turns. Any jutsu that will inflict 'Afraid' will last one turn longer if this jutsu is successful. If the user used the jutsu 'Night of the Poison Moon (Yabun no Doku Tsuki)' or 'Fatal Wound (Chimei Kizu)' the previous turn, then on the turn following this attack, the opponent will be dealt 20 unmodified damage.
Description: A snake will make its most deadly attack only after its venom has taken effect and it's opponent is right within it's merciless sights. However, a snake's bite isn't the last of its attacks, it slyly makes a backlash just in case its prey is still alive. Masters of the Venom Style understand this principle and only use this attack skillfully after they have drained their target. The user will begin with a low kick to trip their opponent, followed back with a mid section kick to knock them in the direction they choose. They will then slide up behind their opponent, making several jabs at the spinal cord before finally slapping two pressure points at the cradle of the skull with their index and ring fingers. Should a target survive, they would know they did not avoid the venom.
Points: 6
Snare of the Cobra | Wana no Kobora
Type: Taijutsu [ Otogakure | Serpent | Weapon ]
Rank: Jounin
Cost: 150 Stamina
Damage: 280
Effect: Requires a bladed Medium or Large weapon. If the user preformed the jutsu 'Serpent Sting | Hebi Ken' the following turn, then this attack has a +5% Chance to Hit.
Description: The cobra is known as one of the deadliest snakes in the world due to the venom seeping out of its fangs. The user of this deadly attack will strike as quick as a cobra, hiding poisons in their "fangs". By using their edged weapon as a conduit, the user applies poison to the blade and precedes to throw a high kick to their neck and quickly slicing open the opponent and injecting their poison. Some techniques can set this jutsu up very well.
Points: 4
Soil Clone Technique | Iwa Bunshin no Jutsu
Type: Ninjutsu [ Clone | Iwagakure | Earth ]
Rank: Chuunin
Cost: 105x Chakra
Effect: Each Soil Clone has 105 Health and 25% of the user's remaining stats. If destroyed by an opponent, the Soil Clone has a 25% chance to afflict that opponent with 'Slow' for one (1) turn. Maximum of two (2) clones may be created.
Description: In similar fashion with any other clone technique, Iwa Bunshin No Jutsu can make up to several clones made out of soil from the ground around them. The clones take on the appearance of their creator, but when destroyed explode in a burst of compressed soil. The soil latches onto enemy that destroyed them, hindering their movement.
Points: 7
Sonic Hands | Otote
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 150 Chakra
Damage: [See Effect]
Effect: The user gains +80 Taijutsu for all but ranged attacks. For each melee attack this nin blocks, the attacker takes unmodified damage equal to the user's Defense modifier. Lasts 3 turns.
Description: This nin makes his/her body resonate with a constant vibration using very quick soundwaves throughout their body as guided by their chakra. This causes for more lethal melee as they tend to jar opponents with the not-so-subtle vibrations.
Points: 5
Soul Prison | Kontan Kongoku
Type: Ninjutsu [ Iwagakure | Earth ]
Rank: Gennin
Cost: 50 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
Sound Release; Brown Note | Onton; Daiben Onpu
Type: Genjutsu [ Otogakure | Elemental | Sound ]
Rank: Gennin
Cost: 30 Chakra
Effect: Opponent rolls a d10 when hit. [1] No effect. [2-4] 'Sickened' for one (1) turn. [5-6] Dizzy for one (1) turn. [7-8] 'Distracted' for one (1) turn. [9-10] 'Confused' for one (1) turn.
Description: The legendary brown note, saying to reside on the 9 Hz wavelength. It is rumored to cause nausea, confusion, anxiety and even forced bowel movements.
Requirements: Air Pressure Device.
Points: 2
Sound Release; Echoes of Reason | Onton; Hankyō no Risei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Effect: Area of Effect. Immediately removes all Genjutsu of Chuunin rank or lower in the area, including allies and your own. Removes up to three Genjutsu effects of Jounin rank in the area, including your own. If more than three exist, have an admin assign each a number and roll dice to determine which are removed. Usable once per battle. +200 Chakra to use if not in an area that facilitates echoes. (Underground, Indoors, etc.)
Description: Uses powerful vibrations to break the concentration of enemy shinobi causing them to lose the hold on their Genjutsu. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Echoes of Ruin | Onton; Hankyō no Hametsu
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Jounin
Cost: 380 Chakra
Damage: 200
Effect: Area of Effect.
Description: Uses powerful vibrations to deal damage to anything in the path. Although it can be used in places that don't echo well, it takes a considerable amount of effort to bend the sound waves for the desired effect.
Requirements: Air Pressure Device.
Points: 8
Sound Release; Final Requiem | Onton; Saishuu Indou
Type: Ninjutsu [ Sound ]
Rank: Jounin
Cost: 190 Chakra
Damage: 320
Effect: Opponent has 'Impaired Hearing' for two turns.
Description: The user focuses chakra in thier vocal cords and lungs with a deep breath and then lets loose a low, dull, destructive moan.
Points: 7
Sound Release; Nullification | Onton; Mukō-ka
Type: Genjutsu [ Otogakure | Elemental | Sound ]
Rank: Jounin
Cost: 130 Chakra
Effect: Area of Effect. All targets are afflicted with 'Deafened', 'Impaired Eyesight', 'Numb' for one (1) turn. This technique also targets the user.
Description: This ninja sends a wave of sound energy into the environment around him/her and by manipulating chakra involved with that sound, he nullifies the sound in the area around, while numbing everything and making eyesight go double by the shear frequency of the sound wave.
Points: 3
Sound Release; Shadow Sound | Onton; Kage Oto
Type: Genjutsu [ Otogakure | Elemental | Sound ]
Rank: Gennin
Cost: 60 Chakra
Damage: 15 Ghost Damage
Effect: The target is afflicted with 'Impaired Hearing' for three (3) turns.
Description: The user targets the opponent with a wave of sound ninjutsu, causing the enemy to hear all noises they make a ten times the volume of normal. Every motion and action is deafening to them, even shuffling of feet or motion of clothing makes hearing anything else near impossible.
Points: 3
Sound Release; Sound Cannon | Ototon: Oto Taihou
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Gennin
Cost: 60 Chakra
Damage: 70
Effect: If done in melee range this technique deals 35 damage instead of 70.
Description: This attack can be performed two ways, wither with the hand or the mouth (less common). If by hand, the user places their left hand on their right wrist, charging Chakra in both, then fires it is a massive blast that takes the form of sound visible to the human eye. If by mouth, the user draws air into their body and holds their breath for one minute, then fires it is a massive blast that takes the form of sound visible to the human eye.
Requirements: Air Pressure Device
Points: 2
Sound Release; Thunder Clap | Onton; Raimei
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 100 Chakra
Damage: 125
Description: By focusing chakra into the palms the ninja slaps thier hands together, creating a shockwave of sound sounding at a distance like a peal of thunder and at close range it sounds like a bomb going off. The shockwave of sound is focused enough to avoid hurting the Shinobi using the technique.
Points: 4
Sphere of Sand | Suna no Kyū
Type: Ninjutsu [ Sand | Barrier ]
Rank: Jounin
Cost: 350 Chakra
Effect: Creates a barrier around the user with 700 Health. Any attacks that deal damage to this barrier at close range will afflict the attacker unmodified damage equal to 5% of their total Health. The user may not attack while within this barrier, even with attacks of the same element. The user may as a Main Phase action spend x Chakra to restore 2x Health to the barrier, to a maximum of 700 Health. May be used two times per battle.
Description: An enormous sphere of sand surrounds the user, leaving them blind and cut off from battle but protecting them from harm that may befall them. The sphere senses when it is struck and creates lances of sand that strike out at the attacker in the direction that it was struck. Unlike most barriers, this technique entirely encompasses the individual and due to its construction to strike back does not allow for effective attacking from within. A jutsu passed down through the years as an ultimate defense on the battlefield and often used by medical ninja to allow themselves the time to triage allies.
Points: 8
Spin Cycle | Jiten Shuuha
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Gennin
Cost: 60 Chakra
Damage: 20
Effect: The target is afflicted with 'Exposed' for one (1) turn.
Description: A small whirlpool of water is created under the target and stabs up with great force, causing damage and disorientation.
Points: 3
Spinning Fang | Kaiten Kiba
Type: Taijutsu
Rank: Gennin
Cost: 40 Stamina
Damage: 30
Effect: The target is afflicted with 'Bleeding; 10' for three (3) turns. The user of this technique must possess at least 2 Kunai when performing this technique.
Description: Using a pair of kunai, the user proceeds to spin around the opponent, shifting their footwork to roll their body around and past them. Using the kunai to slice and puncture the enemy, leaving gashes that will bleed profusely.
Points: 2
Spiral Throw | Rasennejiru
Type: Taijutsu
Rank: Gennin
Cost: 50 Stamina
Damage: 30
Effect: roll a d10, if below 5 then the opponent is dizzy for 1 turn.
Description: The user does many false movements then speeds up and punches them in the face. As they move to uppercut though they spin rapidly, sometimes causing dizziness in the opponent.
Points: 3
Spire Pinnacle | Atemi no Sentō
Type: Taijutsu [ Serpent ]
Rank: Gennin
Cost: 25 Stamina
Damage: 15
Effect: On the target's response phase after their upcoming one, if this technique connected, they suffer another 10 unmodified damage. This attack is considered an attack from behind.
Description: Beginning by doing a swift juke to the back of the target, the user does a small backwards flip and upon rising, throws a stiff kick to the base of the target's neck. After the briefest of pauses, the user once again throws the same type of kick, but with the other leg. Slightly damaging the nerves of the spine, this causes a peculiar shocking sensation a while after has been executed. Particularly discomforting, it is a difficult technique to dodge if the target has impaired hearing for one reason or another. It gets its name from striking the pinnacle point of the nervous system; the weakest point of the spinal cord.
Points: 2
Sprout | Sutaba no Jutsu
Type: Ninjutsu [ Kusagakure | Plant ]
Rank: Gennin
Cost: 30 chakra. Must be done on the FIRST TURN.
Effect: 4 main phases from now, you may use a setup phase to eat this bean. It will replenish your health by 70.
Description: In preparation for battle, the ninja will store chakra inside of a small bean. Placing the bean in the ground, they will later return to it and be able to ingest it to grain strength.
Points: 3
Stalker Charge | Tsui Geki
Type: Taijutsu / Genjutsu [ Kirigakure | Water ]
Rank: Gennin
Cost: 70 Stamina
Damage: 25
Effect: The target is afflicted with 'Impaired Hearing' and 'Afraid; 1' for one (1) turn. The user gains +20 Accuracy for one (1) turn.
Description: By creating or enhancing a mist specifically around the target through Genjutsu, this nin strikes from an unseen angle by performing an elbow strike while charging. As soon as the attack ends, this nin attempts to pull away without a trace, leaving the opponent bewildered.
Points: 4
Stalking Shadow | Shuuyou Kage
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Chuunin
Cost: 55 Stamina, 1 Lotus Charge
Damage: 75
Effect: The user will deal 60% of the total damage this turn to the opponent and then an additional 60% of the total damage of this technique the following turn. The user takes 20% of the total damage of this technique.
Description: With a technique nearly too powerful for a Chuunin to fully utilize, the user slips around behind their target and grabs both their arms and twists them while driving their foot into the square of their back. Lifting off, the user tosses the target over their head and slams them into the ground, while often injuring themselves in the process. When the target moves again they will suffer a backlash from their muscles being torn.
Points: 2
Static Charge | Seiteki Denka
Type: Taijutsu [ Momentum ]
Rank: Gennin
Cost: 35 Stamina + x Momentum Charges
Effect: The user is granted 'Haste' for 1 + x turns. The value of x may not be greater than two.
Description: The ninja of the Momentum Style begins to shift their legs quickly back and forth, in a fashion that is similar to one gathering static by rubbing their feet against a carpet. This keeps them on their toes at all times, and prepares their whole body for the alacrity that is to come.
Points: 4
Stinger and Single Claw | Sasu Oyobi Tsume
Type: Taijutsu [ Sunagakure ]
Rank: Jounin
Cost: 120 Stamina
Damage: 110
Effect: Opponent is afflicted with 'Slow' and 'Numb' one turn.
Description: A simultaneous double strike where the user strikes with a chop to the collar bone and a low roundhouse to the knee in the attempt to disable the target.
Points: 3
Summer's Heat | Natsu No netsu
Type: Genjutsu [ Konohagakure ]
Rank: Gennin
Cost: 50 Chakra
Effect: The target of this technique is afflicted with 'Blind' for one (1) turn.
Description: The user causes the opponent's vision to blur and waver as if they were in extreme heat. This resembles as if the opponent was surrounded by jets of warm air that are constantly blowing out waves of heat. This blurs the movement and actions of the user and also makes it much harder to find and hit them.
Points: 3
Temple of Nirvana Technique | Nehan Shōja no Jutsu
Type: Genjutsu
Rank: Jounin
Cost: 50xy Chakra
Effect: May target up to x characters. Each target is afflicted with 'Asleep' for y turns. The value of y may not be greater than 5. The total cost may break the cost cap to a maximum of 500 Chakra.
Description: This Jutsu utilizes the most basic core of Genjutsu to manipulate the human brain into a state of stasis. In layman's terms, this jutsu puts a large amount of targets to sleep through Genjutsu.
Points: 8
Third Eye | Daisan no Me
Type: Ninjutsu [ Sunagakure | Sand ]
Rank: Gennin
Cost: 80 Chakra
Effect: Used in the Setup Phase. Creates an eye of sand for three (3) turns. While active the user is immune to the effects of 'Blind'. The eye, while active, also adds +40 Accuracy to the user. The eye has one (1) Health Point and all other stats are considered to be zero. May only be used once per battle.
Description: This jutsu creates a floating eyeball out of sand that is connected to the user's optic nerves. Its main purpose is spying, since it can form and disperse in any location on command.
Points: 4
Thors Cry | Nakigoe Thor
Type: Taijutsu [ Kumogakure ]
Rank: Jounin
Cost: 380 Stamina
Damage: 40 per strike
Effect: This attack has a total of five (5) strikes. The user gains +100 Speed for four (4) turns.
Description: Becoming one with Lightning, you increase your speed, and unleash a highly destructive combo.
Points: 8
Thunder and Lightning | Raiden
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Jounin
Cost: 260 Chakra
Damage: 180
Effect: This is a multi-hit technique. This technique's first strike deals its damage, while its second strike is an Area of Effect strike that reduces Accuracy by 50 and speed by 20 for one turn.
Description: A great thunderstorm is summoned by the user, casting darkness over the battlefield. Storm conditions arise, the gale force winds slowing all except the user. When bolts of lightning appear in the sky, this technique begins to peak. Said bolts are under the user's control, and strike any target they are commanded to.
Points: 6
Thunderbolt Strike | Raizo Ikazuchi wo Utte
Type: Ninjutsu [ Kumogakure | Lightning | Weapon ]
Rank: Jounin
Cost: 40 Chakra + 50x Chakra
Damage: 75 per strike
Effect: This technique has x strikes. Requires a Medium Weapon. Maximum of three (3) strikes.
Description: The user swings widely and creates several thunderbolts from the edge of their weapon that cut through the ground until they strike the enemy.
Points: 5
Touch and Go | Tachi Kyou Go
Type: Taijutsu [ Kumogakure ]
Rank: Gennin
Cost: 64 Stamina
Damage: 30
Effect: The opponent is under the effects of 'Quarantine; Ninjutsu' for their next turn. This effect only occurs the first two times Tachi Kyou Go is used, whether it connects or not.
Description: A swift pass followed by a blow to the back of the head which leaves the opponent dazed from the impact. Due to the nature of the second attack, the opponent will be unable to concentrate temporarily.
Points: 4
Touch of Lightning | Kaminari No Sawaru
Type: Ninjutsu [ Kumogakure | Lightning ]
Rank: Gennin
Cost: 80 Chakra
Damage: 20
Effect: Opponent is 'Numbed' for 2 turns
Description: A simple no handsign technique where a Kumo ninja focuses chakra into his fingertips and charges it within him for about 5 seconds. Once it is charged it transforms into a small bit of lightning that does minimal damage. However, it keeps your opponent numbed for a few more seconds, which can come to your advantage in battle.
Points: 4
Transformation Technique | Henge no Jutsu
Type: Ninjutsu
Rank: Academy Student
Cost: 10 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -10%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: Free Upon Creation
Transformation Technique II | Henge No Jutsu II
Type: Ninjutsu
Rank: Gennin
Cost: 20 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -20%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique]
Transformation Technique III | Henge No Jutsu III
Type: Ninjutsu
Rank: Chuunin
Cost: 30 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -30%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique II]
Transformation Technique IV | Henge No Jutsu IV
Type: Ninjutsu
Rank: Jounin
Cost: 40 Chakra
Effect: During any situation in which a character with this technique would need to calculate their 'Visibility Score', they may use this technique to reduce their 'Visibility Score' by -40%. 'Visibility Score' reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).
Description: The Transformation Technique is a time-honored staple of nearly every shinobi academy the world over. Its concept and execution are both extremely basic, making it a perfect training technique for young students. By molding chakra around their body, the user of the Transformation Jutsu is able to temporarily take on the physical characteristics of another person. Though the Henge no Jutsu rarely offers a perfect disguise, clever ninja have been using it for hundreds of years to confound their foes.
Points: ⁿ/ₐ [Evolving 1; Transformation Technique III]
Trap Release; Shield Breaker Pinning Wire | Wanaton; Tate no Koware Kōsoku Harigane
Type: Taijutsu [ Set Trap ]
Rank: Jounin
Cost: 200 Stamina
Effect: The target is afflicted with 'Destroy Item' and 'Shackled [Paired Legs]' for one (1) turn.
Description: By creating a complex series of crossed wires, this trap is capable of entangling the opponent completely. With a single gentle tug, he user is capable of tightening every wire within the trap. With a flick of the wrist they are capable of destroying armor and making their foe vulnerable to even more damage.
Points: 5
Trap Release; Sword Breaker Pinning Wire | Wanaton; Ken no Koware Kōsoku Harigane
Type: Taijutsu [ Set Trap ]
Rank: Jounin
Cost: 250 Stamina
Effect: The target of this technique is afflicted with the status effect 'Destroy Weapon' and 'Bound; Paired Arms' for 1 turn.
Description: By creating a complex series of crossed wires, this trap is capable of entangling the opponent completely. With a single gentle tug, he user is capable of tightening every wire within the trap. With a flick of the wrist they are capable of destroying an opponent's weaponry and entangling their arms.
Points: 6
Tree of Evil Thoughts | Mokuhon Aku Kansou
Type: Genjutsu [ Kusagakure | Elemental | Wood ]
Rank: Jounin
Cost: 300 Chakra
Effect: Reduce the target's Defense by 100 and inflict them with three (3) turns of 'Afraid; 2'.
Description: The target is confronted by the silouette of an imposing tree like monster. As its branches stretch off in all directions seemingly to infinity, a number of the roots crawl and wrap around the victim, binding them and drawing them into the tree. The victim is then drawn into pitch blackness before being confronted with the worst memories of their lives repeatedly, hallucinating from one vision to the next in mental agony.
Points: 7
True Reverse Lotus | Shin Ura Renge
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 200 Stamina, 3 Lotus Charges
Damage: 380
Effect: The View Gate (6th Gate) must be open to perform. If this technique hits or is blocked it will deal critical damage. For the next two turns all techniques used by the target will have half the base cost additionally paid in Stamina even if it did not have a Stamina cost, i.e. if they use a technique costing 100, they will also additionally pay 50 Stamina. If the user misses, they are left 'Vulnerable' and 'Stunned' for one turn. This technique may only be used once per battle.
Description: This jutsu is an enhanced version of the Reverse Lotus, and requires the user to open the sixth chakra gate. It begins with the user kicking the opponent into the air, followed with the opening of the sixth gate. Once the sixth gate is open, the user launches themselves into the stunned opponent, constantly attacking them with speed so fast that the naked eye will only see light beams passing through the opponent.
Points: 6
Turn the Blade | Ha o Mawasu
Type: Taijutsu [ Mountain Ox ]
Rank: Chuunin
Cost: 2x Stamina
Effect: If an opponent is wielding a weapon, they are immediately disarmed, and cannot regain the weapon for another two turns. Cannot be used on Opponent's of a higher rank than the user. The value of x is equal to the weapon's level.
Description: Bringing a knife to a fistfight is always considered to be a rather rude gesture. In order to combat this, the Ox adept will step forward and pin the opponent's foot with their own, before quickly grasping the opponent's arm, and twisting it backwards. The suddenness of this movement will cause the ninja to loosen their grip on their weapon. When the weapon finally drops to the floor, the Ox adept will kick the weapon away with the side of their foot, giving it some distance, as well as giving them time until the opponent scavenges it again.
Points: 3
Turnabout Skull Split Combo | Tenkan Atamawaru Rendan
Type: Taijutsu [ Konohagakure | Lotus ]
Rank: Jounin
Cost: 160 Stamina
Damage: 380
Effect: Must be used after 'Shadow Leaf Dance'.
Description: The user will grab the opponent in mid air, keeping their face in the palm of their hand and slamming it into the ground as they approach. On the way down the user will also 'ride' on the back of the opponent, crushing their spin as they land as well and keeping them from harm.
Points: 4
Twisting Lotus | Nenten Hasu
Type: Taijutsu [ Lotus ]
Rank: Gennin
Cost: 40 Stamina
Damage: 80
Effect: This technique has -10% chance to hit unless the opponent is 'Shackled'.
Description: Through her deliberate movements and style, the user can get the most effective amount of force from her strikes. Jumping into the air, the user will twist their body to get the full force of their momentum into their kick, but because they are exerting themselves so much while twisting in the air, a person tends to loose their balance on the landing making it harder to strike their opponent.
Points: 2
Ultimate Air Slicing Blast | Zankuukyokuha
Type: Ninjutsu [ Otogakure | Sound ]
Rank: Chuunin
Cost: 88 Chakra
Damage: 50
Effect: The target has -20 Evasion for the next three (3) turns. If an "Air Pressure Device" is equipped, this technique does +20 Damage and costs +16 Chakra to use.
Description: A Jutsu which allows the user to freely control super sonic sound waves and air pressure. The cannons that are their arms can create blasts powerful enough to even destroy rock. It's intense sound confuses and disorients the enemy.
Points: 3
Under Shock Strike | Shita Shōgeki Ōda
Type: Taijutsu [ Kumogakure ]
Rank: Gennin
Cost: 45 Stamina
Damage: 5
Effect: The target is afflicted with 'Exposed' for one (1) turn.
Description: The user will perform a low sweep kick, knocking the enemy in the back of the calf and causing their muscles to feel 'shocked' for a few moments. Just enough to open them up for a more devastating attack.
Points: 3
Untamed Beast Combo | Kemono Rendan
Type: Taijutsu [ Pet ]
Rank: Gennin
Cost: 80 Stamina
Damage: 25 per strike
Effect: This technique has three strikes that must all target the same opponent. The final strike afflicts the opponent with 'Bruised' for one (1) turn.
Pet Combination: The final strike of this technique also afflicts the opponent with 'Fazed'.
Description: Some shinobi battle like feral creatures. Their ferocity comes from years of training and a certain degree of inhibition. Like the a wild animal, the shinobi rushes the opponent with two swings of of their arms, followed by an unexpected upward kick. Alone this technique is effective, but Tamers and their beast partners use it to a more effective extent. On the final strike, the tamer and beast attack from both sides of the target, leaving them reeling.
Points: 6
Water Clone Technique | Mizu Bunshin no Jutsu
Type: Ninjutsu [ Clone | Kirigakure | Water ]
Rank: Chuunin
Cost: 50 Chakra
Effect: Each Water Clone has 50 Health, 10% of the user's Chakra & Stamina, and 10% of the user's remaining stats. When Water Clones use Water element techniques, they are considered to meet the requirements for being near a large body of water. The user may sacrifice one (1) clone during their turn as a free action in order to meet the requirements for being near a large body of water for the remainder of that turn. Maximum of five (5) clones may be created.
Description: Using surrounding water from the environment, the user creates a series of clones that take on the appearance of the user with a shimmer of transparency due to the water. A proficient user can solidify the water fully to make a perfect replica, but many disregard to in the heat of combat as it takes extra concentration they doesn't honestly help the clones do their job. When destroyed the clones simply turn back to water.
Points: 7
Water Prison Skill | Suirou no Jutsu
Type: Ninjutsu [ Water ]
Rank: Jounin
Cost: 100 Chakra, 50 Chakra Upkeep
Effect: You and your opponent cannot move as long as this is active. You recover 5 HP every post as long as the Water prison is kept up. May only be used in areas with large bodies of water.
Description: When fighting in areas with large bodies of water, the users puts chakra into the water which is used to put the opponent in a water-like prison. This incapacitates the opponent as long as the prison is up, allowing the user time to recover.
Points: 3
Water Release; Arctic Wind | Suiton; Hoppōfū
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 120 Chakra
Effect: The target is afflicted with 'Numb' for four (4) turns.
Description: Manipulating the element of water or ice in the air the Shinobi can send a chilling blast of wind at the opponent that quickly numbs the opponent. Highly useful for fighting opponents reliant on weapons.
Points: 4
Water Release; Explosion Skill | Suiton Daibakufu no Jutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Jounin
Cost: 280 Chakra
Damage: 300
Effect: The target is afflicted with 'Shackled [Paired Legs]' for two (2) turns.
Description: User gathers water in the surroundings with chakra and creates a sort of "bomb" made out of the water. The "explosion" is actually the water bursting and shooting at the opponent at an incredibly high speed. The impact gives the opponent an after-effect that makes them lose their sense of balance.
Points: 7
Water Release; Great Water Drill | Suiton; Daisuisen
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 50 Chakra
Damage: 120
Effect: This technique has a -10% Chance to Hit. If the user of this technique's Ninjutsu is greater than the target's Defense statistic then this technique inflicts the target with the status effect 'Clobbered' for 1 turn. If the target's Defense is greater than the user's Ninjutsu statistic then the user is inflicted with the status effect 'Stunned' for 1 turn.
Description: The Great Water Drill is used by funneling chakra down the dominant arm. The chakra draws water out of the air and rotates it to form a powerful spinning drill of water powered entirely by the force of the user's chakra, though the weight of the water tends to make the attack unwieldy. The technique is known for its penetrative power, but an exceptionally strong defense can break the power of the drill, and leave the user exposed.
Points: 5
Water Release; Tidal Burst | Suiton; Shioha
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 90 Chakra
Damage: 50
Effect: The target is afflicted with 'Stunned' for one (1) turn.
Description: Gathering water into a sphere and exploding it in an instant not only does damage to an opponent but also causes them to be stunned from the shockwave the explosion causes. An effective technique if used at the right time.
Points: 3
Water Release; Water Barrier Wall | Suiton; Suijinheki
Type: Ninjutsu [ Water | Barrier ]
Rank: Jounin
Cost: x Chakra
Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu, where x is the total damage. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to this technique) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle. If the technique does not deal damage or is a lightning technique this jutsu does not work.
Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.
Points: 7
Water Release; Water Dragon Blast Skill | Suiton; Suiryuudan no Jutsu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 96 Chakra
Damage: 100
Effect: The user's Accuracy is considered +20 to hit with this technique.
Description: After performing a series of hand seals, the user gathers water around them self with his/her chakra. In an instant the water takes the form of a dragon and hurls itself at the opponent. The impact causes an immense amount of damage.
Points: 4
Water Release; Whirlpool of Despair | Suiton; Zetsubō No Uzu
Type: Ninjutsu [ Kirigakure | Water ]
Rank: Chuunin
Cost: 80 Chakra
Effect: The target is afflicted with 'Choking' for three (3) turns. On following turns, if an opponent is under the effects of 'Choking' from this technique the user may spend 50 Chakra and use a Main Phase action to give that opponent a +20% Fail Chance to all actions they perform on their next turn.
Description: A team based Ninjutsu used primarily to capture a target in a whirlpool and remove them from the fight for a short duration. Often used by forcing the enemy into a body of water and manipulating it to take form around them, it is not uncommon for the ninja to form water around an opponent even in dry areas.
Points: 5
Wild Beast Style; Plainswalker | Yajuu-kata; Heiya no Koujin
Type: Taijutsu [ Wild Beast ]
Rank: Chuunin
Cost: 80 Stamina
Damage: 110
Effect: Whenever in 'High Grass' or 'Dense Woodland and Jungle' increase the damage of this attack by 20.
Description: Crouching close to the ground, the user of this technique will approach their opponent at rapid speeds, bursting from the grass or treeline and attacking with a vicious combo. The user will strike first with a rising upper cut, followed closely by a second kick to the stomach that will raise the enemy into the air. Jumping into the air themselves, the user will two a full one hundred and eighty degree turn and strike the enemy with a roundhouse kick, sending them flying back.
Points: 3
Wild Fear | Mikon Osore
Type: Ninjutsu
Rank: Gennin
Cost: 50 Chakra
Effect: Increase a chosen non-tank stat of target summon by 40. May only target level 0, 1 or 2 summons and may not be used by a summom. Lasts for two (2) turns.
Description: The ninja instills a feeling of fear into the chosen summon, causing it to fight more violently as if it's very existence was at stake.
Points: 3
Wild Rising Paw | Yajuu no Joushou Ashi
Type: Taijutsu [ Wild Beast ]
Rank: Gennin
Cost: 60 Stamina
Damage: 25
Effect: Opponent is 'Clobbered' for one turn.
Description: Rushing forward, the user will grasp the shoulders of the opponent and deliver a swift yet effective blow to their stomach and chest. This attack will often throw the enemy back with the attack.
Points: 3
Wind Blade | Kaze no Yaiba
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Gennin
Cost: 60 Chakra
Damage: 20
Effect: Opponent is 'Exposed' for one turn.
Description: A sword of wind that forces compressed air to cut through the target. Since it is so fast and hard to see it is hard to avoid, and the wind goes right through all defenses. Due to the tempermental nature of wind the blow only maintains enough force to be dangerous with ten feet though.
Points: 3
Wind God | Kaze Kami
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 30 Chakra
Damage: 30
Description: This is a straightforward attack for the most part, sending incredibly strong buffets of wind at the opponent and knocking them flying a good ways. It's beauty is against members of the opposite element, earth, where the wind, guided by some malignant force senses the chakra in them and buffets them for additional damage as they fly.
Points: 2
Wind Release; Desert King | Fūton; Sabakuou
Type: Ninjutsu [ Sunagakure | Wind ]
Rank: Chuunin
Cost: 80 Chakra
Damage: 50
Effect: Opponent is 'Clobbered' for 1 turn.
Description: The user forms the seals for Tiger, Horse and finally Bird. On the final seal, the user inhales deeply, their lungs mixing chakra and air together, before exhaling powerfully. A great serpent of wind escapes from their mouth, coils around the opponent and then crashes down on them with exposed fangs. The force of the impact is enough to create new sand dunes in the desert.
Points: 3
Wind Release; Gale | Fūton; Reppū
Type: Ninjutsu [ Wind ]
Rank: Gennin
Cost: 20 Chakra
Damage: 5
Effect: Opponent has 'Impaired Hearing' for one turn
Description: A weaker version of Shippuu, Gale relies on rushing winds to interfere with the enemy's ability to hear. Most of the damage is caused by debris caught in the gale.
Points: 1
Wish; Dream | Negai; Yume
Type: Genjutsu [ Kumogakure ]
Rank: Gennin
Cost: 48 Chakra
Effect: -60 Accuracy for one turn.
Description: The user takes on the form of an imporant individual in the opponent's life, but only in the eyes of the target. This makes it hard to strike them for obvious reasons. This genjutsu is aided through the electrical flow of the opponent's brainwaves, using signals to bring up caring emotions and individual people tied to these feelings. Because of this, the user has no idea just who it is that they look like, but only that it is someone the opponent cares for.
Points: 3
Wood Clone Technique | Moku Bunshin no Jutsu
Type: Ninjutsu [ Clone | Kusagakure | Wood ]
Rank: Chuunin
Cost: 240 Chakra
Effect: Each Wood Clone has 240 Health and 50% of the user's other stats. Maximum of one (1) clone may be created.
Description: Wood clones, though rare on the battlefield are extremely versatile weapons in a shinobi arsenal. First developed by the Senju Hashirama to be used in conjunction with his kekkei genkai, the technique soon developed variants that from other villages that did not require the rare Mokuton bloodline. Moku Bunshin became a staple of Kusagakure until the village's destruction. The clones themselves are well known as strong, durable bunshin because they are made from living wood.
Points: 7
Wood Release; Animate Tree Skill | Mokuton Seisei no Jutsu
Type: Ninjutsu [ Wood ]
Rank: Chuunin
Cost: 145 Chakra
Effect: The target is afflicted with 'Choking' and 'Exhausted' for three (3) turns. The target of this technique may use a Setup Phase action to roll a 100-sided dice while under the effects of this technique. On an outcome of 80 or greater the effects of this technique are ended immediately.
Description: Tapping into the Chakra that is the root of life, this Jutsu allows the user to control plant life. By using this plant life the user can restrain/hinder the opponent by wrapping thick roots and branches around their foe. This technique often results in choking and exhaustion as the enemy fights to break free of the tangled wood.
Points: 5
Wood Release; Wooden Arrow | Mokuton; Mokusei Ya no Jutsu
Type: Ninjutsu [ Kusagakure | Wood ]
Rank: Gennin
Cost: 30 Chakra + 10x Chakra
Damage: 30 + 10x
Effect: May have up to two (2) smaller strikes added. The value of x are these smaller strikes.
Description: This causes the roots of plants in the ground to shoot up out of the ground in the direction of the target. A large root is the one usually used, but sometimes a smaller root is used as a secondary projectile as well.
Points: 2
Wrath of the Century | Isseiki No Gekido
Type: Taijutsu [ Kumogakure | Momentum ]
Rank: Jounin
Cost: 38x Stamina
Damage: 76 per strike
Effect: This technique has x strikes. If three of strikes successfully hit, the user gains +3 Momentum charge. If all five strike successfully hit, the user gains +4 Momentum charges. Maximum of five (5) strikes. May only be used twice (2) per battle.
Description: A quick set of twenty five jabs sent out in a flurry of five each that are bound to leave the opponent wondering what just hit them. The strikes come in so fast that it appears as if only one had hit them. Successfully landing a majority of these techniques put the ninja into a rhythm, which is a staple of the Momentum Style.
Points: 8 [Evolving 3; Wrath of the Decade]
Wrath of the Decade | Ichishun no Gekido
Type: Taijutsu [ Momentum ]
Rank: Chuunin
Cost: 20x Stamina
Damage: 30 per strike
Effect: This technique has x strikes. If three of strikes successfully hit, the user gains +2 Momentum charge. If all five strike successfully hit, the user gains +3 Momentum charges. Maximum of five (5) strikes. May only be used twice (2) per battle.
Description: A quick series of ten jabs sent out in a flurry of two each that are bound to leave the opponent wondering what just hit them. The strikes come in so fast that it appears as if only one had hit them. Successfully landing a majority of these techniques put the ninja into a rhythm, which is a staple of the Momentum Style.
Points: 5 [Evolving 1; Wrath of the Year]
Wrath of the Year | Ichinen no Gekido
Type: Taijutsu [ Momentum ]
Rank: Gennin
Cost: 12x Stamina
Damage: 15 per strike
Effect: This technique has x strikes. If three of strikes successfully hit, the user gains +1 Momentum charge. If all five strike successfully hit, the user gains +2 Momentum charges. Maximum of five (5) strikes. May only be used twice per battle.
Description: A quick series of five jabs that are bound to leave the opponent wondering what just hit them. The strikes come in so fast that it appears as if only one had hit them. Successfully landing a majority of these techniques put the ninja into a rhythm, which is a staple of the Momentum Style.
Points: 4