Posts : 240 Join date : 2012-09-09 Age : 33 Location : Arizona
Subject: Hayaku Hisashi-The Lost Legacy Sun Sep 09, 2012 3:19 pm
Name: Hayaku Hisashi (Birth Name: Hayaku Toju Sennin) Reference: Hayaku means "breach of a contract," Sennin means "hermit." Both are relevant to story. Alias: "Saika's little brother," Affiliations: Kumogakure orphanage, Kumogakure Academy Relatives:
Sexual Orientation: Heterosexual Marital Status: Single Occupation: Academy Instructor Likes: Reading, being around his family, making people smile, learning new jutsu, making new friends Dislikes: Vegetables, people insulting or hurting his family or friends, boats Goals:
The Checklist:
-Become a Genin -Become a Chuunin -Become a Jounin -Become Raikage -Go on a mission -ACCOMPLISH a mission without dragging his team down. -Become more powerful than Saika -Get a date -Master an S-rank jutsu -Destroy the S.T.E.A.M. Initiative
Personality: Hayaku is hyperactive and while he is smart, he isn't used to social interaction outside of his family-and it shows. He tends to be awkward and say things that most people wouldn't be as blunt about, but it's very rarely an insult. He's always smiling even through adversity. He's very easily excitable and a little overtly emotional, prone to be in a terrifying rage one minute and back to his normal, sickeningly sweet self the next. What most don't know is that this is (mostly) a ruse-Hayaku doesn't take many situations seriously, because he's aware of the raw power he wields. When he DOES take things seriously, he analyzes his enemies for weakness and ruthlessly exploits it, using his godly ninjutsu to it's fullest effect.
Village: Kumogakure no Sato Clan: Not applicable (Sennin Clan, unaffiliated) Rank:Jounin Missions: [REDACTED] Weapon of Choice: Hands Jutsu Focus: Ninjutsu (Light) Squad: Kumogakure Squad 1
Age: 15 Gender: Male Height: 5'7'' Weight: 110 lbs Eyes: Brown Hair: Green Skin: Pale Build: Lean Outfits: Tends to wear flowing, silk outfits that do not restrict movement Special features: Always wears a sapphire necklace in the shape of a heart with peculiar properties.
Past:
Backstory:
The Senju clan was a legendary group of shinobi; known to all as the clan of a thousand skills. They founded one of the greatest ninja villages in all the world and made many, many advances in the field of chakra usage. But their power was terrifying and wonderful all the same and inspired jealousy in the other shinobi families. Finally, able to bear their envy no longer the Uchiha clan and the Hateshinai clan came together and said “Let us kill the Senju clan and take their power for our own!” Such began the first great war between the clans which lead to the extinction of the Senju and gave rise to the Uchiha. This is the story that history has told. This story is also a lie. Little is known about the Senju clan-they were the most secretive, after all, which is part of the cause of their downfall. One of their greatest kept secrets however is the fact that the clan that founded Konohagakure no Sato was divided. Long before the clan settled they were a band of nomads, who used their skills daily and honed them to perfection. The decision to settle was not made lightly but the clan as a whole agreed. There were some who steadfastly refused this decision, however, seeing settling to one place as a weakness, believing that only through mastering the world could they master their chakra. As the clan cheered when their elder planted the first stones for the first buildings of the Hidden Village in the Leaves, a small group (including one of the eldest members) slowly slipped away and disappeared into the forest. No longer able to bear the name of Senju, they called themselves the Sennin (Hermits), and lived up to their name-they wandered all throughout the land, learning new ways to use and fuse their malleable chakra. They heard only the barest news of the world as they preferred to avoid human contact. They did, however, hear about the extinction of the Senju clan. Only the eldest of the Sennin knew of their Senju roots, and hearing of their kin’s blood being spilled roused a great ire in them. Yet, they knew that the shinobi that defeated the Senju could not be destroyed by them. “If we cannot defeat the Uchiha,” they said, “Then we will defeat their war. We will rebuild the Senju Clan, greater than it ever was before, and when we march upon Konohagakure they will know fear and death!” Thus the Seiikukito began (the Great Breeding Project), in a nameless forest in a nameless country. Almost all of the Sennin were enthusiastic, and willing to help however they could. They began searching for those that could still wield their long-lost Kekkei Tota, stole their children (and some of their stronger members) and began making children, and grandchildren. The Sennin used horrible jutsu to break the minds of their captives and turn them to their cause if they would not come willingly, all for the name of the Seiikukito. One mother, however-a pureblooded Sennin nonetheless!- disagreed with the Sennin elders. “The past should stay in the past!” she said, but her words fell upon deaf ears. Fearing the growing insanity of the Sennin, she fled, carrying with her newborn son. Seeing this as betrayal and a danger to the Seiikukito, the elders decreed that she must not live. They sent four of their most powerful shinobi, including another of the Sennin themselves to hunt down and kill the traitor. But Sennin Hatsuko was clever, and she ran where they would not expect her-towards the furthest shinobi village, Kumogakure no Sato. She nearly made it too, if not for the advanced tracking techniques of a captured Kumogakure shinobi that was brought into the Seiikukito. One rainy night she met with a woman, a Kumogakure shinobi named Miyu Hirashi. Knowing that the Seiikukito was coming for her, she gave the Kumo-nin her son. “His name is Hayaku. Please make sure he lives a good life.” Hirashi was moved by the gesture, but moved more by the determination in Hatsuko’s eyes. She turned and fought against the Sennin, finally earning the label “traitor” as she killed all but one of them, who managed to defeat her. In the chaotic battle Hirashi slipped away with the boy unseen, and the surviving Seiikukito burned all traces of the bodies and returned. Hirashi knew when she saw the extreme power behind Hatsuko’s jutsu that she could have only been one of the legendary Senju, long since thought extinct. Knowing this, she took Hayaku to the orphanage in Kumogakure and raised him. One more child here, furthest away from where the Senju once called home, could not possibly be where he is hidden, she thought. She tried her best to honor the woman’s last request, and it was not unfulfilled: Hayaku had an easier time than the rest of the orphans. She brought him things that he wanted, and he never went to sleep cold or hungry. When no one came to adopt him, she adopted him herself. Then one day she had the discussion she wished she would never have to have. “I want to go to the Academy, Miya-sama!” Her heart was torn with that sentence-the eagerness and sincerity behind those eyes was piercing, and she knew of his blood-he would surely become a great and powerful shinobi. But at the same time, he would live on as a weapon to the village. “Why?” she asked. “Because I want to protect you and everyone else, Miyu-sama!” The determination in his eyes reminded her eerily of the last look she saw on Sennin Hatsuko’s face. In that moment she knew that denying him would do nothing, so she smiled and told him “I’ll enroll you tomorrow.” He shouted in glee, running into his room and packing a few things to get ready. Miya Hirashi sighed, but she knew that this was fate and only hoped that the shinobi that took his mother from him would stay away. It was out of her hands now, after all.
Academy:
More Backstory:
Sure enough, as was expected he passed his few first classes with ease. Basic chakra control was like breathing to him. It was so easy, in fact, he was recommended for the medical program. He blew by the other students so quickly he gained their animosity very fast, and they shunned him for being a teacher’s pet. He didn’t care, though. One day, though, someone finally got to him. “You know no one here likes you, right?” He was one of the more popular students, and he had ‘his squad’ (really just his two other friends) behind him. Long black hair flowed to his shoulders, and he wore nice close-he was a child of the Shiroi’kaki clan after all. Hayaku heard his name but never bothered to learn it. This wasn’t the first time after all, this student didn’t like him like a lot of the others. It was the first time that he ever got to him, though. “Not even that old bitch at the orphanage you call your mom!” The other kids just laughed and laughed… but Hayaku wasn’t laughing. He was trembling. He’d never been angry before in his life. Frustrated, sure. But this… was different. For the first time since he got to the academy he actually talked back when the bullies came instead of just nodding along… “Take that back.” “Oh, so you finally talk now huh? Why would I? It’s the tr-“ The motion was natural. He could feel the chakra moving to his feet, to his knees, his thighs, throughout his body. It moved him, counterbalanced itself so he wouldn’t fall. Before he knew it he was before his tormentor and he was flat on the ground. The motion itself was far, far too quick for any of the poorly trained students to see-to them, it was as if he teleported. The Shiro’kaki was mortified as for the first time the orphan he tormented so often stood before him and he could see just how far apart they were. “I said take that back.” He never did, he just ran, but the students at the Academy never teased him again. Unfortunately, this lead to him being suspended for several weeks from the Academy’s lessons. He spent the time reading the textbooks he could get from the library as he waited for the privilege to return to the Academy proper. By that time, most of his tormentors were already genin-but even then they knew better than to treat him with disrespect.
Child of the Creator The Senju are the children of the Creator, they hold the truest blood of all Shinobi, capable of using Elements of all forms, this causes them to activate the power to become even more then a normal Shinobi. Like their relatives the Callin, they hold the ability to maintain Six elemental affinities all at once. Universal: Gains Medical and Light Affinity Jounin: +1 affinity (total: 5), +6 DR vs Ninjutsu Damage
Perfected Bodies The Senju hold the bodies of the first creator of all Life, they are able to because of this utilize their entire body and chakra network to nearly any form and ability, causing their attacks to be devastating, their combat abilities to be far beyond par, and their combat techniques to skyrocket beyond anything else any Shinobi has ever known. Universal: +10 to Learning Rolls, +6 DR vs HP/CP Dmg Jounin: +6 to All Stat Rolls, +4d4 to Damage Rolls
Incredible Longevity (All Senju Live for Well Over 200 Years Old Naturally) All Senju hold the bodies descended from the original creator of all life and creation, because of this incredible chakra flooding through their body constantly they hold a Physical body beyond any other. Their forms literally so perfected that they are able to withstand nearly any form of combat and ability, as well as holding such immense chakra that they rival even the Bijuun with their sheer amount of pure chakra pounding through their bodies. Universal: -4 to CP Costs (Min 1) Jounin: +100 Total CP, +6 HP Regen a Round
Transcendent Ninjutsu Hayaku's skill in Ninjutsu comes from two sources: his blood and his training. He has trained extensively to make his ninjutsu more powerful, more efficient and quicker. At first, he was managing to simply remove one or two seals from his jutsu, minor increments of speed that could give him the edge. But Hayaku's powerful Senju chakra responds to his will, not simple hand signs, and one day Hayaku realized this-and willed a Light Dragon to life. Since then, while he uses hand seals still (one part habit and one part to keep his ability secret) he knows that, should he need to, he can use his ninjutsu instantly.
Universal: Hayaku does not require hand seals to perform Ninjutsu, meaning his jutsu cannot be copied unless he allows it and he may use defensive ninjutsu while physically stunned. In addition, Hayaku may counter-attack with a Ninjutsu of a rank determined by his own rank without losing an action. Finally, when Hayaku uses a Ninjutsu and ties a roll with his opponent, he wins instead of a reroll. Jounin: May use up to an A-rank ninjutsu.
The Sage of Six Paths is a legendary figure, so much so that many modern historical scholars are not even sure he existed. In legend, he slew the mythical Ten-Tailed Beast and absorbed it's chakra, thus becoming the first Jinchuuriki. He then sealed the corpse of the beast in a rock tomb that is now the moon. Knowing that the beast would be released if he died, he split it's chakra apart into nine new bodies-the Bijuu. This man was known as the Savior of the World for his actions and is credited for the creation of the first Ninjutsu and the discovery of the workings of chakra. He had two sons, two inheritors of his legacy, but he chose the first Senju as his successor, igniting the jealousy that lead to the Senju purge.
The Senju were purged for another reason, though, and that was their power. What most Senju do not know is that this power is only a few steps away from the might of the Sage of Six Paths himself. The Sage was a god among men, and his sons were demigods in their own right. The Sage's power, though, came from his desire for peace, his desire to save life and how it drove him to greatness. Hayaku Hisashi, the lost son of the Senju Clan, has a similar desire to protect all he cares for with his heart full of love-and while the blood of the Senju has diminished, it has not lost all its potency. To become a demigod is draining but, for a moment, one can touch the face of God and wield the powers of the first shinobi to ever exist.
The Senju Clan knew of this power but never could manifest it, because they wanted it for their own reasons, to fuel their own might or to fight for their causes. Young Hayaku only wants to protect his family, and in that is where the secret lies-for only with with a heart full of love can wield the might of the Sage of the Six. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PvP: This ability costs 15 CP to activate and 5 CP/round to maintain. The cost cannot be reduced by CP costs and the character's chakra pool will not regenerate while this ability is in effect. While this ability is activated, the user gains double their bonus to DR and stat rolls from their Senju Clan passive abilities as bonuses stacking towards their jutsu bonus cap. In addition the user deals an additional +2d4 damage for the duration the ability is in effect. Special Note: May not be activated for Vengeance, or Destruction, or anything related to Hatred.
An amulet of perfectly crafted sapphire, cut with the elegance of a master jeweler with a silver chain to tie it. This piece of jewelry is the only possession that Hayaku's mother took with her when she fled from the Sennin all those years ago, and she left it with Hayaku's adopted mother. When it touches his chest, it glows faintly with a soft inner light. The necklace itself is actually a small chakra heart, a gem which stores massive amounts of chakra in it-but through some trick of it's creation it only stores chakra when touching Senju skin that is put under stress. PvP: Creates a separate chakra pool that holds a maximum of 30 CP, but starts every fight empty. This chakra pool fills with 3 CP at the start of the bearer's turn. The bearer can tap into this chakra pool for any jutsu; however the entirety of the jutsu must be payed for from the additional CP pool or the bearer's standard CP pool. This pool does not generate any CP while learning a jutsu.
PVP Record: 5/2/2/1 (wins/loss/draws/NPC fights)
Theme Songs:
While Goofing Around Everyday:
When He's Taking You Seriously:
Standing Up Like a Hero:
Tragic Backstory Reveal:
Battle Theme-'Normal':
Battle Theme-'Teamwork':
Battle Theme-'Intense':
Victory Theme:
Last edited by DM Deidara on Sun Nov 11, 2012 5:49 am; edited 13 times in total
DM Deidara
Posts : 240 Join date : 2012-09-09 Age : 33 Location : Arizona
Subject: Re: Hayaku Hisashi-The Lost Legacy Sun Sep 09, 2012 3:20 pm
Last edited by DM Deidara on Fri Oct 26, 2012 1:02 am; edited 6 times in total
DM Deidara
Posts : 240 Join date : 2012-09-09 Age : 33 Location : Arizona
Subject: Re: Hayaku Hisashi-The Lost Legacy Sun Sep 09, 2012 3:20 pm
JUTSU KNOWN Note: all jutsu tagged with an asterisk (*) are custom jutsu invented by the player. Note: all jutsu tagged with ^ are custom jutsu learned from another character ~~~~~~~~~~~~~
Ninjutsu: -Character knows ALL Academy Jutsu-
Medical Jutsu:
Dress wound Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi. PVP Effect: Heals target for 1d4, may be used in battle. Teaching/Learning: Gate System - E Rank
Sterilize Injury Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: A simple mixture of herbs designed to aid in healing a wounded shinobi, also one of the most basic jutsus learned by all medical shinobi. PVP Effect: Heals target for 1d4 for 2 rounds, may be used in battle Teaching/Learning: Gate System - E Rank
Mystical Palm Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 5 RP Description: A basic medical ninjutsu that heals , but may also be used in an offensive manner. PVP Effect: This Has Two Modes, Heal mode: Target is healed 1d4+1 damage for 1d4-1 rounds (Min 1). Or Offensive Mode: Dex/STR to hit, on Hit Opponent suffers -3 to Attack/Defense Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System- D Rank
Healing Jutsu Minor Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A basic medical ninjutsu that heals cuts, scratches and bruises with ease. PVP Effect: 1d10 Damage healed to a target Teaching/Learning: Gate System - D Rank
Remove Poison Technique Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Removes poison from a victim who has been hit with a lingering toxin. PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual. Teaching/Learning: Gate System - D Rank
Angels Touch Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies. PvP Effect: 2d6 heal for 1 target or 1d6 heal up to 2 targets Special Note: If healing two targets CP cost is 8 instead of 5. Teaching/Learning: Gate System- C Rank
Healing Jutsu Light Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. PVP Effect: Heals 3d4 to a target. Teaching/Learning: Gate System- C Rank
Oxygen Transfer Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: A jutsu in which the shinobi will breathe air into the lungs and attempt to revive a fallen target. PVP Effect: Revives a KO'd target, roll 1d20. If 4 or less is rolled target receives 2d4 damage. Revived subjects are brought back with 2d4 HP. Special Note: If target is hit 6 or more damage from this jutsu, Perma is Possible. Teaching/Learning: Gate System- B Rank
Chakra Scalpel Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle. PVP Effect: Combat Mode: Rank Damage for 1d6 rounds. If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them. If it hits the leg, it weakens target by -2 to DEX. If it hits the wrists, it weakens target by -2 to WIS. Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d6+2 rounds. Surgery Mode: Can fix screwed up chakra networks healing for 4d8, but never inside combat even with Medical Specialization. Teaching/Learning: Gate System- B Rank
Shadow Wound Removal Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their extreme control of chakra, a medical shinobi can speed up the cells of her/his body and begin healing directly before sustaining injuries. PVP Effect: For each chakra point added, the user gets 2 DR (damage resistance) to the next attack. The user makes their defensive roll as normal. If they are hit, then they subtract the DR from the damage. IF succeeded in dodging then the chakra is expelled out of the body, and cells return to normal. Special Note: Genin: Can't perform this jutsu. Chunin: Can only add an extra 2 chakra. Junín: Can add up to 5 extra chakra Kage/Sage: Can add up to 8 chakra. Teaching/Learning: Gate System- B Rank
*Iryou: Flawed Chakra Transfer Jutsu Type: Ninjutsu [Medical] Rank: B Cost: 8+ (see below) Effect: Through molding their chakra and forcing it into the target's tenketsu, the user can mimic the effects of more powerful medical jutsu and actually restore lost chakra and treat chakra depletion. The jutsu is incredibly draining so it is rarely taught. PvP: For every 1 CP the user pays beyond the initial activation cost of this jutsu, the target recovers 3 CP. This can bring allies KOed by chakra damage back into the fight. Special Note: Cannot be Used on Self
Medical Analysis (Iryou: Shindan no Jutsu) Type: Medical Jutsu Rank: A Chakra Cost: See Below RP Description: Utilising both their medical knowledge and skill with medical techniques, the user is able to focus chakra into their hand and determine the makeup of a poison, disease, cancer or the like, effectively finding out its ingredients, how it was made and how to best cure it with not harm to the patient. RP Effects: Able to analyse a patient, vial of poison, or what ever the user wishes using the required amount of chakra depending on the ailments rank to determine a cure. E – 2 Cp D – 4 Cp C – 6 Cp B – 8 Cp A – 14 Cp S- 20 Cp S+ - 25 Cp PvP Effect: Not useable in battle Requires: Gate System- A Rank
Kiss Of Life (Dex/Str) (Iryou: Seppun no Seimei) Jutsu Type: Contact Medical Rank: A Chakra Cost: 15 RP Description: The sister to the Kiss of Death, This kiss has the power to heal its target or even bring them back from severe wounds or even unconsciousness. When used the users lips glow a soft white. PvP Effect: Two separate effects, One – If the target is unconscious they are brought back to the fight with 1d8 Hp and 1d4 Cp, Two – Heals the target for 3d6 Hp and 2d4 Cp (Cannot be used on self)
Kiss Of Death (Creator: Shadow-Of-The-Delve) (Iryou: Seppun no Shikyou) Jutsu Type: Contact Medical (Dex/Str) Rank: A Chakra Cost: 15 RP Description: The sister to the Kiss of Life, This kiss has the power to wound its target, make existing wounds more painful or even knock its target out completely for a short period of time. When used the users lips glow a dark black. PvP Effect: Two separate effects, One – Wounds the target for 2d8 Hp, Two – Knocks the target unconscious for 2 rounds at a -3 to strike the target with the kiss, In which they cannot be woken unless by the Kiss of Life, Or another revival Jutsu. Any damage above 20 will wake the target.
*Iryou: Mass Neural Stimulation (Iryou: Shuukai Nousosoru) Type: Ninjutsu [Medical] Rank: S Cost: 20 Effect: The user places a seal on the ground which effects every one of his allies within it. The seal causes chakra to flow through their nervous system and heightens it, increasing their reflexes and perception and making Genjutsu more difficult to properly affect them. When the jutsu ends the leftover chakra is adapted into their chakra coil network. PvP: Targets all allies in the fight. Gives all allies +3 to attack and defense rolls, +20 to skill rolls, and a +5 to rolls involving breaking stuns Genjutsu. Lasts for 1d3+2 rounds. When the jutsu expires, all affected regain 2d8 CP. Special Note: Does not Effect the User.
Heaven's Touch Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: One of the most difficult jutsu for any medical shinobi as few have mastered this technique perfectly. A medical shinobi would concentrate their healing chakra and all at once release it to their allies healing those caught in its area of affect. PVP Effect: Heals a Maximum of 4 allies to 1/2 Users Heal Roll (Max 50) also deals 3d8 Damage to user due to chakra exhaustion. Special Note: May only use 1x per battle Teaching/Learning: Gate System- S Rank
Doujutsu Seal (Dex / Str) (Creator: Shadow-Of-The-Delve) Jutsu Type: Medical Sealing (Heal of 80+ Required) Rank: S Chakra Cost: 20 Description: The user uses their medical abilitys and knowledge to help seal the abilities of a Doujutsu away for a short period of time, Making them unable to be used for that time. Pvp Effect: -2 to strike the targer, Seals Doujutsu (Sharingan, Byakugan,etc) for 1d4+2 Rounds, Making there effects and bonuses unusable RP Effect: Can be used to seal a Doujutsu for 2 IRL days, This seal can be remove with a successful heal roll of 80+. This costs 30 Cp to do Teaching/Learning: Must have DM Team Approval to Learn Fuuinjtusu. Gate System- S Rank
Lightning Jutsu:
Raiton: Static Electricity (Raiton: Seiteki no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: With a few basic hand signs the user is able to channel a thin jolt of electricity into an opponent, this can be done ranged or by touch PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all lightning element academy students of every village
Raiton: Simple Shock (Raiton: Heiishindou) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to channel a small shock that leaves their opponent vulnerable PVP Effect: 1 round stun, or until hit Special Note: Hijutsu offered to all lightning element academy students of every village
Raiton: Electric Jolt (Raiton: Raiburu no Jutsu) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: One of the most basic RaitonJjutsu that most Genin learn after discovering their element Deals a minor electric shock to their opponent, as they touch them PVP Effect: 2d4+1 Damage Teaching/Learning: Gate System - D Rank
Raiton: Minor Electric Current (Raidou no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Through usage of this technique, the user is able to accelerate the flow of Chakra in their body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with PVP Effect: Adds 1d6+1 electrical damage to a weapon or fist for 1d4+1 rounds Special Note: The jutsu deals 1 pt of damage per round to the user as the charge leeches into them on occasion. Their technique cannot be ended early. (This Dmg doesn't bypass DR) Teaching/Learning: Gate System - C Rank
Raiton: Lightning Dragon Blast Technique (Raiton: Rairyudan no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using this technique, the user creates a large dragon of yellow lightning energy, which they will use to cleave their enemies in half and burn them to a crisp PVP Effect: Unblockable, Deals 3d8 Damage Teaching/Learning: Gate System - B Rank
Raiton: High Voltage Touch Technique (Raiton: Kouatsuken no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using this technique, the user focuses a large amount of Chakra in their hand and turns it to high-voltage electricity. The user makes a touch attack against one creature. This technique does not impede the user's hand PVP Effect: Deals 5d4 +1d6+1 Damage Teaching/Learning: Gate System - B Rank
Raiton: Lightning Tiger Missile (Raiton: Fukatora no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: This technique is also known as delayed tiger missile by its old name. It creates a tiger made out of glimmering yellow lightning that will rush across the distance to its target and pass right through it, no matter how fast it is PVP Effect: Deals 4d8 Damage Teaching/Learning: Gate System - A Rank
Fire Jutsu:
Katon: Blazing Red Cannon (Katon: Hiakahou) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: After performing the necessary hand signs, the user sends a ball, the size of their head, of red chakra straight at their opponent PVP Effect: 1d4 Damage Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Quiet Flame (Katon: Kaonbin) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: User performs a single sign, before lifting their index finger to their mouth. With a quick blow, they send a single flame over to a target which slowly burns at the targets skin. PvP Effect: 1 damage over 1d4 rounds Special Note: Hijutsu offered to all fire element academy students of every village
Katon: Gentle Touch Of Fire (Katon: Kasuru no Houka) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the simple sign sequence, the user raises the final sign to their mouth and blows out a gentle wave of fire, directed at one opponent. PVP Effect: 1d8 Damage Special Note: Target takes 2 Damage Next Round. Teaching/Learning: Gate System - D Rank
*Katon: Firey Substitution Jutsu (Katon: Houkawarimi no Jutsu) Type: Ninjutsu [Fire] Rank: D Cost: 5 Effect: The user creates a construct of fire chakra similar to a Bunshin and substitutes with it. When struck, the construct explodes into flames. PvP: Dodges with WIS; if the dodge is successful vs. a melee range attack deal 2d4 damage to the attacker.
Katon: Flame Sword Technique (Katon: Katou no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 2 per round maintained RP Description: After the hand signs, the user manifests a flaming sword made of pure chakra in their hand to use as a weapon PVP Effect: Sword usable for 1d6 rounds that deals 2d8 Damage Special Note: No weapon penalties and STR damage does not apply. Attack rolls done with Dexterity Special Note: May dismiss the weapon early. Teaching/Learning: Gate System - C Rank
Katon: Blazing Shield Technique (Katon: Katoku no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: This jutsu is used as a pure defensive technique. The user creates a flaming wall in front of them to block incoming attacks. This technique is a nasty surprise for those who use Ice and/or Taijutsu. PVP Effect: Wisdom to Block Special Note: +2 to Blocking Ice/Wind Jutsu or Deals 2d6 Damage to attackers using Taijutsu/Kenjutsu Teaching/Learning: Gate System - B Rank
Katon: Hellfire Technique (Katon: Gouka no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: After completing a hand sign sequence, The user forces a large amount of chakra from their body and turns this into a devastating fire wave that targets a single person PVP Effect: 2d10+2d4+2 Damage Special Note: Takes 2 Damage a Round for 1d4+2 Rounds Teaching/Learning: Gate System - B Rank
Katon: Fire Dragon Jutsu (Katon: Karyudan no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user makes a long list of hand seals and then breathes forth a huge dragon made of pure fire. This dragon then flies forward and slams down onto the opponent. PVP Effect: 3d8 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Katon: Chakra Bomb (Katon: Jirai no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: After signing the sequence, the user sets an explosive charge of chakra on their target, to detonate like a tag trap. PVP Effect: 2d10+5 Damage On-Detination Special Note: Follows Set Trap Rules. Teaching/Learning: Gate System - B Rank
Katon: Cremation Jutsu (Haininaru no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The user creates flames that wraps around the target, literally attempting to cremate the target within it. If the target lives, it is a miracle as these flames are hot enough to reduce the body to ashes. PVP Effect: 2d10 +4d4 Damage Teaching/Learning: Gate System - A Rank
Katon: Eternal Flames (Katon: Fukyuu no Honoo) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: This technique expands further then the cremation Jutsu, and brings the flames that surround their target to over 5,000 degrees Fahrenheit. PVP Effect: 4d10+5 Damage Special Note: 1d4+1 Damage a Round bypassing DR for 1d4 Rounds. Teaching/Learning: Gate System - S Rank
Earth Jutsu:
Doton: Dirt Path (Doton: Akuro no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: With a few basic hand signs the user kicks a cloud of dirt, grass and mud at an opponent PVP Effect: 1d4 damage Special Note: Hijutsu available to all earth element academy students of every village
Doton: Mud Slab (Doton: Dorohane no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a basic sign sequence, the user creates a small bit of mud under their opponent PVP Effect: -1 to Target for their next roll Special Note: Hijutsu available to all earth element academy students of every village
Doton: Wall of Earth (Doton: Iwakabe no Jutsu) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user hand signs as a wall of earth is created, protecting the user from harm. PVP Effect: Defense roll against any jutsu with WIS Special Note: May be used to Stop an Escape utilizing Wisdom instead of Dexterity with a +2. Teaching/Learning: Gate System - D Rank
Doton: Underground Projection Fish Technique (Doton: Dochū Eigyo no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 3 per round maintained RP Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him. PvP Description: The user hides underground for 1d6 rounds. They may make a sneak attack against any opponent on the field. Cannot be attacked while underground, After they attack this effect automatically ends. Special Note: User gains a +3 to their roll if doing a sneak attack Teaching/Learning: Gate System - C Rank
Doton: Inner Decapitation Technique (Doton: Shinjū Zanshu no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground PvP Description: This must be used after underground Projection Fish Technique. If successful, the target is immobilized for 1d6 rounds or until hit Special Note: Target may escape if they can beat the users Original WIS roll + 5. If hit with 'Headhunter' to break this stun, it gains an extra +1d8 to its Damage roll. Teaching/Learning: Gate System - C Rank
Doton: Earth Barrier (Dokanmon no Jutsu) Jutsu Type: Ninjutsu Rank: B (Only Useable 2x a Fight) Chakra Cost: 8 + 3 to maintain RP Description: The user hand signs then sticks his hands into the ground, a dome of earth is then risen and covers the user or an ally. PVP Effect: An earth barrier is created, the target inside cannot attack or be attacked unless someone manages to break it down, or the user ends it early. Special Note: Can be used to defend for an ally or formed around yourself, or capture an enemy. It lasts for 1d4+3 Rounds, or can be broken Down. If attempted to break down it has 5 DR a hit that can NOT be pierced, and has a HP equal to the User's Wisdom Mod+10. Teaching/Learning: Gate System - B Rank
Doton: Stone Petrify (Ishigyou no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user causes liquid stone to rise from the ground and up the opponent's legs eventually petrifying them for a brief amount of time PVP Effect: Physically Stunned for 1d4+1 rounds or until either Hit or The jutsu Counter Petrify is performed, after it breaks the target suffers a -2 to Dex/Str Rolls for 1d4 Rounds. Teaching/Learning: Gate System - B Rank
Doton: Crushing Bedrock (Doton: Kujiganban no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: This jutsu allows the user to control multiple sections of rock and move them around their opponent. The user then forms them into two gigantic sections and crushes them together with their opponent in the middle. PvP Description: 4d4+1d8 Damage Special Note: Str Check On-Hit Required, DC: 25, or the target is Stunned for 1 Round Physically. Teaching/Learning: Gate System - B Rank
Doton: Rock Rain Boulder (Doton: Iwakou no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The user causes Rocks and Boulders to rain down on the target, crushing them beneath the immense weight. PVP Effect: 2d10+2d4+2 Damage Teaching/Learning: Gate System - A Rank
Doton: Earthquake (Doton: Jishin no Jutsu) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 30 RP Description: The user makes a long series of hand signs then jumps into the air spinning, after spinning in the air they slowly fall to the ground gaining momentum and at the last second they bring their fists out and smash into the ground creating huge cracks in the earth and tremors across the land. PVP Effect: 5d4+3d10+5 Damage Special Note: Unblockable, Targets Everyone but the User in the Fight, All who are Hit are Physically Stunned for 1 Round Afterward. Teaching/Learning: Gate System - S Rank
Wind Jutsu:
Fuuton: Minor Gust (Fuuton: Hitofuki no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user blows a short gust of wind at an opponent PvP Effect: 1d4 damage Special Note: Hijutsu offered to all wind element academy students of every village
Fuuton: Gentle Breeze (Fuuton: Onkaze no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: The user performs a ram hand seal and blows a soft burst of wind PvP Effect: 2 Damage to 1d4 Targets Special Note: Hijutsu offered to all wind element academy students of every village
Fuuton: Wind Scythe Technique (Fuuton: Kazegai no Jutsu) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: This basic Fuuton technique sends Chakra through the air in a straight line. It reaches out to Close range (up to a maximum of 30 feet) PvP Effect: 1d8+1 Damage. Teaching/Learning: Gate System - D Rank
Fuuton: Flight (Fuuton: Keiyou no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5+2 per round RP Description: Utilizing their nature affinity the user is able to create a loop of chakra induced wind, this loop allows them to maneuver in the air at will, otherwise fly PvP Effect: Grants +3 to Dexterity Rolls, Lasts 1d4+1 Rounds. Special Note: Because of the concentration required to maintain the loop no other ninjutsu, genjutsu or taijutsu may be used while maintained. Not even substitution. Teaching/Learning: Gate System - C Rank
Fuuton: Wind Blade (Fuuton: Kaze no Yaiba) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user forms a blade of pure wind out of their chakra PvP Effect: Does 2d8 damage, Full Proficiency, Lasts 1d6 Rounds Special Note: Strength Damage doesn't apply, Attacks are done with Dex/Str Teaching/Learning: Gate System - C Rank
Fuuton: Wind Dragon (Fuuton: Fuuryudan no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Creates a dragon formed from wind. The dragon looks like a large serpent, a traditional Chinese dragon that is twenty feet long. The dragon has a red mane and the rest of their body borders light blue. The color is not distinct because the wind manipulates it from its color to transparency. The dragon can shoot larger, more deadly versions of Minawana no Jutsu from its mouth. Coupled with the use of their clans Kekkei Genkai' secondary effect, they can use this on an empty chakra pool (At the risk of their own life if they use it for an extended period of time). The user of the Jutsu is placed inside of the dragon's center, rendering complete control over the jutsu with the motions of their arms, legs, as well as chakra flow. Upon the dispel of this Jutsu via the creators will, the jutsu explodes, sending a huge current of wind in a 360 degree radius. If one isn't careful, they can be carried by the wind to a distance of up to 30m PvP Effect: Unblockable, 3d8 damage Teaching/Learning: Gate System - B Rank
Fuuton: Wind Bird Missile Technique (Fuuton: Fuutoridan no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Very much like Fuukadan no Jutsu, the user is able to control the path of their bird and actually have it target more than one target. PvP Effect: Deals 5d4+5 Damage to 3 Targets Teaching/Learning: Gate System - A Rank
Fuuton: Great Storm (Fuuton: Makaze no Jutsu) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The user is able to focus their chakra and kick up a very powerful wind storm. If the user has a natural affinity to lightning, they're able to increase the storm with powerful lightning bolts. If they have a natural affinity for rain, they can also do more destructive damage with powerful water drops from the sky PvP Effect: 2d10+5d4+5 Damage Special Note: User may spend 3 Chakra if they have Lightning or Water Affinities to add 2d4 damage, and 6 Chakra if they have both, adding 4d4 damage. Teaching/Learning: Gate System - S Rank
Light Jutsu:
Yoton: Light Globe jutsu (Yoton: Awaikyuu no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: creates a small orb of light which flies at the target PVP Effect: 1d4+1 damage Special Note: Hijutsu available to all light element academy students of every village
Yoton: Beam of Light (Yoton: Awaisen no Jutsu) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user proceeds through five Hand signs and then points his palms at a target, then proceeds to fire a burst of concentrated light at the foe, searing the flesh it touches PVP Effect: 1d10+1 Damage Special Note: On-Hit causes -1 to Attack/Defense for 1 Round. Teaching/Learning: Gate System - D Rank
Yoton: Double Beam of Light (Yoton: Niwaisen no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 6 RP Description: The user holds up both hands and then similar to the D-Rank jutsu. Shoots forth Beams of light, except from both hands. The user is able to target two people with this jutsu, instead of jutsu one. PvP Effect: Two Attacks, Each Deals 2d4 Damage. Special Note: Yoton: Beam of Light Jutsu must be known. Teaching/Learning: Gate System - C Rank
Yoton: Heaven's Arrow (Yoton: Tenya no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user proceeds through eight hand signs and then draws a hand back as if notching an arrow, a ray of light gathering, taking the form of an arrow. The user then "releases" the arrow, sending it hurtling towards a target. PVP Effect: 4d4 Damage Special Note: Peirce's 2 DR Teaching/Learning: Gate System - C Rank
Yoton: Fairy Bombardment (Yoton: Senjougeki no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The User forms small looking fairy creatures made of Light and then sends them forth to smash into an opponent. The Fairies resemble the user of the jutsu, only with no body features and glowing Fairy Wings, PvP Effect: 2d8 damage to an opponent. Special Note: On-Hit Physially Stuns the target for 1 Round. Teaching/Learning: Gate System - C Rank
Yoton: Burst Skin (Yoton: Hekihada) Jutsu Type: Ninjutsu Rank: C chakra Cost: 5 RP Description: Used in defense, the user forms a "second-skin" along his or her skin. When looked at, it appears that the user of this jutsu is lightly shining. If successful, a bust of light will shoot off the user and slightly damage the opponent. PVP Effect: Used in Defense against Taijutsu/Kenjutsu. If successful, the opponent takes 2d4+2 damage. Teaching/Learning: Gate System - C Rank
Yoton: Light Dragon (Yoton: Yoryudan no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The User molds the light around them to form a large terrifying dragon, similar to the snake dragon. The user then launches it forwards at an opponent with its mouth wide open. It sounds like a train as it heads towards the target PVP Effect: 3d8+1 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Yoton: Blinding Aura (Yoton: Genwakureki) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user focuses their chakra throughout their network, projecting an aura of blazing light through their pores, the light can be altered at will and to any shade on the color spectrum PvP Effect: Those attacking the Use suffer a -4 to Attack Rolls for 1d4+1 Rounds. Teaching/Learning: Gate System - B Rank
Yoton: Armor of Light (Yoton: Kikou no Hikari) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 + 2 per round maintained RP Description: The User molds light around their bodies to form translucent armor. The Armor ripples when touched, but still protects the user's body slightly. The armor only seems to hold back Ninjutsu attacks. PVP Effect: Gives the user +8 DR vs HP Dmg, and +2 DR vs CP Dmg, for 1d4+1 Rounds. Teaching/Learning: Gate System - B Rank
*Yoton: Photon Torpedo Jutsu (Yoton: Koushiyourai no Jutsu) Type: Ninjutsu [Light] Rank: A Cost: 12 Effect: The user gathers light particles in one hand and condenses them repeatedly down to the size of a small marble, then fires the tiny attack at an enemy. When it strikes solid matter it explodes violently as the photons fly off in every direction. PvP: Melee range AoE. Deals 3d8+2d4 damage. Unblockable.
Yoton: Rain of Arrows (Yoton: Kouutenya no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Furthering the Heaven's Arrow Jutsu, the user forms multiple arrows made of light in the air above everyone on the battle field. They then turn towards their targets and let loose a volley of arrows. PVP Effect: Deals 5d4+1d10 Damage Special Note: Heaven's Arrow Must be known, Peirce 4 DR. Teaching/Learning: Gate System - A rank
Yoton: Crushing Pillars of Light (Yohashira no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The User forms multiple pillars of light above a few targets, then the user lets them fall towards the Target. The Pillars themselves are eight feet tall and five feet wide. They appear to weight a ton. PVP Effect: Targets up to 3 Opponents, 5d4 Damage Special Note: On-Hit targets must roll STR, DC: 30, on Fail they are physically stunned for 1d4+1 Rounds. Every time on their turn they may roll STR to try again, the DC drops 1 Point every Round. On-Hit they are broken out of stun automatically. Teaching/Learning: Gate System - A Rank
Yoton: Accelerate Technique (Fukasu no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The User may send out a wave of light over his allies, and even themselves. The Light wraps around the group's legs and seems to speed them up temporarily. PVP Effect: +4 to Dexterity Rolls, for 1d4+3 Rounds. Teaching/Learning: Gate System - A Rank
Yoton: Destructive Light Cannon (Yoton: Hakaisha Yohou) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The User calls upon their light element to charge into a powerful deadly beam of light. The user gathers the light into the sky and then rains down the large destructive blast on all enemies. This blast leaves between a large creator and a size the hole of a mountain where it hit. PVP: Deals 5d4+3d6+2 Damage to all Opponents of the Fight. Special Note: Undodgable Teaching/Learning: Gate System - S Rank
Water Jutsu:
Suiton: Water Gun (Suiton: Suihou no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: With a few basic hand signs the user is able to fire a small jet of water from their mouth This jutsu requires no source of water PvP Effect: 1d4 Damage Special Note: Hijutsu offered to all water element academy students of every village.
Suiton: Spray (Suiton: Koeda no Jutsu) Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: After basic hand seals the user sends a small shoot of water towards the target, which covers their face and gets into their ears PvP Effect: 1d4 Damage + -5 listen for 1 round Special Note: Hijutsu offered to all water element academy students of every village
Suiton: Water Missile (Suiton: Suishii no Jutsu) Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user drinks the equivalent of a cup of water, forms the projectiles in their mouth and fires a burst of water at the target PvP Effect: 1d10 Damage Special Note: Doesn't need water around Teaching/Learning: Gate System - D Rank
Suiton: Black Clouds Technique (Suiton: Kumabura no Jutsu) Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user manifests the Water Element causing a black cloud to form and rain a flammable black oil substance on the user's targets PvP Effect: Up to 3 Targets suffer a -2 to Defensive Rolls for 1d4 Rounds or Until Ignited. When Ignited Deals the Damage of the Fire/Tag used to ignight it +2d8. Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Large Puddle (Suiton: Mizutamari no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user does the necessary signs, before they finally push a large amount of water from their skin which allows them to use water jutsu without a water source. PVP Effect: 2d6 rounds of water for A Rank and below water jutsu Special Note: Any Suiton user is able to use this water Teaching/Learning: Gate System - B Rank
Suiton: Water Dragon (Suiton: Suiryudan no Jutsu) Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target PvP Effect: 5d4+1d10 Damage Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Suiton: Grand Water Fall Technique (Suiton: Daitaki no Jutsu) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: Utilizes the Water Element. After doing the needed hand seals a column of water will circle the ninja and then a large force of water will erupt to hit the attacker. Due to the force of the water the target will be fully enveloped by the water and at its mercy as is pulls them away. PvP Effect: 2d10 + 2d8 + 1d4 Damage Special Note: Teaching/Learning: Gate System - A Rank
Suiton: Bursting Water Collision Waves (Suiton: Mizuheki Gachanami no Jutsu) Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: The user expels a large amount of water from their gullet, the water will then expand into a large volume. PvP Effect: No Damage, but allows you to use Water Jutsu with no water around for 3d8 rounds, gaining a +1 to all Water Jutsu Rolls. Special Note: Doesn't Require a Water Source Teaching/Learning: Gate System - A Rank
Fuinjutsu:
Five Elemental Seal Jutsu Type: Fuuinjutsu Rank: B Chakra Cost: 8 RP Description: The user seals off a target's ability to use elemental jutsu for a time. This however can be undone with the reversal seal. PVP Effect: When sealed a person cannot use Elemental Jutsu over D-Rank. A person can try to override the seal by paying x2 the cost of the jutsu they are trying to use up to B-Rank (Wis Check, DC 35) or the chakra is wasted and the jutsu fails. Special Note: Lasts for an entire fight. Special Note 2: If you know Five Elemental Seal, you also know the Unseal automatically. Although, if you learn Unseal, you do not know Seal. Teaching/Learning: Gate System - B Rank
Five Elemental Unseal Jutsu Type: Fuuinjutsu Rank: B Chakra Cost: 8 RP Description: The user applies five more markings and twists..distorting and breaking the Five Elemental Seal. This is the counter jutsu specifically designed for that situation. PVP Effect: Removes Five Elemental Seal Teaching/Learning: Gate System - B Rank
Mind's Eye Inhibitor Seal Jutsu Type: Fuuinjutsu Rank: B Chakra Cost: 8 RP Description: The user places a mark that looks like a closed eye with a spiral pattern in the center on the target's head. This makes it harder to train in Genjutsu and Ninjutsu, but increases it's effectiveness and effort. The eye will slowly open until it is fully open, signifying training is complete. PVP Effect: None Special Note: Increases the gates of a jutsu being learned by 25 on both Gates, but the person training with this seal in Genjutsu or Ninjutsu now gains +10 to their roll. (stacks with the Crit effect on a natural 20). The seal fades after the jutsu being learned is complete Teaching/Learning: Gate System - B Rank
Four Limbs Weighting Seal Jutsu Type: Fuuinjutsu Rank: B Chakra Cost: 8 RP Description: The user places this seal on training weights or prayer beads. This increases their weight exponentially but makes training more beneficial at the cost of increased effort on the person training. The color of the affected weights change from Blue to Green to Yellow and finally to Red to signify the training being complete. PVP Effect: None Special Note: Increases the gates of a jutsu being learned by 25 on both Gates, but the person training with this seal in Taijutsu or Kenjutsu now gains +10 (Stacks with the Crit effect on a Natural 20). The seal fades after the jutsu being learned is complete Teaching/Learning: Gate System - B Rank
Fission Release Jutsu:
Bunton: First Sign of the Apocalypse-Flash (Ichiato Keiji-Senkou) Type: Ninjutsu Rank: D (Gate System: D) CP Cost: 3 Description: Manifesting the first of three parts of a nuclear explosion, the user emits a devastating flash that burns the eyes of those too close. PvP: Deals 1d10 damage; the target fails their next Spot check automatically. User gains a +2 to the attack roll if the target has Chakra Vision.
Bunton: Second Sign of the Apocalypse-Heat (Niato Keiju-Enshou) Type: Ninjutsu Rank: C (Gate System: C) CP Cost: 5 Description: Manifesting the second part of a nuclear explosion, the user emits a pulse of heat from an area that can ignite even flesh without a spark. PvP: Deals 1d10 damage initially, 5 damage the round after bypassing DR. The DoT effect reduces the DR of the target as if they were struck by a Bunton jutsu.
Bunton: Third Sign of the Apocalypse-Fire (Sanato Keiji-Hinote) Rank: B (Gate System: B) CP Cost: 8 Description: Manifesting the third and most recognizable sign of a nuclear detonation, the user summons forth a column of nuclear fire that curls upward into a mushroom cloud shape from all around their opponent. PvP: Deals 3d10 damage, and is undodgable.
Bunton: Final Sign of the Apocalypse-Destruction (Bunton: Koukiato Keiji: Kujo) Rank: A (Gate System: A) CP Cost: 13 Description: The user fires a destructive bolt of lightning-but what is hit is entirely irrelevant. The bolt splits an atom in the area it is aimed for, weaving through the gaps between the air molecules. The explosion shoots directly into the air, sending a column of fire that reaches into orbit into the sky. Those inside the column are at ground zero of a nuclear explosion. PvP: Deals 4d8+4 damage and is unblockable.
Bunton: Dying Star Apocalypse (Bunton: Ato no Shinsei) Rank: S (Gate System: S+) CP Cost: 20 Description: The sun itself fuses atoms to give it's light to the world, making it the most powerful source of nuclear energy known to mankind. Like the sun itself, the user holds out his hands and begins breaking down and re-forming the very atoms around him, engulfing the entire area in nuclear fire. Those looking at the jutsu from outside ground zero say that it appears as if they were looking at the surface of the sun. PvP: Targets everyone in the fight except for the user. Deals 5d8+d10+10 damage and is unblockable. May only be used once per fight.
Non-Elemental Jutsu:
Chakra Concentration: Core Jutsu Type: Ninjutsu Rank: C Cp Cost: 5 RP Description: The user channels their chakra, focusing it to their Hands, Fingers and mouth to increase the strength and quickness of their ninjutsu PVP Effect: +1d4 to WIS rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
*Ninpou: Forced Substitution Jutsu Type: Ninjutsu [Non-Elemental] Rank: C Cost: 6+ (see below) Effect: The user substitutes himself-with another shinobi, throwing himself in the way of an attack instead-or sometimes, throwing someone else in the way of an attack aimed for the user. PvP: Has 2 uses. (1) The user dodges an attack aimed at an ally with their WIS; if this is successful the original target is considered to have dodged but the user of this jutsu must now defend against the attack normally. (2) The user pays 6(+2 CP for the rank of a jutsu over C) CP to dodge a jutsu with WIS as a counterattack action. If successful, the attacker is are struck with their own attack. Special Note: Option 2 is Only Usable against Medium/Long-Ranged Ninjutsu, and other Medium/Long-Ranged Attacks.
Chakra Release Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: User releases a shockwave of chakra knocking everyone around them to the ground. PVP Effect: 2d8 damage and stunned for 1 round or until hit Special Note: Elementless Teaching/Learning: Gate System - B Rank
Body Flicker Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8, -1 a Round (Or) 20 cp to Activate all Fight Description: This jutsu is a high-speed movement technique, allowing a ninja to move short to long distances at an almost untraceable speed PvP: Grants +2 to Attack/Defense Rolls While Active. Special Note: Requires a 15 Dex Mod Teaching/Learning: Gate System - B Rank
Dragon Blast Wave (Ryubakuhuha) Jutsu Type: Ninjutsu Rank: A Chakra Cost: 13 RP Description: The user goes thru a series of hand signs finishing with two dragons seals. The user conjures a dragon similar to the means of the element used. The dragon then wraps around the user tightly in a ball shape before exploding outwards in all directions damaging enemies within a short distance PVP Effect: 3d8+1d4 Damage to 1d4 + 1 targets Teaching/Learning: Gate System - A Rank
Divine Wrath Jutsu Type: Ninjutsu Rank: S Chakra Cost: 20 RP Description: Calls upon the strength of dragons into their body. Focusing huge amounts of chakra that damages the body severely in the process Use of this deadly and potent jutsu is strictly cautioned PVP Effect: +2d6 to Str, Wis, Dex, and Int Mods for 2d4 rounds. Special Note: Elementless, Each round it is activated it does 1d8 damage and cannot be ended early Teaching/Learning: Gate System - S Rank
*Senju Secret Technique: Taming the Five-Headed Dragon God (Senju Ougi: Ojun Gohitsuryutenshu) Type: Ninjutsu [Multi-elemental] Rank: S+ Cost: 8-40 CP (see below) Effect: The user gathers a massive amount of chakra and shapes it into the form of a great and mighty dragon with five heads, one of each element. The dragon roars loudly before each head breathes a stream of concentrated energy matching their element down upon an enemy. PvP: The user selects five separate elements they can use when using this jutsu. The user makes five ninjutsu attacks which may be directed at multiple opponents. Each attack deals 3d8 damage and is unblockable; and each attack is considered a jutsu of one element's type. No element may be used more than once. A single opponent may not be targeted by more than 3 attacks from this jutsu. This justu costs a total of (8 x the number of attacks) CP. If there are not enough targets to use all five attacks granted by this jutsu the user need only pay for the number of attacks they make. Special Note: In order to learn this jutsu, a character must known five 'dragon' elemental ninjutsu of different elements. (So, Lightning Dragon Jutsu and Violent Lightning Dragon Jutsu only fulfills one jutsu requirement). This jutsu may be copied; however it may not be performed if the character copying it cannot meet this requirement.
Taijutsu
Non-Elemental Taijutsu:
Chakra Focused Punch Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their fist with strengthened chakra, in order to increase their punching power PVP Effect: Rank Damage + 1d4 Special Note: Teaching/Learning: Gate System – D Rank
Swift Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user layers their shin with sharpened chakra, in order to increase both kicking power, allowing it to pierce some defenses. PVP Effect: Rank Damage + Pierces 1 DR Special Note: Teaching/Learning: Gate System – D Rank
Falcon Drop Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user grabs an airborne opponent, and turns them facing head first to the ground, and wraps their arms around the opponents legs, and their legs around the opponents head, locking them in and slams them into the ground PVP Effect: Rank Damage + One Round Stun (Or Until Hit) Teaching/Learning: Gate System – D Rank
Tool Barrage Jutsu Type: Taijutsu Rank: C Chakra Cost: 6 RP Description: The user grabs a single tool from their arsenal, and tosses it at the opponent with a replication jutsu placed on it; creating several more, in order to cause a barrage of tools. PVP Effect: Tool Damage + 2d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Gate System – C Rank
Gravity Fist Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user forms a huge amount of chakra into one fist, enough that the gravity around begins to be sucked in at a minor rate; when finalized they charge the opponent and send it straight to their chest. PVP Effect: Rank Damage + 3d4 Special Note: Unblockable Teaching/Learning: Gate System – B Rank
Flickering Barrage Jutsu Type: Taijutsu Rank: A Chakra Cost: 13 RP Description: The user focuses their chakra into being able to mass produce their flicker technique, creating an illusion that they are everywhere, and then surprise their opponent taking them out with a destructive blow. PVP Effect: Rank Damage + 2d8 + 2d4 Special Note: Undodgable (Including Substitution), Needs Body Flicker Technique to learn. Teaching/Learning: Gate System – A Rank
Elemental Taijutsu:
Style of the Lucid Fist: Holy Palm (Meichouken Ryuu: Tenhira) Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user encases their hand in Light chakra and attempts to hit the foe with an open palm PVP Effect: Rank damage +1d4 Special Note: Target suffers a -2 to Defense Rolls for 1d4 Rounds. Teaching/Learning: Gate System - D Rank
Style of the Lucid Fist: Sacred Barrage (Meichouken Ryuu: Shinseirenda) Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user creates two light clones that surround the target, then each clone uses the Holy Palm at the same time on the victim. PVP Effect: Rank damage + 1d6 damage Special Note: If used straight after holy palm, add an extra 1d4+1 damage Teaching/Learning: Gate System - C Rank
Yoton: Single Flare Strike (Yoton: Hitoe Senkougeki) Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: First the user channels chakra to their hand, the chakra takes the form of a brilliant orb of light, next the user charges the target, using expert speed or strength the user forces the orbs against the opponents body, where the light promptly pops with a loud crack and discharges the chakra PVP Effect: Rank Damage + 2d6 Damage Special Note: For an Extra 2 CP may add another +1d4+1 Dmg Teaching/Learning: Gate System - B Rank
Kenjutsu
Standard Kenjutsu:
Chakra Dageki (Chakra Strike) Jutsu Type: Kenjutsu RP Description: By channeling a small amount of chakra into their weapon the user is able to hit more effectively. CP Cost: 1 PVP: +1 damage Note: This is required in order to learn other Kenjutsu Teaching/Learning: Gate System – E Rank
Double Strike Jutsu Type: Kenjutsu RP Description: The user strikes their opponent diagonally from left to right, then again from right to left, creating an X across the opponents chest. CP Cost: 3 PVP: Rank Damage + 1d4 Teaching/Learning: Gate System – D Rank
Lazy Man’s hand Jutsu Type: Kenjutsu (Iaijutsu) RP Description: As the enemy approaches, the user remains calm, their hand resting on the hilt of their sword. When the enemy comes into range, the user would draw their weapon and slash the enemy in a single fluid motion. CP Cost: 3 PVP: Block. 1d4 Damage to attacker. Note: Cannot be used to Defend Genjutsu. Teaching/Learning: Gate System – D Rank
Lightning Disarm (Dex/Str) Jutsu Type: Kenjutsu Rank: C Requirements: Lightning Element Chakra Cost: 6 Cp RP Description: The user channels a small amount of lightning chakra into a blade striking the weapon of their opponent, This small shock causes the opponent to drop their weapon. PvP Effect: 2d6 Damage only, Opponent drops weapon which cannot be used in their next attack but they can use Jutsu etc instead, Can be recovered afterward as a free action.
Cross Slash Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user rushes towards the opponent and sends an ‘X’ like slash at the opponent. PvP Effect: Weapon Damage + 1d6 Damage Teaching/Learning: Gate System – C Rank
Shadowing Block Jutsu Type: Kenjutsu Rank: C Chakra Cost: 4 RP Description: Focusing a small amount of chakra the user draws their blade quickly too an oncoming close-quarters attack, with a shadowy effect to it to draw the attention of the opponent and to give one enough time to block or parry in time PvP Effect: +2 to block/parry Special Note: Cannot be used against Ninjutsu or Genjutsu Teaching/Learning: Gate System – C Rank
Shoki Art – Act one Jutsu Type: Kenjutsu RP Description: The Shoki art is an extremely rare one, and requires the utmost concentration. Act one consists of intense focus of the mind. The user focuses chakra throughout their body as they enter a state of Zen. Chakra would visibly flow down the length of their weapon, taking on a bright color. CP Cost: 7 PVP: The user has a +3 to their next attack, both attack roll and dmg Gate/Learning: B Rank Gate System
Head-hunter Jutsu Type: Kenjutsu RP Description: While the user is hidden, they may attempt a sneak attack, aiming to strike down at the targets neck. CP Cost: 6 PVP: MS/Hide VS Listen/Spot. Rank Damage + 2d8 (Doesn’t need to be Hidden before Use, However if so It gains Sneak Attack Bonus Damage.) Teaching/Learning: Gate System – B Rank
Shoki Art – Act Two Jutsu Type: Kenjutsu RP Description: While the user is in a Zen state of mind, they further their focus by blocking out everything other then themselves, while building up more chakra throughout their body and weapon. The chakra becomes so immense that it literally overflows visibly. CP Cost: 10 PVP: Lasts for 1 attack. The user gains a +4 attack roll, a +1d8 damage roll and 5 DR. Note: Can only be used directly after Act 1. Act 1 must first be learnt. Teaching/Learning: Gate System – A
Flight of the Humming Bird Jutsu Type: Kenjutsu RP Description: The user channels large amounts of chakra into the muscles of their arms, allowing the user to wield their weapon with ease. They then hold their weapon, fencing stance, then attack their enemy in a huge flurry, the attack literally becoming a blur as the user strikes over 100 times. CP Cost: 13 PVP: Kenjutsu Damage +3d6 Damage Teaching/Learning: Gate System - A
Shoki Art – Final Act Jutsu Type: Kenjutsu RP Description: After having built up immense amounts of chakra throughout themselves and their weapon, the user focuses on a single target. In the blink of an eye, the user appears in front of the enemy, striking swiftly at their chest. If successful, the users’ chakra floods into the enemies wound within a second. The chakra would then explode, literally tearing the opponent’s internal organs apart. CP Cost: 10 PVP: Rank Damage + 2d6 + 10 Special Note: Undodgable Teaching/Learning: Gate System - A Special Note: Can only be used after Act Two.
Genjutsu
Mirage Release jutsu:
Kuton: Heat Haze Jutsu Type: Genjutsu Rank: E Cost: 3 Description: The user heats up the area and bends light, making it hard for him to be seen. PvP: +10 to Hide/Move Silently rolls. Used as a free action to supplement a stealth roll.
Kuton: Obscuring Haze Jutsu Type: Genjutsu Rank: D Cost: 4 Description: The user bends light around him so none strikes him, making himself invisible to those around him. PvP: Make a Genjutsu attack roll. On a hit, the victim cannot target the user for 1d4 rounds or until the jutsu is broken. (Note: Melee range AoE can still hit the user if they are within range and another target is selected. Area-wide AoE jutsu still hit the user, as they do not "target" him. This jutsu breaks if the user attacks the target, regardless of damage.)
Kuton: Deep Obscuring Haze Jutsu Type: Genjutsu Rank: C Cost: 5 Description: The user bends light around those around him in a similar way to Obscuring Haze. PvP: Make a Genjutsu attack roll. On a hit, the victim cannot target the user and 1 other decided by the user, for 1d4 rounds or until the jutsu is broken. (Note: Melee range AoE can still hit the user if they are within range and another target is selected. Area-wide AoE jutsu still hit the user, as they do not "target" him. This jutsu breaks if the user or any of the affected allies attacks the target, regardless of damage.)
Kuton: Vanishing Haze Jutsu Type: Genjutsu Rank: B Cost: 8 Description: The user wraps the target in a haze that keeps light from entering, making them see and hear nothing as they are suddenly plunged into bright light. PvP: Make a Genjutsu attack roll. On a hit, the victim is stunned for 1d4+2 rounds or until they take damage.
Kuton: Mirage Jutsu Type: Genjutsu Rank: A Cost: 12 Description: The user bends light around the target, crafting a unique illusion to trap the target in. PvP: Make a Genjutsu attack roll that effects all enemies within melee range of the original target. On a hit, the victims are stunned for 1d6+2 rounds or until they take damage.
Last edited by DM Deidara on Tue Nov 20, 2012 2:51 pm; edited 26 times in total
DM Deidara
Posts : 240 Join date : 2012-09-09 Age : 33 Location : Arizona
Subject: Re: Hayaku Hisashi-The Lost Legacy Sun Sep 09, 2012 3:21 pm
Kekkei Tota: Fission Release (Bunton)
History & Information Fission Release is a contradiction-it is simultaneously one of the most precise and most generally destructive chakra natures seen in the history of all shinobikind. It is a manifestation of rage and hatred, jutsu so powerful that they leave not even atoms of their enemies behind. Nuclear force is wild, however, and seeks to spread and destroy all-but jutsu bend to the will of shinobi and Fission Release is no different. The combination of heat, light and energy (Fire, Light, and Lightning-aspected chakra) along with the precise control and power needed to perform the jutsu mark it as a kekkei tota.
Hayaku was driven to invent this, to find the power to destroy his enemies so utterly that there would be nothing left behind to use, that it would be too dangerous to try when he found the S.T.E.A.M. Initiative had used the remains of his long dead mother, Sennin Hatsuko, as a sort of supercomputer. Using this power he swore that he would leave nothing left for them to recover-he would destroy the Steam Corp completely so the dead could rest again.
Universal: User gains Fission Release; all Fission Release Ninjutsu are considered to be melee range AoE Academy Student: Fission Release jutsu lower the DR of every subject hit by 1, and Causes a -1 to Targets Defense Rolls for 3 rounds. Genin: Fission Release jutsu lower the DR of every subject hit by 2, and Causes a -1 to Targets Defense Rolls for 3 rounds. Chuunin: Fission Release jutsu lower the DR of every subject hit by 3, and Causes a -1 to Targets Defense Rolls for 3 rounds. Jounin: Fission Release jutsu lower the DR of every subject hit by 4, and Causes a -2 to Targets Defense Rolls for 3 rounds. Note: Stacks to a maximum of -8 DR, Negatives to Defense to Not Stack. Each hit refreshes the duration of the reduction. _______________________________________________________________ Bunton: First Sign of the Apocalypse-Flash Type: Ninjutsu Rank: D (Gate System: D) CP Cost: 3 Description: Manifesting the first of three parts of a nuclear explosion, the user emits a devastating flash that burns the eyes of those too close. PvP: Deals 1d10 damage; the target fails their next Spot check automatically. User gains a +2 to the attack roll if the target has Chakra Vision.
Bunton: Second Sign of the Apocalypse-Heat Type: Ninjutsu Rank: C (Gate System: C) CP Cost: 5 Description: Manifesting the second part of a nuclear explosion, the user emits a pulse of heat from an area that can ignite even flesh without a spark. PvP: Deals 1d10 damage initially, 5 damage the round after bypassing DR. The DoT effect reduces the DR of the target as if they were struck by a Bunton jutsu.
Bunton: Third Sign of the Apocalypse-Fire Rank: B (Gate System: B) CP Cost: 8 Description: Manifesting the third and most recognizable sign of a nuclear detonation, the user summons forth a column of nuclear fire that curls upward into a mushroom cloud shape from all around their opponent. PvP: Deals 3d10 damage, and is undodgable.
Bunton: Final Sign of the Apocalypse-Destruction Rank: A (Gate System: A) CP Cost: 13 Description: The user fires a destructive bolt of lightning-but what is hit is entirely irrelevant. The bolt splits an atom in the area it is aimed for, weaving through the gaps between the air molecules. The explosion shoots directly into the air, sending a column of fire that reaches into orbit into the sky. Those inside the column are at ground zero of a nuclear explosion. PvP: Deals 4d8+4 damage and is unblockable.
Bunton: Dying Star Apocalypse Rank: S (Gate System: S+) CP Cost: 20 Description: The sun itself fuses atoms to give it's light to the world, making it the most powerful source of nuclear energy known to mankind. Like the sun itself, the user holds out his hands and begins breaking down and re-forming the very atoms around him, engulfing the entire area in nuclear fire. Those looking at the jutsu from outside ground zero say that it appears as if they were looking at the surface of the sun. PvP: Targets everyone in the fight except for the user. Deals 5d8+d10+10 damage and is unblockable. May only be used once per fight.
Last edited by DM Deidara on Mon Nov 19, 2012 1:35 pm; edited 1 time in total
DM Deidara
Posts : 240 Join date : 2012-09-09 Age : 33 Location : Arizona
Hayaku witnessed an odd phenomenon while visiting Wind Country one day-the heat in the air bent the light of the sun, distorting the image of the things he saw. Now fully aware of his Senju heritage, he sought to make his chakra emulated this, thinking he could make illusionary genjutsu from it. He traveled to a familiar blasted clearing in Lightning Country and practiced until he could create real, true illusions with his chakra.
Kuton (Mirage Release) jutsu are all genjutsu, that are performed in a unique way. By using the heat from Katon (Fire Release) to bend the light of Yoton (Light Release) the user can create strange shapes, make things seem more distant or far away, and even create shimmering, vast illusions at higher levels. These do not effect the chakra pool (as they are not 'true" genjutsu) but are much, much harder to dispel with Kai-after all, Kai clears one's own chakra network but Kuton leaves it completely untouched. _______________________________
Universal: User gains Mirage Release; Mirage Release jutsu are rolled with WIS instead of INT. Academy Student: Mirage Release jutsu have a +1 DC to break free. Genin: Mirage Release jutsu have a +1 DC to break free. Chuunin: Mirage Release jutsu have a +2 DC to break free. Jounin: Mirage Release jutsu have a +3 DC to break free.
_______________________________
Kuton: Heat Haze Jutsu Type: Genjutsu Rank: E Cost: 3 Description: The user heats up the area and bends light, making it hard for him to be seen. PvP: +10 to Hide/Move Silently rolls. Used as a free action to supplement a stealth roll.
Kuton: Obscuring Haze Jutsu Type: Genjutsu Rank: D Cost: 4 Description: The user bends light around him so none strikes him, making himself invisible to those around him. PvP: Make a Genjutsu attack roll. On a hit, the victim cannot target the user for 1d4 rounds or until the jutsu is broken. (Note: Melee range AoE can still hit the user if they are within range and another target is selected. Area-wide AoE jutsu still hit the user, as they do not "target" him. This jutsu breaks if the user attacks the target, regardless of damage.)
Kuton: Deep Obscuring Haze Jutsu Type: Genjutsu Rank: C Cost: 5 Description: The user bends light around those around him in a similar way to Obscuring Haze. PvP: Make a Genjutsu attack roll. On a hit, the victim cannot target the user and 1 other decided by the user, for 1d4 rounds or until the jutsu is broken. (Note: Melee range AoE can still hit the user if they are within range and another target is selected. Area-wide AoE jutsu still hit the user, as they do not "target" him. This jutsu breaks if the user or any of the affected allies attacks the target, regardless of damage.)
Kuton: Vanishing Haze Jutsu Type: Genjutsu Rank: B Cost: 8 Description: The user wraps the target in a haze that keeps light from entering, making them see and hear nothing as they are suddenly plunged into bright light. PvP: Make a Genjutsu attack roll. On a hit, the victim is stunned for 1d4+2 rounds or until they take damage.
Kuton: Mirage Jutsu Type: Genjutsu Rank: A Cost: 12 Description: The user bends light around the target, crafting a unique illusion to trap the target in. PvP: Make a Genjutsu attack roll that effects all enemies within melee range of the original target. On a hit, the victims are stunned for 1d6+2 rounds or until they take damage.
Kuton: Grand Mirage Haze Type: Genjutsu Rank: S Cost: 20 Description: The user warps the light within an area, crafting an illusion so grand that it is almost indiscernible from reality. PvP: Make a genjutsu attack roll that effects all enemies in the area. On a hit, the victims are stunned for 1d8+2 rounds or until they take damage.