History & Information The Senju, the Hateshinai, and the Uchiha. The three brothers, and sons of the Sage of Six paths. The history of these clans is nohing but war and peace repeated over and over throughout history itself. The Sage of Six after splitting the Ten tails into Nine Beasts, Separated his power into the three sons, he gave one the power of his perfected Body and his power over the Elements Themselves- The Second Son, Hoshiga Senju. He Gave another his power to create seals out of nothing, the ability to seal the powers of others and control the tailed beasts, and all of his vast knowledge to another- The Third Son, Koroiko Hateshinai. And Finally, he gave the power of the Rinnegan, of the ability to form Dojutsu itself, and control reality to the last- The First Son, Goromitsu Uchiha. This all happened hundreds of years ago at the creation of the World when war finally died down as the worlds chaos was halted by the sage of Six.
As time passed after the Sage of Six passed into the void, his three sons bickered over lands and ways, the First Son thought the way to continue peace was have vengeance on the world and end combat by ruling with an iron fist, blaming the world for their fathers death, and so the path of the Uchiha was chosen, of vengeance, and chaos, and murder. The Second Son thought that love and compassion was the path to creating a better world as their father had originally wanted, and so the Senju clans path had been chosen, of love and learning, protecting of others. Finally, the third Son made his decision, Death, Life, it was all natural, what mattered was learning from it to halt it in the future, he chose the path of neutrality, of learning and knowledge and so the Hateshinai's path was chosen, as peacekeepers of the world, from the Senju and Uchiha's constant war of who had the right path to save the world.
From each of these clans new were born, from the Senju the Kekkei Tota, the Advanced chakra Natures, and all clans related to Ninjutsu and the Elements were slowly born as more generations went past and Senju crossbreed with normal shinobi. Fuuinjutsu and its secrets were slowly passed through the generations, forming into Medical Jutsu and Fuuinjutsu, all clans and bloodlines dealing with such specialties now descended of them. Finally the Uchiha, the DNA in which all Dojtusu and abilities related to illusion come from ... the three clans had filled the world with their DNA in mixtures, and so many had formed the their owns stories began.
As the time passed throughout the world, and the Senju and Uchiha waged their great war's, the Hateshinai slowly grew tired of it all, and as the Two Clans exterminated each other slowly over time, the Hateshinai had enough. If they would bicker like children and destroy this world, the Hateshinai would cleanse the world of their taints, both of them. And so the war became an extermination ... starting with the uchiha, about fifty years ago, the uchiha were exterminated by the combined war of the Senju, and hundreds of assassinations by the hateshinai. Suddenly the world was off balance, as the Uchiha were amssacreds, only few remaining scattered across the world. The Hyuuga quickly swept in ... taking in their clans long ago parents, and nurturing, saving the clan as the Leaf village was ever so slowly built up by the Senju and Hyuuga, and as the Uchiha recovered, their legend continued.
However, the Sneju learned of what the Hatehshinai had done ... and as the Leaf village was founded, a final great war broke out. The Senju suck out revenge for the Uchiha of the past, as they were driven by love, and had always simply wanted peace not a massacre, held by vengeance ... the two clans exterminated one another. The great war spreading the hateshinai across the world, along with the Senju. And so the world came to know, the Three great clans, and only one survived. The Hatehsinai were extinct, as were the Senju but a few select few. The Uchiha had risen from the dead, and now were honored within their Konoha village ... and so man clans had finally formed, descended from the great three brothers after years of war and bloodshed, a final understanding seemed to have entered the world.
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 (For 50 More Tokens), and Light or Dark Affinity (Never Both) Academy Student: 2 Base Elements, 4 DR vs Ninjutsu Damage Genin: +1 Base Element, 6 DR vs Ninjutsu Damage Chunin: +1 Base Element, 8 DR vs Ninjutsu Damage Jounin: +1 Base Element, 10 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 Academy Student: +3 to All Stat Rolls, +1d4 to Damage Rolls Genin: +4 to All Stat Rolls, +2d4 to Damage Rolls Chunin: +5 to All Stat Rolls, +3d4 to Damage Rolls 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) Academy Student: +70 Total CP, 3 HP Regen a Round Genin: +80 Total CP, 4 HP Regen a Round Chunin: +90 Total CP, 5 HP Regen a Round Jounin: +100 Total CP, 6 HP Regen a Round
The Clan of a Thousand Skills Every Senju is known as the Master of a Thousand Skills for a reason, they hold the abilities to do virtually anything in any way, creating jutus of all their own in every form and way of the bloodline itself, Genjutsu, Ninjutsu, and Taijutsu, even Kenjutsu. They may create One Custom Jutsu of E/D/C/B/A/S-Rank for Kenjutsu, Taijutsu, Ninjutsu, and Genjutsu. The Ninjutsu must be Non-Elemental. They know all of these up to C-Rank On-Creation, and must learn the Rest as per Normal.
Origin of the Elemental Combinations (50 Tokens Per Advanced Chakra Nature, 100 Per Kekkei Tota) All Senju are the original holders of the 'Elemental Combination Elements' Such as Ice, Sand, Wood and the like. All of the new bloodlines and users of these are what are called copycats, they are the descendants of the Senju Crossbreeding and creating a DNA strand that has evolved based purely on the elemental combination ability. Senju hold the ability to manipulate all of the elements in any way to infinite levels, as long as they focus and trait these abilities themselves.
Universal: Creates a Combination Element, a Advanced Chakra Nature (2 Elements), or a Kekkei Tota (3 Elements). This combination costs tokens that does not add to the character cap, and come with Free Jutus of One E/D/C/B/A/S-Rank On the Elements Buy once the DM team approved them. As well, as a minor trait that is based around the elemental combination. (Such as a Ice Advanced Chakra Nature, coming with the Minor Trait of 'All Ice/Water/Wind Jutsu Cause a -2 to Str/Dex Rolls for 1d4 Rounds when they Hit, Rounds Stacking, Negatives never Stacking.') Maximum of 7 Elemental Combinations Per Senju.
[Black Widow Seal] [150 Tokens] After unlocking the power of the Senju, and overpowering the seal that was locked on her back, she has managed to push herself further. The seal staying calm and still allowing her to access the power that was once within it, and show to her "father" that her power is still there. The seal glows with chakra, and allows her body to push itself to the limits, as she once could. Her muscles flowing with chakra, and her body constantly flowing as the strength she holds along with the Senju chakra, is the strongest she has ever been. Her rage mode still being accesible, and her control over it has become greater. Now that the Seal and her senju chakra have combined, she does not suffer from much effects that are thrown upon her.
RP: User does not physically feel pain or bleed at any point. (Bleeding effects that are given to Miyako via any Ability / Jutsu / Item etc still applies, although the blood itself is not visible.)
Rage Mode Chakra Cost: 15 CP to Activate, 5 CP Per Round Description: Now being able to control her Anger, Miyako is able to push the seal on her back to it's limits. The legs of the spider, moving and forming around her body to touch at her belly button. As this happens, her skin would go pure black as her Iris would expand and cause her eyes to go pure black. Two large wings made of skin and blood would move from her back and look like fallen angel wings. Her movements would become extremely fast and almost to the limit of impossible to match. Her strength would increase as the damage she does is quite high, almost to the point where most jutsu can kill. The damages to her body during this is quite extreme, so using it can also be quite deadly to Miyako herself. PvP Effect: The CP 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.
Last edited by [Developer] Darui on Wed Nov 21, 2012 6:54 pm; edited 4 times in total
[Information] By combining her Fire and Earth Elements, Miyako is able to push the two into one, and create molton lava in an instant. Within her mouth, the chakra of the two can form to create streams and numerous different effects. She is also able to push the fire outwards and blend her chakra into the ground to create numerous effects. The lava is extremley hot, and can burn most materials without even trying.
Universal: Yōton (Lava) Element. When a Yōton Jutsu Hits, Target takes 2 Damage for 2 Rounds (Only Rounds Stack) Academy Student: If Yōton Jutsu hits a Target, they suffer -0 to Defensive rolls for 2 Rounds. (Only Rounds Stack) Genin: If YōtonJutsu hits a Target, they suffer -1 to Defensive rolls for 2 Rounds. (Only Rounds Stack) Chuunin: If Yōton Jutsu hits a Target, they suffer -2 to Defensive rolls for 2 Rounds. (Only Rounds Stack) Jounin: If Yōton Jutsu hits a Target, they suffer -3 to Defensive rolls for 2 Rounds. (Only Rounds Stack)
.: Haiton :. 50 Tokens
[Information] The fire within Miyako's breath is able to melt most, and when it is combined with wind, the things she can do is amazing. She is able to make ash from just the wind and the fire she can form, that is able to move within the wind freely. The ash is extremely hot, and when it covers a target, the effects can almost be unbearable. The ash attaching to their skin, even if it is just a little bit, and burns them quite badly.
Universal: Haiton (Ash) Element. When A Haiton jutsu hits, target suffer -2 to Attack rolls for 2 rounds (Only Rounds Stack) Academy Student: If Haiton Jutsu hits a target, they suffer 1 Damage a round , Bypassing All DR, for 2 rounds. (Only Rounds Stack) Genin: If Haiton Jutsu hits a target, they suffer 2 Damage a round , Bypassing All DR, for 2 rounds. (Only Rounds Stack) Chuunin: If Haiton Jutsu hits a target, they suffer 1d4 Damage a round , Bypassing All DR, for 2 rounds. (Only Rounds Stack) Jounin: If Haiton Jutsu hits a target, they suffer 1d4+1 Damage a round , Bypassing All DR, for 2 rounds. (Only Rounds Stack)
.: Futton :. 50 Tokens
[Information] Miyako is well known for her fire capability, but when she combines it with her water Element, the outcome is devestating. The fire and water mix as one, as the heat that the two create is over boiling point. The control she has over this is incredible, as it can either be a stream or even cover a whole area. Getting touched with this can burn a target to the point that their blood would boil, and skin melt.
Universal: Futton (Boil) Element. May Defend as a free action for themselves or others without loosing their turn. Academy Student: Additional 1 Damage to Futton Jutsu that bypasses All DR Genin: Additional 1d4 Damage to Futton Jutsu that bypasses All DR Chuunin: Additional 1d4+2 Damage to Futton Jutsu that bypasses All DR Jounin: Additional 2d4 Damage to Futton Jutsu that bypasses All DR Special Note: Additional 1/1d4/1d4+2/2d4 Damage counts toward the Passive Damage Bonus Cap.
.: Ioton :. 100 Tokens
[Information] Miyako has pushed her body to the limit, Combining her Fire, Earth and Wind elements, she is able to create a mixture of acids and air gasses that can harm a target quite bad. Ioton (Literally meaning Sulfur Release) is known for it's techniques that are hard to dodge, the reason they are hard to dodge is the fact that it is airborn and the gasses move extremley quick. They also cause the effect that near invisible gas surrounds the target and can cause large problems for anyone in the direct area around the target. When using Ioton jutsu the Targets almost instantly start to get harmed from the inside. Each of Ioton jutsu are possible meant to bring death, but with the control over it, Mi can stop this. Ioton has three major forms, which are known as Gasses, Powder and Acid.
Universal: User gains Sulfur Release; all Sulfur Release jutsu get a +2 to the attack roll vs. opponents trying to Dodge. Academy Student: Target suffers -1 to rolls for 1d4-1 Rounds (Min 1), Ioton also cause 1d4 AoE Damage to Enemies. (Does not include Target) Genin: Target suffers -1 to rolls for 1d4 Rounds, Ioton also cause 1d6+1 AoE Damage to Enemies. (Does not include Target) Chuunin: Target suffers -1 to rolls for 1d4+1 Rounds, Ioton also cause 1d8 AoE Damage to Enemies. (Does not include Target) Jounin: Target suffers -2 to rolls for 1d4+1 Rounds , Ioton also cause 1d8+1 AoE Damage to Enemies. (Does not include Target) Note: The penalty to rolls does not stack; if hit with another Sulfur Release jutsu the duration refreshes instead. Note: DoT Sulfur Release Jutsu do not refresh the duration of the penalty to rolls.
Last edited by [Developer] Darui on Tue Nov 20, 2012 10:09 am; edited 6 times in total
Olive = Custom Jutsu Orange = Ninjutsu Blue = Taijutsu Red = Kenjutsu Violet = Medical Jutsu
.: E Rank :.
:Click Here:
Katon: Blazing Red Cannon 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 Jutsu 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
Fuuton: Minor Gust 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 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
Suiton: Water Gun 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 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
Doton: Dirt Path 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 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
Inton: Dark Marble Jutsu Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: Creates a small black marble that flies at the target PVP Effect: 1d4+1 Damage Special Note: Hijutsu available to all Dark element academy students of every village
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
.: D Rank :.
:Click Here:
Katon: Blazing Shuriken Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After a few basic hand signs, the user manifests and throws blazing shuriken straight at their opponent. PVP Effect: 2d4 Damage Special Note: Attack is done with Dexterity Roll Teaching/Learning: Gate System - D Rank
Katon: Sticky Fire Technique Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: After the hand sign sequence, the user shoots a flaming substance that sticks to their target. This fire burns for a short amount of time as is difficult to put out. PVP Effect: 1d4 Damage for 1d4 Rounds Special Note: The May Spend their Turn putting out the Fire Teaching/Learning: Gate System - D Rank
Katon: Gentle Touch Of Fire 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: Dragon Blocks The Path Jutsu Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: The user performs several swift strikes and a burst of chakra bursts forward and projects an image of a fiery dragon between the user and their opponent. PVP Effect: Rank Damage + 1d4 Damage Special Note: Can be used to block, If used to block does 1 Damage Teaching/Learning: Gate System - D Rank
Fuuton: Wind Bullet no Jutsu Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Fires a small burst of wind at the target in a condensed ball form PvP Effect: 1d10 Damage Teaching/Learning: Gate System - D Rank
Fuuton: Wind Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Breaths out a gust of wind at the target PvP Effect: 2d4 Damage Special Note: 1 DR Peirces Teaching/Learning: Gate System - D Rank
Fuuton: Sudden Gust of Wind Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Sends a gust of wind blasting the target backwards PvP Effect: 1d4 Damage. Special Note: On-Hit Target is Unable to Attack on their next Turn. Teaching/Learning: Gate System - D Rank
Fuuton: Flying Kunai Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 + 3 per additional kunai or shuriken thrown RP Description: Uses their wind element to send kunai or shuriken flying at the target. Perfect for those who cannot use taijutsu all that well. PvP Effect: Normal damage and penalties for multiple weapons except the attack roll is made with Wisdom Teaching/Learning: Gate System - D Rank
Suiton: Water Missile 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: Water Wall Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Pulling water from a source the user is able to place a thin membrane of liquid around their hands, moving with speed or strength they can strike against the opponent in a brilliant riposte the liquid travels slowly through the air and often leaves a thin wall like membrane in place PvP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
Suiton: Whip of Water Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 to create + 1 per round maintained RP Description: Uses water to create a whip which is used in the standard fashion PvP Effect: Makes a Water Whip you can use that deals 1d6+1 Damage, Gaining Ninjutsu Bonus Damage Normally to each Attack. Special Note: No Weapon Penalties Teaching/Learning: Gate System - D Rank
Doton: Attacking Plants Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user sends mild tremors into the earth causing roots and rock shards to fly up and rip at the target target's shins and legs. PVP Effect: 1d10 Damage from the cuts and slashing Teaching/Learning: Gate System - D Rank
Doton: Exploding Rock Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels earth chakra into a rock and shoots it at the opponent out of their mouth forming a seal which explodes on contact with the strength of an M80. PVP Effect: 2d4 Damage Special Note: -1 to Blocking this Jutsu Teaching/Learning: Gate System - D Rank
Doton: Wall of Earth 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: Heavy Feet Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user hand signs then raises their arms as earth from the ground raises around the enemies feet, making them move more slowly. PVP Effect: Gives the target -1 to Dex rolls for 1d4 rounds Special Note: Teaching/Learning: Gate System - D Rank
Inton: Shadow Substitution Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user substitutes themselves with an object, appearing as though they explode into shadows. PVP Effect: Standard Substitution Special Note: On Fail Gain +1d4 DR Teaching/Learning: Gate System - D Rank
Inton: Dark Blast Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user summons chakra to their palms and fires a ball of shadows at the foe. PVP Effect: 1d10+1 Damage Special Note: On-Hit causes -1 to Attack/Defense for 1 Round. Teaching/Learning: Gate System - D Rank
Inton: Whirlwind of Shadows Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: A spinning cone of shadows engulfs the user's hand and the user then attempts to slam it into the opponent. PVP Effect: 2d4+2 damage Teaching/Learning: Gate System - D Rank
Chakra Burst Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user forces their chakra to condense in the palms of their hands, once concentrated the user the slaps their hands together creating a sonic cone to emit from their hands toward a target. Upon impact it causes the target to become temporarily deafened and causes their ear drums to bleed PVP Effect: 1d6 damage to target, as well as a -5 to listen rolls , for 1d4 rounds Teaching/Learning: Gate System - D Rank
Chakra Concentration Jutsu Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: The user channels their whole chakra network, and increases the speed. Allowing them to use less Chakra when using jutsu PVP Effect: -1d4+1 CP used on Jutsu for 1d4 rounds Teaching/Learning: Gate System - D Rank
Control Bleeding Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding. PVP Effect: heals target for 1/10th Heal Roll (Max 10) , can be used in battle Special Note: uses up 2 turns, to fully control the bleeding. 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
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
Art of the Black Hand: Dark Strike Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user encases their hands in dark chakra, enhancing their power. PVP Effect: Rank damage +1d4 Special Note: Target suffers a -2 to Defense Rolls for 1d4 Rounds. Teaching/Learning: Gate System - D Rank
Art of the Black Hand: Dark Flight Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user runs towards the target, focusing their chakra to their feet, then they send a kick straight up to the target's jaw, sending a blast of dark chakra into it, and sending the target flying up into the air. PVP Effect: No damage, but The victim is unable to attack for one round, due to their body soaring into the sky Teaching/Learning: Gate System - D Rank
Inton: Ghost Step Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: Emitting a burst of dark chakra the user swiftly moves between the enemies blind spot and strikes, when used to block the user can strike a soft blow to the enemy PVP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1d4 damage Teaching/Learning: Gate System - D Rank
Fuuton: Cyclone Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 3 RP Description: Flipping onto their hands the user channels wind chakra into their feet and begins a rapid spin PvP Effect: Rank damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
Doton: Rock Wall Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: Stomping the ground the user uses their chakra to raise a thick layer of rocks from the earth, using chakra encased hands they kick, punch and push the rocks against the attacker. PvP Effect: Rank Damage + 1d4 Special Note: Can be used to block, when used to block the technique does 1 damage Teaching/Learning: Gate System - D Rank
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
Leaf Whirlwind Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick. PVP Effect: Regular Damage + 2 Damage Special Note: Can be used to block dealing 1d4 damage Teaching/Learning: Gate System – D Rank
Clone Counter Kick Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 + Bunshin RP Description: Used in defense against a “Clone” if it is a clone attacking, the user forms a bunshin behind the clone or person, and sends two kicks at the stomach and back. PVP Effect: 1 Damage Special Note: Destroys a Bunshin/Kage Bunshin Teaching/Learning: Gate System – D Rank
.: C Rank :.
:Click Here:
Katon: Raining Fire Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Completing the hang signs, the user must focus their chakra into their chest and the release it as a fire ball into the air. As the fire ball falls, it breaks down into smaller fire balls and rains upon the target. PVP Effect: 3d4 Damage, Up to 3 Targets Teaching/Learning: Gate System - C Rank
Katon: Burning Ash Cloud Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After the need hand sign sequence, the user blows forth an ash cloud that burns and blinds the target PVP Effect: 4d4 Damage Special Note: Target makes Constitution Check DC 15 or is stunned for 1 round. Teaching/Learning: Gate System - C Rank
Katon: Ignite Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: This jutsu covers the target in a moderate coating of fire, that burns the target quite badly. This is usually learned by most Advanced Genin. PVP Effect: 2d4 Damage Special Note: 2 Damage a Round for 1d4 Rounds Teaching/Learning: Gate System - C Rank
Katon: Phoenix Fire Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After completing a small hand sign sequence, the user breaths forth flaming projectiles at their opponent in an attempt to burn them. PVP Effect: 4d4 Damage Special Note: 2 Damage Next Round Teaching/Learning: Gate System - C Rank
Katon: Dragon Breath Jutsu Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: After performing the necessary hand seals, the user takes a deep breath and breathes forward a large amount of flammable gas. This starts a large and dangerous fire around the opponents PVP Effect: 1d8 + 1d6 Damage Special Note: Targets up to 3 Opponents Teaching/Learning: Gate System - C Rank
Fuuton: Great Wind Blast Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: While forming the required hand seals ( 8 ), the shinobi focus' chakra into the palms of both hands. After the seals are formed it takes one second for the shinobi to bring their palms together, then open them. With a thrust of their arms, the shinobi forces the chakra circulatory system to vent chakra through their arms towards the center of their palms. This produces a large blast of non-lethal wind, capable of knocking over anything from a shinobi to a tree PvP Effect: Deals 2d8 damage Teaching/Learning: Gate System - C Rank
Fuuton: Snapping Air Bullet Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A technique where the user gathers air particles into their finger until it shows a small twister on the index finger. The user then covers it with their thumb and snaps at a target. The snap causes a small but fast moving shard of air at the target. The shard can penetrate a normal human body when hit PvP Effect: Unblockable, Deals 3d4 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Wind Arrow Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user molds chakra and breathes in. They then blow out an arrow made of wind, the arrow cannot be blocked but it can be dodged. Since it is made out of wind the arrow is hard to see, only one arrow can be shot at a time. PvP Effect: Undodgable, Deals 2d6 Damage Teaching/Learning: Gate System - C Rank
Fuuton: Violent Wind Twisting Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user performs the hand seals and then applies chakra to their feet. They then spin on their heels a total of three times. Each spin releases a violent burst of air that extends about eight feet out. This burst of air is used to displace incoming projectiles and possibly jutsu, depending on the opposing Jutsu's strength and element. (i.e. water or fire would be easy to disperse versus earth which would be difficult due to weight and density). This jutsu is also used to knock back opponents who come to close to the user. PvP Effect: Wisdom to Defense +2 Special Note: On a Successful Defense vs Taijtusu/Kenjutsu the attacked takes 2d4 Damage. Teaching/Learning: Gate System - C Rank
Fuuton: Wind Explosion Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user begins to pull in the wind around them, and then focuses the chakra into an invisible ring around them. As the wind picks up in speed, the user will send the burst outwards, like that of an explosion to hit those around them. The only drawback to this jutsu is that it has the possibility of also hitting allies closest to them, like that of any other jutsu that has the same drawbacks to it. PvP Effect: Unblockable, Deals 2d4 Damage to up to 3 Targets Teaching/Learning: Gate System - C Rank
Fuuton: Flying Swallow Technique - First Step Jutsu Type: Supplementary Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user channels wind chakra in their held weapons, which must have a containment weapon seal to be affected PvP Effect: The user gains +1 to Attack/Defense Rolls, +1d4+1 to Kenjutsu/Tools Damage Rolls. Lasts for 1d4 Rounds. Teaching/Learning: Gate System - C Rank
Fuuton: Crashing Fist Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description:: Clouds distort as the wind swirls into the shape of a massive fist, the fist then comes smashing down on a single target PvP Effect: 2d4+1d6 Damage Teaching/Learning: Gate System - C Rank
Suiton: Black Clouds Technique 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 the damage of the Fire/Tag used to ignite it +2d8 is dealt. Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Tornado of Water Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Utilizes water to create a spinning water vortex around the ninja. The water acts both as a barrier and attack mechanism. The power of the vortex is enough to knock an opponent unconscious PvP Effect: 2d8 Damage, But if Blocked by Target they still suffer 2d4 Damage. Special Note: Can be used to block Taijutsu & deals 1d8 Damage to the Attacker On a Successful Defense. Teaching/Learning: Gate System - C Rank
Suiton: Water Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 3 per round maintained RP Description: Utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The user must keep one hand touching to the prison to keep the target trapped PvP Effect: Holds a target for 1d6 rounds Special Note: Unblockable, Target can escape if they beat a WIS roll against the user’s original WIS roll. Teaching/Learning: Gate System - C Rank
Suiton: Dense Rain Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs then sprays water into the air, the water then falls down onto the battlefield. The water is sticky and heavier than normal PvP Effect: -2 to dodge for 1d6 rounds up to 1d4 targets Special Note: Teaching/Learning: Gate System - C Rank
Suiton: Poison Needle Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs as a small portion of water turns purple. At the users command the purple water then turns into a needle that is launched at the opponent PvP Effect: 1d6 Damage for 1d4 rounds Special Note: Teaching/Learning: Gate System - C Rank
Doton: Rolling Earth Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user does the hand seals as their earth chakra into their palms as they slam it to the ground, Causing the ground to rumble. The target losses their balance as they stumble around trying to stay standing up PVP Effect: -2 to all rolls for 1d4 rounds Teaching/Learning: Gate System - C Rank
Doton: Earth Pillar Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs and brings forth a sharp earth pillar from the ground PVP Effect: 2d8 Damage Special Note: Can be used defensively with a WIS roll. User gains +1 to their roll and inflicts 1d8 damage to any Taijutsu attack blocked Teaching/Learning: Gate System - C Rank
Doton: Raining Stone Bullets Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user hand signs and scoops a handful of rocks from the ground then throws then into the air. They then stop in the air and shoot down towards the enemy PVP Effect: 2d6 up to 1d4 targets Teaching/Learning: Gate System - C Rank
Doton: Armor of Stone Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 2 per round maintained RP Description: The user performs a small seal chain, as the ground below them would begin their whole cover in a hard stone PVP Effect: Extra +3 DR vs. HP Dmg, for 1d6+1 rounds but gets -2 to DEX Rolls Special Note: May be canceled Early Teaching/Learning: Gate System - C Rank
Doton: Earth Prison Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 + 3 per round maintained RP Description: Hand signs and sticks their hand into the ground, the user then summons up the earth around the target, trying to capture him/her in a prison of earth. PVP Effect: Target is held for 1d6 rounds Special Note: Unblockable, Target can escape if they beat a WIS roll against the User's original WIS roll Teaching/Learning: Gate System - C Rank
Doton: Underground Projection Fish Technique 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 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
Inton: Orb Of Darkness Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Forming some hand signs, the user engulfs the entire area in darkness making it difficult to see, and react. PVP Effect: -2 to rolls for 1d4 rounds. Special Note: Unblockable Teaching/Learning: Gate System - C Rank
Inton: Shadow Talon Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user concentrates chakra to their finger tips, they then fire a blast of chakra from both hands at the target, each take the form of a talon. PVP Effect: 4d4 Damage Teaching/Learning: Gate System - C Rank
Ninpou: Acid Spit Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user uses their chakra to spit an acidic liquid on the target, burning them and eating their skin PVP Effect: 2d8 damage to the target Teaching/Learning: Gate System - C Rank
Chakra Absorption Technique Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The users hand glows blue, as a beam of chakra hits a single target. The beam drains some of the Targets Chakra and replenishes your own PvP Effect: Drains 2d6 cp from your target, and returns it to your own CP Pool Special Note: May be used twice per battle only Teaching/Learning: Gate System - C Rank
Chakra Concentration: Legs Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user focuses their chakra into their legs, giving them greater speed and dexterity for a certain amount of time PVP Effect: +1d4 to DEX rolls for 1d4 rounds Teaching/Learning: Gate System - C Rank
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
Art of the Black Hand: Black Comet Blast Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user's hands become engulfed in dark chakra, and the user does a two hit combo, one punch to the stomach and one uppercut. PVP Effect: Rank damage +1d6 +1 Teaching/Learning: Gate System - C Rank
Art of the Black Hand: Fall of the Sparrow Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user appears above the target as they fly through the air, and sends several chakra infused kicks down at the target. The target is then given one final kick, sending them spiraling back to the ground. PVP Effect: Rank damage +1d6, Target stunned or until hit for 1 Round. Special Note: This may only be used as a collaboration with "Art of the Black Hand: Flying Sparrow" Teaching/Learning: Gate System - C 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
Leaf Great Whirlwind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body. PVP Effect: Rank Damage + 1d6 Damage Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B Rank
Leaf Rising Wind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air. PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Gate System – B 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
Precision Anatomy Strike Jutsu Type: Taijutsu Chakra Cost: 5 RP Description: Targets a specific area on opponents body. When using this from a sneak attack, the user is able to target a specific lethal point and strike at it. PVP Effect: 3d4 damage to target. Special Note: If performed as a sneak attack, it adds +1d6 to the damage. Teaching/Learning: Gate System- C Rank
Herbal Extract Mix Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use. PVP Effect: Heal Mixture: 3d4 + 1/10th Heal Roll (Max 18 to target. Poison Mixture: 1d6 Damage for 1d4 -1 (Min 1) rounds Special Note: Uses one senbon upon use Teaching/Learning: Gate System- C Rank
Deeping Wound Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target. PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds Teaching/Learning: Gate System- C Rank
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Katon: Fire Dragon 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: Fire Blade Missiles Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: This technique is a more advance version of Blazing Shuriken. The user completes the hand sign sequence and then quickly shoots out several flaming shuriken from their hands to strike their opponent PVP Effect: 3d8 +1d4 +1 Damage Teaching/Learning: Gate System - B Rank
Fuuton: Wind Dragon 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: Great Tornado Technique Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Using this technique, the user is able to create a large and very powerful gust of wind resembling a tornado. PvP Effect: 2d10 + 1d6 damage Teaching/Learning: Gate System - B Rank
Suiton: Large Puddle 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 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
Doton: Leaping Tiger Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 Description: Utilizing the natural earth and massive amount of chakra the user can raise a giant earthen tiger and send it crashing at their opponents PvP: 3d8 Damage Teaching/Learning: Gate System - B Rank
Doton: Crushing Bedrock 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
Inton: Dark Dragon Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user molds the dark element to form a large gaping mouthed dragon. It is known as one of the larger dragons of all of the dragon jutsus, with very frightening features. PVP Effect: Deals 3d8 damage to an opponent. Special Note: Unblockable Teaching/Learning: Gate System - B Rank
Inton: Raven Damnation Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: The user creates a shadow-raven which flies at the target, viciously attacking them. PVP Effect: 6d4+4 Damage Special Note: Undodgable 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
Chakra Concentration: Master's Legs Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Focuses massive amounts of chakra to their legs to make them light as air and super speedy. PVP Effect: +1d6 to DEX rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Legs Teaching/Learning: Gate System - B Rank
Chakra Concentration: Master's Core Rank: B CP Cost: 8 RP Description: The shinobi uses their knowledge over chakra to maximize their usage of it, flying through hand signs, control ,and greatly increasing their ability to utilize their jutsu PVP Effect: +1d6 to WIS rolls for 1d6 rounds Special Note: Must Know - Chakra Concentration: Core Teaching/Learning: Gate System - B Rank
Leaf Hurricane Jutsu Type: Taijutsu Rank: B Chakra Cost: 6 RP Description: The user focuses a mass of chakra into their legs, and charges the opponent sending an upper kick, bringing them into the air; then jumps into the air and send a high assault of round house kicks. PVP Effect: Rank Damage + 2d6 Damage, On Hit Target rolls Con DC: 20, On fail Physical stunned for 1 round or until Hit. Teaching/Learning: Gate System – B Rank
Tool Storm Jutsu Type: Taijutsu Rank: B Chakra Cost: 10 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 Twenty more in order to create a barrage of agony. PVP Effect: Tool Damage + 5d4 Special Note: Uses a single tool of user’s choice Teaching/Learning: Gate System – B 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
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
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
Bone Mending Jutsu Type: ninjutsu Rank: B Chakra Cost: 8 RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties. Due to the extreme focus needed for this jutsu, it can't be done in battle. PVP Effect: Heals target for 3d8 while mending target's broken bones. Teaching/Learning: Gate System- B Rank
Cherry Blossom Impact Jutsu Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Due to their extensive knowledge of chakra control, a medical shinobi can focus their chakra into their hands and use it to strike an opponent. PVP Effect: Adds +1d8 damage to Taijutsu attacks, and Grants +2 to Strength/Dexterity Rolls for 1d4+3 rounds. Special Note: Teaching/Learning: Gate System- B Rank
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Yōton: Lava Spit Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The easiest of Miyako's Yoton jutsu, is her lava spit. Forming a single seal, she can spit it at her target, and it will only burn them a minimal amount. PVP Effect: 2 Damage to target and 1 Damage (Bypasses DR) for 1d4 rounds afterwards Special Note: If used multiple times on the same target, only Rounds stack. Created By Miyako Senju
Yōton: Lava Tool Type: Ninjutsu Rank: D Chakra Cost: 2 / 4 RP Description: Miyako forms a Tool made out of Lava, and then flings it at the target. This is easily done, and she can form more then one tool at a time. Depending on what tool, she may have to use more chakra. PVP Effect: Follows Tool Rules. Kunai / Shuriken / Senbon cost 2 CP per tool, and do an additional 2 damage to each tool. Windmill shuriken cost 4, and may only through one, also doing an extra 1d4 damage. STR Damage does not apply Special Note: Created By Miyako Senju
Yōton: Lava Whip Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Using her lava, she would pull a stream of lava and harden it slightly, allowing her to use it as a weapon. Spinning on the spot, she would move the lava around and hit anyone she wishes too. PVP Effect: 2d6+1 Damage to a maximum of 3 Enemies Special Note: Created By Miyako Senju
Yōton: Lava Dragon Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: With a few handseals, Miyako is able to push a large amount of lava and chakra from her mouth to form into a large dragon. The dragon would move, and launch straight towards a single target, burning them greatly and doing quite a bit of damage. PVP Effect: 4d6 Damage to a single target Special Note: Unblockable Created By Miyako Senju
Yōton: Lava Lamp Type: Ninjutsu Rank: A Chakra Cost: 5+2 per globe RP Description: Miyako's favoured technique is her Lava Lamp. Using her chakra, she forms a few seals and the forms a circle around her mouth. With quick breaths, she shoots out several globes of lava towards her targets, which can either burn them greatly or she can shoot them at walls to create exits. The lava burns the wall quickly, before resealing itself after the user and anyone else she wishes to escape is gone. PVP Effect: Four Seperate attack rolls, one for each globe. The globes can target anyone. Each globe does 2d6 Damage Special Note: No more then two globes may be aimed at a single target. Created By Miyako Senju
Yōton: Erupt Type: Ninjutsu Rank: S Chakra Cost: 25 RP Description: Miyako pushes herself to the limit, forming a long seal chain, she would tilt her head back. Pushing her chakra thorugh her throat, a large amount of lava would shoot out and cover the whole battlefield, hitting every enemy on the field and leaving Miyako and her allies unharmed. PVP Effect: 7d6 Damage to every enemy on the field. Special Note: May only be used twice a fight. Created By Miyako Senju
Haiton: Ash Cloud Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: By simply pushing out a simple breath, a cloud of simple ash would flow outwards and into her targerts body. PVP Effect: 1 Damage for 1d4 Rounds Special Note: If used multiple times on the same target, only Rounds stack. Created By Miyako Senju
Haiton: Ashed Claws Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: Miyako forms claws made of her burning ash on her hands, which are hardened with her chakra. Jumping forward, she would send two quick attacks to her target to damage and burn them at the same time.. PVP Effect: Dual Small Weapon Rank Damage + 1d4 Created By Miyako Senju
Haiton: Ashed Clone Type: Ninjutsu Rank: C Chakra Cost: 3 + 2 per round Maintained RP Description: Miytako forms a clone made out of her ash. The ash forms to create the coloring, and almost impossible to tell the two apart. They don't attack, but ar instead used for decoys.. PVP Effect: Forms a clone. May have two clones out at once. When Attacked with one clone, Attacker must roll 1d4. 1-2 is Miyako, 3-4 is Miyako. When Attached with two clones, Attacker must roll 1d6. 1-2 is Miyako, 3-6 is Clones. If the attacker hits a clone, they take 2d6 damage from the ash exploding on them. Special Note: May only ever have a mximum of two clones. If having two clones, and one is killed, follows one clone rules. May not make another clone until both are destroyed. Note: Full area AoE jutsu destroy the clones and still hit Miyako. Melee AoE jutsu may also, depending on the placement of the clones. Created By Miyako Senju
Haiton: Ash Dragon Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Pushing her lungs to their llimit, Miyako is able to exhale a large amount of ash that forms into a large dragon. The dragon spins around her, before launching towards a target and strainght into a target. PVP Effect: 6d4 Damage to a single target Special Note: Unblockable Created By Miyako Senju
Haiton: Ash Step Type: Ninjutsu Rank: A Chakra Cost: 10 + 2 CP for extra People RP Description: Miyako covers herself in chakra, and quickly dispurses her body into thousands of ashe particles. These particles float away in the wind, and move to another spot quite quickly. If used out of battle, she is able to move her body, and others, around the world but not to a great extent. PVP Effect: +3 To Dodge Roll. May use this to defend for multiple people if AoE jutsu is used, without sacrificing turn. If used to Escape, Gains +5 to Escape roll, may be used on multiple people aswell. Special Note: Allows use of Flight Widget Note: Allies must consent to being effected by this jutsu if used to escape from battle. Created By Miyako Senju
Haiton: Mad World Type: Ninjutsu Rank: S Chakra Cost: 25 RP Description: Miyako forms a few handsigns, before sending out a large amount of Ash to cover the battlefield. The ash forms around, and covers the whole field causing problems for anyone in the battle, and also slowly choking them. PVP Effect: For 1d6+1 rounds, The Battlefield is covered in ash, Everyone on the batlefield (apart from Miyako) takes -3 to all of their rolls (Atk / Def / Damage etc), and suffers 1d6+1 damage per round that bypasses all DR. Special Note: May not be used more then twice a battle. Created By Miyako Senju
Futton: Concentrated Ball Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: Miyako as able to form a small ball of her concentrated boil, before flinging it straight at a target, causing them to burn quite badly. PVP Effect: 1d4 Damage, pierces 3 DR. Special Note: Created By Miyako Senju
Futton: Piercing Wisp Type: Ninjutsu Rank: D Chakra Cost: 3 RP Description: Forming a single seal, Mi would hold it around her mouth. Doing this, she shoots out a thin beam of the futton which pierces straight into a target, Burning the skin on contact. PVP Effect: 2d4 Damage, If Blocked, still deals half total damage Special Note: Created By Miyako Senju
Futton: Over Boil Type: Ninjutsu Rank: C Chakra Cost: 6 RP Description: Mi focuses her futton onto a targets body, and allows it to enter. Doing this, she is able to push it into their blood and boil it to the limit that it will slowly damage them over time. PVP Effect: 1d4 Damage for 1d4 Rounds, Bypassing All DR. If used on a target with HP regen, they do not gain it while this jutsu is activated on them. Special Note: If used multiple times on a target, Rounds stack, Damage does not Note: Boil Release's damage bonus only applies to the first instance of damage the target suffers. Created By Miyako Senju
Futton: Boil Dragon Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Taking a deep breath, she forms a large dragon made purely of the futton in her lungs. Doing this allows her to create a dragon that can burn over time, and also cause great damage. This is probably her deadliest dragon. PVP Effect: 2d8 Damage + Target takes 1d6 Damage for 1d4 Rounds afterwards. Special Note: If blocked, Target doesn't take Initial 2d8 Damage, but still suffers the Damage over time. Created By Miyako Senju
Futton: Boil Armor Type: Ninjutsu Rank: A Chakra Cost: 12 RP Description: Miyako covers her whole body with a thin layer of her Futton, embued with an amount of chakra. Doing this, she is able to allow herself to take more damage, and even Damage anyone that hits her. PVP Effect: 1d6+2 rounds. User has an additional 6 DR vs. HP damage (Which counts towards Jutsu Cap) and does 2d4 Damage to anyone that hits them with a Close range jutsu. Special Note: When the initial rounds are up, user may pay an additional 5 CP to gain another 1d4 rounds. This may only be done once. Created By Miyako Senju
Futton: Melt Type: Ninjutsu Rank: S Chakra Cost: 15 + 3 per Round RP Description: Taking a large breath, Miyako would blow out a large amount of her Futton which covers the battlefield. Since it is basically clear, only she knows it is there. She is able to push her chakra into the air, and increase the heat to near unbareable around her enemies.. PVP Effect: All Enemeis on field must roll a Dodge roll. If failed, they take 2d8 Initial damage then 1d8 Damage per round for 1d6+1 rounds. This Damage bypasses all DR. Special Note: Miyako may not attack while this is active, she may use defence jutsu and Enhancement jutsu as normal, but may not use Offensive. She can end the jutsu early. At the end of the jutsu, she takes 1d4 Damage per round it was active, due to exhaustion. Special Note: Unblockable Created By Miyako Senju
Senju: Replinish Type: Ninjutsu Rank: D Chakra Cost: 3 + x RP Description: Using her chakra, she forms a seal and then places her hand to another person. Her chakra would flow down her hand, and through her fingertips into the person she placed her hand on. Practically giving the person Mi's chakra. PvP Effect: Target Gains X amount of Chakra as stated in Chakra Cost. X is the amount that Mi wishes to give, but this cannot be more then 15. The Chakra Cost (3) is not included in the given amount. Special Note: Chakra cost reduction does not apply to this jutsu. Created by Miyako Senju
Senju: Quick Shift Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Mi is able to quickyl cover herself in chakra and move herself out of the way from an incoming attack. This can be done in the blink of an eye, and is easily done when she needs it to be. PvP Effect: Dodge+2. May be used while Physically stunned, due to not need handseals but does not gain the additional +2. May not be used while Mentally stunned. Created By Miyako Senju
Senju: Chakra Overload Type: Ninjutsu Rank: A Chakra Cost: 15 RP Description: Miyako would slide her feet apart, and ground herself as she pushes her chakra to it's limit. Echoing outwards, her chakra would burst quite badly, and a shockwave would echoe outwards to hit anyone in the area. PvP Effect: All enemies must make a dodge roll. If failed, they take 2d8 HP and CP damage. After all damage is calculate, Mi restores 1/4 of the Total CP damage done Only. Special Note: Unblockable Note: Maximum of 10 CP restored. Special Note: May only be done once a fight. May also be taught to Non senju, but is learnt at S rank Gate with A rank CP Cost. Created by Miyako Senju Removed the "Only I can teach it" because if you teach it to someone it makes no sense that they can't, even though they're good enough to USE it. Established a maximum chakra return, to make the cost actually a cost.
Senju: Dragon Army Type: Ninjutsu Rank: S Chakra Cost: 15 + 3 per dragon RP Description: Miyako strives herself with the amount of dragon jutsu she can use, and has even pushed herself to learn how to use multiple at times. This being called her ultimate jutsu, she pushes herself to her limit, and expands a large amount of chakra. The chakra forms, and creates numerous dragons, each taking the form of one of her elements. These dragons rage and move quickly, to attack their targets. PvP Effect: Miyako forms her elemental dragons. Each dragon is considered a seperate attack roll, and may target whoever. The damage is what the Elemental Dragon does. No single target may be struck by more then two dragons. Bonus Damage is ONLY added once per target. Special Note: User cannot user chakra for 1 day after using this jutsu. Special Note: If used out of battle, user does not suffer the Chakra use negative, or damage due to RP Effect. Create by Miyako Senju
Ioton: Gassed Punch Type: Taijutsu Rank: E Chakra Cost: 2 RP Description: Miyako covers her fist with a thin layer of her Ioton gas, and launches at a target. As she hits, the gas would move and go inside the target damaging them further then just a punch. PVP Effect: Rank Taijutsu + 2 Damage Special Note: Created By Miyako Senju
Ioton: Powered Cover Type: Ninjutsu Rank: D Chakra Cost: 2 RP Description: Using her Ioton, she creates the powder in her hand before blowing it out in a gust of wind to cover a target. As she does this, the fumes and burning sensation would cause them a delayed pain. PVP Effect: 2 Damage for 1d4 Rounds that bypasses all DR Special Note: Created By Miyako Senju
Ioton: Acid Needles Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: Forming alot of her Acidic Ioton in her mouth, she would spit it out quite quickly. The acid would form needles and shot towards the target at an accelerated speed to pierce into the target and burn them. PVP Effect: 2 Seperate Attack rolls, Each dealing 1d6+1 Damage. Special Note: Can only be one target Created By Miyako Senju
Ioton: Sulfur Dragon Type: Ninjutsu Rank: B Chakra Cost: 8 RP Description: Miyako would close her mouth, before blowing out her Ioton to form a large dragon. This dragon would have the main characteristics of the three types of her sulfur, causing it to be near black. The dragon would roar and launch straight at a single target.. PVP Effect: 2d8 Damage. On a hit, the target takes 1d6 damage for 1d4 rounds. Special Note: Unblockable Created By Miyako Senju
Ioton: Sulfur Pit Type: Ninjutsu Rank: A Chakra Cost: 10 + 3 Per Round Maintained RP Description: Creating a large pit in the gorund, she would fill it up with sulfur. This allows her to do any of her sulfur jutsu with ease, and also possible cause more damage if needed. It also has a gas the echoes out, causing damage to anyone that gets to close. PVP Effect: 1d6+1 rounds, Miyako gains +2 to Ioton Jutsu, +1d4 to Damage on Ioton Jutsu and -3 CP use on Ioton Jutsu. (THis stacks to Jutsu bonus) Also, anyone that attacks miyako at a close range suffers 1d6 Damage that bypasses all DR due to the pit. Special Note: Only useable once per fight Special Note: Cost reduction may not apply to Sulfur Pit's maintenance cost. Created By Miyako Senju
Ioton: Gas field Type: Ninjutsu Rank: S Chakra Cost: 15 + 5 Per Round Maintained RP Description: Miyako takes a large breath, exhaling a huge amount of her Ioton gas over the battlefield. As she does this, the gas would begin to enter into the enemies body and slowly eat them from the inside out.. PVP Effect: All enemies must roll a block agains this (Covering Mouth / Blowing it away) If Failed, they suffer 1d6+2 Damage for 1d8 Rounds. This is not effected by DR, and does not gain any Bonus Damage. Miyako may only use taijutsu while this is activated. Special Note: May be ended early. At the end of the rounds, Miyako takes 1d4-1 (Min 1) for however many rounds it was activated, that bypasses her DR. Special Note: Undodgeable. Created By Miyako Senju
Last edited by [Developer] Darui on Tue Nov 20, 2012 10:11 am; edited 4 times in total