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The Naruto Text Based Role Playing Game
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 Post subject: Techniques
PostPosted: Thu Nov 18, 2010 12:54 am 
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Joined: Tue Mar 13, 2018 7:26 pm
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In order to learn techniques, a character must undergo the required training to master them. This training is regulated by a system based on word counts, which increase in amount with each successive rank. A player may type these words out (in the form of actual practice of a technique in any given post), or may pay Character Points (see the Character Points system for more details) in their place.

Any given player can choose the method by which their character will learn a technique (though, when learning from others, the development that a character will undergo in order to learn a technique will be more nuanced); whether by trial-and-error or by a careful planning of the character's chakra control, nature, and shape transformation for the of the technique, as long a character meets the required word count and has the essence of training in their post, then the character can learn the technique.

Whenever a character trains a technique, that character's player must use the Character Update board (and the Update Template) to submit the training for approval.

Word Count
  • E-Rank: No word requirement
  • D-Rank: 50 words
  • C-Rank: 100 words
  • B-Rank: 200 words
  • A-Rank: 300 words
  • S-Rank: 500 words

Note: If you are either a genin or a chūnin, you are elegible for instruction in the training of techniques by a sensei of jōnin or higher rank. This method of training halves the word count needed to learn a technique.

Techniques and Character Rank

Genin and Chūnin: Genin, as a result sitting at the bottom of the skill totem pole, are unable to learn A and S-rank techniques unaided. Genin cannot learn A-ranks unless they are taught by another character (a mentor of some sort; usually a sensei or another high-ranking shinobi of their village), possess at least Proficient Wisdom, or possess at least 5,000 Total Character Points. Neither Genin nor Chūnin are able to learn S-ranks without a mentor, at least Masterful Wisdom, or at least 7,000 Total Character Points. These conditions are also delineated under the Wisdom guidelines in the Attributes thread and on the Character Points page under the Character Points Perks.

Custom Techniques: In addition to the proper rank, a character must possess a Minor in any given Fighting Style for which they would like to create custom techniques. To create custom techniques of S-rank, a character must possess a Major in that Fighting Style. This restriction is always referenced by the Minor and Major ranks in each Fighting Style on the Fighting Styles page.

Starting Techniques: Characters start with techniques from each from each Fighting Style that either the Fighting Styles or origin that they possess would grant them, up to their rank. For genin, this is all D-Rank techniques and below; for chūnin, all C-Rank techniques and below; for tokubetsu jōnin, all C-rank techniques and below, as well as all B-rank and below for their designated Fighting Style of expertise; for jōnin, all B-Rank techniques and below; for ANBU, all A-Rank techniques and below; for Kage, all S-Rank techniques and below. This perk is also noted at the top of the Fighting Styles page.

 Post subject: Re: Techniques
PostPosted: Fri Feb 05, 2016 4:53 am 
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Unranked and Re-ranked Techniques

A number of techniques either received no rank in canon, or were ranked according to factors that are not taken into consideration (or at least taken under different consideration) on the site. In these circumstances, Staff have assigned or re-assigned ranks to these techniques, and have listed them below. Additionally, several techniques were assigned prerequisite conditions. In these circumstances, Staff have noted their given (or re-assigned) rank, and the prerequisite conditions in parentheses next to their ranks. Note that while techniques that require a certain rank in a Fighting Style or that require an element will be noted, parent techniques will not (despite still being prerequisite to learning the technique).

Bukijutsu (Weapon Techniques):

Bijūjutsu (Tailed Beast Techniques):

Fūinjutsu (Sealing Techniques):

Genjutsu (Illusionary Techniques):

Ijutsu (Medical Techniques):
  • Body Pathway Derangement - A-Rank (requires Lightning Release; can be broken after a post of concentration by targets with Ijutsu Specialist or Epic Wisdom, and after two posts of concentration by targets with Ijutsu Major or Masterful Wisdom)
  • Chakra Enhanced Strength - B-Rank
  • Chakra Scalpel - C-Rank (another level of mastery can be trained for a B-Rank amount of words; the range of the scalpels will then increase to a maximum of one (1) meter)
  • Dead Soul Technique - B-Rank (requires a corpse)
  • Healing Resuscitation Regeneration Technique - A-Rank (requires four (4) participants to use; the Fūinjutsu Fighting Style is required to learn the technique, but only one of the four participants (1/4) need know the technique)
  • Poison Mist - B-Rank (requires at least Chemistry Major)

Kenjutsu (Sword Techniques):

Ninjutsu (Ninja Techniques):
Doton Ninjutsu (Earth Release Ninja Techniques):

Fūton Ninjutsu (Wind Release Ninja Techniques):

Hi-Godai Ninjutsu (Non-Elemental Ninja Techniques):

Katon Ninjutsu (Fire Release Ninja Techniques):

Raiton Ninjutsu (Lightning Release Ninja Techniques):


Suiton Ninjutsu (Water Release Ninja Techniques):

Nintaijutsu (Ninja Body Techniques):

Taijutsu (Body Techniques):

Storage and Reference

The techniques listed below (if and when they are listed properly, which they are not necessarily) are listed only for temporary reference. Eventually, all bloodline and Hiden techniques will migrate onto an appropriate clan's registration on the Bloodline Registration board.

Senju Jutsu [Wood Release]

Kurome Clan Jutsu (Jiton)
Iron Sand

Hōjin Clan Techniques [Lava Release] -

Hiden Clan Techniques

Nara Clan Jutsu -

Hourglass Clan Jutsus - Regular Sand Branch
Hourglass Hierarchy -- Satetsu Branch (Iron Sand) -

Yamanaka Clan Jutsu -

Akimichi Clan Jutsu -

Kidōmaru's Spider Hiden/KKG

Last edited by Zei Houjin on Sun Jul 02, 2017 2:33 pm, edited 2 times in total.

 Post subject: Re: Techniques
PostPosted: Fri Feb 05, 2016 4:55 am 
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Joined: Tue Mar 13, 2018 7:26 pm
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Attribute Boosting

Below are the general guidelines for trying to balance the various increases a technique may end up giving to a character's stat based on its rank. These increases to stats are generally referred to as "boosts". Boosting a stat via technique has its limits, with higher ranked techniques obviously having stronger effects. All canon boosters are balanced with these guidelines in mind, so keep them in mind when designing custom boosters as well. That isn't to say that a technique can't deviate, given other balancing factors, but in general, this guideline should be a help.

E: None
D: Total +1 Advs across stats (max +1 in any one stat*)
C: Total +3 Advs across stats (max +2 in any one stat*)
B: Total +5 Advs across stats (max full tier boost in any one stat*)
A: Total +7 Advs across stats (max full tier +1 in any one stat*)
S: Total +9 Advs across stats (max full tier +2 in any one stat*)

*(boosters with boosts in only a single stat currently have 1 less total boost, but that stat is 1 higher than the standard cap for that rank, so CES at B-Rank is full tier +1 in Str, distributing 4 advantages, not 5, but it is able to distribute 4 advantages into a stat, rather than 3. Also, er, note that C-Rank still ends up with a tier with this, breaking the rule a bit more.)

Diminishing Returns

Upon reaching certain tiers in a stat using a booster, boosts begin to reduce in effectiveness, representing the minimal amount of improvement a lower ranked technique can have on already impressive stats. The tier in which this occurs is determined by the rank of technique (note that it applies from the start of that tier forward, including for a technique that boosted to that tier (though it will not reduce the boost below that tier). It does not apply to other techniques stacked below it). At that tier, each individual boost provided by that technique is reduced by the corresponding number advantages listed below, also determined by the technique’s rank. A boost can be reduced to 0, but cannot be reduced below 0 (exceptions including Styles such as Goken and Arhat which will always give at least a Minor Advantage).
  • At Masterful, each boost given by a D or C-Rank is reduced by 1 advantage.
  • At Epic, B boosts are reduced by 1, C and D reduced by 2 (if any).
  • At Legendary, A boosts are reduced by 1, B reduced by 2, C and D reduced by 3 (if any).
  • At Godlike, A boosts are reduced by 2, B reduced by 3, C and D reduced by 4 (if any). Remember that stats cap at Godlike w/ a Major Advantage anyway.

Example: A character has boosted to Proficient w/ a Major Advantage in Strength and Reflexes with the C-Rank Strong Fist. They then use the C-Rank Leaf Great Whirlwind which grants +2 advantages in Reflexes and +1 advantage in Strength. Strength improves to Masterful. Reflexes would improve to Masterful w/ a Minor Advantage, but as a C-Rank, its boosts are reduced by 1 advantage starting at Masterful. So it also only boosts Reflexes to Masterful. If the character instead had Masterful in those stats and used the same boost, Strength would not be improved and Reflexes would only gain a Minor Advantage. If you have any questions regarding the ways boosting works, please contact a member of Staff to help explain the process.


There are four categories of stat boosts that are possible.
  • Boosts granted by Fighting Styles, special abilities (SAs), or that are explicitly stated to go first (usually things that don't have diminishing returns/rank)
  • Boosts that are continuous but not permanent, being gained from certain techniques (for example, the boosts granted by Lightning Strike Armor and Earth Release: Earth Spear)
  • Boosts granted by Physical Styles such as Gokenryu/Strong Fist, etc.
  • Boosts that are only granted for a specific movement or purpose (for example, the boosts granted by the Body Flicker Technique or Leaf Whirlwind).
  • Boosts granted by items.
Boosts stack in the order presented above, reiterated below:
First are applied boosts granted by fighting styles or special benefits, or those that are explicitly stated to go first.
Second are applied continuous, nonpermanent boosts.
Third are applied boosts granted from Physical Styles.
Fourth are applied boosts for a specific purpose.
Five are applied boosts granted by items.

This topic is going to contain the information about what canon techniques give what boosts, as well as canon techniques that have been modified to fit optimally into this site.

If you feel that a technique should be added then PM a Global Moderator about it.

If the Global Moderator has not replied that "The technique has been taken up for discussion" within 48 hours you may PM another Global Moderator.

It usually helps to PM those that seem to be online around the time you are to send the PM.

Stat Boosts for Techniques:

Style of the Strong Fist
Name: Strong Fist Style
Japanese: 剛拳流 (Gōkenryū)
Rank: C
Type: Taijutsu, Fighting Style
Sub-type: Offensive
Notation: Strong Fist
Description: A hard body taijutsu style originating from Konoha, the Strong Fist has become a popular school and now sees widespread use. Many of its techniques reference its origin, though some schools may omit or alter the “Leaf” title from their names. It is a brutal and physical style that focuses on solid impacts, the mangling of organs through external force, and the delicious sound of breaking bones. Long and hard hours of both mental and physical dedication are required to use this style, and as such those proficient in its intricacies strike fast, hard, and brutally accurate blows to their opponents.

This style grants +1 advantage to Strength, Reflexes, and Coordination to strikes while in use for a D-Rank stamina upkeep.

Dynamic Entry | Dainamikku Entorī (D-Rank) Grants +1 Advantage to Reflexes for the leap and Strength for the impact.

Leaf Gale | Konoha Reppū – (D-Rank) Grants +1 advantage to Reflexes for the kick.

Leaf Whirlwind | Konoha Senpū – (D-Rank) Grants +1 advantage to Reflexes for the kicks.

Leaf Drop | Konoha Otoshi (D-Rank) Grants +1 advantage to Strength for the heel drop.

Double Dynamic Entry | Daburu Dainamikku Entorī – (C-Rank) Uses Dynamic Entry (and its boosts). Requires two users, and if both kicks connect, treat the knockback as if Strength had been granted a full tier boost instead. D-Rank cost each.

Leaf Great Whirlwind | Konoha Daisenpū – (C-Rank) Grants +2 advantages to Reflexes and +1 advantage to Strength for the kicks.

Leaf Rising Wind | Konoha Shōfū (C-Rank) Grants +2 advantages to Strength and +1 advantage to Coordination for the kick.

Lion Combo | Shishi Rendan – (C-Rank) Grants +2 advantages to strength for the initial kicks, which increases to a full tier for the final falling kick.

Shadow of the Dancing Leaf | Kage Buyō – (C-Rank) Grants +2 advantages to Reflexes for the kick and +1 advantage to strength to help launch the target into the air. The user then moves quickly enough to match the velocity of their ascending target, provided the kick was successful.

Leaf Coiling Whirlwind | Konoha Tsumuji Senpū (B-Rank) Grants 1 full tier to Reflexes and +2 advantages to Strength for the kick. If used in collaboration with an ally and both kicks land, treat inflicted damage as if Strength had been granted a full tier and +1 advantage higher instead. Requires Leaf Strong Whirlwind.

Leaf Strong Whirlwind | Konoha Goriki Senpū – (B-Rank) Grants 1 full tier to Reflexes and +2 advantages to Strength for the kick.

Leaf Great Flash | Konoha Daisenkō – (B-Rank) Grants 1 full tier to Strength and +2 advantages to Reflexes for the kick.

Leaf Rock-Destroying Rise | Konoha Kaiganshō (B-Rank) Grants 1 full tier and +1 advantage to Strength.

Style of the Gentle Fist
Name: Gentle Fist Style
Japanese: 柔拳流 (Jūkenryū)
Rank: A-Rank Complexity; C-Rank Activation Cost
Type: Taijutsu, Fighting Style
Sub-type: Offensive, Defensive, Supplementary
Notation: Gentle Fist, Hiden: Hyūga Exclusive
Description: A graceful taijutsu style that can be like a flowing river or steadfast like the mountain. The Jūken is intended to be utilized along with the Byakugan kekkei genkai and the Chakra Needle Technique to strike and lock down opponent's tenketsu with well placed displays of pinpoint strikes. Even those who lack the Byakugan can use this style to cause internal damage shoving foreign chakra into the target’s body.

This style grants +2 advantages to Coordination and +1 advantage to Reflexes to strikes while in use for a D-Rank stamina upkeep.

NOTE: Contrary to what the wikia says, the basic Gentle Fist style does not possess the ability to destroy any and all chakra-based substance.

Jūken Sub-Techniques
Gentle Fist: Tenketsu Needle | Jūken: Tenketsushin – (E-Rank) Used to surgically inject chakra into the opponent to cause internal damage or lock down tenketsu. See the clan page for effects per strike.

Eight Trigrams Sixteen Palms | Hakke Jūroku Shō – (D-Rank) Grants +1 advantage to Reflexes for the strikes. Can attempt up to 16 strikes.

Palm Bottom | Shōtei – (D-Rank) Grants +1 advantage to Reflexes for the thrust.

Water Needle | Mizu Hari – (D-Rank) Requires Suiton.

Eight Trigrams Thirty Two Palms | Hakke Sanjūni Shō – (C-Rank) Grants +2 advantages to Reflexes and +1 advantage to Coordination for the strikes. Can attempt up to 32 strikes.

Gentle Fist Art One Body Blow | Jūkenhō Ichigekishin – (C-Rank)

Eight Trigrams Empty Palm | Hakke Kūshō – (B-Rank)

Eight Trigrams Palm Revolving Heaven | Hakkeshō Kaiten – (B-Rank)

Eight Trigrams Sixty Four Palms | Hakke Rokujūyon Shō – (B-Rank) Grants a full tier to Reflexes and +2 advantages to Coordination for the strikes. Can attempt up to 64 strikes.

Eight Trigrams Empty Wall Palm | Hakke Kūhekishō – (A-Rank) Costs a B-Rank each if used by two collaborating users.

Eight Trigrams Mountain Crusher | Hakke Hasangeki – (A-Rank)

Eight Trigrams One Hundred Twenty Eight Palms | Hakke Hyaku Nijūhasshō – (A-Rank) Grants 1 full tier +1 advantage to Reflexes and a full tier to Coordination for the strikes. Can attempt up to 128 strikes. Reflexes and Coordination is dropped by a tier after attempting this technique. (recovery time possibly based on con)

Gentle Step Twin Lion Fists | Jūho Sōshiken – (S-Rank) Strikes are treated as if hit by an increased Strength, granting a full tier and +1 advantage to strength. Technique lasts until concentration is broken. Drains a D-Rank per hit, unless used with rapid strikes (16 Palms drains a C-Rank total, 32 Palms drains a B-Rank total, 64 Palms drains an A-Rank total, 128 Palms drains an S-Rank total).

Protecting Eight Trigrams Sixty Four Palms - TBD
Chakra-Enhanced Strength
Name: Chakra-Enhanced Strength
Japanese: チャクラ強化の強度 (Chakura Kyōka no Kyōdo)
Rank: B
Type: Ijutsu, Taijutsu Style
Sub-type: Offensive
Notation: Chakra-Enhanced Strength
Description: A technique requiring fine chakra control and concentration, where the user focuses chakra into their hands or feet and releases it with pinpoint timing when landing a strike. Massively improving the power of the user's taijutsu gives the illusion of greatly enhanced strength. Tsunade created the concept of this technique to intimidate enemies and keep them at bay while she healed injured ninja.

Grants a full tier and +1 advantage to Strength with strikes, requiring a B-Rank amount of chakra per hit. Cannot normally be stacked with other styles (make a custom instead). Can benefit from Ijutsu cost reductions but not Taijutsu's (as it uses chakra).

Heavenly Foot of Pain | Tsūtenkyaku – (C-Rank) Grants a full tier to Strength for the heel drop.
Heaven Spear Kick | Tensōkyaku – (B-Rank) Grants a tier and +1 advantage to Strength for the kick.
Cherry Blossom Impact | Ōkashō – (C-Rank) Grants a full tier to Strength for the impact.
Full Blossom: Cherry Blossom Impact | Mankai: Ōkashō – (B-Rank) Grants a tier and +1 advantage to Strength for the impact.
Puppet: Spring Punishing Strike | Kugutsu: Haruchūgeki – (A-Rank) Grants a tier and +2 advantage to Strength for the impace. Requires assistance from a Kugutsu user using Skillful Achievement with a Human Body, which also grants the user speed in accordance with that technique.
Arhat Fist
Name: Arhat Fist
Japanese: 羅漢拳流 (Rakankenryū)
Rank: C
Type: Taijutsu, Fighting Style
Sub-type: Offensive
Notation: Arhat Fist
Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches often augmented with the user's own incredible strength. Users of this style are known to be able to easily defeat their opponent in a minimal number of hits, sacrificing speed and accuracy of attacks in favor of raw strength capable of wrecking havoc.

Grants +2 advantages to Strength with strikes while in use for a D-Rank stamina upkeep. Requires stability on the ground to remain in use.

Rising Knee: D-Rank. Strength +2 adv. A strong knee strike in which the user puts his weight behind the blow, often sending the target into the air. Can create an opening for the Tokken.
Tackle Charge: D-Rank. Strength +2 adv. Requires to charge for at least 1m. If the user charges for at least 5m ahead of time, Strength gains an additional advantage. A straight shoulder tackle preceded by a slight charge.
Crushing Palm: D-Rank. Strength +2 adv. A strong palm strike with the user's weight behind it. This technique has some extreme impact penetration power.?
Rising Impact Palm: C-Rank. Strength +1 tier. An extremely strong rising palm strike in which the user makes his/her own body like a spring, uncoiling it to almost full extension just as the strike lands, intended to send an opponent flying.
Pressure Palm: C-Rank. Strength +1 tier. Using a combination of ones own strength and the strength of gravity, this downwards directed palm-thrust is strong enough to rupture the ground in a large radius.
Boulder Strike: B-Rank. Strength +1 tier +1 adv. A punch in which the whole momentum of the body has been thrown in behind, this technique can easily shatter boulders, pulverize bones, and cause other such nastiness upon a successful hit.
Other Taijutsu
Falcon Drop: D-Rank. Strength +2 adv for holding the opponent still. Damage based on surface and gravity and crap. Neck snapping, skull crushing force, almost regardless of Strength.
Disturbance Taijutsu: A-Rank. Reflexes and Coordination +1 tier. All who view it are treated as having a tier less precog against predicting its attacks. (had tracking). Kumo.
Reverse Beheading: C-Rank. Coo +1 adv and Reflxes +2 adv.
Crescent Moon Beheading: B-Rank. Reflxes +1 tier. Coo +2 adv.
Deception Beheading: D-Rank. Reflexes +1 adv.
Flame Beheading: B-Rank. Requires Katon and Chakra Flow.
Mist Beheading: B-Rank. Distraction gets +1 adv to Reflexes for D-Rank each. Falling thrust gets +2 adv to Reflexes for C-Rank.
Crescent Moon Dance: A-Rank. Reflexes, Coo, Str +2 advs. -2 adv tracking against peeps.
Dancing Blade Risk: I don’t know for now
Nadeshiko-Style Deep Crimson Dance Performance: C-Rank. Grants Reflexes and Coordination +2 advantages for the rapidity of the barrage (and to draw the kunai), but Coordination receives no boost for accuracy.
Dance Performance: Second Step: B-Rank. Grants +1 tier and +1 advantage to Reflexes for the spin, but 1 tier to Reflexes and Coordination for the rapidity of the barrage (and to draw the kunai), but Coordination receives no boost for accuracy.
Body Flicker Technique | Shunshin no Jutsu – (D-Rank) Grants a full tier boost to Reflexes. Restricted to unidirectional movement for the dash.

Afterimage Clone – (C-Rank) Uses the Body Flicker (and its boosts). The effect of this technique is negated if an opponent can effectively track the user.
Pressure Points of Harm and Death: B-Rank. No cost. Grants +1 tier to Stamina. Lasts 3 posts, followed by -2 adv to Stamina for three posts. Usable once per topic.
Transparent Escape Technique: B-Rank. This technique renders the user invisible, but it must be activated while unobserved. If the user moves at a higher than Poor speed, it is ineffective and must be recast when the conditions for the technique are met once again.

Replacement Technique | Kawarimi no Jutsu - (E-Rank) This is a technique that anyone who has been through the Academy can perform. The technique works by creating an illusionary distraction that the user has replaced themselves with, causing the enemy to target the distraction instead of the user. The technique is prepared ahead of time, and then at some point afterward is activated to replace the user with the distraction object. The user then reveals their true location (which must be somewhere they could reach) and can respond from there. This technique is usable once per topic. This is high-speed movement more akin to the Body Flicker technique than actual teleportation. The effect feels like teleportation because the enemy is distracted during it, and stating where and how you are traveling is not necessary (although one may be asked to clarify if a particular movement seems impossible). Using this technique reactively generally has negative consequences, as it would naturally take longer to set up your distraction and may not have time to do so while a fireball is heading straight at you. While your Substitution is prepared, remember not to use any techniques that would give away your location, such as a lightning bolt erupting from the wrong space.
Earth Release: Fist Rock Technique: C-Rank. Strength +1 tier +1 adv. No contact.
Rock Armor: B-Rank. Con +1 tier, Strength +2 advs. No upkeep.
Earth Release: Whac-a-Mole Technique: B-Rank. Trained to pop out of the ground, strike an enemy, and return to the ground before their target can react, the user is able to whack multiple targets located around the battlefield in quick succession. Grants Reflexes +1 tier and +1 advantage.
Earth Release: Hardening Technique: B-Rank. Con and Str +1 tier. Con has no effect against Raiton. Reflexes reduced by a major advantage. B-Rank cost and C-Rank upkeep.
Earth Release: Earth Spear: B-Rank. Con +1 tier. Str +2 adv. Con has no effect against Raiton. B-Rank cost and C-Rank upkeep.
Nadeshiko-Style Hardliner Gale Fist: B-Rank. Produces a shockwave, and strikes with the user’s Strength, granting it +1 tier. Nintaijutsu.
Nadeshiko-Style Hardliner Revolving Cut: B-Rank. Grants the user +1 tier and +1 adv to Strength for the falling kick. Nintaijutsu.
Lightning Release: Lightning Strike Armor: B-Rank. Reflexes +1 tier and Coo +2 advs. B-Rank cost and C-Rank upkeep, and requires concentration, lasting until struck. Requires Kenjutsu?
Water Release: Rising Water Slicer: A-Rank. Attack slices through rock and wood regardless of rank.
Lava Release
Lava Release Armor: B-Rank. Con +2 Advs. B-Rank cost and C-Rank upkeep. Intense heat and crap.
Armor of Sand: A-Rank. Constitution +1 tier +2 adv. -2 adv Reflexes, increasing to a tier if hit with the sand becomes drenched. Oh also the sand starts to break away at the point of impact after taking a serious hit (what level?). A-Rank cost with C-Rank upkeep.
Lightning Release Armor
Lightning Release Armor: Stage 1: A-Rank. Grants +2 advantages to Strength, and a full tier boost to Reflexes and Constitution. A-Rank activation with a C-Rank upkeep. B-Rank Wind can pierce and disable the armor. (or all boosts equivalent with higher upkeep?)
Lightning Release Armor: Stage 2: S-Rank. Grants a 1 tier boost to Strength, and 1 tier +1 adv to Reflexes and Constitution. S-Rank activation with a B-Rank upkeep. A-Rank Wind can pierce and disable the armor. (or all boosts equivalent with higher upkeep?)
This jutsu's nature is extremely erratic and wild, making it incredibly hard to control properly - this property causes the user's chakra to spike uncontrollably (which opposing Water Release may be capable of taking advantage of) and makes it impossible to perform any Ninjutsu, Genjutsu or Fuuinjutsu above the rank of D, effectively making Taijutsu and Nintaijutsu the only things able to be done smoothly. In addition to this, the user is also unable to use any element other than Lightning since the field of Lightning chakra completely dominates the user's chakra network when used. The chakra covering him actively attempts to dissipate foreign chakra that comes into contact with it, while this may be helpful, it also prevents an ally's jutsu from effecting them - such as medical techniques; that are of lower rank, severely reducing their effectiveness. The user can jumpstart the jutsu into its second stage without having to go through the first, though they would need to have trained the second stage beforehand.
LRA Taijutsu
Lariat: A-Rank. Strength full tier +2 adv.
Double Lariat: A-Rank. Strength full tier +2 adv. Two users. If both hit, +2 Adv.
Elbow: C-Rank. Strength +1 tier.
Guillotine Drop: B-Rank. Strength +1 tier +1 adv.
Liger Bomb: S-Rank. Strength +2 tiers.
Lightning Oppression Horizontal: B-Rank. Strength +1 tier. Reflexes +2 adv.
Lightning Oppression Horizontal Chop: A-Rank. Strength +1 tier +1 adv. Reflexes + 1 tier.
Lightning Straight: A-Rank. Reflexes +1 tier +2 adv.
Multiple Shadow Clones


One can make a specific amount of Shadow Clones based on their Stamina by spending 30 points of chakra. This technique can only be enacted by those with at least an Epic Stamina.

The 30 points of chakra expended are used to create a number of clones with an additional pool of chakra to share.

Epic – The user can spread a pool equal to half their remaining chakra points among as many clones as they like (minimum 1 point per clone)

Legendary – The user can spread a pool equal to their remaining chakra points among as many clones as they like (minimum 1 point per clone)

Godlike – The user can spread a pool equal to one and a half times their remaining chakra points among as many clones as they like (minimum 1 per clone)

These clones are identical to the user and have clones of their equipment (though special equipment does not have its unique abilities cloned). They do not gain additional chakra points for the user’s Fighting Styles, should that be available to the user. Clones created in this fashion do not need to pay an activation cost for techniques already active on the original when they are created, though they must pay upkeep.

For the Tajū Mokubunshin (Multiple Wood Clones Technique) it is the same system, though note - there must be an appropriate amount of foliage available to actually create the clones. To know Tajū Mokubunshin one must know Tajū Kagebunshin as well as the Mokubunshin techniques.
Secret Technique: Mist Rain

This technique costs an S-Rank amount to initiate, and an upkeep of B-Rank per round afterward, to a maximum of 3 rounds per activation.

Kirisame causes external chakra manifestations of a different signature than the user's to dissipate into the environment. What does this mean? Well, here's a short list of some of its effects on certain types of techniques.
  • Elemental Ninjutsu: Cannot be created in Kirisame, nor manipulated. Existing elements formerly created by chakra are unaffected. E.g. A standing Earth-Style Wall, water left behind by a Suiton, etc. Assuming chakra is not maintaining its form.
  • Clones: Cannot be created in Kirisame. Existing solid clones are not affected or destroyed by the rain.
  • Bijuu Cloaks/LRA/etc: These are affected by Kirisame, but due to the constant outflow of chakra, their boosts stay in effect, albeit at half the usual numbers.
  • Chakra Flow Weapons: Counts as external. Rendered useless by Kirisame.
  • Summoning: The instantaneous summoning of creatures is unaffected.
  • Fuuinjutsu: Somewhat of a case by case basis. Seals in place will not just unravel, though activating their effects may not work.
If its raw external chakra, its screwed.

Kirisame vs. Kirisame
If two Kirisame are used in direct opposition, their effects will cancel each other's out. However, a Kirisame cannot be activated when already within the rain+mist of another Kirisame, as it falls under the category of Elemental Ninjutsu: "cannot be created in Kirisame."
Eight Gates
Eight Gates Technique:

This technique advances as the user learns to open the Eight Inner Gates, starting with the first.

The first of these Gates allows a 1 tier increase (maximum Epic) to Strength, Reflex, and Constitution.

The second Gate allows this technique to immediately refresh 50% of the user’s spent Stamina, but no other statistical increase.

The third Gate allows the user to regenerate from a wound due to the increased blood flow and chakra release (does not need to be immediately used upon entering this gate, but can only be used one time per activation).

The fourth Gate allows the user to increase their stats again, by another tier (maximum Legendary).

The fifth Gate allows an additional 50% refresh to spent stamina, with no additional statistical increase.
The sixth Gate allows the user to exert their Strength in a 10 meter radius as constant “pressure”, making it difficult to stand or move – this actually reflects in a negative to opponents’ within this range Reflex and Coordination equal to the difference between the user and the opponents’ Strength*.

The seventh Gate allows previous statistical limits (Legendary) to be surpassed and now go to Godlike – in addition, another 1 tier increase to Reflex, Strength, and Constitution are allowed, and the “pressure” range increases to 20 meters.

In the Eighth Gate, all limits are surpassed – even that of Godlike (though not beyond 1 tier past it), and an additional 1 tier increase to Reflex, Strength, and Constitution.

The technique can be active with as little or as many Gates as the user knows. However, the technique cannot go backward in power without deactivating completely – once one advances into the Eight Gates Mode, there is no turning back.

Drawbacks - This kind of power doesn’t come without its drawbacks. No matter which gate is open, a minor disadvantage to Constitution is incurred every post - keep in mind this is more like a meter running, or hit points running out, rather than actually making the person less durable. In addition, a minor disadvantage to each physical stat per gate opened (up to 7, or 2 tiers + 1 minor disadvantage) is incurred for as long as the gates were open. If open for more than five rounds, this damage is permanent and must be retrained at half the original value. If a stat is increased to Legendary or Godlike via this technique, the damage to that stat is permanent no matter how long the technique was active.Taijutsu Specialists take only half this permanent damage (though suffer the same temporary damage). If a medical major or better assists in the recovery, it may be retrained at quarter the original CP value. The penalty for the Eighth Gate is death, of course.

The CP values for learning the Inner Gates are as follows:

1st Gate - 100 CP

2nd Gate - 150 CP

3rd Gate - 200 CP

4th Gate - 250 CP

5th Gate – 300 CP

6th Gate – 350 CP

7th Gate – 400 CP

8th Gate – 450 CP

Total Experience – 2,200

As a special note, a Taijutsu Specialist can halve these experience values.

*For example, if the user's Strength is Masterful, and the target's Strength is Average, a two-tier penalty is applied to the opponent's Reflexes and Coordination. This can be mitigated through Strength-boosting techniques on the part of the opponent at any time.
Body Revival Technique
Body Revival Technique: Stage 1: S-Rank. Grants regenerative capabilities similar to Yin Healing Wound Destruction, and can be used to fake a dead or catatonic state. S-Rank activation with a A-Rank upkeep.
Body Revival Technique: Stage 2: S-Rank. Grants a 2-advantage boost to the user's Strength, Constitution, and Reflexes, as well as the regenerative capabilities of the first stage. S-Rank activation with a S-Rank upkeep. The user appears to become larger and much more well-muscled. If the user is particularly old, their hair might regain any lost colour and grow (if they were balding).
As with LRA, the user can jump-start the technique into its second stage without having to go through the first, though they would need to have trained the second stage beforehand. Contrary to claims made by the technique's user in the Bonds movie, this technique does not negate or reduce the penalties of the Gates' activation (though it may be used to compensate for the Gates' aftereffects).
Mind's Eye of the Kagura
S-rank Activation - Costs little to no chakra to keep up. This technique detects chakra up to 12km with anything beyond 10 km being increasingly fuzzy and diffuse and as such harder to locate or measure. This manifests in game mechanic as a way to detect chakra signatures in the same land subforum (for example, if one were in Shumatsu, they could detect a chakra signature in a different topic in Shumatsu, but not in Central Hi no Kuni or Tanzan - as always this is subject to staff approval). If focused upon a single person, it can easily detect when someone might be lying (though not the nature of the lie, nor the truth) via fluctuations in their chakra, and per usual detect if themselves or another is in a Genjutsu. If the same focus is given in a combat situation, the technique provides a one tier increase in Wisdom for the purposes of precognition, but only against that single target. While this bonus is in effect, their sensory range also becomes the norm for their Sensory FS level, rather than the previously mentioned 12 km. During this technique, all chakra signatures within their normal Sensory FS range can be tracked by amount (percentage of chakra remaining and their current Stamina stat).

 Post subject: Re: Jutsu Information
PostPosted: Fri Feb 05, 2016 4:58 am 
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Restricted Techniques
While not completely unavailable for use, these techniques cannot be learned by any conventional means. Staff must grant any character the ability to train these.

Distinguished Heavenly Gods - Unassigned
Earth Spider Style: Forbidden Life Technique Release: Creation of Heaven and Earth - Unassigned
Eye Mind Reading - Unassigned
Limelight - Unassigned
Magic Lantern Body Technique - Unaassigned
Sage Art Wood Release: True Several Thousand Hands - Unassigned
Sage Mode - Unassigned
Spirit Transformation Technique - Unassigned
Wood Release: Wood Human Technique - Unassigned

 Post subject: Re: Jutsu Information
PostPosted: Wed Sep 27, 2017 9:54 pm 
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These techniques are Monk and Samurai exclusive, and can be learned as a regular jutsu by anyone of the corresponding origin.

Samurai have access to the following origin-exclusive techniques listed on the Naruto wikipedia: Samurai Sabre Technique, Flash, Rupture, Dancing Blade Risk, and Chakra Shockwave Slash.

Name: Iaido
Rank: B
Range: Close
Type: Kenjutsu
Sub-type: Offensive
Elemental Affinity N/A
Notation: Samurai exclusive
Handsigns: Requires a sheathed blade.
Lore/Flavor: Known as the Art of the Quickdraw, mastery of this technique is said to be available only to those who have practiced the art a thousand times. Those who master this technique are said to rival Mifune’s Iai Beheading. It is the art of drawing your sword, striking with it, and immediately resheathing your blade.
Description: The art of Iaido is the pinnacle of a samurai’s excellence. It is used to counter the ninjutsu of a shinobi, in the sense that a quick Iaido strike is able to interrupt ninjutsu. Within close range, a samurai may make an Iaido strike against an opponent. If that opponent has Coordination less than or equal to the samurai’s, any handsigns they make are interrupted. Each Iaido strike is finished by resheathing the blade after the strike is made. During use, Iaido gives a one-tier and a minor advantage boost to Coordination. At Epic, this boost is reduced to a full tier. At Legendary, this boost is reduced to a major advantage.
Drawbacks: Each Iaido strike requires the blade to be sheathed, meaning you cannot have a drawn blade to use it, and it is required to be sheathed after the strike, meaning your blade is not drawn for immediate self-defense after the strike. A non-samurai learning this technique must pay a 100 CP fee, which does not count towards your ACP.

Monks have access to the following origin-exclusive techniques:

Name: Sohei
Rank: B
Range: Close, Mid
Type: Taijutsu
Sub-type: Offensive
Elemental Affinity N/A
Notation: Monk exclusive
Handsigns: N/a
Lore/Flavor: Known as the Projection of the Self, this technique was developed to strike true at any opponent's weaknesses, regardless of their durability.
Description: The art of Sohei is the offensive pinnacle of a monk’s training. It is a strike that sends a shockwave forward from the hand, up to twenty meters in distance, making it effective when striking someone directly, or attacking them at a distance. Attacks from Sohei lower the target's Con by a tier for the purposes of taking that particular hit. Sohei grants a one-tier and minor advantage bonus to strength for a single strike. At Epic, this boost is reduced to a full tier. At Legendary, this boost is reduced to a major advantage. A non-monk learning this technique must pay a 100 CP fee, which does not count towards your ACP.
Drawbacks: N/a

Name: Raigou: Senjusatsu (lit. Welcoming Approach: Thousand-Arm Murder)
Rank: A-rank, A-rank upkeep
Range: 5m
Type: Buddhism
Sub-type: Offensive
Elemental Affinity: N/a
Notation: Open Buddhist technique
Handsigns: The user takes a monk stance, with their left hand making a semi-ram handsign, and with the right hand facing down with the palm parallel to the ground.
Lore/Flavor: Projecting their spirit outwards, which assumes the shape of a Kannon, or "Mercy Goddess", the Senjusatsu is one of the most icononic Buddhist techniques. The Kannon generally has a calm and tranquil golden visage, but when the user's emotions are distorted by something such as anger, its appearance can change. When angry, the Kannon can appear as a red-faced oni, when scared, it can appear as a purple-colored yokai, et cetera.
Description: The technique creates a floating, many-armed spirit Kannon behind the user. The statue remains stationary behind the user, who must also remain mostly stationary while using this technique. The technique creates a five-meter radius around the user, from which the Kannon can attack. The user is able to move within this radius, but must constantly hold their hands in the proper stance. The Kannon is able to materialize its fists to attack targets within the five-meter radius. Shortly after appearing and attacking the target, the hands disappear. The Kannon, as a projection of one's own spirit, is able to preform a certain amount of punches and strikes per post. This number is based on the user's Wisdom (via deep understanding of the spirit), or Reflexes (through physical training). At Poor, the statue can make two attacks per post. At each tier beyond that, the number of strikes doubles. This means four strikes at Average, all the way to one hundred and twenty-eight strikes at Godlike. These strikes are preformed at the user's Strength (modified by any continuous but non-permanent boosts, but not by other boosts), with an A-rank boost provided by the technique itself. This translates to a four advantage boost to Strength, reduced to a three advantage boost to Strength after Legendary.
Drawbacks: While the Kannon itself is not physical, but spiritual and ethereal, the Kannon's materialized fists are physical and can be blocked and interacted with. If the user is forced to move out of the Kannon's area of effect, or if the user's stance is broken, the technique immediately ends. That means, for the technique to function, the user must remain completely stable within the area of effect. The Kannon is also only able to materialize its fists within five meters of the user, meaning that long-ranged attacks can prove very effective when this technique is maintained; as the user cannot move without breaking the technique, and yet cannot attack them from so great a distance away.

 Post subject: Re: Jutsu Information
PostPosted: Sun Mar 04, 2018 11:21 pm 
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Cursed Seals

Note: Below is the default system for curse seals based off of Orochimaru's Juuinjutsu. Custom curse seals may use their own drawbacks, training. But the progression remains the same.

Developing a Cursed Seal: It's fairly simple to develop a Cursed Seal, all you need to do is get a significant amount of DNA from one with the Nature KKG, and study the DNA and how the Nature Clan generates its power (This is done IC obviously). Then with the corresponding level of FS you can develop up to the following ranks in Juuinjutsu (Cursed Seals), which has a set maximum amount of raises in a rank:

Fuuin Minor -> D/C -> 2/3 raise (with a maximum of 1 raise per stat)
Fuuin Major -> B/A -> 4/5 raises (with a maximum of 2 raises per stat, cannot exceed Legendary)
Fuuin Specialist -> S -> 6 raises (with a maximum of 2 raises per stat, cannot exceed Legendary)

Which stats are raised and by how much are determined by the recipient when applied. Once chosen, they cannot be changed.

Applying a Cursed Seal: Once you've studied the DNA and developed your Juuinjutsus or trained some old ones, you implant these seals into your victims/subjects. This requires PCs to be captured or volunteered for experimentation. After implanting them with the seals, and studying its affect on the PC, you gain +25% on the success rate of the seals, until you reach 100 in all the ranks. The starting success of the ranks is as follows: D-Rank: 75%, C-Rank: 50%, B-Rank: 25%, A-Rank: 0%, S-Rank: -25%.

Once the patient has received the curse seal, a BoD will roll a 100 die to determine the outcome of the Curse Seal. Honestly, these won't work every time, so be prepared for the worst result when taking the risk. A 100-sided die will be rolled, with the result indicating success or fail with the implementation of the curse seal(Ex: If you have a 25% chance of success, 1-75 will result in failure, 76-100 will result in success). A natural 1 is always a failure, regardless of success chance. If you obtain a natural 100 then you are automatically bumped to Level 2 of Stage 1 as a result of flawless implementation.

"Well, what happens if it fails? Do I just automatically die?"

Worry not, another dice is rolled to determine the consequences. This time, a ten-sided roll will be used with the following chart below:

  • 1: Death! The seal has not responded well within the body, and as a result has killed the receiver completely.
    2-3: The curse seal failed, but you're not dead. This comes at a severe cost though, the receiver has completely and permanently lost their bloodline (if they have one).
    4-6: The receiver has been deformed! A part of their body will permanently remain transformed. However, it is not as it seems. The defective part is thus weakening the rest of the body, and while they may exhibit slightly increased strength and such, overall, their timing, speed, stamina, and reactions with the transformed area will be hindered severely. (Decreases to be decided on a case-by-case basis, speak to Staff for help in figuring out your circumstances)
    7-10: The seal is effectively a failure. The receiver will never be able to advance to the 2nd stage of the Curse Seal, and when using it will exhibit a 50% chance of the seal taking control(Speak to Staff about rolling to determine when this occurs). The seal, while it may grant you a bit of power, is literally eating away at the body. Your immune system is barely able to stand it, and over time it will severely weaken you and when used more than 5 times in your lifespan, will kill you.

Training a Cursed Seal: Congratulations if this part of the guide applies to your character, you have gotten yourself a legitimate cursed seal! After a three post coma, you will awaken with the full bonuses of your Stage 1 of the Cursed Seal for a short time (five posts), but right after it'll recede and the training process can begin. This first activation kinda spoils you and makes your character crave the desire to achieve that powerful state once more. From there, you begin training to awaken your curse's full power. The training is as follows:

Stage 1:

  • Level 1: Starting Level. Grants recovery of a minor advantage in stamina during use(see drawbacks for explanation of "recovery"). May use for up to 3 posts. User paralyzed for 3 posts after usage, followed by a 2 post period of a major disadvantage in stamina.

    Level 2: Requires 750 CP(Character Points) to be invested in the seal. Grants half of the raises in the maximum amount of the Curse Mark's rank as well as a recovery of a major advantage in stamina during use. May use for up to five posts. User is paralyzed for 1 post after usage, followed by a major disadvantage in stamina for 4 posts.

    Level 3: Requires 1500 CP to be invested in the seal. Grants the full raises for the Curse Mark's rank, and during use the user recovers the full tier of stamina. May use for up to 10 posts at a time. Paralysis effect negated. Major Disadvantage in stamina for 5 posts after use.

Stage 2:

To reach Stage 2, one must actively spend 500 UCP(Unspent Character Points) into the seal to allow its evolution. These CP do count towards your ACP! The user must also spend a post or two explaining the evolution of the seal to its next stage.

Once the user has successfully evolved, they will immediately emerge again spoiled from the incubation period, for they will receive the full power of Stage 2 for 3 posts, before being knocked into the training process again. One should note performing this process could drastically change the players personality, so far it's been seen that it twists the user into the dark end of the alignment spectrum. Upon this success the following training process will begin:

  • Level 1: Obtained upon spending the 500 CP mentioned above. Grants Full stat raises + additional ability (this could be things like flight/jutsu enhancement/etc.), as well as a minor advantage in all physical stats. May use for up to 3 posts. Followed by a 5 post penalty of a tier debuff in stamina and constitution.

    Level 2: Requires 2500 CP be invested in the seal. Grants full stat raises + additional ability, as well as a major advantage in all physical stats. May use for up to seven posts. For ten posts after the seal was used: a tier debuff in stamina and a major disadvantage in constitution is applied.

    Level 3: Requires 3500 CP be invested in the seal. Grants full stat raises + additional ability, as well as a major advantage in all physical stats. The user can now utilize instant stat raises to specific portions of the body. Stage 2 may now be used for ten posts maximum. For five posts after usage: Major disadvantage in stamina and constitution. Available only to Perfect Seals (A rank and higher).

"What does it mean to 'invest' CP into my seal?"

In order to invest CP into the seal, you have a choice: Rather than placing obtained CP after the acquisition of the curse seal into your TCP(in order to move towards higher levels of CP perks), you may instead invest that CP into the curse seal. You are still able to spend it on everything else(as per usual); it simply counts towards advancement of the curse seal rather than counting towards obtaining CP perks from a higher TCP. As an example, imagine Bob Uchiha has 200 UCP, 6000 TCP, and has obtained a curse seal. Afterward, Bob does a 10-post social topic that nets him 100 CP. He chooses to invest in the seal. Bob Uchiha now has 300 UCP, 6000 TCP, and 100 invested CP into the curse seal.

Drawbacks of a Cursed Seal: A base stamina of at least Proficient is required to be able to access a cursed seal's power. Upon acquisition, a full tier of your stamina is stored in the seal. You still technically have that full tier in stamina, but it is stored away in the seal instead of your chakra supply, and can only be "recovered" during the Cursed Seals usage(for example, if you had Masterful Stamina normally, you would calculate your chakra usage while not using the curse seal as if you only had Proficient Stamina). Usage of a typical Cursed seal influences the user's personality, causing them to grow darker and more cruel. This is something we expect to see in the portrayal of the character.

Also, it causes you to feel drawn to the person who sealed it into you. A connection is formed in which you can be more easily manipulated by the sealer(this is represented by a tier penalty in wisdom when around that sealer in terms of handling manipulation). Other drawbacks are listed alongside training and application above. Finally, the Cursed Mark will force itself to activate when your stamina drops to less than 25%, in which the drawbacks may perhaps kick in at the worst time(unless you spend 1 Will point in that topic to force the mark to recede).

 Post subject: Unsealing Fuinjutsu
PostPosted: Sun Apr 29, 2018 5:27 pm 
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Unsealing opposing Seals is based on a mixture of your aptitude with Fuinjutsu and your level of Wisdom. The higher your proficiency in Fuinjutsu (Minor, Major, Specialist) the better at unsealing you will be. When dealing with seals created by someone who is less adept than you are, you may always immediately succeed in unsealing their Fuinjutsu. A Specialist can always unseal the seal of a Major, likewise a Major can always unseal the seal of a Minor.

Should the level of Fuinjutsu between Unsealer and Sealer be equal however, the Unsealer will succeed if they have higher Wisdom. Should the Unsealer's Wisdom prove to be lower however, they may not immediately Unseal the opposing Seal. This does not mean the Seal is invulnerable however. Every 72 hours spent studying a Seal garners a Tier Advantage to Wisdom for Unsealing that particular Seal, up to a Two-Tier Advantage. Should this still not be enough to break the Seal, numbers can also help out. For each Fuin Minor that helps you break a seal, add a Minor Advantage to Wisdom. For each Major, add a Major Advantage, and for each Specialist, add a Tier.

Seals created in specific relation with other seals receive a Wisdom bonus for Unsealing a Seal of that type. For example, using Five Element Unseal against a Five Element Seal will provide an additional Tier bonus to Wisdom for Unsealing.

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