The Secret Scroll of Techniques
The Secret Scroll of Techniques
General
Level 1
Effect: By using this technique, the user creates one or more duplicates of himself. The
clones stay near you and disappear when attacked. The clones appear by the user's side
and cannot stray more than 100 feet away from the original. The duplicates look exactly like
the user, but they cannot speak or perform any action that requires having a body, like lifting
an object or attacking a creature.
A clone's Defense is 10 + the user's size Modifier + Dex modifier + half the user's class
bonus. A clone does make noise when it moves and it has no scent. They cannot perform
any action that requires concentration and, of course, cannot perform any Techniques.
Effect: The user covers himself in a thin layer of chakra, allowing him to use stealth without
the need for a surrounding that conceals him. However he has to remain completely still for
as long as he maintains this Technique. While in effect, he gains a +4 bonus on Stealth rolls.
Effect: This technique is taught to most students of the academy, minus those that can't or
won't use Ninjutsu. Using this technique, the user assumes the form of a creature of the
same size category as he is or smaller. He may freely designate the specifics of his new
form (such as height, weight, hair texture and color, skin tone, etc.). In this new form, the
user keeps his hit dice and special abilities, but does not gain any of his new form's
extraordinary, supernatural or spell-like abilities other than its natural weapons and cannot
change his voice. He keeps his own ability scores, levels, hit points, allegiance, base attack
and save bonuses, but they are adjusted accordingly as per his new size category (if any
change occurred).
In this new form, the user can use all his extraordinary, supernatural and spell-like abilities
unless they use a limb or body part that he does not currently possess in his new form. He
can create equipment, natural weapons or simply make it so that his new form carries the
same equipment as he does, but cannot create something overly complicated or that
requires chakra (no mastercrafted objects, no advanced weaponry, paper bombs,
summoning scrolls, etc) and is not automatically proficient in them; any part of the body or
piece of equipment that is separated from the whole reverts to its true form. He cannot use
any technique of any type unless his new form allows him to, but is still capable of speech
even if his new form would not usually be. Even in his new form, he retains his own creature
type and does not gain any immunities he would with another (such as vermin's immunities
to mind affecting attacks). The new form cannot be smaller than Tiny and he gains a +1
bonus to Deception Checks per level (maximum +15) if he uses the technique to disguise
into another creature. The new form will not provide warmth if he is not clothed.
While in a new form, however, the user cannot perfectly replicate all aspects of his subject
and may only create a passable simile to the naked eye. Transformation cannot replicate
fingerprints and retina, chakra signature, blood type, DNA or the subject's voice well enough
to fool any sort of advanced scanning device.
The user can also use Transformation to transform into an object of his size category or
smaller, but that is no smaller than Tiny. The DC in that case is equal to 10 + the purchase
DC of the object. He cannot transform into advanced weaponry or mastercrafted weapons,
nor can he replicate the effects of an object crafted with chakra (see above).
He may use Transformation Technique to transform his clones, but doing so increases the
skill threshold and performs DC by 3, and costs 1 more chakra per clone transformed. The
range of the technique in this case is 20 feet and affects any clones at the user's discretion
within that range.
When the transformed creature is hit while maintaining a transformation, it must succeed a
Concentration check (DC 10 + damage dealt) or see the technique abruptly end (note that
each step of mastery grants a +1 bonus to this check). A creature that interacts with or
intently observes the transformed creature may make a Will Save (DC 25 or opposed by the
Deception Check) to recognize it as transformed, but will not be able to determine what the
true form of the creature or the user is. Creatures that can See Chakra or See Through
Chakra can make a Will Save (DC 10) to notice chakra moving in an odd pattern around the
user, which will in turn allow the creature to make a Ninjutsu check (DC 16) to identify the
pattern as a result of Transformation.
The user, when performing Transformation, may also spend 1 additional point of chakra to
increase the duration by 10 minutes, up to 10 minutes per level.
Mastery
Each step of mastery in this technique grants the user a +1 bonus to the user's
Concentration check made to avoid losing the technique if damaged.
Effect: This basic Ninjutsu grants the user more freedom of movement. For the instant this
technique is active, the user will gain a +8 bonus to Escape Artist or Dexterity checks to free
himself from bounds or confinement (such as ropes or manacles). To anyone watching the
user it seems as if their body bends around the bindings like slugs form to fit the space
they’re in.
Effect: This basic sealing technique is used as an exercise in many villages and also to
gather information about a battle. The user scribes on the scroll details on the target area,
carefully leaving a space for the sealing symbol.
Upon completion of this technique, the user will permanently scribe onto the scroll the
Name and Element of the last technique used in the area of effect, up to 10 minutes per
level earlier (any later and the user will not be able to seal the Chakra activity). Once the
technique is sealed, it disappears and leave no trace behind, the new "last" technique
being the one that was used after that, and so on.
The technique can only be used to seal an elemental technique and the Perform DC is equal
to 12 + the rank of the technique (A rank 4 jutsu, for example, would be DC 16). The skill
threshold increases by 1 every 2 ranks of the sealed technique. A character with the ability
to Sense Chakra may concentrate for a full-round and detect the user's Chakra Signature (or
the one he had when sealing the technique) on the scroll.
After successful usage of this technique, the scroll will be unusable, as it is no longer
blank. If there was no elemental technique in the area of effect or the technique were used
too long ago, the "blank" kanji will appear instead of the seal and the scroll will be
ruined.
Material Focus: One blank scroll.
Ninja Art: Air Current Detection Technique
Tags: Ninjutsu
Lvl: 1 Rank: D-Class LDC: 15
Time: 1 Standard action
Components: C, H
Range: Personal Duration: Instant
Saving Throw: None
Chakra Cost: 1
Effect: As long as the subject is able to feel the current of the wind at, at least 3 mph, he can
cast this technique and instantly know True North and the exact direction of the wind.
Level 2
Effect: The user substitutes himself with another object of approximate size that he can lift
with his carrying capacity, found in his general area. This allows him to effectively replace
himself with a chakra construct and use this technique to either create a Diversion or Avoid
an Attack.
The construct left behind is a fair likeness of the user and can pass inspection at first glance
(Taking a standard action and succeeding at a DC 15 Perception check is required to tell
that the construct is a fake).
Diversion: The user replaces himself with a construct that appears in his square, while he
may move up to 30 feet away or his current land speed (whichever is lower). The construct
can follow a single, simple command that may be any single of the following: Stay still, run,
walk, eat, sleep, swim, and jump. The construct will follow the command for up to 3 rounds,
until dismissed or it comes in contact with a physical object of any kind, no matter how light.
The replacement cannot spring a trap unless the object used can potentially do so (ie, a log
might trigger a pressure plate trap). The replacement does not evade, dodge, block, and is
not capable of sentient thought, nor is it capable of performing any activity beyond its given
command. It is completely unresponsive and cannot be altered after being created, and is
likely to act in an uncharacteristic way that will make the deception obvious to anyone
interacting with it.
When creating the diversion, the user can make a Stealth check if he moves out of line of
sight unless closely observed while doing so. He may hide without penalty as long as he has
sufficient cover. A creature that can See Chakra or See Through Chakra can make a
perception check (DC 10) to notice a strange pattern of Chakra over the construct, which will
in turn enable it to make a Ninjutsu check (DC 16) to identify the construct as being a
replacement.
Avoidance: This technique can also be used to avoid an attack, following the ordinary
avoidance rules. When used to avoid an attack, the user replaces himself with some nearby
object while he himself moves up to his land speed or 30 ft away from his initial square.
Effect: The user concentrates chakra into their finger and using the heat from that, can
apply writing of whatever they want to a surface. This technique however requires them to
be very delicate with their chakra control. This technique causes slight discomfort for a living
target and if it is on flesh, it will scar.
This technique allows the user to write up to ten words per round of concentration, into any
surface that’s not uniquely resistant to manipulation. Anything thus written, is sealed to the
surface and will not fade by itself.
When used on a living target or enhanced item, the item or target receives a standard
fortitude save.On a success the text doesn’t set.
The user carves a glowing seal into his flesh which quickly settle into black markings,
and pinkish skin tissue once the seal's effects fade.
For the duration of this technique, the user gains low-light vision. As the duration expires, the
seal fades from the body leaving only pink irritated skin which fades after a couple of days.
Effect: Using this technique, you seal a number of weapons or items into the scroll for you to
recall at a later date. The number of items you can seal is 2 medium items or 8 small items
or 32 tiny items. Recalling an item is a move action, where you press your hand to the seal
on the scroll conjuring one or all items from the scroll.
Effect: The user performing this technique, can enhance the range of his next thrown
weapon, of size small or smaller, to the maximum range of this technique by enhancing his
throwing capabilities using his chakra.
Level 3
Effect: The user is able to instantly move to a location within the technique's range, the user
can move in any of the three dimensions. The user is moving at such a high speed that
those without high-speed sight can’t see them and thus the user doesn’t provoke attacks of
opportunity. This technique cannot be performed while heavily encumbered or wearing
medium armour or above.
The user cannot pass through barriers and obstructed paths with this movement. Body
Flicker has both auditory and visual cues and does not allow hiding or moving silently,
typically a loud pop and a cloud of smoke accompanies the technique. Though other effects
are viable, such as a splash of water or whirling sand.
Mastery
At Mastery level 1, this technique's range increases to Medium though only outside of
Combat encounters. This increases the technique's cost to 4 Chakra.
At Mastery level 2, this technique's range increases to Long though only outside of Combat
encounters. This increases the technique's cost to 6 Chakra.
At Mastery level 3, you can perform this technique without any audible cues or visible effects
other than a soft “swoosh” and a flicker of your body. This means it can be performed
without breaking stealth or similar effects. If performed as a standard action, it can be used
to enter Stealth as well.
At Mastery level 4, you can perform this Technique without half-hand seals.
At Mastery level 5, you can perform this Technique as a swift action but this increases the
cost by +2.
Effect: The user of this technique launches his Senbon Umbrella high into the air, where it
unfolds and hovers for some time.
On the turn it’s launched the Umbrella unleashes a barrage of needles at a single enemy
within range, you make a ranged touch attack. On a hit the enemy takes 2d6 points of
piercing damage and the target takes a -10ft speed penalty and -1 penalty to AC until the
end of your next turn. Each turn after the initial, you can cause the Umbrella to launch an
additional volley, as a move action, tough only once per turn. No matter the amount of
volley’s shot, after this technique ends the Senbon Umbrella has lost 100 needles.
Effect: This seal can be applied to an object that can open and close, such as a book, a
scroll, a pouch or even a door. The object will be sealed shut and cannot be opened without
the appropriate counter, or until the seal fades.
By spending an additional 3 points of chakra, the user can add a specific code to the seal,
which must be known by a person trying to access the item. Knowing the code or
possessing the object that functions as a key, will permit a person access without having to
break the seal.
Cancellation Seal
Tags: Ninjutsu, Fuinjutsu, Chakra Control, Requires: One Blank sealing Scroll
Lvl: 3 Rank: C-Class LDC: 19
Time: One Minute
Components: C, H, F
Range: 30 ft. radius Duration: Permanent
Saving Throw: None
Chakra Cost: 2
Effect: This technique seals all traces of residual chakra in the area of effect in the page of a
scroll. The technique by itself will not aid in identifying the chakra manipulations performed,
but remove all traces of chakra usage for up to 1 hour per level previously (maximum 12
hours).
Once sealed, the area will be free of residual chakra traces and techniques aiding in
identifying residual chakra will automatically fail. The seal requires 1 empty page of space in
a blank scroll. If the seal, or the scroll, is destroyed, the traces of chakra evaporate and are
destroyed.
Level 4
Effect: A lesser seal designed for Chuunin and strong Genin to be used to conceal
a portion of their strength or the strength of a captive. The user scribes the seal on to a
target or his own body as a part of the casting. The seal, once completed, takes one seal
slot on the target's body and reduces its Chakra Pool by 5 and takes a -2 penalty on attack
rolls, damage and Armour Class.
Effect: This technique allows the user to temporarily enhance the normal growth of the nails
on both their hands and feet, causing them to grow considerably longer in a short space of
time as a result. It also seemingly enhances the durability of the nails, allowing them to even
clash against swords without breaking. These Claws deal 1d6 points of damage, threaten a
critical hit on 18-20 and deal 2 times damage on a successful critical hit.
Mastery
At Mastery Step 3 the user can apply Chakra flow to the claws, increasing their damage by
an additional dice.
At Mastery Step 4, the claws deal x3 damage on a critical hit.
At Mastery Step 5, the flow of Chakra further strengthens the claws to deal an additional dice
of damage, to a total of 3d6.
Effect: After performing the necessary hand seals, the user launches several strands of
metal wire to ensnare an enemy. The user must succeed at a ranged combat maneuver roll,
using the user’s CMB, to grapple an opponent at range. While tied, the user’s arms are
entirely bound along their body, but otherwise gain the grappled condition. The user of this
technique does not gain the grappled condition. While active, the user gains the Constrict
(2d6+4) ability against targets grabbed by Wire bind.
Mastery
At Mastery Step 2, the user can grab one target with each hand, as Wire extends from both
hands.
Message Seal
Tags: Ninjutsu, Fuinjutsu
Lvl: 4 Rank: C-Class LDC: 20
Time: Five minutes
Components: C, H
Range: Touch Duration: Continuous 5 days, until discharged
Saving Throw: None
Chakra Cost: 4
Effect: Using this technique, the user speaks a message to the advanced seal, which it
records. The message can contain up to 20 words and will be spoken in the language and
tone used by the user when performing this seal. The user designates a specific chakra
signature to activate the seal, and it will recite the message to whichever creature with the
specified signature when it touches it. Once the message is complete, the user will be
warned regardless of his present location, as the link is broken, and the seal fill fade out of
existence.
Mastery
At mastery level 1, 3 and 5 the user can fire an additional projectile.
Level 5
Effect: This technique is basically an advanced version of the clone technique that creates
solid clones out of thin air, using no substance or matter as carrier for the user's chakra. It is
considered a forbidden technique as it saps the user’s vital energy as well as Chakra. Using
this technique, the user divides his energy to create several copies of himself.
Unlike ordinary Clones, Shadow Clones are sentient beings and as such acts as the user
wants in any given situation by knowing what he wants. A Shadow Clone, unlike ordinary
clones, does not share a mental link with its progenitor, but due to its own sentience is
perfectly capable to act independently of such a link.
Anything experienced by the clone will be remembered by the user when the technique
expires, although it should be noted that no extra experience or game-wise bonus will be
awarded from this, only the knowledge acquired by the clone.
Creating a shadow clone not only costs Chakra, but also divides the user's physical
energy, which is why this technique is forbidden in the first place. For each clone created
by this technique, the user suffers damage equal to the Hit points of a single clone. So if you
summon 3 Clones with 4 Hit points, the creator would take 12 points of damage.
The user can freely choose to dismiss any number of clones, using the dismiss action.
Mastery
Second step of mastery increase the duration to Maintained 10 minutes
Third step of mastery allows the clones to use techniques up to level 6.
Fourth step of mastery allows the clones to use techniques up to level 8.
Fifth step of mastery increases the duration to Maintained 1 hour, this allows them to be of
assistance during training. Each two shadow clones used during training, reduces the
number of modules needed between tests by 1.
Effect: With this technique the user places a seal upon the ground, this seal fills a 5ft
square. Anyone placed upon the seal has their chakra suppressed, preventing them from
activating any technique or ability that requires the expenditure of chakra.
Mastery
At third level of mastery this technique actively drains chakra, it drains 1d6 points of chakra
per 10 minutes. This won’t ever drain the user below 1 point in reserve.
At fifth level of mastery, and if the user is 11th level or above, this technique will transfer any
siphoned chakra to the user and it’ll drain chakra once every minute.
Effect: This technique creates Clones from a mass of ink, these clones can use techniques
up to level 3 and has 3 Hit points per three levels of the user. Whenever an Ink Clone is
discharged, it erupts in a burst of black ink, covering anyone within 5ft. of it in black ink. If
they fail a reflex save, they’re blinded for 4 rounds or until they spend a full-round action to
uncover their face. Additionally, anyone marked by Ink will be revealed, if they were
Stealthed or Invisible at the time of being marked.
Level 6
Effect: After having launched a thrown weapon, the user can create multiple clones of the
weapon to immediately follow the original. Each cloned shuriken strikes at the same target
as the original, dealing half the damage of the original. The user can create a number of
additional clones equal to their level.
Effect: This technique summons one of the creatures with which the user has a blood pact
with.
The chakra cost of the technique is equal to the summon level and rank of the summon
creature summoned, but it has a base cost of 0. If a creature refuses or cannot be
summoned, only the technique's base chakra cost is spent, plus the cost of any meta-chakra
feats. See Summoning and Summoned Creatures section for more details.
It appears where the user designates and rolls initiative. It attacks your
opponents to the best of its ability. You can communicate with the creature, although not
give it a complicated command unless it has an intelligence score of 4 or higher.
The duration of the summoning is based directly on the summoned creature's Chakra
Pool and Rank.
When this technique is performed, the user has a 10% chance to summon a special unique
creature.
(See Tome of Summoning for Further rules)
Exploding Shadow Clone Technique
Tags: Ninjutsu, Clone Technique, Derived: Shadow Clone Technique
Lvl: 6 Rank: A-Class LDC: 26
Time: 1 Standard action
Components: C, H
Range: Personal Duration: Continuous 3 rounds (D)
Saving Throw: Reflex Half
Chakra Cost: 5 per clone
Effect: This Technique functions exactly like the Shadow clone technique and if identified
will identify as such, unless the user possesses the Sharingan or a similar ocular power. The
primary difference shows when the clone is dismissed, a standard action, or destroyed, it
explodes dealing 5d6 points of damage, half fire and half bludgeoning, in a 10ft burst. The
amount of clones created cannot exceed 2.
Effect: The user releases a fire technique from a sealing scroll, this technique takes the form
of a dragon that rushes out and explodes upon impact. Anyone within the burst radius takes
6d6 points of damage, half Fire and half Bludgeoning. Moreover anyone caught in the blast
must succeed at an additional reflex save DC 15 or catch fire. Catching fire causes 1d6
points of fire damage per round, a character on fire can make a new save at the end of each
round or spend a standard action to put out the fire, allowing him another reflex save at a +2.
Level 7
Effect: This is the least of the many different seals used to seal Tailed beasts into their
hosts. The user must concentrate for a full round to precisely gather the needed chakra, he
then performs the necessary hand seal and touches the Chakra beast to be sealed, before
placing his hand upon whomever the beast will be sealed within. It’s entire body is then
transformed into pure chakra, which merges with its new host to create a Jinchuriki. The
Tailed beast gains no save, however it must be unconscious, it’s current host must be at less
than 10% reserve or the Tailed beast must be at less than 10% reserve.
Body Elimination Technique
Tags: Ninjutsu, Chakra control
Lvl: 7 Rank: C-Class LDC: 23
Time: 1 swift action
Components: H, C
Range: Personal Duration: Instant
Saving Throw: None
Chakra Cost: 2
Effect: With the knowledge that a Shinobi’s corpse is essentially a treasure trove of
information, this technique is used by many villages - especially their ANBU - to completely
destroy their own body if they’re ever caught or on the verge of death. When used, this
technique immediately causes the user to erupt in blue, inextinguishable chakra flames that
consume the users body and equipment completely, leaving behind absolutely no trace of
the user. The user burns over the course of a round, any no technique, shy of direct Ninjutsu
absorption can extinguish the blue flames.
Effect: This technique uses a metal wire, strengthened with chakra, to make a thread
capable of cutting through steel with little, to no difficulty. While this technique is active, the
user gains a “Thread” attack, which deals 4d6+7 points of Slashing damage and has the
grab ability. The user can also arc the attack outward in a 30 ft. cone, however, a successful
Reflex Save halves this damage. Anyone that takes damage from this technique, also take
1d4 points of bleed damage.This technique ignores 5 points of hardness.
Level 8
Effect: The user of this technique can seal almost anything within a scroll that is large
enough to contain it. This can be any inanimate object, however this technique can also seal
objects and elements in motion, a sample is Shuriken already thrown, roaring flames,
crashing waves and so on.
Thrown weapons
To release thrown weapons is a standard action, this allows you to release up to 5 thrown
weapons and direct them at a target of your choice. You make a ranged attack roll for each
thrown weapon.
Elements
To release the elements upon an enemy or area, you spend a standard action. This releases
all of the energy contained within your scroll. Elements stored are classified as Small,
Medium, Large or Huge. Below you’ll see the different effects of each size.
Small: You make a ranged touch attack with the element which deals 4d6 points of that
element's damage.
Medium: You release a burst of the element in a 20ft line, a reflex save halves any damage.
This deals 6d6 points of damage.
Large: You release a 30ft long, 15ft wide line of your element of choice. This deals 10d6
points of elemental damage and a reflex halves it.
Huge: You release a 45ft long,15ft wide line of your element of choice. This deals 14d6
points of elemental damage and a successful reflex save halves it.
Effect: The user releases a large metal dome to cover herself and her allies in a 15 by 15 ft
area. The dome has a Hardness of 20 and 150 HP. The user can, as a movement action,
dismiss the dome, at any time, causing it to fold back up and disappear in a puff of smoke.
Effect: This technique requires a very refined level of Chakra Control and concentration.
Entering into this stance, the user sends their Chakra to their arms and legs, releasing it onto
targets with pinpoint precision and extreme force. While the user is within this stance, they
increase the damage of their Strength based attacks by +5. Additionally, they ignore any
Hardness below 10 and deal double damage against objects with their unarmed melee
attacks. Lastly, they gain a +5 bonus to CMB and CMD where strength matters, and
quintuple their carrying capacity. Lastly, they gain a +5 bonus on Strength checks.
Mastery
At each Mastery Step, the user increases their Strength based damage and Strength checks
by +2, and their bonus to CMB and CMD increase by +1.
At Mastery Step 2, the user sextuples their carrying capacity rather than quintuple.
At Mastery Step 4, the user septuplets their carrying capacity, rather than sextuples.
Level 9
Effect: This is a spin-off technique from the Body flicker technique, the user vanishes from
sight for a brief moment, only to reappear in several different places all at once. The user
creates 5 copies of himself, all placed within a 30ft burst of himself. These clones are
insubstantial and cannot perform techniques or attacks by themselves, however they can
move freely in any direction as long as the two clones furthest from each other are within
300 ft of one another.
The core of this technique lies in the fact that one of these images is actually the user, the
user will always occupy the place of one of these clones, however he jumps between each
of them with such astounding speed that making physical contact with him is nearly
impossible. It grants the user an 80% miss chance, In addition there’s only ever a 1 in 5
chance the user is directly affected by Single target Genjutsu Effects.
The user of this technique can choose to act through any of his clones, moving himself to
take its spot, leaving a clone to take his former spot. This choice has to be made at the
beginning of the user's turn, at this time all the clones will take their move actions as well.
The speed of this technique is so great that even the Sharingan can’t keep up. Only
Rinnegan, of the three great Dojutsu, seem to be able to pierce the mysteries of this
Technique.
Mastery
At mastery level 1, 3 and 5 the user can move to occupy the spot of 1, 2 and up to 3
additional clones respectively in a single turn. This movement does not provoke additional
movement from his clones. This can be done as a part of a full round attack action, in
between attacks.
At mastery level 2, increase the number of images left by +2. For a total of 7.
At mastery level 4, increase the number of images by +3. For a total of 10
Effect: This technique uses metal wire strings to form a powerful protective dome. This
dome can repel most attacks. A skilled user can also form the dome around a target,
capturing them in the wire string dome.
When used as a protective dome, the user can choose to protect only himself or up to a 5 ft.
burst around himself. The Wire Dome physically obstructs anything trying to breach it. The
Dome has 60 Hit points and Hardness 10.
The user can also attempt to capture a target within the dome, or protect a target at range.
An unwilling target is allowed a reflex save to negate this effect.
Defensive Maneuver: Once per encounter, the Wire cage can be established as an
Immediate action.
Effect: This technique functions exactly like the Shadow clone technique above, however
you can now create a maximum number of clones equal to your Chakra Score.
Mastery
Second step of mastery increase the duration to Maintained 10 minutes
Third step of mastery allows the clones to use techniques up to level 6.
Fourth step of mastery allows the clones to use techniques up to level 8.
Fifth step of mastery increases the duration to Maintained 1 hour, this allows them to be of
assistance during training. Each two shadow clones used during training, reduces the
number of modules needed between tests by 1.
Level 10
Effect: The Five Elements Unseal technique allows the user to attempt to unweave any seal
of Level 10 or below, to do this the user must first activate the technique and succeed at a
melee touch attack. If successful the user must roll a Fuinjutsu skill check against the seal's
level + the level of the seal's creator. Any Seal of level 5 or below and the Five Elements
Seal, are all automatically unsealed. If a seal is on a person and the person wishes to keep
it, the target can roll a will save instead of relying on the innate power of the seal. In this
case the user of Five Elements Unseal Technique rolls his Fuinjutsu skill against a targets
will save. The Target automatically succeeds if he rolls 20 and automatically fails if he rolls a
1. Should the target win, the Five Elements Unseal Technique is wasted.
Effect: The user gathers wicked sealing Chakra at the tips of their fingers, with each finger
lighting up with the characters for Metal, Wood, Water, Fire, Earth. The user then moves to
apply this seal in the center of a Jinchuriki’s torso, this requires a successful melee touch
attack. If successfully applied, the Jinchuriki is cut off from his Tailed Beast template abilities,
unable to manifest any of the associated abilities he gains from being a Jinchuriki.
Additionally, he can no longer communicate with the beast within him. The seal itself takes
the shape of the five elemental characters in a pentacle around the Jinchurikis navel region.
The user can choose to activate this technique and then hold it until he’s ready to unleash it;
unleashing it in subsequent rounds requires a melee touch attack.
Level 11
Effect: This Technique creates clones from an assembled flock of Crows. Unlike ordinary
clone techniques, the user must concentrate to keep the clones going, this means that the
user is effectively stationary and spends one full-round action every turn to concentrate on
this Technique. The Clone can freely move within 2 miles of its user. A Crow Clone can
perform techniques up to rank 6. A crow clone has 3 hit points per level of the user.
Additionally, the user can experience everything the Clone does, which allows him to direct it
with exacting precision.
What makes a Crow clone special is its long duration, if it enters combat however the extra
strain forces the user to spend additional chakra per round as noted above. Should a crow
clone be defeated, it takes little effort on the part of the user to form a new one from the
same murder of crows. He pays half the cost of the chakra he has invested in it so far,
causing it to reform immediately.
Mastery
Second step of mastery increase the technique cap to 8
Fourth step of mastery allows the clones to use techniques up to level 11.
Effect: With this technique, the user can phase through their surroundings, allowing them to
quickly move about undetected. Using this method, users often execute surprise attacks.
While travelling underground the user has a speed of 30 ft, can perceive up to 30 ft around
themselves as per normal sight and gain a +10 bonus on their stealth checks. Leaving the
ground counts as a move action.
Effect: This Technique functions exactly like the Exploding Shadow clone Technique, except
for what’s noted above and the following; the clones explode dealing 10d6 points of damage
to a 20ft burst.
Mastery: At mastery level 2 and 4, you increase the damage dealt by this technique by 2d6.
Level 15
Fission Technique
Tags: Ninjutsu, Chakra control
Lvl: 15 Rank: S-Class LDC: 37
Time: One Swift action
Components: C, M
Range: Personal Duration: Special
Saving Throw: None
Chakra Cost: 16
Effect: With this technique, the user can split himself into identical copies. This is not a
cloning technique, as each copy is a completely autonomous being and they can exist
independently from one another. However both versions gain an amount of Negative levels
equal to half the users level, as well as both having exactly half of the originals Chakra Pool
and Reserve, other than that they are both completely identical. The fission is instantaneous,
as such could remain in effect indefinitely, but the two fissions can merge back together. As
a result their Chakra pools and Reserves merge back into one and they’re cured of their
negative levels.
If one half of a fission dies, the remaining one can continue to live life as normal. However
it’s a quest in and of itself to regain your lost power.
Transcription Seal
Tags: Ninjutsu, Fuinjutsu
Lvl: 15 Rank: S-Class LDC: 37
Time: 1 Standard action
Components: C, M
Range: Special Duration: Permanent until discharged
Saving Throw: None
Chakra Cost: 16
Effect: The Transcription Seal allows the user to seal away a technique inside of himself or
another target, for it to activate at a later point provided a specific trigger condition is met.
This technique must be of Rank 10 or lower and the trigger condition must be described in a
single 8 word sentence. When the trigger is met, the technique is unleashed as if the original
caster had used it, but it’s unleashed from the body of the recipient.
The target of the Transcription Seal must be physically capable of employing the technique,
for instance all can technically use Earth style technique, but to employ the Amaterasu the
user must possess a Sharingan.
Mastery
For each level of mastery, the max Rank of a technique that can be employed with the
Transcription Seal increases by 1.
Medical Techniques
Level 1
Effect: This technique negates the fatigued condition for its duration, or improves an
exhausted condition to fatigued, on a single living creature. The condition returns
once the technique ends.
Effect: The user gathers his chakra in his palms, placing them upon the wounds of himself
or a nearby ally. For every 5 minutes that pass, the user heals the target of 6 hit points.
Level 2
Effect: You pour your Chakra into your patient, strengthening their body to fight against
disease. This Gives them a +2 bonus against Diseases for one hour as well as granting
them an immediate roll against the disease.
Effect: You’re capable of boosting your allies' physical capabilities for a brief moment, this
grants them a +1 moral bonus on strength and constitution related rolls.
Level 3
Effect: The user gathers his chakra in his palms, placing them upon the wounds of himself
or a nearby ally. For every 5 minutes that pass, the user heals the target of 10 hit points.
After 30 minutes of treatment, the target is also cured of the following conditions: Fatigue,
Sickened or Nauseated.
This Technique does not break the effects of Suppress Chakra or Shrouded Chakra.
Effect: This Technique of the Medical-nin allows him to produce Chakra around his
hand, which he can manipulate so precisely that it can be used to act as a scalpel for
fine cuts during surgery or a precision weapon like a small knife and thus benefits
from iterative attacks. The chakra scalpel deals slashing damage. The chakra
scalpel deals 1d4 points of damage but can deal non-lethal damage without taking
the standard -4 penalty to attack rolls. Attacking with a chakra scalpel is a melee
touch attack modified by the medical specialist's Dexterity modifier.
The user can also choose to damage a target using internal incisions, this requires a touch
attack and deals damage as if you’d hit with the scalpel as an ordinary knife but also applies
Sneak attack damage. This method does not benefit from iterative attacks.
Mastery
At the first step of Mastery the user can add his wisdom modifier to the damage of his
Chakra Scalpel.
At the second step of Mastery, the user can cast Chakra Scalpel as a Move Action
At the third step of Mastery, the Chakra Scalpels damage increases to 1d6
At the fourth step of Mastery, the user can cast Chakra Scalpel as a Swift Action
At the fifth step of Mastery, the Chakra Scalpel threatens a critical hit on 18-20
Level 5
Effect: The user gathers his chakra in his palms, placing them upon the wounds of himself
or a nearby ally. For every 5 rounds that pass, the user heals the target of 10 hit points and
the user pays 3 points of chakra. After 5 rounds of treatment, the target is also cured of the
following conditions: Fatigue, Sickened or Nauseated. Additionally the user can, after 5
rounds of treatment, roll his Medicine against the DC of any Disease currently affecting the
target, if the roll comes out at 5 higher than the Disease DC, the Disease is cured.
Effect: With an active Chakra Scalpel, you make a single internal incision, leaving your
target in pain and fighting to regain control of their body. You need simply to succeed at a
Melee Touch attack, after which you can inflict your choice of 1d6+1 points Strength or
Dexterity damage. A successful Fortitude save reduces this damage to 2.
Level 6
Effect: The user places his hands upon his patient, paying the initial chakra cost, once done
he can directly transfer up to 5 points of his own chakra into his patient to replenish his
reserve first and then his Chakra pool. Each minute he concentrates he must pay 1
additional point of chakra, which allows him to transfer an additional 5 points of Chakra.
Any chakra thus transferred cannot go over the target's limit. This technique can only be
used to transfer ordinary chakra.
Additionally, instead of increasing the target's Chakra pool the transferred points can be
used to break open sealed Chakra points, healing any damage done to the target's Chakra
point for every 5 Chakra he transfers by flushing the target's Chakra network.
Level 7
Effect: When a patient has been afflicted by a pathogen or toxin, this medical ninjutsu can
be used to draw out the offending agent and heal the damage done. To initiate, the medic
needs to make a small incision, with a chakra scalpel, near the affected part. Using their
chakra, the Medical-nin, pushes a large volume of medical fluid through the incision. The
fluid then draws out the poison of the affected area and serves as a medium through which
the poison is suspended and then forced out of the patient's body. This technique cures the
poison or the disease, while healing 1d6 points of the physical ability damage done by the
offending agent, to each physical ability score. The process itself is extremely painful and
subjects must be restrained before use. While treatment is underway, the medical-nin halts
the spread and progress of the disease or poison, suspending any additional damage from
the infecting agent. This, however, also suspends the duration timer, meaning the medical-
nin cannot simply run out the time.
Level 8
Effect: The user gathers his chakra in his palms, placing them upon himself or a nearby ally.
For every 1 hour that passes, the user heals the target of 1d4 physical ability damage.
Mastery
At Mastery step 2, 3, 4 and 5, the duration that passes between each healing decreases by
10 minutes, to a minimum of 20 minutes at step 5.
Level 10
Earth Release
Level 5
The user converts chakra in their body into an earthen material that they spit from their
mouth. The earth quickly piles up into a defensive wall, blocking incoming attacks. Although
the muddy material is solid on its own, it is further fortified with a coat of chakra, making it
more resistant to fire and water than it would otherwise be.
Instantly a 10-foot wall is created in the direction the user is facing. Like any other earth wall,
this one can be destroyed by means such as breaking and digging. Each 5‑ foot square of
the wall has hardness 0 and 20 hit points. A section of wall whose hit points drop to 0 is
breached. If a creature tries to break through the wall with a single attack, the DC for the
Strength check is 18. If the creature uses either fire or water to attack the wall, consider the
wall to have 5 resistance to both.
Effect: Using this technique, the user focuses his chakra into the ground through his hand
and destroys rocks and boulders that are in direct contact with the ground. The boulders
literally explode and rocks shoot out to harm the creatures around them. All damage suffered
by the technique can be halved with a successful Reflex save.
– Small: Dals 1d6 points of earth damage to creatures in a 5 feet radius and costs 2 points of
Chakra.
– Medium: Deals 2d8 points of earth damage to any creatures within 10 feet at the cost of 4
points of Chakra.
– Large: Deals 3d10 points of earth damage to any creatures within 20 feet at the cost of 6
points of Chakra.
– Huge: Deals 4d12 points of earth damage to any creature within 30 feet at the cost of 8
points of Chakra.
The targeted boulder will be destroyed after using this technique, and cannot be used again
to create a similar explosion
Effect: Once performed, this technique allows the user to launch a boulder from his mouth
to be used as a projectile. The Projectile deals 4d6 points of Bludgeoning damage, requiring
a ranged attack roll with a Medium range. One boulder can be fired per round as a Standard
action subsequently. During the casting of this technique, the user may fire one Bullet as a
free action.
Effect: This functions exactly like Shadow Clone Jutsu except for the differences noted
above, and the following. Sand clones don't deal damage upon activation and they dissipate
when outside a 100 meter radius from their caster. However they have 5 hit points per level
of the user, as well as fast healing 2 as long as it’s stood on sand or earth.
Effect: Using this technique, the user presses his hand to the ground and, by pouring his
chakra into it, is able to cause a slight tremor in the ground, causing standing creatures to
fall prone. All creatures caught in the area of effect must make a Reflex save to avoid falling
prone.
Earth Release: Hiding Like a Mole Technique
Effect: This technique allows the user to move through firm, earth-based terrain with a
Burrow speed equal to his normal speed, for the duration of this technique. The user cannot
run while moving underground. This technique cannot be used to move through hard ground
or stone. Furthermore, if the user is within 5 feet of the surface, he may determine if a
creature or an object stands above him.
Mastery
With the third step of mastery in this technique, the user may choose to leave no tunnels if
he so desires. With the fifth step of mastery in this technique, the user is able to burrow
through hard terrain as well.
Effect: While moving underground with a burrow speed, possibly through, the user is able to
grab creatures of his size or smaller and bury them from the neck down in the earth unless it
succeeds a Reflex save. A creature so buried cannot move, perform any actions that require
movement and is immobilized until it can succeed at an Athletics skill check (DC 20). After
using this technique, the user will be out of the ground and exposed once more.
Effect: This technique can only be used if the user is standing directly on rocky ground,
earth or asphalt. It creates a thin wall of earth that grants any creature hiding behind it partial
Cover if it is Medium-sized, or Total Cover if it is Small or smaller. The cover bonus only
lasts for a single attack or area of effect before it is destroyed, regardless of whether
damage was avoided or not.
Defensive Maneuver: Once per day as an immediate action, the user may perform this
technique to aid himself or an ally to defend against an incoming attack; doing so provokes
an attack of opportunity. Skill threshold does not apply to defensive maneuvers. To defend
against the attack, the user must make a Perform check opposed to the opponent's attack
roll or technique's Save DC +5. Success creates the barrier normally. Failure by less than 10
allows the technique to be performed anyway, but at one-half again its normal cost.
Defensive maneuver must be declared before knowing the result of the attack. Failure by
more than 10 means that the chakra spent trying to avoid the attack is wasted, and the
technique fails.
Mastery
Every step of mastery in this technique increases the number of times per day it can be used
by 1.
Effect: Employing this technique, a target merges with the earth, literally hiding itself within.
Needs to be large enough to actually contain the mass of the user. While so hidden, the user
gains a +15 bonus to his stealth check. A user is completely aware of his surroundings, as if
he would be inhabiting the same square as the water is.
A user can release the technique at any point, doing so takes a swift action and expels the
user to the square containing the earth. This technique is most often employed to set up
ambushes.
Sandstone Fist
Effect: The user learns to enter into the Sandstone Fist Stance, this costs 2 points of
chakra. When the user enters into this stance, he gathers Sand and stone around his hands
to form a single weapon and a shield. This weapon can take the shape of any weapon with
which the user is proficient, the shield provides a shield of sand and stone that allows the
user to make a Block action once per round as an immediate action. This Shield has 20 HP
and a Hardiness of 4, when blocking damage any damage done is reduced by the Hardiness
and then directed to the shields Hit points.
Level 6
Effect: The Earth Release armor is often favored by the Shinobi from Iwagakure, it allows
its user to encase himself in what appears to be a mobile armor of stone. This armor
simultaneously protects the user as well as providing a slight increase in physical damage.
While under the effect of the Earth Release armor the user gains +3 natural armor, damage
reduction 5/- and gains a +2 increased damage to unarmed attacks as well as being
considered armed. However the Earth release armor is beyond heavy and penalizes its user
with a -10ft of movement speed and a -2 points of dexterity.
Mastery: At mastery level 2 and 4 increase the Natural armor bonus by +1, to a maximum
of +5.
Effect: Using this technique, the user is able to slowly encase the subject in earth, rock and
mud. If the target fails its saving throw, it is caught in the technique's first step. To increase
the strength of the prison by 1 step, the user must spend a standard action concentrating on
the prison while within range, which can be done once per round. Concentrating on the
technique provokes an attack of opportunity which can be used to disrupt his concentration.
Once formed, the prison will remain active until it is either destroyed or the technique ends.
There are three steps to this technique. First Step: The target's feet are caught in the prison
and it cannot move, turn around or use any technique requiring mobility. The subject suffers
a -2 penalty to Defense and Reflex saves. He can break out of the prison by succeeding a
Break check (DC 27) or destroying the prison with a held weapon, unarmed attack or have
another creature attack it. At this stage of the technique, the prison has hardness 5 and 20
hit points. Second Step: At this point, the subject loses his Dexterity bonus to defense and
suffers a -4 penalty to attack rolls and Defense. He cannot use techniques requiring mobility
or any semblance of leg movements. At this stage of the technique, the prison has hardness
5 and 45 hit points. Third Step: The subject is completely covered by the prison and is
immobilized. He cannot use any technique requiring hand seals, half seals, mobility or any
semblance of movements. The subject can breathe in the prison for 5 rounds before he
starts suffocating, and may also hold his breath. The subject can break out of the prison with
a Break check (DC 30) or another creature can break him out, but he cannot attack the
prison himself. At this stage of the technique, the prison has hardness 12 ane 50 hit points.
Material Focus: A Large (at least 100 pounds) source of earth, sand, mud or rock nearby to
form the prison.
Effect: Upon casting this Technique, one or more giant spears of earth lance up out of the
ground. Each stalagmite-like rock affects a 5-foot square and tapers to a height of 10 feet.
You may cause a number of rock spears equal to one spear for every four levels you
possess to burst from the ground. A creature that occupies a square from which a spear
extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage
and 2d6 points of earth damage per square—creatures that take up more than one square
can be hit by multiple spears if the user is high enough level.
The explosive growth can also trip foes. When the spears erupt from the ground, they make
a combat maneuver check against any targets that take damage from the spears, with a total
bonus equal to your caster level plus your Intelligence modifier. Each additional earth spear
beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check
succeeds, the rock spears knock the foe prone. A successful Reflex save halves the
damage and prevents the trip attempt.
If you cast this spell upon an area covered with a prone creature, the spears strike with
additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus
on its combat maneuver check to trip foes. Rock spears created by this spell remain after
they do their damage. They no longer damage foes in their square, but can provide cover.
An ice spear has hardness 10 and 30 hit points.
Effect: Upon casting this Technique, the user becomes sensitive to vibrations in the ground
and can automatically pinpoint the location of anything that is in contact with the earth. The
caster gains Tremorsense to a range of 50 feet.
Level 8
Effect: The user expels a large amount of rocky material from his mouth that quickly takes
on a shape identical to the users, these rock clones then leap to action in service to their
creator.
While the Clones are not capable of sentient thought, they share a bond of sorts that allows
the user to communicate orders to his clones; the bond is only one way, though, and the
clones cannot send orders, thoughts or images to the user. As such, the clones follow the
user's instructions to the letter. A Rock clone is its own person and if caught in a genjutsu,
only the replica will be affected, and not the user. Anything experienced by the clone will be
remembered by the user when the technique expires, although it should be noted that no
extra experience or game-wise bonus will be awarded from this, only the knowledge
acquired by the clone.
Rock Clones have 5 Hit points every second level of the user and Hardiness of 5. Their
saving throw is similar to the users but with a -2 penalty, additionally their base attack equals
the users but with a -4 penalty. A Rock clones Armor class is equal to the users -3. The
Clones have access to all the same feats, talents and special abilities that the user may
have but are not affected by any temporary effects the user is under during the creation of
the Clones.
A Rock Clone may travel upto 1 mile from the user. A Rock Clone can use techniques,
however only up to Rank 6 and they cannot use Lightning style. To use a technique, the
Rock Clone must borrow chakra from the user and use his Skill modifier. In addition, all
drawbacks coming from a technique used by a clone not only affects the clone, but also the
user. A clone counts as the user if it uses a technique to create clones, and thus they are
controlled by the user and his own limit is used.
The clone is relatively genuine and carries the same equipment as the user except chakra
dependent items such as exploding tags or sunburst tags. Any item carried by the rock clone
has only half the original's hit points. Poison and mastercraft bonuses are not carried over to
the clone's equipment.
Once the clone reaches 0 hit points, strays too far from the user or the duration expires, it
crumbles into a heap of rock. When Sensing Chakra, the clones count as though having half
the user's Chakra Pool.
The user can freely choose to dismiss any number of clones, using the dismiss action.
Mastery
First and third step of mastery allows the user to create an additional clone. Thus increasing
the maximum to 5
Second step of mastery increase the duration to 10 minutes/level
Fourth step of mastery allows the clones to use techniques up to level 8.
Fifth step of mastery increases the duration to 1 hour/level, this also allows them to move up
to 5 miles away from the creator.
Effect: Through the use of this technique, the user can expel a large quantity of Earth and
stone from his mouth, which immediately takes on a vaguely humanoid shape similar to a
massive hulking brute.
The Golem, similar to a Clone, has a telepathic link through which its user can send orders
and direct it as he sees fit. The Golem acts on the users initiative
An ordinary Medium sized Golem has 6 ordinary levels, but the user can increase the
Golems level by +1 for each 3 points of additional chakra he spends when creating the
Golem, a Golem can never surpass a creator's character level -2.
Medium Golem
HP: 66 (lvl 6)
AC: 17, Touch: 11, Flat-foot: 16 (Natural +6, +1 Dex)
Fort: +4 Ref: +5 Will: +4
Atk: 2 Slams +11 (1d6+5)
Str: 20/+5 Dex: 12/+1 Con: - Int: - Wis: 11/+0 Cha: 1/-5
Bab: +6 CMB: +11 CMD: 22
Techniques: Grapple Trained, Bull Rush Trained
Speed: 20ft
Mastery
At mastery step 1, the user can choose to spend 4 additional chakra at the Golems creation
to increase its size to Large. A large golem gains the following Adjustments: -1 to Size
bonus to AC and to Hit, -4 to Stealth. +4 Size bonus to Strength, -2 to Dexterity and finally a
+2 to Natural armor and +1 to CMB/CMD. A Large Golem has a speed of 30ft.
At mastery step 2, the user can use this technique as a Standard action
At Mastery Step 3, the user can choose to spend 7 additional chakra at the Golems creation
to increase its size to Huge. A huge golem gains the following Adjustments: -2 to Size bonus
to AC and to Hit, -8 to Stealth. +8 Size bonus to Strength, -4 to Dexterity and finally a +5 to
Natural armor and +3 to CMB/CMD. A Huge Golem has a speed of 40ft.
At mastery step 4, this technique gains the Avoidance tag and can be used as an immediate
action as an avoidance technique the user summons the Golem to take whatever incoming
attack the user was trying to avoid. A larger golem can protect more individuals.
At mastery step 5, the user can choose to spend 10 additional chakra at the Golems creation
to increase its size to Gargantuan. A gargantuan golem gains the following Adjustments: -4
to Size bonus to AC and to Hit, -12 to Stealth. +14 Size bonus to Strength, -4 to Dexterity
and finally a +9 to Natural armor and +7 to CMB/CMD. A Gargantuan golem has a speed of
40ft.
Level 10
Effect: The user infuses a large amount of Earth and/or Stone with his chakra, causing it to
erupt from the ground in a long line, launching at a target and exploding upon impact in a
larger eruption. Anyone in the line of the Tectonic Eruption as it moves takes 8d8 points of
Earth damage and must roll a reflex save or be knocked prone. Anywhere along the line the
user can designate for the Tectonic Eruption to explode, if no point is specified it explodes at
the end of line. If the Tectonic Eruption explodes somewhere along the line, it won’t continue
its trajectory. Once the Tectonic Eruption explodes, it erupts in a 20 ft. burst of jagged stone,
tremors and earth, dealing 8d8 points of Earth damage and anyone that takes damage is
required to roll a reflex save or be knocked prone and pushed backwards 20ft. from the
Tectonic Eruption’s explosion point.
Level 11
Once per turn, during the user’s turn, the user can direct the Earth and Stone Dragon to
assail a target. The Dragon has a Melee attack score of 11 + users Intelligence modifier +
Mastery leven, and deals 4d8+ double the users intelligence modifier in damage. Anyone hit
by the dragon, must roll a fortitude save or be knocked prone. Additionally, the user can
direct the dragon to grapple a foe, using the Dragon’s Attack modifier, the dragon has the
constrict ability, dealing 2d6 + the user’s intelligence modifier.
The Dragon has a speed of 50.ft, an Armor Class of 25 (Touch 12), 110 Hit points, CMD
qual to its Melee Attack + 10, Hardiness 10 and Weakness to Lightning damage 20. Size
Huge: Because of it’s size, it usually gains a +4 bonus to grapple checks against Medium
sized creatures.
Level 12
Effect: By flowing Earth-Natured Chakra through all parts of their body, the user can harden
their skin to become as hard as diamond. While this Technique is in effect, the user's skin
darkens to the colour of bedrock. Additionally, the Earth Chakra coursing through the user’s
body, along with the hardening of his skin, sees his physical attacks enjoy a tremendous
offensive boost.
While Earth Spear is active the user gains Hardness 12, except against Lightning damage, a
+4 competence bonus to Fortitude and Reflex saves, and a +4 enhancement bonus to
Natural armour. Lastly, the user’s unarmed damage dice increases by two sizes and they
deal an additional +5 damage on all unarmed melee attacks.
Level 13
When affected by Earth Release: Added-Weight Rock Technique, a target increases their
own weight by 50% as well as the weight of all their equipment. They take the penalties of
Medium load. However, with the added mass they’re considered being a Large creature
when subjected to Combat Maneuvers as well as enjoying an increase in physical damage,
equal to 50%, rounded up. Lastly, whenever the target is knocked back, reduce the distance
by 5.ft.
This Technique can also be used against objects up to Large Size, such a weight increase
has similar effects as above.
Mastery
At Mastery 1, the user can affect objects up to Huge size.
At Mastery 2, the user can now target himself as a Swift action.
At Mastery 3, the user can now choose to increase the target's weight further. They count as
suffering from Heavy Load, their physical damage doubles, they count as a huge creature
with regards to combat maneuvers, and whenever they’re knocked back, the distance is
reduced by 15 ft.
At Mastery 4, the user can now affect himself as a Free or Immediate action, as well as
affecting items up to Gargantuan size.
At Mastery 5, the user can now affect his own gravity with such a degree of control that he
no longer suffers from added Load when under the effect of this Technique.
Effect: Incredibly are the techniques that manipulate gravity, however, Light-Weight Rock
Technique is one such rarity. By utilizing his Chakra in a most uncommon way, the user can
choose to lighten a target's gravity, making them much lighter in the process. This allows
them to jump much higher, but also reduces their physical damage output significantly, as
they have less force to put behind their attacks.
While under the effect of Earth Release: Light-Weight Rock Technique a target reduces all
the damage dealt by their physical Melee attacks by half, rounded down. The same goes for
any Melee Taijutsu attacks. Additionally, their jumping height and distance
doubles.Furthermore, their own weight is halved and their speed increases by +10ft. Lastly,
if the target is knocked back, the distance is increased by an amount equal to the increased
movement speed.
This technique can also be used on objects, up to Large size, decreasing their weight by
half.
Mastery
At Mastery 1, the user can affect objects up to Huge size.
At Mastery 2, the user can reduce a target's weight further, by reducing it to 1/4th of its
original value. Similarly reducing their damage value by 75%, their weight by 75%,
increasing their movement speed by +20ft. and increasing their jumping distance times 4.
At Mastery 3, the user can now reduce a target's weight to the point where they’re no longer
earthbound. The target gains a flight speed of double their ordinary movement speed.
However, they still suffer the penalty to physical attacks.
At Mastery 4, the user can now affect himself as a Free or Immediate action, as well as
affecting items up to Gargantuan size.
At Mastery 5, while the user affects himself with this technique, he can adjust his gravity at
the exact moment of an attack to negate the reduction of melee damage.
Level 14
Effect: By sending a surge of Earth Chakra straight into his victim, the user can force their
cells to calcify at a rapid rate. If they fail a fortitude save, the target's body is instantly turned
to stone.
A target that has been turned to stone is not technically dead, as such they cannot be
revived and their souls cannot be accessed. A statue made through this technique has
Hardness 10 and 50 Hit points.
A user of this Technique can also choose to utilise it to remove the petrification effect from a
victim, restoring them back to their old selves. While petrified, it is as if time hasn’t moved for
their bodies and they are no worse, or better, off than they were when petrified.
Mastery
At Mastery level 2, the user can choose to simply petrify specific body parts. This adds 50
lbs of weight to the target and makes that body part useless. Torso and head cannot be
targeted. If a leg is petrified the target’s speed is reduced by 15ft. per leg petrified.
At Mastery level 4, the user can choose to petrify just the targets brain or heart, making this
a Death effect which simply kills the target on a failed Fortitude save.
Level 15
Effect: By channelling a massive amount of Chakra into the earth, the user can cause
massive, wide-spread upheaval. The earth quakes, cracks and fissures, stalagmites erupt,
dust flies everywhere, structures tumble and people and animals are crushed beneath tons
of rock..
This technique affects an area burst of 800ft. Anyone standing on the ground within this
area, take 5d8 points of Earth damage every turn. Structures take twice that amount.
Additionally they must roll 1d6 upon the cataclysm table below, once per round, for a random
effect which affects them immediately. Whatever effect a given character rolls, it affects
himself and anyone within 10ft. Multiple effects can overlap.
Cataclysm Effect
3 Clashing Rocks Take an additional 5d8 points of Earth damage, Reflex save or buried alive
6 Eruption A Geyser or volcanic eruption, target takes 10d6 fire damage. Reflex Half
Fire Release
Level 5
Effect: Safer than its higher level counterpart, Blazing Shield Technique offers a solid
defense against most forms of attack. Any creature striking the user with an attack, melee or
ranged, will likely be deflected by the fire shield. The user gains a +2 deflection bonus to
defense. Any unarmed or natural weapon attacks directed at the user benefit the
aforementioned bonuses, as well as reflecting the equivalent of 1d6 point of fire damage
back to the source. While the shield is active, the user will also gain +4 bonus to saving
throws against fire based attacks. If the attack allows for a saving throw to take only half
damage, the user suffers no damage on a successful save.
Effect: Using this technique, the user is able to alter the particle floating around in the air
and create an effect very much akin to a rain of fire. Every creature that finds itself in the
area of effect suffers 2d4 points of fire damage per round. The fiery rain will remain for as
long as the user concentrates, it will damage unattended objects and structures and will set
fire to combustibles.
Effect: By focusing a large amount into both his hand and mouth, the user is able to breath
out a small stream of fire and mould it with Chakra so that it can be used as a sword. The
flame sword is wielded like any other. Attacks made with it are melee touch attacks that
deal 1d10+3 points of fire damage. The blade is immaterial, and the user cannot apply his
Strength modifier to damage with it. The flame sword can ignite combustible materials such
as paper, straw, cloth or oil.
The cloud disperses after 3 rounds, though a moderate wind (11+ mph) disperses the smoke
in 2 rounds and a strong wind (21+ mph) disperses it in 1 round.
Characters caught in a cloud of smoke must make a Constitution check (DC 10, +1 per
consecutive checks) to avoid spending the round coughing and hacking and taking no
actions; characters spending 2 consecutive rounds coughing take 1d6 points of damage. A
wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the check, and a
gas mask prevents requiring one. Smoke grants a 20% miss chance penalty to all those
within.
To properly use this technique, the user must target a creature caught within Iron Wire Bind
Technique, or bound in such a way that the flames can follow a direct path to the
target, and be right beside the origin of the technique (or have used the technique himself)
or path. As some Fire techniques, Dragon Fire Technique has the user shoot a long stream
of fire that follows the path set towards the bound creature. The target of this technique
suffers 6d6 points of fire damage and must make a Fortitude save or catch on fire for 2d6+2
rounds. Once the technique is completed, the iron wire or rope that binds the target will be
destroyed and the target freed.
Effect: This Jutsu creates a grand fireball and fires it off in a 10 ft wide – 20 ft long line.
Anyone in this area must immediately roll reflex save; On a failed save the target(s) takes
5d6 points of fire damage. A successful save reduces this damage by half.
Effect: There comes a time when taking as many enemies down with you is better than
living on, such as when to save your comrades, you have to sacrifice your own life so that
they can live on. At the usage of this technique, the user can create a powerful explosion
centered on himself, using his body and Chakra as fuel. Every creature caught in the
explosion takes 10d8 point of fire damage, with a chance to halve the damage with a
successful reflex save. At the end of this technique, however, the user will be reduced to
Dying 3 and be severely burnt.
Effect: The user manifests 10 balls of fire in a circle immediately in front of themselves. With
a simple hand gesture the user can direct these balls to launch themselves at opponents.
The user can launch up to 3 balls on the turn he activated this technique, but otherwise
launching the Fox Fireballs is a Standard action. Everytime the maintenance cost is paid, the
10 balls refresh themselves. A user can launch up to 4 balls in a single turn, with only 3 balls
being able to affect the same target. If the user spends a full-round action he can shoot out 7
balls in a single turn. A ball requires a Ranged touch attack to connect with a target and
deals 1d6+3 points of fire damage.
Effect: Utilising his chakra, the user of this technique, must designate an already existing
flame to increase. By feeding his chakra to an active flame, the user increases its size and
heat. Creating either a line of fire 20 ft long that continues to burn, a burst of 5 ft. Radius or
an instant explosion. The Line and the burst continue to burn, dealing 3d6+2 points of fire
damage per turn, whereas the explosion has a duration of instant and deals 5d6+5 points of
fire damage with a Reflex save to halve the damage.
The user has limited control over the fire, enabling them sculpt the flames to take whatever
appearance might suit the user’s needs. If the user spends a Focus Swift action each turn,
they can even cause the fire to animate, though this is a purely cosmetic effect.
Level 6
Effect: The caster imbues their fists with Fire Release. Upon striking a target, they will be
consumed by flames. While this technique is in effect, the casters unarmed attacks deal an
additional 2d6 points of Fire damage to all enemies in a 5ft burst centered on the initial target
of the attack.
Effect: Through the use of this technique, the user can manifest up to 3 small globes of
searing fire that he can fire at any target within range, the globe deals 2d6 points of fire
damage and anyone hit directly must roll a reflex save or catch fire. To hit a target, the user
must succeed at a ranged touch attack.
Mastery
At mastery step 2 the base damage increases by 1d6, to 3d6.
At mastery step 3, the user creates 1 additional globe for a total of 4.
At mastery step 4, the base damage increases by 1d6, to 4d6.
At mastery step 5, the user creates 1 additional globe for a total of 5.
Level 8
Effect: This jutsu creates a shower of fireballs, filling a 40ft cone. This jutsu deals 8d6 points
of fire damage to all within the cone.
Mastery: Mastery level 2 and 4 increases the maximum number of dice for damage by 5 to
a maximum of 18d6.
Effect: Similar to Fire Release: Phoenix Sage Fire Technique, this technique creates 5
globes of searing flame into which the user throws a single shuriken that he keeps spinning
through the use of his chakra. These globes can then be launched at any target within range
dealing 5d6 points of Fire and Piercing damage (Half each). Anyone hit directly must
succeed at a reflex save or catch fire. To hit a target, the user must first succeed at a ranged
attack.
Level 9
Effect: The user expels chakra-infused ash that blankets a wide area, burning anyone who
comes in contact with it. The ash cloud blocks all vision beyond 5t. A creature 5ft away has
concealment, and 5ft further away has total concealment. This cloud of ash lasts for 2
rounds.
Anyone except the caster caught in the initial blast immediately takes 6d6 points of Fire
damage; a reflex save reduces this damage by half, and at the start of their turn if remaining
in the cloud, must make a Fortitude save or be nauseated while being within the cloud, plus
one round after leaving the cloud.
Level 11
Effect: With a touch and a hand seal the user calls upon the True Fire of Samadhi, this fire
burns so intensely that it negates all fast healing and Regeneration of a target until the turn
after they took damage from the True Fire of Samadhi. The True Fire, when called, deals
8d8 points of Fire damage and forces the target to make a Reflex save. On a success the
target suffers no additional ill. On a failure, however, the target catches fire and takes 5d6
points of Fire damage every round. Additionally, the True Fire burns so hot that neither rain
nor gale can put it out, meaning that it cannot be extinguished before it has run its course or
been sealed away..
The True Fire of Samadhi can be delivered through a Chakra charged medium, such as if a
target has been hit by an infused kunai, metal wire string, or a summoned creature. Their
touch is enough to call upon the True Fire of Samadhi, in this case the technique can be
used as long as the medium is within a Short range of the user.
Lightning Release
Level 5
Effect: The user generates a ball of lightning in their hand that can be launched at a
location or held in hand, if launched it instantly expands and bursts in a 5-ft. radius that deals
5d6 lightning damage to everyone caught in it, those caught in it may make a reflex save to
only take half damage. If the user decides to hold the ball of lightning they may make a
melee touch attack with the ball and do 8d6 lightning damage, the target is offered no save if
used in this fashion.
Effect: By utilising Lightning Release, the user can speed up the signals that are sent from
his brain to his muscles to increase his striking speed. The user gains +1 dodge bonus to
armour class and reflex saves, as well as +1 speed bonus to hit and +30 ft base movement.
Additionally, whenever he makes a full-round attack he can make an additional attack at his
highest base attack bonus. Lastly, he can choose for his unarmed attacks to deal Slashing
or Piercing damage in addition to Bludgeoning. This technique only works while unarmed.
Effect: The user generates 3 floating balls of lightning at whichever location they desire.
These balls of lightning explode upon touch, disappearing, and dealing 2d6 points of
Lightning damage as well as knocking the target back 5 feet. The user can choose to send
the balls at a target, in which case the user must succeed at a ranged touch attack, with
each ball independently, to hit his intended targets. Alternatively he can choose to leave the
balls floating as a deterrent.
Effect: The user generates a small, but intense charge of electricity at the tip of his fingers.
The user then spears his fingers into the target's soft spot, releasing the intense charge
straight into his enemy. The target takes 2d6 points of Lightning damage and 2d6 points of
Piercing damage.The target must then make a fortitude save. On a failure, the target is
staggered for 1d4 rounds.
Effect: The user holds out their hand, discharging a ray of Lightning at their target. This ray
punches through their target's body, dealing 5d6 points of Lightning damage, provided the
user succeeds at a ranged touch attack.
Mastery
At mastery step 2 and 4 the user shoots an additional ray
Level 6
Effect: The user projects Lightning Chakra throughout his body in the form of an extremely
bright light to disorient a target vision. A target that fails their Reflex save is blinded for the
duration, seeing vivid images of the user's design. This leaves the target confused for the
first 1d3 rounds.
Effect: This technique allows the user to create a shadow clone infused with additional
lightning chakra. The clone works exactly like a normal Shadow Clone, however when the
clone is damaged enough to be destroyed, it will revert back to its natural lightning-state.
Anyone within 5 feet of the clone at the time takes 3d6 points of Lightning damage and must
succeed at a Fortitude save or be staggered for 1 round.
Level 7
Effect: The user extends his arms outward, projecting large amounts of Lightning in all
directions. Anyone caught within the blast takes 8d8 points of lightning damage and must
succeed at a fortitude save or be stunned for a round.
Effect: The user generates a field of electricity around themselves, this field constantly
pulses with lightning and strikes out at nearby enemies. This grants the user a 20ft increase
in speed. Anyone Striking the user in Melee takes 2d6 points of Lightning damage, anyone
the user strikes unarmed takes an additional 1d6 points of lightning damage.
Level 8
Effect: The user spreads a net of lightning outward from his position, anyone on the ground,
within the area, when the Technique is used takes 6d8 points of Lightning damage and is
staggered for a round. A successful fortitude save negates the staggered condition. Anyone
who ends their turn within the area of effect, except for the user, takes 3d8 points of
Lightning damage and must roll a fortitude save or be staggered for 1 round.
Effect: The user generates a snake of highly concentrated yellow lightning, it snakes
towards an opponent light a thunderbolt. The user rolls a CMB equaling his user level plus
his strength modifier against the target's CMD, a success has the target grappled and taking
4d6 points of lightning damage. Each round at the beginning of the user's turn, the target
takes 4d6 points of lightning damage.
Keeping a target grappled, occupies at least one of the user's hands.
Mastery
At mastery level 4, the user doesn’t need to occupy a hand to keep a target grappled.
Level 9
Effect: As the user completes the hand signs for this technique, four pillars of grayish stone
rise from the ground to surround the target. Each pillar releases an electrical shock, dealing
2d6 points of Lightning damage per pillar. The target is then permitted a fortitude save, on a
failure they’re paralyzed for the full duration, on a success they’re not. Each turn a target
spends paralyzed, the target takes 1d6 points of damage per pillar. Each turn, as a full-round
action the target may attempt a fortitude save to free themselves.
Mastery
Mastery level 1, 3 and 5 adds four additional pillars to the technique.
Level 12
Effect: The user launches a bolt of lightning that strikes one object or creature, then arcs to
2 other targets. The bolt deals 12d6 points of damage and each target can attempt a Reflex
saving throw for half damage. You may choose the secondary targets as you like but they
must be within 50 feet of each other, and no target can be struck more than once. You can
choose fewer secondary targets than the maximum if you so desire. The caster can spend 3
points of chakra to add 1 extra target past the initial, to a maximum of 3 additional targets.
Level 14
Mastery: At mastery level 2 and 4 the bonus to dodge defense, attack and damage increase
by +1.
Water Release
Level 5
Effect: Using this technique the user creates an area shrouded in mist, the mist isn’t dense
enough to provide concealment but it shrouds specific features that people may find a little
difficult to distinguish. The unique thing about this technique, is it creates several clones of
the user. These clones seem to walk out of the mist and approach nearby enemies, ready to
attack. These clones are however insubstantial and can never deal damage or perform
techniques. However due to the confusion, enemy targets within the mist are all considered
flanked when attacked by the user. Moreover, the user is considered to have 50%
concealment within the mist against enemy attacks.
Effect: By kneading his Chakra together in his belly, he can expel it from his mouth as a
torrent of water in one of two ways. The first way is as a 20ft cone, the second is as a 40ft
line. Whatever version of this technique is used, the targets suffer 3d6 points of bludgeoning
damage and are knocked backwards 10ft. A Reflex save halves the damage and negates
the knock back.
Whatever the version, 1d4x10 liters of water remains after the use of this technique suitable
for use with other Water Style techniques. It soaks into the ground at a rate of 2 liters per
round.
Effect: A technique that is said to originate from Kirigakure. Using water from the
surroundings, or by creating it using his own chakra, the user creates one or more replicas of
himself. Unlike the standard Clone Technique, water clones are manifested from material
and thus physically real. They can, themselves, use techniques up to level 7 and since
they’re made out of water, the user can use them as a sort of mobile water for other water
techniques. When damaged enough to be destroyed, a Water Clone will revert back into the
water which makes up its body.
Mastery
Fourth step of mastery allows the clones to use techniques up to level 10.
Effect: The user covers himself in a thin film of slippery water, making him extraordinarily
hard to grapple. The target’s CMD vs grapples increase by +8. In addition, the target gains a
+8 competence bonus on attempts to break out of grapples or similar binds.
Effect: The user quickly and briefly liquifies his body to avoid any sort of incoming attack,
the liquified body lasts for just a short moment. This Technique can be employed once
without triggering an Avoidance Counter. This technique does not work against Lightning
Release techniques.
Water Release: Hiding in Mist Technique
Tags: Ninjutsu, Water Release
Lvl: 5 Rank: D-Class LDC: 20
Time: 1 Standard action
Components: H, C
Range: 50 ft radius, from user Duration: Continuous 5 minutes
Saving Throw: None
Chakra Cost: 3
Effect: The user conjures a heavy mist to surround the immediate area around him, the mist
is so thick that sight is almost useless within. Anyone in a square adjacent to someone,
counts as having 20% concealment for the purpose of attacks. Anyone further away has
50% concealment. Beyond 15ft, a character is completely untargetable inside the mist.
Effect: The user kneads his chakra together in his stomach, to create a thick and sticky
substance that he excretes from his mouth at his opponent. If he succeeds at a ranged touch
attack, his target is entangled by the sticky robe-like substance and his arms are bound to
his torso. Additionally, if the target fails a reflex save he’s fastened to his square and cannot
move away from it. To free himself, the opponent must succeed at a Strength check
Difficulty 22, or someone could assist him by cutting away the syrup.
Effect: Using this water style technique, the user conjures a whip from a nearby body of
water. This whip functions in any way like any ordinary whip, save it deals lethal Water
damage. Furthermore if you employ any Lightning style, or similar electrically charged
techniques, with a range of touch, it can be delivered using a strike from the whip.
Effect: The user conjures up 80 liters of water, directly from his mouth. The water spills out
and fills the area around the user, floating to cover a 10 ft spread. This water is most often
utilized to fuel other Water style techniques, but can also be used as any ordinary water.
Effect: The user calls water from a nearby source into his hand, making it take the shape of
any sort of blade he is proficient with. Only the amount of available water may limit this
application.
The sword deals water damage, but can otherwise take the shape and statistics of any type
of sword. Additionally, the blade can be used to counter ongoing fire release techniques of
the same level as this technique or lower, rolling a dispel check against them.
Mastery
Each step of Mastery increases the level of this technique, for the purpose of countering
ongoing Fire Release techniques.
Effect: The user infuses a dried jellyfish with Healing chakra, reinvigorating it. He then
applies it to himself or a companion where the creature will wiggle to position itself above the
heart to release its healing energies into its new host. The target is then granted a Fast
healing of 5 for the duration. As the Technique progresses through its duration, the Jellyfish
dries up and withers away.
Mastery
At Mastery level 1, 3 and 5 increase the duration of this technique by 1 round.
Level 6
Effect: The user kneads his chakra together in his stomach, to create a thick and sticky
substance that he excretes from his mouth to cover a 20ft by 20ft area. Anyone currently
occupying this area must make a reflex save or be entangled and unable to move from the
square they’re standing in. Any target that enters the Syrup Capturing Fiend and that ends
his turn within it, must roll a reflex save or be stuck in the square they’re currently occupying
and suffer engangling. To free oneself, a target can attempt a Strength check at a DC of 22
or destroy the syrup in some other fashion. Anyone who ends their turn within the Syrup
field, must roll a reflex save or be stuck like above.
Effect: Employing this Technique, a target merges with a body of water, literally hiding itself
within. This body of water needn’t be large enough to actually contain the mass of the user,
a puddle of rainwater is enough for the user to hide in. While so hidden, the user gains a +15
bonus to his stealth check. A user is completely aware of his surroundings, as if he would be
inhabiting the same square as the water is.
A user can release the Technique at any point, doing so takes an immediate action and
expels the user to the square containing the water. This Technique is most often employed
to set up ambushes.
Effect: Using this technique, the user creates needles of water to be released from their
mouth. These are shot at enemy targets within range, performing twice as many attacks as
possible with the users base attack bonus, these are performed as ranged attacks. For
example, a user with a +6 base attack would ordinarily make 2 attacks, but with this
technique he could perform 4. Each needle deals 2d4+2 points of Water and Piercing
damage, and threatens a critical hit on 18+.
Level 7
Effect: With a successful touch attack, the user is able to use the water surrounding its
target to create a water prison to entrap and possibly drown the target. The sphere is not
subject to any damage and will prevent the creature caught from taking any action requiring
movement of any kind.
The subject will be contained for as long as the user maintains contact with the sphere and
concentrates on the technique. While caught in the water prison, the subject will start
drowning on its next turn. Nothing can pass through the sphere, in and out. If the user
somehow loses contact with the sphere, it would be dissolved and the creature is freed. The
trapped creature can be seen and see outside the prison, though it takes a -4 penalty on its
perception checks. Both the user and the target of the technique are considered flat-footed
for the duration
While concentrating on the technique, the user cannot use the hand with which he maintains
the sphere.
Special: A user can pass this technique on to a water clone, for the clone to maintain, even if
the clone didn’t initially cast it.
Effect: The user calls forth a torrent of water to surround his blade, this adds 2d6 points of
extra water damage to the user's strikes as well as force the target to make a fortitude save
the first time it’s struck every round. On a failure, the target is knocked back 10ft and prone.
On a success nothing happens.
Level 8
Effect: The user infuses the surface of water with his chakra, causing it to condense, swirl
and jump at your opponent as a spear at significant speed. The user must succeed at a
ranged attack, this water fang deals 2d6 points of piercing damage and 2d6 points of water
damage and threatens a critical hit on an 18 on the dice and deals x3 damage on a critical
hit. This technique benefits from any fitting precision damage, such as sneak attack damage
against a flat-footed opponent.
Mastery
At the 1st, 3rd and 5th level of mastery this Technique produces an additional Water fang
during base casting.
Effect: The user causes a massive amount of water to circulate and spin like a vortex,
before firing it outwards in the intended direction. Anyone within the area of effect takes 6d6
points of bludgeoning damage and is knocked backwards 10 ft, left prone and sickened for
1d4 rounds. A successful fortitude save negates the forced movement and reduces the
sickened effect to 1 round.
Level 10
Effect: The user produces a truly massive amount of water from his mouth, this creates a
large wave of water underneath the user, raising him up as the water crashes outward. The
water moves to cover an area of 30 by 30 feet and 10 feet deep, anyone within this area
during the initial casting of the Technique must succeed at a reflex save or take 11d6 points
of water damage and be knocked prone. A successful save halves the damage and negates
the prone effect. The user can ride along any of the waves produced, moving to any square
within the 30 by 30 area.
After the initial effect, the water sticks around in the area, with a depth of 10 ft for the
remaining duration.
Level 11
Effect: This technique is widely feared and one of the premier reasons for the Bloody mists
reputation, after the user manages to enact it a large size serpentine dragon rises from a
nearby body of water with enough volume to support it. This dragon remains animated for
one round per level, where it undulates and roars with fury. Once per round as a free action,
the user can order the Water dragon bullet to rush at a target, a target of the water dragon
takes 12d8 points of water and bludgeoning damage (half each) and is knocked backwards
20ft and is knocked prone. Anyone within 10ft of the intended target takes half of the initial
damage and is similarly knocked back (However, knocked away from the initial target) and
knocked prone. A Successful reflex save negates the knockback and prone condition, as
well as halving the damage.
Mastery
At the first step of mastery: At this step of mastery, the user can produce a water dragon,
without the necessary nearby water, however the numerical effects are quartered.
At the second step of mastery: At this step of mastery, the Water Dragon can be discharged
twice before disappearing.
At the third step of mastery: At this step of mastery, the user can produce a water dragon, for
half cost without the Materia components, however the numerical effects are halved.
At the fourth step of mastery: At this step of mastery, the Water Dragon can be discharged
twice before disappearing.
At the fifth step of mastery: At this step of mastery, the user can produce a water dragon’s
cost reduces to 10 Chakra
Level 14
Effect: This functions exactly like the Water style: exploding water colliding wave technique
except for what’s noted above and the following: The damage increases all the way up to
25d6. Moreover, the technique covers a 100 by 100 ft area and after the initial effect, it has a
depth of 30 ft.
Level 15
Mastery:
At level 3 mastery, the technique's chakra cost changes to 10.
At level 5 mastery, the technique's duration changes to maintenance of 10 minutes.
Additionally, you can perform a single technique before the Technique lapses.
Wind Release
Level 5
Effect: This basic wind style technique sends a current of chakra through the air in a straight
line. Every creature caught in this line takes 5d6 points of Wind damage. The line starts at
the user.
Mastery
Each level of Mastery increases the Wind damage by +1.
Effect: As he uses this technique, the user is sent upward by a sudden updraft, as he
seems to be riding the wind. The user makes an Acrobatic check with a +15
competence bonus to jumping to determine how high or far he jumped. The user
does not need to make a 10 foot move before jumping when using this technique.
This technique can be used up to twice in a row, when the user is in mid-air, to allow
him to jump further up, but cannot be used while falling.
Wind Release: Gale Crusher Technique
Tags: Ninjutsu, Wind Release, Defensive Maneuver.
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Standard action
Components: H
Range: Medium Duration: Instant
Saving Throw: None
Chakra Cost: 4
Effect: The user creates a small but powerful gale in the form of a beach ball-sized sphere
of spinning wind. The user directs the Gale Crusher at a creature or thrown weapon. If used
against a creature, the user must succeed with a ranged touch attack. If it hits, the creature
takes 5d6 points of Wind damage and is knocked back 5 feet.
If a ranged attack is aided, using this technique, it gains a +4 bonus to attack rolls and deals
an additional 3d6 points of precision damage on a successful hit. The user gains a +4 bonus
to attack rolls to aid a ranged attack if he stands within 10 feet of the attacker, or +8 if he is
adjacent. For the purpose of this technique, thrown weapons have an armor class equal to
10 + size + the Strength modifier of the thrower.
Defensive Maneuver: Once per encounter, this technique can be used to blast a single
thrown attack out of course, this thrown attack must target anyone within range of this
technique.
Effect: This technique creates a rapidly spinning globe of air around the user that slows
down the rate at which he is falling. While this technique is active, the user falls at a rate of
60 feet per round and suffers no fall damage. The user may choose to extend this technique
to catch falling targets within 10 ft, this increases the cost of the technique as indicated
above.
Effect: Using this technique, the user surrounds the target in powerful wind in order to
immobilise and damage it. If the subject fails its save, it suffers 2d6 points of wind damage
and becomes unable to move from its current location for one round and becomes unable to
use the Evasion ability.
While restrained, any projectiles or thrown weapons thrown at or by the target, are deflected.
Level 6
Effect: This technique creates a sudden blast of air (approximately 50 mph) from the user,
which can clear out dust, smoke, mist or fog and extinguish small flames, such as candles,
as well as fan larger fires. All flying creatures in this area take a –4 penalty on Acrobatics
skill checks to fly. Tiny or smaller flying creatures must make a DC 25 Acrobatics skill check
or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying
creatures must make a DC 20 Acrobatics skill check to move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking
2d4 points of bludgeoning damage per 10 feet.
Medium or smaller creatures are unable to move forward against the force of the wind
unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within the gust of wind effect.
This technique can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a –4 penalty on ranged attacks and Perception
checks in the area of the gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected
flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50%
chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind
would be expected to do. It can create a stinging spray of sand or dust, fan a large fire,
overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors,
including mist and fog, to the edge of its range.
Effect: Upon completion of this technique, any creatures caught in the area, 10 Radius, 10-ft
high cylinder, of effect take 5d6 points of wind damage and must make a Fortitude save to
avoid being blown upward 10 feet. This wind blast is strong enough to lift any creature of
large or small, as well as lift any object weighing no more than 1 ton.
Mastery
At Mastery 1, 3 and 5 increase the distance in which they’re blown upward by 10 feet.
Effect: Using this technique, the user is able to control an inanimate and unattended object
and use it as a weapon, which he may direct at any target within range. While he
concentrates on the technique, said weapon must never leave the user’s line of sight, and
may be anywhere within the range of the technique.
The user can direct the weapon to attack any target within range; he makes a ranged
attack against his target at his standard range attack bonus (maximum +10), with every 20
feet between his target and himself implying a -1 penalty to attack rolls. Should the attack hit,
the weapon deals normal damage, but the user does not apply his Strength modifier to
Damage instead he applies his Intelligence modifier. The object cannot be larger than Tiny.
Feats specific to the weapon you use do not apply, nor do ranged feats.
Mastery
At Mastery step 2, and 4, the object’s maximum size increases by 1. From Tiny to Small, and
Small to Medium.
Effect: The user exhales Wind-infused chakra to envelope a weapon, increasing its
sharpness, range, and lethality. The user can apply this technique to small edged weapons
like Kunai, Daggers, and tanto. Or to bladed thrown weapons, like Shuriken. When the
Vacuum Blade is applied to a bladed weapon, the entire blade is covered in wind chakra
which enhances its cutting capability and its range. A weapon so enhanced deals an
additional 2d8 points of Wind damage on each hit, and its critical threat range is double. This
does not stack with any other increase in critical threat range. Lastly, it ignores up to 5 points
of damage reduction. When used to enhance thrown weapons, the technique has a duration
of Instant and the casting time includes the user making an attack roll. The user can
enhance as many thrown weapons as he can make thrown attacks in a single round.
Level 7
Effect: Using this technique, the user is able to manipulate small objects at a distance.
These objects are manipulated roughly and in broad strokes, so tasks requiring dexterity are
no good. This technique can only manipulate objects of the size small or below.
Most often this technique is used to wield a small weapon at a distance, if this is the case the
weapon is wielded using the user’s level as base attack bonus, with their dexterity modifier
added to hit, and intelligence modifier is added as additional damage. Feats specific to the
weapon you use do apply, as do ranged feats.
Mastery
At Mastery step 2, and 4, the object’s maximum size increases by 1. From Small to Medium,
and Medium to Large.
Effect: The user lets loose a blast of wind from their mouth, with the lips held in such a
fashion that the expelled air causes a cacophonous roar. Anyone within the cone of effect
takes 3d8 points of Sonic damage and 2d6 points of Wind damage, additionally they are
deafened for 1d4+1 rounds. A Successful Fortitude save negates the deafened condition.
Level 8
Effect: The user inhales deeply, before expelling small, bullet-like blasts of wind from his
mouth. These bullets deal 2d6 points of piercing damage and 3d6 points of wind damage on
hit with a ranged touch attack. Thanks to the Vacuum Sphere’s sharpness, this technique
threatens a critical hit on 18-20. The user fires three Spheres, for each sphere that misses
he gains a +2 to hit with the following.
Mastery:
At mastery step 2 and 4, the user fires an additional Vacuum sphere.
Effect: Using their Chakra, the user can manipulate an external source of wind, or create
one of his own, to shape the ambient gust into blades of wind which they can launch at their
targets. These blades are so impossibly sharp, that they easily shred conventional armour
and greedily part limb from body. The Wind Cutter deals 7d6 points of Slashing damage,
which ignores 5 points of Hardness. A Successful Reflex save halves the damage sustained.
A user can also focus the effects of Wind Cutter to a single, massive wind blade. This
Massive Wind Blade requires a ranged attack roll to succeed, 60 ft. range, and deals 7d6
points of Slashing damage, additionally anyone who takes more than half their remaining Hit
Points in damage from the blade lose a limb, rolled randomly, and take the associated
penalties. Lastly, the user of Wind Cutter can modify how much of a given gust of wind they
transform into hardened air blades, thus they may choose to deal less damage than
indicated above. If they choose to deal 2d6 less damage, they may also choose to deal
piercing damage instead of slashing damage.
One way to fulfil the Materia requirement of this technique, is to produce a massive gust of
wind yourself. Such as by making use of a War Fan.
Defensive Maneuver: Once per encounter, as an immediate action, the user may make use
of Wind Cutter to deflect all incoming projectile attacks from a single target for 1 full round.
Mastery
At Mastery step 2 and 4, the user can choose to make use of the Defensive Maneuver one
additional time per Encounter.
Level 9
Effect: This technique creates a stream of high-velocity wind containing dust particles,
decimating anything caught within the stream in mere moments. Anyone within the
techniques area takes 11d6 points of wind and slashing damage and must roll a fortitude
and Reflex save, a successful reflex save halves the damage. On a failed fortitude save they
are immediately knocked back 15ft and knocked prone, on a success one they’re knocked
back 5ft. Afterwards the area touched by the cone is engulfed by a cloud of dust and debris
that blocks all vision beyond 5ft, a creature 5ft away has concealment and one further away
has total concealment. This cloud of dust lasts for 5 rounds, or until a strong wind blows it
away.
Effect: The user takes a deep breath and spins while exhaling, releasing compressed air as
streams of air-blades in every direction covering a substantial area in an air-blade killzone.
Everyone inside the area, except the user, takes 6d10 points of Piercing damage and are
pushed back 20 ft. immediately away from the user and knocked prone. A Reflex save
negates the push and the prone condition.
Effect: Every creature caught in the cone-shaped burst suffers 4d6 points of wind damage
and are knocked back 10ft. A successful Reflex save halves this damage and negates the
knock back.
For this particular technique, the user can ignore the hand seals component with a simple
swing of a war fan or a Huge or larger weapon.
Mastery
At Mastery 1, 3 and 5 you increase the damage of this technique by 2d6.
At Mastery 2 and 4 targets of this technique are knocked back an additional 10 ft.
Effect: The user surrounds their hand in whirling wind chakra before launching a punch at
an intended target, the user must succeed at a melee fist-based attack. On a successful
attack, the user deals ordinary unarmed damage +3d4 points of Bludgeoning damage and
knocks the target back 10 ft.
Level 10
Effect: Similar to the Wind Release: Vacuum Sphere, the user inhales a large quantity of air,
but rather than expelling it in small bursts, the user creates one large sphere of Vacuum and
shoots it at the enemy. The user must succeed at a ranged touch attack, if successful the
Great Sphere deals 4d6 Piercing damage and 8d6 Wind damage. A Target hit by this
technique, must succeed at a fortitude save or be staggered for 1d4 rounds.
Level 12
Effect: While very similar to the Wind Release: Vacuum Waves, the Serial Waves is much
more controlled and the air blades are much denser. The user inhales sharply, before
exhaling several blades of wind from a variety of different angles, by rapidly moving their
head in alternating directions. Anyone caught within this blast, takes 15d6 points of Slashing
damage that ignore any damage reduction and hardness below 20. Additionally, any target
that takes damage is knocked prone. A successful reflex save negates the prone condition.
Boil Release allows the user to mix the Fire and Water elements to produce steam with
scalding and acidic properties.
Level 5
Effect: The casting of this jutsu causes the casters lips to glow red, and white mist seems to
pour from the mouth. The caster must kiss the target, blowing the acidic mist into the longue
of his target, this is done as a touch attack that does not provoke an attack of opportunity.
The victim is forced to make a fortitude save or be staggered for 1 round and afterwards
shaken for 5 rounds, on a failed save the victim also takes 1d6+2 points of acid damage for
6 rounds. On a successful save the target is only shaken for 1 round, and takes only 1d6+2
points of damage once.
Mastery
At Mastery step 2 and 4 extends the staggered duration by 1 round, but decreases the
shaken duration for 1 round.
Effect: The user heats up his own chakra to a boil, causing large amounts of steam to
encapsulate and escape the user's body. This serves to immediately evaporate and melt any
water and ice style technique affecting the user of rank 5 or below. Furthermore the user's
land speed increases by +10 ft.
Additionally the user can utilize the pressure produced by the steam to enhance the physical
force of his blows, increasing the damage by an additional +1d6. The user can spend an
additional point of chakra to add an additional +1d6 points of damage to the attack, as well
as push the enemy back 5ft per extra point of chakra. Due to the extreme force of such an
attack, should a victim collide with another person or object both an additional 1d6 points of
damage per 5ft the target would have been pushed, if not obstructed. The number of Chakra
points that can be spent is equal to half the user's level, rounded down.
Effect: This technique fills the casters mouth with acidic vapour, using his chakra to mould
and then propel the vapour, the caster is able to shoot small bullets of acidic mist. For each
bullet fired the caster must succeed on a ranged touch attack, each bullet deals 2d6+2
points of acid damage. Initially the user creates 2 bullets.
Mastery
Each Mastery Step increases the user's number of bullets by 1.
Effect: The user causes an explosion of steam directly behind themselves, propelling them
forward in a 60 ft line. This technique can be used as part of a charge attack, extending the
distance of the charge by 60 ft. If the user performs this technique as part of a Charge
attack, the target takes an additional 2d6 points of damage.
Level 6
Effect: The user kneads Chakra together in his stomach to create water, which he then
heats up with his fire release. This scalding blast of steaming water is expelled from the
users mouth at a target, a successful ranged touch attack deals 6d6 points of Fire and Water
damage and dispels any Water or Ice technique of Rank 5 or below as it evaporates the
water.
Mastery: At mastery level 2 and 4 the user gains an additional scalding blast to fire per
casting of this technique.
Level 9
Crystal Release
Users of Crystal Release can convert any matter into crystal, from physical material to
moisture in the air, allowing them to turn anything into a weapon. This extends to other
physical natures, rendering earth, water, and wood useless against it. When used on living
creatures, targets can be crystallised down to the cellular level, imprisoning them so long as
the crystals are in place and shattering them if the crystals are struck, killing them. Crystal
Release users can also manipulate pre-existing crystals and crystalline structures.
Crystal Release cannot crystallise raw energy or chakra, as they have no physical mass to
crystallise, allowing those with good chakra control or lightning or fire natures to counter it.
Crystal Release is also susceptible to a specific sound wave frequency: because crystal
requires a very precise build-up of molecules, the proper sound waves can break down the
build-up before the crystal can properly form.
The Crystal Release is a rare and rather obscure nature. It is coveted for its ability to create
stunning crystalline creations from nothing and provide a serious amount of glamour,
defense and offense whenever needed.
Level 5
Effect: The user sends a chakra signal through the air or ground to the location of the target.
On the square in which the target is stood a large amount of crystal needles sprout from the
ground at a rapid pace. The user must roll a grapple check against the target, with a CMB
comprised of his user level plus his intelligence modifier. If successful the target is
considered grappled and takes 3d6 points of damage. The target takes 2d6 points of
piercing damage every time it struggles to free itself and fails to do so. The CMD of the
Needles is 10 + the CMB
Effect: The user manifests a giant hexagonal crystal shuriken able to split most material
clean in two. They can launch this from a distance at the enemy and deal decisive damage.
The user must perform a ranged attack as per normal. The crystal shuriken deals a total of
5d6 damage and has an increased chance at critically hitting the enemy (18-20) The
shuriken created with this jutsu deal piercing damage as per normal.
Mastery
At Mastery Step 3, the user can manifest a second shuriken.
Effect: The user converts chakra in their body to affect the environment and materialise a
large crystal. The crystal quickly grows into a defensive wall, blocking incoming attacks.
Although the crystal is inherently solid, it is hardened with chakra to resist water and wind;
thus, making it more resistant than it would normally be.
A 10-foot wide wall is instantly created in the direction the user is facing. Like any other earth
wall, it can be destroyed by means such as breaking. Each 5‑ foot square of the wall has
hardness 3 and 20 hit points. A section of wall whose hit points drop to 0 is breached. If a
creature tries to break through the wall with a single attack, the DC for the Strength check is
20. If the creature uses either water or wind to attack the wall consider the wall to have 5
resistance to both.
Effect: The user creates three hexagonal crystal shuriken from thin air which they can
instantly throw at any intended enemy. The attack requires a ranged attack as per normal to
hit with a ranged weapon. The crystal shuriken deals a total of 2d3 damage and threatens a
critical hit on 18+. The shuriken created with this technique deals piercing damage.
Mastery
At Mastery Step 2, and 4, the user creates one additional Shuriken.
Crystal Release: Jade Crystal Mirror
Tags: Ninjutsu, Crystal Release
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Standard Action
Components: H, C
Range: Personal Duration: Continuous 10 minutes
Saving Throw: None
Chakra Cost: 3
Effect: The user creates a life sized mirror of crystal in the form of a snowflake to appear in
front of them. The surface of the mirror is a perfect reflection of whatever is in front of it. The
user can decide which side of the mirror reflects or remains dull.
Effect: The user creates a crystal blade that attaches itself to the lower arm. It is about the
size of a Kodachi. The blade can be used as a sword which deals 1d10 points of slashing
damage, modified by strength, and threatens a critical hit on an 18+.
Mastery
At Mastery step 2, the user may create blades on both of their arms, gaining the benefits of
Two Weapon Fighting, using the second blade as a light weapon when using this Technique.
At Mastery step 3, the base damage increases by 1d10.
At Mastery step 4, the user gains the benefits of Improved Two Weapon Fighting when using
this Technique.
At Mastery step 5, the base damage increases by an additional 1d10.
Effect: The user creates numerous hexagonal crystal shuriken from thin air which they
launch at the intended target instantly. The shuriken rain down upon the enemy dealing a
total of 4d6+4 in piercing and slashing damage. A successful Reflex save halves this
damage.
The squares in which the Shuriken Wild Dance landed is considered difficult terrain due to
the crystal splinters. Moving into or out of the squares deals 3 points of damage.
Level 6
Effect: The user encases themselves in a layer of transparent crystal that allows them to
move around freely, perform attacks at greater strength and provide defence. While under
the effects of this Technique, the user gains a total of +3 natural armour, damage reduction
5/- and a +2 increased damage to unarmed attacks and a continuous consideration of being
armed. The Crystal armour’s DR can reduce a total of 40 points of damage before the
armour cracks.
Other people are usually unable to see the crystal armour unless searching specifically for it
or due to a direct exposure to light and thus the reflection of such. This means that, to notice
the armour, enemies can roll a Perception Check DC 20.
Mastery
At Mastery step 2, the natural armour bonus is increased by +1.
At Mastery step 3, this Technique can be used as a Move Action
At Mastery step 4, the natural armour bonus is increased by an additional +1.
Level 7
Effect: The user manifests a large crystallic lance to wield as a weapon, dealing 2d8 + the
user's Strength modifier as damage. The lance is considered a Reach-weapon, has a critical
range of (18-20) and the Impaling Critical feat.
Mastery
At Mastery step 3, the base damage increases by 1d8.
At Mastery step 5, the base damage increases by an additional 1d8.
Crystal Release: God’s Crossing Technique
Tags: Ninjutsu; Crystal Release
Lvl: 7 Rank: B-Class LDC: 25
Time: 1 Standard Action
Components: H, C
Range: 30ft line Duration: Maintained 1 Minute
Saving Throw: Reflex Half, Fortitude partial; See text
Chakra Cost: 8
Effect: The user conjures a large spine of crystal spikes, bursting forth from their hands in a
30ft line for 6d8 points of damage. Anyone caught within the area must immediately make a
Fortitude save or be staggered for one round as the spikes throw them off balance.
Mastery
At Mastery Step 3, the user of this Technique can push anyone who failed their Fortitude
save up to 10 feet backwards.
At Mastery Steps 4 and 5, this pushback is increased by an additional 10 feet to a maximum
of 30.
Level 8
Effect: The user conjures a spinning wheel of crystal around themselves big enough to
stand in that moves in any direction they choose on land. Travelling within the wheel takes
up both the user's arms and legs. While travelling within this wheel, the user is considered to
have its base land speed increased by 40ft.
The user can attempt to ram the crystal wheel into an enemy, performing a Trample attack
as they attempt to run them over. This attack deals 4d8 points of Bludgeoning and Piercing
damage. A successful Reflex save halves this damage.
Mastery
At Mastery Steps 1 the wheel may move over any liquid surface normally.
At Mastery Steps 2 and 3, the base land speed increases by 10 feet.
Level 9
Effect: This versatile Technique allows the user to use it in two separate ways;
Prison: The user manifests a crystalline prison around a target, instantly forcing the target to
roll a Reflex save. On a Successful save, the target evades the Technique. On a failed save,
the target is encased in a crystal prison that has 17 hit points. While imprisoned, the target is
paralyzed, unconscious and no longer needs to breathe or eat. The character can be freed
by destroying the crystal, or by letting it crumble naturally. The crystal prison lasts for 1 hour.
Barrier: As an Immediate Action, this effect creates a barrier of crystal around the character,
and anyone within a 10 feet emanation from the casting point. This barrier only lasts long
enough to defend from an incoming attack, crumbling afterwards. The barrier has 24 hit
points, blocking any attack or area of effect damage aimed at those inside. Any attack or
Technique that reduces the barrier’s hit points to 0, deals the leftover damage to the targets
inside the barrier. In the case of a single attack or technique, the intended target suffers the
leftover damage.
Mastery
At Mastery Step 2, the Crystal Prison lasts for an additional hour.
At Mastery Step 4, the Barrier effect gains one additional daily use.
Empower: The user can spend 2 points of chakra to affect additional targets within range of
the first. Each point of chakra allows the thorns to spread an additional 5 ft toward a new
target, additional thorns spread out from the original and must cover enough distance to
reach the additional targets.
Mastery: At level 3 of mastery technique becomes a 30ft line. At mastery level 5 the
technique can be employed as a 15ft burst around the user.
The user instantly creates a large formation of crystal in an effort to fully encase the target’s
body - forcing the target to make a reflex saving throw. If successful, the target dodges the
technique entirely. If unsuccessful, the target is encased by crystal and must make a
Fortitude save. If the Fortitude save is successful, the target manages to stave off
petrification and is instead simply encapsulated as per Crystal Release: Crimson Fruit. If the
Fortitude save is unsuccessful, the target is petrified and becomes part of the crystal
structure until (and unless) another user of Crystal Release uses this technique to free them
again. Shattering the crystal at this stage kills the target.
Effect: Often considered the pinnacle of Crystal Release, this technique causes the
moisture in the air and dirt on the ground to coalesce and crystalize into the shape of a
massive serpentine dragon. This creature will fight at the user's command, reacting to any
mental orders given without consideration for its own safety.
Crystal Dragon
Huge Construct
Speed 60 ft, flight 200ft, burrow 30ft.; Init: +1
HP: 100
AC 28 (Touch 10, Flat-footed 28)
Saves: Fort: 11, Ref: 12, Will: 11
Resistance: Water, Air, Earth 10.
Attack bite +22 (2d6+10 plus Grab, 18+ x2), Tail slap +17 (1d8+7, 18+ x2)
Reach: 15ft
Ability Scores Str 25, Dex 10, Con -, Int -, Wis 10, Cha 20;
Bab: +15 CMB: +22 CMD 32
Special Qualities Darkvision, Low-light Vision. Razor Sharp (All Natural attacks crit 18+,
and deal slashing damage.)
Once the duration passes, the dragon crumbles to a fine crystal powder. A user can only
summon one Crystal Dragon at a time.
Mastery
At mastery level 3 the Duration increases to 10 minutes per level.
At mastery level 5 the user can summon an additional Crystal dragon, with a seperate
casting of this technique.
Dark Release
Dark Release, also known as Gloom Release or the Underworld Style, is a strange nature
transformation that allows its wielder to perform techniques capable of absorbing,
manipulating and redirecting chakra taken from opponents, manipulating ambient chakra, as
well as traversal through the realms in between. Dark Release is extremely rare and a widely
feared Chakra Nature.
Chakra Natures: None of your own. User’s born with the Dark Release are born with a sort
of defect. They do not have a Chakra Nature of their own and as such cannot learn any
other Nature Release Chakra. However, a rare few learn to overcome this handicap via the
Dark Release: Manifestation Void technique. They do not begin the game with a Chakra
Nature affinity, nor do they gain any as they level up and cannot supplement their lack
through the feats of Additional Chakra Nature or Advanced Chakra Nature.
Dark Release: Grasping Void
Tags: Ninjutsu, Chakra Control, Dark Release
Lvl: 5 Rank: A-Class LDC: 25
Time: 1 Standard Action
Components: C
Range: Touch Duration: Instant, special
Saving Throw: None
Chakra Cost: None
Effect: The basic expression of Dark Release is the technique known as Grasping Void, it
lets its user touch an opponent and draw the Chakra from their system and into their own.
This adds the Stolen chakra to their own pool, often meaning the user can refresh amidst a
battle. A single touch steals 3 points of chakra, adding 2 to the users pool whereas the
remaining point is lost in transit. Grasping Void can also be used as part of a grapple, the
user can elect to use Dark Release: Grasping Void instead of rolling a CMB - This is
regardless of whether or not the user controls the grapple.
If a single target has been drained three times by Grasping Void within the same 10 minute
period, they gain the fatigued condition.
Mastery
At Mastery step 2 and 4, the user drains 1 additional point of Chakra and gains an additional
point of Chakra with each application.
Effect: As most user’s of the Dark Release are born without an affinity for any Chakra
Nature. Dark Release: Conduit somewhat makes up for this deficit. It lets the user project a
blast of chakra as a ranged touch attack, which deals 5d6 points of damage. The damage
type and additional effect is determined by the Nature Affinity of the target, the user most
recently employed Grasping Void against.
Earth: The target takes Earth damage and is knocked prone unless they succeed at a
Fortitude save.
Fire: The attack becomes a 15 ft. cone of fire damage instead, a successful reflex save
halves the damage.
Lightning: The attack becomes a 20 ft. line og lightning damage instead, a successful reflex
save halves the damage.
Water: The attack deals water damage and the target is knocked back 5 ft.
Wind: The attack deals no damage, rather it becomes a 30 ft. cone of harsh wind. Anyone
caught within must succeed at a difficulty 20 athletics check or be pushed back 10 ft. Gases,
smaller fires of natural origin and similar dispersed by this blast of wind.
Mastery
At each Mastery step the damage increases by 1d6. For Wind, instead, the DC of the
Athletics check increase by 3 and at Step 2 and 4 the knock back distance increases by 5 ft.
Effect: Most user’s born with the Dark Release are so born because of a void within their
Chakra network. They possess no natural inclination towards any Chakra nature and cannot
bring any Nature Transformation to bear. This handicap is immediately evident to most users
of the Dark Release, without knowing they possess the Kekkei Genkai, they think
themselves useless and abandon any dreams of becoming Shinobi.
Those who continue upon their way, learn that this void isn’t an obstacle, but an opportunity.
They learn to store the chakra they gather inside that void, internalise it and eventually
synthesise it into a proper Chakra Nature.
To do this, the user of this technique must drain a large amount of chakra from a target with
a nature he desires. This process can only be undertaken from a target that is helpless or
pinned. Once this technique is activated, the user must stay in contact with the target, until
it’s finished. The user drains 10 points of chakra per turn of contact, adding it first to his
reserve, then to his pool once his reserve is full. The technique is complete, once the target
has been drained of all their chakra and reserve. At this point the user must roll a Fortitude
save, on a success he simply faints and recovers Chakra as normal. On a Failure, he loses
access to the Chakra Nature the user decided to leech.
Once a target has been drained, the user of the technique gains one Chakra Nature of which
the target was in possession. If the target is an advanced Chakra Nature, the user must first
gather the component natures first.
Once acquired, a Chakra Nature stays available to the user as if gained via the Additional
Chakra Nature, or Advanced Chakra Nature feat.
Special: This technique can still be used to drain a Chakra Nature from a target, even if the
user already has access to it. The effect is simply to drain chakra and potentially strip a
target of his Chakra Nature.
Effect: A natural development of Grasping Void, the Inhaling Maw allows the user to absorb
a great deal of chakra but most significantly, the user can now pull it directly from active
Ninjutsu, and as such it can be used as a defensive measure. When employed, the user
conjures up a Chakra void dark shape, into which he pulls the Ninjutsu of his opponent. The
Inhaling Maw can be used in one of three ways.
First: The user can choose to prepare an action to absorb an incoming Ninjutsu, this halves
the chakra cost of the technique and requires one standard action. The user can then absorb
the next Ninjutsu used against him or that includes him in the area of effect, all Chakra used
to fuel the technique is thus absorbed. All chakra absorbed this way can be added directly to
the users own Chakra pool or it can be used to fuel Dark Release: Judgement.
Second: The user can also use Inhaling Maw as an avoidance technique, this allows him to
absorb an attack similar to the first use, however without preparation it’s harder to assimilate
the Chakra into his own pool. As such, the conversion rate is 1 chakra added to the user's
pool per 2 chakra absorbed. Or, the user can choose to use all the Chakra to fuel Dark
Release: Judgement at a 1-to-1 rate.
Third: The user can employ Inhaling Maw to absorb the chakra from active techniques, such
as any remnant from a Ninjutsu, Ninjutsu with a duration or any similar technique that’s
fueled by Chakra. The user must be within 20 ft. to utilise this technique in this fashion, the
conversion rate is 3-to-1, based on the original cost of the technique. If employed against a
chakra cloak, the rate is 2-to-1. For use with Dark Release: Judgement, the conversion rate
is, as always, 1-to-1. Using Inhaling maw in this fashion, requires a standard action.
The user can automatically identify any technique he has absorbed using Inhaling Maw as
well as identifying what Chakra Natures the caster of the technique has available to him and
which is his affinity. A user can attempt to learn any technique he has absorbed as if he had
a tutor, provided this is attempted within a week. The user can take longer to learn the
technique, but an attempt must be made within a week and he cannot attempt to learn any
other technique while he does so.
Special: Learning Inhaling Maw, automatically teaches the user the technique Dark Release:
Judgement
Effect: This technique can only be used after a Dark Release user has successfully
employed Inhaling Maw in a given encounter.
Judgement allows its user to release all his stored chakra in a massive burst of pure chakra.
Depending on the amount of Chakra used to fuel Judgement, the user can change its shape
or up the damage it deals and even change it’s Chakra Nature. Initially Judgement is a Short
Ranged technique that deals 2d6 points of damage per Inhaling Maw Chakra used to Fuel it
and deals damage of a Chakra Nature the user can employ.
The user can then choose to spend Inhaling Maw Chakra to change the properties of
Judgement.
Increased Range: The user can change the range from Short to medium, and from medium
to long by spending 1 point of chakra.
Cone: The user can create a 30ft cone by spending 2 points of chakra, for 3 points of chakra
the cone becomes 50ft.
Line: The user can create a 60ft line for 2 points of chakra, for 3 points it becomes a 100ft
line.
Explosion: The user can release Judgement in a 20ft burst emanating from himself, by
spending 2 points of chakra.
Chakra Nature: For 1 point of Chakra the user can change the Nature of Judgement to fit
any nature he has absorbed within this encounter. For 3 points of Chakra Judgement can
deal pure Chakra Damage.
Blowback: For 2 points of Chakra, the user can push back anyone damaged by Judgement
that failed their Reflex save. Such a target is pushed back 10ft. For an additional 2 points of
Chakra they’re knocked prone.
Mastery
At mastery step 1, 3, 5 the user is always considered to have 3 Inhaling Maw Chakra to fuel
additional properties of Judgement. But the user must still have used Inhaling Maw
successfully in a given encounter to employ Judgement.
Effect: By opening up a passageway through the dimensions, the user can transport himself
and anyone else to a point he has seen previously, has line of sight to, or had described to
him in detail. Anyone stepping through the dark, swirling portal created by this technique will
briefly be immersed in total, gloomy darkness, before they reemerge on the other side. While
passing through the Underworld Passageway, the traveller loses all sense of feeling, sight,
hearing and smell beyond the sensation of a gloomy, sticky cold covering their body. This
technique can also be used to travel to other dimensions, provided the user is aware of
them. The Passageway can be conjured within short range of the user.
Dark Release: Underworld Passage can also be turned on unwilling targets, letting the user
use the Underworld Passage as an attack, this lets him send the portal forward in a 15 ft.
wide, 30 ft. long line. Anyone within this area must make a reflex save or be transported by
the passageway to a destination of the user’s choice. This portal disappears after use.
Dark Release: Underworld Passage always provides safe travel, meaning that the exit portal
can never hover mid air for targets to fall to their death or into Lava. However, targets can
still be safely deposited into an inhospitable environment.
Dust Release
Dust Release is a very rare and dangerous type of Chakra nature release, it allows its user
to manipulate cells at the basic level causing huge amounts of damage. In fact the Dust
Release is not a Kekkei Genkai, but rather a Kekkei tota a more advanced version.
Effect: The most well known application of the Dust Release is the Detachment of the
Primitive World Technique, this technique allows its user to manifest a barrier before
releasing the atomic dismantling effect of the technique itself. The geometrical barrier is an
important part of the technique, as it allows the user to contain the explosion of Dust
Release energy, which dismantles anything it touches. There are three variants of this
technique which can be employed; Cube, Drill and Cylinder. Cube: The cube costs 8 points
of Chakra and encapsulates a single target. Drill: The drill costs 10 points of chakra and also
hits a single target, however the barriers drill-like nature means it easily pierces other
barriers and protective measures, meaning it has avoidance defense of +4. The Cylinder
works as a 30 ft. long line and costs 14 points of chakra. A target hit by this technique, must
roll a fortitude save. On a success the target takes 5d6 points of damage. If the target fails
their save, they take 24d6 points of damage. A target killed, or object destroyed, by this
technique leaves absolutely no trace behind.
Effect: Utilizing this technique, the user creates a small translucent sphere in their hand,
with a quick wave they spread tiny needles of dust release particles outward, that
disintegrate anything they touch. This technique deals 6d8 points of damage, a successful
reflex save halves this damage. Anyone killed, or object destroyed, by this technique leaves
absolutely no trace behind.
Effect: The user creates a small, translucent barrier in their hand, from which springs a
square 1 foot long flat blade. This shape can be used as a Short sword or Tanto which deals
2d8+2 points of damage. As this damage comes from pure, dismantling Dust Energy, the
‘sword’ does not gain a bonus to damage from any of the target's ability scores. Additionally,
since the ‘sword’ evaporates anything it touches, and so it completely ignores all hardness.
Mastery
Each Mastery step increases the bonus damage on the die roll by 1 point.
Explosion Release
The explosion release is mostly seen with the explosion corps of Iwagakure, it allows its user
to form explosive chakra in its body which it then releases through various points of its own
body.
General rule: Explosion release techniques deal Explosion damage (Half Lightning, half
Earth) or Bludgeoning damage as decided by the user when a technique is cast.
Effect: The user charges a handful of smaller items, none can be any bigger than a
Shuriken, and charges them with explosive Chakra before throwing them at an enemy.
These items explode dealing 2d6 additional points of damage, on top of the damage a
thrown object would’ve ordinarily dealt. Any target that takes damage from this technique is
also dazzled for 3 rounds. Unless the target succeeds at a Reflex saving throw, to negate
the dazzled condition.
Explosion release: Exploding Palms
Tags: Ninjutsu, Defensive Manoeuvre, Explosion Release
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 4
Effect: The user of explosion style places his palm directly upon a target, before channelling
a blast through it, exploding directly upon the enemy. The user must succeed at a melee
touch attack, if he succeeds he deals 4d8 points of damage and forces the target to make a
Fortitude Save. On a success nothing further happens, on a failure the target is knocked
back 10ft or knocked prone - users choice.
Defensive Maneuver: Once per encounter when targeted by a ranged attack roll, the user
can cause a localized explosion in his palm to redirect the incoming attack harmlessly. The
user must succeed at a Ninjutsu check against a DC of the attack roll total, on a success the
ranged attack is deflected harmlessly. If you beat the DC by 5 or more, you redirect the
attack against any target within 30 ft using all the original parameters.
Mastery
At Mastery Step 2 and 4 the user can use the Defensive maneuver one additional time per
day.
Effect: The user propels himself forward using a small explosion behind himself, this
functions like a charge except the user ignores difficult terrain as he’s soaring across the
field. As he hits a target of his charge, he causes another explosion that causes his attack to
deal an additional 2d8 points of damage. The target must succeed at a fortitude save or be
knocked prone.
Effect: The user holds up two of his hands, releasing two impossibly bright explosions from
them. Anyone within a 15ft burst must roll a fortitude save, on a success the targets are
blinded for 1 round, on a failure the targets are blinded for 5 rounds.
Explosion Release: Concussive Blast
Tags: Nintaijutsu, Strike, Explosion Release
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant, special
Saving Throw: Fortitude partial
Chakra Cost: 5
Effect: The user punches a target, having to succeed at an ordinary Melee attack. On a
success, the user also releases an incredibly loud explosion dealing 4d4 points of extra
damage. The target then has to succeed at a fortitude save, a success has the target
deafened for a round. On a failure, the target is deafened for 1 minute
Effect: Like so many of the Explosion release techniques, the user initiates the Landmine
fist by punching a target with an ordinary Melee attack. The target takes an additional 7d8
points of damage, as the user causes an explosion to erupt immediately in front of them. The
initial target is also pushed away 10ft. Afterwards, anyone within a 30ft cone starting behind
the target takes 7d8 points of damage, which can be halved with a successful reflex save.
Effect: The user places his hands upon the ground, channeling his explosive chakra into the
ground before causing it to erupt. The exploding earth deals 6d6 points of damage to anyone
within the area and knocks them prone, unless they succeed at a reflex save which halves
the damage and negates the prone condition. Afterwards the rough terrain left by the
explosion is considered difficult terrain.
Effect: Once per encounter the user can raise his arms to block an incoming Melee attack or
melee touch attack, the user then generates an explosion from his arms which helps negate
the incoming force and deals 4d8 points of damage to the target and the target must
succeed at a reflex save or be knocked back 10ft.
Mastery: At mastery level 3 and 5 the user can use Blowback Block an additional time per
encounter.
Effect: Through the use of the Explosion Style: Meteor Rise technique, the user can launch
himself 30ft into the air and direct the blast so that he may travel 60ft horizontally as well.
Just before he lands, the user generates another small explosion under his feet to soften the
fall.
This technique can be used as an immediate action should the user fall, to negate the falling
damage.
Meteor Rise can be used in combination with Meteor Charge, this allows the user to crash
straight into a target like a meteor from up high. This increases Meteor charge’s damage to
10d8, in a 15ft burst. The initial target takes full damage, whereas the rest in the burst can
roll a successful Reflex save to take half damage. The user himself takes 4d8 points of
damage from this crash.
Effect: By putting his hands together, angled slightly outward, the user generates two
powerful explosions in such a way that a powerful shockwave is directed outward in a 30ft
cone. Anyone within the cone takes 12d6 points of bludgeoning damage, is pushed out to
maximum range of the cone and is knocked prone. A successful Fortitude save halves this
damage and negates the push and prone condition.
Effect: This technique is rather simple in its theory, but lethal in its execution. The user
attempts a melee touch attack, placing both his hands upon a target, channeling explosion
chakra into their body. At this moment the target must roll a fortitude save. A failed save
sees the target erupt in a shower of gore, taking 100 points of damage at the end of the
target's next turn. If the save is successful, the target takes 3d6 points of damage and is
staggered for a round. This damage ignores any sort of damage reduction and resistances.
Exploding Clay
Exploding Clay: C1
Tags: Ninjutsu, Hijutsu, Kinjutsu, Training; Requires: Advanced Chakra Nature: Explosion
Release, Craft (Sculpture) 4
Lvl: 4 Rank: S-Class LDC: 20
Time: 1 Standard Action
Components: C, S
Range: Personal Duration: Maintained
Saving Throw: Reflex (See text)
Chakra Cost: Special
Effect: Created by the Explosion corps of Iwagakure. Learning this technique immediately
grows a pair of mouths in the palm of your hands and one right above your heart. This
technique allows the user to use the finesse and depth of his art to create tiny animated Clay
figures. The sculptures can take upon any form, from a bird to a spider, and always carry a
nasty surprise in explosive form. To create the sculpture, the user needs 2 pounds of clay
per size category above Tiny (minimum 3 pounds, maximum Medium-sized) and costs 2
points of Chakra per d8 of the explosion. Each size has the following limitations:
- Tiny (1 pounds): A tiny sculpture must occupy the square of a creature to deal any
damage, as it deals up to 7d8 point of fire damage in a 5-ft. radius burst. The tiny sculpture
has a +15 bonus to stealth checks, a Chakra Pool equal to 2 times the number of d8 it
carries in its explosion, a AC of 17 and 6 hit points.
- Small (3 pounds): A small sculpture can carry up to 50 pounds of material and may deal
up to 9d8 point of fire damage in a 10-ft.-radius burst. It has a +9 bonus to stealth checks, a
chakra pool equal to two times the number of d8 it carries in its explosion, an AC of 14 and 9
hit points.
All damage suffered by the explosions can be halved with a successful Reflex save. Each
sculpture moves at a speed of 30 feet per round and acts on the user's mental directions
only. It cannot be taken over or affected by any mind-affecting effects, and is immune to all
conditions, as well as sneak attacks and critical hits. By spending twice the required amount
of clay, the user can create a flying sculpture that can move at a flying speed of 30 feet, with
clumsy maneuverability. The user may set off the explosion of the sculpture, as long as it
remains within sight, as a free action. Once destroyed or when the duration expires, the
sculpture reverts back to inanimate, harmless clay.
Expendable Components: A mass of clay of the specified weight to create the sculpture.
Explosive Stockpile
A master of Explosive style can carry and maintain an amount of explosive clay, in pounds,
equal to their level times their Charisma modifier. This is replaced after a long rest, once per
day.
Mastery
At mastery level 3, you gain the Bomb Reserve Talent.
Bomb Reserve
You can keep a number of bombs prepared so that they’re ready to release at a moments
notice, a clay master can keep 14 pounds of clay worth of bombs at the ready. A reserve of
bombs can keep for a week, though can only be recreated once every week. You reserved
bomb can keep an amount of d8’s stored equal to half your level.
At level 10 you can keep 28 pounds prepared.
At level 15 you keep 38 pounds prepared.
At level 20 you keep 48 pounds prepared.
Exploding Clay: C2
Ninjutsu, Hijutsu, Kinjutsu; Requires: Advanced Chakra Nature: Explosion Release, Craft
(Sculpture) 8
Rank: 8 CR: S-Class Learn DC: 24 (4 Successes) PDC: 21 Time: 1 full-round action
Components: C, S Range: 5ft Duration: Special Saving Throw: Reflex Chakra Cost:
Special
Effect: The user can create a large winged sculpture, similar to those with C1 however with
the size of large, this sculpture is large enough for the user to ride it. It has a land speed of
20, fly speed of 40, 40 Hp and 20 AC. The user can direct the sculpture freely, as well as
directing it to attack. Attacking means making it charge at a target and then explode. An
exploding C2 deals twice the number of dices than C1 does per 4 chakra, but similarly
allows a Reflex save for half damage. C2 lasts for 10 minutes per 4 chakra spent.
Effect: The clay master can produce two medium sized dolls of exploding clay to use to fight
in his stead. A doll has 40 HP, 23 Ac (10, +3 Dex, +10 natural), a bonus to hit equal to your
user level plus your intelligence modifier. They have 2 slam attacks each dealing 1d6 points
of damage using your intelligence modifier as a strength bonus to damage. They are
considered constructs. A Clay doll explodes once killed, dealing 4d8 points of damage in a
5ft burst.
Effect: You replenish your Clay Stockpile by half. This Technique can be used once per day.
Mastery
At mastery level 2 and 4, you can use this technique an additional time per day.
Exploding Clay: C3
Ninjutsu, Hijutsu, Kinjutsu; Requires: Advanced Chakra Nature: Explosion Release, Craft
(Sculpture) 10
Rank: 14 CR: S-Class Learn DC: 30 (4 Successes) PDC: 27 Time: 1 standard action
Components: C, S Range: 5ft Duration: 1 round/level Saving Throw: Reflex Chakra
Cost: 30
Effect: Using this technique, the user is able to create a stronger version of the C1, and
focus even more Chakra into a small flying sculpture. It has the same statistics as a similar
sculpture from C1, but its speed is doubled, and the explosion is a 100-ft.-radius burst that
deals 15d8 point of fire damage once the explosion is set off. All damage suffered by the
explosion can be halved with a successful Reflex save. C3 ignores 15 points of Hardiness.
C4: As a full-round action the user expels a large white-clay doll, in his own liking from his
mouth. This then grows to enormous size before it seems to evaporate, in fact the doll has
disintegrated and turned into tiny microscopic bombs. Upon command of the user, these
bombs explode and dissolve the targets on a cellular level. This ability targets all within a 30
ft burst around the user, except for the user himself. Upon command, a quick action, all the
bombs explode and force the targets to roll a fortitude save equal to 10 + cha mod + half
character level. On a successful save the targets take 5d6 points of damage. On a failed
save the targets take 2d6 points of damage per character level of the user. C4 costs 20
points of chakra to create.
C0: As a full-round action the user feeds large amounts of white clay to a mouth in his chest,
as soon as enough has been fed the users skin begins to glow before it turns translucent,
revealing numerous black veins throughout the users body. After the full-round the user
explodes, killing himself, but dealing 200 points of damage +2 point of damage per
remaining chakra point the user has, to all within a 500 meter radius. This ability allows a
reflex save DC 10 + cha mod + half character level, on a successful save the targets take
half damage.
Additional Reserve
Prerequisites: Bomb Reserve
Benefit: You can keep an additional 10 pounds prepared using your bomb reserve.
Ice Release
The Ice release is a much renowned advanced chakra nature, it’s often employed by the
Yuki clan of Yukigakure. Those that have faced off against the Ice release know it to be a
versatile style which allows for good offence as well as defence.
Effect: Upon using this Technique, 3 giant spears of ice lance up out of the ground. Each
stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. A creature that
occupies a square from which a spear extends (or that is within 10 feet of the ground below)
takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures
that take up more than one square can be hit by multiple spears. The explosive growth can
also trip foes. When the spears erupt from the ground, they make a combat maneuver check
against any targets that take damage from the spears, with a total CMB equal to your total
Ninjutsu skill. Each additional ice spear beyond the first that strikes a single foe grants a +10
bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A
successful Reflex save halves the damage and prevents the trip attempt. If you cast this
spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-
covered field, the spears strike with additional force. Saves against the effect suffer a –2
penalty and the Technique gains a +4 bonus on its combat maneuver check to trip foes. Ice
spears created by this spell remain after they do their damage. They melt as normal
depending on the surrounding environment. They no longer damage foes in their square, but
can provide cover. An ice spear has hardness 5 and 30 hit points.
Effect: The user directs his frustration at a target within range, conjuring up a whirlwind of
ice and harsh winds which swirl around the target for a couple of seconds. The target takes
3d6 points of cold damage and is staggered for 3 rounds as layers of ice encrust the target.
A target can spend a standard action to remove the ice and end the staggered condition, but
doing so ends the turn in which he removed the ice. A successful fortitude save will halve the
damage and negate the staggered condition. A Given target can only be affected by this
technique once per encounter.
Level 6
Effect: The user freezes the moisture in the air around himself, creating multiple shards of
ice. These shards are then launched at targets at extreme speeds, building up an
extraordinary amount of momentum. Each round you concentrate, you create 3 shards of
ice. You can hold up to a maximum of 5 shards. Each of these shards can be launched at a
target within Short range, as a ranged touch attack. Each shard deals 2d6+2 points of
damage. An individual target cannot be the subject of more than 3 shards during a single
round.
Mastery
At Mastery steps 1, 3 and 5, you increase the number of shards you create per turn as well
as the maximum number you can hold at a time.
At Mastery steps 2 and 4 you increase the maximum number of shards a single target can
be subjected to by 1.
Level 7
Effect: The caster freezes the air around a target, instantly forcing the target to roll a reflex
save. On a successful save the target evades the Technique. On a failed save the target is
encased in 7 inches of ice, the ice has 21 Hit points and a hardness of 1. While encased the
target is paralyzed, unconscious and no longer needs to breathe or eat. The character can
be freed either by destroying the ice, or letting it melt away. 2 Inches of ice melt away per
hour.
Level 8
Effect: The user freezes the ground at an area of 15ft by 15ft to immobilise anyone caught
in the effect, rendering their feet unable to move. Anyone currently occupying the area must
make a Reflex save, or gain the Entangled condition and be unable to move from the square
they're standing in as their feet are frozen to the ground, taking 4d6 Cold Damage.
A creature can attempt to break the Ice with a DC 20 Strength Check, escape with a DC 24
Escape Artist Check or by targeting it with a Level 4 or above Fire-Release Technique.
Level 9
Effect: This Technique creates a barrier of ice around the character, and any adjacent
character. The dome lasts only for a few seconds before crumbling, however it’s strong
enough to withstand most attacks for just a moment. The Dome has 35 hit points, the dome
blocks any attack or area of effect damage aimed at the caster. Any attack or technique that
reduces the dome's hit points to 0, deals the leftover damage to the targets inside the dome.
In the case of a single target attack or technique, the intended target suffers the leftover
damage.
Level 11
Effect: After forming the necessary hand seals, the user thrusts their arms out to send out a
Dragon formed of Ice to strike at their opponent. Flying through the air, the Dragon seeks out
its target to deal 8d6 Cold damage and 4d6 Bludgeoning damage, and any creature hit by
this technique must succeed at a Fortitude save or be Staggered from the impact.
Lava Release
Lava Release is one of the more versatile of the advanced chakra natures as it can both be
supplementary, defensive or VERY offensive. Lava Release comes in three different
categories, the first is the rarest of the three which is the traditional Lava, superheated
molten rock. The second is Rubber and the Third is acidic mud. A user of the Lava Release
must choose which form of Lava Release they employ.
Lava
Effect: The caster calls forth into existence a coat of Lava which envelopes his entire body,
offering both protection and a boost in offense. The armor grants the user Fire and earth
resistance 20, while he takes 10 extra damage from water. Furthermore the caster deals an
extra 1d6 points of fire damage on his unarmed attacks, as well as any one1d6 points of fire
damage to anyone making direct physical contact. Each character taking fire damage from
the Lava armor must also make a reflex save or catch on fire, taking 1d6 points of fire
damage each round. Each round the afflicted target can make another reflex save to remove
the burning material, or drop prone and roll around without the need for a save.
Mastery: Mastery level 2 and 4 increases the contact damage by 1d6 points of damage, to
3d6 at mastery level 4.
If a user should ever miss with his Melee attack, the Scorching armored fist is so warm that a
target still takes half the Lava damage on a miss.
If the user has Lava Release: Lava Release armor activated, this technique costs only 2
Chakra to activate.
Mastery
At mastery steps 1, 3, 5 the Lava Damage on the initial hit increases by 1d6.
At mastery steps 2 and 4, the target takes an additional 1d6 points of fire damage per round,
if they catch on fire.
Effect: The user expels a large amount of lava from their mouth, which quickly solidifies into
multiple boulders of molten rock that are fired towards the target with tremendous force. Due
to their composition, the boulders can melt through most objects with ease. Each boulder
deals 3d6 points of Bludgeon damage and 3d6 points of fire damage. To hit with a boulder
the user must roll a ranged touch attack.
Effect: Slamming his hands flat against the ground, the user pours a massive amount of
Lava Release chakra into the earth, forcing it to melt the rock of the upper crust and guiding
it up in a direction suitable to the user’s needs. This allows the user to create a make-shift
Volcano, letting the user guide its eruption in any direction he sees fit. The eruption takes
place over the course of 6 rounds, with the most violent effects occurring initially and as the
pressure leaves the crater, the effects slowly abate.
1st round: As this technique takes effect, the user chooses a single point within range from
which the volcano will arise and erupt in a 20ft burst. Anyone within this area takes 12d8
points of lava damage and is knocked prone by the violent eruption. A successful reflex save
halves this damage and prevents the targets from being knocked prone.
2nd round: The Lava continues to surge forward and violent eruptions shake the ground,
anyone within the initial 20ft burst takes an additional 12d8 points of damage and risk being
knocked prone again, a successful reflex saving throw halves this damage and prevents the
prone condition.
3rd round: The lava now begins to spread, with small nuggets of it spraying its surroundings.
Anyone within a 30ft burst now takes 8d8 points of lava damage, with a successful reflex
saving throw reducing this damage by half.
4th round: By now the lava has spread to cover a 40ft burst, but has begun to rapidly cool.
Anyone within this area takes 6d8 points of lava damage, with a successful reflex save
halving the damage. Anyone that takes full damage during this round is entangled by the
rapidly cooling lava.
5th round: Having now spread to cover a 50ft burst, targets within suffer 4d8 points of Laval
damage which can be halved with a successful reflex saving throw. Like during the 4th
round, anyone that fails their save is entangled. If an already entangled target fails its save,
the Lava hardens and they’re completely paralyzed as their bodies are covered by the
hardening rock. Someone paralyzed by this effect automatically takes full damage on the
following round. A paraluzed target can attempt to free himself as a full round action with a
successful DC 20 strength check or DC 30 Escape artist check.
6th round: By this round the lava deals a measly 2d8 points of Lava damage, with a
successful save negating the damage. If anyone has been paralyzed during the previous
level, and hasn’t gotten out yet, they take full damage with no save allowed. Additionally, the
rock is now so hard that the strength DC to free themselves increases to 24 and the Escape
artist check DC increases to 34. By now, anyone still caught in the stone begins to suffocate
as per normal rules.
Effect: Through this technique, the user conjures forth a ring of roiling lava that covers a 5ft
radius burst around the user. Anyone that comes into contact with this ring of lava-flames
take 3d8 points of Lava damage and risk catching fire as per the Lava Release: Lava
Release armor technique. The Ring of Lava-flames is 10ft tall and stops any projectile, not
made entirely of chakra, as they attempt to penetrate the ring by melting them to slag and
adding their mass to its expanding radius. Every turn of concentration, the user can push the
flames to cover an increasing radius around the user, this push moves the ring 5 feet
outward, leaving empty space immediately around the user and having the ring settle in the
10ft squares around the user. This can cause the ring to expand all the way out to 30ft,
leaving 25ft of free space between the user and the ring.
Anyone who ends their turn within 5ft of the ring takes 2d8 points of Lava damage. Anyone
who’s caught by the ring as it expands, must succeed at a reflex saving throw or take 5d8
points of Lava damage and catch on fire. Anyone that succeeds on this check, is always
pushed with the ring and never moved to occupy a square inside the expanding ring.
If anyone attempts to breach the ring, by moving through it they take damage as if the ring
had expanded into them, but with no save allowed. Additionally, any flammable object on
their person or metal object of small size or small melts on contact with the flame ring.
Effect: The user spews forth a torrent of lava from their mouth to blanket an area that
quickly solidifies to molten rock on impact. Anyone caught in the area must immediately
make a reflex save; On a failed save the target(s) take 2d6 points of Bludgeon damage and
4d6 points of Fire damage, and are considered helpless (but can still breathe). A successful
save reduces the damage by half, and the target(s) instead gain the entangled condition.
Whether or not the target(s) succeed at their save, they take an additional 2d6 points of Fire
damage each round it is helpless or entangled in the cooled off lava. The cooled lava has
hardness 0 and 10 hit points. A creature can break off the cooled lava as a standard action
with a successful Strength check (DC 18).
Rubber
Acidic Mud
Magnet Release
Effect: Using the Iron sand around him, the user is able to form Large arms or shapes of
Iron sand to slam into his enemies. The bearer can use a mass of Iron sand equal to his
body weight to deliver an attack within 30 feet. The user can deliver one slam attack, or
grapple attempt using these arms.
The attack deals damage as a slam attack from a large creature, 1d6, with his Strength
score, however this damage can be bludgeoning, slashing or piercing.
The Iron sand's embrace can be shaped at the bearer's will (being mindful of the Iron fist’s
size, at the GM's discretion), but doing so does not increase or reduce the damage it can
deal. Regardless of its shape, the Black Iron Fist will always appear to be an Iron sand
construct unless it is somehow disguised. The bearer can still attack airborne creatures
without being hindered by the normal limitations of making Iron sand levitate. The reach on
the Black Iron fist is 10 ft.
Mastery
At Mastery step 1, 3 and 5 The user gains an additional Slam attack.
At Mastery step 2 and 4 the user’s Iron Sand arms are considered being one size larger, for
the purpose of damage dice, strength and CMB modifiers.
Additionally, each mastery step increases the reach of this technique by 10 ft.
Effect: Utilizing his command over the forces of magnetism, you shape Iron sand into small
bullets which you then shoot at your opponent. These bullets deal 5d6 points of piercing
damage with a successful ranged touch attack. You can fire a volley of bullets once per
round, as a standard action.
Effect: You pull a cloak of black iron sand to cover yourself, the sand springs up to defend
you from incoming attacks. This grants you a +5 armor bonus.
Mastery
At Mastery steps 1, 3 and 5 the armour bonus increase by +1.
At Mastery Step 2 and 4, the maintained duration increases by +1 hour.
Effect: Anyone or anything you touch after having activated this technique will effectively be
charged and magnetic, you choose whether a target will be subject to a negative or positive
charge. This charge makes a target susceptible to metallic weaponry which lowers the
targets AC by -4 to attacks made with metallic weaponry.
Moreover any miss made with a weapon carrying the opposing charge, is turned into a hit.
Mastery
At mastery level 2, you can charge a thrown weapon with a magnetic charge and have it
deliver this charge to anyone it strikes, using this technique in this fashion increases the
Chakra cost by +1.
Magnet Style: Iron Sand Cloud
Ninjutsu; Magnet Release
Rank: 5 CR: B-Class Learn DC: 19 (4 Successes) PDC: 17 Time: 1 Standard action
Components: H, F Range: Short, 20ft area Duration: 1 round/levels Saving Throw: None
Chakra Cost: 5
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: You cover an area in a cloud of dark iron sand, this obscures vision beyond 5ft.
Anyone 5ft away has partial concealment, anyone away up to 15ft has concealment and
after there’s no line of sight. Anyone within the cloud at the start of their turn, takes 3d6
points of slashing damage, from the whirling iron sand. Additionally the cloud can be
charged with lightning, from a Lightning based Jutsu of at least rank 7 or above. This
increases the clouds damage to 5d6 with half being slashing and the other half being
lightning damage, moreover anyone within a Lightning charged Iron Sand Cloud must roll a
fortitude save at the start of their turn or be staggered by pain.
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: You touch your hands upon the bare ground of either earth or sand, you pour your
Chakra into the ground causing the earth or sand to heat up and compress into small grains
of iron sand. This transforms the surrounding 50ft area into iron sand, creating a 50 ft wide
area and 10ft deep mass of iron sand. Walking on the iron sand is considered difficult
terrain, without the Magnet Release.
Mastery
At mastery level 1 the Area transformed increases to 80ft and 15ft deep. Increasing the cost
to 5.
At mastery level 3 the Area transformed increases to 200ft and 30ft deep. Increasing the
cost to 7
At mastery level 5 the area increases exponentially, to 400ft and 30ft deep. Increasing the
cost to 9
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: You form a mass of Iron sand into razor sharp implements, sending them at an
opponent to cut their flesh to ribbons. This requires a ranged touch attack dealing 3d6 points
of slashing damage as well as 2d6 points of bleeding damage, while the target is bleeding
the massive out loss of blood leaves them sickened.
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: You attach a patch of highly magnetised iron sand to your enemy, unless they
succeed on a reflex saving throw. Once tagged, any missed attack roll made from magnet
style techniques against a magnetized target is considered a hit instead. Any Magnet style
technique requiring a save, increases its DC by +4 for the tagged target. Any ordinary metal
weapons gain a +4 bonus to hit against tagged targets.
Effect: The user releases a whirlwind of magnetic energy around him, it rises up like a
hurricane and twisting around in circles. The user then releases several large shuriken or
similar sharp metallic weapons into the storm which throws them around to savagely maul
anyone within its radius save for the user. The storm follows the user around.
Anyone within reach or entering within reach must roll a reflex save or take 5d8 points of
slashing damage. A successful save halves this damage. Any metal entering the storm
becomes a part of it, thus making the occupant of the storm immune to any attack made with
a thrown metallic weapon.
Attended metallic weapons are also subject to the pull of the storm. The storm targets each
wielded metallic weapon with a disarm check of user level + intelligence modifier. On a
success the weapons become a part of the storm, for the remainder of it’s duration. Anyone
beginning their turn within the storm is subject to such a disarm attempt. Any carried metallic
weapons, though not currently in use and without being stuck to the character are also made
a part of the storm.
Characters wearing metal are staggered within the storm, unless they roll a successful
fortitude save.
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Effect: The user creates a cocoon of Iron sand around himself or another creature that has
a hardness of 12 and 6 hit points per level. The cocoon can be attacked from within or
broken with a Break check (DC 37), and is immune to earth, Lightning and Wind damage.
When inside the cocoon, a creature is protected from attacks and areas of effects which all
must break through his cocoon first.
Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to aid himself or a creature within 30 feet to defend against an incoming attack;
doing so provokes an attack of opportunity.
To defend against the attack, the user must make a Perform check opposed to the
opponent's attack roll or technique's Save DC +10. If the attack is a confirmed critical, or a
natural 20, the user suffers a -4 penalty to his Ninjutsu check to shield himself or an ally
against the attack. If the sphere would have been destroyed by the attack, and the effect
defended against wasn't an area of effect, the user suffers half the damage dealt by the
technique, providing he is hit. Success creates the barrier normally.
This defensive maneuver must be declared before knowing the result of the attack.
This avoidance maneuver has a chakra cost of 6 and Defensive Maneuver does not count
as Avoiding an Attack and is usable a separate number of times a day.
Mastery
Every step of mastery after the first allows the technique to be used an additional time per
day, up to 5/day.
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Effect: You charge your personal aura with magnetic energy, this energy repels any attack
made with metallic weaponry. Thrown weapons are bent away, melee strikes are stopped
dead. You gain a +4 bonus to saves against any technique involving the use of ferrous
minerals.
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Effect: This technique works exactly like Magnet style: Iron Sand Drizzle, except you can
shoot two shots per round plus one additional shot for every one point of chakra you spend.
Name
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Effect: Using Iron sand as a medium to conduct his will, the user creates a gigantic wall of
Iron sand to crush his enemies. From the user's current location, a 40 feet wide and 10 feet
tall wave of sand will rush onward at the speed of 45 feet per round. Any creature of Large or
smaller caught in the avalanche must succeed a Reflex save or be pushed backward 1d6x5
feet. Creatures of Medium-size or smaller will be pushed backward 2d6x5 feet and must
succeed a Fortitude save to avoid being knocked prone and buried by Iron sand. A creature
takes 1d6 points of damage, half piercing and half bludgeoning per 5ft they’re knocked back.
Flying creatures are not affected unless the wave reaches up to them, and Huge or larger
creature simply shrug it off. The wave stops once the user stops concentrating or it reaches
its maximum range.
Material Focus: A huge (at least 100³ feet) source of Iron sand.
Effect: You create a shroud of black iron sand, forming wings on your back which lets you
take flight as you utilize your powers of magnetism to raise you up. You gain a fly speed of
30ft, your mobility is perfect and the size of the wings grants you a +2 Shield bonus to AC.
Name
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Effect: The user calls forth a large wall of black iron sand, the wall is 5ft wide per level and
10ft tall, the wall has a hardiness of 12 and 6 hp per level. Direct contact with the churning
wall of iron sand, causes 3d6 points of piercing and bludgeoning damage. The wall is
completely solid, providing cover to anyone behind it.
Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to aid himself or a creature within 30 feet to defend against an incoming attack;
doing so provokes an attack of opportunity.
To defend against the attack, the user must make a Perform check opposed to the
opponent's attack roll or technique's Save DC +10. If the attack is a confirmed critical, or a
natural 20, the user suffers a -4 penalty to his Ninjutsu check to shield himself or an ally
against the attack. If the wall would have been destroyed by the attack, and the effect
defended against wasn't an area of effect, the user suffers half the damage dealt by the
technique, providing he is hit. Success creates the barrier normally.
This defensive maneuver must be declared before knowing the result of the attack.
This avoidance maneuver has a chakra cost of 11 and Defensive Maneuver does not count
as Avoiding an Attack and is usable a separate number of times a day.
Mastery
Every step of mastery after the first allows the technique to be used an additional time per
day, up to 5/day.
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Effect: You whip the iron sand around you into a whirling storm, blocking out sight, slashing
and rending anyone too close all the while keeping you obscured, forcing enemies close.
The cloud covers a 20ft area around you. You have concealment from enemies within 5ft of
you, anyone further away considered you as having total concealment. Anyone outside the
cloud itself has no line of sight to you. Anyone within the cloud take 2d6 points of slashing
damage and 1d6 points of bleeding damage.
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Effect: This technique uses Iron Sand to create a gigantic sphere of branching spikes. The
user first creates two masses of Iron Sand of opposing magnetic fields and then merges
them together. This causes the magnetic forces to instantly increase and the repellent force
created by the two opposing magnetic fields scatters the Iron Sand across a vast area.
The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to
get a clear overview of what is happening. This also makes evading the spikes nearly
impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will
have filled the entire surroundings, cutting off any escape routes. With the opponent trapped,
the user is free to attack in person.
Anyone other than the user within the area takes 10d8 points of piercing damage and is
pinned to the ground or nearest wall by piercing iron rods, a reflex save halves this damage
and negates the pinning, however the speed of this attack increases this DC by 2. To
escape the pin caused by this technique, the target must succeed at a CMB or Escape Artist
check equal to 25 plus your Intelligence modifier.
The area covered by the Iron Sand World Order is considered extremely difficult terrain for
anyone not the caster, this means moving one square costs 15ft of movement.
Name
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Effect: The Iron Sand Gathering Assault is a technique which gathers a great volume of
Iron Sand and compresses it into a high-density shape.
This technique greatly increases the hardness of the Iron Sand, creating a gigantic steel-like
weapon in an instant. The weight and size of these shapes are so great, they can easily
shatter bedrock and break through most defences with a single hit.
Because the weapon is made out of Iron Sand, the shape can be whatever the user wants,
and can even be changed during the fight. This allows the user to create the best weapon for
the fight, by taking into account the opponent's abilities and the surrounding environment.
This technique functions exactly like the Black Iron Fist technique, however it deals 3d8
points of damage adding double your strength bonus, with a range of 60ft. It grants a +12
bonus to grapple checks, using the Iron sand.
Effect: You create a massive wave of Iron Sand that then moves in a straight line across
land - you select the direction the wave travels (which must be perpendicular to its width),
but once set in motion, the wave cannot change course. The wave travels at a speed of 30
feet per round.
Creatures struck by an Iron Sand Tsunami take 8d6 points of bludgeoning damage (a
Fortitude save halves this damage).
In addition, the tsunami makes a special CMB check against any creature it strikes-the
wave’s CMB is equal to the user's level + your Intelligence modifier + 8 (for the wave’s size).
If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried
along by the wave. A creature carried along by a tsunami can attempt to escape the wave on
its turn as a standard action by making a CMB or Athletics check opposed by the wave’s
CMB check-if a creature fails to escape, it takes another 6d6 points of bludgeoning damage
(Fortitude save for half ) and continues being carried along by the wave.
Objects struck by the iron sand tsunami are swept up if they are Huge or smaller and are
carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan
or larger objects, as well as structures or objects firmly attached to the ground, take 8d6
points of bludgeoning damage when the iron sand tsunami passes through its space-if this is
enough to destroy the object or structure, the remains are carried along by the wave.
Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally
is.
A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that
portion of the wave from continuing onward, leaving a gap in the wave as the rest of it
continues forward.
Mud Release
Mud Release is a nature transformation kekkei genkai, a combination of water and earth.
Because these same natures are used to create Wood Release, and because Wood
Release is so famous, few people have ever heard of Mud Release, to the point that most
initially believe its very existence is a lie.
In addition to the persecution experienced by most kekkei genkai users, Mud Release users
are stuck with a stigma of being dirty and unclean because their ability tends to leave their
hands constantly caked with mud.
Chakra natures: Earth, Water
Effect: The user conjures a pit of mud, sized as a 10-foot burst, lined with arms of mud that
grabs and pulls at targets within and without.
Anyone standing within the area during the casting of the technique, gets a reflex save to
avoid being immobilized by the mud hole. A successful save means the targets move to the
nearest edge of the hole.
Anyone caught in the hole must succeed at a DC 20 Strength check each round, or be
pulled 5ft deeper into the mud. Once a target is submerged, they suffer 3d6 points of
bludgeoning damage per round as the mud arms pummelled them underneath. If the target
succeeds on their strength check, they’re permitted a single move action, though moving
through the mud is extremely difficult, requiring a swim check as if in rough waters.
Should someone end their turn near the edge of the hole after the initial casting, they must
succeed on another reflex save, or the hands immediately grab them and attempt to pull
them into the mud, requiring a successful strength check or be submerged 5ft into the mud.
Mastery
Effect: The user conjures one or more bullets of mud, shooting them at any target within
range as a ranged touch attack. The user can shoot a number of bullets equal to the number
of ranged attacks they could make in a round, including rapid shot. Each bullet deals 4d6+3
points of piercing damage and cost 2 points of Chakra to produce.
Effect: The user can conjure a wall of muddy water, causing it to spring up immediately in
front of him and protect him from enemy assault that’s initiated from a range of 10ft away or
more. Any such assault is negated, as they crash into the wall. Afterwards the user can tip
the wall towards his enemies and anyone within 15ft wide 20ft long line must succeed at a
Reflex save or suffer 5d6 points of bludgeoning damage and be slowed for 1d6 rounds as
the mud hardens.
Effect: This functions exactly like Shadow Clone Jutsu except for the differences noted
above, and the following. Mud doll clone doesn’t deal damage upon activation and they
dissipate when outside a 100 meter radius from their caster. However they have 5 hit points
per level of the user, as well as fast healing 2 as long as it’s stood on earth or water. A mudd
doll can perform the following special attack as a standard action.
Suffocate: A grappled target is forced to roll a fortitude Save at a DC equal to the Jutsu, if
they fail they immediately begin to suffocate as the Mud doll forces itself into the targets
lungs. If the target succeeds, he’s merely staggered for one round. If he fails then on the
target's next turn they fall unconscious at 0 hit points, following that another save must be
successful or the target goes to -1 and begin dying, the round after that the target must save
again. A failure sees the target dead.
Effect: The user creates a massive landslide immediately in front of himself. This land slide
is 30 ft wide and moves at a pace of 15ft per round. Anything caught by the landslide takes
10d8 points of damage and must succeed at a reflex save or be buried alive. Buildings in its
path suffer the same fate. The area behind the landslide is considered difficult terrain for the
full duration, as well as requiring a successful Acrobatics check (DC same as the Reflex
save) or moving onto a square knocks you prone.
As this technique is propelled by a massive amount of chakra, it can move upwards as well
as down, though it must always follow the trajectory of the area over which it flows.
Scorch Release
The scorch release is a very feared style, it mixes the fire and wind elemental chakra natures
to cause the very air to be set ablaze.
Effect: This technique creates a flaming ball of superheated air circling the user, while
circling the user anyone assaulting him in Melee will run the risk of being scorched.
Whenever he’s attacked in Melee, the user can choose to let the attacker be accosted by the
ball and take 3d6 points of Scorch damage.
The user can as a standard action direct the ball to attack any enemy of his within a 60ft
range, this is calculated as a ranged touch attack. In this case the ball cannot be used for
defense until the beginning of your next turn, but the ball deals 3d6 plus your dexterity
modifier in damage as Scorch Damage (Half Fire, half Wind).
Mastery
At mastery step 3 and 5 you can create and control an additional ball of heated air.
At mastery level 2 the duration increases to 2 minutes, at 4 it increases to 5 minutes.
Effect: You sacrifice one of your balls produced by the Super steam kill technique, this ball
falls apart into smaller flames of bright superheated flame. You send this at your enemy,
encircling them, burning them and most importantly: Revealing them.
Effect: With her control over the Scorch Release, the caster can combine the orbs
summoned by Scorch Release: Super steam Kill and force them to explode in a violent burst
of heated energy. This attack has an area of 20 ft per orb and deals 5d8 points of damage
per orb on a failed save. A successful save reduces this damage by half. This ends your
Scorch Release: Super steam Kill.
Mastery: At Mastery level 2 and 4 the range is increased by +10 per orb and damage by
+1d8.
Effect: The user of this technique can ascend into the air, using superheated air to ferry her
upwards. This ascension has a speed of 20 ft and can only ever be directly upwards or to
the side. Every turn of focus this technique costs an additional point of chakra to maintain.
Mastery: At mastery level 2 and 4 the technique lasts for 1 additional round after focus has
stopped.
Effect: You must have three balls of Scorch Release: Super steam kill active when using
this technique. When doing so, the balls form an arched gate of flaming air before releasing
a stream of superheated air. This deals 11d8 points of Fire and wind damage, a reflex save
reduces this by half. Anyone taking full damage must roll a subsequent fortitude save or be
exhausted for 2d4 rounds.
Steel Release
Effect: With the Steel Release, the user can turn his outermost layer of skin into a dark
metal to ward off blows from an opponent and protect himself as a result. When Impervious
Armour is activated, the user gains Damage Reduction 10/- for the duration. This technique
can absorb up to 80 points of damage, before it dissipates. Whenever a sword deals less
than ten damage, the sword risks breaking. A sword at risk of breaking must roll a Fortitude
save or gain the broken condition.
Avoidance: This technique can be used as an avoidance technique, which lasts until the
users next round. If so, he gains DR 20/- at the cost of 6 Chakra points.
Mastery
At mastery step 2 and 4 the user increases his Damage reduction by 5/-.
Effect: Through this technique, the user is able to manufacture any weapon or armor that
could potentially be made entirely of steel or iron. He needs to be proficient with a given set
of armor or weapon to manufacture it. Any armament created using this technique, functions
as if it was an entirely ordinary item of a given type.
To create a weapon, the user must be within reach of some sort of mineral he can use as a
base. Any form of rock works wonders. The mineral is then converted into steel and the user
shapes it to his will.
The user can have three armaments active at any time, if he creates a new one while
already at three, he decides which armament crumbles to metal dust.
Any armament created by this technique, can in the hands of the created be transformed
into a new sort of armament of an equal mass. This is a swift action and only costs 1 Chakra
point.
Mastery
At mastery step 1 any armament created is considered Expert Craftsmanship.
At mastery step 2 the user can keep an additional armament on hand, increasing his limit to
4.
At mastery step 3, armaments created with this technique are considered Master
Craftsmanship.
At mastery step 4 the user can keep an additional armament on hand, increasing his limit to
5.
At mastery step 5 the armaments created by the user are all considered Legendary
craftsmanship.
Effect: The user creates 3 small spheres of steel before launching them at his opponent at
great speed. Each projectile deals 3d6 points of bludgeoning damage and requires a ranged
attack to connect and deal damage. The user can choose the damage type simply by
shaping the projectile to fit his needs.
Mastery
At mastery steps 2 and 4 the maximum number of projectiles the user can create increases
by 1.
Effect: Using this technique, the user can create a wall of steel in the form of a large shield.
The Wall is 15ft tall and 15ft wide, it has a hardiness of 10 and 50 Hit points. The Steel
Shield has Lightning, Water and Wind resistance of 10.
The user of the technique can choose to tip the wall forward in an attempt to crush anyone it
lands upon, this is done as a move action and costs 1 point of Chakra. Anyone caught within
the walls area as it falls must make a reflex save or take 3d8 points of damage and be
knocked prone. A successful save negates the damage and the targets aren’t knocked
prone. After a fall the wall disintegrates into metal dust.
Defensive Maneuver: The Wall can be called upon as an immediate action, in response to
an enemy assault.
Storm Release
Storm Release is a combination nature transformation that combines Lightning and Water, to
create a sort of electricity that flows like water. Funnily enough, it is the rare Storm Release
user that creates and utilizes actual storm clouds, rather Storm Release most often creates
beams of laser-like electricity.
Effect: The user creates several beams of electricity that shoots out at his enemies, as
directed by the user. A halo of bright light spreads around the user’s hands as he activates
the technique, from which he shoots 6 beams of electrical energy that flows freely at the
user’s direction. A single beam deals 2d6 points of Storm Damage (half of Lightning and half
water), a user need not roll to hit as the beams are too fast and too accurate to risk missing
their target. Any target hit by a beam must also roll a fortitude save or be pushed back 5ft as
per bull rush.
For each additional beam a target is hit by, he takes an additional 2d6 points of damage and
is pushed an additional 5ft. If he’s hit by 3 or more beams, he is also knocked prone on a
failed save.
Mastery
Each Mastery step allows the user to create an additional beam, at no additional cost.
Effect: The user shrouds himself in a dark, roiling thundercloud which crackles with Storm
release energy. Any enemy that attempts to strike him through the cloud, which extends as a
5ft burst around the user, has a 50% miss chance and takes 3d6 points of Storm damage
with each attempt.
Additionally, the user can choose to direct a bolt of lightning at an enemy within 15ft of the
cloud. This requires a ranged touch attack, takes a movement action, and deals 3d6 points
of storm damage.
Swift Release
Swift Release is one of the rare Nature Transformation Kekkei Genkai. It can be used to
move with incredible speed, becoming nothing more than a blur when in motion, making
direct physical contact with the user almost impossible. The general Jutsu, Body flicker, was
developed in an attempt to imitate Swift Release. A User of Swift Release, can use Swift
Release: Shadowless Flight to fulfill the prerequisites for After image clone technique,
without the necessary mastery levels.
Effect: This technique is the bread and butter of the Swift release, it allows its user to
permeate his own body with Swift chakra to increase his speed to astronomical levels.
While active, the user's base movement speed increases by 60 feet and they gain a +3
bonus to attack rolls, as a dodge bonus to armor class and reflex saves. Additionally,
whenever they’re making a full-round attack action they can attack two additional times, one
at their highest and one at their second highest base attack bonus.
The user of this technique can make a melee full-attack action, but can move before each
attack as long as he moves in a straight line. (Up to his maximum movement) Each attack,
provided the user moves first, is considered a Charge attack. The user can choose to forgo
his last attack, and simply move back to his point of origin, provided he has the necessary
movement points left. The speed of this technique is so great, that the user’s sound needs to
catch up to him. As such, any being that relies on sound for detection is considered flat-
footed against the user until the end of their turn.
Typhoon Release
Wood Release
Most users of the wood style use a lesser version, this is compared to the wood style
employed by the Senju clan. The wood style employs a mixture of Earth and water style to
create wood. The wood style has a mix of offensive and supplementary uses.
Effect: The user transforms most of his arm into a tree, using his chakra forcing it to grow at
will. The user can use this tree arm in two different ways. First he can attack using said arm,
this attack deals 1d8 points of bludgeon or piercing damage and deals double Intelligence on
a successful hit, the user is counted as being armed, this attack counts as a Melee attack
with a range of 15 ft. Secondly the user can attempt to grapple opponents with the trees, the
trees have a CMB of the user's character level + Int modifier + 3 and a CMD of 10+character
level+Int mod+3. If used to grapple, the user is considered to have constrict (1d8 + Int mod)
Wood Release: Cutting Sprigs Technique
Tags: Ninjutsu, Wood Release
Lvl: 5 Rank: C-Class LDC: 21
Time: Special
Components: M, C
Range: Special Duration: Special
Saving Throw: None
Chakra Cost: 5
Effect: Through the use of this technique, the user is able to produce sharp wooden spikes
from their body to use either as makeshift swords, shot out as a ranged projectile or force to
pierce anyone close to them
Sword: Utilizing the technique in this fashion sees the user fashion any cutting or piercing
weapon made entirely of wood. They function exactly like the weapon they were designed to
imitate. The chakra charge keeps the weapon hard as steel lasts for a full minute, after that
the weapon remains made of ordinary wood.
Projectile: The user can shoot out 3 wooden spears rolling a ranged attack, each dealing
2d6+3 points of damage.
Burst: Used in this fashion the technique costs 7 Chakra; Anyone within a 5ft burst of you
takes 5d8 points of damage, reflex halves this damage. An additional 1 chakra point
increases this damage by 1d8, up to a maximum of 10d8.
Effect: This technique is very similar to the epic technique of Wood Release Secret
Technique: Nativity of a World of Trees, this technique allows the user to grow a forest within
seconds. After completing the hand signs, a mass of trees spring from the ground. These
trees can form as the caster sees fit, enabling him to create difficult terrain or create walls of
trees or cover to protect himself or allies. The trees created by this technique have Hardness
25 and 50 hit points and can be of any variety, they are usually between 20-30ft high. Except
for a general forest, the user can choose one of the additional effects to tag onto the use of
this technique.
Tree Wall: The Trees are shaped into a wall, this wall is 100ft long, placed however the user
sees fit within 100 ft of himself. Additionally the wall is 30ft high
Difficult Terrain: The user creates undergrowth, the entire area becomes difficult terrain. The
user is not bothered by his own Difficult Terrain.
Wood Release: Four-Pillar House Technique
Tags: Ninjutsu, Wood Release
Lvl: 6 Rank: A-Class LDC: 26
Time: 1 Full-round action
Components: C, H, M
Range: Short Duration: Instant
Saving Throw: None
Chakra Cost: Varies (See Text)
Effect: This technique allows the caster to form a house out of trees, the user must stand on
solid earth to perform this technique. After the hand signs have been woven four beams
spring from the ground, slowly forming a house between them. The size of this house can
vary from a minimum 100 square feet to a maximum of 300 square feet. Each 1 point of
chakra used creates 10 feet worth of “house” to be placed. The house inside will have doors,
stairs and windows as the user sees fit, for each point of extra chakra spent the user can
grow 1 chair, 1 table or anything of similar size that can be made out of wood, these items
are formed out of the wood in the house and cannot be removed from the house. Removing
these items from the house will cause them to whither.
Effect: The user forms 1 large wooden beam from the ground, which is fired at adversaries.
The caster rolls a ranged attack, should the beam hit the target, the target takes 1d8+4
points of bludgeon damage and must roll a reflex save or be knocked prone.
Mastery: Mastery level 2 and 4 increases the maximum number of beams a user can fire by
1, to a maximum of 4 extra beams at mastery level 4.
Effect: Using wood style, the user transforms his hand into any sort of tool they might need
made of woof. This could be a shield, or the key to fit a certain lock or mallet and so on. Like
other wood release techniques, the wood is as hard as steel.
Effect: The user converts chakra into timber under the ground and lets it grow rapidly while
forming it into a wooden prison. The size of the prison is based on the user's imagination.
From an insect cage to a great prison, one can make it into whatever they want by regulating
the amount of chakra used. The timber itself is treated with a chakra coating, making its
destruction extremely difficult. During war, it has the great ability to detain prisoners, but it
can also be used as a disciplinary measure for quarrelling subordinates. To create a Prison
of Tiny size, the user pays 1 point of chakra, Small size requires 5 points, medium 7 points
and 14 for large. If you spend double chakra, the duration is instant. The wood has
Hardiness 12 and HP 100.
Effect: By transforming their arm into a tree, the user can then create multiple branches
which will rapidly grow around the target, immobilising them.This functions as a grapple
attempt with a CMB equal to your user level + your intelligence modifier. Moreover this
technique grants you the constrict ability each time you make a successful grapple check
with this technique, the damage is 1d6 + your intelligence modifier.
Effect: This Jutsu is by many considered the epitome of Ninjutsu, it can be used in one of
two ways. One is to create an ordinary forest and shape it as the user sees fit, it allows him
to grow trees, bushes and grass, this effect has a range of 1-mile or less depending on the
casters choice. Secondly the user can cause a smaller but more controllable forest to
appear, when used like this the user can more accurately control where what will grow.
Effectively allowing the user to shape walls and difficult terrain where the caster choses, the
user can also make the emerging forest grab as many targets within the area as the caster
chooses, the emerging tree has a CMB equal to the casters character level + his intelligence
modifier. When used like this the technique has an area of effect of 100 ft radius directly
around the user. The Caster must be able to see the targets he wishes for the trees to grab,
the trees can only grabbles once as the jutsu is cast, to escape a grapple the target must
beat a CMD equal to 10 + the casters character level + his intelligence modifier. Lastly, the
user can choose for the forest to simply pummel victims within. If this is the case each victim
within is attacked with an attack roll equal to the CMB of the forest, versus their AC. A
successful hit deals 20d10 points of damage, knocking the target prone.
Mastery: At mastery level 2 and 4 the caster can make the trees grapple for one more round
following the first use. At mastery level 2 the tree continues to grow and grapple for targets
two rounds after casting, at mastery level 4 trees grapple for up to four rounds after casting.
Mayfly
Tags: Ninjutsu, Wood Release
Lvl: 8 Rank: S-Class LDC: 30
Time: 1 Standard action
Components: C
Range: Personal Duration: Maintained 10 minutes
Saving Throw: None
Chakra Cost: 3
Effect: The Mayfly is an infiltration technique which allows the user's body to merge with the
ground, flora and other naturally occurring matter. This allows him to travel around within
such substances completely unhindered, at a speed equal to double his ordinary movement
speed. While submerged, the user’s Chakra is completely undetectable and cannot be
sensed or seen in any way additionally the user gains a +10 bonus to Stealth checks while
Mayfly is active and near naturally occuring matter.
If the user merges with the ground, he can travel at extreme speed by transferring his body
and chakra through the underground network of organic matter such as plant roots and
water veins. This form of travel allows him to move at a speed of 100 kilometers every 10
minutes. However, this form of travel is so fast that the user cannot do anything but travel.
Mastery
At mastery Step 2, the user’s movement speed while travelling increases to 100 kilometers
every 5 minutes.
At mastery Step 4, the user’s movement speed while travelling increases to 200 kilometers
every 5 minutes.
Effect: This functions exactly like Shadow Clone Jutsu except for the differences noted
above, and the following. Wood clones don't deal damage upon activation, they have no
maximum range and the maximum level of Jutsu they can employ is up to Rank 9.
Mastery
At mastery level 2 the duration becomes 30 minutes
At mastery level 4 the Duration becomes 1 hour
At mastery level 1, 3 and 5, the max level of technique a Wood clone can perform increases
by +1.
Taijutsu Techniques
Level 1
Rushing Strike
Tags: Taijutsu, Strike
Lvl: 1 Rank: D-Class LDC: 15
Time: 1 Standard action
Components: M
Range: 20 ft Duration: Instant
Saving Throw: None
Chakra Cost: 1
Effect: The user rushes forward in a straight 20 ft line, at some point during this movement
he makes a single unarmed attack.
Unerring Strike
Tags: Taijutsu, Strike
Lvl: 1 Rank: C-Class LDC: 17
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 1
Effect: The user focuses all his focus into a single punch, this punch strikes his enemy as if
the enemy was flat-footed.
Effect: This stance sees the Taijutsu user enter a total defense stance, granting him +2
bonus to his AC, Touch and Flat-footed. However he suffers a minus -4 to all his attack rolls.
Reckless Abandon
Tags: Taijutsu, Stance
Lvl: 1 Rank: E-Class LDC: 13
Time: 1 Swift action
Components: M
Duration: Stance
Effect: The user enters a stance of Reckless Abandon, the user abandons all pretense at
defense, gaining a +2 to all attack rolls. However due to this reckless fighting style, the user
suffers a -4 to his AC, Touch and Flat-footed.
Effect: The user rushes forward in a straight 20 ft line, at some point during this movement
he makes a single attack with an edged weapon. If the user cannot rush the full 20ft, their
movement ends as close to the full 20ft as they can.
Level 2
Dynamic Entry
Tags: Taijutsu, Strike
Lvl: 2 Rank: D-Class LDC: 16
Time: 1 Full-round action
Components: M
Range: 30 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 2
Effect: The user performs an impressive entry to the encounter, with a strong flying kick.
This Technique must be used on the first round of combat. The user moves up to the range
of the technique, performing a single melee attack roll. This attack deals double damage,
except for precision damage.
Shuriken Barrage
Tags: Taijutsu, Shurikenjutsu, Bukijutsu
Lvl: 2 Rank: E-Class LDC: 14
Time: 1 Standard action
Components: M, F (5 Shuriken, Kunai, or a mixture)
Range: 20 ft. cone Duration: Instant
Saving Throw: Reflex half
Chakra Cost: 2
Effect: The user releases a barrage of Shuriken within the given area, dealing 3d4+3 points
of piercing damage.
Effect: The user throws an object, presumably a weapon, which flows into a long arc and
returns to him like a boomerang.
The user throws an object up to one size category larger, which returns to him at the start
of his next turn if he moved less than 30 feet away from the original location of the throw. He
can make a thrown weapon attack against a single creature within range at his highest
attack bonus.
Mastery
With the third step of mastery in this technique, when the user throws a weapon, he may
throw an oversized weapon or fullblade even if the object is too large.
Sickening Crunch
Tags: Taijutsu, Strike, Arhat Fist Stance
Lvl: 2 Rank: D-Class LDC: 16
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 2
Effect: This technique allows the user to strike at his opponent with such force that his
insides crunch. This strike deals unarmed damage and leaves the target sickened for 2d4 -
the target's constitution modifier turns. (Minimum one turn.)
Effect: As a standard action, you can make a single attack at your full base attack bonus
against a foe within reach. If you hit, you deal damage normally and can make an additional
attack (using your full base attack bonus) against a foe that is adjacent to the first and also
within reach. You can only make one additional attack per round with this Technique
Level 3
Leaf Whirlwind
Tags: Taijutsu, Strike, Requires: Strong Fist Stance active
Lvl: 3 Rank: D-Class LDC: 17
Time: 1 Standard action
Components: M
Range: 5 ft. burst Duration: Instant
Saving Throw: Reflex partial
Chakra Cost: 2
Effect: The user performs a powerful leg sweep, rolling an attack roll and comparing the
result to everyone adjacent to him. Anyone he hits takes full unarmed damage and must
succeed at a reflex saving throw or be knocked prone.
Effect: The user throws two Shuriken, with Metal Wire String attached, utilising the string he
can guide the Shuriken to their target granting him a +4 on the attack rolls. If the user misses
with the first Shuriken, the target is flat-footed against the second.
Mastery
At Mastery Step 1, 3, and 5 the user can throw an additional Shuriken.
Strong Fist
Tags: Taijusu, Stance
Lvl: 3 Rank: C-Class LDC: 19
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None
Chakra Cost: 2
Effect: You learn to enter the Strong Fist stance, this is a direct and external martial art that
focuses on hard blows of bone breaking power. Entering the Strong Fist stance grants the
user an additional dice of Unarmed damage.
Arhat Fist
Tags: Taijusu, Stance
Lvl: 3 Rank: B-Class LDC: 21
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None
Chakra Cost: 2
Effect: You learn to enter the Arhat Fist stance. Arhat Fist is a brutal and deliberate martial
art, it doubles the strength bonus the user adds to his unarmed attacks when he’s in the
Arhat Fist stance. You add twice your strength to CMB when using the combat maneuvers of
Sunder, Bull Rush and Grapple.
Silent Killing
Tags: Taijutsu, Kenjutsu, Stance
Lvl: 3 Rank: B-Class LDC: 21
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None
Chakra Cost: 2
Effect: As the name suggests, this stance allows its user to simply and soundlessly kill their
targets. Usually from behind. The user gains the Sneak Attack ability, for as long as he
remains within the stance. This Sneak Attack deals +1d6 points of damage and stack with
any previous Sneak attack. Additionally, whenever the user attacks someone with limited
vision, such as someone within Mist or smoke, the user can perform Sneak Attacks.
Mastery
At Mastery Step 2 and 4 the Sneak attack damage increases by +1d6.
Two-Hit Combo
Tags: Taijutsu, Strike
Lvl: 3 Rank: C-Class LDC: 19
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 3
Effect: The user performs two back-to-back unarmed strikes using his own modifiers, if the
first attack hits the second attack gains a +2 moral bonus to hit and deals an additional 1d6
points of damage.
Effect: The user swings his sword in a wide arc in front of himself, attacking up to three
adjacent opponents with a single swing.
Defensive Maneuver: When the user is threatened in melee by more than one opponent, he
can make the Crescent moon beheading attack. If you hit and deal damage, all targets take
a -3 penalty to their attacks against you for the rest of the turn.
Mastery
At mastery level 2 and 4 you can perform the defensive maneuver one additional time per
day.
Level 4
Leaf Drop
Tags: Taijutsu, Strike, Derived: Strong Fist Stance
Lvl: 4 Rank: D-Class LDC: 18
Time: 1 Standard action
Components: M
Range: 5 ft. burst Duration: Instant
Saving Throw: Fortitude partial (See text)
Chakra Cost: 3
Effect: The user raises his kick up high, before pulling it down in a monstrous kick. This
causes the ground to crack beneath the force of his kick. The user picks a target adjacent to
him, rolls an unarmed attack as normal. On a hit he deals double damage and is knocked
prone, unless he succeeds at a fortitude save. Anyone within a 5ft burst must roll a fortitude
save or take half damage and be knocked prone.
Crushing Palm
Tags: Ninjutsu, Strike, Derived: Arhat Stance
Lvl: 4 Rank: D-Class LDC: 18
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 3
Effect: The user slams his opponent with an open-handed strike, dealing double unarmed
damage and knocking the target back 10 ft. If the target hits an object, he takes 1d6 points of
damage and the object itself takes damage equal to the unarmed damage the target took,
plus 1d6 points of damage.
Joint Pop
Tags: Taijutsu, Strike, Freehand, Defensive Maneuver
Lvl: 4 Rank: C-Class LDC: 20
Time: 1 Standard action, 1 immediate action
Components: C
Range: touch Duration: Instant
Saving Throw: None
Chakra Cost: 2
Effect: The user strikes a target that’s helpless, stunned, grappled or paralyzed, he can pop
a joint to inflict a tremendous amount of pain. If the attack is successful, the target takes
normal unarmed damage and is sickened with pain for 4 rounds. This is a pain effect.
Defensive Maneuver: As an immediate action, once per encounter, the user can attempt to
block a non-reach melee attack, by rolling a CMB roll against the opponents. If the user wins
out, he blocks the attack and pops the joint of the target, dealing ordinary unarmed damage
and sickening the target with pain as above.
Effect: In order to effectively make use of this technique, two people who both hold an end
of a serrated chain need to work together. Both users must perform the technique within the
same round of combat for the technique to work, and it doesn’t take effect until both users
have performed it.
The users wrap a serrated chain around their target and the affected target is considered
Entangled. Additionally, the target is considered Flat-Footed against all attacks made by the
users of the technique.
Once a target is bound, the users can, as a standard action, tighten the chain, causing it to
deal 4d6 points of damage and 1d6 points of bleed damage. If this maneuver has been used
earlier in the same round, the second time will bypass all damage reduction and increase the
damage to 6d6.
Mastery
At each Mastery Step the user can fire 1 additional Shirken with Wire strings attached.
Increasing the Avoidance Defense by +1 for each additional shuriken. For every pair of
Shuriken fired, the user can target an additional individual instead of increasing the
Avoidance Defense of the first attack.
At Mastery Step 3, the user can choose to tighten the wire on subsequent rounds. This is a
move action that deals 1d6 points of bleed damage as the wire cuts into the target.
Effect: This technique can only be used immediately after successfully avoiding an attack
using the substitution technique, or have someone break through the disguise of an active
substitution technique. Once activated, you can immediately perform a Charge at the target
that broke your substitution.
Level 5
Early Sacrifice
Tags: Taijutsu, Strike, Avoidance
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Immediate Action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 4
Effect: The user reacts to an incoming attack, by vaulting over his opponent and balancing
on his shoulder before landing on the other side of his opponent, thus avoiding any Melee
range technique or attack. Using his downward motion, the user can choose to throw the
triggering opponent and move him 10ft in any direction by succeeding at a CMB roll. The
opponent must then roll a successful DC 15 Acrobatics check or be knocked prone. The
user can boost his CMB by +1, by spending 1 point of additional chakra when he employs
this technique, up to a maximum of +5 for 5 additional chakra. At the end of this technique,
the user must land on any of the three squares immediately behind the target, opposite from
where the user was placed.
Mastery
At mastery 1, 3 and 5 the user gains a +2 bonus to his CMB when he attempts to throw a
target using this technique and the distance thrown can be increased by 5ft at 1, 3 and 5.
At mastery step 2, the user can choose to instead perform a single melee attack while
vaulting over his opponent, instead of throwing them. This removes throwing part of the
technique, to instead allow the user to perform one melee attack with the opponent being
flat-footed for the attack. The user is still moved to the square immediately behind the target.
Effect: The user attacks the target using two shadow clones to encircle the target, to take
advantage of flanking. All three clones attack at once, leaving you to only roll one attack roll
with a +2 flanking bonus. On a hit, you deal damage as if you’ve hit with two separate
attacks.
The force of the attack is so that the Shadow clones themselves disappear immediately
afterwards.
Effect: As a standard action, you can make a single attack at your full base attack bonus
against a foe within reach. If you hit, you deal damage normally and can make an additional
attack (using your full base attack bonus) against a foe that is adjacent to the previous foe
and also within reach. If you hit, you can continue to make attacks against foes adjacent to
the previous foe, so long as they are within your reach. You cannot attack an individual foe
more than once during this attack action.
Effect: The user makes it seem as if they’re about to attack someone in front of them,
however they launch a deceptive backwards facing slice. This catches enemies by surprise,
delivering a devastating attack against enemies behind the user himself. This attack requires
you to be the subject of a flank, this allows the user to attack one side of the flank and up to
3 enemies in that direction all of which are caught flat-footed and allow you to roll double
dice per attack.
Defensive Maneuver: Once per day the user can use this attack the moment he’s subject to
a flanking attack. If successful the flanking attacker doesn’t get his flanking bonus for a full
round as well as taking a -4 penalty to attack.
Mastery
At mastery level 2 and level 5 the user can utilize this defensive maneuver an additional time
per day.
Level 6
Silent Fist
Tags: Taijutsu, Stance
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None
Chakra Cost: 3
Effect: Learning Silent Fist, allows the user to enter into the Silent Fist stance. While in the
Silent Fist stance, the user's moves are completely silent, making them unpredictable and
wild. This makes a user's strikes extremely hard to predict, this means a target only gains
half of his Dexterity and Dodge bonus to armor class. Moreover, targets trying to locate the
user through audible cues are completely without recourse making him invisible to Shinobi or
creatures with Blindsense or Blindsight based perception.
Jawbreaker
Tags: Taijutsu, Strike
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Standard action
Components: C
Range: Touch Duration: Instant, special
Saving Throw: None
Chakra Cost: 4
Effect: The user strikes at the target's jaw, crippling the opponents mout, dealing normal
unarmed damage and 1d4 points of bleed damage. Until the bleed damage ends, the target
is unable to use its mouth to attack, speak clearly, and employ verbal components for
techniques.
Kenjutsu: Hazy Moon Night
Tags:Taijutsu, Kenjutsu, Strike
Lvl: 6 Rank: A-Class LDC: 26
Time: 1 Standard action
Components: M
Range: 90 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 4
Effect: The user rises into the air, moving his sword in a circular motion leaving afterimages
in its wake before charging at the opponent.
This movement is so fast and confusing that the target is considered flat-footed, moreover
the user deals double damage on the first attack. On a hit, the target is left flat-footed against
your attacks for the next three rounds.
Effect: The user rushes at his opponent, during this movement two shadow clones break off
from the original and assault the target from two more angels.
The target rolls a reflex save, on a success the target is simply the target of a single attack.
On a failure, the target is hit by three attacks, considered flat-footed for all of them.
Afterwards the Shadow clones remain in any spot of your choice, adjacent to the target.
Level 7
Stunning Strike
Tags: Taijutsu, Strike, Derived: Arhat Stance
Lvl: 7 Rank: C-Class LDC: 23
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: Fortitude partial
Chakra Cost: 6
Effect: The user launches a punch at his intended target, with such force that it knocks them
senseless. The user must succeed at a regular unarmed attack, on a success the target
must then succeed at a fortitude save or be stunned for 1 round.
Effect: The user of this technique quickly launches up to 4 shuriken at any targets within
range, targets are considered Flat-footed facing down these attacks as they fly in from odd
angles.
Mastery
For each Step of Mastery beyond first, the user can throw an additional shuriken.
Effect: The user rushes at the target at incredible speeds, moving up to 90ft toward his
intended target. This movement does not provoke an attack of opportunity. This attack is
considered a charge. This technique ignores difficult terrain.
The user gains a +4 moral bonus to the attack, dealing triple damage on a successful hit.
Effect: As a Standard action, you can give up your regular attacks and instead make one
melee attack at your highest base attack bonus against each opponent within reach. You
must make a separate attack roll against each opponent.
Level 8
The user swings his sword in an arc around himself, releasing a large amount of transformed
chakra along with him forcing those nearby to roll a reflex save or take the full 4d8 + strength
modifier in damage. A successful save halves this damage and negates the added effect.
This damage is of the same type as the Nature transformation used.
Earth: The target is blasted with great force, causing the area to shake. Failed saves leave
the targets knocked prone.
Fire: You blast the area with swaths of fire, a failed save leaves the target burning taking 2d6
points of fire damage per round. At the end of each turn, the character gains an additional
save to end the effect.
Lightning: You blast the target with lightning chakra, causing their muscles to convulse and
bodies to cramp leaving all that fail their save staggered for 1d3 rounds.
Water: A surge of water follows your blade, this drenches the targets in icy cold water dazing
them for a round on a failed save.
Wind: On a failed save the burst of wind that follows your stroke knocks all targets back 15ft,
should they hit any obstacle on the way they take and deal 1d6 points of damage per 5ft
they still needed to travel. Minimum 1d6.
Effect: In order to effectively make use of this technique, two people who both hold an end
of a serrated chain need to work together. Both users must perform the technique within the
same round of combat for the technique to work, and it doesn’t take effect until both users
have performed it.
The users wrap a serrated chain around their target and the affected target is considered
Entangled. Additionally, the target is considered Flat-Footed against all attacks made by the
users of the technique.
Once a target is bound, the users can, as a standard action, tighten the chain, causing it to
deal 4d4 points slashing damage. If this maneuver has been used earlier in the same round,
the second time ignores 10 points of damage reduction and increases the damage to 6d4.
Two-fold: One attacks, dealing 2d4 damage, if the second attack hits, it deals 2d4 damage
as well and they can attempt a CMB
If the target is grappled, they can each use a standard action to deal 4d4 damage and add
both of their strength modifiers
Level 10
Avalanche Strikes
Tags: Taijutsu, Strike, Derived: Arhat Fist Stance
Lvl: 10 Rank: B-Class LDC: 28
Time: 1 Full-round action
Components: M
Range: Touch Duration: Instant
Saving Throw: Fortitude partial
Chakra Cost: 12
Effect: The user pounds his target into the ground with several repeated punches that deals
an increasing amount of damage, the pain is so severe it may leave a target confused. The
user attempts four attack rolls at his highest base attack bonus, each success deals
unarmed damage as if hitting with the Arhat Fist Stance plus an additional +4 damage. Each
subsequent hit deals an additional +2 damage. If 3 or more attacks hit a target must roll a
fortitude save or be knocked prone as well as gain the Confused condition for 2 rounds.
Deadly Stroke
Tags: Taijutsu, Strike
Lvl: 10 Rank: B-Class LDC: 28
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 8
Effect: As a standard action, make a single attack against a stunned or flat-footed opponent.
If you hit, you deal double the normal damage and the target takes 1 point of Constitution
bleed. The additional damage and bleed is not multiplied on a critical hit.
Level 13
Caldera Smack
Tags: Taijutsu, Strike, Ninjutsu, Earth Release, Derived: Arhat Fist Stance
Lvl: 13 Rank: A-Class LDC: 33
Time: 1 Standard action
Components: M
Range: Touch, 10 ft. burst Duration: Instant
Saving Throw: Fortitude partial, Reflex Partial
Chakra Cost: 15
Effect: Considered, by many, in Iwagakure as the epitome of Arhat Nintaijutsu. The user
punches a target with such incredible chakra enhanced force, that the earth around the
target craters, before it collapses in on them. The user first rolls an ordinary attack, on a
success the target takes double the normal unarmed damage and must roll a fortitude save
or be stunned. Subsequently, as the earth around the target collapses in on him, the target
and anyone with a 10 ft burst - Except the user - takes 10d6 points of Earth damage and
must roll a reflex save. Success means the targets suffer no additional effect, failure means
all eligible targets are knocked prone and buried alive under the rubble. This counts as being
pinned, with the subjects taking 3d6 points of earth damage every turn. Each turn a target
can roll a Strength check DC 23 to free himself from the rubble, or an ally with more than 14
strength can spend a full-round action to free a target.
Effect: While weaving between his Afterimage Clones at supernatural speeds, the user
launches a sudden attack at any one target adjacent to the Afterimage Clones. This attack
makes it appear as if all the clones converge on the target, leaving the target flanked by the
user alone. Additionally, the user can make up to 1 attack per clone that could conceivably
reach and surround the target. For a medium creature, this is usually 8. These attacks are all
done at the user’s highest attack bonus, -5. After the assault is finished, all clones move
back to their previous spot.
Level 14
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Genjutsu Techniques
Level 1
Intimidation Technique
Tags: Genjutsu, Compulsion
Lvl: 1 Rank: D-Class LDC: 15
Time: 1 Move Action
Components: S
Range: Special, see text Duration: Continuous 1 round
Saving Throw: None
Chakra Cost: 2
Effect: The user of this Jutsu projects an immediate 20-foot aura of menace to everyone
surrounding him, making him appear slightly more dangerous and intimidating thus providing
him with a +5 bonus on Intimidation checks. Moreover all targets gain a -2 on saves versus
fear effects for 1 round.
Disorientation technique
Tags: Genjutsu, Compulsion
Lvl: 1 Rank: D-Class LDC: 15
Time: 1 Standard action
Components: H
Range: Short Duration: Continuous 3 rounds
Saving Throw: Will negates
Chakra Cost: 2
Effect: The user of this technique projects shadow figments and other sort of distractive
images into the target's mind, giving him a penalty of -5 on all perception checks.
Effect: This is one of the more advanced form of early Genjutsu, it allows its user to project
his intent to kill into the minds of his targets, shaking his inner self and causing them to suffer
a -1 on Attack rolls, Skill checks, Saves and Armor class unless he succeeds on a will save.
Level 2
Effect: The user projects waves of sound outward attacking his intended target's nervous
system causing him pain and discomfiture, effectively dazing him for one round unless he
succeeds on a Will save.
Material Focus: An instrument of the users choice or a device used to amplify the users
voice.
Shadow Senbon
Tags: GenTaijutsu, Bukijutsu
Lvl: 2 Rank: E-Class LDC: 14
Time: 1 Standard action
Components: M, F (1 Senbon with a bell, 1 without)
Range: 20 ft. Duration: Instant
Saving Throw: Special, see text
Chakra Cost: 2
Effect: The user throws 2 Senbon at their target, one has a bell attached to draw the target's
attention, both require a ranged attack. The target must immediately roll a successful
Perception check, against the DC of this technique. On a success he notices both Senbon,
and takes no penalty from the attack. On a failure, he fails to notice the second Senbon
thrown in the shadow of the first, and is thus considered flat-footed against it.
Effect: A very popular technique often used by dignitaries of the different ninja villages,
although its use is heavily frowned upon it is nevertheless used wantonly. The target of this
Technique suffers a -4 on diplomacy or deception checks towards the user, as the user has
projected his desire for honesty and truth into the target.
Effect: A terrible technique often avoided by most Ninja Academies, this technique allows
the user to send images, terrible realizations and other disheartening content into his targets
brain causing him to suffer 2d6 points of damage and a -2 penalty on AC for 1 round unless
he succeeds on a Will save.
Level 3
Effect: The user of this technique touches his intended target, this requires a successful
touch attack, sending calming energies through him causing him to suffer -2 penalty on
attack rolls and skill checks and -4 penalty on AC for one round. If not damaged during this
first round the target falls asleep for the remaining 2 rounds.
The target will not wake before the duration expires, unless he takes damage at which point
the target makes another save at the original DC but receives a bonus equal to the amount
of damage he took.
Mastery: At mastery level 2 and 4 the user can affect 1 more target as long as they’re within
touch range.
Effect: This technique is feared by many and taught by even less, this technique allows its
performer to project images of hell and its proposed denizens. This effect causes those
within the area to suffer a -2 penalty to all Attack rolls, skill checks, Saves and ability checks
unless they succeed on a will save. Furthermore the victims of this technique take 2d6 points
of damage as the images wrack their brains and cause nearly-irreversible psychological
trauma.
Level 4
Effect: The target of this technique suffers a terrible case of word salad, losing the ability to
speak and write for the duration of this technique, the target can attempt to speak while
under the effect of this technique however he will only spew unintelligible nonsense. The
target is allowed a new save each minute.
Mind Lapse Technique
Tags: Genjutsu, Gaze, Mind-affecting
Lvl: 4 Rank: C-Class LDC: 20
Time: 1 Full-round action
Components: H, C
Range: Medium Duration: Continuous 3 rounds
Saving Throw: Will negates
Chakra Cost: 2
Effect: This Jutsu allows the user to trap a target inside its own mind, forcing him to relive
the last minute over and over. This causes the target to become fascinated for the full
duration unless the target passes a will save.
Effect: The user of this technique broadcasts a signal to a target within range of herself,
forcing the target's brain to ignore her presence. This effectively renders the user invisible to
the target for the duration of this technique, however should the user attack or perform any
other action deemed aggressive by the Games master, the invisibility fades and the user is
exposed. Other Techniques that do not directly target, affect or damage an opponent are
not considered aggressive, for instance the user could cast a Summoning Jutsu while
invisible. Once a target successfully saves against this technique, the target is immune to
this technique for the rest of the encounter.
Mastery
At each mastery step, the user can choose an additional target to be affected by this
technique per casting.
Level 5
Diversion Technique
Tags: Genjutsu, Phantasm
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Swift action
Components: C
Range: Special Duration: Instant
Saving Throw: None
Chakra Cost: 4
Effect: This Genjutsu is simple in its effect but effective After having successfully cast this
technique the user allowed to roll a feint combat maneuver check against an adjacent target
as a free-action. This technique does not provoke an attack of opportunity.
Vertigo Technique
Tags: Genjutsu, Gaze, Fear effect, Mind-affecting
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Standard action
Components: C, S
Range: Short Duration: Continuous 2 rounds
Saving Throw: Will negates (See text)
Chakra Cost: 4
Effect: The subject of this Genjutsu is forced to believe that the ground underneath his feet
vanishes and he suddenly finds himself high in the air. The unsettling feeling of suddenly
falling from up high forces the target to be frozen in fear for 1 round, unless he succeeds on
a reflex save. Furthermore if the target fails its first save it must make an additional one on
the following round, if he fails he falls prone and is nauseated for that round. This technique
cannot be dispelled and cannot be used twice on the same target within a 24 hour period.
Effect: By employing this technique the user is able to project the image of a field of vines
protruding from the ground flailing and attempting to grapple any one entering the area. This
technique can affect one target per level.
Any target within the area, that fails a will save is considered Entangled, should the target
leave the area he’s no longer affected. If a target leaves the area, and then re-enters it
before the technique has finished or before it has been dispelled he must once more roll a
Will save or be entangled.
Effect: This technique creates a number of sound-based clones in the mind of any creature
within 30 feet of the user’s ringing bells, when this technique is performed. Only creatures
that were within the area of the user when the technique was cast are able to see the clones.
The clones exist within the target's minds as long as they’re within line of sight of the user,
regardless of how far they move away from the initial area of effect.
The subjects are all part of the same illusion, meaning that to the subjects all clones take the
same actions and act in the same manner. The clones appear physical and the power of this
illusion makes it appear to the subject that the clones affect the terrain around them (Grass
bends, footprints in the dirt and so on).
In addition the clones are able to speak and produce other kinds of sounds, all the clones
speak in the user's voice. The clones are destroyed on physical contact and cannot deal any
damage or use any technique, the clones have an AC equal to the user's touch AC. While
the clones surround the user they are as likely to attract attacks, as the user, and therefore
the user enjoys protection within their company, forcing enemies to roll randomly whether
they attack a clone or the user. Attacks from the user, while occupying the same, or adjacent
spaces, to his sound clones become very difficult to dodge, granting the user an additional
+3 bonus on all attack rolls.
Mastery
Each step of mastery produces an additional clone.
Level 6
Effect: This technique invades the target's eyes and ears and scrambles his proprioception,
causing him to feel violently sick with a feeling similar to vertigo or extreme dizziness. Unless
the target succeeds on a Fortitude save, he will suffer the effects of being Nauseated for the
duration of this technique. The target may make a save again at the end of each turn. This
technique cannot be released.
Effect: The user of this technique brings into being a dark empty cloud of smoke
surrounding the targets, slowly invading their bodies robbing them of one of their senses
before the smoke dissipates. After this technique has been performed the targets within the
area must succeed on a Will save or be robbed of one of their senses, chosen by the
performer. This Technique can be used multiple times on the same target.
Hearing: The targets lose their ability to hear and thus go deaf for the duration.
Sight: Robbing a creature of sight does not blind them completely, however it does impose a
-5 penalty to Perception checks involving sight, as well as attack rolls.
Smell: All targets in the area can no longer use the Scent special ability, or use their sense
of smell to track with.
Effect: This technique layers an illusion over a location, causing it to look like a different
location. Because of how wide an area the illusion can be placed over, the illusion is trickier
to identify as searching for inconsistencies is harder. This means that detecting that this is a
genjutsu, increases that DC by +5.
When enacted, the user can change how an area is perceived. This technique fools all five
senses, however, it can only create or obscure terrain features. Anyone that interacts with
the illusion, directly, by touching it or trying to affect it, may be allowed a will save to
disbelieve it. Someone with the Sharingan or Byakugan active, are allowed a save
immediately.
At any time during the duration, the user can decide to lift the veil for a brief moment to allow
himself, or anyone nearby, to see the truth of his illusion. This is a swift action and lasts for 1
round.
Mastery
At each mastery step, the user can affect a wider area. Each mastery step increases the
area burst by +10 ft. At mastery step 3, users usually refer to the technique as Demonic
illusion: Double False Surroundings Technique.
Effect: This wicked technique allows its performer to cause the target great distress;
breathing becomes difficult, lack of proper motor skills and general discomfiture. This
technique imposes a -4 penalty to attack and damage rolls, as well as skill checks and
Defense unless the target succeeds on a will save. On a successful save the penalty is only
-2 and lasts only for 1 round.
Hypnotism Technique
Tags: Genjutsu, Compulsion
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Standard action
Components: C
Range: Short Duration: Instant
Saving Throw: Will negates
Chakra Cost: 4
Effect: By concentrating the user of this Technique is able to channel chakra through his
eyes, into one target. This target must instantly attempt a Will save, or be made to believe
the user “Appear” as a good friend. This impression gives the user a +15 bonus on his next
diplomacy roll to improve the targets attitude, however should a hostile action be taken
towards the target by the user or his friends the effect is instantly negated and his attitude
falls to its original value if not lower.
Flanking Technique
Tags: Genjutsu, Phantasm
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Standard action
Components: C
Range: Medium Duration: Instant
Saving Throw: Will disbelief
Chakra Cost: 5
Effect: Using this technique the user blurts back and forth out of the target's vision, creating
a copy of himself which appears to attempt to strike the target from behind. Using this
confusion the user, after casting this Jutsu, immediately makes an attack roll against the
target. If the target fails its save the target is considered flanked for all purposes and the user
gains +4 to his attack instead of the ordinary +2.
Level 7
Effect: Using this technique, the user is able to create a powerful illusion that traps
the mind of its victims into a dream-like field of cherry blossoms. If a creature fails its
Will save, it becomes trapped in the dreamy scenery and acts as though blinded and
deafened.
The subjects cannot move or perform any action unless they succeed a Will save
each round. If the save succeeds, they are still blinded and deafened, but can move
normally within the confines of the area of effect. Even though the creatures act as
though deafened, the user can speak to it freely if he so wishes. A creature that
failed the technique's initial save cannot move out of the area of the technique
willingly, it must be dragged out. Once a creature leaves the area of effect or the
technique is released, its effect ends.
Effect: The target makes a Will save. If the save is a success, the target is
surrounded in clear water and is able to hold its breath while acting normally. If the
save is a failure, the subject becomes unaware of the creatures around it (all
creatures treated as invisible) and it begins to drown.
A target drowning from the deep sea murder technique must make Constitution
check each round (DC= 10 +1 for each round passed under this Technique). Should
he fail he instantly falls to 0 HP and falls unconscious. Each round he resists he
takes 1 point of damage, not subject to damage reduction. If the technique is
released before the creature dies, its hit points are restored. Otherwise, the creature
dies should it remain unconscious by the effects of this Jutsu for more than 10
rounds. While drowning, a creature isn't able to speak.
Effect: By simply locking eyes with a target, the user can show his target images of
horrors unimaginable. This experience is such a shock that it causes a brief mental
breakdown, unless the target succeeds on a Will save, it will collapse and babble
senseless gibberish for the full duration. While not helpless, the target does lose its
dexterity bonus to its Armor class. After the duration ends, the target is shaken for
the next 6 rounds. Should the target succeed on its initial will save, it is simply
considered shaken for 3 rounds.
Effect: Using this technique, the user forces the target to see a vision of his choice
the next time it falls asleep for a period of time longer than 1 hour. The vision can be
a message of any length, and the subject remembers it perfectly upon waking,
though it may or may not be taken seriously. The vision is not sentient and will not
answer to any question the subject may have. The subject may also not understand
the vision at all if it is in a language it simply does not understand.
Level 8
Effect: This Technique is designed to cause a massive amount of pain and subsequently
subdue its victim, this is done by the user attempting to fool the nerves system of the target
into thinking it is suffering huge amounts of punishment. This Jutsu deals 5d8 points of
nonlethal damage on a failed save, this damage can never accumulate into lethal damage.
Effect: This technique forces the target to relive bad memories of previous killings, conjuring
up a sense of remorse for its past “murders”. A target that has not been killed, is unaffected
by this technique. Each turn, including the first, the target must make a will save, every failed
save forces a -1 moral penalty to the subjects Attack rolls, skill checks and defense as
remorse weighs down his soul and slows down his body. This penalty can never exceed -8.
Effect: This technique subjects targets to visions of their greatest fear, regardless of whether
or not they’re aware that they’re afraid of it. This fear can be something that the target is
actually scared of, or merely the one image that they least want to see.
When the technique activates the user disappears, to the target, in some dramatic fashion to
leave behind the image the target fears the most. The target must now roll a Will save or be
frightened. At the end of each of their turns the target can attempt a save, on a success the
target is no longer frightened. If a target ends this technique prematurely, the target remains
shaken for double the remaining duration.
If this technique is utilised against someone 4 or more HD below the user, that target is
instead paralyzed with horror on the first round, before going unconscious for 1 minute on
the following round.
Effect: This technique controversially casts a Genjutsu on the user himself, this causes him
to believe in his own indestructible nature and convinces him of his own superiority in battle.
The user will however face any enemy, not backing down from any fight as he’s fearless and
confident. For the duration of this technique the user receives a +8 bonus on saves versus
fear effects and a +2 moral bonus on Attack rolls and dodge bonus to Armor class due to the
power of self-confidence.
Effect: This technique causes a target, or targets to, while walking in what they believe to be
a straight direction, to walk in circles or other queer fashions. Essentially, the user scramples
the target's sense of direction, making it so the target will walk in circles or back and forth,
for the duration of the technique. This is a useful delay tactic, or simply used to cause
frustration. Anyone caught by this Genjutsu will walk around aimlessly in a predetermined
pattern, never arriving at their destination, unknowing to the fact that they’re being
manipulated. Once every minute, a target is allowed a perception check at a DC of 8 + the
Deception modifier of the user, to notice that they’re walking erroneously. This ends the
technique. If a target spends more than 5 minutes under this technique, they’re fatigued.
Soundless Agony Technique
Tags: Genjutsu, Compulsion, Mind-affecting
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard action
Components: C, H
Range: Medium Duration: Continuous 10 rounds
Saving Throw: Will negates
Chakra Cost: 8
Effect: Using this technique, the user makes 5 creatures within range believe that it
cannot, or must not, utter a sound. As a result of this technique, the creatures
affected by the technique will not speak or scream, no matter the situation, but they
may still feign speech to allow others to read on their lips.
Level 9
Effect: Using this technique, the user is able to deceive the perceptions of one target,
forcing him to believe the people around him are someone else. For a short moment,
the target will believe that it is surrounded by a storm of swirling cherry blossom
petals that will obscure its sight, before the illusion fades and the other part of this
Technique takes its place. To the subject's perception, all creature's appearance will
be different, how exactly is left to the user's discretion. The modifications may be
anything, meaning that the user can turn an ally into an enemy to the subject's eyes,
but cannot affect a creature's size category, speech pattern or sound.
If the user wishes so, the subject also will not be able to make sense out of any
speech in the area; it will simply reach his ears as senseless gibberish. This
technique cannot be used on a blind creatures.
Effect: The user places a small tag on an area, as a trap, anyone who enters within the area
of the technique activates it for 3 continuous rounds where anyone who enters the area must
roll a will save or be subject to the techniques full duration. A user can only have one such
tag placed at a time, placing a new one makes an old one inert.
Anyone who fail their saves, will stand unmoving but not helpless, if they’re ever attacked
while subject to this technique, it immediately ends and the targets can defend themselves
as normal. While a target is standing unmoving, it experiences itself as wandering onward in
the real world, however they constantly seem to get lost or walk in circles. Every 10 minutes
a target is allowed a new will save to free themselves from the Illusion, if a target spends
more than 10 minutes in this technique they’re fatigued, if they spend more than 20 minutes
they’re exhausted, by the constant mental travelling.
Effect: After this technique has been cast, the user charges at his intended target that must
now succeed at a will saving throw or believe the user is charging him from all directions at
once. If he fails this roll the target is considered flanked and flat-footed, furthermore the user
gains a +10 bonus to his attack roll instead of the usual bonuses. The casting of this
technique does not provoke an attack of opportunity, however if the user passes another
individual during his charge action, the individual must pass a Will saving throw in order to
not be fooled by the illusions and make a proper attack of opportunity. If the target succeeds
at his save, this is simply considered an ordinary charge.
Level 10
Effect: This powerful Genjutsu generates a mass of fluttering sleep-inducing white feathers.
Whoever sees these feathers (those within the 40ft burst area) must succeed at a will saving
throw or fall asleep for the full duration. This sleep is blissful and tranquil, and the targets
cannot be subject to any nightmare inducing techniques while under this technique.
This technique can affect 30 HD worth of targets, targeting the lowest HD first then the
nearest.
Level 11
Insanity Technique
Tags: Genjutsu, Compulsion, Mind-affecting
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action
Components: H, C
Range: Short Duration: Continuous 10 rounds
Saving Throw: Will negates
Chakra Cost: 10
Effect: This peculiar but very dangerous Genjutsu causes the subject to become very
unstable and to act randomly. Refer to the table below to determine its behavior
every round.
D20 Behavior
1-2 Attack the user with melee or ranged weapon (or close close with the user if attack is not
possible).
3-4 Act normally.
5-10 Do nothing but babble incoherently.
11-15 Flee away from the user at top speed.
16-20 Attack nearest creature with melee or ranged weapon.
A confused character who can’t carry out the indicated action does nothing but
babble incoherently. Attackers are not at any special advantage when attacking a
confused character. Any confused character who is attacked automatically attacks its
attackers on its next turn, as long as it is still confused when its turn comes.
Note that a confused character will not make attacks of opportunity against any
creature that it is not already devoted to attacking (either because of its most recent
action or because it has just been attacked).
Effect: Upon learning this technique, the user acquires a permanent spiral-shaped seal
upon the palm of one of their hands. The seal is large enough that the entire palm is covered
in it. If this seal is ever removed, the user must relearn this technique. This technique cannot
be employed if the mark is ever covered up by disguises or transformations, it must be
clearly visible to have an effect.
Using this seal, the user can apply a Genjutsu Cursed Seal to a target with a melee touch
attack that provokes an attack of opportunity. This seal is as large as the spiral-shaped seal
in the user's palm. When a target is subjected to the Genjutsu Cursed seal, the user can
modify their memories and adjust the victim's subconsciousness in such a way that the user
gains great sway over the target. The user gains a +10 bonus to all Charisma based checks
against the target and the target is considered Helpful towards the user.
The user can choose to suppress specific memories, making the target unable to access
them for the duration of the Cursed Seal.
Any overtly aggressive acts from the user as well as suicidal requests, immediately break
the hold of the Cursed seal.
At the end of this technique, a target is sickened for a day as they’re assaulted by migraine-
inducing headaches as their memories return and their subconsciousness readjusts.
Mastery
At mastery step 1, 3 and 5 the duration of this technique increases by 1 day.
Level 12
Genjutsu: Communication
Tags: Genjutsu, Mind-affecting, Phantasm
Lvl: 12 Rank: A-Class LDC: 32
Time: 1 full-round action
Components: C, H
Range: Global Duration: Maintained 1 minute
Saving Throw: None
Chakra Cost: 6
While a target is under this effect, they’re considered blinded and deafened in the real world.
If they’re successfully attacked, a target immediately wakes up into the real world again but
is staggered on the first round of combat, from the shock of being pulled out of a landscape.
Mastery
At mastery step 3, the user can project other Genjutsu through this technique at targets
within it, as long as the Genjutsu technique does not require hand seals.
Hidden Techniques
Clan Hidden Techniques
Effect: This technique is the basis for the Aburame clan's power and fame, when a child is
born they’re often immediately bonded to a colony of insects with which they form a
symbiotic relationship. As part of learning this technique, the user introduces such a swarm
of insects to his body, entering into the symbiosis.
When first learning this technique, the user must choose a sort of insect he seeks to bond
with. The most common type of insect is the Parasitic Destruction Insect, from which the
technique has been named though this is not the Aburame’s sole choice.
When a swarm has been chosen they take up residence within the users body, as a
constant presence, the user becomes a part of their hive and their hive mind.
The user can call forth part of the swarm, they will crawl from openings in his body or make
some in his skin. At first level the user can only call forth a single swarm, but as he gains in
power more and more insects can live off of his chakra.
Calling forth a swarm is a standard action, however as part of this the swarm can be
spawned and immediately directed to assault an enemy. A swarm takes its actions during
the user's turn. A swarm continues to do as directed, until the user spends a movement
action to direct it once more.
To host a swarm of insects requires something from the user as well, the user lets them feed
off of his chakra; this reduces his Chakra pool daily by 2 per swarm that lives inside of him.
A user gains an additional swarm at user level 3, 6, 9, 12, 15 and 18. When a swarm dies, it
is replaced a week later or through the use of other techniques. ‘
Below are the types of insects a user could potentially bond with.
Parasitic Destruction Insect: The most common form of Aburame insects, these insects feed
on chakra and can therefore be used to detect its presence or assault an enemy directly.
This versatility makes them an Aburame favourite.
Worm Insects: These wormlike insects are favoured amongst the Aburame that seek to kill
from the shadows, the Worms are extremely stealthy and incredibly poisonous, producing a
paralytic venom that’s imperceptible during autopsies.
Neutralising Destruction Insect: Not distinctly a fighting species they can be used in a pinch,
though their primary function is as spies. These insects can detect chakra and chakra
signatures as per sense chakra up to an incredible range, this often sees such insects used
in a supportive role.
Minute scent Insect: These insects fill a similar function to the Neutralising Destruction
Insects, however while they cannot detect Chakra, they do have an incredible sense of
smell. This scent ability makes them perfect for tracking and scouting missions.
Mastery
Each level of Mastery, allows the user to have an additional active swarm.
At mastery level 1, 3 and 5 The user may introduce a new sort of swarm to his system. This
takes up one of his swarm slots.
At mastery level 2 the user can direct his active swarm as a quick action.
At mastery level 4 the user can direct his active swarm as a free action.
Insect swarms
The DC of a Swarm's unique abilities are equal to 10 + half the user's level + his intelligence
modifier.
Swarms can be merged together to form bigger swarms, though only insects of the same
type can be made to swarm together. Certain insects have the Swarming ability, this
increases some of their unique aspects. Multiple swarms on the same square do not deal
damage individually, rather their damage increases as if they were swarming.
Millions of targets: Swarms are immune to basic attacks, such as melee and ranged attacks
as well attacks made from single target techniques. Only Area of effect damage or elemental
damage deals damage to swarms, swarms take 50% additional damage from area of effect
damage.
No discernable Anatomy: Swarms are immune to critical hits, flanking and precision
damage. A swarm cannot be staggered, exhausted, fatigued, nauseated or stunned.
1-5 1d6
6-10 2d6
11-15 3d6
16-20 4d6
21+ 5d6
Chakra Leech: The Kikaichus bite drains chakra from the victim, each successful swarm
attack deals 1d4 points of chakra pool damage. Each point of chakra consumed in this way
adds a +2 DC to concentration checks made to bypass the distraction ability. This dice pool
increases along with a swarm's damage.
Swarming: The Kikaichu beetles Chakra leach increase to a larger die for each additional
swarm added.
Worm insect
Size Small; Speed 30 ft, fly 40ft; AC 12; Attack Swarm attack 1d6; Ability Scores Str -,
Dex 14, Con 15, Int -, Wis 12, Cha 6; Special Qualities: Insect Poison.
Insect Poison (Ex) Bite – injury; save Fort DC See above; frequency 1/round for 6 rounds;
effect 1d4 Dex; cure 1 save.
Swarming: Increase the die rolled for the poison effect to a d6 when 3 or more swarms are
merged.
Chakra Sense: A Neutralising Insect swarm can sense Chakra up to a distance of 100 yards
away from it.
Sensing Network: When a swarm burrows below ground, it increases its detection range to
200 yards and it can report anything it senses to its host via a pseudo-telepathy. It takes a
full-round action for a swarm to burrow into position to form a sensing network.
Swarming: For each swarm added together, double the original sensing distance. For 2
swarms it’s 200 yards, for 3 it’d be 300 yards and so on. This goes for Sensing network too,
increasing the distance to 400 yards at 2 swarms and 600 yards with three swarms and so
on.
Scent: The sense of smell of a Minute scent Insect is incredibly sharp, beating out the noses
of various canines and the like. Their scent ability is so precise that it also functions as a
blindsense up to 30ft away.
Swarming: The teamwork of the Minute scent Insect allows it to have an even greater range
of scent, every two swarms added together increases scent range and blindsense up to 60ft.
Effect: The effects of this technique vary depending on the kind of insects the user's body is
hosting. When used the user choses up to 3 of his swarms that’s within 30ft of himself, to
use for this technique, when done he forms said swarm into a giant sphere of insects and
sends them hurtling towards a chosen opponent. The caster rolls a ranged touch attack, if he
hits this technique deals damage as per swarm damage per swarm, and applies one of the
following effects depending on the type of swarm used to cast this technique.
Parasitic Destruction Insect: The target must roll a Will save or lose 1d6 points of Chakra per
swarm
Worm Insect: The target must roll a Fortitude save or become poisoned. injury; save Fort DC
Jutsu DC; frequency 1/round for 6 rounds; Initial effect Paralyzed for poison duration,
secondary effect 1d6 Con; cure 2 save.
Neutralising Destruction Insect: The target is marked by the swarm, allowing anyone of your
swarms to detect them within a mile radius for the next 7 days.
Minute Scent Insect: The target is marked by your swarm, granting you the blindsense ability
toward that target. Allowing you to sense them up to 30ft away per two swarms hosted inside
of you.
Mastery
At mastery step 1, 3 and 5, the user can add one additional swarm to the attack.
Effect: This ability can only be activated if a swarm of yours is currently occupying the space
of an enemy. The swarm immediately rises up in a whirling tornado, biting and scratching
and feasting on the target. The target takes 4d6 points of damage per turn, plus the swarms
swarm attack damage. Each additional swarm adds an increased range to the tornado -
making it hit anyone touched by the swarm and anyone adjacent to it. Each swarm adds 5ft
worth of burst area. Additionally, each swarm in the Tornado apply a special effect. A target
is permitted a fortitude save once per turn, to reduce the damage by half. This technique
deals piercing damage..
Anyone within the tornado, takes a -4 perception penalty and anyone outside has partial
concealment from those within.
Parasitic Destruction Insect: The target must roll a Will save or lose 1d6 points of Chakra per
swarm
Worm Insect: The target must roll a Fortitude save or become poisoned. injury; save Fort DC
Jutsu DC; frequency 1/round for 6 rounds; Initial effect Paralyzed for poison duration,
secondary effect 1d6 Con; cure 2 save.
Neutralising Destruction Insect: The target is marked by the swarm, allowing anyone of your
swarms to detect them within a mile radius for the next 7 days.
Minute Scent Insect: The target is marked by your swarm, granting you the blindsense ability
toward that target. Allowing you to sense them up to 30 ft away per two swarms hosted
inside of you.
Effect: The user encases himself in a chakra cocoon and stays completely immobile while
casting this technique, the user can attach himself to any surface that can support his
weight. While within the cocoon the user’s chakra promotes the growth of his Insect swarms.
After ten minutes have passed, the user spawns 1 swarm inside of themselves. The user
can emerge from the cocoon, as a move equivalent action.
Effect: Utilising swarms with the capability of flight, the user, or his target, is enveloped by
them and carried aloft. Gaining a flight speed equal to his swarms, for as long as the
technique lasts. If utilised with a target, the user decides when and where they’re moved off
to. If the user or any of his swarms take more than 20% of their HP in damage from a single
attack, the user must roll a concentration check to keep his swarms from dispersing.
Effect: The user loads up a swarm of his insects with bits of his own chakra, then he
spreads them out to cover a large area. All of these insects completely block any attempt at
Sensing or Seeing Chakra as well as any technique that might divine a character's position
through the use of chakra chasing.
This technique can mask any allies' chakra as well as the users own, in so far the allies
themselves supply 3 points of chakra at the casting of this technique. The user can also
choose to do a blanket jamming, blocking all such techniques and not just those looking for
him or his allies.
Secret Technique: Insect Jar Technique
Tags: Ninjutsu, Hijutsu, Defensive Manoeuvre, Requires: Parasitic Destruction Insect
Technique
Lvl: 9 Rank: B-Class LDC: 27
Time: 1 Standard action or 1 Immediate action; see text
Components: C, H
Range: Short, Area: 5 ft. burst Duration: Maintained 1 round
Saving Throw: Reflex, see text
Chakra Cost: 5
Effect: The user calls upon two swarms and begins spinning them rapidly around himself or
a target he seeks to protect, resulting in a dome of swirling insects which protects the user
and damages anyone or anything entering the area.
For as long as this technique is active the user cannot move or take any other action than
maintaining the technique, but the technique will deflect any ranged attacks targeting the
user or a protected target. Anyone standing within the burst when the technique is initiated
or entering the area while it’s still going, takes damage as if hit by the two swarms and must
make a reflex save. On a successful save the user can avoid additional effects, on a failed
save the user is pushed back 10 ft and knocked prone.
Each additional swarm added to the mix pushes the boundaries of this technique by an
additional 5ft, allies within are completely safe as the direction of the insect host is enough to
give them safe passage.
The speed of the whirling wall increases the save versus area of effect techniques, by +4
and grants anyone within Evasion, or improved Evasion if they already have Evasion. The
insects making up the swarm gain this bonus as well, however they do not gain the evasion
ability. Should the insects that make up this wall be killed, this technique immediately ends.
Defensive Maneuver: The user can, once per encounter, activate this technique as a
defensive maneuver. This allows him to initiate it immediately when he’s the subject of an
attack or a target within range, gaining all benefits as described above and increasing his, or
his targets, Armor Class by +4 against the triggering attack.
Mastery
At mastery level 1, 3 and 5 you can use the defensive maneuver an additional time per
encounter.
Effect: The user of this technique must succeed at a melee touch attack, on a success he
delivers a Parasitic Giant insect larva to his target forcing it to roll a fortitude save, a success
means the Larvae didn’t survive the transition into its new host.
The Larvae feed on Chakra, growing rapidly as it does. Over the course of 4 turns the
Parasitic Giant Insect will feed on the Chakra outpour of its new host, for every point of
Chakra the host spends the Insect gains 1 growth point. When the four turns are over, the
insect bursts from its host, dealing damage, nauseating them and spawning a Giant insect
ready to do battle. The Giant insect will also burst from its host immediately, if it attains 20
growth points before the end of the 4 rounds. A giant insect will act in the round after it
bursts from its host.
The following table displays the size and damage of the giant insect per growth point.
Parasitic Insect
HP: 63 Size Tiny; Speed 30 ft, fly 40ft; AC 21; Attack Bite +9 1d4+3; Ability Scores Str 14,
Dex 16, Con 15, Int -, Wis 12, Cha 6; Bab: +7; Fort: +8, Ref: +9, Will: +4
Mastery
At each level of mastery the insects gain an additional +1 to hit and damage.
At mastery level 2 and 4, the insects gain +2 AC
At mastery levels 1, 3 and 5 the Insects gain +10 HP plus their con modifier.
When this clone dissipates the that formed it takes an equal amount of damage equal to the
clone's total HP, it then emerges into the square where the clone fell.
Effect: By transmitting his chakra and himself, the user of this technique can disappear from
one spot, seeming to disappear into a cloud of insects, and reform in a spot currently
occupied by one of his swarms as the insects rise up to take his shape. This movement is
entirely soundless and allows the user of this technique to roll an immediate stealth check, if
the area his swarm occupied allows for it.
Mastery
At Mastery Step 3, this technique can be used as a Swift action.
At Mastery Step 5, this technique can be used as a Free action once per turn.
Effect: This technique functions exactly like the Substitution technique, except for the
following exceptions: The object taking your place is a swarm of your insects, the swarm
must be within 30 fts of you. Using a swarm currently inside of you costs 5 points of chakra
instead of 2. Once the Substitute is broken, the swarm engages the enemy by settling in the
enemies square if the enemy is adjacent to the spot of the substitution as it’s discharged.
Worm Poison: injury; save Fort DC Jutsu DC; frequency 1/round for 6 rounds; Initial effect
Paralyzed for poison duration, secondary effect 1d4 Con; cure 2 save.
Effect: Upon completion of the hand seals for this technique, the user is encased in a
protective cocoon that immediately attaches itself to a nearby tree, or other outcropping from
where it can hang. While within this cocoon, the user gains a +10 bonus on Stealth checks,
as the cocoon blends in with its surroundings. Additionally, while the user remains inside the
cocoon he is completely protected from the ravages of naturally occurring elements, such as
cold, heat or similar, allowing the user to remain safe from such things while he sleeps or is
on his stake out. Furthermore, the user gains damage reduction 5/chakra while inside the
cocoon. Dismissing the Cocoon is a Full-round action.
Effect: By releasing a small, thin, web of chakra from where the user stands or on any
surface the user stands, the user can draw any insect within the area near to him. Any such
insect that approaches has an initial attitude of Indifferent, but welcome communication. The
insects do not harm one another while being beckoned by the user of this technique. The
Insects remain beckoned and interested in conversation, for as long as the user focuses on
this technique. Whether or not an insect, or a swarm, remains nearby depends upon the
user’s ability to interact with the vermin.
Vermin gathered by this technique, can be made into a makeshift Vermin Swarm, if the user
succeeds on a successful DC 25 Vermin Empathy check. This swarm serves the user for
one hour, the user can only have one such swarm active. This swarm can be utilized for
techniques, as if it was a swarm gained through the Parasitic destruction insect technique,
however it offers no additional effect. The Vermin Swarm benefits from the user’s strength in
the Parasitic destruction insect technique, as well as any feats that manipulate such.
Vermin Swarm
Size Small; Speed 30 ft, fly 40ft; AC 12; Attack Swarm attack 1d6; Ability Scores Str -,
Dex 14, Con 15, Int -, Wis 12, Cha 6.
Mastery
At Mastery Step 2 and 4 the user can control one additional Vermin swarm.
Effect: These insects, Phosphorus Destruction Insects, are unique in the sense that they do
not swarm away from the user's body due to their small size. These insects are too small for
the eye to see, unless they swarm together, in which case they show as a purple patch.
These nano-sized insects can’t survive for long without a host body on which to feed,
therefore they’re not employed in the traditional Aburame fashion. Instead the user covers
his body in a film the poisonous insects, which transfer from him upon touch. Whether he
touches an enemy or an enemy makes direct contact with the user.
The user activates this technique by spending 3 points of Chakra, this causes the
Phosphorus insects to crawl from his pours to the surface of his skin. While activated,
anyone the user touches with his bare skin or who touches the user's bare skin gets infected
by the Phosphorus insects. The user can pay just two Chakra, this calls the insects to the
users hands instead, only transferring upon the user touching someone. To call the insects
back, the user must spend an amount of chakra equal to the amount spent to activate it,
without this expenditure the insects remain upon the user's skin.
A target infected by the phosphorus insects initially takes 2d4 points of acid damage as the
insects transfer to the target's skin, ignoring clothes and the like. The target must then
succeed at a fortitude roll or be sickened with pain for 1 round. The Phosphorus insects
remain upon the target for two full rounds beyond the first one, each round provoking
damage and forcing another fortitude roll. Each time the target spends 2 points of chakra or
more, the target extends the infestation duration by 1 round.
A target cannot be infected more than once, however the additional acid damage applies
once per unarmed attack he performs or anyone performs against him.
Special: This technique can’t achieve mastery level 3 before the user is level 6 or above.
Same goes for mastery level 4 which can’t be reached before the user is level 9 or above
and finally mastery level 5, where the user needs to be level 12 or above.
Mastery
At mastery level 1 the user can choose, at the moment of infecting an opponent, that instead
of sickening his target the phosphorus insects will poison the target instead with the following
poison.
Phosphorus Poison: contact; save Fort DC Jutsu DC; frequency 1/round for 2 rounds; Initial
effect 1d2 con; cure 2 saves.
At mastery level 2 the base duration of the infestation lasts for 3 rounds instead of 2.
At mastery level 3 the acid damage increases to 2d6, sickened duration extends to 1d6
rounds and poison damage becomes 1d3 con.
At mastery level 4 the phosphorus insects spread when touching a target, dealing 2d8 points
of damage initially and changing the poison to the following effect:
Phosphorus Destruction Poison: contact; save Fort DC Jutsu DC; frequency 1/round for 6
rounds; Initial effect 1d4 con; Secondary effect: 1d4 con damage and sickened for 2d6
rounds cure 2 saves.
At mastery level 5 the poisonous effects change from con damage to drain. If the target fails
the initial save against the Phosphorus poison or the infestation effect they’re nauseated with
pain for a round.
Effect: Using his phosphorus destruction insects, the user gathers multiple infected corpses
and contains them within a barrier where the decaying flesh will release a gas that in time
will ignite an explosion and release the venomous insects in a huge swarm that could cover
the surrounding landscape.
Once the character has gathered the amount of corpses he desires, he weaves a seal
barrier to cover his “jar”. This barrier protects the insects and promotes their growth
exponentially. The Jar takes an amount of time to gestate, increased by each added corpse.
Each corpse causes the jar to need 10 minutes longer to gestate.
One corpse releases a cloud of poisonous insects able to cover up to 5 square meters, each
additional corpse adds another 5 square meters to the size of the cloud.
Anyone caught within the cloud takes 2d6 points of acid damage per round and must roll a
fortitude save or be afflicted by the following poison: Phosphorus Jar Poison: contact,
Inhaled; save Fort DC Jutsu DC; frequency 1/round for 6 rounds; Initial effect 1d6 con;
Secondary effect: 1d4 con damage and nauseated for 2d6 rounds cure 2 saves.
The cloud lasts for 1 round per level, ignoring any sort of wind except for extreme wind
conditions.
Effect: The user creates a small cloud of Phosphorus insects between his palms, this cloud
is then spread out to cover a 30ft cone-shaped area. Anyone within takes 4d6 points of acid
damage and must roll a fortitude save as per the user's infestation effect or his poison, the
user makes this choice when he activates the technique.
Expansion Technique
Tags: Ninjutsu, Hijutsu
Lvl: 2 Rank: C-Class LDC: 20
Time: 1 Full-Round Action
Components: C, H
Range: Personal Duration: Maintained 2 rounds
Saving Throw: None
Chakra Cost: 4, see text
Effect: This ninjutsu takes the user's body as a base, and enlarges it. Every bone in the
body grows, and the skin stretches to accommodate the new surface it has to cover. As a
result of this technique, the user find himself one size category larger for the duration of the
technique, and gains the following benefits: +4 Strength, -2 Dexterity, +2 Constitution, and -1
size penalty to defense and attack rolls, +4 bonus to Grapple checks versus medium targets
and his Fighting Space and Reach are now 10 ft. x 10 ft. and 10 ft. respectively. As a result
of this technique the user's equipment is also enlarged and gains 1 size category.
This technique's effects do not stack with other nonpermanent size increases. A strong
enough attack may dispel this technique. If the user is hit by a ranged or melee attack that
deals damage greater than his new Constitution score, he must make a concentration check
DC 20 to retain the technique. A character using this technique without the Caloric Control
feat becomes Exhausted.
Human Boulder
Tags: Ninjutsu, Hijutsu, Requires: Expansion Technique
Lvl: 4 Rank: C-Class LDC: 20
Time: 1 Full-Round Action
Components: C, H
Range: 30ft, 10ft wide line Duration: Instant
Saving Throw: Reflex half
Chakra Cost: 4
Effect:This technique can only be performed while Expansion Jutsu is active. The user
deals 2d6 points of bludgeoning damage plus double his Strength modifier to creatures in
the area of effect, and they may choose to be either knocked 10 ft to the side, always out of
the path of the boulder, or be knocked prone. A successful Reflex save halves the damage
and negates the force movement. At the end of his turn, the user must succeed a Fortitude
save (DC 14) or be nauseated until the end of his next turn.
Mastery
The first, second, third and fourth steps of mastery increase the range by 5 feet.
The fifth step of mastery allows the user to shape the line effect.
Effect:This Akimichi Hijutsu is used in combat situations to attack a target from afar. This
technique temporarily increases the size of the user's limb (either arm or leg) to gigantic
proportion to deliver a Slam attack as though the user was two size categories larger than
he really is. The slam attack has a range equal to the user's standard range plus 10 feet,
deals 2d6 points of damage for a medium creature and counts as if the user has +4 strength.
Using this technique in melee does not provoke an attack of opportunity.
A character using this technique without the Caloric Control feat becomes
Fatigued.
The user can choose to extend the duration of this Jutsu, this costs 4 Chakra and extends it
to a duration of 2 rounds/level. However each round the user must pay 1 point of chakra to
sustain the technique.
Effect:This technique functions exactly as specified above with the Expansion Jutsu, except
that the user gains double the benefits, two size categories and the following: +8 bonus to
Strength, -4 to Dexterity, +4 Constitution, +3 natural armor bonus to defense, -2 size penalty
to attack rolls and defense, +8 bonus to grapple checks and lastly, a -8 penalty to Stealth
checks. His fighting space increases to 15ft. x 15ft. and his reach to 10 feet.
This technique's effects do not stack with other non-permanent size increases. The
Concentration check to maintain the Jutsu while heavily damaged is DC 25.
A character using this technique without the Caloric Control feat becomes Exhausted.
Effect: This technique involves the unique ability of the Chinoike Clan’s Ketsuryūgan, to
manipulate iron-rich liquids like blood. Through this technique, the user forms an eight-
headed serpentine dragon of blood. This Blood dragon is considered the ultimate technique
of the Ketsuryūgan. Upon completion of this technique, the user animates the liquid and the
eight heads of the dragon sprout from the liquid itself.
The Blood dragon can be directed, by the creator, to attack 3 individual targets once per
turn. Each of these attacks are done with an attack bonus equal to 13 + the user’s
Intelligence modifier. Each attack deals 4d6+6 points of damage and 1d6 points of bleed
damage that stack with any other form of bleed damage. Instead of an attack, the Dragon
can aim to grapple a target with a CMB equal to its attack modifier and a CMD equal to its
attack modifier plus 10. The Dragon can keep up to eight targets grappled at once, one for
each head. The dragon has a 20 ft. reach and is considered a Gargantuan creature for the
sake of providing cover and concealment.
In lieu of attacks, in a given round, the user can direct the Blood dragon to spew a cone of
steam. This cone deals 6d6 points of fire damage and 6d6 points of water damage, a
successful reflex save halves this damage. The cone covers a 60 ft. area from the Dragons
spawn point.
Lastly, the dragon’s heads can be targeted and destroyed individually, each head has 20 AC
and 30 hit points. Each individual head destroyed, regenerates after 1d4 rounds. All eight
heads need to be destroyed, before this technique is ended prematurely.
Effect: While the Ketsuryūgan is active, the user can choose to cause the blood inside a
target’s body to seep into the muscle tissue, and the tissue underneath the skin. This causes
the target to swell and look nearly unrecognisable, giving the target a +10 bonus on
deception checks to not be recognized. To discharge this technique, the target need only slit
his wrist or outer part of his throat to let the blood seep out. This deals no damage to the
target, it takes a single full-round for all the blood to have left the vessel and the target
returns to normal.
Effect: Created by the terrorist Chino Chinoike, this technique requires the user to make
physical contact, a melee touch attack, with their intended target to infuse them with
poisonous chakra. This chakra quickly permeates their body, making it unstable. While
infected with the poisonous chakra the target is staggered. If a target is at any point dealt
slashing or piercing damage, while infected with the poisonous chakra, the blood welling
from the wound turns black, begins to swell before a large portion of the target's body
explodes. Upon exploding, the target and anyone within a 10 ft. radius takes 8d6 points of
bludgeoning damage. A successful reflex save halves this damage.
While infected with the poisonous chakra, a target can be cured of its effect by a successful
application of Medical Ninjutsu: Treatment - Chakra Transfer, or similar technique that could
flush a target's chakra points.
Effect: The user produces a truly massive amount of Iron-rich crimson water from his mouth,
this creates a large wave of water, reminiscent of a Tsunami of blood, underneath the user,
raising him up as the water crashes outward. The water moves to cover an area of 30 by 30
feet and 10 feet deep, anyone within this area during the initial casting of the Technique
must succeed at a reflex save or or be swept 20 ft away, up to the maximum area of this
technique, and be knocked prone. negates the displacement and prone effect. The user can
ride along any of the waves produced, moving to any square within the 30 by 30 area.
After the initial effect, the Iron-rich water sticks around in the area, with a depth of 10 ft for
the remaining duration. This water has an amount of Iron in it, similar to blood, and thus can
be used as a materia for Ketsuryūgan techniques.
Hōzuki Clan Hidden Techniques
Hydrification Technique
Tags: Ninjutsu, Hijutsu, Water Release
Lvl: 5 Rank: A-Class LDC: 25
Time: 1 Standard Action
Components: C
Range: Personal Duration: Maintained 50 minutes
Saving Throw: None
Chakra Cost: 10
Effect: The user utilizing this technique is granted a great deal of control over their body,
they can liquify it at will. This allows them to pass through any crack or space that’s pick
enough to let water drip through as well as being completely immune to physical damage.
However as a side effect, they take double damage from lightning attacks and any other
benefit of this technique is negated for one round in which they’ve been in contact with
electricity. Any physical attack enhanced by lightning damage deals full damage. Extended
exposure to Lightning effects has the user paralyzed for the effects duration.
Mastery
At the Second step of mastery the user only takes 50% increased damage from Lightning
damage.
At the Fourth step of mastery the user only takes 25% increased damage from Lightning
damage.
At the fifth step of mastery the user is no longer paralyzed by Lightning effects with a
duration greater than an instant.
Effect: The user employs his mastery of his body's hydrification to allocate some of his
bodily resources to his arms, this reduces his armor class by 2 but increases his strength by
4. Moreover it allows him to wield weapons one size category larger than himself without any
penalty, such as a full-blade.
The target is permitted an initial fortitude save to expel the user from his lungs, this deposits
the user in a square of the target's choosing. Should the target fail this initial fortitude save
he takes 2d6 points of damage per round as he drowns, each turn the target can choose to
spend a full-round action to try and cough up the user, this requires a successful fortitude
save. This functions as the initial save, depositing the user in a square of the targets
choosing. While the user is drowning his target, the user can take no other action, while
drowning the target is sickened and shaken.
Effect: The user collects a bit of his own mass at the tip of his finger, before firing this high-
pressure water-blob as a bullet. This requires a ranged touch attack and deals 6d8 points of
damage.
Effect: The user merges himself with a source of water which contains enough water to
build up a body of a huge sized demonic fish. This grants the user a +8 bonus to Strength,
and a -4 penalty to Dexterity as well as a -2 penalty to ATK and AC. The user gains 10ft
increased reach as well as two slam attacks each dealing 2d6 points of damage. The water
around the user protects him, granting him 4 temporary hit points per level, the user still
counts as being under the effect of Hydrification Technique with all benefits and penalties.
Once the user's temporary hit points vanish, this technique is dispelled too.
Effect: When the user enters this stance he deals extra damage on his melee attacks equal
to his wisdom modifier instead of strength modifier, and ignores 5 points of Damage
reduction. This stance can only be used while unarmed.
Once per round the user can choose for one of his attacks to also deal damage to the
targets chakra points in addition to hit points damage, if so damage dealt to the targets
Chakra points is equal to 1d4.
Mastery
Every level of mastery allows you to utilize the ability to seal Chakra points one additional
time per round.
Effect: This attack consists of a quick, precise thrust of the user’s palm to the opponent’s
body. The attack sends Chakra into the area where the foe is struck. This attack deals
damage as an ordinary unarmed Gentle Fist strike, plus 3 Chakra point damage. A target
must roll a Fortitude save or be staggered for 1 round.
Effect: Making good use of the Byakugan's ability to see the chakra pathways of others, the
user strikes thirty two of the target's Chakra Point points causing a lot of damage to the
targets ability to use chakra.
The caster makes one melee attack, if he hits the target must make a fortitude save, on a
successful save the target takes damage as if hit by an ordinary unarmed strike. On a failed
save the target takes damage as if hit two unarmed strikes and takes 4d4 Chakra point
damage and be staggered for a round.
Eight Trigrams: 64 Palms
Tags: Taijutsu, Chakra Control, Requires: Gentle Fist active, Derived Eight Trigrams: 32
Palms
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard action
Components: C, M
Range: Touch Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 8
Effect: This technique functions exactly like the Eight Trigram 32 palms, however with the
following adjustments. On a successful save the target takes damage as if struck by two
unarmed attacks. On a failed save the target takes damage as if struck by four unarmed
attacks and takes 6d4 points of Chakra point damage and is staggered for a round.
Effect: This technique functions exactly like the Eight Trigram 32 palms, however with the
following adjustments. On a successful save the target takes damage as if struck by three
unarmed attacks. On a failed save the target takes damage as if struck by six unarmed
attacks and takes 8d4 points of Chakra point damage and is staggered for a round.
Effect: The user begins spinning while releasing a massive amount of chakra through their
various Chakra Point points, resulting in a dome of swirling chakra which protects the user
and damages anyone or anything entering the area.
For as long as this technique is active the user cannot move or take any other action than
maintaining the technique, but he will deflect any ranged attacks targeting him. Also anyone
standing within the burst when the technique is initiated or entering the area while it’s still
going, takes damage as if hit by two unarmed strikes from the caster and must make a reflex
save. On a successful save the user can avoid additional effects, on a failed save the user is
pushed back 10 ft and knocked prone.
Defensive Maneuver: The user can, once per encounter, activate this technique as a
defensive maneuver. This allows him to initiate it immediately when he’s the subject of an
attack, gaining all benefits as described above and increasing his Armor Class by +4 against
the triggering attack.
Mastery
At mastery level 1, 3 and 5 you can use the defensive maneuver an additional time per
encounter.
Effect: A more precise attack, compared to the Palms Revolving Heaven, this technique
allows the user to project condense chakra at a target. This vacuum shell is compressed
using the Gentle Fist, and sent towards an opponent's vitals from a distance. This attack
deals damage as if the user had hit with their Gentle fist unarmed attacks twice, a target is
then pushed backwards 5 ft. and must roll a reflex save to avoid being knocked prone. This
attack is rolled using their ordinary Gentle fist unarmed attack modifiers.
Once per encounter, the user can use the Vacuum palm as a defensive maneuver against
any single target ranged attack within range. No roll is required on the user’s part, they
simply expend 6 points of chakra, using the compressed chakra to knock back the offending
attack.
Effect: Similar to the Vacuum Palm, the user of this technique sends compressed chakra at
their opponent. However, this technique reaches a much greater distance and hits a great
deal more targets. Any target within the line of effect takes damage as if hit by the user’s
Gentle fist unarmed attack three times and must roll a reflex save to avoid being knocked
back 10 ft. and put prone.
Effect: Similar to the Palms Revolving heaven, this technique is meant to work both as an
offensive and defensive technique. Unlike its predecessor, the Protecting Eight Trigrams: 64
palms does not employ blunt force, but rather makes use of finely manipulated chakra, in the
form of Chakra blades, to destroy incoming attacks and damage nearby opponents. This is
done by the user moving their palms rapidly, releasing lines of chakra blades in all directions
to create a net of cutting chakra. The user can choose to not affect allies with this technique,
extending its protection to them instead of harming them.
For as long as this technique is active the user cannot move or take any other action than
maintaining the technique, but she will deflect any ranged attacks targeting her or anyone
within her sphere of protection. Also anyone, the user deems an enemy, standing within the
burst when the technique is initiated or entering the area while it’s still going, takes damage
as if hit by two unarmed strikes from the caster, however the damage is Slashing rather than
Bludgeoning, and must make a reflex save. On a successful save the user can avoid
additional effects, on a failed save the user is pushed back 10 ft and knocked prone.
Defensive Maneuver: The user can, once per encounter, activate this technique as a
defensive maneuver. This allows her to initiate it immediately when she, or any adjacent ally,
is the subject of an attack, gaining all benefits as described above and increasing both the
user and adjacent allies, Armor Class by +4 against the triggering attack.
Mastery
At mastery level 1, 3 and 5 you can use the defensive maneuver an additional time per
encounter.
Water Needle
Tags: Taijutsu, Chakra Control, Requires: Gentle Fist active and a medium sized pool of
water, Derived: Protecting Eight Trigrams: 64 Palms
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard action
Components: C, M
Range: 30 ft. burst Duration: Instant
Saving Throw: Fortitude negates
Chakra Cost: 8
Effect: The user must be standing upon a medium sized pool of water, then send their
chakra into it, causing the water to churn and form into small vortexes that then begin
expelling small needles. Anyone within the area takes 30 points of Piercing damage, as the
needle shreds their bodies, and 4d4 Chakra point damage, a fortitude save halves the
damage and Chakra point damage. The precision of this technique is so great, that the user
can choose to avoid their allies.
Gentle Step: Twin Lion Fists
Tags: Taijutsu, Chakra Control, Stance; Byakugan, Derived: Gentle Fist Stance
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 free action
Components: C, M
Range: Personal Duration: Stance, Maintained 1 round
Saving Throw: None
Chakra Cost: 4
Effect: By expelling chakra from his own hands and wrist, the user is capable of manifesting
two foo lion-like chakra constructs around his hands. These constructs are purely cosmetic,
however the effects of being touched by them are not. While in this stance, the user spends
4 points of Chakra per turn. This stance functions exactly like the Gentle Fist stance,
however with the added benefit of each strike also draining 1d4+1 points of chakra which is
added to the users chakra pool.
Instead of ordinary attacks, the user can also aim to simply touch a target and drain them of
their chakra; this attack drains 2d3+2 points of chakra on a successful hit instead.
Additionally, the user’s unarmed damage increases as if the user had grown one size
category.
Mastery
At mastery step 2 and 4, the user drains +2 additional points of chakra on an attack hit.
At mastery step 1, 3, and 5 the user drains an additional Chakra, each Mastery Step
increases the Dice by one step. First to d4, then d6 and lastly to d8s.
Effect: This jutsu allows a Ninken-dog to assume a form in perfect likeness to its Ninken-
bonded partner. This jutsu immediately sets the Ninken-dog under the effects of the Four
Legs Jutsu, lasting as long as it does on its master. The Four Legs Jutsu counts as the same
mastery level, as it does on its master. This jutsu effectively trades in 1 bite attack for 2 Claw
attacks. This Jutsu allows the Ninken-dog to perform all associated jutsu such as: Fang
passing Fang or Fang rotating fang.
Effect: The user of the Jutsu must be under the effects of the Four Legs Jutsu.
The user of this Jutsu spins around sideways rapidly, clawing, biting and kicking at anything
he passes. This allows him to move at his full base movement and attack once during this
movement. This attack deals increased damage due to the extreme velocity, this attack
deals damage equal to the claw damage of the Four Legs jutsu +1 per 10 square moves
prior to attacking, to a maximum of +10.
Mastery: Each level of Mastery increases the extra damage by 1 per 10 squares moved,
this also increases the maximum by +10.
Effect: The user of this Jutsu must be under the effects of the Four Legs Jutsu.
The user of this jutsu spins around frontally, rapidly gaining increased speed and velocity.
The user claws, bites and kicks at anything within reach. This attack allows the user to move
in a straight line at half his base movement, dealing damage equal to his Four Legs Jutsu
claw damage +10, this plus damage decrease by 2 for each enemy passed through. This
movement does not provoke attacks of opportunity.
Mastery: Each level of mastery adds +2 to the bonus damage of this Jutsu.
Effect: The user of this jutsu needs to be under the effects of Human beast combination
Transformation: Double-headed Wolf.
The user of this jutsu begins to spin around rapidly in a violent assault. This ultra-violent
rotation creates a vacuum vortex in its surroundings that tear the enemy apart even without
touching them directly. This jutsu allows the user to move its full base movement +20 feet,
dealing 2d6+10 points of damage to any they pass. Moreover they’re allowed a full attack
action against one target during this movement, every 10 squares moved before the full
attack increases each damage roll by 4 points of damage. The enemy subject to the full
attack is not subject to the vacuum vortex damage.
Mastery: Each level of mastery adds +1 bonus damage to the vacuum vortex damage.
Mastery level 2 and 4 adds +10 feet to the character's base movement while executing this
Jutsu.
Effect: This Technique is the hallmark of the Ninken-Bonded Shinobi, this allows them to
mimic the properties of their most cherished fighting companion and thus allows them to fight
in better unison. While this Jutsu is in effect the user gains claws at the end of his hands,
and his chakra strengthens the bone in his forearms and hands. These claws allow him to
make attacks unarmed, though he still counts as armed. These claws deal 1d4 points of
piercing damage + 1 times the user's strength modifier. This jutsu also increases the users'
base land movement by 10 ft.
Mastery: Each level of mastery adds a +1 damage bonus to the damage rolls.
Mastery level 3 lets the user cast this jutsu as a Swift action.
Effect: The Ninken-dog needs to be under the effect of the Beast human clone jutsu. The
Ninken-bonded needs to be under the effect of the Four Legs Jutsu. This Jutsu merges and
then transforms both Bonded and dog into one large entity. This increases the characters
size to huge giving him the following alterations: +12 bonus to Strength, a +4 bonus to
Constitution, and a +4 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This
size change also gives the creature a –2 size penalty to its AC and on attack rolls, a +4
bonus to its CMB and CMD and a –8 penalty on Stealth skill checks and a reach of 10ft. This
Jutsu replaces all natural attacks with 2 bite(2d6) and 2 claws(1d8), the bite dealds 1-½
times strength damage and the claws 1 times strength damage.
Effect: The Cat Covering technique, is a Hiden technique from the Izuno Clan, allowing the
user to fight with cat-like abilities and reflexes. To achieve this, they unlock a special Chakra
cloak from a special Cat Covering Sealing Scroll, this cloak changes colour and appearance,
as well as abilities, based on the type of cat the user seeks to imitate. The cloak covers the
user with a chakra cloak in the form of cat ears and a tail formed from the same Chakra as
what covers his ears. Additionally, the user's eyes become cat-like slits and turn a similar
colour as the cloak. Whenever the Cat Covering is active, the user gains Darkvision, Scent,
+4 bonus to Perception, and +2 bonus to their Reflex saves and as a dodge bonus to
Armour class, as well as 2 claw attacks that deal 1d6 points of damage. The user gains an
additional bonus, based on the type of Cat Cover they donned.
Siamese: The Siamese is lithe and stealthy, granting its user a +4 bonus on Stealth checks
and allows its user to move at full movement speed in stealth, as well as increasing the
critical threat range of the user’s claws by 1. The Siamese cloak is black and blue.
Persian: The Persian cloak is thick and more defensive, granting it’s user a +2 bonus to
Natural armour class, as well as increasing the damage dice of the user’s claws by one size,
and grants a +4 bonus to Athletics checks. The Persian cloak is Orange/brown and also
covers the user's legs and claws.
Tortoiseshell: The Tortoiseshell is agile and fast, granting its user a +2 Size bonus to
Dexterity, +4 bonus Acrobatics, and increasing the user’s base movement speed by +10.
The Tortoiseshell Cover is emerald green.
Mastery
At Mastery Step 1, the user gains a +1 size bonus to attack rolls while the Cat Covering is
active.
At Mastery Step 2, the user’s skill bonuses increase by +1 and their Claw damage increase
by one size.
At Mastery Step 3, the user’s size bonus to attack rolls increase to +2
At Mastery Step 4, the user’s bonus to Reflex save and dodge bonus to armour class
increase to +3.
At Mastery Step 5, the user no longer requires the Cat Covering Scroll to activate this
technique, as cat seals can be placed right on the user’s body.
Cat Surprise
Tags: Taijutsu, Strike, Hijutsu, Requires: Cat Covering Active
Lvl: 3 Rank: D-Class LDC: 17
Time: 1 Standard action
Components: M
Range: 10 ft. burst Duration: Continuous 3 rounds
Saving Throw: Reflex negates
Chakra Cost: 2
Effect: While enhanced by her Cat Covering, the user slashes at the ground, kicking up a
dust cloud which acts as a smokescreen. Anyone within the initial burst, must roll a reflex
save or be blinded for 1 round. For the following 3 rounds, the area is considered as if under
the effect of a smoke bomb.
Effect: The user channels Lightning Release chakra into their claws, causing them to
crackle with electricity. For as long as this technique is active, the user's claws deal an
additional 1d6 points of Lightning damage and on a critical hit the target must succeed at a
Fortitude save or be staggered for 1d4 rounds.
Mastery
At Mastery Step 1 and 3 the Lightning damage on-hit increases by an additional 1d6.
At Mastery Step 5, anyone that takes Lightning damage from this technique must save or be
staggered for 1 round.
Effect: Passed down in the Izuno Clan, the user makes use of the Cat God scroll to bring
forth a Chakra Cloak resembling a giant maneki neko cat. This technique lends prodigious
strength to the user, while protecting them from harm.
While the user is protected by the Cat God shroud they cannot be reached directly, not
before the Cat God has been shattered. The Cat God has 8 Hardness and 90 Hit points, it
has an armour class of 26 (10+ 13 Natural Armour + 3 from its Dexterity score). The Cat
God Shroud acts as a Huge creature, surrounding the user. As a Movement action, the user
can heal the Cat God Shroud for 3d8 points of damage by spending 5 points of Chakra.
The Cat god can be directed to attack in one of three ways, as a standard action, by the
user. The Cat god has 10 ft. reach, its claws deal 2d8 points of Slashing and Piercing
damage and it has 26 points of Strength and a base attack bonus of +10.
Pounce: The user, and the Cat God, charges at an enemy. But instead of one attack, they
can make 2.
Claw Swipe: The Cat god swipes its claw in a 20 ft. cone in front of it, dealing 3d8+8 points
of Slashing and Piercing damage. Anyone within the cone must make a Fortitude save or be
knocked prone.
Claw Strikes: The cat god makes two Claw attacks, if both attacks hit, the cat can make a
free grapple attack against a target. If the Cat god uses the Claw Strikes against a foe it has
grappled, the target is pinned if both attacks hit.
Mastery
At each Step of Mastery, the Cat god gains +1 point of Hardness.
At Mastery Step 2 and 4, the Cat god’s hit points increase by +15
At Mastery Step 5, the user can perform this technique without a scroll as the seal is
branded onto the user’s body.
Effect: The user sprouts a long, narrow blade from his upper-arm bone, pulling it out via his
shoulder. The user then proceeds to assault the enemy with a chaotic display of jabs and
slashes, each attack coming from slightly different angles to keep the opponent guessing.
The user attacks once with the Bone Rapier vs the target’s flat-footed armor class,
benefitting from any applicable weapon-related feats and special abilities. The Bone Rapier
counts in all respects as an ordinary rapier. The weapon remains after the execution of this
technique. If the user already has a Bone Rapier on hand, the technique's cost is reduced to
3.
Mastery:
Mastery 1: The user creates an expertly-crafted bone rapier. (2d6, 18-20 x3)
Mastery 2: The user attacks two times.
Mastery 3: The user creates a mastercrafted bone rapier. (3d6, 18-20 x3)
Mastery 4: The user attacks three times.
Mastery 5: The user creates a legendary bone rapier. (4d6, 18-20 x3)
Dance of the Willow
Tags: Taijutsu, Stance, Dead Bone Pulse, Hijutsu, Derived Dance of the Camellia
Lvl: 7 Rank: B-Class LDC: 25
Time: 1 Swift action
Duration: Stance
Chakra Cost: 6
Effect: The Shinobi manifests a series of sharp, bony spikes from various portions of their
body (such as palms, elbows, forearms, knees, shins, etc.) that are used to intercept or
redirect incoming attacks. These bone spikes are considered a natural weapon with the
following stats: 1d10 (18-20, x3). While within this stance, the user’s movements are
primarily evasive, granting him a +2 dodge bonus to armor class. Additionally, when targeted
by a melee attack, the user can perform a parry and riposte maneuver. If performed, the
user makes an attack roll. If this roll successfully exceeds his attacker’s roll, the opponent’s
attack is negated and the shinobi deals damage to his attacker as if he had hit him in melee.
This is considered an Attack of Opportunity.
Effect: The user sprouts sharp bones from most of his body. Like the Dance of the Willow,
these bone spikes are used to intercept or redirect incoming attacks. These bone spikes are
considered a natural weapon with the following stats: 1d8 (18-20, x3). The coverage of these
spikes is more comprehensive than those of the Willow and provides a +4 Dodge bonus to
armor class. When an assailant makes an unsuccessful melee attack on the user, the user
may spend 2 Chakra to perform a Riposte, as an immediate action, for 5d4 piercing damage.
Such ripostes are automatically successful. Alternatively, the user may choose to forgo
damage to automatically initiate a grapple. Breaking free of such a grapple requires a roll
against the technique's difficulty.
Mastery: Each level of mastery increases the damage of Riposte by 1d4 (max of 10d4).
The user of this technique permits a hive of bees to take up residence within their body,
allowing them to utilize it as a hive and feed them with their Chakra and in return the user
becomes a part of their hive mind and allow them to employ the bees in battle and as scouts.
The user can call forth part of the Bee swarm, they will crawl from openings in the host body
or make some in his skin. At the first level the user can only call forth a single swarm, but as
he gains in power more and more insects can live off of his chakra.
Calling forth a swarm is a standard action, however as part of this the swarm can be
spawned and immediately directed to assault an enemy. A swarm takes its actions during a
user's turn. A swarm continues to do as directed, until the user spends a movement action to
direct it once more.
To host a swarm of insects requires something from the user as well, the user lets them feed
off of his chakra this reduces his Chakra pool daily by 2 per swarm that lives inside of him.
A user gains an additional swarm at user level 3, 6, 9, 12, 15 and 18. When a swarm dies, it
is replaced a week later or through the use of other techniques. ‘
Mastery
Each level of Mastery, allows the user to have an additional active swarm.
At mastery level 2 the user can direct his active swarm as a quick action.
At mastery level 4 the user can direct his active swarm as a free action.
Insect swarms
The DC of a Swarm's unique abilities are equal to 10 + half the user's level + his intelligence
modifier.
Swarms can be merged together to form bigger swarms, though only insects of the same
type can be made to swarm together. Certain insects have the Swarming ability, this
increases some of their unique aspects.
Millions of targets: Swarms are immune to basic attacks, such as melee and ranged attacks
as well attacks made from single target techniques. Only Area of effect damage or elemental
damage deals damage to swarms.
No discernable Anatomy: Swarms are immune to critical hits, flanking and precision
damage. A swarm cannot be staggered, exhausted, fatigued, nauseated or stunned.
1-5 1d6
6-10 2d6
11-15 3d6
16-20 4d6
21+ 5d6
Bee Swarm
Size Small; Speed 30 ft, fly 40ft; AC 13; Attack Swarm attack 1d6; Ability Scores Str -,
Dex 16, Con 14, Int -, Wis 12, Cha 6; Special Qualities: Sickening Sting.
Sickening Sting: Anyone that takes damage from a bee swarm is injected with large amounts
of bee venom, this leaves them sickened for 1d6 rounds unless they succeed at a fortitude
save.
Swarming: If ever 3 or more bee swarms are swarming, they replace their sickening Sting
with the Poisonous sting below.
Poisonous Sting: Injury - Save Fortitude; frequency 1/round for 6 rounds; effect 1d4 dexterity
damage; cure 1 save. The save DC is Constitution-based
Effect: When employing this technique, the user’s chakra echoes out and motivates his
bees to launch a barrage of poisonous stingers at targets of their user's choice.
The effect of this technique is based on the bee swarms a user has active, each swarm can
launch a cone attack, 30ft, in the direction of the user's choosing. Each cone deals 3d6+3
points of piercing damage and provokes a fortitude save, failure on this save leaves targets
sickened for 3d6 rounds.
Each swarm swarming increases the cones' damage of the given swarm, by 3d6+3.
Mastery
At mastery level 1, 3 and 5 increase the base cones damage by 1d6+1.
Effect: Using this technique, the user opts to sacrifice one or more of his swarms to send
them at his opponents and explode. Each swarm sacrificed like this deals 6d6 points of
Bludgeoning damage, a successful reflex save reduces this damage by half.
The swarm takes an amount of damage equal to the damage dealt by the explosion.
Effect: The user of this technique enhances a number of bee swarms up to anyone currently
active, these swarms release sticky bee honey every time they take damage and explode in
a burst of honey upon being destroyed
Every time a swarm takes damage, when enhanced by this technique, anyone within a 5ft
burst must roll a reflex save or be entangled. Anyone sharing a square with the swarm, isn’t
allowed a save.
A creature is entangled for 2d6 rounds, or until they spend a full-round action removing the
honey.
Upon being destroyed a swarm releases honey in a 10ft area burst instead.
Effect: While the user has an active bee swarm, they can command them to produce a
Beeswax clone. This clone functions exactly like an ordinary clone, except for the following
exceptions: I can use techniques up to level 4. If killed by a non-reach Melee attack, the one
destroying it must roll a reflex save to avoid being entangled for 2d4 rounds.
Effect: The famous Shadow Imitation of Konoha's Nara Clan. It allows the user to stretch
out his shadow and control other creatures through it, by attaching his shadow to theirs. The
technique's range is 30 feet, which he may divide into as many strings as its reach allows to
catch up to one creature per level.
The user can extend his shadow up to 30 feet, plus 5 feet per size category of an object or
creature in his path (where a fine creature is 5, and a colossal creature is 40). The range
bonus from an object or creature's shadow is doubled during sunrise or sunset, but halved
during midday. This technique only works during the night, should there be any sources of
light nearby and at the GM’s discretion.
The user can attach his shadow by making a ranged touch attack against his target(s)'s
shadow. The shadow has a touch equal to the creatures. A creature exposed to this
technique for the first time is considered flat-footed.
If the user fails to attach his shadow, he must use the technique again and pay the cost for
another attempt. Maintaining the hold requires concentration from the user. The length for
which he can concentrate on the technique depends on the chakra pool of the creature he
holds. So long as the target has a chakra pool lower than the user, the user gains the full-
duration. Should the target's chakra pool be greater than the users, the technique's duration
is reduced to 5 rounds. The subject may also make a Strength check against the user's
intelligence check to block the user's control over its body and perform no action this round.
If the user is attacked while maintaining the hold, he must succeed a Concentration check
(DC 15+damage dealt) or lose control of the technique.
Every size category a target has over the user increases the Chakra Cost of the technique
by 4. In addition, Larger creatures count towards the maximum numbers of creature he can
hold in his Shadow Imitation. A creature one size category larger counts as 2 creatures, two
size category counts as 4, three counts as 6 and so on.
The subjects of this technique may not perform any action besides talking, though it may use
techniques that require only a swift or free action, without mobility, hand seals, half seals, or
physical components and must succeed a Concentration check (DC 15+Rank).The user
may not use this technique if he is blinded.
When caught in a Shadow Imitation, the targets mimic the user's every movement, whether
they have repercussions or not. If the user attacks, they will strike with the same attack rolls
as he, the same number of times, with the same attack bonus (being mindful of the direction
the target is facing—for example, if the user faces his target and strikes to the right, his
target will strike to the user's left), though the damage dealt is in accordance to the target's
held weapon and strength score. The user cannot force the subject to draw on chakra to
perform a technique, however, but if the subject knows a technique the user is performing
with hand seals or half seals, then he may do so at the same time as he.
If the user or the subject moves out of range, the technique ends. If either the user or one
of his targets suffer damage, it is shared by all (the user and all the trapped creatures),
unless he has attained sufficient mastery to control it.
Mastery
Every step of mastery in this technique increases the technique's base range (unmodified
by the time of day) by 5 feet.
Effect:The deadly follow-up technique to the Shadow imitation Jutsu allows the user to
easily eliminate creatures caught with his Shadow Imitation jutsu. The user may target up to
one creature per three character level or hit dice and stretch his shadow even further and
break their necks. Each round a creature must roll a fortitude save or take 2d4 points of
Strength or Dexterity damage, the user's choice. Once the target reaches 0 strength or
dexterity the target begins to take Constitution damage. If damage dealt to strength or
dexterity reduces the ability score to zero, all remaining damage is immediately transferred
to the targets constitution score
Mastery
At mastery Step 3 and 5, the damage dice increase by one step. First to d6, then to d8’s.
Effect: The user can manipulate his shadow, turning is pseudo-physical. This allows him to
turn his shadow into piercing spears or slicing blades. While his shadows are weaponized,
the user is immobilized. Weaponized shadows can attack any single target within the range
given above, adjusted by circumstances like the Shadow imitation technique, a weaponized
shadow deals 4d8 points of piercing or slashing damage and the user can attack with his
shadows once per round for every five levels he has attained. The attack is modified by the
user's level plus his intelligence modifier.
Effect: The user covers herself in a faint Chakra cloak, expressed as a chakra Rats-tail,
chakra Rat ears and faintly glowing eyes as well as a Rat-like posture and an extended
mussel with large front teeth
This grants the user increased, rat-like senses in the form of a +2 bonus to all perception
rolls, Darkvision and the scent ability as well as a +2 Size bonus to dexterity, +10ft speed
bonus and a bite attack as a primary weapon dealing 1d8 points of damage.
Effect: This technique is the basis for the unique techniques developed by Ichika of the
Hidden Waterfall, it allows her to bond deeply with rats and similar rodents to create
companions through which she can express her will and employ her unique form of combat.
When first learning this technique, the user must choose a sort of rodent he seeks to bond
with. The most common type of rodent is the rat.
When a rodent has been chosen they take up residence with the user, constantly living near
and around them. With the user becoming the nucleus of their pack. The pack begins to
sustain itself off of the users chakra, which allows the user to direct them and control them
as the user sees fit.
Calling forth a pack is a standard action, however as part of this the pack can be spawned
and immediately directed to assault an enemy. A pack takes its actions during the user's
turn. A pack continues to do as directed, until the user spends a movement action to direct it
once more.
To host a pack of rodents requires something from the user as well, the user lets them feed
off of his chakra; this reduces his Chakra pool daily by 2 per pack that lives with him.
A user gains an additional pack at user level 7, 10, 13, 15 and 18. When a pack dies, it is
replaced a week later or through the use of other techniques.
Rodent packs
The DC of a pack's unique abilities are equal to 10 + half the user's level + his wisdom
modifier.
Packs can be merged together to form bigger packs, though only rodents of the same type
can be made to pack together. Certain rodents have the swarming ability, this increases
some of their unique aspects.
Distraction: Casting Jutsu while standing in a pack is difficult and requires a concentration
check with a DC of 20 + the techniques level.
Millions of target: packs are immune to basic attacks, such as melee and ranged attacks as
well attacks made from single target techniques. Only Area of effect damage or elemental
damage deals damage to packs.
No discernable Anatomy: packs are immune to critical hits, flanking and precision damage. A
pack cannot be staggered, exhausted, fatigued, nauseated or stunned.
1-5 1d6
6-10 2d6
11-15 3d6
16-20 4d6
21+ 5d6
Bleeding Bite: Anyone that has taken damage from a Shared soul Rodent pack, takes 1
point of bleed damage per number of dice used to deal damage.
Swarming: The Shared soul rodent pack deals +1 additional point of bleed damage per pack
that makes up the swarming.
Effect: Once the Rat King’s Court has been learned, the user gains access to a Ninken Rat,
a rat the size of a small dog with rough fur and fierce countenance. The Ninken Rat are
trained by infusing them with a large amount of the users chakra while raised, thus binding
them tightly to the user. Use the below information to build your Ninken rat.
Charac HD B F R W Skil Fe Natu Str/D Special
ter a o ef ill ls ats ral ex
level B rt Arm Bonu
or s
1st 1 0 2 2 0 1 1 0 0 Link
2nd 2 1 3 3 0 2 1 0 0
3rd 2 1 3 3 0 2 1 0 0 Evasion
4th 3 2 3 3 1 3 2 2 1
5th 3 2 3 3 1 3 2 2 1 Additional
Ninken-Rat
7th 4 3 4 4 1 4 2 4 2
8th 5 3 4 4 1 5 3 4 2
9th 6 5 5 5 2 6 3 4 2
10th 6 5 5 5 2 6 3 6 3 Additional
Ninken-Rat
11th 7 5 5 5 2 7 4 6 3
12th 7 5 5 5 2 7 4 6 3
14th 9 6 6 6 3 9 5 8 4
15th 9 6 6 6 3 9 5 8 4 Additional
Ninken-Rat
16th 10 7 7 7 3 10 5 10 5
17th 10 7 7 7 3 10 5 10 5 Improved
Evasion
18th 11 8 7 7 3 11 6 10 5
20th 12 9 8 8 4 12 6 12 6 Additional
Ninken-Rat
Ninken-Rat Creation
A Ninkens abilities are determined by the character’s level. The table above shows many of
the Ninkens base statistics.
Skills: This is the Ninkens total number of Skill ranks. A Ninken can assign skill ranks to any
skill, but it must possess the appropriate appendages to use some skills. Ninkens with
intelligence scores above the base value of 3, modify these totals as normal; 4+int modifier.
A Ninken cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by the Ninken. Ninkens can select any
feat that they qualify for, but they must possess the appropriate appendages to use some
feats.
Armor Bonus: The number noted here is the Ninkens Natural Armor Bonus.
Str/Dex Bonus: Add this modifier to the Ninkens Strength and Dexterity scores.
Special
Link: A Ninken-bonded and her Ninken is tightly bonded, this means the Ninken-bonded
never needs to roll Handle animal with her Ninken-Rat. This allows the Ninken-bonded to
command his Ninkne freely without time spent on training, and commands.
Additional Ninken-Rat: The user of this technique gains an additional Ninken-Rat, making
use of the rats natural proclivity toward swarming. Each new Ninken-Rat counts as the users
level being -2, so the second time the user gains Additional Ninken-Rat the users level for
that rat counts as being -4 lower. As such, a 3rd Ninken-Rat uses the above table, as if the
user is level 6.
4th-Level Advancement
Attack bite (1d4 plus disease); Ability Scores Str +2, Con +2.
Effect: The user spews forth a cloud of chakra-infused gunpowder to blanket the area. As
the gunpowder is composed primarily of ash, it remains in the air to obscure enemy sight.
The ash cloud blocks all vision beyond 5ft, a creature 5ft away has concealment and one
further away has total concealment. This cloud of ash lasts for 5 rounds. Anyone caught
within the cloud, at the start of their turn, must roll a fortitude save or be nauseated while
being within the cloud, plus one round after leaving the cloud. At any time, while the user is
adjacent to the cloud, they can spend a quick action or reaction to strike a spark and ignite
the entire cloud of gunpowder causing a rather large explosion. Anyone within the cloud of
ash immediately take 8d6 points of fire and bludgeoning damage, a reflex save reduces this
damage by half.
Flying Swallow
Tags: Ninjutsu, Wind Release, Sarutobi Hijutsu, Kenjutsu
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard action
Components: C,
Range: Personal Duration: Maintained 1 round
Saving Throw: None
Chakra Cost: 1
Effect: While activated, Flying Swallow envelops the user’s weapons in tightly packed wind
chakra, resulting in what appears to be an elongated blade. The technique enhances any
weapon wielded by the user, increasing the weapon’s damage die by one step, as if it were
a size category larger. Furthermore, the almost impossible thinness of the blade doubles the
weapon’s critical range. Lastly, the damage dealt by a weapon enhanced by this technique,
is considered to be imbued with chakra, and as such it bypasses -/chakra damage reduction.
Hardness and regular damage reduction are treated as being 5 lower when struck by a
weapon affected by this technique.
The user can apply the effects of Flying Swallow to two weapons by paying double the
chakra cost. Flying Swallow is developed for use on light one-handed weapons. It can be
used on regular one-handed weapons by spending three times the base cost, and can be
applied to two-handed weapons by spending 5 times the base cost. Due to the technique's
large aura, any two-handed weapon affected by the technique receives a 5 ft increase to its
reach.
Effect: This technique creates a grand fireball and fires it off in a 15 ft wide – 30 ft long line.
Anyone in this area must immediately roll a Reflex save; On a failed save the target(s) takes
5d6 points of fire damage. A successful save reduces this damage by half.
Mastery
Mastery level 2 and 4 increases the number of dice by 2.
This technique creates 4 balls of fire which the user shoots up into the air. At his direction
the fireballs descend upon the field and burst into 10ft wide explosions dealing 6d6 points of
fire damage per ball. Should the fireballs stack on top of each other, a single target cannot
take more than up to 12d6 points of damage from this technique. One successful Reflex
save halves this technique's damage, even in the case of stacking.
Effect: A technique where chakra kneaded inside the user's body is converted into fire, and
then expelled from the mouth in a massive stream of intense flames that can set a vast area
ablaze, engulfing the target in a veritable sea of flames.
If used upon a dense, combustible terrain, such as a forest, the confined area can greatly
increase the possibility of the target's incineration.
Targets in the area take 10d8 points of damage and catch on fire, taking an additional 4d6
points of fire damage per round and gaining a Vulnerability to Fire 10 while burning. A
successful reflex save reduces this damage to half and negates the burning and
Vulnerability.
A target can put out the fire affecting him as a standard action which requires a successful
reflex saving throw.
Effect: The pinnacle of Uchiha Fire Release techniques, chakra kneaded inside the body is
converted into fire, and then expelled from the mouth and shaped into a literal sea of flames,
which covers a wide range as well. This makes the technique extremely difficult to either
avoid or contain.
Targets inside the area take 18d10 points of fire damage and are nauseated by pain for 1d4
rounds. These flames are so harsh and sudden, that they push the air away in front of them
pushing targets 10ft away from the center of the blast and knocking them prone. A
successful reflex save halves this damage and negates the nauseated condition and
prevents the push and the prone condition.
Buildings, barriers and vegetation have 15 of their hardiness reduced against this technique.
The heat from this Jutsu is so hot that it dispels water and ice techniques of level 10 or
below, and can itself only be countered by techniques of an equal level or above.
Effect:This technique allows the user to focus his genjutsu through his Sharingan, all that it
requires is a bit of concentration and eye contact. If the victim fails their will save, their mind
is instantly transported into another world in which their bodies are held still by large metal
spikes and rod penetrating their bodies. This Genjutsu deals 3d6 points of nonlethal damage
and paralyses the target for the duration on a failed save. However, the target is instantly
freed if he takes damage, or is subject to another hostile technique.
Effect: Unlike most other Demonic illusion techniques, Mirage Crow doesn’t actually require
eye contact to place the target under its power. The target, on a failed save, will see himself
being surrounded by a torrent of crows that assail and blind him. This leaves the target
blinded and staggered for the duration of the effect. Additionally, the user can communicate
messages through the Genjutsu that only the target can perceive.
Effect: This Jutsu allows the user to turn the genjutsu of an enemy back upon themselves.
The user must first identify the Jutsu, then they must succeed at a User level check equal to
11 + the level of the Genjutsu used and lastly, they succeed on the required save of the
Genjutsu in question. If all these conditions are met, the Genjutsu is turned around and back
upon the caster.
The caster must then save at the Genjutsus original saving throw DC, all other numerical
values calculated by level, are calculated using the original casters Level. This jutsu deals
5d6 points of nonlethal damage to the target if it fails its own save. This jutsu can be used
only once per day.
Mastery: Each level of mastery decreases the number of points by which you have to beat
the enemy DC by 1.
Ephemeral
Tags: Genjutsu, Hijutsu, Requires: Genjutsu: Sharingan
Lvl: 12 Rank: A-Class LDC: 32
Time: 1 Move Action
Components: C, M
Range: Personal Duration: Special; see text
Saving Throw: None
Chakra Cost: 6
Effect: The effects of Ephemeral are quite simple but extremely powerful, this technique
allows the user to forgo the need for eye contact - or any other medium of contact -
necessary to complete a Genjutsu. Instead the target must simply be able to see the user
as he employs the Genjutsu. After using Ephemeral, the user need only cast another
Genjutsu which will then take effect through his body instead of any other required medium
of contact, as long as the target is within medium range. A technique's Saving Throw
Difficulty is unaltered by the use of Ephemeral.
Mastery
At mastery step 5, this technique requires only a Swift action to activate.
Izanagi
Tags: Genjutsu, Hijutsu, Requires: Mangekyo Sharingan awakened
Lvl:15 Rank: S-Class LDC: 37
Time: 1 Standard action
Components: H, C
Range: Personal Duration: Continuous 10 rounds
Saving Throw: Special
Chakra Cost: Special
Effect:
Izanami
Tags: Genjutsu, Gaze, Requires: Mangekyo Sharingan awakened
Lvl: 16 Rank: S-Class LDC: 32
Time: 1 Standard Action
Components: C
Range: Short Duration: Special; see text
Saving Throw: Will Negates
Chakra Cost: 21
Effect: The ultimate genjutsu of the Uchiha clan and incidentally not one ever used for the
purpose of aggression, but teaching. The user records any span of time, in which he
interacts with his target, with his sharingan and then imprints that recording into the mind of
the target. Forcing him to relieve the recorded period of time in an unending loop wherein the
target relives the recorded moments over and over again, in sequence, as if his life
continued but with everyone repeating the same actions. The target may realize he’s caught
in a genjutsu, but there’s no way to escape the Izanami. The user of the technique may
include a set of instructions for the Genjutsu, personality modifications the target is
supposed to make in order to escape. A target can only escape, once he manages to
sincerely change that part of himself. The illusion of the technique's caster, will in the
Izanami loop discuss the target's failures and help coach him to come to an understanding of
his circumstances and accept the worldview of the caster.
Izanami can in no way be circumvented, if the user manages to successfully place a target
under Izanami there is no way for a target to ‘cheat’ his way out of it. His personality
changes to fit the user's designs or he eventually dies from starvation or thirst. While under
the effect of Izanami the target is immobile in the real world, completely frozen.
The additional cost of Izanami is enormous, however, and the technique is therefore rarely
used. The user of Izanami must choose one of his Mangekyo Sharingan eyes which will
immediately atrophy and go blind, losing not only its sight but also any ability offered by that
particular eye.
Using Izanami is a risky venture, however a user can offset this risk by spending several
rounds engaged with his target in combat to increase his rate of success. Each round spent
in active conflict with a target increases the DC to resist the Genjutsu by +3. After the fifth
round, the technique no longer offers any chance of resistance and removes the Will save
option.
Mastery
Izanami cannot be mastered.
Some Uzumaki can sprout Adamantine Chakra chains from their bodies to entangle their
enemies. Up to four chains are activated. The Uzumaki make a CMB roll equal to their
character level + their constitution modifier, a success has their enemies grappled by the
chains as well as giving them their entangled condition. To escape an enemy must roll
against the users CMD + their constitution modifiers. When used against tailed beasts the
user gains a +10 bonus both to CMB and CMD, this bonus is halved against Jinchuriki. This
ability costs 10 Chakra to use and 4 Chakra per turn to maintain.
Effect: The user sprouts 2 massive chains, formed from their unique adamantine chakra.
These chains can be moved and directed by the user, as they see fit. They function as
tentacled appendages completely under the user’s control, they’re each considered having a
Strength Modifier equal to the user’s Intelligence modifier +2. If used as natural weapons the
Chains deal 2d6 + their strength modifier as Piercing or Bludgeoning damage, allowing for
two individual attacks using the user’s level as their Base Attack Bonus. The Adamantine
chains ignore all damage reduction, and up to 20 points of Hardness. The Chains can also
be used to perform the following Combat maneuvers: Bull Rush, Disarm, Drag, Grapple,
Reposition, Sunder, and Trip. Each of these is performed as if the chain is of a similar size to
the target, using a CMB equal to the attack of the Adamantine Chains. Each chain can
perform a maneuver of their own, directing the chains takes a Standard Action.
Mastery
At Mastery Step 1, 3 and 5, the user Sprouts one additional chain.
At Mastery Step 2 the Chains are always considered being 1 size category larger than their
target, if they’re used to perform combat maneuvers with.
At Mastery Step 4 the Adamantine: Attack Chains gains the ability to perform an Awesome
Blow and gains the Constrict (2d6+Strength mod) ability.
Effect: The user of this technique sprouts chains, similar to those of the Adamantine:
Attacking Chains, however these chains are much more powerful. When employed, the user
sprouts 2 chains, each of these chains can be directed as Adamantine: Attacking Chains.
However, a target that has been successfully restrained by the chains must roll a Will save
each turn they’re grappled, or become paralyzed for as long as they’re grappled.
Additionally, anyone targeted grappled by the Adamantine: Sealing Chains become
incapable of drawing upon their chakra in any way for as long as they’re restrained by the
chains. The Adamantine: Sealing Chains’ Strength Modifier is equal to the user’s Intelligence
Modifier +4, it deals 3d6 + double its strength modifier in damage and can already perform
the Awesome Blow and Constrict (3d6+Strength Mod) maneuvers. Like the Adamantine:
Attacking Chains Mastery Step 2, the Chains are always considered to be 1 size category
larger than their target for the purpose of combat maneuver checks.
Should these chains be employed against a Tailed Beast, or a Jinchuriki in their Complete
Transformation, the chains gain a +3 to hit, damage and to its CMB for each chain employed
against the beast. To ensnare a Tailed Beast, the user must dedicate at least two chains to
the task.
Mastery
At Mastery Step 1, 3 and 5, the user Sprouts one additional chain.
Dead Demon Consuming Seal
Tags: Fuinjutsu, Chakra Control, Ninjutsu, Uzumaki Hijutsu, Kinjutsu, Space-Time
Lvl: 10 Rank: 12-Class LDC: 32
Time: 1 Standard Action
Components: H, C
Range: Special Duration: Special
Saving Throw: None
Chakra Cost: 20
Effect: This is the ultimate sealing technique developed by the Uzumaki, it summons a
Shinigami from the Pure Lands to seal the soul of an unlucky target within the Shinigami’s
stomach, for a price. This price is always the user’s life. After the hand seals are performed,
the user's soul is partly separated from their body and suspended behind them. Behind their
soul appears the Shinigami, which restrains their soul with its hair. Only the summoner is
able to see the Shinigami at this point. After casting this technique, the user must
successfully grapple an opponent, if the user is successful the Shinigami will send its hand
through the user’s soul for it to emerge from their stomach, reaching for the grappled target's
soul. At this point, the target takes permanent 3 negative levels and becomes unable to
perform techniques while grappled. For each round the target remains grappled it takes an
additional 3 negative levels. If the target is killed, while the Shinigami’s hand yanks at its
soul, the Shinigami will eat the target's soul. Any target that somehow survives this
technique, may lose access to certain body parts as a result of the Shinigami having sealed
them away. If a target successfully breaks the grapple, while its soul is being tugged away,
the user can choose to release the soul, which returns the negative levels, and try again. Or
be satisfied and have the Shinigami consume what it has already collected. At the
completion of this technique, the user has 10 rounds to live, after which the Shinigami
consumes the user's soul, forever damning them to torment inside the Shinigami’s stomach.
Tailed Beasts are especially vulnerable to this technique, as the Shinigami’s touch allows the
user to immediately seal them away within any body nearby, including their own.
Mastery
At Mastery Step 3, the user can send the Shinigami’s hand out to a range of 30 ft. Issuing a
ranged grapple attempt.
At Mastery Step 5, a target of this technique immediately takes 10 negative levels, rather
than the 3 initial.
Effect:
Yamanaka Clan Hidden Techniques
Effect:This ninjutsu was designed for espionage in the feudal age by the Yamanaka Clan of
the Hidden Leaf. It allows the user to transfer his mind into another creature's body and
control it as though it was his own.
The technique works best if the target is immobilized or unaware, since if the target can
dodge the technique by succeeding on a Reflex save, this means the user's body will
become an empty shell (treat as unconscious) until his mind return to his body after 1d6+1
rounds at which time he’ll wake up.
In addition, if the target is 5 or more levels higher than the user, it will be allowed to make a
Will save to avoid being possessed by this technique; if the save succeeds, the user is sent
back in his body immediately, taking 1d6 points of damage for every level the target is above
the user.
If the technique succeeds, the user invades the subject's body, effectively possessing it. This
replaces the targets mental ability scores with that of the user, as well as it’s will save and
skills become equal to that of the user.
If the user's real body is damaged during the possession, the user will suffer damage. If the
possessed body is damaged during the possession, one-half of the damage taken is also
dealt to the user's original body, and if he suffers more damage than his body can normally
sustain (he is reduced to 0 hit points or lower), he is immediately returned to his body. If the
possessed body is killed while the user possesses it, he will also die.
When the user returns to his own body, his body will be affected by all hit points loss
incurred while in the possessed body. While its body is possessed, the subject does not
suffer any Intelligence, Wisdom or Charisma damage that the user may have provoked when
the possession ends, but all physical afflictions are still in effect.
There is no limit to how far the user can travel from his body with the possessed body, and
can return to his body and cancel the possession at any time as a free or Immediate action
that does not provoke an attack of opportunity.
If the target is pinned, held or otherwise immobilized, it cannot make a Reflex save to avoid
this technique. Likewise, if the target is unaware of the attack, or couldn't identify the
technique, it cannot be avoided with a Reflex save because the technique itself is invisible.
If the user performs an action that the subject is strongly against while in his possessed
body, the subject may make a Will save to abruptly end the technique to regain control of
its body, and return the user to his own body.
Mastery
With the third step of mastery in this technique, the duration increases to 5 minutes.
With the fifth step of mastery in this technique, the duration increases to 1 hour.
Every step of mastery in this technique reduce the time it takes for the user's mind to
return to his body by 1 round if the technique misses, minimum 2.
Effect: This harmful genjutsu ensnares the mind of a creature and forces the target to attack
any creature within its line of sight or perform any command given by the user to the best of
his ability. While the body will obey the technique, the target still retains the use of its head
and mouth. While it will attack the creature to the best of its ability, it may not use a
technique while under the effects of the Mind Body Disturbance Technique. If the user is
attacked while concentrating on maintaining the technique, he must succeed a
Concentration check (as per standard rule) or end the technique prematurely. If the target
dies or accomplishes its task before the end of the technique, it automatically ends.
Effect: Using this technique, the user directly damages the mind of a creature it is currently
possessing using the Mind Transfer Jutsu. The subject takes 3d6 points of damage and
must make a Will save to avoid suffering 1d10 points of Charisma damage. While the
possessed creature is affected by the damage, the user's original body and mind are not.
The second time the user uses this technique on a given creature, the creature is permitted
a secondary Will save, if successful the creature breaks free of the possession. This extra
will saving throw is rolled every time this Jutsu is used against a given target after the first.
Effect: A technique performed with the ‘cursed’ Kekkei Genkai of the Yuki Clan, this
technique creates a dome of 6 giant mirrors made of Ice to surround any targets trapped
within the casting area. As part of the casting, the user can move up to their speed and
physically enter any of these mirrors, their image appearing in all of them simultaneously.
This makes it difficult for those trapped inside to precisely locate and attack the user.
Whenever the user is attacked or is the target of a technique, there is a chance that the
attack targets one of the mirrors that the user is currently not residing in. If the attack would
hit, roll randomly to see whether the target is the caster or a reflection. If it is a reflection, a
mirror is hit instead. Genjutsu and techniques with an area of effect affect the caster
normally. The mirrors have 20 hit points and are destroyed when brought to 0. The Mirrors
take 50% additional damage from Fire-based attacks.
While residing in the mirrors, the caster can make one ranged or melee attack at their
highest base attack bonus against anyone within the dome, travelling from mirror to mirror at
near-instantaneous speeds to avoid making his real location known. Anyone caught within
the dome is considered flanked by the user.
Those trapped within can escape the dome by destroying at least 2 separate Mirrors. The
dome cannot be escaped via means like the Body Flicker Technique, or similar.
Mastery
At each level of Mastery, the mirrors gain 1 Hardness and the amount of Mirrors created
increases by 1.
At Mastery level 2, the mirrors gain an additional 10 hitpoints, up to 30.
At Mastery level 3, the caster can make one additional attack.
At Mastery level 4, the Mirrors gain an additional 10 hitpoints, up to 40.
At Mastery level 5, the caster can make one additional attack, up to three.
Effect: When you cast this technique, you adopt the features and some of the mannerisms
of a Shark. This increases both the Shinobi’s physical attributes, but also grants him a
variety of abilities typically associated with the ultimate predator fish.
While this technique is active, the user’s size increases to Large and he gains a +4 size
bonus to Strength, and Constitution. A +2 size bonus to Dexterity, +2 size bonus Natural
armor, a Swim speed of 60 ft, Darkvision 60 ft, Low-light vision, Scent, and a bite attack that
deals 2d8 points of damage. Additionally, the user can breathe both above and below water.
Lastly, whenever the user is in a grapple, their opponent takes 3 points of piercing damage,
thanks to their coarse skin, every round they remain in a grapple with the user. In exchange
for a loss of mental faculties, reducing the users Wisdom and Charisma by -2 for the
duration.
Mastery
At Mastery Step 1, the Duration becomes Maintained 20 Minutes.
At Mastery Step 2, the Time of this technique becomes Move Action.
At Mastery Step 3, the Duration becomes Maintained 30 Minutes.
At Mastery Step 4, the Time of this technique becomes Swift Action.
At Mastery Step 5, the user learns the Hidden Ninja Art: Fish Union - Megalodon Mode.
Effect: When you cast this technique, you adopt the features and some of the mannerisms
of the legendary Megalodon. This vastly increases both the Shinobi’s physical attributes, but
also grants him a variety of abilities typically associated with the ultimate predator fish.
While this technique is active, the user’s size increases to Huge and he gains a +8 size
bonus to Strength, and Constitution. A +4 size bonus to Dexterity, +5 size bonus Natural
armor, a Swim speed of 80 ft, Darkvision 60 ft, Low-light vision, Scent, Blindsense 30 ft, and
a bite attack that deals 4d10 points of damage. Additionally, the user can breathe both
above and below water. Lastly, whenever the user is in a grapple, their opponent takes 10
points of piercing damage, thanks to their coarse skin, every round they remain in a grapple
with the user. In exchange for a loss of mental faculties, reducing the users Wisdom and
Charisma by -4 for the duration.
Effect: When you cast this technique, you adopt the features and some of the mannerisms
of a Carp. Unlike the Sakana’s clan primary technique, Shark Mode, Carp mod is much less
impressive.
While this technique is active, the user’s gains a +2 size bonus to Constitution and Dexterity,
a Swim speed of 40 ft, Darkvision 60 ft, Low-light vision, and Scent. Additionally, the user
can breathe both above and below water.
Mastery
At Mastery Step 1, the Duration becomes Maintained 20 Minutes.
At Mastery Step 2, the Time of this technique becomes Move Action.
At Mastery Step 3, the Duration becomes Maintained 30 Minutes.
At Mastery Step 4, the Time of this technique becomes Swift Action.
At Mastery Step 5, you learn the technique Hidden Ninja Art: Fish Union - Dragon Mode
Effect: When you cast this technique, you adopt the features and some of the mannerisms
of the mythical dragon. Attaining its long serpentine body, vivid scales, carp beard and more.
This vastly increases both the Shinobi’s physical attributes, but also grants him a variety of
abilities typically associated with the legendary beast. Once learned, the user must choose
between one of the basic Nature Transformations, this becomes the Dragon’s Energy Type.
While this technique is active, the user’s size increases to Huge and he gains a +10 size
bonus to Strength, and Constitution. A -2 size penalty to Dexterity, +6 size bonus Natural
armor, a Fly and Swim speed of 80 ft, Darkvision 120 ft, Low-light vision, Scent, Blindsight
60 ft, Damage Reduction 10/Chakra, Immunity to its Energy type and a bite attack that deals
4d6 points of damage, a Gore attack that deals 2d8 points of damage, and a tail slap that
deals 2d6 points of damage. Additionally, the user can breathe both above and below water.
While this technique is active, the user can perform a Breath Weapon attack out to either a
100 ft line, or 50 ft cone of its Energy Type. This Breath Weapon deals 14d6 points of
damage corresponding with the energy type and applies one of the following effects. Using
this Breath Weapon costs 9 points of Chakra.
Earth:
Fire:
Lightning:
Water:
Wind:
Project Ongoing.
Hidden Ninja Art: Oozemorph - Fluidic Body
Tags: Ninjutsu, Hijutsu, Chakra Cloak
Lvl: 5 Rank: B-Class LDC: 23
Time: None
Components: None
Range: Personal Duration: Constant
Saving Throw: None
Chakra Cost: None
Effect: An oozemorph’s base form is not that of her race but rather that of a protoplasmic
blob that has the same volume and weight. An oozemorph treats her creature type as both
ooze and her base creature type from her race for the purposes of effects targeting
creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the
oozemorph is immune to critical hits and precision damage and can’t be flanked. However,
she has no magic item slots and she cannot benefit from armor; cast spells; hold objects;
speak; or use any magic item that requires activation, is held, or is worn on the body.
A number of times per day equal to half her level (minimum 1), an oozemorph can assume a
humanoid form as a move action. This transformation is identical to alter self, except the
oozemorph can maintain the form for a number of hours equal to her level. Each hour after
this duration, the oozemorph must succeed at a DC 15 Fortitude save or revert back to her
fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each
additional hour spent maintaining the form.
At 8th level, the oozemorph can treat this ability as beast shape I, and at 15th level, she can
treat this ability as beast shape II or giant shape I.
Ending this transformation at any time reverts the oozemorph back to her ooze form and
renders her fatigued for a number of minutes equal to the number of hours she maintained
the form.
This replaces chimeric form, greater chimeric form, wild shape, shifter aspect, and all
improvements of shifter aspect.
Mastery
At each Mastery Step, the user gains Damage reduction 2/-, for a maximum of 10/- at
Mastery Step 5.
Effect: An oozemorph can create a number of natural weapons to fight with from any portion
of her body, regardless of her current form. At 1st level, as a move action, an oozemorph
can form two primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or
slashing damage, chosen by the oozemorph when she forms them. An oozemorph can
change the damage type of any number of her natural weapons as a swift action. An
oozemorph gains one additional primary natural attack at 6th level and another at 15th level.
The total number of natural attacks an oozemorph has at any given time includes those
gained via her current form. For example, an 8th-level oozemorph who has taken the form of
a wolf with beast shape I has a bite attack as part of that form; she can create only two
additional natural attacks via morphic weaponry, for a total of three attacks available to her
at that level. If the oozemorph later reverts to a humanoid form with no natural weapons, she
can instead create three morphic weapons.
Effect: The user utilizes her chakra to harden paper into the shape of shuriken or Kunai and
using her chakra to fling it at opponents in a whirl of steel-hard, knife-thin edges. This deals
3d4 points of damage.
Effect: The user converts her entire body into slips of paper for her to manipulate. This
technique, while not exactly a stance, functions much like one as in you cannot enter a
stance while within the Dance of the Shikigami.
The Dance gives it’s user a row of abilities. First the user can fly at a speed equal to his land
speed, by forming large wings made of paper. The paper used to form these wings is usually
taken from the lower body parts.
Second the users body is remarkably resilient to physical damage in this form gaining a
Damage reduction 15/Slashing. If a weapon is coated in oil, water or on fire it also negates
the damage reduction.
Thirdly the user forms parts of her body into weaponry such as lances, swords or hammers
made of hardened paper. Such weapons deal 1d8 points of damage, adding the user's
dexterity modifier to damage instead of strength.
Lastly the users body provides enough material for other jutsu requiring paper material.
As an added bonus, the user can move at excellent speeds by dissolving her body
completely into slips of paper that fly through the air. This increases the character's Hustle
speed to move at a speed of 20 miles an hour.
However the body is extremely vulnerable to fire, taking an additional 10 points of damage
from fire.
Mastery
At mastery level one, the damage of your paper weaponry increases to 1d10, and the paper
weapons can count as any kind of specific weapon of your choice.
At mastery level two, the maintenance cost decrease to 2.
At mastery level Three, the additional cost is supplied once per 20 minutes.
At mastery level four, the maintenance cost decrease to 1.
At master level five, the additional cost is supplied once per 40 minutes.
Ninja Art: Paper Clone
Tags: Ninjutsu, Clone Technique, Requires: Ninja Art: Dance of the Shikigami active
Lvl: 8 Rank: B-Class LDC: 26
Time: 1 Standard action
Components: H, C
Range: Personal Duration: Continuous 10 minutes
Saving Throw: None
Chakra Cost: 6
Effect: This clone technique creates a number of clones from the user’s paper body, these
clones can only use techniques that require paper as a Focus item, Ninja Art: Dance of the
Shikigami or any technique that’s derived there off. Each clone’s paper body is constantly
under the effect of Dance of the Shikigami. For techniques that require paper, the bodies of
Paper Clones work as a medium to facilitate such techniques.
Effect: The user creates a shower of sharpened and piercing paper, pelleting an area with
paper-cuts of death. This area attack deals 10d8 points of damage, a reflex save halves the
damage. Anyone entering the cone during their turn must roll a reflex save or take 10d8
points of damage. Each turn the user keeps this technique active, costs an additional 8
points of chakra, at the beginning of each turn the user can turn the Cone to cover another
area.
Effect: The user creates a 60ft wide, 15ft tall wall made of hardened paper. The wall has a
Hardiness of 5 and 40 HP. However, the special feature of this wall is that when it is
destroyed, the exploding tags that are part of it’s make-up explode, dealing 10d6 points of
Bludgeoning and fire damage to anyone adjacent to it, those further away than 5ft get a
reflex save for half.
The user can also choose to detonate the wall, this functions as above however everyone is
permitted a reflex save for half damage.
Any explosion from this wall, reaches up to 15ft away from it.
Hoshigakure Hidden Techniques
Star Training
Tags: Ninjutsu, Chakra Control, Hijutsu, Kinjutsu, Training, Requires: Star Meteorite
Lvl: 3 Rank: A-Class LDC: 23
Time: Training
Range: Personal Duration: Special; see text
Effect: You’ve spent an extraordinary amount of time in meditation and contemplation of the
Star Meteorite, this allows you to fuse your chakra with that of the star to create highly
mutable chakra and to increase your own Chakra Control. Anyone who has successfully
undergone Star Training gains two benefits and one weakness, the first is that they gain a
+2 typeless bonus to their Chakra Control.
Second, they gain the ability to create Star Chakra. To do this they must meditate for 10
minutes in front of a Star Meteorite and succeed at the Star Trainings PDC. Once complete,
the user may convert as many of his Chakra points from his Chakra Pool into Star Chakra as
he wants, however each point thus converted also decreases the users maximum hit points
by 1, on a 1-to-1 basis. Star Chakra can be used to fuel any Jutsu, though they gain a
strange purplish tint, but most important of all it is the only Chakra that can be used to fuel
the Mysterious Peacock Method.
Anyone who has completed the Star Training, loses 5 maximum hit points.
Effect: The secret technique and definite power of the Village hidden among Star is known
as the Mysterious Peacock Method. It allows its user the ability to project a purple, semi-
solid chakra mass from their body which extends behind them like the tail of a peacock and
employ it both for attack, defense and utility purposes. The techniques below can each be
done as a standard action, while the user concentrates on keeping the Jutsu in effect. To
activate the Mysterious Peacock Method, the user must spend 4 points of Star Chakra and
for each round in which a subsequent technique is not used the user spends 2 points of Star
Chakra to keep the Technique active. During the turn in which the Mysterious Peacock
Method is activated, the user can also employ one of the techniques below for half their cost,
rounded down. The numbers given in parentheticals are the forms cost in Star Chakra upon
activating the form. The user can only manifest a new form once per turn. Anyone grappled
by any of the forms below, cannot reverse the grapple or deal damage on a successful roll.
They can only use their grapple rolls to escape.
Beast (4): One of the more basic forms of the Mysterious Peacock Method, Beast allows the
user to project a monstrous mass of Star Chakra to assault his enemies. The beast allows
the user to make a number of Bite attacks per round equal to the number of iterative attacks
the user could otherwise make. These Bite attacks have a reach of 10 feet, deal 2d6 points
of damage, adding the user's Wisdom modifier to his attack roll and damage roll instead of
strength. Once a target has been bit, the user may attempt to perform a grapple or trip
maneuver, using his Base attack bonus + his Wisdom modifier instead of his CMB. To
escape, the user must beat the Beasts CMD which is equal to the user's total Chakra
Control skill + 10. The Beast can be used to perform Attacks of opportunity. To maintain the
beast, the user must pay 3 points of Star Chakra.
Blast (3): Through this use of the Mysterious Peacock Method, the user can launch a blast of
irradiated Chakra at his target. This deals 6d6+8 points of damage, this damage is pure
chakra and is thus not subject to ordinary resistances. The user must succeed at a Ranged
Touch Attack, using his Bab plus his Wisdom modifier for the attack roll.
Dragon (8): Often seen as one of the stronger applications of the Mysterious Peacock
Method, the user conjures a massive dragon which can be used similar to the beast or while
maintained, for 4 Chakra a turn, be used to manifest the blast application without the need to
shift into another form. The Dragons attacks, similar to the Beasts, allow it to perform a
Grapple, Tripe, Bull rush or Pull maneuver upon hit. The dragon's natural attacks have a 20
foot reach, deal 2d8 points of damage, and like the Beast can be used to perform attacks of
opportunity. Each turn the dragon remains manifest the user loses the same amount of Hit
points as he paid in Chakra to maintain it.
Hand (4): This form allows the user to manifest a large hand formed from Star Chakra, this
hand is incredibly strong and most often used for utility purposes. The hand has a Strength
score equal to the user's Wisdom score +10, it makes use of the users Base attack bonuses
for any calculation. The Hand is often used to bypass obstacles, move heavy loads or
grapple opponents. The Hand has a reach of 15 feet and has the constrict ability, dealing
1d6 + the user’s wisdom modifier as damage on a successful grapple roll. Unlike the Beast
or Dragon, Hand cannot be used to perform attacks of opportunity.
Shield (5): This form allows the user to shield himself by wreathing his body in purple star
chakra, while so wreathed the user gains a +4 shield bonus to his armor class, +2 to his
saves, damage reduction 15/chakra and is completely immune to environmental effects such
as poisonous clouds or wildfires. The Shield can be activated during your opponent's turn as
an immediate action for 7 Star Chakra, but this counts as the user's form for the next turn.
Wall (10): This form works identically to Shield, however, the user can extend its effects to
upto 1 additional nearby target. Plus one additional for each mastery level achieved. This
form's maintenance cost is 5 Star Chakra.
Wings (6): This is the only form that can be employed simultaneously with Beast, Dragon or
Hand. While active, the user gains a fly speed of 40 ft with Good maneuverability. Each
round of use, the user pays 3 points of Star Chakra. If maintained while another form is
active the maintenance cost is doubled.
Mastery
Each level of Mastery in the Mysterious Peacock Method reduces the user's maximum Hit
points by 5, as his body continues to degenerate under the strain of the radioactive Chakra.
Mastery level 1, this technique's maintenance cost is paid once every 2 rounds rather than
once every round.
Mastery level 3, this technique's maintenance cost is paid once every 4 rounds rather than
once every 2 rounds.
Mastery level 4, assuming a new form now costs one less Star Chakra.
Mastery level 5, this technique's maintenance cost is paid once every minute.
Effect: Through the use of this mysterious technique, the Shinobi can bring dead bodies
back to life to serve him briefly, by infusing them with the strange radioactive chakra of the
Star Meteorite. Each of these corpses function like they did in life, they have one third their
original hit points and they’re all staggered. Thanks to their reanimation through the Star
Chakra, they can briefly make use of all their techniques at absolutely no Chakra cost. Each
Corpse reanimated through this ability costs 3 Star Chakra to raise and 2 Star Chakra per
round to maintain.
Effect: Using this morbid technique, the user can give himself life beyond the grave for a
brief period of 1 round per 1 point of Star Chakra remaining in his pool. This technique can
be activated at any point when the user reaches 0 hit points and falls unconscious, or right
before he dies. At this point he infuses his own soon-to-be corpse with all his remaining Star
Chakra to reanimate himself as a Star Zombie. In this state he can activate all his techniques
without spending Chakra or Star chakra and his Strength increases by +4, he gains +4
natural armor and Weakness fire 10.
Effect: The user of this technique channels her Star Chakra into their weapon, causing it to
envelop and empower it, forming a scythe of pure radioactive Chakra. This Scythe deals
damage as the weapon it empowered, but adding two additional dice of damage as well as
bypassing any Armor Class from armor or chakra cloaks. Additionally, the user gains +3 to
hit as well as +3 to basic damage.
Anyone taking damage from the Reaper’s Scythe must roll a Fortitude save or suffer
Radiation poisoning. Onset: Immediate, Contact or Injury. Initial effect: 1d6 constitution
damage, secondary effect: 1d4 Strength damage and 1d4 constitution damage. Frequency
1/round for 6 rounds.
Effect: While the Mysterious Peacock Method: Reaper’s Scythe is activated, the user can
swing their weapon in an arch causing a blast of the impure chakra to tear outward in a
sickening line of radioactive death. Anyone within the line is forced to roll a reflex save, on a
success they take no damage from the passing chakra but must still roll a fortitude save
against Radiation poisoning. On a failed save, the target is subject to Radiation poisoning
and takes 13d6 points of pure Chakra damage. Activating this technique costs 5 Star chakra.
Effect: Using this technique, the user pours all their malice and hatred into one burst of
radioactive death. While the Mysterious Peacock Method: Reaper’s Scythe is active, the
purple chakra seem to condense at the users hands before the user designates a target.
The target erupts in a blaze of radioactive chakra, which forces the target to make a
Fortitude save. On a success, the target takes 3d6+10 points of pure chakra damage and is
subject to the radiation sickness of the Reaper’s Scythe technique. On a failed save the
target is immediately reduced to 0 hit points and begins dying.
Mysterious Peacock Method: Meteorite Phantasm
Tags: Genjutsu, Compulsion, Ninjutsu, Chakra Control, Hijutsu, Kinjutsu, Derived
Mysterious Peacock Method
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard Action
Components: H, C
Range: Medium Duration: Continuous 4 rounds
Saving Throw: Will Partial
Chakra Cost: None
Effect: While the Mysterious Peacock Method is active, the user can assault his opponents
minds rather than their bodies using this technique. The user can target up to three
individuals, each of these individuals must roll a Will save. On a success they’re simply
subject to Radiation Degeneration, see below. On a Failure they’re all paralyzed and
helpless as their minds are assaulted by images of a world burned by a radioactive meteor
swarm. Anyone that makes it out of this paralyzed state, carries with them mental scars
being confused for 1d4 rounds. Additionally, failing the save subjects the targets to Radiation
Degeneration, see below. Using this technique costs 4 points of Star Chakra.
Radiation Degeneration: Onset: Immediately. Effect: Target is fatigued and takes 1d6 points
of Wisdom damage. Frequency: 1/hour.
Effect: The user implants a target with Star Chakra, changing their understanding of the
world around them. Tricking them into seeing enemies as allies, allies as enemies and so
on. Their world is a constant haze of purple mist and a burning, purple sun. Each day spent
under this effect deals 1d4 points of Wisdom drain. Targets that fail their initial Will save, are
dominated completely by the user, following his every mental command. A target is afforded
a will save each day, to slip from the users control. If the target of this technique is reduced
below 10% of their maximum hit point total, they gain a new will save with a +10 bonus.
Using this technique costs 6 points of Star Chakra.
Effect: The user spends 8 of the Chakra stored within Hiramekarei to produce a shower of
chakra-infused bone needles, the user must succeed at a ranged attack using his Melee
attack bonus. On a hit, the target takes full damage from Hiramekarei but is also forced to
make a Will save. On a success nothing further happens, on a failure however the target’s
Chakra paths are blocked by the disruptive bone needles, causing the target to be unable to
spend chakra for the duration. At the end of the Duration, the target must roll a Fortitude
save or immediately perish as their lack of Chakra sees them die. A target can be rid of the
Bone needles by painstakingly removing them, this takes three consecutive full-round
actions if done by hand.
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: You unroll a large section of Shibuki, in a 30ft line, anyone within 5ft of this line,
excluding yourself, must roll a reflex save or take 8d6 points of Bludgeoning and fire
damage. A successful save reduces this damage by half. Anyone that failed their save is
knocked back 5ft and knocked prone.
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: The wielder of Nuibari creates a horrifying whirlwind of blade and metal wire, anyone
caught within must succeed at a Reflex saving throw or be tied to the nearest tree, wall, pole
or similar object, gaining the grappled and helpless condition. Freeing yourself requires a
CMB roll against the techniques CMD of 16 + the wielders base attack bonus.
Name
Tags:
Lvl: Rank: -Class LDC:
Time:
Components:
Range: Duration:
Saving Throw:
Chakra Cost:
Effect: The wielder of Nuibari designates a single 10 by 10 ft area as his “trapped” area, the
first to enter the area triggers the trap and has metal wire rise from the ground to cut their
tendons, as such they must immediately roll a reflex save. On a failure the targets legs are
severely damaged, the target takes 6d6 points of slashing damage, 1d6 points of bleeding
damage and their land movement speed and any movement speed relying on their hands, is
reduced to 0ft until they’re healed back up to full. On a success, the target is entangled until
they spend a standard action to free themselves.
Effect: The user literally creates a thousand tiny water needles from nearby puddles of
water, they rise up and hone in on a single target of the user's choice. If the target fails their
reflex save they take 3d8 points of Piercing damage, plus any sneak attack dice of the user.
Anyone who's taken damage from this technique, also suffer 1d4 points of dexterity damage,
as the tiny needles tear muscle and ligaments in their attempt to annihilate the target.
The target experiences the illusion of a tree coiling around them, preventing them from
moving.
The target must make a will save as they are targeted by this genjutsu. On a failure, the
target is subject to the Pinned condition for the duration of the technique. The target is aware
and breathes normally. On a success, the target realizes that they are subject to a genjutsu,
and may attempt to release as normal.
According to some elders, it was originally created during the time of Hashirama Senju,
intended to make victims believe they were fighting Hashirama himself and his Wood
Release.
Effect: The user makes a single unarmed melee attack against a flat-footed target no larger
than one size category larger than himself. If it hits, the attack will automatically score a
critical hit for nonlethal damage and knock the target prone. A creature immune to critical
hits or sneak attack or without discernible anatomy (such as ooze or undead) is not
affected by this technique.
Effect: The user enters the target’s subconscious by placing a hand on the target’s head
and extracts any information needed, even if the target has forgotten it or has had it blocked.
Memories that have mental blocks on them generally require longer periods of time to probe
through and obtain. Depending on the skill of the user and their level of experience, the
quantity of memories per second they are able to parse will vary substantially - exceptionally
skilled users are able to go through days’ worth of memories in a matter of moments, sifting
through to find what they want, while others may have to go through each memory in its
entirety. Initially and once per hour after being subject to this technique, the target rolls a Will
save. A success negates the effects of this technique, which may not be re-used on the
target by the same user for one hour. A failure allows the user limited access to the target’s
memories.
There are three ways to use this technique - a generalized search, a targeted search, and to
break through mental blocks. When conducting a generalized search, the user receives a
single hint, rumor, or piece of interesting narrative information selected by the storyteller.
When conducting a targeted search, the player states a question to be answered before the
target rolls their Will save. Presuming that the target fails their Will save, the user is provided
with the answer to the best of the target’s knowledge and experience. When breaking
through a mental block, the user makes a Chakra Control roll against a DC of 10 + the
target’s character level + the level of the mental technique (or intensity of narrative trauma)
which created the block. If successful, the user gains access to the blocked information as
per targeted search. If unsuccessful, the user receives backlash equal to 1d4 Charisma
damage per successive failed Chakra Control roll.
At mastery step 1, the focus time decreases to one hour. At mastery step 2, the focus time
decreases to thirty minutes. At mastery step 3, the focus time decreases to ten minutes. At
mastery step 4, the focus time decreases to one minute. At mastery step 5, the focus time
decreases to one round.
Effect: This technique allows the user to go unnoticed, by causing himself and his clothing
to turn transparent. It was originally devised by the Leaf’s pervy Sage to spy on girls bathing
without being caught.
When cast, the technique allows its user to immediately roll Stealth to hide regardless of
whether there’s anything to hide behind nearby. While active the user can remain hidden in
this way, without the need for something to hide behind directly. Additionally, the user gains
a +20 bonus to their Stealth check, to avoid detection. Any sort of aggressive action,
directed against an individual or object, breaks the limits of this technique
Mastery
At Mastery step 1, the Focus action decreases to 1 Move action.
At Mastery step 3, the Focus action decreases to 1 Swift action.
At Mastery step 3, the Focus action can become Maintained 4 rounds.
Chidori
Tags: Ninjutsu, Chakra Control, Lightning Release
Lvl: 5 Rank: A-Class LDC: 25
Time: 1 Standard Action
Components: H, M
Range: Personal or 60 ft (See text) Duration: Instant or Continuous: 5 rounds
Saving Throw: None
Chakra Cost: 6
Effect: After this technique is cast the user must choose which hand holds the technique,
should this be the hand the user considers “Off-hand” the user suffers a -4 on all his attacks
while attacking with the technique. This technique can be used in one of two ways, the first is
as a hand held weapon and second as a dischargeable effect. When used as a weapon this
technique deals 1d8 points of piercing damage and 2d6 points of electricity damage per hit,
and lasts for 5 rounds.
When used as a dischargeable effect the techniquedeals 2d8 points of piercing damage and
5d6 points of electricity damage, but this is a touch attack. When used as a dischargeable
attack the user can charge at his target to deliver the touch attack, however the use of the
technique this way requires the user to move so fast that the user is considered flat-footed
the following round. The chidori can score a critical hit on a 18 or 20, but doubles only the
piercing damage.
Because of the noise and lighting of the technique, the user cannot use the stealth skill while
employing the Chidori.
Special: No Technique of the Chidori Line can be performed safely without the use of the
Sharingan, Byakugan or Rinnegan. Without any of these Dojutsu active, the character takes
a -8 penalty to learning roll and finds himself flat-footed after each use.
Chidori Current
Tags: Ninjutsu, Chakra Control, Lightning Release, Derived: Chidori
Lvl: 6 Rank: S-Class LDC: 28
Time: 1 Standard action
Components: F, C
Range: Touch Duration: Continuous: 5 rounds
Saving Throw: Fortitude partial; see text
Chakra Cost: 8
Effect: The user charges his hand held blade with the power of a Chidori, supercharging the
blade with electricity causing it to vibrate at a high frequency. This allows the blade infused
to deal 2d6 points of extra electricity damage as well as pass through 10 points of hardiness
and 2 points of defense gained from armor or shield. Should the blade leave the users hands
for more than one single round the effect is considered dispelled. As a secondary use the
user can pay 2 additional points of chakra to discharge the Chidori current in a 15 ft burst
around himself, forcing all within the area to succeed at a fortitude save or take 3d6 points of
electricity damage and be staggered for 1 round. On a successful save the damage is
halved and the target is not staggered.
Chidori Senbon
Tags: Ninjutsu, Chakra Control, Lightning Release, Derived: Chidori
Lvl: 8 Rank: A-Class LDC: 23
Time: 1 Standard Action
Components: C, M
Range: Short Duration: Instant
Saving Throw: None
Chakra Cost: 3
Effect: The user of this technique must have an active Chidori or Chidori Current.
This technique unleashes small electrical needles, so fast in fact that this technique is
considered un-dodge-able. The user can form 5 needles each dealing 1d4+1 point of
electricity damage, this attack does not require an attack roll, it simply hits. These needles
can be fired at any one within range and not necessarily the same target. Short of being
immune or resistant to electricity there’s no way to counteract this technique, even
Avoidance techniques offer no protection.
Effect: The user must have a Chidori active to use this technique. The caster of this Jutsu
forms a long thin blade of electrical energy, while not as powerful as an ordinary chidori this
technique can be used to deliver attacks of opportunity at range. This technique deals 2d8
points of piercing damage and 3d6 points of electricity damage. The chidori sharp spear can
score a critical hit on a 19 or 20, but only doubles the piercing damage.
Lightning Blade
Tags: Ninjutsu, Chakra Control, Lightning Release, Derived: Chidori
Lvl: 10 Rank: S-Class LDC: 32
Time: 1 Full-round action
Components: M, C
Range: Personal or 60 ft line Duration: Instant or Continuous: 5 rounds
Saving Throw: Reflex for half
Chakra Cost: 10
Effect: This Jutsu requires both hands to execute. This technique can be used in one of two
ways, the first is as a hand held weapon, the second as a dischargeable effect. When used
as a weapon this technique deals 3d8 points of piercing damage, 3d6 points of electricity
damage and 2d6 points of sonic damage per hit, however one can only hit with a
weaponized Lightning blade once per round.
When used as a dischargeable effect the technique deals 5d8 points of piercing damage,
6d6 points of electricity damage and 4d6 points of sonic damage, but as a touch attack.
When used as a dischargeable attack the user can charge at his target to deliver the touch
attack. The Lightning Blade can score a critical hit on a 18 or 20, but only doubles the
piercing damage.
Because of the noise and lighting of the technique, the user cannot use the stealth skill while
employing the Lightning blade.
Rasengan
Tags: Chakra Control, Ninjutsu
Lvl: 7 Rank: A-Class LDC: 27
Time: 1 Standard Action or Full round
Components: C, M
Range: Personal or 30 ft Duration: Instant
Saving Throw: None
Chakra Cost: 6
Effect: The Rasengan is one of the more powerful techniques created by the
Shinobi of Konoha, only very few people are aware of, and even fewer are those
who have mastered it. This technique requires the user to form a ball of whirling
Chakra in his hand, and thrust it towards the enemy. The user makes a melee touch
attack with the Rasengan that, if it connects, deals 7d8 points of damage and will
push the target backward a number of feet equal to half its damage, rounded down
to the nearest 5-feet unit.
Using this technique will form the Rasengan only. Attacking with it is an attack
action,
but can also be done as a part of a full-attack action, in which case the user can
move up to 30ft before attacking with the Rasengan. The rasengan will be
discharged when used regardless of whether it hits or not. The user can hold onto
the rasengan indefinitely, as it costs no additional Chakra to maintain.
Effect: This functions similar to Rasengan above, however with the following
exceptions. The base damage starts at 12d8, and the target is required to succeed
at a fortitude save or be stunned for 1d4 rounds.
Effect: This technique functions similarly to the Big Ball Rasengan, except its base
damage starts at 15d8, it stuns for 1d4 rounds, after the target is stunned it’s
staggered for 2d6 rounds. This Technique costs an additional 3 Nature Chakra.
Forbidden Technique: Immortal Soul Sacrifice
Tags: Kinjutsu, Fuinjutsu
Lvl: 14 Rank: S-Class LDC: 36
Time: 1 minute
Components: H, C, M, F
Range: 30 ft Duration: Instant
Saving Throw: None
Chakra Cost: 50
Effect: This technique creates a soul receptacle to be used for the Impure World
Reincarnation technique as well as a talisman to control the summoned soul. This receptacle
is called Soul Sacrifice.
Prepared Receptacle: The basic Soul Sacrifice requires human sacrifice as well as a
helpless or willing living human, the sacrifice is used to power the Jutsu. Once sacrificed, the
primary Soul Sacrifice is encircled by my a large seal. This seal covered the targets body in
paper and ash drawn from the surrounding area, until the soul sacrifices body is completely
covered. What is left is a Prepared Receptacle to be used for the Impure World
Reincarnation jutsu.
Faux Body: The receptacle can instead be a faux body. A Faux body needs no additional
sacrifices to create. Simply put the primary living body is encircled by seals, before his sould
is ripped from his body. This sacrifice must be willing or helpless. A Faux body is then placed
in suspended animation and sealed inside a scroll. This keeps the body alive and healthy but
without a soul inside, making it ideal for possession or similar techniques.
Talisman: This use of the technique uses a sacrifice to create a talisman that allows you to
control a creature summoned by the Impure World Reincarnation Technique. Once
activated, this part of the jutsu encircles the sacrifice in a ring of seals that drain him of all his
life-force and transfers its power to a nearby, previously prepared, talisman. Once completed
this creates a Talisman known as “Talisman of the Immortal Soul”.
Effect: The Impure World Reincarnation is a forbidden technique that raises the dead. As
such, it is frowned upon at the best of times and its secrets kept from all but the strongest,
most determined ninja.
The technique summons a prepared receptacle and a dead soul and forces a merging that
will result in return of a dead creature. Albeit in a slightly weakened state, depending upon
the user.
This technique summons the soul of a dead creature and forces it to possess a specially
prepared Soul Sacrifice, as per the Kinjutsu: Soul Sacrifice technique. The Soul Sacrifice
and its container are summoned within range The summoned soul retains all
class levels, hit points, chakra, techniques and special qualities and ability scores it had at
the time of its death, however with a number of negative levels equal to the disparity in the
users levels compared to the summoned spirit. If an ability of the summoned soul
required certain conditions that cannot be reproduced, such as a sealed tailed-beast, the
summoned soul loses that ability. Once a soul has been bound to a soul sacrifice, the soul
sacrifice and the soul are bound together permanently, until the technique is dismissed or
the reanimation ends naturally which it does after a day without a Talisman.
The summoning requires at least some level of familiarity as well as accurate biological
information on the chosen creature, and lacking either or both may cause the summoning to
fail (GM's discretion). At the time of the summoning, the summoned soul has a will of its
own but can be immobilized by the user with a single half seal, as a free action, for as long
as he concentrates (doing so is a free action and can immobilize more than one summoned
soul).
A Talisman of the Immortal Soul inserted into the reanimation may alter its behaviour as
noted below. More importantly though, a reanimation inserted with this talisman also has no
duration on its summoning and gains regeneration 10 that cannot be suppressed in anyway.
Regardless of the control the summoned soul was put under, it will always retain the
ability to voluntarily fail a saving throw against a technique that would seal its soul away
and kill it instantly.
A Reanimation can be stored by the will of its creator. This causes a coffin to appear behind
them before a mystical force pulls them in, and the coffin vanishes. After this the caster can
use the Summoning Technique at the cost of 6 Chakra to call back the coffin and release the
reincarnate within.
Mastery
Each level of mastery allows the user to call forth an additional reanimation with a single
casting of this technique.
Effect: This jutsu allows a Shinobi to draw up beasts of all kinds, these beasts can then be
called forth from the page to do battle for the Shinobi. The Beast looks exactly like the
drawing, if drawn with just black ink it’s black and white - If drawn with colour, the beasts will
be conjured with those colours.
Increases Chakra cost, adds additional abilities, like flight, size, etc. Chakra cost can also
create more of smaller creatures. Etc.
A beast has a to-hit of +5, two natural attacks dealing 1d6+3 points of damage of a type
determined by you. (A tiger would deal slashing with its claws and piercing and slashing with
its bite for example.) The Ink-beast has 2 HP per user level. The Beast can move at a speed
of 30ft per round, has an AC of 16 (+3 Dex, +3 Nat). Ink beasts are Medium sized and their
saves are +2 across the board.
Mastery
At mastery level 1, the beasts can be given the burrow or swim 20 movement ability.
At mastery level 2, the Ink-beast can be given a 30ft fly speed.
At mastery level 3, the Ink-beast can be drawn of size large. This reducing their AC by -2 but
grants them increased strength, which gives them +3 to hit and damage, increasing the die
by one step and their land speed by 10ft.
At mastery level 4, the Ink-beasts can be given an additional natural attack in so far as their
forms allow it.
At mastery level 5, The Ink-beasts now also possess all extraordinary qualities of the beasts
they imitate. Pounce for a tiger, Sprint for horses and so on.
Super Beast Imitating Drawing: Flying Letters
Tags: Ninjutsu, Requires: Craft (Calligraphy) at a rank 3, Derived: Super Beast Imitating
Drawinf
Lvl: 3 Rank: B-Class LDC: 21
Time: 1 Full-round action
Components: S, C, M, F (Ink and paper)
Range: Special Duration: Till expended
Saving Throw: None
Chakra Cost: 2
Effect: The user writes down a message he intends for the target to receive, he then casts
this technique which sees the message turn into small flying birds that immediately seek out
the target. Once found, they’ll merge with any available paper or surface where the text will
then appear.
Effect:
Effect:
Effect:
Sexy Technique
Tags: Ninjutsu, Derived: Ninja Art: Transformation Technique
Lvl: 3 Rank: D-Class LDC: 17
Time: 1 Standard action
Components: S
Range: Personal Duration: Continuous 3 rounds
Saving Throw: Will negates
Chakra Cost: 3
Effect: The user transforms into an impossibly erotic figure, hoping that its beauty and
sexappeal catches the enemy by surprise. The user must choose male or female when he
makes this transformation. Anyone within a 15 ft burst surrounding the user, that can see the
user and that could be attracted to the gender he presents, must roll a will save. On a failure
they’re fascinated for 3 rounds and flat-footed. On a success they’re simply dazed for a
round. The user returns to his original form after 3 rounds or once he performs an
aggressive action. (When the user transforms into his own gender, the technique is recited
as Reverse Sexy Jutsu)
Harem Technique
Tags: Ninjutsu, Derived: Sexy Technique, Requires: Shadow Clones active
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Standard action
Components: S
Range: Personal Duration: Continuous 6 rounds
Saving Throw: Will negates
Chakra Cost: 8
Effect: The user conjures up 3 shadow clones that along with the user finds themselves
immediately under the effect of the Sexy Jutsu. Each clone radiates the 15ft area and can be
conjured within a range of 10ft of the user. Once the Harem technique expires, the clones
remain. (When the user transforms into his own gender, the technique is recited as Reverse
Harem Technique)
Effect: This technique requires extremely delicate chakra control. Unusual for a Seal, this
seal only applies to the user themselves. Through the use of this technique, the user can
gather a vast amount of chakra and store it for later use. This seal stores a total of 50 points
of Chakra, however the method wherein a user taps their own chakra and stores it for later
use isn’t perfect and thus it takes a long time, where the user is exhausted as their Chakra
remains low. It takes 1 day to store 5 points of Chakra within the seal, each day wherein the
user is charging up the seal he’s Exhausted and his Chakra Reserve is unavailable as it is
all fueled into the seal. The seal takes the form of a small diamond shape situated on the
user's forehead.
A user can decide to cease charging their Seal at any point, however initiate charging it once
more, the user must start anew.
Mastery
At Mastery Step 1, the user can store up to 70 points of Chakra
At Mastery Step 2, the user can store up to 10 points of chakra per day.
At Mastery Step 3, the user can store up to 100 points of Chakra
At Mastery Step 4, the user is only fatigued while they’re storing Chakra
At Mastery Step 5, the user is no longer fatigued and only half of their Chakra reserve is
indisposed during the charging periods.
Effect: Utilizing this technique, the user breaks open their own Strength of a Hundred Seal
to flood their own body with the store Chakra. Whatever Chakra remains in their Strength of
a Hundred seal is immediately added to the users Chakra Reserve or pool, refilling them to
their maximum. Any Chakra that’s left over, is added to their pool as temporary chakra for
the duration. In any turn, during which the user isn’t making use of the temporary chakra,
some of it bleeds off at a rate of 5 Chakra per turn. While the Strength of a Hundred Seal is
released, the user’s head is covered in small tattoos.
Mastery
At Mastery Step 3, the user only bleed chakra every second turn.
At Mastery Step 5, the user can reseal temporary chakra back into a new Strength of
Hundred Seal before the duration ends, allowing him to shorten the amount of time needed
to fill the seal back up.
Creation Rebirth
Tags: Ninjutsu, Chakra Control, Medical, Derived: Yin Seal: Release, Requires: Released
Seal of a Hundred Seal
Lvl: 12 Rank: S-Class LDC: 34
Time: 1 Standard action
Components: H, C
Range: Personal Duration: Maintained 1 round
Saving Throw: None
Chakra Cost: 15
Effect: Considered by many to be the pinnacle of Medical Ninjutsu, the Creation Rebirth is
pretty damn close. During the turn in which it is activated, and for each turn it’s maintained
the user gains Regeneration 20. Additionally, the user is cured of any Chakra Point damage,
and Diseases and Poisons are cured once every turn as well. Lastly, Physical ability score
damage is healed at a rate of 2d4 per ability score damaged.
Mastery
At each Mastery Step, the cost of this technique is reduced by 1.
Ninja Art Creation Rebirth - Strength of a Hundred Technique
Tags: Ninjutsu, Chakra Control, Medical, Derived: Creation Rebirth Step 5
Lvl: 14 Rank: S-Class LDC: 36
Time: 1 Standard action
Components: C
Range: Personal Duration: Maintained 1 round
Saving Throw: None
Chakra Cost: 15
Effect: A technique even more powerful than its parent the Creation Rebirth technique. Ninja
Art Creation Rebirth - Strength of a Hundred Technique automatically breaks the Strength of
a Hundred Seal, flooding the user’s chakra network like the Yin Seal: Release technique
would do. Additionally, the user gains Regeneration 40 while the technique is maintained,
and cannot be knocked unconscious. Furthermore, at the beginning of each turn the user is
cured of any Chakra Point damage, Diseases, Poisons, Fatigued, Exhausted, Sickened,
Nauseated, Stunned, Dazed, Dazzled, Ability score damage and drain, as well as any other
physical condition that could be solved by healing the users, or realigning his Chakra. While
this technique is active, the user cannot be killed in any way, shape or form.
Effect: This specially designed seal allows the user to leave his mark upon the target. If the
user succeeds at a touch attack, his seal merges with the target's body, making the target a
subject for the Flying Thunder God Technique. If the object in which the seal was put is
moved at high speed or damaged (thrown or blocked, for example), the user will be notified
instantly if he is within a 1 mile range of the object. In addition, the user will gain a +10 bonus
to perception checks to detect the bearer of his Capital Punishment Seal, or the wielder of
an object with his seal on it. This seal lasts indefinitely, unless steps are taken to unravel it.
A user can have only 5 such seals active, whenever a new seal is placed beyond this
maximum, the creator may choose which of his old seals he abandons.
Mastery
Each Step of Mastery allows the user to have an additional active seal
Mastery
At each level of mastery the techniques range increase by a factor of 3. ( 3 miles, 9 miles, 27
miles, 81 miles, 243 miles)
At mastery One the user can perform the technique as a Full-round action
At mastery Two the user can teleport himself and up to 5 additional targets, at a cost of 4
chakra per target. The user’s chakra must somehow be in contact with his targets. Bodily
contact works.
At mastery Three the user can perform the technique as a Standard action
At mastery Four the user can teleport himself and up to a number of additional targets with
no limits to the number. Each additional target costs 4 points of chakra. Additionally the
technique can be used as an Avoidance technique and be performed as a quick action.
At mastery Five the user can use the technique once per turn as a free action, and allows
him to use it as an avoidance technique once per encounter without reducing his Avoidance
total.
Effect: The user opens the first gate. For the duration of the technique, he gains a
+1 bonus to attack rolls, damage rolls and AC and touch AC. His land speed
increases by 10 feet. The user gains 5 points of temporary chakra, which can only be
used for Taijutsu techniques. This Bonus Chakra is only applied once per day.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 2 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened.
Special: A user must open the individual gates in sequence. A user cannot open a
gate if he’s Fatigued. The effects of different gates do not stack, unless stated
otherwise. When opening a gate, any previous gates currently active, immediately
end, but any penalties the user would suffer due to these gates ending, only take
effect once the user no longer has any open gates.As soon as a character using this
technique is reduced to 0 HP or in any other way loses consciousness, the effects of
the open gate immediately end.
Effect: The user opens the Second Gate. For the duration of the technique, he gains
a +1 bonus to attack rolls, damage rolls and AC and touch AC. His land speed
increases by 10 feet. While the technique is active, the user ignores any penalties
from fatigue and exhaustion, as well as any Strength or Dexterity damage the user
might be suffering. The user also gains an additional 5 Temporary Charak to spend
only on Taijutsu Techniques.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 2 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened.
Effect: The user opens the Third Gate. For the duration of the technique, he gains a
+1 bonus to attack rolls, damage rolls and AC and touch AC. His land speed
increases by 15 feet. While the technique is active, the user ignores any penalties
from fatigue and exhaustion, as well as any Strength or Dexterity damage the user
might be suffering. In addition, while this technique is active, the user gains a +2
bonus to Strength and Dexterity. The user also gains 10 temporary chakra which can
only be used with Taijutsu Techniques, and in addition to no longer being able to
suppress his chakra signature, his chakra signature increases by one step.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 4 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened.
Effect: The user opens the Fourth Gate. For the duration of the technique, he gains
a +3 bonus to attack rolls, damage rolls and AC and touch AC. His land speed
increases by 15 feet. While the technique is active, the user ignores any penalties
from fatigue and exhaustion, as well as any Strength or Dexterity damage the user
might be suffering. In addition, while this technique is active, the user gains a +2
bonus to Strength and Dexterity. The user also gains 13 temporary chakra which can
only be used with Taijutsu Techniques, and in addition to no longer being able to
suppress his chakra signature, his chakra signature increases by one step.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 4 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened.
Effect: The user opens the Firth Gate. For the duration of the technique, he gains a
+3 bonus to attack rolls, damage rolls and AC and touch AC. His land speed
increases by 15 feet. While the technique is active, the user ignores any penalties
from fatigue and exhaustion, as well as any Strength or Dexterity damage the user
might be suffering. In addition, while this technique is active, the user gains a +2
bonus to Strength, and a +6 bonus to Dexterity. The user also gains 13 temporary
chakra which can only be used with Taijutsu Techniques, and in addition to no longer
being able to suppress his chakra signature, his chakra signature increases by one
step.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 8 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened. Every turn the user has the Seventh gate
open, he must succeed at a Fortitude save against the techniques DC, or break one
of his limbs randomly chosen after he closes his gates.
Mastery
At Mastery Step 3, the risk of fracture bones is removed.
Effect: The user opens the Sixth Gate and is now so hot, that ambient water
dissipates around him. For the duration of the technique, he gains a +3 bonus to
attack rolls, damage rolls and AC and touch AC. His land speed increases by 20
feet. While the technique is active, the user ignores any penalties from fatigue and
exhaustion, as well as any Strength or Dexterity damage the user might be suffering.
In addition, while this technique is active, the user gains a +6 bonus to Strength, and
a +6 bonus to Dexterity. The user also gains 13 temporary chakra which can only be
used with Taijutsu Techniques, and in addition to no longer being able to suppress
his chakra signature, his chakra signature increases by one step.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 8 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened. Every turn the user has the Seventh gate
open, he must succeed at a Fortitude save against the techniques DC, or break one
of his limbs randomly chosen after he closes his gates.
Mastery
At Mastery Step 4, the risk of fracture bones is removed.
Effect: The user opens the Seventh Gate and the user’s body is now surrounded by
a halo of blue glowing sweat, as their chakra is enveloping even the tiniest beads of
perspiration. For the duration of the technique, he gains a +3 bonus to attack rolls,
damage rolls and AC and touch AC. His land speed increases by 30 feet. While the
technique is active, the user ignores any penalties from fatigue and exhaustion, as
well as any Strength or Dexterity damage the user might be suffering. In addition,
while this technique is active, the user gains a +6 bonus to Strength, and a +6 bonus
to Dexterity. The user also gains 20 temporary chakra which can only be used with
Taijutsu Techniques. The Gate of Wonder also grants the user an additional attack
during a full-round attack action, equal to the user's highest base attack bonus. In
addition to no longer being able to suppress his chakra signature, his chakra
signature increases by one step.
While this technique is active, the user can no longer suppress his chakra signature.
Each round the technique is maintained, the user suffers 12 points of damage.
When the technique ends, the user is fatigued for a number of minutes equal to the
number of rounds the Gate was opened. Every turn the user has the Seventh gate
open, he must succeed at a Fortitude save against the techniques DC, or break one
of his limbs randomly chosen after he closes his gates.
Effect: The user opens the Eighth Gate. The user punches a hole into his own
chest, right above his own heart to allow his blood to mix with the sweat already
permeating his aura. This colours both his hair and aura a crimson red colour and
wreaths the user in bloody flames. For the duration of the technique, he gains a +6
bonus to attack rolls, damage rolls and AC, touch AC, and Saves. His land speed
increases by 60 feet. While the Gate of Death is open, the user ignores any penalties
or damage to his physical ability scores, any negative levels, all poisons and
diseases, and the fatigued and Exhausted condition. The user is immune to
Genjutsu, Bleed damage and any Mind-affection effects or Emotional effects. In
addition, while this technique is active, the user gains a +10 bonus to Strength and
Dexterity. The user also gains 50 temporary Hit Points, and 30 temporary chakra
which can only be used with Taijutsu Techniques. The Gate of Death also grants the
user three additional attacks during a full-round attack action, equal to the user's
highest base attack bonus. In addition to no longer being able to suppress his chakra
signature, his chakra signature increases by one step.
Once the user ends this technique, he dies in a matter of minutes. No known
technique can stave off this effect as the intense heat of this technique literally cooks
the user from within.
Front Lotus
Tags: Taijutsu, Strike, Derived: Strong Fist Stance, First Gate: Gate of Opening
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Standard action
Components: C, M
Range: Touch Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 6
Effect: The Front Lotus can only be performed, if the user has one of the eight gates open.
When employed, the user of the Front Lotus kicks an opponent 10 ft. into the air, following
immediately after the user wraps his arms and legs around the target to keep them immobile
while the user and the target spins rapidly, head first, towards the ground. Right before the
pair crash into the ground, the user ensures his own safety. A target of the Front lotus takes
5d6 points of damage and is left sickened for a minute, and prone from the impact. A
Successful Fortitude Save reduces the sickened condition to 1d4 rounds. The user is unable
to take any action following the use of the Front Lotus.
Mastery
Each step of mastery beyond 3 increases the damage by 1d6.
Reverse Lotus
Tags: Taijutsu, Strike, Derived: First Lotus, Strong Fist Stance, Third Gate: Gate of Life
Lvl: 9 Rank: A-Class LDC: 29
Time: 1 Standard action
Components: C, M
Range: Touch Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 12
Effect: The Reverse Lotus can only be performed, if the user has The Third Gate or higher
open. When employed, the user of the Reverse Lotus kicks an opponent 20 ft. into the air,
following immediately after, the user then begins pummeling the target with aggressive
taijutsu strikes, sending the target back and forth through the air like a pachinko ball, before
the user finally ends his combination strike with a massive blow, sending the target directly
into the ground. A target of the Reverse lotus takes 6d8 points of damage and is left stunned
for a round, and prone from the impact. A Successful Fortitude Save reduces the stunned
condition to the sickened condition to 1d4 rounds. The impact of the target creates a 10 ft
burst area of difficult terrain, as the sheer force of the Reverse Lotus breaks apart the
ground. The user is unable to take any action following the use of the Reverse Lotus.
Cloud-Breaking Snake
Tags: Taijutsu, Strike, Derived: Sixth Gate: Gate of Joy
Lvl: 10 Rank: A-Class LDC: 30
Time: 1 Standard Action
Components: C, M, F (Naginata or other spear-like weapon)
Range: 10 ft. Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 12
Effect: Cloud-Breaking Snake can only be activated while the Sixth Gate, or greater, is
open. The user releases a flurry of attacks with their Naginata, or other spear-weapon, that
are so fast, that they displace the air with such speed that it causes loud thunderclap-like
sounds to echo from them. The user makes 4 attacks with their weapons at their highest
base attack bonus, each of these attacks deal an additional 2d6 points of Sonic damage and
force the target, and anyone adjacent to the target, to succeed at a Fortitude Save or
become permanently deafened. Additionally, if the target fails his fortitude save, he’s
stunned for 1 round afterwards and sickened for 1d6 rounds. The user can perform no action
before, or after the completion of this technique.
Mastery
At Mastery Step 2 and 4 the user can make an additional attack.
At Mastery step 5, everyone adjacent to the target and in a 20 ft. cone behind them take 5d6
Sonic damage as well as risk losing their hearing if they fail their Fortitude Save.
Effect: This technique can only be used, while the user is enjoying the benefits of the
Seventh Gate technique. While empowered by the Gate of Wonder, the user pours all his
chakra into the tip of his weapon and stabs with it, punching a hole through anyone within
range. Anyone within a 40 ft. line will suffer the weapons base damage as if struck by a
critical hit by the weapon itself, this damage ignores all Damage Reduction and Resistances.
Additionally, those stuck must all succeed at a fortitude or be knocked prone and be stunned
for 1 round. Targets that take damage from Piercing Heaven’s Gate, also begin bleeding
profusely, taking 3d6 points of bleed damage.
Disturbance Stance
Tags: Taijutsu, Stance, Hitjustu
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None
Chakra Cost: 4
Effect: The user learns to enter into the Disturbance Stance, a fast and confusing fighting
style. While in the Disturbance Stance the user can make one additional Unarmed attack
during a Full-round attack action, however all attacks during that full-round attack takes a -2
penalty.
Lighting Release: Lariat
Tags: Taijutsu, Strike, Lightning Release
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard action
Components: M
Range: 30 ft. Duration: Instant
Saving Throw: Fortitude partial
Chakra Cost: 5
Effect: The user coats his body in lightning release chakra, speeding forward 30 ft.
Anywhere along this line you may direct an unarmed attack against someone adjacent to
your line of effect. This unarmed attack deals double the amount of dice you do with
unarmed attack and is always a critical hit. (In B’s case, it deals 4d6+4 points of damage,
which is then doubled) The damage dealt by the Lightning Style: Lariat deals Physical or
Lightning damage whatever would harm the target the most. Anyone hit must roll a fortitude
save or be knocked back 15ft and be knocked prone.
Special: If two users of this Jutsu are placed opposite a single common target, so that their
lines can intersect for the both of them to attack the same target, the one currently not
having his turn can sacrifice his next turn to activate the Lightning Release: Lariat for the
both of them to land a hit on the same target at the same time. This is known as the
Lightning Style: Double Lariat and increases both targets dice to triple their number before
applying the critical hit.
Effect: The user generates black lightning from their body, sending it outward in the form of
a Black Panther. This pseudo-creature jumps at 3 targets, each target takes 9d6 points of
Lightning damage, which ignores Lightning resistance, and is dazed for a round. A
successful Reflex save halves this damage and negates the daze.
Mastery
At Mastery steps 1, 3 and 5 the user increases his reach by an additional 5 ft.
At Mastery steps 2 the user gains +1 dodge bonus to armor class, due to his flexible nature.
Additionally, his slithering speed increases to 40 ft.
At Mastery Step 3 the user's unarmed attacks gain the Grab special ability.
At Mastery step 4 the user's dodge bonus to armor class increases to +2, due to his flexible
nature. Additionally, his slithering speed increases to 50 ft
Effect: Using this technique the user prepares a dead body with surgery, causing its heart to
beat and muscles to work and for all intents and purposes reviving the dead body. The user
can only prepare one corpse to be reanimated. Preparing a corpse takes a good hour of
surgery, after which it is immediately sealed within a special scroll.
Once prepared the user can call forth a dead body from the scroll, this has a duration of 20
minutes. When reanimated a corpse is brought back to life for a short duration, with the
abilities it had in life, though any that require Chakra must have been invested into the
corpse by the creator, during creation. A corpse can contain up to 2 points of chakra per
level, however the reanimation is incomplete and the corpse is penalized with 3 negative
levels during this time and a lack of sentience meaning it needs direction from the creator,
these are delivered telepathically, by the creator merely wishing it. However it does require
the creator to be within 60ft of the corpses directed.
Mastery
At each uneven level of mastery, the user can prepare an additional corpse for summoning.
All can be summoned at once, this increases the chakra cost by an amount corresponding to
each corpse
Sunagakure Hidden Techniques
Effect:
Effect: The user of the Seven Heavens Breathing Method has taught himself to expand the
capacity of his lungs, to contain an astounding amount of air and therefore a large amount of
Oxygen. The user then directs this Oxygen directly to his muscles and other vital systems
granting him an increase in combat capability similar to the Eight Inner Gates.
The user learns to store extra air in his lungs, directing the additional oxygen to his muscles.
This technique causes the users eyes to go completely white, and he gives off a yellowish
Chakra aura. This grants him a +4 bonus to his strength score as well as a +2 bonus to his
Dexterity score. As a side effect, while being in this form the user can hold his breath for
double the usual amount of time. Each round the technique is maintained, the user suffers 2
points of damage.
The user is fatigued for a number of minutes after using this technique, equal to twice the
number of rounds it was active.
Special: A user can’t employ both the Seven Heavens Breathing Method and the Eight Inner
Gates at the same time. A character cannot enter into one of the Seven Heavens Breathing
Methods while fatigued or worse.
Effect:
Effect: The user learns to store extra air in his lungs, directing the additional oxygen to his
muscles. The user takes on a shape similar to the first activation, rather this time his
muscles begin to bulge, becoming more distinct. This grants him a +4 bonus to his strength
score as well as a +2 bonus to his Dexterity score and a +2 bonus to Constitution score. The
user ignores any Fatigue effect, staggered effect and damage to his physical ability scores
while this form is active. As a side effect, while being in this form the user can hold his breath
for triple the usual amount of time. Each round the technique is maintained, the user suffers
4 points of damage.
The user is fatigued for a number of minutes after using this technique, equal to twice the
number of rounds it was active.
Effect: The user learns to store extra air in his lungs, directing the additional oxygen to his
muscles. Similar to the Second activation, the users eyes remain white, his muscles bulging
and now his skin takes on a veiny red hue. This grants him a +6 bonus to his strength score
as well as a +4 bonus to his Dexterity score and Constitution score. The user ignores any
Fatigue effect, staggered effect and damage to his physical ability scores while this form is
active. As a side effect, while being in this form the user can hold his breath for quadruple
the usual amount of time. Each round the technique is maintained, the user suffers 7 points
of damage.
The user is fatigued for a number of minutes after using this technique, equal to twice the
number of rounds it was active.
Effect: The host of Shukaku forms a body out of sand for the large tanuki to inhabit, the user
then puts himself asleep allowing the spirit of Shukaku to emerge and possess the body of
sand its user created. While Shukaku is in control it has access to all its user’s techniques
and the techniques it grants its user, as well as the user’s body is affected as if by the
Complete Transformation ability of the Jinchuriki.
While Shukaku is in control, its user is unconscious on top of its forehead. If the user is
damaged, the user must make a Concentration check DC 20 + damage dealt or wake up. If
the user is woken up, this technique ends. While embedded into Shukaku’s forehead, the
user benefits from the Sand Armor technique and enjoys Total Cover from ranged attacks.
Similarly, the user is completely unaffected by Genjutsu, unless the technique affects the
dreams of the user.
This technique is a definite last resort, as it leaves its user vulnerable and without the ability
to control Shukaku. The one-tailed beast rampages and attacks anyone close by, not
differentiating friend from foe. In most instances, the beast is so embittered it will try to
specifically kill anyone the user cherishes if they are nearby.
For as long as the user concentrates he can direct the Kannon’s hands to strike at targets,
as if they were his own hands. For the sake of attacks with the Kannon, the user’s Base
attack Bonus is considered equal to his level, adding his Strength or Wisdom modifier to
attack and damage - whichever is higher. The attacks deal 1d8 points of bludgeoning
damage. The user can attack Three times with the Kannon, though the same target can only
be struck twice, attacking the same target more than once reduces the attack bonus, on the
subsequent attacks, by -5. This doesn’t carry over to attacks against other targets. The
Kannon has a reach equal to the techniques.The Kannon has a threatened area of 10ft
around its user and can perform attacks of opportunity.
Anyone hit with two consecutive attacks must make a fortitude save or be knocked prone.
Effect: This technique functions as the Welcoming approach: 10-armed Murder with the
above and following exceptions. The arms can attack a total number of 5 times a round and
is limited to only attacking a single target 3 times. The damage dice is 2d6 and the Kannon
threatens a 15ft area. The Kannon has Combat reflexes and a Dex modifier of +3
Anyone hit with two consecutive attacks must make a fortitude save or be knocked back 10
ft. and be knocked prone.
Welcoming Approach: Thousand-Armed Murder
Tags: Chakra Control, Ninjutsu, Hijutsu
Lvl: 14 Rank: S-Class LDC: 36
Time: 1 Standard Action
Components: H, C, M
Range: Short Duration: Focus Standard Action
Saving Throw: Fortitude Partial
Chakra Cost: 6 Gift of the Sages Chakra
Effect: This technique functions as the Welcoming approach: 100-armed Murder with the
above and following exceptions. The arms can attack a total number of 10 times a round but
is limited to only attacking the same target five times. The fists damage dice increase to 3d8
and the Kannon threatens a 20ft area. The Kannon has a Dex modifier of +6.
Anyone hit by two consecutive attacks, must make a fortitude save or be knocked back 10ft,
be knocked prone, and be stunned for 1 round.
Effect: The user analyses an opponent’s facial expression, movements and properties of the
technique or attack they’re about to launch. All this is done to anticipate where the attack
lands and what type of damage it will deal. The user then gathers Chakra in that area of his
body, preemptively starting medical treatment in order to minimise damage he receives. This
technique can be used once per round, and heals 1 point of damage for every 1chakra
spent, immediately as the attack hits. The user pays the cost after he receives the damage
total and may then decide how much chakra he will expend. This healing is preventive and
should the attack reduce the user below 0, the healing takes effect and keeps him conscious
and alive.
Mastery
At Mastery Step 1 3, and 5 the user heals an additional Hit Point per point of Chakra used.
Orochimaru Hidden Techniques
Effect: The user of this Training assumes the Power of the White Snake Template.
Snake: The White Snake's form becomes that of a Large snake. In this form (see
Vipermorph), he gains a +8 size bonus to Strength, a -2 size penalty to Dexterity and a +4
size bonus to Constitution, a +4 racial bonus to Grapple checks, a +2 natural armor bonus.
The White Snake gains a Darkvision 60 ft. The White Snake cannot perform techniques
while in his Snake form.
Rather than standard natural attacks, the White Snake gains 5 bite attacks in his Snake
form, as the snakes forming his body twist and attack. The first bite attack deals damage
normally, but the additional bite attacks deal damage as though they were one size category
smaller, and the White Snake only applies half his Strength modified to each. All attacks are
made at his highest attack bonus, but additional bite attacks suffer a -5 penalty.
Vipermorph (Su): The White Snake may leave a body he was possessing as a Swift action
that does not provoke an attack of opportunity. He stands in the same square he was
previously in his Snakeform, and gains the usage of his Possession, as well as the Pseudo-
Mortality ability, and Aura of Poison. In his Snake form, the White Snake gains a fast healing
2. The White Snake is immune to death effects in his Snakeform.
Pseudo-Mortality (Su): In his true form of a snake, the White Snake suffers 1 point of
temporary Constitution every 2 hours that cannot be healed until he possesses another
vessel.
Aura of Poison (Su): In his Snakeform, the White Snake emanates a contact poison that
affects any creature within a 15-ft. radius of itself. The poison's initial and secondary damage
is paralysis 1d6 minutes, and the Fortitude save DC is 10 + ½ the White Snake's hit dice +
the White Snake’s Con modifier
Possession (Su): This ability can only be used in his Snakeform. The White Snake
gains a gaze attack that allows him to attempt to possess a helpless creature
.
The targeted creature and the user must then make a successful Will saves once every
round for 5 rounds, during which neither the White Snake nor his victim may take any action,
be it mental or physical, as they are transported within the mindscape of the White Snake
.
If the White Snake wins the contest of wills by the target losing a Will save, the creature's
soul is torn to shred and discarded, and the White Snake is now in control of the body. If the
targeted creature wins the contest of will, it will escape the mindscape and be unaffected, as
the White Snake becomes helpless and unable to act for 1d3 rounds.
If the contest of will is a draw, both the White Snake and his target become helpless and
unable to act for 1 round.
The White Snake, after the possession, will permanently enter the body of the target and
the following change incurs:
- The White Snake's Strength, Dexterity and Constitution score, as well as its size
category and type change to become that of the subject's, but he retains his Intelligence,
Wisdom and Charisma score.
- The White Snake gains all natural weapons, movement modes and extraordinary
qualities possessed by the subject.
- The White Snake gains all the templates, bloodline feats and Nature Chakra Releases the
subject had. These persist and follow the user into his next possession target.
- The White Snake loses all natural weapons, movement modes and extraordinary
qualities possessed by its previous body or vessel.
The possession is not permanent, however, because the body's condition worsens
dramatically over time without the original soul to fuel it. The possession will last for as
much as 1 year per point of the body's Constitution modifier, plus 3 months every 5 hit
dice it had before possession, and an additional 2 years per level of the Cursed Seal the
body possessed, if it was given one.
Every month the White Snake remains in the possessed body after its time is up, he gains 1
permanent negative level. After possessing a new body, he will be unable to leave it safely
for 1d3 years. Attempting to do so will bestow 4d6 negative levels on the White Snake,
which can be removed either with a technique, or each resisted individually after 24 hours by
making a Fortitude save (DC 30) for each negative level gained.
Effect: Once the user of this Juinjutsu completes the hand signs, he must touch naked skin
of an intended target's body, a melee touch attack, and spend 10 points of Nature Chakra.
The target can immediately attempt to resist the application of the Cursed Seal of Heaven
and Earth by rolling a fortitude save, on a success the target resists the effect and the
Cursed seal doesn’t form. On a failure, the target receives the Cursed Seal Template level
one (Involuntary). The target can also choose to accept the Cursed seal without an attempt
to resist, if so he gains the Cursed Seal Template level one (Voluntary).
A Cursed Seal of Heaven and Earth imbues the target with a substantial amount of your
chakra, this chakra can subsequently be used for other techniques that need a personal part
of you or similar
Effect: The user generates a mass of black lightning around himself, this can be used in one
of the following ways before it discharges. Black Lightning ignores Lightning resistance. The
user can hold a charge of Black Crash for up to 1 round per level. Only one charge can be
held at a time.
Melee: The user focuses all of the Black lightning into a single attack, he launches this
punch at his enemy. If he succeeds at a touch attack, the target takes 8d8 points of damage
and must succeed at a fortitude save or be staggered for a round.
Ranged: The user channels all the black lightning he has generated into a single 30ft line,
anyone within take 8d6 points of Black Lightning damage unless they succeed at a Reflex
save, in which case they take half damage.
Burst: The user releases all the gathered Black Lightning in a 10ft burst around himself,
dealing 5d8 points of Black Lightning damage. Anyone caught within must succeed at a
Fortitude save or be staggered for a round.
Effect: The user charges himself up with Black lightning, before rushing at an enemy in a
straight line. Anyone in the path between the user and his target, must roll a successful
reflex save or be bull rushed 10ft off to the side immediately away from the path and take
4d6 points of black lightning damage.
When the user hits his intended target, the target takes 5d10 points of Black Lightning
damage and 4d6 points of Bludgeoning damage and is knocked prone. The target is then
forced to make a fortitude save or be staggered for 2d4 rounds.
Effect: Utilizing this technique, has the user generate a charge of Black Lightning and make
it circulate through his own body via his circulatory system. This charges his skin in such a
fashion, that large black-shimmering veins appear all over the user's body, this charge
increases his muscle performance, speed and resistance. First the user gains a +4 bonus to
melee damage, as his raw power is increased by the black veins. Second the user gains a
10ft increase to speed, thirdly he gains a damage reduction of 5/- as well as resistance 10
toward Lightning and Fire damage.
Effect: The Divine Turtle Fist is a style of Martial art developed to shield its user from attack,
while allowing him to strike back and hinder his targets options with each retaliation. W hile in
the Divine Turtle Stance, the user gains a +2 Shield bonus to armour class. However, what’s
more important is that anytime an attacker misses the user with a melee attack the user can
immediately attempt a Grapple, Disarm or Trip combat maneuver against the target.
Mastery
At mastery Step 1, 3 and 5 increases the Shield bonus granted by +1.
At Mastery Step 2 and 4, you gain a bonus to your CMB of +1.
Mastery
At Mastery step 1, 3 and 5 the user can choose to knock the target back an additional 10 ft.
Effect: The user strikes a target that’s helpless, stunned, grappled or paralyzed, if the attack
is successful the user deals normal damage and an additional 1d6 points of Strength and
Dexterity damage as he breaks the bones of the target.
Defensive Maneuver: Once per encounter, if the user is struck by a non-reach melee attack
the user can roll his CMB. If the roll is a success, the target’s attack misses and they take
1d6 points of Strength and Dexterity damage as the user viciously snaps the bones of the
target's attacking limb. Activating the defensive maneuver costs 6 points of Chakra.
Mastery
At Mastery step 2 and 4, the user can perform this Defensive maneuver an additional time
during an encounter.
Effect: The user hammers away at his opponent, with Three unarmed strikes, two fists and
a headbutt. Each of these strikes deal +4 points of damage. If both of the strikes hit, the
target is stunned for 1 round. If all three attacks hit, the target is stunned for 1d4 rounds.
Effect: If the user successfully grapples a target that’s Helpless, stunned, pinned or
paralyzed, if the target is successful, the user deals 2d6 points Strength or Dexterity damage
as he wrings his target's neck. If a target’s Strength or Dexterity is ever reduced to 0, the
target takes constitution damage instead.
Petal Techniques
Effect: By letting his chakra seep into the ground, the user spawns a sea of white flowers
immediately around himself. These flowers quickly emerge from the ground, the flowers look
to be a mix of Thornapple and Angel’s Trumpet. Once the flowers bloom, they release an
intoxicating pollen into the air, as anyone within this area inhales the pollen, they’re subject
to a powerful genjutsu cast by the flowers. If a target fails their initial save, they immediately
begin babbling incoherently and wander around aimlessly, though they never leave the
flower field. Each round a target rolls 1d8, this is the direction in which the target will move.
Targets will move no more than 10 ft. a round, provoking attacks of opportunity as they go.
Taking damage does not free a target. Anyone taken in by the Genjutsu of the flowers can
make a will save at the end of their turn, only in a round in which they took damage. Once
the flowering field wilts after its duration ends, everyone caught by the Genjutsu is also
freed. The user is immune to his own pollen.
While within the Genjutsu world of the flowers, targets experience supreme bliss and delight.
Even the wounds sustained by battle, appear to bring them joy.
Mastery
At Mastery step 1 and 3 the duration increases by +5 rounds.
At Mastery Step 5, the user can choose for the duration to be maintained 10 rounds instead.
Effect: Similar to its parental technique, this Petal Release is a mixture of Ninjutsu and
Genjutsu. When used, this technique spawns a myriad of leafy vines underneath the feet of
an indicated target, as long as the target is within range. The user then rolls to grapple a
target, with a CMB equal to the user’s level + his Intelligence or Charisma modifier,
whichever is highest. If the user is successful, the target is grappled and midnight blue
flowers begin to bloom along the vines, releasing a fresh and sweet smelling pollen into the
air. Any target that’s grappled by the vines, or ends their turn next to someone still
grappelled by the vines, must roll a will save or fall asleep for as long as they are near the
vines. For someone grappling it means they remain asleep for the duration of the technique;
someone that ended their turn near the vines merely sleeps for a single turn. The user is
immune to the pollen from his own vines.
If a target succeeds on their will save, they can attempt to free themselves from the vines
with a successful CMB or Escape artist check, with a difficulty of the Vines CMB + 10. The
user can direct the vines to grapple someone new, each round, as a Standard action.
Effect: While activated, the Samurai Sabre Technique imbues the Samurai’s blade with pure
chakra. This increases the Samurais to hit and damage by +1 and the damage dealt by the
blades are considered chakra imbued to bypass -/chakra damage reduction.
A Samurai can apply this technique to two blades while dual wielding them, by paying
double the cost.
Mastery
At Mastery step one the user must only pay the maintenance cost of this technique every
2nd round.
At Mastery step two the techniques increase to hit and damage increases to +2 when using
a single blade
At Mastery step three the techniques increase to hit and damage increases to +2 when
using two blades.
At Mastery step four the techniques increase to hit and damage increases to +3 when using
a single blade.
At Mastery step five the techniques increase to hit and damage increases to +3 when using
two blades.
Flash
Tags: Taijutsu, Chakra Control, Kenjutsu, Derived: Samurai Sabre Technique
Lvl: 4 Rank: C-Class LDC: 20
Time: 1 Standard action
Components: C, M
Range: 30 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 3
Effect: While the Samurai Sabre technique is active, the user can slash the air immediately
in front of him to release a sharp arc of Chakra at an intended target. The user must succeed
at ranged touch attack, on a success he deals double his usual melee damage as pure
chakra damage. As such, an ordinary Katana that would deal 1d8+3 points of damage,
would deal 2d8+6 points of damage. The bonus from Samurai Sabre technique applies.
Mastery
At mastery step 2 the user deals triple damage.
At mastery step 4 the user deals quadruple damage.
Rupture
Tags: Taijutsu, Chakra Control, Kenjutsu, Derived: Samurai Sabre Technique
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Immediate action
Components: C, M
Range: 10 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 5
Effect: While the Samurai Sabre technique is active, the user can react to an opponent that
charges at him by releasing an extremely sharp arc of Chakra at the oncoming opponent.
This otherwise functions exactly as if the user had used his Flash technique.
Effect: Fuelling his body with chakra, the user rushes forward in a 40 ft line, dealing
weapon damage to all enemies in the line as if he had successfully attacked all of
them. Anyone stuck must make a fortitude save or be staggered for 1 round.
Effect: The user rapidly slashes the air around himself, in all directions, releasing a violent
burst of chakra outward that cuts enemies and sending the flying backwards in a spray of
blood.
Anyone within the area of effect, except for the user, takes damage as if the user had hit
them directly with a single attack from his blade. This damage is an automatic critical hit.
Additionally, anyone affected by the damage is also knocked 15ft backwards from the user
and knocked prone. A Successful fortitude save makes the damage an ordinary hit and
negates the prone condition.
Additionally, the shockwave of this attack is powerful enough to disperse clouds and mists
from around the caster.
Iaijutsu: Iaido
Tags: Taijutsu, Strike, Kenjutsu
Lvl: 2 Rank: C-Class LDC: 16
Time: 1 Standard action
Components: M
Range: Melee Duration: Instant
Saving Throw: None
Chakra Cost: 2
Effect: This technique is used if the user’s weapon is sheathed and was sheathed
ceremoniously, a full-round action. Employing this technique, the user draws his sword at
rapid speed and makes a single attack with it. This attack deals damage as if the user were
wielding the weapon two-handed. This technique can only be performed with weapons of a
size equal to, or less than, the users or a Katana.
Effect: With this technique, the user strikes his intended target quickly before sheathing his
weapon. This attack damages the target as if the weapon was wielded two-handed. For the
purpose of Iaido strikes, this counts as having sheathed the sword ceremoniously. This
technique can only be performed with bladed weapons of a size equal to or less than the
user, or a Katana.
Effect: This functions exactly like an Iaido strike, except the user targets a single enemy at
up to a 30 ft range, releasing a wave of force towards the target. This technique is for all
intents and purposes a ranged version of Iaijutsu: Iaido.
Effect: The user draws his sword, strikes and sheathes it again three times, making three
consecutive Iaido strikes, each at a -2 penalty to attack. This technique otherwise functions
as Iaijutsu: Iaido, with the exception of you making three strikes instead of one.
Effect: The user draws his sword, strikes and sheathes it again three times, making three
consecutive Slashing wave strikes, each at a -2 penalty to attack. This technique otherwise
functions as Iaijutsu: Slashing wave, with the exception of you making three strikes instead
of one.
Effect: This technique is the pinnacle of Iaijutsu, the user draws, attacks and sheaths his
sword at blinding speed, cutting his target into such fine pieces that it’s as if they never
existed. The number of strikes performed during this barrage is three plus one for every 5
Chakra the user spends in addition to the activation cost, to a maximum of six strikes. All of
these strikes are made at a -4 penalty to attack, but deal damage as if you were wielding the
blade two-handed. This technique can only be performed with weapons of a size equal to, or
less than, the users or a Katana.
Effect: When standing on fertile earth, the user spreads a handful of flower seeds in the
area around him. When the Technique is then cast, the user's chakra infuses the earth and
promotes the growth of the flowers to rise up from the earth and bloom immediately. These
flowers are always non-toxic and carry no particular property.
Effect: The user of this technique causes nearby flowers to float up through some gestures,
leaving the stalks to bloom anew. The flower blooms are then hardened through the users
chakra and sent against an opponent as Shuriken. Three flowers make for one Shuriken
Barrage, the user must roll a ranged attack, on a success he deals 4d4 points of damage.
Effect: The user causes a rain of flower petals to permeate the designated area, as they
land on the ground they explode dealing 6d6 points of Bludgeoning damage to all within and
leaves them dazzled for 1 round. A Reflex save halves this damage.
Effect: The user casts an illusion upon their target, which surrounds them in petals and
darkens their surroundings leaving them blinded for the duration. A Will save negates this
effect.
Effect: The user causes several flowers around the user to erupt in flames, which snake
their way towards their intended target from several angles making evading it rather difficult,
increasing the opponents Avoidance DC by 2. The target takes 6d6 points of fire damage
and is staggered for a round. A successful Reflex save halves this damage and negates the
staggered condition.
Whenever a Puppeteer begins his journey to master the Shinobi Puppet he must first build
the tool that’ll allow him to fight like all the great Puppeteers, namely his puppet. The first
step in this process is to decide upon the core of the puppet, this is the part of the creation
that stands as the ”basic” blueprint for the puppet, allowing the creator to build on top of it.
Below you’ll see three basic Puppet Cores, each representing an approach to puppet
creation with unique flavours associated with it.
Combat Puppets: The Puppets are often crafted for the express purpose of dealing out pain
in a combat scenario. The combat puppet is not as versatile as its utilitarian counterpart, but
is much more useful in combat situations. A newly built combat puppet core begins play with
3 weapon points and 1 Utility point.
Utility Puppets: The utility puppet is useful in more situations than a combat puppet, able to
carry more traps or even contain dangerous prisoners or opponents. A newly built utility
puppet core begins play with 3 utility points and 1 Weapon point.
Human Puppets: This form of puppet entails the creation of a puppet, using the corpse of a
former Shinobi. The creation of living puppets is considered, among most, to be a forbidden
art that is not taught or practiced openly. Crafting a living puppet requires the Craft Living
Puppets feat. A Living Puppet begins play with 3 Utility points and 3 Weapon points
Animal Puppet: Similar to the Living Puppet, the animal puppet is created from the remains
of a dead animal. They’re not well liked, but unlike Living Puppets their creation is no breach
of any laws. An Animal Puppet begins pay with 2 Utility points, 2 Weapon points, and 1 Free
point. To craft an Animal Puppet, the Puppeteer needs the Craft Living Puppet feat.
Size
Next the Puppeteer must choose the size of his puppet, this size offers increased resilience
and more “Body slots” in which the puppeteer can instal his components. However, the size
of a puppet is limited by a puppeteer's mastery of the Puppet Technique, as such most
puppeteers begin play with a Small or Medium Puppet.
Base Cost: A small puppet has a base cost of 6, a Medium 8, Large 12 and Huge 15
Head: This entry indicates the number of components a character can add to the puppet's
head (such as a smoke bomb thrower).
Limb: The number indicated here is the maximum number of components a character can
add to a puppet's limbs (such as extra limbs).
Chest: This entry indicates the number of components the puppet's body can contain (such
as a creature container to trap a smaller creature inside).
Thread Level Required: This is the level of Chakra threads that is required to animate a
puppet of this size. Meaning, that expert Puppeteers often achieve high levels of mastery in
both the Ninja Art: Chakra Threads technique and Ninja Art: Puppetry Technique to truly
become expert Puppeteers.
Now that both the puppets core and size has been decided upon, we need to build a Puppet
at Hit die 1, we do this by following the basic puppet creation rules outlined below.
Puppet Standard
Base Form: All Puppets, save Animal puppets, begin play with a humanoid shape. 1 head,
2 arms and 2 legs fastened to a torso. Unless otherwise stated. Puppets begin play with a
single slam attack befitting its size. The Storyteller may allow four legs in lieu of arms, in
which case the puppet will start with a bite attack and not a slam.
Ability Scores: A puppet is a construct and thus lacks all of the mental ability scores. This
includes Intelligence, Wisdom and Charisma. Additionally, as it isn’t a living being, a puppet
has no Constitution Score.
A Puppets Strength and Dexterity score is based off of the Puppeteer animating in.
The Strength score is equal to the Puppeteers Intelligence Score.
The Dexterity Score is equal to the Puppeteers Dexterity Score.
Size Modifier: A puppets size determines some of its more vital statistics.
Small puppets have a +1 bonus to attack rolls and Armor Class, and a +4 bonus to stealth.
Additionally, they gain a +2 Bonus to Dexterity score but a -2 penalty to their Strength Score.
Medium-size puppets have no additional bonuses.
Large puppets suffer a -1 penalty to attack rolls and Armor Class, and a -4 penalty to stealth.
Additionally they have a +2 bonus to their Strength score but suffer a -2 penalty to their
dexterity score.
Puppet Hardness: A Puppet’s Hardness is based on the table above, depending on its size
it goes up or down. Sometimes a puppet can be crafted of a unique material which causes
their hardness to increase or decrease. As most Puppets are crafted from wood, the basic
hardness outlined above is referencing wooden puppets. A puppets Hardness is subtracted
from all damage it takes, unless it specifically notes otherwise.
Puppet Skills: While a puppet may have no rank in any skills, the puppeteer can still use
the puppet as medium to perform any of the following skills: Acrobatics, Athletics, Stealth,
and Thievery. Some applications of the following skills might be viable: Crafting, Medicine
and Survival. The puppeteer also suffers from Range Penalty when having its puppet
perform a skill (cumulative -2 penalty to skill checks for every 10 feet the puppet is away
from the puppeteer). Some components may give the puppet a bonus to certain skills.
Puppet Feats: A puppet has no feats, but the puppeteer may have abilities that allows him
to use a puppet as though it possessed a determined feat.
Puppet Armour and Weapon Proficiencies: A puppet is proficient in all weapons its user is
proficient in, but it is not proficient with any armour. A puppet counts as armed when using
its slam attack and can make additional attacks with it based on its base attack bonus.
Components, feats and ability can grant additional weapon proficiencies.
Puppet Chakra: A puppet has an amount of Chakra based on the chakra added to it, by the
puppeteer, during its animation. If a puppet's chakra becomes 0, regardless whether it was
drained or otherwise expended, it becomes disabled and cannot be animated for 2 rounds.
Range Penalty: Puppets suffer a -1 penalty to attack rolls and Armor Class every range
increment beyond the first that puppet has breached. As such, if the range increment on
your Chakra Threads is 20ft, then it would gain -1 penalty if it’d be more than 20ft away from
you.
Puppet HD: A puppet always has 1 hit die when animated. However, using the Ninja Art:
Puppet Technique, a Puppeteer may increase this number. A puppet gains hit dice and base
attack bonus as normal constructs, 9 hit points per hit dice and base attack bonus equal to
3/4 its hit dice, plus bonus hit points based on its size category.
Once a puppet is reduced to 0 hit points or below, it is disabled and becomes inanimate.
A disabled puppet cannot be reanimated for 2 rounds.
Puppet Armor Class: A puppet's base AC is 10 + size modifier + Dexterity modifier + the
puppeteer's Defense – 2 per puppet the puppeteer is controlling after the first. The puppet
gains a bonus when not flat-footed and against touch attack equal to either the puppeteer's
Dexterity modifier or its own, if it has one.
The puppet's size and type may increase or decrease the puppet's effective Dexterity score.
The puppet also suffers a cumulative -1 penalty for every 10 feet beyond 30 feet from the
puppeteer. Certain abilities a puppeteer can have may change this value.
Puppet Attack: The puppet determines its number of attacks depending on its HD and
components. Making more than one attack requires a Full-round action. If the puppeteer has
the Sneak Attack ability, the puppet may also deal sneak attack damage as long as it
remains within 30 feet of the puppeteer.
1 9 +0 +0
2 18 +1 +0
3 27 +2 +1
4 36 +3 +1
5 45 +3 +1
6 54 +4 +2
7 63 +5 +2
8 72 +6 +2
9 81 +6 +3
10 90 +7 +3
11 99 +8 +3
12 108 +9 +4
13 117 +9 +4
14 126 +10 +4
15 135 +11 +5
16 144 +12 +5
17 153 +12 +5
18 162 +13 +6
19 171 +14 +6
20 180 +15 +6
Puppet Modification
Every Puppeteer worth his salt, knows how to modify the core of his puppet to increase its
abilities and its significance in conflict. Below you’ll discover the rules involved in the
modification and improvement of the puppet core
Craft (Puppet): To modify the core, install additional components, or build puppet
components all require a successful Craft (Puppet) skill, the craft DC refers to a skill check
that needs being beaten by Craft (Puppet). No other skill will do.
Modify Capacity 15 30 24 hr
Upgrade Core 17
Improve Dexterity: The puppet core's Dexterity increases by +2 but its Strength is reduced
by -2.
Improve Hardness: The puppet core's hardness improves by 1, but its bonus hit points
decrease by 5 (minimum 0).
Improve Resilience: The puppet core's bonus hit points increases by 5, but its hardness
decreases by 1.
Improve Strength: The puppet core's Strength score increases by +2 but its Dexterity is
reduced by -2.
Modify Body Slots: The puppet core can gain a body slot in any category (head, chest or
limb) by losing a body slot in a different category. A Core can only add 2 additional body
slots
Modify Capacity: The puppet core can gain a number of weapon or utility points beyond
the normal capacity of its type. This modification can only be done once and cannot be
undone; and a puppet core cannot receive both versions of this modification.
Utility: The puppet core's Utility points capacity increase by 2, but its Weapon points
capacity decreases by 1.
Weapon: The puppet core's Weapon points capacity increase by 2, but its Utility points
capacity decreases by 1.
Undo Modification: A successful check removes the effect of a single modification that can
be undone. The modification can be reapplied later by making another successful check.
Upgrade Core: The puppet core gains a free point, utility point or weapon point on a
successful check, up to a certain maximum based on what type of puppet core is upgraded.
A puppet core can receive this modification multiple times, and it cannot be undone.
Below the core's Point maximum is listed.
Core Type Utility Weapon Free
Points Points Points
Combat 5 9 2
Utility 9 5 2
Human 10 10 5
Animal 8 8 4
Special: A character without a puppet crafter's kit suffers a -4 penalty on Craft checks to
built puppets and to modify a puppet’s core.
Craft (puppet) skill: Building puppets from an assortment of wood, gears and other pieces
of metal is tedious and complicated work, and is considered by many practitioners a form of
art. If the check is failed by more than 5, the puppet is built poorly and will not move when
animated.
Puppet Customization
Every Puppeteer customizes his tool so that it may serve a variety of purposes, this means
that many Puppet users tend to have several different kinds of puppets in an effort to be
most effective in a given situation. Puppet Customization governs how a puppeteer may
customize his own personal engine of destruction.
Combat Puppets
Small 20 8 hr.
Medium 23 12 hr.
Large 26 16 hr.
Huge 30 24 hr.
Utility Puppets
Small 16 8 hr.
Medium 19 12 hr.
Large 22 16 hr.
Huge 24 24 hr.
Living Puppets
Puppet Components
Craft DC: This is the difficulty you need to beat on your Craft (Puppet) check, to determine
success or failure. Failure does not waste resources, it simply implies that you didn’t quite
complete the project and must start over. The only thing wasted is time.
Time: This determines the amount of time required to install a given Gadget or Upgrade.
Mastercraft Component: A with at least 10 ranks in Craft (Puppets) can attempt to craft a
single Upgrade, Gadget or Weapon as a Mastercrafted component. This increases the craft
DC by +10 and adds +6 to the cost and doubles the time of crafting and installing the
component. The upsides, however, are many. A Mastercrafted component may increase one
of the following statistics of a single given component.
● Reduce Weight to 0.75
● Increase the DC of any saves required to resist it by +3
● Reduce the Chakra cost of an activation by -2
Advanced Quality: An advanced component is rare and difficult to come by, and even
more difficult to craft. The Craft check difficulty of an Advanced component increases by
15, the cost increases by x5 and takes 4 times as long to create.
An advanced component costs 1 less point to install in a puppet (minimum 1); for example,
to create a component with a cost of 3 weapon points would be improved to 2 weapon point,
while a component with a cost of 1 utility point would be unaffected (likewise, an advanced
caltrops trap component with a cost of 2 weapon points and 1 utility point would be improved
to either 2 weapon points and 0 utility point or 1 weapon point and 1 utility point, not 1
weapon point and 0 utility point).
Save DC: Components that require a save have a DC of 10 + half the puppet's HD +
puppeteer's Int modifier, unless specified otherwise.
Puppet Components
The following section is dedicated to puppet components. Unless explicitly stated
otherwise, operating a component is a standard action.
Slot: The body slot the component fits in. It is freed if the component is uninstalled or
destroyed.
Points: The number of points, utility, combat or free, the component requires when installed.
The points are freed if the component is uninstalled.
Difficulty: This requirement only applies with components that are particularly tricky to
use. The component is only considered installed, and can only be used if the puppet is
animated with the indicated level of chakra threads or better.
Upgrades
Additional Limbs: Each additional limb grants the puppet an additional slam attack.
This component can be taken multiple times, but each time the Weapon Points cost
increase by 1 (1 for the first, 2 for the second, 3 for the third, and so on). Installing this
component more than once requires an additional Limb slot.
A living puppet with more than one pair of limbs can gain this component at half the
weapon point cost (round up), up to the number of limbs the creature originally had. The
limbs must be identical at least in function.
Slot: Limbs. Points: 1 weapon. Weight: 4 lbs.
Adept Body: The puppet's body is far easier to control. The puppeteer takes no penalty
for using skills through the puppets.
Slot: Chest. Points: 1 utility. Weight: Puppet weight reduced by 5 Pounds.
Armored Frame: The puppet's hardness increases by 1. Once per encounter when the
puppet is disabled, it ignores the first -1 equipment penalty.
Slot: None, requires Armor Plating. Points: 2 utility. Weight: 20 lbs.
Armor Plating, Light: The plating provides the puppet with a +2 armor bonus to
AC. This component is treated as a suit of light armor but cannot be sundered or
removed.
Slot: Chest. Points: 1 utility. Weight: 15 lbs.
Chakra Accelerator: The puppet's body is strengthened further by better adapting the
chakra flowing through it. It gains 1 hit point every 2 hit dice it is animated with.
Slot: Chest. Points: 2 utility. Weight: 15 lbs.
Chakra Accelerator, Greater: As chakra accelerator, but the puppet gains 1 hit point
per hit dice it is animated with. A puppet with this component animated with chakra
threads that do not meet the difficulty requirement cannot move and are helpless.
Slot: Chest. Points: 3 utility. Weight: 15 lbs. Difficulty: B-Class
Detachable Limbs: The puppet's limbs can detach and re-attach itself. It gains a +4
bonus to escape artist checks, and can free itself from being Entangled as a full-round
action with an Escape Artist check (DC 20).
Slot: Limb. Points: 2 utility. Weight: 0 lbs.
Enhanced Machinery Mark II: As the enhanced machinery component, but The puppet
gains +4 Strength and Dexterity. A puppet with medium or heavy armor plating cannot
benefit from this component.
Slot: Chest or Limb. Points: 2 weapon, 1 utility. Weight: 10 lbs.
Enhanced Machinery Mark III: As the enhanced machinery component, but The puppet
gains +6 Strength and Dexterity. A puppet with medium or heavy armour plating cannot
benefit from this component.
Slot: Chest or Limb. Points: 3 weapon, 2 utility. Weight: 10 lbs.
Extendable Limbs: With this component, the puppeteer is able to increase the reach of a
puppet's limb by 5 feet.
Slot: Limbs. Points: 3 utility. Weight: 4 lbs.
Extra Head: This component gives the puppet an additional bite attack. This component can
be selected twice, each time requiring a head slot, but cannot be installed with the Additional
Limbs component. (Animal Puppet only)
Slot: Head, requires a bite attack. Points: 1 weapon, 1 utility. Weight: 8 lbs.
Flawless Servos: The puppet gains a +4 equipment bonus to Strength and Dexterity
score. Equipment bonuses do not stack with one another. A puppet with this component
animated with chakra threads that do not meet the difficulty requirement cannot move and is
helpless.
Slot: None (requires Improved Servos). Points: 3 utility. Difficulty:A-Class. Weight: 20 lbs.
Hollow Body: This component allows the puppet to store weapons or items in its body that it
can draw as a free action. The hollow body can hold 1 item one size category larger than the
puppet, 2 items of the same size, 4 items one size category smaller, and so on. The
puppet's hardness decreases by 1.
Slot: Chest. Points: 2 utility. Weight: Puppet core weight reduced by One-quarter.
Hypermobile Joints: The puppet gains a +4 bonus to Escape Artist checks and Bluff
checks to feint in combat.
Slot: Limb. Points: 1 utility. Weight: 2 lbs.
Improved Servos: The puppet gains a +2 equipment bonus to Strength, and all natural
attacks damage die increased one step.
Slot: Limb. Points: 2 utility. Weight: 10 lbs.
Inconspicuous: The puppet is made to resemble the person or creature it was made from,
including skin-like textures, furs, pelts and artificial Chitins.
The Perception check to recognize the puppet as a puppet difficulty class increases by 10,
but all checks made to repair the puppets, install or reload components also have their
difficulty class increased by 5. (Human or Animal Puppets only)
Slot: None. Points: 1 utility. Weight: 5 lbs.
Light Frame: The puppet gains a +2 bonus to Dexterity, but suffers a -2 penalty to Strength.
(Small or Medium-sized only)
Slot: Chest. Points: 1 utility. Weight: Puppet core weight reduced by 10 pounds (minimum
half).
Locking Gauntlets: With this particular component, the puppet is able to wield a weapon
with the same proficiencies as its puppeteer. It also gains a +4 bonus to checks to resist
disarms.
Slot: Limbs. Points: 1 utility. Weight: 1 lbs.
Modified Arms: The puppet can wield large weapons as though it was one size category
larger than in reality.
Slot: Limb. Points: 2 utility. Weight: 15 lbs.
Shields: The shield-like plating is installed on every limb of the puppet in order to allow
the puppeteer a greater blocking potential. It provides the puppet a +2 shield bonus to
AC. Multiple shield bonuses do not stack.
Slot: Limbs. Points: 2 utility. Weight: 1 lb per limb.
Spiked Armor Plating: The puppet armor plating is covered in sharp spikes that allow
the puppet to deal 1d6 points of piercing damage on a successful grapple check or as a
melee attack. The spikes count as a light weapon and deal 1d4 damage for Small puppets
and 1d8 for Large or larger puppets. This component counts as a chest component for the
purpose of special materials.
Slot: None, requires Armor Plating. Points: 1 weapon. Weight: 15 lbs.
Smooth Gears: The puppet's land speed increases by 20 feet. This increment does not
apply to flight speed from the Puppet Flight puppeteer skill.
Slot: Chest. Points: 1 utility. Weight: 10 lbs.
Gadgets
Adaptation Core: This component gives the puppet an extra 2 free points. Once installed,
this component cannot be removed. A puppet with this component animated with chakra
threads that do not meet the difficulty requirement cannot move and is helpless.
Slot: None. Points: None. Difficulty: A-Class. Weight: 5 lbs.
Auto-Repair Kit: A special chakra-based mechanical unit is placed in the puppet. When
it is disabled, the kit activates and automatically mends the puppet, removing the -1
equipment penalty.
This process takes 1 round, and when finished, the component slot is freed from the
puppet. This component cannot be repaired.
Slot: Chest. Points: 2 utility. Weight: 5 lbs.
Caltrops Trap: The component can cover a 10-ft. by 10-ft. area with caltrops with 1
charge, requiring a ranged attack roll with a range increment of 10 feet.
The caltrops trap holds 2 charges as a chest component or 1 charge as a limb or head
component. Each charge can be replaced with a Craft Check (DC 13), which takes 1
minutes per charge.
Slot: Any. Points: 1 weapon and 2 utility (head or limb) or 2 weapon and 1 utility (chest).
Weight: 2 lbs.
Electrified Kunai Shower: This component attaches to any kunai shower component and
requires a Lightning Elemental Scroll to be used. Each time the component is activated, the
kunai shower deals an additional 1d6 points of electricity damage and consumes 2 charges
of the lightning elemental scroll.
Any creature that takes damage from the attack must make a Fortitude save or be stunned
for 1 round. A creature not subject to the electricity damage is not affected by the stun.
The difficulty to reload the component is increased by 5, and the Repair check difficulty by
10. Reloading the kunai shower component takes 10 minutes. Replacing the elemental scroll
takes 1 round.
Slot: None, requires Kunai Shower (any). Points: 1 weapon, 1 utility. Difficulty: B-Class.
Weight: 5 lbs.
Iron Maiden: The puppet's torso tank contains an iron maiden trap that can be activated
or deactivated as a move action.
Each round the target spends inside the torso tank while the iron maiden is activated, it
suffers piercing damage equal to the puppet's slam attack with one-half its Strength
modifier.
Slot: None, requires Torso Tank. Points: 2 weapon. Weight: 10 lbs.
Net Trap: The puppet fires a burst of netting as a ranged touch attack with a 20-ft. range.
If the attack hits, the target becomes entangled.
The target can attempt to escape once per round as a move-equivalent action that may
provoke an attack of opportunity with an Escape Artist check equal to the puppets save DC.
The net can only be used on a Medium or smaller target, and must be reloaded after being
used.
Ninja Cluster Bomb: As the Porcupine Trap component, but the bomb can be launched
as a thrown projectile with a 20 feet range increment and is the source of the porcupine
trap effect. A creature with hardness or damage reduction 3 or higher is not subject to this
attack.
Slot: Head or Chest. Points: 2 weapon, 1 utility. Weight: 2 lbs.
Porcupine Trap: The puppet shoots a torrent a needle out of its body in a 20-ft. Burst
around itself. Creatures caught in the area of effect suffer 3d6+3 point of piercing damage,
halved with a successful Reflex save. The needles can be poisoned when loading the
component using 5 doses of poison, though it reduces the efficiency of the poison used
(Save DC reduced by 2). After being used, the trap must be reloaded.This process takes 1
minute.
Slot: Limbs and Chest. Points: 2 utility. Weight: 5 Lbs.
Poison Gas Dispenser: This component fills a 5-ft. high, 10-ft. radius spread around the
puppet with an inhaled poison. This component has a single charge. The DC of Any Poison
placed within, is equal to the puppets DC
Recharging this component requires 2 doses of the same inhaled poison and takes 5
minutes.
Slot: Chest or head. Points: 2 weapon, 2 utility. Weight: 5 Lbs.
Poison Injection System: As the Blades, hollow component, but the Blades or Venomous
components can hold up to 3 doses of poisons. Once one has been expended, loading the
second one is a move action. Reloading the poison injection system requires three doses of
poisons, and takes 1 minute.
Slot: None, requires Venomous or Blades (any). Points: 1 weapon, 1 utility. Weight: 2 lbs.
Sea of Open Hands: This counts as a Medium-sized entity attached to the puppet
occupying the five-foot square adjacent to it. The puppet cannot attack while this entity
is active (dismissing it is a free action).
The entity can grapple a target from 15 feet away and counts as a creature three size
category larger than the puppet it is attached to for the purpose of doing so, using the
puppet's grapple and strength bonuses.
If the puppeteer deals damage during a grapple, the puppet counts as though it was three
size category larger than in reality for the purpose of doing so.
Slot: Limbs. Points: 1 weapon, 2 utility. Weight: 2 lbs (50 lbs. while active).
Torso Tank: With this component, the puppet gains the Swallow Whole special ability,
except that the creature is located in the puppet's torso instead of its mouth. The
puppeteer can also control a puppet from within its Torso Tank, where he gains total
cover. The torso tank can be forced open with a Strength check (DC 25) or by dealing 3
damage per hit dice of the puppet with a light weapon.
Releasing a creature from the torso tank is a move-equivalent action for the puppeteer.
The puppet counts as though it was one size category larger for the purpose of
determining what size of creature it can "swallow". A Medium-size puppet, for example,
can swallow one Medium or two Small creatures.
Slot: Chest. Points: 2 utility. Weight: 10 lbs.
Venomous: This component only can be applied to a natural puppet with a natural attack
that was previously used to deliver poison. The attack can now naturally produce the Venom
it did in life, calculating the DC with a +3 inherent bonus instead of the former constitution
score.. (Animal Puppet Only)
Slot: None, requires poisonous attack. Points: 1 weapon. Weight: 1 lb.
Vice Grip: The puppet deals slam damage increased as though one size category larger
when attacking a creature it is currently grappling or holds a pin against.
Slot: Limbs. Points: 2 weapon. Weight: 2 lbs.
Wire: The puppet has a garrote wire concealed in its hand that can be drawn as a free
action even during a grapple. It requires a Full-round action to sheathe afterward.
Slot: Limbs. Points: 1 weapon. Weight: 1 lbs.
Quick Recharge: This component greatly reduces the time it takes to recharge, reload or
replace a component or parts of a component, effectively reducing it by half (-50%) if it
takes 6 rounds or longer.
A component that takes 5 rounds or less to recharge or reload only takes 1 round, while a
component that takes 1 round or less now takes a single move-equivalent action.
Slot: None. Points: 1 utility. Weight: 5 lbs.
Razor Wire Trap: This component functions like the net trap component. Each round the
target attempts to escape, it suffers 1d8 points of slashing damage (1d6 for a small puppet,
2d6 for a large or larger puppet). The difficulty class of the Escape Artist check is increased
by 2.
Weapons
Acid Shot: This component fires a 20-ft. long line of acid that deals damage as per mild,
potent or concentrated acid. Mild acid deals 1d10 points of acid damage, potent deals
2d10 and concentrated deals 3d10. This component has a single charge.
Recharging this component requires a dose of mild, potent or concentrated acid, and takes 5
minutes.
Slot: Head. Points: 2 weapon. Weight: 5 lbs.
Acid Tank: This component attaches to any Acid Shot component and enables it to hold
an additional charge.
Slot: None, requires Acid Shot. Points: 1 utility. Weight: 5 lbs.
Blades: With this component, the puppet's main hand holds a weapon that deals damage
as 1d8 damage (1d6 for small, 1d10 for large). The blades score a critical hit on a natural
roll of 19 or 20.
The blades cannot be disarmed, but they can be sundered.
Slot: Limbs. Points: 1 weapon. Weight: 1 lb.
Blades, hidden: This component uses no slot but must instead be attached to the Blades
component. The blades are contained in the puppet's body instead and may be released, or
drawn, as a free action.
It can also be done as part of an standard action, against which the target must succeed a
Perception check (DC opposed to the puppet's attack roll) or lose its Dexterity bonus to AC
against the first attack.
The blade afterwards function as a normal Blades component and requires a full-round
action to "sheathe".
Slot: None, requires Blades (any). Points: 1 weapon. Weight: 0 lbs.
Blades, huge: As blades component, but deals 2d8 damage (2d6 for small, 3d6 for large).
This component does not stack with any other Blades component.
Slot: Limbs. Points: 3 weapons. Weight: 5 lbs.
Blades, large: As blades component, but deals 2d6 damage (1d8 for small, 2d8 for
large). This component does not stack with any other Blades component.
Slot: Limbs. Points: 2 weapons. Weight: 3 lbs.
Blades, hollow: This component can be added to any Blades or Venomous component and
does not use a body slot. This component allows the attacker to hold two doses of poison
instead of 1.
Slot: None, requires Venomous or Blades (any). Points: 1 weapon. Weight: 0 lbs.
Bomb: This component allows the puppet to self-destruct. The puppet deals 1d6 points of
fire damage per 1 chakra (maximum 10d6), which can be halved with a Reflex save. The
blast radius is 10-ft. (Small puppet), 20-ft. (Medium puppet) or 30-ft. (Large or larger
puppet).
When this component is used, the puppet is deanimated and immediately destroyed
(equipment penalty immediately increased to -5). Each component of the puppet has a 5%
chance of being permanently destroyed, roll for each component.
Slot: Any. Points: 1 weapon. Weight: 10 lbs.
Buzzsaw: This component is a buzzsaw blade that causes the tail whip attack to deal
slashing damage instead and deal triple damage on a critical hit. All attacks made with this
component suffer a -2 penalty but ignore hardness from objects with hardness 5 or lower.
Slot: None, requires Tail. Points: 2 weapon. Weight: 2 lbs.
Chainsaw: This component is a chainsaw blade that causes the blades attack to score a
critical hit on a natural roll of 18, 19 or 20. All attacks made with this component suffer a -2
penalty and ignore hardness from objects with hardness 5 or lower.
Slot: None, requires Blades (any). Points: 2 weapon. Weight: 2 lbs.
Cannon: This cannon is integrated as a hidden weapon in the puppet's head or limb. The
puppet can hold up to 5 smoke bombs, grenades, shuriken, kunai, throwing needles or other
such small projectiles, which it can throw normally without needing to draw them.
The grenades can and must be replaced after being used, which requires 1 round per object.
Slot: Head or Limb. Points: 1 weapon. Weight: 5 lbs.
Dragon's Breath: The puppet releases a 20-ft. cone-shaped burst of fire. Any creature
caught in the area of effect of the cone takes 3d8 point of fire damage, halved on a
successful Reflex save. The component must be reloaded after each use, this takes 1 round.
Using this component costs the puppet 2 chakra.
Slot: Head. Points: 1 weapon, 1 utility. Weight: 2 Lbs.
Dragon's Breath, Greater: As dragon's breath component, but the damage is 6d8 and
the area is a 40-ft. cone-shaped burst. The chakra cost is 4 chakra.
Slot: Head. Points: 2 weapon, 1 utility. Weight: 4 Lbs.
Dragon's Breath, Epic: As dragon's breath component, but the damage is 16d8 and the
area is a 60-ft. cone-shaped burst. The chakra cost is 15 chakra.
Slot: Head. Points: 3 weapon, 1 utility. Difficulty: S-Class. Craft: 36. Weight: 4
Lbs.
Elemental Cannon: The puppet can shoot elemental "bullets" as part of a normal attack
action or Full-round action. The attack roll is modified by the puppeteer's Intelligence
Modifier.
This component must be loaded with an Elemental Scroll. Manually loading a scroll in the
component is a standard action.
Each bullets deal 2d6 points of damage of the type determined by the scroll used (a Fire
Scroll would deal fire damage, Ice Scroll cold damage, Lightning Scroll electricity
damage and so on). Each bullet is fired as part of a ranged attack, and has a range
increment of 20 feet (maximum 10 increments).
Each bullet consumes 1 charge from the elemental scroll, which is destroyed when
expanded. Firing the elemental cannon costs the puppet 1 chakra each round it is used.
This component cannot be installed with a Blades component.
Slot: Limb. Points: 2 weapon. Craft: 19. Weight: 2 lbs.
Elemental Cannon, Superior: Same as Elemental Cannon, but the attacks deal 1d6
points of splash damage creatures in squares adjacent to the target.
Slot: Limb. Points: 2 weapon. Weight: 2 lbs.
Elemental Cannon, Epic: Same as Elemental Cannon, but each attack deals 3d8 points
of damage, and 1d8 points of splash damage to adjacent creatures.
The greater elemental cannon costs the puppet 5 chakra each round it is used, and each
shot consumes 2 charges from the scroll.
Slot: Limb. Points: 4 weapon, 2 utility. Difficulty: S-Class. Weight: 5 Lbs.
Elemental Cannon, Greater: Same as Elemental Cannon, but each attack deals 2d10
points of damage and 1d6 points of splash damage to adjacent creatures.
The greater elemental cannon costs the puppet 2 chakra each round it is used, and each
shot consumes 2 charges from the scroll.
Slot: Limb. Points: 4 weapon, 1 utility. Weight: 5 Lbs.
Elemental Cannon Holster: This component is installed with the Elemental Cannon
component and allows the puppet to carry 4 elemental scrolls. The scrolls in the
component can be loaded as a move-equivalent action (as though reloading a firearm).
Slot: None, requires Elemental Cannon. Points: 1 utility. Weight: 3 lbs.
Gore: The puppet gains a gore attack that deals damage according to its size category. The
gore attack counts as a secondary natural weapon, and cannot be used in a full-attack
action with the tail component; the puppeteer must choose which one to use one. The gore
attack can only be used with C-Class chakra threads or better.
Slot: Head. Points: 1 weapon. Weight: 2 lbs.
Hellfire Cannon: This component can be attached to any Dragon's Breath component
and allows the component to be used twice before having to be reloaded.
Any creature that takes damage from the dragon's breath instantly catches on fire.
Slot: None, requires Dragon Breath (any). Points: 1 weapon, 1 utility. Difficulty: B-Class.
Weight: 2 lbs.
Kunai Shower: The puppet releases a torrent of kunai in a 15-ft. cone-shaped burst. The
burst deals 2d4+2 points of piercing damage, and can be avoided with a Reflex save.
Once used, the component must be reloaded this process takes 5 rounds.
The trap can be coated in injury poison by applying 5 doses before installation.
Slot: Any. Points: 1 weapon. Weight: 2 lbs.
Kunai Shower Mark II: As kunai shower component, except that the damage dealt is
3d4+3.
Slot: Any. Points: 2 weapon. Weight: 4 lbs.
Kunai Shower Mark III: As kunai shower component, except that the damage dealt is
5d4+5.
Slot: Any. Points: 2 weapon. Weight: 6 lbs.
Kunai Shower Mark IV: As kunai shower component, except that the damage dealt is
7d4+7.
Slot: Any. Points: 4 weapon. Weight: 8 lbs.
Kunai Shower Mark V: As kunai shower component, except that the damage dealt is
15d6+15.
Slot: Any. Points: 5 weapon. Difficulty: S-Class. Weight: 15 lbs.
Tail Whip: The puppet gains a tail whip attack that deals damage as per a Slam attack.
The tail attack counts as a secondary natural weapon, and cannot be used in a full-attack
action with the Gore component, the puppeteer must choose which one to use.
Slot: Limb. Points: 1 weapon. Weight: 10 lbs.
Rocket Punch: This component is placed in one of the puppet's arm and allows the arm
to be launched as a projectile attack with a range increment of 20 feet. The arm deals
damage equal to its Slam attack, plus the puppet's Strength modifier.
If the puppet's arm is equipped with the Blades component, it deals damage as per that
component instead. The arm can be recovered with chakra threads and reinstalled as a
move action, provided the puppeteer can control a sufficient number of objects with the
chakra threads and the arm is within range.
Slot: None, requires Detachable Limbs. Points: 1 utility. Weight: 2 lbs.
Dragon’s Breath Cartridge, Greater 5 Reloads the Greater Dragon’s Breath weapon
Dragon’s Breath Cartridge, Epic 6 Reloads the Epic Dragon’s Breath weapon
Puppeteer Combat
Controlling a puppet in combat is made slightly different from normal combat. Wherever
the puppet goes, the puppeteer must have a line of effect with it at all times.
Actions: The puppeteer decides every round what actions he sacrifice into controlling his
puppets. A move-equivalent action means that the puppets can move up to their
maximum range or perform a skill requiring such an action. A standard action means that
the puppet can activate a component that requires a standard action, or attack a single
creature. A full round action means that the puppet can perform a Full-round action, make
a skill check that takes a full round, or make a move-equivalent action and an attack
Action.
Every puppet under control of the puppeteer gain the appropriate number of action
sacrificed. And so if the puppeteer spends a full round controlling two puppets, both can
make a full standard action. Abilities that grant the puppeteer extra move or standard actions
can only apply to a single puppet.
Restricted Movement: When the puppeteer is unable to move freely, he is also not able to
control his puppets to the best of his ability, or at all. The conditions below may hamper
or prevent the puppeteer from controlling his animated puppets.
Entangled: An entangled puppeteer can only take a move action or standard action each
round to control puppets.
Grappled: A grappled puppeteer can only take a move action or standard action each round
to control puppets.
Pinned: A pinned character can only take a move action or standard action each round to
control puppets, and cannot use components that require activation.
March: The puppeteer may make a full-round action to instead move both himself and
all puppets he controls at twice their movements speed. Both puppeteer and puppets
provoke attacks of opportunity normally while marching.
Disconnected or Severed Threads: When the last chakra thread connecting the puppeteer
to his puppet is severed or disconnected, he loses control of the puppet, but the puppet
retains its chakra for 1 round. The puppeteer can reanimate the puppet for as long as it
retains its chakra by attaching a chakra thread to the puppet (or creating new threads first,
then connecting them to the puppet if the threads were all severed).
If the damage dealt is equal to or greater than five times the number of hit dice it was
animated with plus its bonus hit points, however, it is instantly destroyed (but not
beyond repair, see below).
Repairing a Puppet: Removing -1 from the defeat penalty requires a Craft check (DC
20) and takes 1 hour, half that if the check was beaten by 5 or more. It has a cost
equivalent to 1/5th the puppets full worth.
Repairing a destroyed puppet requires a Craft check (DC 35) and each attempt is 32
hours of work (4 days), half that if the check was beaten by 5 or more. It has a cost
equivalent to 3/4th the puppets full worth.
All components are included during the repair—meaning that they are functional, but not
necessarily reloaded unless the extra cost is paid.
Puppets crafted that way, henceforth referred to as "human puppets," are very similar to
humans in appearance, though one would have to have very poor observation skills to
mistake the puppet for a real human unless properly disguised.
One needs to have a certain feat or special ability to be able to craft this type of puppets.
Human puppets cannot be animated with D-Class chakra threads, and impose a -4 penalty
to attack and damage rolls, saving throws and defense when not animated with B-Class or
better chakra threads.
A human puppet, when crafted, gains hardness. A Small puppet has hardness 2, a
Medium-size puppet has hardness 4, and a Large or larger puppet has hardness 6
.
Ability Scores: A human puppet's Strength and Dexterity score remain the same, but it
has no Constitution score and retains its old Intelligence, Wisdom or Charisma scores. The
puppets mental ability scores are only measurements for the purpose of use for techniques it
knew in life.
Furthermore, while a Medium-size human puppet has maximum Strength and Dexterity
modifiers of +5, a Large or larger human puppet has a maximum Strength modifier of +7
and a maximum Dexterity modifier of +3, while a Small or smaller human puppet has a
maximum Strength modifier of +3 and a maximum Dexterity modifier of +7.
Hit Points: A human puppet's hit points are the same as a regular puppet with its bonus
hit points as a construct, and it gains a +1 bonus hit point per 2 hit dice of the base
creature used to make it. It keeps this bonus even when animated with 1 HD (so a 1HD
Medium-sized puppet made of a 8 HD humanoid would have 9 plus 14 hit points).
Bonus Chakra Pool: When animated, a human puppet gains a bonus to its Chakra Pool
equal to +1 for every 10 points of the original creature's Chakra Pool.
The bonus chakra pool is a daily bonus that is recovered fully every 24 hours when used.
Bonus chakra expended is not regained until then, even if the puppet is reanimated.
Special Abilities: The puppet immunities and bonus granted by the Puppeteer.
Components: A human puppet can still have components as a standard puppet, but its
number of utility or combat point is limited. Refer to Table: Crafting Human Puppets
below for details.
A human puppet is crafted with 2 utility and 2 weapon points, and has a maximum
number of utility and weapon points determined upon crafting it, as shown on the table
Below.
Crafting: The creation of a human puppet requires the use of the Craft (Puppet) skill
and takes 4 hours per point of the HD.
Refer to the table below for the conditions that increases or decrease the Craft DC.
Per additional utility point or weapon point (max 10 points +0,5 +50
each)
Animal puppets are usually obviously animal-shaped but clearly fake, though some
measures of concealment may be used.
One needs to have a certain feat or special ability to be able to craft this type of puppets.
Animal puppets cannot be animated with D-Class chakra threads.
Type: An animal puppet can only be crafted from an animal or vermin. Its
type changes afterwards to construct.
An animal puppet, when crafted, gains hardness. A Small puppet has hardness 2, a
Medium-size puppet has hardness 3, and a Large or larger puppet has hardness 4.
Ability Scores: An animal puppet's Strength and Dexterity score remain the same, within
limitations, but as a human puppets, has no Constitution, Intelligence, Wisdom or
Charisma.
Furthermore, while a Medium-size animal puppet has maximum Strength and Dexterity
modifiers of +5, a Large or larger animal puppet has a maximum Strength modifier of +7
and a maximum Dexterity modifier of +3, while a Small or smaller animal puppet has a
maximum Strength modifier of +3 and a maximum Dexterity modifier of +7.
Hit Points: An animal puppet has the same amount of hit points as a regular puppet, +1
every 3 hit dice of the creature it was originally crafted from (rounded down).
Bonus Chakra Pool: An animal puppet gains bonus chakra when animated equal to +1
for every 20 points of chakra the creature had. This value can be reduced during the
crafting process, at the crafter's choice.
The bonus chakra is a daily bonus that is recovered fully every 24 hours when used.
Bonus chakra expended is not regained until then, even if the puppet is reanimated.
Natural Attacks: The animal puppet may keep its natural attack.
An animal puppet cannot have more than 4 natural attacks in total. Natural attacks that
have secondary effects, such as poison, lose their effect unless a special component is
added (see Components below).
Special Abilities: The puppet keeps none of its extraordinary, supernatural or spell-like
special abilities, but has standards puppet immunities and bonus granted by the
puppeteer. A puppet made from an animal that had a fly, climb, swim keep it.
Components: Animal puppets can still have components as a standard puppet, but its
number of utility or combat point is limited by the amount it was crafted with. Refer to
the table below for details.
An animal puppet is crafted with 2 utility and 2 weapon points, and has a maximum
number of utility and weapon points determined upon crafting it, as shown on the table
Below.
Crafting: The creation of an animal puppet requires the use of the Craft (mechanical)
skill and takes 3 hours per point of the DC. Refer to the table below for the conditions
that increases or decrease the Craft DC.
Per additional utility point or weapon point (max 10 points +0,5 +50
each)
Puppetry Techniques
Effect: The user creates chakra threads that can be used to manipulate objects to some
degree. The ability to create and use chakra threads well is crucial for any skilled puppeteer.
The user creates D-Class chakra threads with this technique. These chakra threads can be
used to manipulate objects to some degree, depending on the quality of the threads (see
below). The chakra threads are invisible to the naked eye, but a character that can See
Chakra or See Through Chakra can make a Perception check to see the chakra threads
(Perception DC 10).
Dismissing this technique is a free action. The maximum distance an object can be moved in
one round is three range increments..
Attaching threads to an object is a ranged touch attack. The chakra threads can reach up to
a maximum of 5 range increments, each range increment causing a cumulative -2 penalty to
all checks made with the threads, as well as attack rolls when used to deliver an attack. The
user does not apply his or her Strength modifier to damage. Each time an object is used to
deliver damage, the user must make a concentration check (DC 20) to avoid losing his grip
on it until the beginning of his next turn.
Chakra threads have an Armor Class equal to 15 + your intelligence modifier, are only
subject to slashing attacks that bypass chakra-based damage reduction or attacks that deal
chakra damage, and are not affected by area effects. Furthermore, severing chakra threads
attached to multiple objects, such as puppets, will only disconnect the user from the object
that thread was controlling.
Severed chakra threads can be reformed as a swift action while the technique is active, but
still cost chakra. More than one chakra thread can be connected to a single object or puppet,
limited by the number of objects that class of threads can control.
The user cannot use two different classes of chakra threads at the same time. Using chakra
threads requires both hands free.
D-Class (1 chakra): The chakra threads can be used to manipulate objects as a rope and
has a range increment of 10 feet. The threads can also be used to deliver disarm or trip
attempts within 10 feet at a +2 circumstance bonus, without risking being disarmed or
tripped on a failed check.
Manipulating objects with these chakra strings is difficult and hazardous, and gives a -4
penalty to attack rolls and any checks requiring precision. The D-Class chakra threads have
7 hit points and can control up to 2 objects or puppets, though each must be controlled
individually. The puppeteer cannot control more puppets than his Puppetry and Advanced
Puppetry abilities would normally allow in this manner.
C-Class (2 chakra): These chakra threads can be used to manipulate objects as though with
a weak telekinetic force, allowing the user to nudge forward, pull and move objects
sideways, and have a range increment of 20 feet. The threads can be used to deliver disarm
and trip attempts within 15 feet, but still give a -2 penalty to attack rolls and checks requiring
precision.
The Perception check difficulty class to see C-Class chakra threads is 15. The threads have
11 hit points and can control up to 3 objects or puppets.
B-Class (3 chakra): The chakra threads can be used to manipulate objects as though with a
telekinetic force, increasing the user's effective strength score by 2 when lifting and moving
objects with chakra threads, and have a range increment of 30 feet. The chakra threads can
be used to deliver trip and disarm attempts within 20 feet.
The Perception check difficulty class to see B-Class chakra threads is 20. The threads have
15 hit points and can control up to 4 objects or puppets.
A-Class (4 chakra): These high-class chakra threads can be used to manipulate objects as
aptly as a human hand might, allowing the user to push, pull and move objects easily and
with an effective strength score increased by 5 when lifting and moving objects, and have a
range increment of 50 feet. The threads can deliver trip and disarm attempts within 30 feet.
The Perception check difficulty class to see A-Class chakra threads is 25. The threads have
20 hit points and can control up to 5 objects or puppets.
Mastery
Each step of mastery grants a +1 bonus to touch attacks to attach strings to inanimate
objects.
The first step of mastery takes five times the normal amount of time to learn and allows the
character to create C-Class chakra threads.
The second step of mastery allows this technique to be performed as a move action three
times per encounter.
The third step of mastery takes ten times the normal amount of time to learn and allows the
character to create B-Class chakra threads.
The fourth step of mastery allows this technique to be performed as a swift action three
times per encounter.
The fifth step of mastery takes twenty times the normal amount of time to learn and allows
the character to create A-Class chakra threads.
Effect: The user is able to use chakra threads to animate and control a single Small,
Medium or Large puppet within his reach as a standard action, and use any component
installed in the puppet. The puppet cannot move further from the technique user, than the
maximum distance of the chakra threads, but the chakra threads' range increment penalties
otherwise do not apply. The puppeteer can animate one puppet of up to 1 hit dice per
character level. No puppet can be animated with more hit dice than the puppeteer's total hit
dice.
The puppet is animated with 1 hit dice per chakra spent, and has a chakra pool equal to
the chakra spent animating it. A puppet reduced to 0 chakra is deanimated and cannot be
reanimated for 1d4 rounds, and a puppet reduced to 0 hit points is disabled (see Puppet
Combat for details).
If the chakra threads are severed or cancelled, the puppet is deanimated but retains its
chakra for 1 round, enabling the puppeteer to reanimate the puppet by paying the chakra
cost of the chakra threads only, rather than the full cost of the puppet.
The puppeteer must make a Concentration check at the beginning of each turn if he has
taken damage in the previous turn. The check is DC 5+damage taken, and causes the
puppet to be disabled when failed.
See the Puppets section above for details on controlling puppets and puppet components.
Using this ability does not provoke an attack of opportunity.
Effect: A vital part of puppetry technique is to utilise the puppet as a form of protection. This
technique does exactly that, as it allows the user to instantly pull their puppet to a square
adjacent to themselves. If an enemy was moving into the square, the puppeteer can
interpose the puppet between himself and the enemy, and then take a 5-foot step directly
away from the enemy, having his puppet take his former position.
Effect:Using this technique, the puppeteer connects his own limbs with those of his
puppet’s. This allows the puppeteer to control his puppet with his broader movements,
making it imitate the movements of the puppeteer perfectly. This is often employed to allow a
more martially inclined puppeteer to fight in unison with his puppet.
While under the effect of the Puppet Imitation technique, the Ninja puppet of the user moves
to flank any target the user is currently engaging, employing all the same attacks that the
user is employing. This includes Taijutsu stances and strikes, provided they’re no greater
than rank 4. A puppet deals damage as if it’s slam attack were an ordinary unarmed strike
and benefits from all the same feats that the user has that affect his unarmed strikes.
Animating a puppet this way works similar to the Puppetry technique, however the user isn’t
able to control the puppet at range or independent of himself. The puppet will always move
with the user and attack the same target as the user.
Due to the more rough movements of the Puppeteer, the puppet suffers a -2 penalty to
attack and damage rolls, as well as armor class and saves.
Effect: This puppet performance technique allows the user to attach chakra threads to
various spots on a person’s body; the head, the torso, both arms and both legs. The
Puppeteer must succeed at a ranged touch attack with the chakra treads, for them to apply
to a body. If the target is alive, the target can resist with a will saving throw. On a success
the threads snap from the target and the target remains unaffected, on a failure the
puppeteer can control the target's action similar to how he would a puppet. The Puppeteer
can make use of all the target's techniques and skills, utilising the target's attributes and only
being limited to the actions a target could feasibly do. If the puppeteer has a higher Dexterity
than the target, the target’s dexterity is replaced by the puppeteers, similarly if the
Puppeteer’s strength is higher than the target, the target’s strength increases to match the
puppeteer's Intelligence. Additionally, the Puppeteer can utilise his own techniques through
the target, provided the target could conceivably learn to perform the techniques. Utilising
this technique, in this fashion, has a duration of Maintained 1 round and costs 2 Chakra.
A Puppeteer can also attach their Chakra threads to a corpse, a corpse receives no saves
but otherwises this ability functions as above, save that the corpses Strength and Dexterity
ability scores are replaced by the Puppeteer as per normal. The cost for this application is
equal to the target's Hit dice, as the corpse, like a puppet, is infused with the Puppeteers
chakra to animate.
Mastery
At Mastery Step 3, the user can target an additional target to be animated by his Chakra
threads.