Ninjutsu Tree
Baika no jutsu
This
jutsu allows the user to stretch their body parts either individually or all at
once. If you are using Baika no jutsu in conjunction
with a taijutsu technique it does not take up an
action. In order to use Baika no jutsu you must make
a total using your chakra/4 + skill/10, the end result is the amount of meters
you can extend your attack by.
If
you wish to just increase your size in total then you must use the same
equation and the end result is added to your characters weight and height.
This
jutsu can be used as part of another action, and as such takes no time to use.
Skill
1: Bakuretsufuu no jutsu (exploding
tags)
This
technique allows you to write up your own exploding tags. These notes can be
tied onto the ends of kunai, buried under the ground, attached to squirrels you
name it. The explosion has two radii, the initial radius that deals massive
damage but is very small and a much larger radius that unfortunately doesn’t
deal quite as much damage.
Creating
an exploding note requires both time and chakra, so it is wise to only do it
between missions.
Genin: Initial radius = 300 damage extended radius
= 150
Chuunin: Initial radius = 350 damage extended radius
= 175
Jounin: Initial radius = 400 damage extended radius
= 200
Sannin: Initial radius = 500 damage extended radius
= 250
Hokage: Initial radius = 800 damage extended radius
= 300
Genin: Initial radius = 1m Extended radius = 3m
Chuunin: Initial radius = 2m Extended radius = 4m
Jounin: Initial radius =3m Extended radius = 5m
Sannin: Initial radius =4m Extended radius = 6m
Hokage: Initial radius =5m Extended radius = 1000m
Creating
an exploding note requires
Genin: 5 days, 200 stamina
Chuunin: 4 days, 200 stamina
Jounin: 3 days, 200 stamina
Sannin: 2 days, 200 stamina
Hokage: 1 month, 1000 stamina
Requirements:
Genin: Int 240
Chuunin: Int 260
Jounin: Int 280
Sannin: Int 300
Hokage: Int 320
Bunshin Daibakuha no Jutsu, (Clone Great Explosion)
This jutsu works in combination with the Shadow Clone
Technique to create a shadow clone that will explode on command. The blast
created is considerable, and could potentially kill an attacker engaged in
hand-to-hand combat.
In game terms, -‘x’ amount of damage for every metre away
the foe is when the clone explodes. Explosions also affect the caster, making
this a double-sided jutsu. This jutsu must be used in conjunction with
kagebunshin no jutsu, any or all clones created by a kage bunshin may be
converted to bombs (upon creation) at the users discretion (tell the GM!)
G) 400 damage, (-125 damage)
C) 500 damage, (-100 damage)
J) 600 damage, (-75 damage)
S) 800 damage, (-50 damage)
H) 900 damage, (-35 damage)
Requirements:
~
Kagebunshin no Jutsu (Genin
lvl)
G) 125 intelligence
C) 150 intelligence
J) 175 intelligence
S) 200 intelligence
H) 225 intelligence
Chakra
Cost:
G) 200 spi, 200 sta
C) 300 spi, 300 sta
J) 350 spi, 400 sta
S) 550 spi, 500 sta
H) 650 spi, 650 sta
Doton: Dorujuu
Heki (Earth Dragon Barricade)
The
user of this jutsu vomits forth a wave of rapidly solidifying mud. The solid
mud forms a wall.
Using
this jutsu takes 2 seconds.
Genin: 2m high, 600 toughness
Chuunin: 4m high, 800 toughness
Jounin: 8m high, 1000 toughness
Sannin: 15m high, 1200 toughness
Hokage: 30m high, 1500 toughness
Requirements
Genin: 200 Int, 40 Skill
Chuunin: 230 Int, 50 Skill
Jounin: 260 Int, 65 Skill
Sannin: 300 Int, 80 Skill
Hokage: 400 Int, 100 Skill
Chakra
costs:
Genin: 400/400
Chuunin: 450/450
Jounin: 500/500
Sannin: 600/600
Hokage: 700/700
Doton: Doryuu
Taiga (Moving land river)
An
earth elemental technique, Doryuu Taiga forms a mud
landslide that both pushes the enemy back and stops them from moving with the
pressure of the mud. This technique is usually the beginning to the Earth
Element, Dragon Missile attack.
Using
this jutsu takes 2 seconds.
G)
3m long, stops foe for 3 seconds
C)
4m long, stops foe for 4 seconds
J)
5m long, stops foe for 5 seconds
S)
5m long, stops foe for 6 seconds
H)
7m long, stops foe for 6 seconds
Requirements:
G) 150 intelligence
C) 180 intelligence
J) 200 intelligence
S) 220 intelligence
H) 250 intelligence
Chakra
Cost:
G)
250 spi, 200 sta
C)
300 spi, 300 sta
J)
450 spi, 350 sta
S)
550 spi, 500 sta
H)
600 spi, 550 sta
Doton: Doryuudan
A
technique that follows up the Earth River Slide technique, a shape of a dragon
is pulled out of the mud. The dragon opens its mouth and spits missiles of mud
at the opponent. This technique can be followed up by Karyuudan.
Each mud missile does 200 damage.
Hitting
a target with this jutsu requires a total of the user’s Int
+ ½ Accuracy + skill in this jutsu against the target’s dodge (Though the
target may choose to block instead, as usual)
This
jutsu is activated instantly.
G)
1 missile
C)
2 missiles
J)
3 missles
S)
5 missiles
H)
6 missiles
Requirements:
~Can
only be activated after Doton: Doryuu
Taiga (unless user is standing in mud)
G) 150 intelligence
C) 180 intelligence
J) 200 intelligence
S) 220 intelligence
H) 250 intelligence
Chakra
Cost:
G)
300 spi, 300 sta
C)
400 spi, 400 sta
J)
450 spi, 450 sta
S)
600 spi, 600 sta
H)
700 spi, 700 sta
Doton: Earth Control
This
technique allows the user to gain complete control over any earth within a 10 meter
radius. The earth is measured in units (each unit can range from 1 kilo to 10
kilos) and each unit can act every second. (Note user cannot act on the same
second any of his/her units are acting)
Chakra
value is the amount of chakra you have deposited within a unit of earth. For
every 10 chakra you spend a unit’s charka value is raised by 1. Maximum chakra
value is 5.
Movement
speed accumulates for every complete second your unit remains in motion.
Initially your unit will move at a speed of 10 meters per second plus chakra
value. Each second that your earth remains in motion another 10 meters per
second
Doton: Kekkai
Doroutoumu
This
jutsu grows a large dome of earth surrounding a group of enemies. This jutsu
leeches chakra from the enemies and funnels it to the user.
Activating
this jutsu takes three seconds.
Genin: 3 meters, 500 damage reduction (can be
increased through spending chakra a 50 50 mix)
Chuunin: 6 meters, 700 damage reduction (can be
increased through spending chakra, a 50 50 mix)
Jounin: 9 meters 900 damage reduction (can be
increased through spending chakra, a 50 50 mix)
drains 200 stamina and 500 spiritual chakra each turn
Sannin: 12 meters 1100 damage reduction (can be
increased through spending chakra, a 50 50 mix)
drains 400 stamina and 800 spiritual chakra per turn
Hokage: 15 meters 1300 damage reduction (can be
increased through spending chakra, a 50 50 mix)
drains 700 stamina and 1500 spiritual chakra per turn.
Requirements:
Genin: 50 skill
Chuunin: 70 skill
Jounin: 100 skill
Sannin: 140 skill
Hokage: 170 skill
This
technique must be taught
Doton: Shinjuu Zanshu
no jutsu
This
jutsu allows the user to move freely underground as casually as if he or she were
walking above ground. This technique is mainly used in surprising the enemy as
exiting the ground does not take up an action. While using this technique a shinobi cannot be smelt nor are there any tremors in the
ground to give him/her away, he/she could only be seen through Byakugan or heard by someone with super hearing. This jutsu
is also useful as a quick get away, if you are under attack from above ground
while using this technique you gain 50 points of damage resistance for every 1
meter deep you are, the maximum depth of this technique is 15 meters.
This
jutsu can be activated instantly. You may move on the turn you activate this
jutsu.
Requirements:
30
skill, 2 other Doton
techniques.
Chakra
cost = 20 spi per second spent underground
Doton Tsuiga no Jutsu (Earth
Decapitation Technique)
This jutsu is used mainly to pin an opponent within heavy rock or dirt, however it is also useful for humiliating students (See Major Payne). This jutsu uses Doton: Shinjuu Zanshu no jutsu as a prerequisite. The user uses the free movement jutsu to sneak up on an opponent below ground (stealth check with the user having a +1/2 bonus) then reaches up and grabs hold of the victims ankles. The user then forces their free movement jutsu into their opponent through the ankles and focuses their chakra on their feet. This way the user begins to sink into the ground and (when the jutsu is working on the victim) the victim sinks with him/her. Then the user simply lets go of the victim when the victim has only his/her head above the ground and the victim is stuck in solid rock/earth.
Using this jutsu takes three seconds. As it progresses, the target becomes able to move less of their body:
1st: Legs
2nd: Body
3rd: Arms
Requirements:
Chuunin level Shinjuu Zanshu no jutsu
Chuunin level chakra focusing
Dynamic Air Marking
This is a technique used by Inuzuka
pets. It allows the pet to spray dog urine over the target. This urine marks
the target and allows the pet and the Inuzuka member
to find the target while using Garouga. The urine is
acidic and when the pet gets more proficient with it the urine blinds the
opponent. In order for the attack to succeed the pet must make an accuracy
attack, or alternatively it can attack close range and use his attack stats for
a physical marking. The attack can be avoided by dodging.
Effects:
Genin: Marks opponent. Damage = 10/second for 10 seconds or until target
jumps into water.
Chuunin: Blinds target. 10% Penalty on attacks and dodging
for the duration of the acid. Damage = 20/second.
Jounin: Blinding = 20%. Damage = 30/second
Sannin: Blinding = 30%. Damage = 40/second
Hokage: Blinding = 40%. Damage = 50/second
Chakra costs:
Genin: 100/100
Chuunin: 150/150
Jounin: 200/200
Sannin: 250/250
Hokage: 300/300
It should be noted (I’ve always wanted to say that in
something like this) that the target can avoid blindness by closing or covering
his/her eyes, for a 50% penalty on dodging the urine.
Drain
Chakra
The
user of this technique surrounds their hand with chakra, and holds it beside
their opponent. To use this technique properly the user must pin their opponent
down, requiring a successful hit (blocking does nothing) followed by an opposed
strength total. Each turn the target may try to break free, requiring another
opposed strength check.
While
the opponent is pinned they take damage to both types of chakra (Unless they
are targeted by Genin level, which only affects Spi chakra).
This
jutsu takes no time to activate.
Genin: 200 Damage
Chuunin: 350 Damage
Jounin: 500 Damage
Sannin: 650 Damage
Hokage: 900 Damage
Requirements
Genin: 150 Int, Genin Chakra Focusing, 50 Spi/Second
Chuunin: 200 Int, Chuunin Chakra Focusing, 200 Spi/Second
Jounin: 275 Int, Jounin Chakra Focusing, 300 Spi/Second
Sanin:
350 Int, Sanin Chakra Focusing, 400
Spi/Second
Hokage: 500 Int, Hokage Chakra Focusing, 500 Spi/Second
Elastic
limb thing
This
jutsu allows the user to “unhinge” his/her bones in order to become super flexible.
When using this jutsu your movement for the round is cut to a quarter,
Fūton: Daitoppa
no jutsu (Wind Release: Great Breakthrough)
This jutsu sends out a powerful explosion of wind from the user's location,
easily leveling anything in its path.
When this jutsu is used the user selects a range, up to ten meters. Anyone or
anything within a meter wide line that is in the range of this jutsu takes an
amount of damage and is affected as if by a Houshou
attack of the appropriate level.
Using
this jutsu takes two seconds.
Genin: 500 damage
Chunin: 600 damage
Jounin: 700 damage
Sannin: 800 damage
Hokage: 1000 damage
Chakra Costs
Genin: 500 chakra, 50/50 split
Chunnin: 550 chakra, 50/50 split
Jounin: 600 chakra, 50/50 split
Sannin: 700 chakra, 50/50 split
Hokage: 800 chakra, 50/50
split
Requirements
150 Intelligence
Fūton - Fusajin
(Dust Wind)
This
jutsu creates a powerful wind, which mingles with dust in the area to impair
vision and attacks. Anyone within the area of this jutsu is blinded, and any outside
the area cannot see into the area. Any taijutsu or
projectiles used within or through the dust wind has the speed or accuracy
halved, and any ninjutsu cast within or through the
dust wind requires +10% to the original intelligence requirement to pull it off
successfully. Genjutsu cannot be cast through or
within the dust wind. An offensive wind jutsu or Kai technique of a higher
level can remove the dust wind prematurely.
Creating
a dust wind takes one second.
Genin: 2x2m, 4 seconds
Chunin: 3x3m, 6 seconds
Jounin: 4x4m, 2 rounds of combat
Sannin : 5x5m, 3 rounds of
combat
Hokage: 6x6m, 3 rounds of combat+
4 seconds
Requirements:
A
fan or chunin level of any Futon technique (except kaze no yaiba)
Genin: 120 intelligence, 120
strength
Chunin: 140 intelligence, 140
strength
Jounin: 160 intelligence, 160
strength
Sannin: 180 intelligence, 180
strength
Hokage: 200 intelligence, 200 strength
Chakra Cost
Genin: 100 spi, 100 sta
Chunin: 150 spi, 150 sta
Jounin: 200 spi, 200 sta
Sannin: 250 spi, 250 sta
Hokage: 300 spi, 300 sta
Fūton: Renkudan
(Drilling Air Bullet)
The user of this jutsu breathes in a lungful of air. They then punch themselves in the stomach with chakra, blasting a spinning ball of air and chakra towards their target.
Using this jutsu takes two seconds.
Genin: 6m, 500 Damage
Chuunin: 8m, 700 Damage
Jounin: 10m, 900 Damage
Sannin: 12m, 1100 Damage
Hokage: 15m, 1400 Damage
Requirements:
Genin: 150 Int
Chuunin: 180 Int
Jounin: 220 Int
Sannin: 250 Int
Hokage: 300 Int
Chakra
Costs:
Genin: 300/300
Chuunin: 450/450
Jounin: 550/550
Sannin: 650/650
Hokage: 800/800
Hiru
Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique)
Using this jutsu, the user can merge with another object
and take on its properties to avoid any damage. Orochimaru uses this to merge
with a tree just before his battle with his former student, Anko Mitarashi.
In game terms, the effect may seemed to be similar to Shinju
Zanshu, except you merge with an object, not pass through it effortlessly. The
higher a shinobi’s skill in this jutsu, they denser the objects they can fuse
with, increasing their toughness exponentially. Once activated, any rank
automatically adds +50% to any block attempts. However, this added defense is
not without it’s downfalls. Whilst Hiru Bansho: Boka no Jutsu is active, you
suffer –50% to any dodge attempts. Any rank (except Genin obviously) may fuse
with an object of lower rank, at the price of a decreased toughness. Takes one
second to activate. Obviously, to fuse with an object one must have the
particular object on hand, so Hiru Bansho: Boka no jutsu cannot be activated
without the chosen substance within 1m of the caster.
Also, once fused with an object, you may be pulled from
the object by a foe if their strength is equal to or greater then your own.
Using this jutsu takes one second, so it generally must be activated before the
opponent attacks.
G) may fuse with softwood (eg pine), +700 toughness
C) may fuse with hardwood (eg oak), +900 toughness
J) may fuse with stone, +1200 toughness
S) may fuse with iron, +1300 toughness
H) may fuse with diamond, +1500 toughness
Requirements:
G) 150 intelligence
C) 170 intelligence, chuunin lvl chakra focusing
J) 190 intelligence, jounin lvl chakra focusing
S) 220 intelligence, sannin lvl chakra focusing
H) 250 intelligence, hokage lvl chakra focusing
Chakra Cost:
G) 50 spi, 50 sta
C) 100 spi, 100 sta
J) 200 spi, 200 sta
S) 400 spi, 400 sta
H) 800 spi, 800 sta
Juujin Bunshin
Juujin Bunshin is an Inuzuka technique that allows members of that clan and
their pets to transform into a half human beast. This increases both their
strength and speed and also makes them indistinguishable from one another. This
skill can only be learnt if taught by an Inuzuka clan
member (or their pet).
This
jutsu takes two seconds to activate.
Genin: STR + 50, Spd + 25
Jounin: STR + 150, Spd +
75
Sannin: STR + 200, Spd +
100
Hokage: STR + 250 Spd +
125
This
skill uses 100 Stamina and 100 Spirit chakra to activate.
Requirements:
Genin: 100 Str,
5 moments
Chuunin: 200 strength, 10 moments
Jounin: 300 strength, 15 moments
Sannin: 400 strength, 20 moments
Hokage: 500 strength, 25 moments
Kage Bunshin
no Jutsu (Shadow Clone Technique)
This
Jutsu enables the user to create multiple copies of him/herself
all of which can perform any task the user can perform.
This
jutsu takes two seconds to activate. The clones may act on the same second they
are created.
Genin: up to 3 copies
Chuunin: up to eight copies
Jounin: up to 15 copies
Sannin: up to 20 copies
Hokage: up to 25 copies
When
using this Jutsu you must allocate a certain amount of your chakra into each
clone that you create, otherwise they will be useless; you also do not get that
chakra back when they die. See the Chakra section for more details on the
minimum chakra requirements.
If
you have lower then Jounin level you cannot allocate
more then 100 chakra into each clone. As soon as a clone drops below 100 chakra it disappears.
Every
character receives 20 points in this skill when they have completed training in
the ninja academy.
Chakra
cost: Sta 50, Spi 50 (per
clone)
Kage Nui no jutsu (shadow sewing technique)
This jutsu allows the user to extend his shadow like Kagemane no jutsu, but instead of being an intangible
substance, Kage nui turns
ones shadow into tendrils of solid shadow, with the purpose of impaling a foe.
Despite this, Kage Nui can
be adapted for a variety of purposes, such as throwing kunai, or binding a
person in place without them mimicking the casters movements. (like strapping them to the ground)
To use Kage Nui no jutsu you must generate a total using your Int-50
plus your Skill in Kage Nui
no jutsu. This becomes the speed and strength of the shadow tendrils. Kage Nui can be used as multiple
basic attacks using these stats or, to when pinning a foe, the target may
oppose the jutsu each second they are pinned.
To use Kage Nui no jutsu to pin a foe you must generate a total using
your Int plus your Skill in Kage
Nui no jutsu and the roll of a die. The opponent then
may make a total using their strength plus the roll of a die. You then add 60
to the enemies total and then subtract your total. This is the amount of chakra
you must pay each turn in order to keep the enemy under your jutsu (minimum
amount is 20). If you cannot pay the required chakra to keep them pinned the
jutsu is broken and they may act that second.
Your chakra must be 50% Sta
Chakra and 50% Spi chakra. This jutsu takes one
second to activate, and creates one tendril per level of this jutsu.
Requirements:
Must be taught to you by a member of the
Kagemane no jutsu (shadow
freeze technique)
This
jutsu allows the user to extend his shadow so that it touches another person’s
shadow. When this happens the user of Kage mane no
jutsu is able to paralyze the enemy but is also unable to move from his/her end
of the connection.
To
use Kagemane no jutsu you must generate a total using
your Int plus your Skill in Kagemane
no jutsu and the roll of a die. The opponent then generates a total using his
or her speed and the roll of a die. If you hit then they make a total using
their strength plus the roll of a die. You then add 60 to the enemies total and
then subtract your total. This is the amount of chakra you must pay each turn
in order to keep the enemy under your jutsu (minimum amount is 20)
This
jutsu takes one second to activate.
Your
chakra must be 50% Sta Chakra and 50% Spi chakra.
Requirements:
Must
be taught to you by a member of the
Kage kubishibari
no jutsu
This
jutsu is an extension of Kagemane no jutsu allowing
the user to force the victim into mimicking the movements of the user.
To
use this technique you must follow the first few steps of Kagemane
with both the Int total, the speed total and the
strength total.
While
this technique is in affect the user will suffer any stamina damage dealt to the
victim through physical means using this formula:
Chakra
cost per turn – 150 = damage%
This
jutsu takes one second to activate.
Requirements:
Int 300, skill 20, must be taught by a member of the
This
technique is a very simple one allowing the user to imbed information with
his/her chakra on to small surface (e.g. a card) This information can then only
be accessed when given a very small jolt of the same chakra it was imbedded
with (ie chakra coming from the person who imbedded
it in the first place). You may imbed chakra upon a surface equal to your skill
in this technique multiplied by 5 in cm.
The time taken to imbed information depends on the amount of information being
imbedded. Revealing information takes one second.
Requirements
Genin: 1 skill, 180 Int
180
Int plus 5 for every point allocated to this
technique
Katon: Goukakyuu
no jutsu
This
Jutsu allows the user to breath out a long burst of fire. The handseals for this jutsu take 2 seconds to form.
Genin: 3m, 750 Damage
Chuunin: 5m, 850 Damage
Jounin: 8m, 950 Damage
Sannin: 10m, 1050 damage
Hokage: 15m, 1150 damage
Requirements:
Genin: 30 skill
Chuunin: 45 skill
Jounin: 70 skill
Sannin: 100 skill
Hokage: 130 skill
Chakra
requirements
Genin: 500 Spi, 300 Sta
Chuunin: 600 Spi, 400 Sta
Jounin: 700 Spi, 500 Sta
Sannin: 800 Spi, 600 Sta
Hokage: 1000 Spi, 700 Sta
Members
of the Uchiha clan start with 10 skill in this jutsu
Goukakyuu no jutsu has a range of 5 meters.
Katon: Haisekishō
(Ash Product Burning)
Like
Kasumi Enbu, Haisekishō
casts no flame. Instead, one exhales a large cloud of superheated ash into the
air. Because the caster projects a superheated substance, not flame, the heat
lasts longer, so it may do more damage. Easily dodged, Haisekishō
also acts as a sight blocker.
Using
this jutsu takes 2 seconds
G)
2m area, 2 seconds, 300 damage/second
C)
3m area, 4 seconds, 300 damage/second
J)
4m area, 4 seconds, 400 damage/second
S)
5m area, 5 seconds, 400 damage/second
H)
6m area, 6 seconds, 500 damage/second
Chakra
Cost:
G)
300 spi, 300 sta
C)
400 spi, 400 sta
J)
550 spi, 550 sta
S)
650 spi, 650 sta
H)
800 spi, 800 sta
Katon: Housenka no jutsu
Housenka no jutsu allows the
user to spit forth balls of fire. The handseals for
this jutsu take 1 second to form.
Genin: 15m, 200 Damage
Chuunin: 30m 400 Damage
Jounin: 60m 600 Damage
Sannin: 120m 800 Damage
Hokage: 240m 1000 Damage
Chakra
Requirements
Genin: 100 Spi, 50 Sta
Chuunin: 200 Spi, 100 Sta
Jounin: 300 Spi, 150 Sta
Sannin: 400 Spi, 200 Sta
Hokage: 500 Spi, 250 Sta
Katon: Jihatsuteki Nenshou no Jutsu
This
jutsu was created by Inuzuka Kusa
in an effort to increase his combat capabilities after he became blind. It
surrounds the user’s hand in flame. At higher levels it allows the user to
engulf large parts of his body in flame, hurting anybody that tries to attack
the user. When the time for the jutsu ends, the chakra cost must be repayed if the user wishes to maintain the flame.
This
jutsu takes 2 seconds to perform.
Genin: +100 to physical damage for 6 seconds.
Chunin: + 200 to all physical damage for 7 seconds.
Jounin: + 300 to physical damage, or + 250 and 100
damage + user’s INT to all attackers. Lasts for 8 seconds.
Sannin: + 400 to physical damage, or + 300 and 150
damage + user’s INT to all attackers. Lasts for 9 seconds.
Hokage: + 500 to physical damage, or + 350 and + 200
damage + user’s INT to all attackers. Lasts for 10 seconds.
Requirements:
Genin: At least 2 other Katon
techniques, Chunin chakra focusing.
Jounin: Jounin chakra
focusing.
Chakra
costs:
Genin: 200/200
Chunin: 300/300
Jounin: 450/450
Sannin: 550/550
Hokage: 650/650
Katon: Karyuudan
A technique that follows up Doryuudan
no jutsu, one simply exhales fire onto the mud missiles, setting them a flame.
Each fire missile does 350 damage.
Using this jutsu adds a further one second to Doryuudan no jutsu
G) 1 missile
C) 2 missiles
J) 3 missles
S) 5 missiles
H) 6 missiles
Requirements:
~Can only be cast after Doton:
Doryuudan
G) 150 intelligence
C) 180 intelligence
J) 200 intelligence
S) 220 intelligence
H) 250 intelligence
Chakra Cost:
G) 400 spi, 350 sta
C) 450 spi, 450 sta
J) 500 spi, 500 sta
S) 650 spi, 650 sta
H) 750 spi, 750 sta
Katon: Kasumi Enbu no Jutsu (Mist dance)
Kasumi
Enbu projects no flame, unlike most other fire-style jutsus. Instead, the user of this jutsu exhales a large
cloud of flammable gas. Alone this does nothing, but when combined with another
source of fire (such as another Katon jutsu, or an
exploding tag) this becomes a powerful, but relatively simple, jutsu.
The
size of the cloud created by this jutsu, and the damage the cloud deals, is
dependent on the user’s skill in this jutsu. The cloud remains for 10 seconds,
or until it is combusted (whichever comes first). This jutsu takes two seconds
to activate.
Genin: 4m, 700 Damage
Chuunin: 6m, 850 Damage
Jounin: 9m, 1000 Damage
Sannin: 12m, 1150 Damage
Hokage: 17m, 1300 Damage
Chakra
Cost:
Genin: 400 Spi, 300 Sta
Chuunin: 450 Spi, 400 Sta
Jounin: 500 Spi, 500 Sta
Sannin: 700 Spi, 600 Sta
Hokage: 900 Spi, 700 Sta
Requirements:
Genin: 20 skill
Chuunin: 45 skill
Jounin: 70 skill
Sannin: 100 skill
Hokage: 130 skill
Katon: Ryuuka
no Jutsu (Fire Dragon Technique)
The
user of Ryuuka projects a long stream of fire with a
dragon’s head. This stream of fire may bend, making it difficult to avoid.
The
handseals for this jutsu take 3 seconds to form.
Genin: 9m, 800 Damage
Chuunin: 12m, 900 Damage
Jounin: 17m, 1000 Damage
Sannin: 22m, 1200 Damage
Hokage: 30m, 1500 Damage
Requirements:
40 skill per level, 200 Intelligence, Any other Katon
at Chuunin level (Genin for
Uchiha clan members)
Chakra
Cost:
Genin: 400 Spi, 400 Sta
Chuunin: 500 Spi, 500 Sta
Jounin: 700 Spi, 700 Sta
Sannin: 800 Spi, 800 Sta
Hokage: 1000 Spi, 1000 Sta
Katon: Suffering’s Source
A
high level katon on par with Ryuuka
no Jutsu, Suffering’s Source involves the caster exhaling a broad wave of fire.
Whilst this may sound simple, the fact that the scope of damage is so wide,
unlike most katon, makes this a very dangerous jutsu
indeed. Whilst the width of the flames vary, the
maximum distance the initial flames can travel is 5m.
The
handseals for this jutsu take 3 seconds to form.
G)
2m wide, 800 damage
C)
4m wide, 900 damage
J)
8m wide, 1000 damage
S)
12m wide, 1100 damage
H)
15m wide, 1200 damage
Requirements:
Any other Katon technique at Chuunin
level
G) 30 skill, 200 intelligence
C) 60 skill, 220 intelligence
J) 90 skill, 240 intelligence
S) 120 skill, 260 intelligence
H) 150 skill, 280 intelligence
Chakra
Cost:
G)
500 spi, 550 sta
C)
700 spi, 600 sta
J)
900 spi, 800 sta
S)
1000 spi, 900 sta
H)
1100 spi, 1000 sta
Genin: 200 Spi, 150 Sta
Chuunin: 300 Spi, 250 Sta
Jounin: 400 Spi, 350 Sta
Sannin: 500 Spi, 450 Sta
Hokage: 6000 Spi, 550 Sta
Kuchiyose no jutsu (summoning
technique)
This
technique allows you to summon forth any number of pets/companions big or
small, strong or weak. See the summons chapter for more details.
Kwarimi no jutsu
(substitution technique)
This
technique allows you to physically teleport yourself to somewhere close by and
teleport an item (transformed to look like you) into your place.
Requirements
Genin: 140 Int, 125 speed
Chuunin: 180 Int, 170 speed
Jounin: 240 Int, 220 speed
Sannin: 300 Int, 275 speed
Hokage: 400 Int, 350 speed
Bonuses
Genin: Takes one second, can teleport up to 10m
Chuunin: Takes one second, can teleport up to 20m
Jounin: Can be used instantly, can teleport up to
50m
Sannin: Can be used instantly, can teleport up to
70mm
Hokage: Can be used instantly, can teleport up to
100m
Nikudan Sensha (Meat Tank)
This
technique allows the user to expand his/her body into a giant rolling ball of
fat (or… muscle *ahem*) This giant ball then can be steered by quick bursts of
chakra from the hands and feet.
Time
taken for transition into meat tank:
Skill
total plus speed
1
second = 800
2
seconds = 600
3
seconds = 400
4
seconds = 200
5
seconds = 000
Movement
speed = skill total. Maximum movement speed = 50 mps.
Damage
= Movement speed times 8 at time of impact. To hit you must beat their dodge
total with your movement speed plus your attack bonus.
Chakra
cost per second of movement is 5 chakra of either type.
Chakra
cost for transition = 50 chakra any mix
Requirements:
Chuunin level Baika no
jutsu, <250 speed, over 80 kilos
Raiton: Gian
(False Darkness)
A
high level technique, Gian involves the caster firing
a wide bolt of lightning at a target. Because of the speed at which lightning
travels, this attack is almost impossible to dodge. Like many lighting element
attacks, Gian takes a lot of chakra to use. Takes 3
seconds to cast.
G)
3m, 800 damage
C)
5m, 1100 damage
J)
8m , 1300 damage
S)
10m, 1500 damage
H)
12m, 1800 damage
Requirements:
G)
40 skill, 230 intelligence
C)
60 skill, 250 intelligence
J)
90 skill, 280 intelligence
S)
110 skill, 310 intelligence
H)
130 skill, 340 intelligence
Chakra
Cost:
G)
500 spi, 550 sta
C)
700 spi, 600 sta
J)
900 spi, 800 sta
S)
1000 spi, 900 sta
H)
1100 spi, 1000 sta
Rasengan
This
technique is where the practitioner summons a rotating ball of Chakra into his
hand and attempts to thrust it into the enemy. In game terms this technique
adds massive damage to Basic attack/any other Taijutsu
skill it makes sense with.
Genin: + 100 damage
Chuunin: + 200 damage
Jounin: + 300 damage
Sannin: + 400 damage
Hokage: + 500 damage
Requirements:
Chakra
focusing Chuunin level
Chakra
cost:
Genin: 250 of both
Chuunin: 225 of both
Jounin: 200 of both
Sannin: 175 of both
Hokage: 150 of both
Sen’ei Ta-jashu (Hidden Shadow Hand of Many Snakes)
An
alteration of the normal summoning technique, this jutsu allows the caster to
summon a multitude of incredibly long snakes in their sleeve. These snakes are
usually directed at a fleeing foe in the hopes of immobilizing them. At a
higher level of mastery, these snakes have venomous fangs. A target struck by
the snakes is unable to act for 3 seconds.
Each
snake (without venom) can inflict a total of 50 damage. Venom adds an extra 20%
damage.
Summoning
the snakes takes 1 second. The snakes may then be used any time within the next
two seconds.
Genin: 3 snakes, 2m
Chuunin: 6 snakes, 6m
Jounin: 12 snakes, 8m
Sannin: 24 snakes, 10m (venomous)
Hokage: 48 snakes, 12m (venomou)
Requirements:
~A
contract with snakes
Genin: 20 skill, 150 intelligence
Chuunin: 40 skill, 170 intelligence
Jounin: 50 skill, 190 intelligence
Sannin: 70 skill, 210 intelligence
Hokage: 100 skill, 230 intelligence
Chakra
Cost
Genin: 100 spi, 50 sta
Chuunin: 200 spi, 100 sta
Jounin: 400 spi, 200 sta
Sannin: 600 spi, 400 sta
Hokage: 800 spi, 800 sta
Shintenshin (Body Exchange)
This
is a favorite technique for the Yamanaka clan and cannot be learnt unless
taught by one of them. It allows the user to temporarily take over the mind of a
single targeted enemy. In the mean time the body of the user is abandoned and
completely helpless.
To
use this technique, you must generate a total using your accuracy + ½ Int + the roll of a die against whatever defensive jutsu
the enemy wishes to use (note that only dodge type jutsus
will work). If you fail this roll than your mind will be left to wander the
battlefield for 1 minute
Activating
this jutsu takes one second. Unlike other jutsus, you
cannot cancel this jutsu once you have started using it.
Soutourou
Soutourou is an improved version of Juujin Bunshin no Jutsu, whereby the user transforms himself and
his pet into a single mammoth, double headed wolf. In this form, handseals (and thus, ninjutsu and
genjutsu) are impossible, as are many taijutsu techniques due to the lack of hands. However, the
following techniques may still be used: Interception, Garouga.
Each head may attack independently, though it may only attack a target within
reach. While in Soutourou form, only points spent on
chakra by one of the participants are added to the chakra total.
Upon leaving Soutourou form,
both participants receive the full amount of chakra loss from injuries and
expenditure.
Effects:
Genin: Strength = higher strength value of user or pet + 100. Speed = higher
speed value of user or pet + 50.
Chuunin: Strength = higher strength value of user or pet + 200. Speed = higher
speed value of user or pet + 100.
Jounin: Strength = higher strength value of user or pet + 300. Speed = higher
speed value of user or pet + 150.
Sannin: Strength = higher strength value of user or pet + 400. Speed = higher
speed value of user or pet + 200.
Hokage: Strength = higher strength value of user or pet + 500. Speed = higher
speed value of user or pet + 250.
Chakra Costs:
Genin: 500/250
Chuunin: 1000/500
Jounin: 1500/750
Sannin: 2000/1000
Hokage: 2500/1250
Requirements:
Genin: 2000 stamina, 150 strength, 30 skill.
Chuunin: 4000 stamina, 300 strength, 60 skill.
Jounin: 6000 stamina, 450 strength 90 skill.
Sannin: 8000 stamina, 600 strength, 120 skill.
Hokage: 10000 stamina, 750 strength, 150 skill.
Both the pet and the owner must meet the requirements
for Soutourou.
Suiton: Bakusui
Shouha
This
is a ridiculously high level suiton jutsu that
summons a huge wave to crush down upon your enemies. The first second it is
activated water beings to swell beneath the user at a rate of 10 meters per
second. Each second the jutsu is held for more water is accumulated. Each
second the justsu is held for occupies 10 meters
cubed. After the jutsu is released the wave cascades down upon the enemy with a
range of 500 meters and damage equal to 500 per unit of water (one unit per
second originally held) To hit the enemy you must beat their dodge total with a
roll plus your skill in this jutsu plus any skill in water control plus your
ranged bonus. After this jutsu has been released you may spread out your 10
meters squared per second amount of water however you see fit, with distinct
boundaries. For example with one unit I may spread it out around 20 meters
squared with 5 meters deep. After this jutsu has been used a small amount of
chakra is needed to keep the water within its boundaries. Also one water
control basic attack can be made without chakra cost as long as the jutsu is
held every 5 seconds. While within the water only characters with water control
or this jutsu can see. All other characters also suffer a plus 1 second speed
decrease to all Taijutsu and move at ¼ their movement
speed. All physical damage is reduced by ¼.
Chakra
cost (initial use) = 500 chakra 50% mix
Chakra
cost (after use) = 50 chakra 50% mix
Genin: can hold jutsu for 2 seconds
Chuunin: can hold jutsu for 4 seconds
Jounin: can hold jutsu for 6 seconds
Sannin: can hold jutsu for 8 seconds
Hokage: can hold jutsu for 10 seconds
Requirements:
Genin: 4 other suiton jutsus, 45 skill
Chuunin: 5 other suiton jutsus, 90 skill
Jounin: 6 other suiton jutsus, 135 skill
Sannin: 7 other suiton jutsus, 180 skill
Hokage: 8 other suiton jutsus, 225 skill
Suiton: Daibakufu no Jutsu (Great Waterfall
Technique)
This is a powerful technique which sends a large
pillar of water whirling along a straight path. Any caught in the path of the pillar
suffer heavy damage, but as the pillar is slower moving than most Jutsu it is
easy to avoid.
The handseals for this jutsu
require 2 seconds to form, after which time the path of the pillar may not be
changed. The jutsu releases one second later, if the user blocks between the
time the handseals finish and the time the jutsu
releases then the jutsu is not interrupted.
Daibakufu no Jutsu requires a water source.
Genin: 1m pillar diameter, 5m range. 600 damage.
Chuunin: 2m pillar diameter, 7m range. 750 damage.
Jounin: 3m pillar diameter, 9m range. 900 damage.
Sannin: 4m pillar diameter, 11m range. 1050 damage.
Hokage: 5m pillar diameter, 13m range. 1300 damage.
Chakra cost:
Genin: 300/300
Chuunin: 450/450
Jounin: 600/600
Sannin: 750/750
Hokage: 900/900
Requirements:
30 skill per level, 150 intelligence + 50 intelligence
for each level above genin.
Suiton: Goshokuzame
(Five feeding sharks)
Goshokuzame no jutsu creates five sharks in an already
present body of water (be it fresh or salt water) to devour a victim within
that water. Unlike a summoning technique, Goshokuzame
creates the sharks from chakra and, if they are injured, can fix the damage
almost instantly. Nothing short of a distraction to the user, or total
destruction of the sharks will stop them from devouring their victim. (or the
victim could get out of the water…)
Whilst
this jutsu is active, the caster’s hand must remain in contact with the water,
and cannot use any other jutsu at the same time. Thus, whilst it is a powerful
jutsu, the caster is vulnerable to damage both in the water and out of it.
The
speed of the sharks is equal to the Intelligence of the user, plus 100. Their
strength is dependent on the level of the jutsu, and they have no intelligence
or accuracy. Creating the sharks takes two seconds.
G)
150 Strength
C)
200 Strength
J)
250 Strength
S)
300 Strength
H)
350 Strength
Requirements:
~
Only usable in water.
G)
150 intelligence
C)
170 intelligence
J)
200 intelligence
S)
230 intelligence
H)
260 intelligence
Chakra
Cost:
G)
300 spi, 300 sta
C)
450 spi, 450 sta
J)
500 spi, 500 sta
S)
550 spi, 550 sta
H)
600 spi, 600 sta
Note:
any injury a shark receives is deducted from the caster’s chakra, as it is him
or her who must heal the damage to the fish.
Suiton: Ice control
This
technique allows the user to gain complete control over any Ice in his/her
surroundings. The ice is measured in units (each unit can range from 1 kilogram
to 10 kilogram) and each unit gains one turn per second.
Movement
speed = lowest charka value times 4 times plus one per every previous turn of
only movement and no action. Maximum movement speed = 70 mps.
Damage
= Movement speed times 5 at time of impact. To hit you must beat their speed total
with your ices movement speed times 1.25 plus .25 per second until they get
another action.
Defense
= 50 per unit of ice (can combine units to increase defense)
Requirements:
Hokage level Suiton: Water
control
Genin: Control 1 Unit to a distance of 100m
Chuunin: 2 units 200m
Jounin: 3 units 400m
Sannin: 4 units 700m can control
Hokage: 5 units 1000m can control
This
jutsu allows the user to call forth a small sphere of mist around the
battlefield. For every skill point in this jutsu the barrier may be extended by
1 meter squared. While in this sphere all physical attacks will fail and all
attacks directed into this jutsu will fail (unless they are area affect) If
someone with Byakugan wishes to see through this fog
they must make a Byakugan total against the density
of the mist (the amount of skill points allocated per square meter, not the
total amount) multiplied by 100. A user can only allocate 1 point of mist per
meter squared per level he/she has in this jutsu.
It
takes one second to use this jutsu per 25m to be covered.
Suiton: Mizu
Bunshin no jutsu (Water clone technique)
This
jutsu is much like the Kage Bunshin
technique although it allows the user to create his/her clones with water using
less chakra. Water clones cannot have more than 100 chakra put into them.
Using
this jutsu takes two seconds. The clones may act on the second they are
created.
Chakra
cost – 25 stamina, 25 spiritual
Suiton: Mizu Ekisu
no Jutsu (Water Extraction Technique)
Created
by Shima Kano through a
combination of his knowledge of medical and Suiton
jutsu, Mizu Ekisu no Jutsu
quickly and forcibly wrenches water through every pore in the opponent’s body
to evaporate in the air, causing severe dehydration to the target and dealing
thousands of tiny wounds in the process.
Each
time after the first this Jutsu is used on an opponent, the effect is halved
(assuming the opponent does not rehydrate between
uses).
The
handseals for this Jutsu take two seconds to form.
Genin: 400 damage, 10% penalty to all totals.
Chuunin: 500 damage, 15% penalty to all totals.
Jounin: 600 damage, 20% penalty to all totals.
Sannin: 700 damage, 25% penalty to all totals.
Hokage: 800 damage, 30% penalty to all totals.
Cost:
Genin: 300/300
Chuunin: 350/350
Jounin: 400/400
Sannin: 450/450
Hokage: 500/500
Requirements:
At
least one other Suiton Jutsu, at least one Medical
Jutsu
Suiton: Mizuhame
Nabana (Ensnaring Syrup Field)
The
user of this jutsu propels a layer of sticky liquid from their mouth. This
liquid is aimed at an opponent’s feet, trapping that target in place.
Anyone
trapped by this jutsu cannot move their feet. They take a –50 penalty to all
dodge attempts.
Using
this jutsu takes 1 second
Genin: 1x1m area, 3 seconds
Chuunin: 2x2m area, 4 seconds
Jounin: 3x3m area, 5 seconds
Sannin: 4x4m area, 6 seconds
Hokage: 5x5m area, 7 seconds
Requirements
Genin: 120 Int
Chuunin: 150 Int
Jounin: 180 Int
Sannin: 230 Int
Hokage: 250 Int
Chakra
costs
Genin: 200 Spi, 200 Sta
Chuunin: 300 Spi, 300 Sta
Jounin: 450 Spi, 450 Sta
Sannin: 600 Spi, 600 Sta
Hokage: 750 Spi, 750 Sta
Suiton: Suijinheki
(Water Barricade)
This jutsu causes water to rise up and form a barricade. This barricade stops all fire-style attacks, and blocks most other types.
It
takes one second to use this jutsu. A Hokage-level
use of this jutsu involves the user creating water from the mouth, and does can
be used instantly. The barricade remains in place until the user ceases to
focus on it.
Genin: 200 Toughness, A body of water must be no
more then 1m away
Chuunin: 500 Toughness, A body of water must be no
more then 2m away
Jounin: 850 Toughness, A body of water must be no
more then 4m away
Sannin: 1200 Toughness, A body of water must be no
more then 8m away
Hokage: 1500 Toughness
Chakra
costs
Genin: 150/150
Chuunin: 200/200
Jounin: 225/225
Sannin: 250/250
Hokage: 540/540
Suiton: Suirou
no jutsu (Water prison technique)
This
jutsu allows you to imprison one enemy in a sphere of water indefinitely. The
sphere has 700 toughness (1000 in salt water) and you cannot move so long as
you are using this jutsu. Every turn this jutsu takes away as much chakra from
the enemy as your skill.
This
jutsu takes 200 stamina and 500 Spi chakra, and you
must be within 3 meters of the target.
Using
this jutsu takes 1 second.
Suiton: Suiryuudan no Jutsu (Water Dragon Technique)
Suiryuudan is a very powerful technique that, due to the massive number of handseals required, also takes a very long time to perform.
It has the effect of pulling the shape of a massive dragon from a nearby water
source to strike the target. As the dragon may twist and change its course, the
Jutsu may not be dodged by a dodge total less than 1000 per level.
The sheer number of handseals
present are necessary to mold the chakra for such a
powerful jutsu, and as such, speed reductions with handseal
mastery cause a reduction in power. Damage dealt is as if the Jutsu was used at
a rank equal to the total rank minus the number of handseal
mastery ranks used above genin.
The handseals for this jutsu
take 18 seconds to form.
Suiryuudan no Jutsu requires a water source.
Genin: 9m, 1500 damage.
Chuunin: 12m, 2250 damage.
Jounin: 17m, 3000 damage.
Sannin: 22m, 3750 damage.
Hokage: 30m, 4500 damage.
Chakra cost:
Genin: 600/600
Chuunin: 900/900
Jounin: 1200/1200
Sannin: 1500/1500
Hokage: 1800/1800
Requirements: 200 int, 40
skill per level, Chuunin handseal
mastery.
The user of this jutsu leaps into the air above a target, and drops chakra-infused bombs of water onto them. This technique is used by Gamabunta, the lord of frogs.
This jutsu can be activated instantly, and acts as a ranged attack.
Genin: 1 bomb, 300 damage
Chuunin: 1 bomb, 400 damage
Jounin: 2 bombs, 400 damage (each)
Sannin: 2 bombs, 450 damage (each)
Hokage: 3 bombs, 500 damage (each)
Requirements:
Genin: 160 Int
Chuunin: 180 Int
Jounin: 220 Int
Sannin: 250 Int
Hokage: 300 Int
Chakra costs
Genin: 150/150
Chuunin: 200/200
Jounin: 300/300
Sannin: 400/400
Hokage: 550/550
Suiton: Taijuu
Mizu Bunshin no jutsu (Mass water clone
technique)
This
jutsu works in the same way as Taijuu Bunshin no jutsu, except that you use less chakra and must
use 1 unit of water per 50 clones.
Using
this technique takes one second.
Chakra
cost = 25 stamina 25 spiritual
Suiton: Water cannon no
jutsu
This
technique allows you to shoot high density bursts of water toward your foes.
Genin: Can shoot 1 burst of water, must be standing
in water at least waist high.
Chuunin: Can shoot 2 bursts of water, must be
standing in water at least waist high.
Jounin: Can shoot 3 bursts of water, must be
standing in water at least waist high.
Sannin: Can shoot 3 bursts of water.
Hokage: Can shoot 5 bursts of water.
Note:
if using multiple jutsu technique this jutsu may not be used twice in on turn.
Each
burst of water does 300 damage (500 in salt water) and you can spend up to 500 chakra
to increase that damage. You must hit the target, as with a normal ranged
attacked. Range is 75 meters.
Using
this jutsu takes 1 second. It acts like an attack.
This
jutsu requires teaching.
Suiton: Water control
This
technique allows the user to gain complete control over any water in his/her
surroundings. The water is measured in units (each unit can range from 1
kilolitre to 10 kilolitres) and each unit gains one turn per second.
Movement
speed = lowest charka value times 5 times, times 2 per every previous turn of
only straight movement and no action. Maximum movement speed = 100 mps.
Damage
= Movement speed times 3 time of impact. Can combine two or more attacks by
multiplying the damage by the number of units attacking. To hit you must beat
their speed total with your waters movement speed plus your ranged bonus
Defense
= Slows enemies attack by 1 second per unit.
Chakra
cost – 10 chakra invested into a unit equals 1 chakra value
Chakra
drain – You lose 5 spi charka per second for every
unit active multiplied by each unit’s charka value.
Genin: Control 1 Unit to a distance of 100m
Chuunin: 2 units 200m
Jounin: 3 units 400m
Sannin: 4 units 700m
Hokage: 5 units 1000m
Taijuu Kage
Bunshin no jutsu (mass shadow replication technique)
This
technique allows you to create a massive number of shadow clones all in one
area. These clones begin to act in much the same way as the Aburame
clan’s bugs however without any sort of penalty you may use the normal Kage Bunshin no jutsu at the same
time as Taijuu Kage Bunshin no jutsu. This means that while all of the mass
clones have simply 101 stamina, you could slip in the odd normal clone that is
stronger (you must tell the GM though!). If a number of clones wish to attack
at the same time (advisable) then simply roll once and multiply the damage (if
there is any) by the amount of clones attacking, this means that an attack by
clones can either completely obliterate the enemy (as seen with Mizuki) or can do absolutely nothing (as seen with Sasuke and Zabuza). The mass
clones all know the same techniques that the real you knows. If attacking “en
masse” than add the total number of clones attacking to the speed roll.
This
jutsu takes one second to activate.
Chakra
cost = 20 stamina per clone (must create over 80)
Requirements:
Kage Bunshin no jutsu Genin level, 75 skill.
With this jutsu a shinobi
pours chakra into his/her hair to create a thick, spiky coat that can pierce an
enemy’s flesh.
Togeyomi is used to block an opponent’s melee attack. In addition to the normal
effects of blocking, a ninja using Togeyomi deals the
attacker damage equal to the user’s togeyomi skill x
5 + the user’s intelligence. It may also be used to block ranged attacks, but
has no effect beyond the normal for blocking. Genin
and Chunin level of this jutsu require 1 second for
the hair to grow, and thus must be used at least one second before the attack
that is to be blocked. Other levels of this jutsu may be activated instantly. The
hair remains long for the duration of the fight, but chakra must be spent each
time it is used to block.
Requirements:
Genin: 100 Intelligence, 40 Block, max 240 Damage
Chunin: 140 Intelligence, 60 Block, max 400 damage
Jounin: 200 Intelligence, 80 Block, max 620 damage
Sannin: 320 Intelligence, 100 Block, max 760 damage
Hokage: 460 Intelligence, 100 Block
Chakra Cost:
Genin: 70 Spi, 70 Sta
Chunin: 90 Spi, 90 Sta
Jounin: 120 Spi, 120 Sta
Sannin: 150 Spi, 150 Sta
Hokage: 300 Spi, 300 Sta