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

 

Chakra cost = 40 spi, 50 sta

 

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

Chuunin: STR + 100, Spd + 50

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 Nara clan, Int 250, Kagemane Chuunin level

 

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 Nara clan, Int 230, skill 20

 

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 Nara clan, Jounin level Kagemane.

 

Karuto no Tayori

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

 

Kaze no Yaiba (Wind Blade)

The user of this jutsu creates a blade made out of wind, which they then attack their opponent with. This blade deals 100 more damage then a normal attack per level of this technique, and in addition it ignores any block or amour an opponent tries to use against it (within reason – the blade cannot slice through a wall, for example).

The blade takes 2 seconds to form, and if the user is distracted during this time then the technique fails. Once created, it remains for 10 seconds. For each additional ten seconds the user wished to maintain the blade, they must repay the chakra cost. They do not have to reform the blade, unless they allow it to vanish.

 

Chakra Costs:

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

 

Suiton: Kirigakure no jutsu

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.

 

 

Suiton: Suitahou

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.

 

Togeyomi

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