Projectiles Progress Tree

 

Skill 8 = Exotic throw

This technique simply allows the user to throw an exotic projectile (for example Naruto) at an enemy.

 

To use this technique generate a total using your accuracy + ½ your Int (if the target is or wishes to move) + the roll of a die  then compare this to the enemies total for their defensive jutsu in the exact same way as the Basic attack no jutsu (see combat). The only change is that when determining damage use your accuracy instead of your strength.

 

Genin: 20m range

Chuunin: 40m range

Jounin: 60m range

Sannin: 80m range

Hokage: 100m range

 

In order to throw heavier projectiles higher levels of strength will be needed.

 

As a basic rule it is 1 kg per point of strength.

 

Mass throw   

With this technique the user throws a handful of simple projectiles at one target. This means that the user may reduce their accuracy (representing holding more projectiles) to increase their damage. The ratio of this exchange depends on their skill level.

Genin: 5:1

Chuunin: 4:1

Jounin: 3:1

Sannin: 2:1

Hokage: 1:1

 

Projectile wave

 

 

 

Twisting shot

By imbuing a piece of thin string with a small amount of chakra and then attaching it to the end of a kunai or arrow you may change the direction of the kunai or arrow in mid air. If performed well enough, this technique can even place an arrow perfectly into the small blind spot for the Byakugan.

 

Genin: + 100 accuracy for a single shot

Chuunin: + 200 accuracy for a single shot

Jounin: + 300 accuracy for a single shot

Sannin: + 400 accuracy for a single shot

Hokage: + 500 accuracy for a single shot  

 

Requirements

Genin: 200 accuracy, 30 skill

Chuunin: 400

Jounin: 600

Sannin: 800 accuracy

Hokage: 1000 accuracy

 

Multi – Projectile Technique

This technique allows the user to make more then one ranged attack a turn. It does not allow the user to use any special jutsus more then once a turn, only multiple simple ranged attacks.

Genin: 2 attacks

Chuunin: 3 attacks

Jounin: 4 attacks

Sannin: 5 attacks

Hokage: 6 attacks

 

Requirements

Genin: 100 speed, 150 Accuracy

Chuunin 200 speed, 250 Accuracy

Jounin: 300 speed, 350 Accuracy

Sannin: 400 speed, 450 Accuracy

Hokage: 500 speed, 550 Accuracy

 

Binding Wire

This technique allows the user to pin an enemy to a tree or pole etc. This technique does require twisting shot but it does not require the chakra imbued string. To use this technique you must first declare your intention to the GM but no-one else, then you must make a simple throw total. If that total beats their method of dodging then make up to four more throws (if you miss any of them then you stop rolling). The enemy is now trapped against whatever barrier you chose, to break out they must defeat the toughness of the wire/string (whatever you used) multiplied by however many hits you managed. The normal toughness for string is 25, wire 75.

 

Requirements:

Genin level twisting shot, Genin level Multi – Projectile Technique

 

Rain of Projectiles

The user of this technique creates a deadly rain of shuriken or kunai, which rains down on their opponent(s). The user selects a target area, and everyone (friend or foe) within the area must attempt to block or dodge a ranged attack. Chakra used on any of these attacks counts for all of them. The user must add their Rain of Projectiles skill instead of their simple throw skill, and gain an extra +50. Any chakra used does not count for calculating to hit, only for calculating damage.

 

Genin: 300 Damage, 5m square

Chuunin: 400 Damage, 10m square

Jounin: 500 Damage, 15m square

Sanin: 600 Damage, 20m square

Hokage: 1000 Damage, 25m square

 

The user may reduce the area covered by 5m for an extra 50 damage, but never to less then 5m. Conversely, they may reduce the damage by 50 for an extra 5m.

 

Requirements:

Genin: 200 Accuracy, 100 Intelligence

Chuunin: 250 Accuracy, 125 Intelligence

Jounin: 300 Accuracy, 175 Intelligence

Sannin: 350 Accuracy, 200 Intelligence

Hokage: 500 Accuracy, 300 Intelligence

Genin Level Multi – Projectile Technique, Mass Throw

Genin Level Kunai summoning (not needed for Genin level)

 

Chakra cost: 100 Spi (for all but Genin)

 

Twin Dragon Strike

This jutsu involves summoning a rain of kunai and shuriken above your opponent, then using chakra – imbued string to attack the enemy with them again. This functions like Rain of Projectiles, but can be repeatedly used over multiple turns. The added accuracy allowed by the sting means that every turn after the first this jutsu has +150 to accuracy.

This jutsu can be ended by cutting the string, which has a toughness of 25.

Requirements:

Chuunin Level Rain of Projectiles, Twisting Shot, Kunai Summoning

Chakra: 300 Spi to activate, 50 each turn

 

Both the initial chakra cost and the summoning requirement can be avoided through use of a scroll.

 

Ninpou: Jouro Senbon (Sprinkling Needles)

The user of this jutsu throws several umbrellas into the air. Each spins and hurls a rain of needles at a target area.

Each umbrella makes a Chuunin level Rain of Projectiles attack on a target square every turn that they are active. They may target the same area if they wish, but cannot spend chakra or increase/decrease damage/area. The umbrellas are considered to have 350 Accuracy and no intelligence.

Genin: Up to 4 Umbrellas

Chuunin: Up to 5 Umbrellas

Jounin: Up to 6 Umbrellas

Sannin: Up to 7 Umbrellas

Hokage: Up to 10 Umbrellas

 

Requirements

Genin: 350 Accuracy, 200 Intelligence

Chuunin: 375 Accuracy, 250 Intelligence

Jounin: 400 Accuracy, 300 Intelligence

Sannin: 425 Accuracy, 350 Intelligence

Hokage: 500 Accuracy, 500 Intelligence

Chuunin level Rain of Projectiles, Kunai Summoning

 

Chakra cost: 300 Spi per umbrella to activate, then 100 per umbrella each turn.

 

Projectile Block

With this technique the user may block an incoming projectile attack by knocking it out of the air with his own. When blocking in this way the user replaces their strength with their projectile skill, and this skill in the place of their Basic Block skill. In addition, if the user already has their projectile in-hand when the attack is launched, then they only are delayed by 1/2 a second (instead of the usual 1).

 

Requirement: 125 Intelligence