The 12 Jutsu
Jutsu are the sacred art forms that define a Ninja. They can be learned, taught, and created. Jutsu are not really spells and not really abilities. They are special techniques that harness the power of the element associated with them. This can range from stylish weapon strikes to powerful energy blasts, or controlling creatures to summoning items. The bounds of jutsu are endless but what all jutsu share in common is they cost either Stamina or Chakra. The more powerful the jutsu, the higher the cost. Any Ninja can learn any of the 12 jutsu types as long as they have one rank in that type. For every two ranks in a jutsu type, you can cast a rank of jutsu, as exemplified below.
1-2 E
3-4 D
5-6 C
7-8 B
9-10 A, S, F/L
1-2 E
3-4 D
5-6 C
7-8 B
9-10 A, S, F/L
Weaponjutsu
Weaponjutsu is a fighters armed combat ability and is based off of either Speed or Strength (Dexterity for ranged) to hit and Strength for damage or 1/2 Dexterity for ranged damage). These Justu cost 1 AP for attacks, counters, or special defenses. Every technique costs the user 5 Stamina / rank. Most have a single attack duration and will specify the style of the attack made. A weapon is requited to use the Jutsu type and in some cases even a specific type of weapon is essential for performing a Jutsu correctly.
Stances
A stance is a Weaponjutsu technique that allows for a three round duration. Stances can be ended by the user willing it or the user being knocked prone, using a full round to move, or becoming confused or charmed. The stance also ends if you are unable to use the weapon you began the stance in. Entering a stance costs 1 AP but it does not cost any actions to maintain a stance.
Origins and Applications
Weaponjutsu is one of the oldest martial art forms and is still the most common Jutsu type used. Weaponjutsu teachings began on Terra in the earliest times of recorded history. Masters took these teachings with them to Kagami where they were employed by the original Ninja. True Weaponjutsu specialists build a strong bond with their weapons which can become even more legendary than their wielders. The technique is essential for a well rounded defense and a versatile offense. It is an extremely useful style that is studied by more Ninja than any other.
Stances
A stance is a Weaponjutsu technique that allows for a three round duration. Stances can be ended by the user willing it or the user being knocked prone, using a full round to move, or becoming confused or charmed. The stance also ends if you are unable to use the weapon you began the stance in. Entering a stance costs 1 AP but it does not cost any actions to maintain a stance.
Origins and Applications
Weaponjutsu is one of the oldest martial art forms and is still the most common Jutsu type used. Weaponjutsu teachings began on Terra in the earliest times of recorded history. Masters took these teachings with them to Kagami where they were employed by the original Ninja. True Weaponjutsu specialists build a strong bond with their weapons which can become even more legendary than their wielders. The technique is essential for a well rounded defense and a versatile offense. It is an extremely useful style that is studied by more Ninja than any other.
Using Taijutsu
Taijutsu is a fighters hand to hand combat ability and is based off of either Speed or Strength to hit and Strength for damage. These justu cost 1 AP for attacks, counters, or special defenses. Every Taijutsu technique costs the user 5 Stamina / rank. Most have a single attack duration and will specify the style of the attack made. Unlike Weaponjutsu, these techniques require nothing but the users body for making attacks.
Stances
A stance is a Taijutsu technique that allows for a three round duration. Stances can be ended by the user willing it or the user being knocked prone, using a full round to move, or becoming confused or charmed. Entering a stance costs 1 AP but it does not cost any actions to maintain a stance.
Origins and Applications
Taijutsu is the oldest of all the martial art forms. Its roots lie in times before recorded Terran history but its techniques are still widely practiced today. Masters teach that there is a beauty to behold in the motions and forms of the art. Taijutsu is often referred to as the most essential Ninja skill, allowing for a vigilant defense and a reliable attack option for warriors of various ranks.
Taijutsu is a fighters hand to hand combat ability and is based off of either Speed or Strength to hit and Strength for damage. These justu cost 1 AP for attacks, counters, or special defenses. Every Taijutsu technique costs the user 5 Stamina / rank. Most have a single attack duration and will specify the style of the attack made. Unlike Weaponjutsu, these techniques require nothing but the users body for making attacks.
Stances
A stance is a Taijutsu technique that allows for a three round duration. Stances can be ended by the user willing it or the user being knocked prone, using a full round to move, or becoming confused or charmed. Entering a stance costs 1 AP but it does not cost any actions to maintain a stance.
Origins and Applications
Taijutsu is the oldest of all the martial art forms. Its roots lie in times before recorded Terran history but its techniques are still widely practiced today. Masters teach that there is a beauty to behold in the motions and forms of the art. Taijutsu is often referred to as the most essential Ninja skill, allowing for a vigilant defense and a reliable attack option for warriors of various ranks.
Taijutsu
Songjutsu
Playing Song jutsus
Songjutsu are played using the Spirit ability to recite the correct notes of magical tunes. This costs 10 Stamina / rank and 1 AP for every round they are in effect, up to three rounds. Their basic area of effect is a 15ft cone.
Origins and Applications
It is said that Songjutsu was first used during the Storm Empire War by the Kages Bendaga, Elnath, and Ranyth but this cannot be verified. Legend tells of the knowledge of magic songs being passed to humankind from the great and ancient beasts that roam Avalon. The original songs told stories of past events and heroes of old, granting their mystic lore to those who listened. Sonjutsu is now used in every plane and by Ninja of every rank. It has the largest potential area of effect of all Jutsu types. That paired with a wide range of offensive and aiding effects makes Songjutsu an effective support role on the back line.
Songjutsu are played using the Spirit ability to recite the correct notes of magical tunes. This costs 10 Stamina / rank and 1 AP for every round they are in effect, up to three rounds. Their basic area of effect is a 15ft cone.
Origins and Applications
It is said that Songjutsu was first used during the Storm Empire War by the Kages Bendaga, Elnath, and Ranyth but this cannot be verified. Legend tells of the knowledge of magic songs being passed to humankind from the great and ancient beasts that roam Avalon. The original songs told stories of past events and heroes of old, granting their mystic lore to those who listened. Sonjutsu is now used in every plane and by Ninja of every rank. It has the largest potential area of effect of all Jutsu types. That paired with a wide range of offensive and aiding effects makes Songjutsu an effective support role on the back line.
Sealingjutsu
Placing Sealjutsu
Placing seals relies on the users Knowledge Ability and costs 5 Chakra / rank. Most sealing techniques cost 1 AP. Sealjutsu can have a variety of durations. Most last 3 rounds but some remain in place until certain circumstances arise, and other are even permanent. A seal must be planted with physical contact and its effects usually begin immediately. Some Sealjutsu can be placed in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Seals placed in this way may have a much longer duration and no need for uncontested rolls to maintain. Once a Seal is placed, the target can attempt an Analyze defense roll each round to remove the effect. The DC for this Analyze roll is reduced by 2 each round. If a Seal is placed on an ally the user must make an uncontested Sealjutsu roll each round to keep it in effect with the DC increasing by 2 each round.
Identifying Sealjutsu
Most seals are easily visible and glow with colors and patterns representing their typing. For 1 AP you can analyse a seal you can see to know its effect, rank, and duration. To do this you must pass a DC 10+3x the Seals Rank Knowledge Jutsu Roll, otherwise you just know its typing.
Removing Seals
A seal can be removed by transferring Chakra into it in the amount of double what the caster spent to place it. Doing this requires the Chakra Transfer basic Jutsu or similar ability. Upon reaching its Chakra limit the seal is broken and no longer gives its effect. It is not uncommon for Sealjutsu to have hidden effects that only apply when the seal is broken to keep targets from attempting to remove them.
Origins and Applications
Sealjutsu is one of the original Ninja arts and is sometimes referred to as the most deadly of the seven. Its original purpose was to strip power away from demons and bind them to their plane but the technique has been modified over the centuries to do much more. Sealjutsu were first weaponized in the War of the White Rose by the Light Kage to deny his enemies their ability to use Weaponjutsu. This changed Sealjutsu forever, turning it into a powerful and efficient defensive technique. It is one of the few Jutsu types that can lower an opponent's Abilities and Jutsu Ranks. This can be a deadly combination for lower ranking Ninja who have yet to diversify their Jutsu and fighting style.
Placing seals relies on the users Knowledge Ability and costs 5 Chakra / rank. Most sealing techniques cost 1 AP. Sealjutsu can have a variety of durations. Most last 3 rounds but some remain in place until certain circumstances arise, and other are even permanent. A seal must be planted with physical contact and its effects usually begin immediately. Some Sealjutsu can be placed in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Seals placed in this way may have a much longer duration and no need for uncontested rolls to maintain. Once a Seal is placed, the target can attempt an Analyze defense roll each round to remove the effect. The DC for this Analyze roll is reduced by 2 each round. If a Seal is placed on an ally the user must make an uncontested Sealjutsu roll each round to keep it in effect with the DC increasing by 2 each round.
Identifying Sealjutsu
Most seals are easily visible and glow with colors and patterns representing their typing. For 1 AP you can analyse a seal you can see to know its effect, rank, and duration. To do this you must pass a DC 10+3x the Seals Rank Knowledge Jutsu Roll, otherwise you just know its typing.
Removing Seals
A seal can be removed by transferring Chakra into it in the amount of double what the caster spent to place it. Doing this requires the Chakra Transfer basic Jutsu or similar ability. Upon reaching its Chakra limit the seal is broken and no longer gives its effect. It is not uncommon for Sealjutsu to have hidden effects that only apply when the seal is broken to keep targets from attempting to remove them.
Origins and Applications
Sealjutsu is one of the original Ninja arts and is sometimes referred to as the most deadly of the seven. Its original purpose was to strip power away from demons and bind them to their plane but the technique has been modified over the centuries to do much more. Sealjutsu were first weaponized in the War of the White Rose by the Light Kage to deny his enemies their ability to use Weaponjutsu. This changed Sealjutsu forever, turning it into a powerful and efficient defensive technique. It is one of the few Jutsu types that can lower an opponent's Abilities and Jutsu Ranks. This can be a deadly combination for lower ranking Ninja who have yet to diversify their Jutsu and fighting style.
Petjutsu
Commanding Pets
This Jutsu allows you to enthrall living monstrous creatures that are below half their Health but still conscious. You must make a Handle Animal or Diplomacy Check, depending on type of creature, of DC 10 + 3x creature's rank. If you pass three times, each time costing 1 AP, you control the creature at its current Health. You can use each of the creatures attacks three times per day. Your pet gets AP from you at a 1:1 ratio but it can move once for each AP it is given. Your Petjutsu Rank allows you to command creatures of certain ranks. You can only command one creature at a time. Your Rank in Petjutsu is also used to grant your pet bonuses and determines how much experience your pet earns. After capturing and taming a pet you must spend four times its rank in any combination of Stamina and Chakra to have it follow orders each day. You can choose not to spend the cost and the pet still follows you and treats you as a friend but as soon as you want it to attack, defend, carry, perform a skill, or use one of its abilities, you must pay the cost.
Pet Bonuses
(for every rank your pet is beyond E they take a -1 on this chart for determining their bonuses.)
Petjutsu rank HP Bonus Attack Use Bonus Movement Bonus XP% Max Rank Control
1 4 0 0 10 E
2 8 0 0 10 E
3 12 4 each 5 ft 20 D
4 16 4 each 5 ft 20 D
5 20 4 each 10 ft 30 C
6 24 5 each 10 ft 30 C
7 28 5 each 15 ft 40 B
8 32 5 each 15 ft 40 B
9 36 6 each 20 ft 50 A
10 40 6 each 20 ft 50 A
Pet Experience and Skills
Your pet receives a percentage of the same amount of Experience you are awarded at the end of a session. This Experience can only be spent on increasing the pet's Skill Ranks and giving it new Skills. If your pet dies and you get a new one, the Skill Ranks do not carry over to the new pet. They cost the same as if you were boosting your own skills. Most pets cannot learn skills that would require human intelligence, although the ones that can learn them at double the normal cost. Some Pets begin with some bonuses to specific skills. When you have your pet make a skill roll its skill bonus is your Spirit + any points it has in that skill. In the wild the creature would usually add 4x its creature rank to modify its trained skill rolls instead of a users Spirit Rank.
Pet Standard Attacks
For 1 of the pets AP, it can strike in melee of its most common Damage Type once per round. Its Hit and Damage is your Spirit + Petjutsu. If the creature has no melee attacks it attacks with a range of 30 feet with its most common Damage Type.
Petjutsu Scrolls
You can learn Jutsu that command your pet to perform attacks other than the ones they know naturally. These Jutsu rely on your Spirit + Petjutsu and cost Stamina or Chakra (casters choice) to give the pet an effect that lasts 24 hours or allows it to do a single attack. The Jutsu costs 1 AP transferred to the pet as usual. The pet does need to have the physical ability to perform the task. For example; you cannot command a pet to perform a flying swoop attack if it cannot fly.
Origins and Applications
Petjutsu techniques first appeared during the Storm Empire War and were used on both sides. Bendaga credits the Jutsu type for winning his battle with Kaylu, saying that his bond with the creatures that aided him were stronger than those with his Kage allies. He and others taught that Petjutsu is a technique that requires patience, empathy, communication, and trust. Users develop similar bonds with their companions which sometimes last a lifetime. The Jutsu type is versatile and grows in effectiveness as the user's Spirit increases. This is a useful tool and defense for lower ranking Ninja and a powerful weapon for the experienced.
This Jutsu allows you to enthrall living monstrous creatures that are below half their Health but still conscious. You must make a Handle Animal or Diplomacy Check, depending on type of creature, of DC 10 + 3x creature's rank. If you pass three times, each time costing 1 AP, you control the creature at its current Health. You can use each of the creatures attacks three times per day. Your pet gets AP from you at a 1:1 ratio but it can move once for each AP it is given. Your Petjutsu Rank allows you to command creatures of certain ranks. You can only command one creature at a time. Your Rank in Petjutsu is also used to grant your pet bonuses and determines how much experience your pet earns. After capturing and taming a pet you must spend four times its rank in any combination of Stamina and Chakra to have it follow orders each day. You can choose not to spend the cost and the pet still follows you and treats you as a friend but as soon as you want it to attack, defend, carry, perform a skill, or use one of its abilities, you must pay the cost.
Pet Bonuses
(for every rank your pet is beyond E they take a -1 on this chart for determining their bonuses.)
Petjutsu rank HP Bonus Attack Use Bonus Movement Bonus XP% Max Rank Control
1 4 0 0 10 E
2 8 0 0 10 E
3 12 4 each 5 ft 20 D
4 16 4 each 5 ft 20 D
5 20 4 each 10 ft 30 C
6 24 5 each 10 ft 30 C
7 28 5 each 15 ft 40 B
8 32 5 each 15 ft 40 B
9 36 6 each 20 ft 50 A
10 40 6 each 20 ft 50 A
Pet Experience and Skills
Your pet receives a percentage of the same amount of Experience you are awarded at the end of a session. This Experience can only be spent on increasing the pet's Skill Ranks and giving it new Skills. If your pet dies and you get a new one, the Skill Ranks do not carry over to the new pet. They cost the same as if you were boosting your own skills. Most pets cannot learn skills that would require human intelligence, although the ones that can learn them at double the normal cost. Some Pets begin with some bonuses to specific skills. When you have your pet make a skill roll its skill bonus is your Spirit + any points it has in that skill. In the wild the creature would usually add 4x its creature rank to modify its trained skill rolls instead of a users Spirit Rank.
Pet Standard Attacks
For 1 of the pets AP, it can strike in melee of its most common Damage Type once per round. Its Hit and Damage is your Spirit + Petjutsu. If the creature has no melee attacks it attacks with a range of 30 feet with its most common Damage Type.
Petjutsu Scrolls
You can learn Jutsu that command your pet to perform attacks other than the ones they know naturally. These Jutsu rely on your Spirit + Petjutsu and cost Stamina or Chakra (casters choice) to give the pet an effect that lasts 24 hours or allows it to do a single attack. The Jutsu costs 1 AP transferred to the pet as usual. The pet does need to have the physical ability to perform the task. For example; you cannot command a pet to perform a flying swoop attack if it cannot fly.
Origins and Applications
Petjutsu techniques first appeared during the Storm Empire War and were used on both sides. Bendaga credits the Jutsu type for winning his battle with Kaylu, saying that his bond with the creatures that aided him were stronger than those with his Kage allies. He and others taught that Petjutsu is a technique that requires patience, empathy, communication, and trust. Users develop similar bonds with their companions which sometimes last a lifetime. The Jutsu type is versatile and grows in effectiveness as the user's Spirit increases. This is a useful tool and defense for lower ranking Ninja and a powerful weapon for the experienced.
Ninjutsu
Casting Ninjutsu
Ninjutsu is the pure expression of ones magic power and relies on the casters Spirit. The technique uses 5 Chakra / rank and costs 1 AP. Target based Ninjutsu are all limited to a single attack duration. Both Damage and Healing are capable through Ninjutsu and most have a base range of 60ft. If a Ninjutsu requires its attack to be delivered at melee range, it also allows the user to move up to 60ft as part of the AP spent to cast the Jutsu.
Defensive Ninjutsu
Some techniques allow Ninjutsu casters to manifest their spiritual power by creating physical elements out of their Chakra. These usually take the form of walls, domes, and other barriers. They are used to grant the caster or his allies cover, protecting them against attacks. These Jutsu never target anyone specifically but when cast can be placed anywhere within 60ft of the caster. They remain in place until enough damage is dealt to destroy them. Defensive Ninjutsu may not provide cover but instead deal damage to those who pass through them. They damage dealt in this way is one rank higher but are destroyed once they deal all their damage. Targets that move through them get no Defensive Roll to avoid the damage but the Jutsu cannot be cast in an occupied space.
Origins and Applications
Ninjutsu is the original art form that lends the Ninja its name. It was used in the War of the Kages to harness the raw Chakra power of its users. The technique is closely liked to the elements and the natural world. Ninjutsu masters call themselves Mages, Sorcerers, or Wizards and form courts where they and their colleagues study and refine the art. The Jutsu type is renown for its versatility, allowing it to fill many rolls on the battlefield. Its lower Chakra cost and fast paced pressure make Ninjutsu an excellent technique for beginners.
Ninjutsu is the pure expression of ones magic power and relies on the casters Spirit. The technique uses 5 Chakra / rank and costs 1 AP. Target based Ninjutsu are all limited to a single attack duration. Both Damage and Healing are capable through Ninjutsu and most have a base range of 60ft. If a Ninjutsu requires its attack to be delivered at melee range, it also allows the user to move up to 60ft as part of the AP spent to cast the Jutsu.
Defensive Ninjutsu
Some techniques allow Ninjutsu casters to manifest their spiritual power by creating physical elements out of their Chakra. These usually take the form of walls, domes, and other barriers. They are used to grant the caster or his allies cover, protecting them against attacks. These Jutsu never target anyone specifically but when cast can be placed anywhere within 60ft of the caster. They remain in place until enough damage is dealt to destroy them. Defensive Ninjutsu may not provide cover but instead deal damage to those who pass through them. They damage dealt in this way is one rank higher but are destroyed once they deal all their damage. Targets that move through them get no Defensive Roll to avoid the damage but the Jutsu cannot be cast in an occupied space.
Origins and Applications
Ninjutsu is the original art form that lends the Ninja its name. It was used in the War of the Kages to harness the raw Chakra power of its users. The technique is closely liked to the elements and the natural world. Ninjutsu masters call themselves Mages, Sorcerers, or Wizards and form courts where they and their colleagues study and refine the art. The Jutsu type is renown for its versatility, allowing it to fill many rolls on the battlefield. Its lower Chakra cost and fast paced pressure make Ninjutsu an excellent technique for beginners.
Genjutsu
Casting Genjutsu
Genjutsu grant you the ability to create illusions, control others, and manipulate the mind. It relies on your Awareness Ability and costs 5 Chakra / rank. Almost all Genjutsu use 1 AP and most have indefinite durations. Most only target one person and the illusion is only apparent to them for as long as the caster continues to spend 1 AP each round on their turn to keep the illusion up. The target gets a chance to escape the illusion every round on the casters turn with the DC decreasing by 2 each round and can only be targeted by one Genjutsu at a time. Some Genljutsu can be cast in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Genjutsu cast in this way are usually connected to a specific area or object, activating an illusion as a trap.
Genjutsu Cancellation
If a target is already under the effect of an Illusion, another Genjutsu of higher rank can be cast on the target to cancel the first. Unfriendly Genjutsu always take precedence over aiding ones, even if they are lower ranked.
Creating Clones
Clones are a type of illusion that does not target a specific enemies mind but is seen by the caster and all others in the area. Clones require the caster to give them AP at a 1:1 ratio. Clones get to move once for every AP they are given. Basic clones are incorporeal and cannot touch objects or harm others. They are dispersed after an hour passes or when hit but can dodge or deflect using the casters bonuses. Clones are not effected by attacks that require analyze to defend. Clones of higher rank can be made corporeal, allowing them to attack and block.
Origins and Applications
Genjutsu is the original Ninja art of deception. It's first application was at the hands of the rebelling nation's Ninja in the War of the Kages. These masters used the techniques to distract their targets, spread false information, and acquire enemy battle plans. The Jutsu type is mysterious and feared for its power to control. Many higher Ninja focus heavily on physical defenses, neglecting their mental defense. This makes them easy targets for this technique which can prove expensive and less effective at lower Ranks.
Genjutsu grant you the ability to create illusions, control others, and manipulate the mind. It relies on your Awareness Ability and costs 5 Chakra / rank. Almost all Genjutsu use 1 AP and most have indefinite durations. Most only target one person and the illusion is only apparent to them for as long as the caster continues to spend 1 AP each round on their turn to keep the illusion up. The target gets a chance to escape the illusion every round on the casters turn with the DC decreasing by 2 each round and can only be targeted by one Genjutsu at a time. Some Genljutsu can be cast in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Genjutsu cast in this way are usually connected to a specific area or object, activating an illusion as a trap.
Genjutsu Cancellation
If a target is already under the effect of an Illusion, another Genjutsu of higher rank can be cast on the target to cancel the first. Unfriendly Genjutsu always take precedence over aiding ones, even if they are lower ranked.
Creating Clones
Clones are a type of illusion that does not target a specific enemies mind but is seen by the caster and all others in the area. Clones require the caster to give them AP at a 1:1 ratio. Clones get to move once for every AP they are given. Basic clones are incorporeal and cannot touch objects or harm others. They are dispersed after an hour passes or when hit but can dodge or deflect using the casters bonuses. Clones are not effected by attacks that require analyze to defend. Clones of higher rank can be made corporeal, allowing them to attack and block.
Origins and Applications
Genjutsu is the original Ninja art of deception. It's first application was at the hands of the rebelling nation's Ninja in the War of the Kages. These masters used the techniques to distract their targets, spread false information, and acquire enemy battle plans. The Jutsu type is mysterious and feared for its power to control. Many higher Ninja focus heavily on physical defenses, neglecting their mental defense. This makes them easy targets for this technique which can prove expensive and less effective at lower Ranks.
Summoningjutsu
Summoningjutsu
Beings and items are able to be summoned based on your Knowledge Ability and cost 10 Chakra / rank. It costs the caster 1 AP to summon something to anywhere within 30 feet of them. The summoned creature appears instantly and can act once per round for three rounds. To act, the caster must spend 1 AP to give it 1AP. The summon can move once for each AP it is given. This allows the summon to move up to 30 feet and use its ability, attack, or effect. After its third round of effect it returns to its plane. Beneficial summons require an uncontested roll to be made each round for their effect to go off.
Destroying Summons
All summoned beings and items have Health equal to twice the amount of chakra the caster spent to summon them. The summoned creature can be targeted and sent back to its home plane early if it reaches zero Health. Summoned creatures are capable of avoiding attacks and can dodge, block, analyze, and deflect based on the casters Spirit + Summoningjutsu. A summoned creature or item is vulnerable to effects other than damage, such as healing, movement, banishment, illusions, restraint, and item damage ranks. They are immune however to ability adjustments and mental control.
Companion Summoning
Through a one minute ritual of uninterrupted hand signs, any summoned creature can be brought to your location and remain with you for up to 24 hours. Its 3 round duration timer begins when it uses its first attack or becomes the target of an attack. In this state the caster must be spending 1 AP / round to allow the summoned creature to move. Summoningjutsus in companion mode move set distances / day weather they are terrestrial, aquatic, or avian.
Slow - 20 miles / day (allows for Stealth)
Average - 25 miles / day
Fast - 30 miles / day (-5 penalty on Perception)
Stationary Summoning
Some summoningjutsu are stationary objects or effects that cannot move. These summons trade their mobility for the ability to give their effect to anyone in their adjacent squares. The caster must still spend 1 AP / round to maintain the summon. Stationary summoningjutsus cannot be summoned in companion mode. Stationary Summingjutsu can attack each adjacent target each round
Origins and Applications
Summoningjutsu is the most resource dependent of the original Ninja arts. It is similar to Ninjutsu in its versatility but costs twice as much Chakra in exchange for triple the effect. It was first used to summon spirit animals that watch ever all people to give guidance and advice. Over the years Ninja found ways to summon bigger and stronger creatures and items. The famous summoner Sir Robert is said to be capable of summoning a creature the size of a nation. The resource dependency and advanced strategy the Jutsu type requires makes Summoningjutsu more suited for advanced Ninja.
Beings and items are able to be summoned based on your Knowledge Ability and cost 10 Chakra / rank. It costs the caster 1 AP to summon something to anywhere within 30 feet of them. The summoned creature appears instantly and can act once per round for three rounds. To act, the caster must spend 1 AP to give it 1AP. The summon can move once for each AP it is given. This allows the summon to move up to 30 feet and use its ability, attack, or effect. After its third round of effect it returns to its plane. Beneficial summons require an uncontested roll to be made each round for their effect to go off.
Destroying Summons
All summoned beings and items have Health equal to twice the amount of chakra the caster spent to summon them. The summoned creature can be targeted and sent back to its home plane early if it reaches zero Health. Summoned creatures are capable of avoiding attacks and can dodge, block, analyze, and deflect based on the casters Spirit + Summoningjutsu. A summoned creature or item is vulnerable to effects other than damage, such as healing, movement, banishment, illusions, restraint, and item damage ranks. They are immune however to ability adjustments and mental control.
Companion Summoning
Through a one minute ritual of uninterrupted hand signs, any summoned creature can be brought to your location and remain with you for up to 24 hours. Its 3 round duration timer begins when it uses its first attack or becomes the target of an attack. In this state the caster must be spending 1 AP / round to allow the summoned creature to move. Summoningjutsus in companion mode move set distances / day weather they are terrestrial, aquatic, or avian.
Slow - 20 miles / day (allows for Stealth)
Average - 25 miles / day
Fast - 30 miles / day (-5 penalty on Perception)
Stationary Summoning
Some summoningjutsu are stationary objects or effects that cannot move. These summons trade their mobility for the ability to give their effect to anyone in their adjacent squares. The caster must still spend 1 AP / round to maintain the summon. Stationary summoningjutsus cannot be summoned in companion mode. Stationary Summingjutsu can attack each adjacent target each round
Origins and Applications
Summoningjutsu is the most resource dependent of the original Ninja arts. It is similar to Ninjutsu in its versatility but costs twice as much Chakra in exchange for triple the effect. It was first used to summon spirit animals that watch ever all people to give guidance and advice. Over the years Ninja found ways to summon bigger and stronger creatures and items. The famous summoner Sir Robert is said to be capable of summoning a creature the size of a nation. The resource dependency and advanced strategy the Jutsu type requires makes Summoningjutsu more suited for advanced Ninja.
Bloodjutsu
Using Blood Jutsu
Everyone is born with Bloodjutsu ability passed down from their parents or an ability they have developed on their own over time. Endurance is used to help control and manifest its powers. It costs the user 1 AP to activate their abilities or spend Blood Points. Some Bloodjutsu do not require AP to be spent and activate automatically when set conditions are met. Most lower class Ninja do not know or understand their Bloodjutsu but the ones who do usually come from strong bloodlines and have received specific training to do so.
Blood Points
Everyone has Blood Points equal to their Bloodjutsu rank. These can be spent to activate abilities of your Bloodjutsu. If your Blood Points reach zero you can no longer manifest it. They refill every day as long as you are at your maximum Endurance Rank. If not, they will not regenerate.
Origins and Applications
Also known as Kekkei Genkai, Bloodjutsu is the final original Ninja art. It is only available to those who devote at least three ranks of training to the field. It is impossible to determine weather a child will receive their Bloodjutsu from their mother or father. In some noble families, inheritance and the royal line only passes to those who are lucky enough to be born with the preferred Bloodjutsu. This lead to many cases of inbreeding in noble houses of early ages. Bloodjutsu can be valuable to those who master them, requiring lots of time and determination. The Jutsu type as a whole is a bit of a gamble for lower ranking Ninja because the effects of their Jutsu may not benefit their fighting style, forcing them to adapt but the benefit of using a resource outside of stamina and chakra is just extremely beneficial to ninja of any rank.
Everyone is born with Bloodjutsu ability passed down from their parents or an ability they have developed on their own over time. Endurance is used to help control and manifest its powers. It costs the user 1 AP to activate their abilities or spend Blood Points. Some Bloodjutsu do not require AP to be spent and activate automatically when set conditions are met. Most lower class Ninja do not know or understand their Bloodjutsu but the ones who do usually come from strong bloodlines and have received specific training to do so.
Blood Points
Everyone has Blood Points equal to their Bloodjutsu rank. These can be spent to activate abilities of your Bloodjutsu. If your Blood Points reach zero you can no longer manifest it. They refill every day as long as you are at your maximum Endurance Rank. If not, they will not regenerate.
Origins and Applications
Also known as Kekkei Genkai, Bloodjutsu is the final original Ninja art. It is only available to those who devote at least three ranks of training to the field. It is impossible to determine weather a child will receive their Bloodjutsu from their mother or father. In some noble families, inheritance and the royal line only passes to those who are lucky enough to be born with the preferred Bloodjutsu. This lead to many cases of inbreeding in noble houses of early ages. Bloodjutsu can be valuable to those who master them, requiring lots of time and determination. The Jutsu type as a whole is a bit of a gamble for lower ranking Ninja because the effects of their Jutsu may not benefit their fighting style, forcing them to adapt but the benefit of using a resource outside of stamina and chakra is just extremely beneficial to ninja of any rank.
Transjutsu
Casting Transjutsu
Transjutsu allows you to manipulate yourself, your items, and the area around you using your Awareness Ability. It costs 10 Chakra / rank to cast and uses 1 AP. Most transformations last for three rounds but some remain in place for twelve hours or even just for a single attack. If it involves turning one thing into another, it falls under Transjutsu. These techniques have a base range of 30ft, effecting a single space, item, or target within that range. Some Transjutsu can be cast in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Justu cast in this way may have a much longer duration.
Identifying Transjutsu Disguises
You can attempt to see past someone's disguise by rolling a Perception against their Disguise or a Sense Motive against their Bluff depending on the circumstance. Succeeding informs you that the target is transformed but does not reveal their true identity in most cases.
Full Creature Transformations
You can transform yourself into a creature for 3 rounds taking on that creatures Attacks and Abilities. The rank of the jutsu is equal to the rank of the creature. You are limited to only using the Attacks and Abilities of the creature and the bonus to hit for those attacks are based on your Awareness and Transjutsu rank. You gain the defenses of the creature but retain your Analyze bonus. If you fall unconscious you revert to your original form. You can only communicate in that creatures language if any but can stull use comjutsu effectively. You lose an bonuses from items when you transform.
Origins and Applications
Transjutsu was developed on Avalon and spread to the other planes after the gates were opened. It is considered a vital tool for any Ninja focused on gathering intelligence and espionage. Its other applications are supportive and defensive with its ability to alter the terrain. It is also commonly used to weaken the items of enemies and strengthen the bodies of allies. Transjutsu are circumstantial, but when used correctly, can change the tide of battle. It's versatility and higher resource cost make it an effective weapon for mid ranking Ninja.
Transjutsu allows you to manipulate yourself, your items, and the area around you using your Awareness Ability. It costs 10 Chakra / rank to cast and uses 1 AP. Most transformations last for three rounds but some remain in place for twelve hours or even just for a single attack. If it involves turning one thing into another, it falls under Transjutsu. These techniques have a base range of 30ft, effecting a single space, item, or target within that range. Some Transjutsu can be cast in a ritual casting that requires one minute of uninterrupted hand signs and possibly a higher Chakra cost. Justu cast in this way may have a much longer duration.
Identifying Transjutsu Disguises
You can attempt to see past someone's disguise by rolling a Perception against their Disguise or a Sense Motive against their Bluff depending on the circumstance. Succeeding informs you that the target is transformed but does not reveal their true identity in most cases.
Full Creature Transformations
You can transform yourself into a creature for 3 rounds taking on that creatures Attacks and Abilities. The rank of the jutsu is equal to the rank of the creature. You are limited to only using the Attacks and Abilities of the creature and the bonus to hit for those attacks are based on your Awareness and Transjutsu rank. You gain the defenses of the creature but retain your Analyze bonus. If you fall unconscious you revert to your original form. You can only communicate in that creatures language if any but can stull use comjutsu effectively. You lose an bonuses from items when you transform.
Origins and Applications
Transjutsu was developed on Avalon and spread to the other planes after the gates were opened. It is considered a vital tool for any Ninja focused on gathering intelligence and espionage. Its other applications are supportive and defensive with its ability to alter the terrain. It is also commonly used to weaken the items of enemies and strengthen the bodies of allies. Transjutsu are circumstantial, but when used correctly, can change the tide of battle. It's versatility and higher resource cost make it an effective weapon for mid ranking Ninja.
Mech jutsu
Using Mech Jutsu
Mechjutsu allows you to use specialized equipment while using a mech. It relies on your Knowledge, costs 5 Stamina / rank, and uses 1 AP. Most have effects that could fall under weapon, tai, nin, or summoning jutsus but can only be used while using a mech. Unlike other justsus that are learned through scrolls, mechjutsus are actual mechanical attachments that are attached to either the suit, vehicle, or android. Because of this they can be removed and interchanged with 6 hours of work and a Knowledge Engineering roll DC 8+3x the Jutsu's Rank. There is no need to spend time to learn a mechjutsu although they do count towards your nember of known jutsu while they are equipped. All mechs have item durability of 20/ rank like all items. All mechs can be equipped with a number of mechjutsu at one time equal to the Mechs Rank + KNO + Mech.
Mech Suits
A mech suit is a single item that occupies the armor slot. It takes a full round to enter the suit and all other items and equipment become unusable while armed with a mech suit, with the exception of weapons you are carrying. All mech suits need power from either a battery or from your chakra power ability to function. A mech suit changes 4 of your stats; Strength, Dexterity, Speed, and Awareness. The stats are all changed to 5s. The stats get bonus points based on the rank of the suit. Ex- the suit is C rank armor, its stats could be 5,5,5,8. While in a mech suit you cannot use any jutsus other than mechjutsus. When you fall unconscious in a mech suit or it becomes broken, you are ejected beside it and lose 1 AP. To eject otherwise cost 1 AP.
Mech Vehicles
A mech Vehicle is a single item that occupies the weapon slot. It requires 1 AP to mount and allows the rider to access other items while mounted. All mech vehicles need power from either a battery or from your chakra power ability to function. Once mounted your speed is altered to 5. The speed bonus increases based on the rank of the vehicle. Ex- a B rank vehicle changes the riders speed to 9. The rank also applies to the durability of the mech. While on a mech vehicle you can use any other jutsus but are treated as though one hand is occupied. You cannot use stances on a vehicle. It takes no AP to dismount a vehicle.
Mech Vehicles have size classifications that can limit their effectiveness in certain situations. Some gain cargo slots which can hold any item type and its contents are treated as in your carried equipment while mounded but do not count towards your carrying capacity.
Class 0- Personal (jet pack , skateboard, hover boots)
Cannot carry passengers
Ram Damage- 0 + Mech + SPD
Bonus Durability- 0
Cargo Slots- 0
Class 1- Small (motorcycle, jet ski, robotic horse)
Can carry a rider and 1-2 more passengers
Ram Damage- 10 + Mech + SPD
Bonus Durability- 20
Cargo Slots- 1
Class 2- Medium (Jeep, car, small aircraft)
Can carry a rider and 3-5 more passengers
Ram Damage- 20 + Mech + SPD
Bonus Durability- 40
Cargo Slots- 2
Class 3- Large (bus, yacht, passenger jet)
Can carry a rider and 6 or more passengers
Ram Damage- 30 + Mech + SPD
Bonus Durability- 60
Cargo Slots- 3
Mech Androids
A Mech Android is a single item that occupies the Item slot. They require 1 AP to equip and the user can trade them AP at a 1:1 ratio with each AP alowing them to move once. Each has a Speed, Strength and Dexterity stat of 5. The rank of the mech effects its durability and increases the stats. Ex- a D rank mech may have 5,6,6 stats. They must be charged with either a battery or the chakra power ability to function. To have an android perform a mechjutsu you must be able to transfer your stamina to the android either by touch, tether or stamina battery. A tether is a physical link between the user and the android and can be up to 10ft long / KNO Rank the user has. An android without a tether has no limitation on its movement but the user must be adjacent to the android to transfer stamina to perform mechjutsu. Alternatively the user can equip an android with a stamina battery, allowing him to spend stamina earlier in any amount he chooses for the android to spend later. Once transferred, the stamina cannot be taken back and is lost when the mech is powered off. Androids can make standard attacks based off of their strength or speed and the users mechjutsu rank. They can make dodges and blocks based off of their dexterity or strength and the users mechjutsu rank. Androids are mindless and follow directions given by their user by mental link, remote control or other ways. The android can function as long as it stays within the range of the controller which begins at the users KNO x 5 + 10 in feet as an E rank effect of the controlling item. This range increases like Teleportation jutsu. Androids cannot be put in a com link and cannot be targeted by genjutsu. When enough rank damage has been dealt to break an android it becomes useless and depending on the size and tether type can inhibit the mobility of the user. The user can employ multiple androids at once but must spend AP and stamina accordingly.
Origins and Applications
Mechjutsu were created by the Terrans in recent centuries. Mech suits were employed by soldiers of Law and Chaos in the Americas while Forge uses mechanized vehicles in races to determine their leaders. The Avalonians from the land of steam adapted the technology, developing mechanized androids after the planar gates were constructed. These techniques can be expensive, making them hard for lower ranking ninja to afford though they can grant a powerful edge to inexperienced users by significantly increasing their low abilities. Once a ninja develops his own physical strength, the technology can become outdated.
Mechjutsu allows you to use specialized equipment while using a mech. It relies on your Knowledge, costs 5 Stamina / rank, and uses 1 AP. Most have effects that could fall under weapon, tai, nin, or summoning jutsus but can only be used while using a mech. Unlike other justsus that are learned through scrolls, mechjutsus are actual mechanical attachments that are attached to either the suit, vehicle, or android. Because of this they can be removed and interchanged with 6 hours of work and a Knowledge Engineering roll DC 8+3x the Jutsu's Rank. There is no need to spend time to learn a mechjutsu although they do count towards your nember of known jutsu while they are equipped. All mechs have item durability of 20/ rank like all items. All mechs can be equipped with a number of mechjutsu at one time equal to the Mechs Rank + KNO + Mech.
Mech Suits
A mech suit is a single item that occupies the armor slot. It takes a full round to enter the suit and all other items and equipment become unusable while armed with a mech suit, with the exception of weapons you are carrying. All mech suits need power from either a battery or from your chakra power ability to function. A mech suit changes 4 of your stats; Strength, Dexterity, Speed, and Awareness. The stats are all changed to 5s. The stats get bonus points based on the rank of the suit. Ex- the suit is C rank armor, its stats could be 5,5,5,8. While in a mech suit you cannot use any jutsus other than mechjutsus. When you fall unconscious in a mech suit or it becomes broken, you are ejected beside it and lose 1 AP. To eject otherwise cost 1 AP.
Mech Vehicles
A mech Vehicle is a single item that occupies the weapon slot. It requires 1 AP to mount and allows the rider to access other items while mounted. All mech vehicles need power from either a battery or from your chakra power ability to function. Once mounted your speed is altered to 5. The speed bonus increases based on the rank of the vehicle. Ex- a B rank vehicle changes the riders speed to 9. The rank also applies to the durability of the mech. While on a mech vehicle you can use any other jutsus but are treated as though one hand is occupied. You cannot use stances on a vehicle. It takes no AP to dismount a vehicle.
Mech Vehicles have size classifications that can limit their effectiveness in certain situations. Some gain cargo slots which can hold any item type and its contents are treated as in your carried equipment while mounded but do not count towards your carrying capacity.
Class 0- Personal (jet pack , skateboard, hover boots)
Cannot carry passengers
Ram Damage- 0 + Mech + SPD
Bonus Durability- 0
Cargo Slots- 0
Class 1- Small (motorcycle, jet ski, robotic horse)
Can carry a rider and 1-2 more passengers
Ram Damage- 10 + Mech + SPD
Bonus Durability- 20
Cargo Slots- 1
Class 2- Medium (Jeep, car, small aircraft)
Can carry a rider and 3-5 more passengers
Ram Damage- 20 + Mech + SPD
Bonus Durability- 40
Cargo Slots- 2
Class 3- Large (bus, yacht, passenger jet)
Can carry a rider and 6 or more passengers
Ram Damage- 30 + Mech + SPD
Bonus Durability- 60
Cargo Slots- 3
Mech Androids
A Mech Android is a single item that occupies the Item slot. They require 1 AP to equip and the user can trade them AP at a 1:1 ratio with each AP alowing them to move once. Each has a Speed, Strength and Dexterity stat of 5. The rank of the mech effects its durability and increases the stats. Ex- a D rank mech may have 5,6,6 stats. They must be charged with either a battery or the chakra power ability to function. To have an android perform a mechjutsu you must be able to transfer your stamina to the android either by touch, tether or stamina battery. A tether is a physical link between the user and the android and can be up to 10ft long / KNO Rank the user has. An android without a tether has no limitation on its movement but the user must be adjacent to the android to transfer stamina to perform mechjutsu. Alternatively the user can equip an android with a stamina battery, allowing him to spend stamina earlier in any amount he chooses for the android to spend later. Once transferred, the stamina cannot be taken back and is lost when the mech is powered off. Androids can make standard attacks based off of their strength or speed and the users mechjutsu rank. They can make dodges and blocks based off of their dexterity or strength and the users mechjutsu rank. Androids are mindless and follow directions given by their user by mental link, remote control or other ways. The android can function as long as it stays within the range of the controller which begins at the users KNO x 5 + 10 in feet as an E rank effect of the controlling item. This range increases like Teleportation jutsu. Androids cannot be put in a com link and cannot be targeted by genjutsu. When enough rank damage has been dealt to break an android it becomes useless and depending on the size and tether type can inhibit the mobility of the user. The user can employ multiple androids at once but must spend AP and stamina accordingly.
Origins and Applications
Mechjutsu were created by the Terrans in recent centuries. Mech suits were employed by soldiers of Law and Chaos in the Americas while Forge uses mechanized vehicles in races to determine their leaders. The Avalonians from the land of steam adapted the technology, developing mechanized androids after the planar gates were constructed. These techniques can be expensive, making them hard for lower ranking ninja to afford though they can grant a powerful edge to inexperienced users by significantly increasing their low abilities. Once a ninja develops his own physical strength, the technology can become outdated.
Comjutsu
Creating Comjutsu Lines
Comjutsu allows you to set up lines of communication between yourself and others. Starting a line is a basic jutsu that relies on your Awareness rank to determine the maximum number of users for any line you create at a 1:1 ratio. This costs 5 chakra / distance, and uses a full rounds worth of AP to start a line. Most Comjutsu connections are visibly undetectable and last up to 12 hours or until the creator cuts the line.
Using Comjutsu
Once a line is created, any user can cast Comjutsu targeting any other individual user at 5 Chakra / rank regardless of their distance from the caster. Most Comjutsu used in this way are beneficial and grant bonuses of varying duration from instantaneous to three rounds or even until the link is cut.
Emitter Connection and Hacking
You can use members of your link as emitters to ensnare enemies who get too close to your allies or yourself. To do this, spend 1 AP and make a COM + AWA vs the targets Analyze of the Analyze of the owner of the link if that target is already in a Com link. You must spend Chakra for the distance you are from the target. If you fail, the defender evades the connection and knows someone tried to connect them. If you succeed, they are added to your link and can be targeted by your comjutsu but count towards the maximum number of people you can be connected to. If they were in a link you may freely connect to as many individuals within that link as you like as long as you have space to support them. Connecting to the owner of the link makes you the new owner and anyone in your link can be targeted by your comjutsu until you decide to cut the line or 12 hours passes.
Origins and Applications
Comjutu techniques were only developed on Kagami in recent years by the sound ninja Yori. It was first used by Joltaka in an attempt to use the Eclipse Order as a spy network. The techniques were copied and abused by Gaboon to create widespread fear and distrust of world leaders. The members of the Lotus were forced to travel to Terra to combat him. After being exposed to the advanced communication technology of Terra, Yori decided to share his creation with all of his students. The Jutsu type then filled an essential support roll during the Shinjitsu Conflict, further spreading its popularity. Now Comjutsu is used to coordinate precise strategic assaults and aid allies from afar. It bolsters the farthest effective range of all Jutsu types and proves itself valuable and efficient in many situations, in and out of combat. The technique requires the use of a number of basic Jutsu but its effectiveness is amplified as the users Awareness is honed, making for a Jutsu type that truly excels with mastery.
Comjutsu allows you to set up lines of communication between yourself and others. Starting a line is a basic jutsu that relies on your Awareness rank to determine the maximum number of users for any line you create at a 1:1 ratio. This costs 5 chakra / distance, and uses a full rounds worth of AP to start a line. Most Comjutsu connections are visibly undetectable and last up to 12 hours or until the creator cuts the line.
Using Comjutsu
Once a line is created, any user can cast Comjutsu targeting any other individual user at 5 Chakra / rank regardless of their distance from the caster. Most Comjutsu used in this way are beneficial and grant bonuses of varying duration from instantaneous to three rounds or even until the link is cut.
Emitter Connection and Hacking
You can use members of your link as emitters to ensnare enemies who get too close to your allies or yourself. To do this, spend 1 AP and make a COM + AWA vs the targets Analyze of the Analyze of the owner of the link if that target is already in a Com link. You must spend Chakra for the distance you are from the target. If you fail, the defender evades the connection and knows someone tried to connect them. If you succeed, they are added to your link and can be targeted by your comjutsu but count towards the maximum number of people you can be connected to. If they were in a link you may freely connect to as many individuals within that link as you like as long as you have space to support them. Connecting to the owner of the link makes you the new owner and anyone in your link can be targeted by your comjutsu until you decide to cut the line or 12 hours passes.
Origins and Applications
Comjutu techniques were only developed on Kagami in recent years by the sound ninja Yori. It was first used by Joltaka in an attempt to use the Eclipse Order as a spy network. The techniques were copied and abused by Gaboon to create widespread fear and distrust of world leaders. The members of the Lotus were forced to travel to Terra to combat him. After being exposed to the advanced communication technology of Terra, Yori decided to share his creation with all of his students. The Jutsu type then filled an essential support roll during the Shinjitsu Conflict, further spreading its popularity. Now Comjutsu is used to coordinate precise strategic assaults and aid allies from afar. It bolsters the farthest effective range of all Jutsu types and proves itself valuable and efficient in many situations, in and out of combat. The technique requires the use of a number of basic Jutsu but its effectiveness is amplified as the users Awareness is honed, making for a Jutsu type that truly excels with mastery.
Modifying Damage
Whenever you use any jutsu you add the Ability + Jutsu Rank to the effect in either damage, resistance, or healing depending on the effect. If the jutsu targets an enemy you add your rank in damage to any hit rolls of that jutsu. If it is a defensive jutsu that only blocks a set amount of damage you add your rank to the amount of damage it can absorb. Healing or buffing jutsus add the rank in extra HP healed. Ability and Jutsu Rank modifiers are halved and applied to a resource when the jutsu targets a specific resource other than health.
Whenever you use any jutsu you add the Ability + Jutsu Rank to the effect in either damage, resistance, or healing depending on the effect. If the jutsu targets an enemy you add your rank in damage to any hit rolls of that jutsu. If it is a defensive jutsu that only blocks a set amount of damage you add your rank to the amount of damage it can absorb. Healing or buffing jutsus add the rank in extra HP healed. Ability and Jutsu Rank modifiers are halved and applied to a resource when the jutsu targets a specific resource other than health.
Learning New Jutsus
To learn a new jutsu you must have the scroll for that jutsu and have a Rank in that jutsu type equal to or higher than the scrolls level.
First you must make a Knowledge Jutsu Skill Roll (DC 10 + 3X scroll level) to spend 6 hours attempting to learn the jutsu.
During this time you expend chakra or stamina double the cost that the jutsu would normally expend.
If you pass the roll you have had a successful training session and can now use the jutsu if it is an E rank scroll.
If it is any level higher you must repeat this process and continue until you have a number of successful training sessions equal to the scrolls level.
If you ever fail a roll, the time and chakra or stamina are expended but you got nothing from the training and you can try again later.
You gain +5 on these rolls if the scroll is from your home nation or secondary nation
You gain +0 if the scroll is from the region of your home nation
You take a -5 if it is from anywhere else
You cannot learn scrolls of your negative element (randomly rolled at creation)
In a Dojo you treat all scrolls of that dojos element with a +5 bonus
Some Senseis can apply a bonus for training under them within their specialized jutsu types
First you must make a Knowledge Jutsu Skill Roll (DC 10 + 3X scroll level) to spend 6 hours attempting to learn the jutsu.
During this time you expend chakra or stamina double the cost that the jutsu would normally expend.
If you pass the roll you have had a successful training session and can now use the jutsu if it is an E rank scroll.
If it is any level higher you must repeat this process and continue until you have a number of successful training sessions equal to the scrolls level.
If you ever fail a roll, the time and chakra or stamina are expended but you got nothing from the training and you can try again later.
You gain +5 on these rolls if the scroll is from your home nation or secondary nation
You gain +0 if the scroll is from the region of your home nation
You take a -5 if it is from anywhere else
You cannot learn scrolls of your negative element (randomly rolled at creation)
In a Dojo you treat all scrolls of that dojos element with a +5 bonus
Some Senseis can apply a bonus for training under them within their specialized jutsu types
The Dojo
Any Dojo can grant you a +5 bonus to learning techniques of its element while you train there. In addition, every Dojo has a Master who is capable of teaching one to three techniques without a scroll. These are usually trademark styles and moves, only known to the Master. Learning them first requires a test of sorts determined by the Master. All who seek to train under the Master must pass this test. It could be a ranked mission, a single fight, or even a puzzle or question. Once the Master is satisfied, your training can begin. This training works just like learning scrolls but you will always get the Dojo +5 bonus. Both the Master and student must be present to learn the technique and the Master may require extra Skill rolls or Ability checks during this time. Learning a technique in this way still requires extra days of training for higher ranked Jutsu.
The Basic Jutsus
As long as you have 1 rank or higher in the corresponding jutsu type you may cast these basic E rank jutsus. They do not occupy jutsu slots.
GEN - substitution - a counter that allows you to teleport up to 30ft from the attacking target (5 chakra)
GEN - clone - makes a single incorporeal clone of you that acts as you direct it and matches your MV and requires 1 AP from the caster to gain 2 AP. It is destroyed if hit. lasts 1 hour (5 chakra)
NIN - chakra transfer - allows you to move any amount of chakra from you into seals, allies, potions, or objects (Free)
NIN - chakra sense - allows you to see chakra colors and track chakra trails up to a week old. (5 chakra)
COM - link - allows you to create a mental communication line between you and any other accepting targets within a set distance that lasts 12 hours. (5 chakra / distance; 5- 100ft, 10- 1 mile or within city, 15- 150 miles or within nation, 20- 500 miles or within region, 25- within plane, 30- inter-planar)
COM - scan - You become aware of any open Comjutsu links in the area. This informs you of the number of targets using the link (5 chakra)
COM - tap - allows you to tap into a line of communication with a member within 100ft of you. (5 chakra or higher based on distance)
COM - message - allows you to create a mental communication line between you and one other accepting target within 150 miles that lasts 12 hours. (5 chakra)
SEL - stabilize - allows you to stop the involuntary flow of HP, STM, or CHK from a target no longer conscious. This stabilizes them and brings them to 1 of whatever pool was causing their unconsciousness. (5 chakra)
SEL - disable - allows you to disable an effect of a seal that is triggered by that seal being removed. Do this by making a Knowledge Jutsu roll VS the opponents KNO + SEL (10 chakra / rank of seal)
PET - beast sense - allows you and a controlled pet to share thoughts, lasts 1 hour (5 chakra)
PET - scent track - allows your controlled pet to obtain the scent of a presented item or area recently visited by a target. The pet can track the scent for up to 12 hours. (5 chakra)
SNG - aiding melody - allows you to target a single ally within 60ft giving them a +3 bonus on their next roll. (5 chakra)
TRS - transformation - transform your appearance into another human for up to an hour (5 chakra)
SUM - summon companion - you summon a small spiritual creature relative to your chakra nature. It lasts 12 hours and obeys simple commands and can speak. if damaged it is unsummoned. (5 chakra)
TAI - chakra jump - doubles your jump numbers for one round (5 chakra)
TAI - chakra climb - allows for 1 AP worth of movement an any solid surface with spider climb (5 chakra)
WEP - chakra mending - can spend a minute to repair broken items, armor, or weapons (5 chakra / item)
MEC - chakra power - can power a mech for 6 hours (5 chakra)
MEC - ram - slam your vehicle into targets in a 1 MV line dealing 10dmg/Size Class + Mech + SPD. The vehicle takes damage equal to what it deals. (5 stamina)
GEN - substitution - a counter that allows you to teleport up to 30ft from the attacking target (5 chakra)
GEN - clone - makes a single incorporeal clone of you that acts as you direct it and matches your MV and requires 1 AP from the caster to gain 2 AP. It is destroyed if hit. lasts 1 hour (5 chakra)
NIN - chakra transfer - allows you to move any amount of chakra from you into seals, allies, potions, or objects (Free)
NIN - chakra sense - allows you to see chakra colors and track chakra trails up to a week old. (5 chakra)
COM - link - allows you to create a mental communication line between you and any other accepting targets within a set distance that lasts 12 hours. (5 chakra / distance; 5- 100ft, 10- 1 mile or within city, 15- 150 miles or within nation, 20- 500 miles or within region, 25- within plane, 30- inter-planar)
COM - scan - You become aware of any open Comjutsu links in the area. This informs you of the number of targets using the link (5 chakra)
COM - tap - allows you to tap into a line of communication with a member within 100ft of you. (5 chakra or higher based on distance)
COM - message - allows you to create a mental communication line between you and one other accepting target within 150 miles that lasts 12 hours. (5 chakra)
SEL - stabilize - allows you to stop the involuntary flow of HP, STM, or CHK from a target no longer conscious. This stabilizes them and brings them to 1 of whatever pool was causing their unconsciousness. (5 chakra)
SEL - disable - allows you to disable an effect of a seal that is triggered by that seal being removed. Do this by making a Knowledge Jutsu roll VS the opponents KNO + SEL (10 chakra / rank of seal)
PET - beast sense - allows you and a controlled pet to share thoughts, lasts 1 hour (5 chakra)
PET - scent track - allows your controlled pet to obtain the scent of a presented item or area recently visited by a target. The pet can track the scent for up to 12 hours. (5 chakra)
SNG - aiding melody - allows you to target a single ally within 60ft giving them a +3 bonus on their next roll. (5 chakra)
TRS - transformation - transform your appearance into another human for up to an hour (5 chakra)
SUM - summon companion - you summon a small spiritual creature relative to your chakra nature. It lasts 12 hours and obeys simple commands and can speak. if damaged it is unsummoned. (5 chakra)
TAI - chakra jump - doubles your jump numbers for one round (5 chakra)
TAI - chakra climb - allows for 1 AP worth of movement an any solid surface with spider climb (5 chakra)
WEP - chakra mending - can spend a minute to repair broken items, armor, or weapons (5 chakra / item)
MEC - chakra power - can power a mech for 6 hours (5 chakra)
MEC - ram - slam your vehicle into targets in a 1 MV line dealing 10dmg/Size Class + Mech + SPD. The vehicle takes damage equal to what it deals. (5 stamina)
Jutsu Restrictions
You can only lean a max of 30 jutsus. This includes your Gates but not Basic Jutsu. The only way to learn more is to use items that expand your max.
Jutsu Use Limit / Round
Each round you can use Ranks worth of Jutsu out of a pool based on your rank. Genin begin able to use up to a C Ranks worth of Jutsu / Round. This increases by 1 Rank every time the character achieves another Ninja Rank until reaching Kage Rank.
G- C
C- B
J- A
S- S
K- L/F
U- L/F
G- C
C- B
J- A
S- S
K- L/F
U- L/F