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Book description
List of Jutsus in the Naruto Universe
Naruto Universe Jutsus
262 entries · scan depth 4 · budget 128,000 tokens
- #1Jutsu
Keys: technique, techniques, illusion, body, ninjutsu, genjutsu, chakra, taijutsu, mind
Taijutsu, or body techniques, use the chakra flowing throughout a ninja's body to give them the exceptional speed or strength needed to perform the techniques. They are mostly physical attacks. This includes both unarmed combat, and weapon techniques. Ninjutsu, or ninja techniques, use chakra to accomplish what those unfamiliar with them might call magic. These effects range from changing one's appearance to projecting balls of flame, to summoning water from thin air, to healing grievous injuries. Genjutsu, or illusion techniques, use chakra to either construct illusions in the environment or to directly affect an enemy's mind and confuse their senses. Of the three, they are the most difficult to learn.
Each jutsu is a unique action that, once you've learned it, you can perform. All jutsu are divided into five main ranks (E, D, C, B, and A), with S-rank techniques being rare techniques known only to their inventor and perhaps a handful of people that person taught them to.
To learn ninjutsu of one of the five elements, you need the appropriate Elemental Aptitude ability.
- #2Tripselective
Keys: trip · Secondary: technique, jutsu, taijutsu
E-Rank Trip You cause an opponent to fall down by knocking their legs out from under them. Calling it a 'technique' is misleading, but there's more to unbalancing a ninja than just wanting to; it does take at least a little bit of training.
Stamina: 8 Speed: 4 Special: +2 Accuracy
Effects:
If this hits, your opponent is allowed an Athletics skill as a secondary defense against your Accuracy. This Athletics roll has a +3 bonus for every time that battle they've had to make such a roll to avoid being tripped. If they pass, their next action is delayed by 1 but they suffer no other downsides.
If they fail, they are left prone on the ground. A prone person has -3 Accuracy, -2 to defensive actions, and moves at half speed. Standing back up is a Speed 2 action.
- #3Feint
Keys: feint · Secondary: technique, jutsu, taijutsu
E-Rank Feint A subtle trick that almost every ninja knows--and knows how to detect. Still, those that are particularly adept at it are often difficult to defend against properly.
Stamina: X + 2 Speed: X + 2
Effect:
This is used alongside any other melee-range unarmed attack, and increases that action's Stamina and Speed by 2 each. Make an opposed Espionage roll; if you beat their result, you've tricked them with your feint. If successful, this doubles the Speed of their defensive action for the purpose of determining when they'll act next.
This doesn't prevent it from being a valid Interrupt against your attack.
- #4Rendan - Combo
Keys: Rendan · Secondary: technique, jutsu, combo, taijutsu
E-Rank Rendan - Combo Stamina: 10 Damage: Special Speed: 10 Special: Combo
Effect: This attack’s damage is equal to your basic attack, you can use Power Attack and Unarmed Focus without increasing this Jutsu’s cost.
Combo: This attack gains +1 Die and -1 Base Speed per Cadence Rank
- #5Teiryuu Dageki - Halting Blow
Keys: Teiryuu Dageki, Halting Blow, Halting · Secondary: taijutsu, technique, jutsu, Blow
D-rank Teiryuu Dageki - Halting Blow In one smooth motion, the user extends their arm and pushes aside an oncoming blow, steps inward and pulls back their forearm to slam their elbow into the opponent, turning their defense into their offense.
Stamina: 10 Damage: (STR/10)d4 Speed: 5 Special: Interrupt, Opener
Effects:
Halting Blow is used as an unarmed parry, with a +3 Accuracy bonus. If you successfully defend, Halting Blow immediatly acts as an attack at no extra cost, using the results of your parry roll as it's Accuracy and it's speed for both damage and legal defenses from the opponent is equal to what it was when used as a defence. While Halting Blow is being treated as an attack, not while it is a parry, you may augment it as you would normal attacks and this allows for attack-movement as part of it while it is an attack. This does mean that Sudden Attack and like bonuses would apply and can be declared as the attack is declared.
Opener: The Parry action taken Unarmed while the Combo is not broken are Speed 1 and have a +3 bonus to their Accuracy roll. This does not apply to any Jutsu.
- #6Senpuu - Whirlwind
Keys: Whirlwind, Senpuu · Secondary: technique, jutsu, taijutsu
D-rank Senpuu - Whirlwind The user rotates while extending one leg, starting with a high roundhouse that's used partially as a feint. Whether it hits or misses, they continue to rotate into a second spin aimed at the lower part of the body.
Stamina: 13 Damage: (STR/10)d10 Speed: 12 Area: 2
Special: Opener
Effects:
This attack hits all enemies in range. If partial defense applies, this deals 25% damage per point you hit by, rather than 20%.
Opener: Your Combo Jutsu have Area 2. Your Combo is not broken as long as at least one person you hit with this Jutsu is a target for the attack.
- #7Houshou - Crushing Fist
Keys: Crushing Fist, Houshou, Crushing · Secondary: technique, jutsu, Fist, taijutsu
D-rank Houshou - Crushing Fist Usually considered a rude thing to do to someone, the user slams their fist into their opponent's stomach at an upward angle, knocking the air from their lungs if done properly.
Stamina: 10 Damage: (STR/10)d8 Speed: 14 Special: Finisher
Effects:
If this hits, it increases the opponent's Stamina penalty by 1, +1 per category of wound it inflicts (2 at Minor, 3 at Major, and so forth).
Finisher: If this hits, it increases the opponent’s Stm penalty by 1, +1 per category of wound it inflicts, +1 per Cadence Rank.
- #8Reppuu - Gale
Keys: Reppuu, Gale · Secondary: technique, jutsu, taijutsu
D-rank Reppuu - Gale With alarming quickness you drop low to the ground and perform a full 360-degree sweeping kick that knocks opponents off their feet when they attempt to close in for an attack of their own.
Stamina: 10 Damage: (STR/10)d6 Speed: 6 Special: Interrupt, Opener
Effects:
Gale may be used as an interrupt after you have successfully dodged an attack, targeting the attacker. If Gale is used after a dodge in this fashion, the dodge roll replaces Gale's accuracy. While Gale is being treated as an attack you may augment it as you would normal attacks and this allows for attack-movement as part of it while it is an attack. This does mean that Sudden Attack and like bonuses would apply and can be declared as the attack is being declared.
Alternatively, you may use Reppuu as a normal attack, using your regular Accuracy (rather than a dodge roll).
Opener: Dodging while the Combo is not Broken is a Speed 1 Interrupt.
- #9Dainamikku Entorii - Dynamic Entry
Keys: Dainamikku Entorii, Dynamic Entry
D-rank Dainamikku Entorii - Dynamic Entry This technique is nothing more than a jumpkick at an opponent from hiding. The hiding part became required because of genin's tendency to shout out things like "HIYAH!" as they did it.
Stamina: 15 Damage: (STR/6)d10 Speed: 10 Special: Requires you be hidden from your target.
Effects:
After the first time Dynamic Entry has been used in combat (by you, by someone else, it doesn't matter) it has a -6 Accuracy for the rest of that battle.
- #10Shoushitsu - Rising Knee
Keys: Shoushitsu, Rising Knee
D-rank Shoushitsu - Rising Knee The user gets in close and slams their knee into the midsection of their opponent. While not complex, the pain experienced is enough to make them double over in pain, leaving them vulnerable for a few seconds.
Stamina: 15 Damage: (STR /10)d10 Speed: 16 Special: Stun 4, Finisher
Finisher: Stun 2 per Cadence Rank.
- #11Tokken - Thrusting Shoulder
Keys: Thrusting Shoulder, Tokken
D-rank Tokken - Thrusting Shoulder By charging forward and turning at the last moment to bring a shoulder out front, the user slams into the enemy, knocking them back. It relies mostly on the weight of the user, with the expectation they'll be heavier than the person they're running into.
Stamina: 12 Damage: (RES /10)d8 Speed: 12 Special: Finisher
Effects:
This knocks the victim back (your RES)/15 yards.
Finisher: This inflicts Knockback of (RES)/15 per Cadence Rank. If the target is moved more than 10 yards or impacts an obstacle before moving the full distance, they fall Prone (as per E Rank Jutsu Trip).
- #12Shishi Rendan - Lion Combo
Keys: Lion Combo, Shishi Rendan
D-rank Shishi Rendan - Lion Combo Stamina: 10 Damage: Special Speed: 10 Special: Combo
Effect: This attack’s damage is equal to your basic attack, you can use Power Attack and Unarmed Focus without increasing this Jutsu’s cost.
Combo: This attack gains +1 Die and Ignores 10% of any Damage Reduction the target has per Cadence Rank. Any Jutsu used after this in the same Combo also ignores 10% of any DR the target has per Cadence Rank, even a Finisher.
- #13Daisenpuu - Great Whirlwind
Keys: Daisenpuu, Great Whirlwind
C-rank Daisenpuu - Great Whirlwind A more complex version of Senpuu which involves three kicks to the target's body going in the reverse order as before, starting low and going high to end with an axe kick to the opponent's head. The speed and constant rotation is strong enough to actually lift the practitioner into the air during execution.
Stamina: 18 Damage: (STR /8)d12 Speed: 14 Area: 3 Requires: Senpuu Special: Opener
Effects:
This attack hits all enemies in range. If partial defense applies, you deal 1/3 damage per point you hit by, rather than 20%.
Opener: Your Combo Jutsu have Area 3. Your Combo is not broken as long as at least one person you hit with this Jutsu is a target for the attack. If partial defense applies to your Combo Jutsu, you deal 1/3 damage per point you hit by, rather than 20%.
- #14Tsutenkyaku - Painful Sky Leg
Keys: Tsutenkyaku, Painful Sky Leg
C-rank Tsutenkyaku - Painful Sky Leg After concentrating chakra in the user's legs, they leap high into the air and come down in a destructive axe kick, using gravity to enhance the momentum behind the blow while the user's chakra is used to enhance the destructive force of the blow.
Stamina: 24 Damage: (STR /8)d12 Area: 6 Speed: 20 Special: -6 Accuracy, Finisher.
Effects:
Your damage bonus is doubled for this attack. Even if it misses, the opponent might still be damaged by the shockwave (and destruction to the environment) the kick causes. For every point it misses by, your damage bonus is reduced by 10%, and its damage is reduced by 2d12.
Should the issue arise, this technique's "shockwave" damage does not work against airborne opponents, including ones who have been rendered so by use of Kage Buyou.
Finisher: You reduce the attack’s accuracy penalty by 1 per Cadence Rank (to a minimum of 0). All other properties of the attack also apply when used as a Finisher.
- #15Kage Buyou - Shadow of the Dancing Leaf
Keys: Kage Buyou, Shadow of the Dancing Leaf
C-rank Kage Buyou - Shadow of the Dancing Leaf The user lowers themself to get underneath their opponent, and then knocks them into the air with a violent rising kick, leaping after them immediately after it to position themselves in the target's shadow.
Stamina: 15 Damage: (STR /8)d6 Speed: 6
Effects:
If Kage Buyo hits, and your next action is an unarmed attack against its victim before they've had an action of their own, your attack has its Speed reduced by 5 (not below half its base value) and receives +5 Accuracy.
If your next action would be a simultaneous action, then unless your opponent delays, they count as having had an action. Conversely, this means that if Kage Buyou is performed on a simultaneous action, your opponent's action does not count them as having had an action.
- #16Souji Reppuu - Sweeping Gale
Keys: Souji Reppuu, Sweeping Gale
C-rank Souji Reppuu - Sweeping Gale By flipping forward into a crouch, the user builds momentum that's used to instantly land and begin spinning on one foot, extending the other leg out while using chakra to enhance its density, rotating repeatedly to strike the knees of the enemy, simultaneously evading and tripping them.
Stamina: 16 Damage: (STR /8)d8 Speed: 8 Special: Interrupt, Opener. Requires: Trip, Reppuu.
Effects:
This follows the rules for the D-rank Reppuu technique. Should you hit, the opponent is knocked prone, as per the E-rank Trip's effects.
Opener: If your Combo Jutsu hits without suffering from Partial Defense, it knocks the target Prone as per the E-rank Trip’s effect.
- #17Uchikudakute no Jutsu - Shattering Hand Technique
Keys: Shattering Hand Technique, Uchikudakute no Jutsu
C-rank Uchikudakute no Jutsu - Shattering Hand Technique Ninja can perform incredible feats of strength; after years of grueling training, some can literally reduce boulders to gravel for their bare fists. That's a handy trick to have, but most ninja aren't willing to go through the whole 'years of pain and hard work' part, so instead they invented a jutsu which accomplishes a similar effect: by channelling vibrating chakra through their hand at the moment of impact, most solid objects can be shattered with a single blow.
Stamina: 20 Damage: (STR /8)d10 Speed: 13 Delay: 5
Effects:
When used against a person, roll location as if it had caused a wound (unless it was a called shot; if blocked, the defender chooses the location as usual). Before wounds or damage are calculated, this completely destroys any armor protecting the location it hits.
It may also be used against objects, or out of battle, by doubling the Speed, Delay, and Stamina. In this case, it destroys up to STR/10 cubic yards of inanimate objects, such as boulders or trees. For this to work, the material must be contiguous; used against a bridge made from wooden planks, only a single plank would shatter, although a wall held together with mortar would count as contiguous. Additionally, it can only target hard, inflexible materials (i.e. things capable of shattering); rocks are fair game, ropes are not.
Two things to be aware of when using its secondary function. The first, it doesn't work against objects which have been reinforced with chakra, such as through means of certain sealing jutsu. The second, it's not nearly as effective as it might sound for "tunnelling" through walls, mountains, and the likes--ten cubic meters of shattered stone is still ten cubic meters of stone, just in small pieces.
- #18Asshou - Pressure Palm
Keys: Asshou, Pressure Palm
C-rank Asshou - Pressure Palm You deliver a powerful, downwards palm blow to an opponent's stomach or the small of their back, brutally knocking the wind from them and dazing them--repeated use of this can bruise a person's solar plexus, which pretty much hurts more than anything has any right to, for weeks.
Stamina: 24 Damage: (STR/8)d8 Speed: 20 Special: Stun 12, Finisher
Effects:
This may only be used against an opponent who is prone (as from the E-rank Trip). When it hits, they immediately make a Stamina 15 roll.
Finisher: If the Opponent is Prone when you hit them with this technique, they immediately make a Stamina roll vs 5 per Cadence Rank.
- #19Spinning Backfist
Keys: Spinning Backfist
C-rank Spinning Backfist With a burst of chakra to one of the user's legs, they spin around and extend an arm to knock an opponent senseless with the back of their fist. It's a powerful blow as it uses the weight and momentum of the user's entire body, but has an inherent weakness of losing sight of the enemy while spinning.
Stamina: 25 Damage: (STR/8)d10 Accuracy: -2 Speed: 15 Special: Finisher
Effects:
This technique's damage is tripled when determining the severity of wounds it inflicts.
Finisher: This technique's damage is tripled when determining the severity of wounds it inflicts. If it inflicts a Wound, it inflicts another Wound of one severity lower in the same location (If it only inflicts a Minor Wound there is no further effect).
- #20Attsu Buchikomu - Pain Driver
Keys: Attsu Buchikomu, Pain Driver
C-rank Attsu Buchikomu - Pain Driver A brutal technique, and completely inappropriate for training (because someone would have thought it was okay, if we didn't say that). The attacker finds a weak point on their opponent's body, the site of a previous injury, and strikes there to amplify the existing wound.
Stamina: 20 Damage: (STR/8)d4 Speed: 12
Effects:
This attack must be a called shot, and does not normally inflict wounds. Instead, if it targets a location with a Minor Blunt wound, that wound is removed and replaced with a Major Blunt wound on the same location. This only applies if the attack deals damage.
- #21Maboroshi Tejun - Phantom Step
Keys: Maboroshi Tejun, Phantom Step
C-rank Maboroshi Tejun - Phantom Step Despite the fancy name, it's a fairly simple 'technique'. With a momentary burst of energy (and probably adrenaline, considering the circumstances where it's likely to be used) the user does their best to get out of the way of an impending attack. The "phantom" came mostly from the way a shinobi using this can, to the untrained eye, seems to almost disappear. And because ninjas thought it sounded cool.
Stamina: 4 * X Speed: +X
Effects:
This technique is used alongside a dodge attempt, increasing its Speed by X and providing a +X bonus to your dodge roll, as well as adding a Stamina cost to your dodge. In addition to this, it counts as double its speed for the purposes of determining if it can be used against an attack.
Ex: A spd4 Phantom step would be spd10 (A spd2 dodge, plus the spd8 from Phantom Step) for defensive purposes, and thus could at most be used against a spd20 attack.
The increased Speed from Phantom Step cannot be reduced, though the speed of the initial dodge it is linked to can.
If combined with the B-rank Leaping Shadow Evasion this technique increases LSE's Stamina cost by (4*X), which replaces Phantom Step's normal Stamina cost
- #22Chouyaku Kage Kaihi no Jutsu - Leaping Shadow Evasion Technique
Keys: Leaping Shadow Evasion Technique, Chouyaku Kage Kaihi no Jutsu
C-rank Chouyaku Kage Kaihi no Jutsu - Leaping Shadow Evasion Technique You leap away from an attack, getting yourself safely out of range. However, you don't pause to regain your orientation and settle into your new position, instead keeping ready to move again.
Stamina: 15 Special: Interrupt Speed: 4
Effects:
When you use Chouyaku Kage Kaihi, make a dodge roll. You may automatically attempt to dodge any incoming attacks, without having to take an action to do so, using Chouyaku Kage Kaihi's result as your effective dodge roll. This lasts until you take any action, including defensive interrupts.
- #23Hasu Rendan - Lotus Combo
Keys: Hasu Rendan, Lotus Combo
C-rank Hasu Rendan - Lotus Combo Stamina: 10 Damage: Special Speed: 10 Special: Combo
Effect: This attack’s damage is equal to your basic attack, you can use Power Attack and Unarmed Focus without increasing this Jutsu’s cost.
Combo: This attack gains +1 Die and +1 Accuracy per Cadence Rank
- #24Hiji o tsukamu - Catch the Elbow
Keys: Hiji o tsukamu, Catch the Elbow
C-rank Hiji o tsukamu - Catch the Elbow Whilst common sentiment is that trying to parry weapons unarmed is not a good idea, it is in fact possible, you just need to parry the arm swinging the blade, instead of trying to parry the blade. Given the distance between you and the arm, this requires you to move forwards into the strike, very quickly, at the exact moment as they commit to their attack. The actual performance of the technique is fairly simple, the issue with learning it is training yourself to fight your instincts and muscle memory in order to move in the exact opposite direction you want to move in when attacked, and also to learn how to deal with the intense adrenaline dumps that hit you seconds after you perform the technique.
Stamina: 8 * X Speed: 3 Range: 0
Effect: Catch the Elbow is used as an unarmed parry with a +X Accuracy bonus (X must be at least 1) that can parry weapons, but can only be used against weapons. Due to the nature of the technique, it can only be used against attacks originating in melee range (Distance 0). For example, if someone were to throw a kunai at you from five yards away, you wouldn’t be able to use this due to being too far away to catch and redirect their arm, but if they were to do the same at melee range, you could.
- #25Rankyaku - Storm Kick
Keys: Rankyaku, Storm Kick
B-rank Rankyaku - Storm Kick Using this technique a shinobi kicks with extreme precision, not aiming at an opponent but instead kicking the air itself.
Their leg slices through the air with such speed and precision that it compresses the air into a blade, aimed at the attack's target.
Stamina: 30 Damage: (STR /6)d6 Range: (STR/4) yards Speed: 14 Special: Opener
Effects:
This cannot be parried (though ninjutsu-based defenses which work like parries still function). Rankyaku causes Slashing wounds. The first time this is used against a given opponent in battle it has a +2 Accuracy bonus.
Opener: Your Combo Jutsu gain Range of STR/4 yards.
- #26Gouriki Senpuu - Strong Whirlwind
Keys: Gouriki Senpuu, Strong Whirlwind
B-rank Gouriki Senpuu - Strong Whirlwind Taking the Whirlwind back to the basics, the shinobi no longer bothers with a series of strikes, and instead just focuses their ability into a single roundhouse with more speed and power than the previous versions.
Stamina: 32 Damage: (STR /6)d12 Speed: 16 Area: STR/30 Special: Opener Requires: Daisenpuu
Effects:
This damages everyone in range. If partial defense applies, this technique does 50% of its normal damage per point it hits by, rather than 20%. Anyone hit is knocked back STR/30 yards.
Opener: You designate only one target hit by this attack as your Combo Target. All Combo Jutsu gains Knockback STR/30 Yards. You can move STR/30 yards for free as part of your normal movement with Combo Jutsu.
- #27Shougekishou - Upwards Attacking Palm
Keys: Shougekishou, Upwards Attacking Palm
B-rank Shougekishou - Upwards Attacking Palm A difficult attack to connect with, the shinobi brings their palm from waist height and strikes upwards to full extension. This makes it exceptionally difficult to connect with, though if the user does hit they'll send their opponent flying away.
Stamina: 34 Damage: (STR /6 +3)d12 Speed: 16 Accuracy: -6 Special: Stun 6, Finisher
Effects:
If you are in a clinch, the Accuracy penalty is negated. The clinch is ended if this technique hits.
After being hit the opponent is knocked back (STR/10) yards and left prone, as if they'd been hit with the E-rank Trip move.
Finisher: You lower the accuracy penalty of this Jutsu by 1 per Cadence Rank (up to a minimum of 0). If you deal damage, your Opponent suffers a Knockback of STR/10 yards and is left prone (as from the E-rank Trip). If you would take your next non-interrupt action before your target performs any non-interrupt action of their own, you can immediately perform another Finisher of Rank C or below. This Finisher receives all the same benefits as Shougekishou did.
- #28Dai Dageki - Heavy Blow
Keys: Heavy Blow, Dai Dageki
B-rank One of the simplest hand to hand maneuvers at the highest of levels, this attack is straight and to the point. Sacrificing trickery or fancy techniques, you deliver a powerful blow with the full weight of your body behind it.
Stamina: 28 Damage: As basic Attack (including Power Attack and Unarmed Focus) Speed: 8 Special: Finisher
Effects:
Your damage bonus is doubled for this attack.
Finisher: Your damage bonus is doubled for this attack. You calculate Wound damage as if it were 5% higher per Cadence Rank.
- #29Gouken - Iron Fist
Keys: Iron Fist, Gouken
B-rank Gouken - Iron Fist A generalized term for one school of thought for how to approach taijutsu, the idea behind 'Iron Fist' is to give every attack one's all, aiming to cause the maximum amount of damage in as few strikes as possible. This often involves thrusting punches and short-range kicks, and is undeniably effective. The downside, however, is that putting all one's force into a single blow results in telegraphing one's motions to an observant opponent, and can quickly tire the user.
Stamina: +X*2 Accuracy: -X/4 (round up) Speed: Special
Effects:
This supplements another Unarmed jutsu, or basic taijutsu attack. That attack's base Speed (including for damage calculations) is increased by X, and your Physical Damage Bonus is also increased by X.
X has a maximum of STR/10.
This Jutsu cannot be used while a Combo is being maintained.
- #30Gawa-Ryuu - River Style
Keys: Gawa-Ryuu, River Style
B-rank Gawa-Ryuu - River Style The ultimate recourse of taijutsu fighters who are frustrated with only being able to land glancing blows on their opponents, this technique sends a surge of chakra through the attacking limb. This results in a burst of speed and strength, and also a chakra 'shockwave' along the edge of the attack that carries almost as much force as the strike itself.
Chakra: 15 + X/2
Effects:
This is activated after you hit with an Unarmed or Combo taijutsu attack at melee range, but its damage is reduced by partial defense. X is that technique's Stamina cost, after all modifications.
When you activate River Style, your Accuracy with that attack is retroactively increased by 2, or the minimum value to do full damage (i.e. overcome partial defense), whichever is lower.
Your opponent may spend Willpower on their defense after you've declared activation of River Style. If you then spend Willpower on your Accuracy, River Style's effects last until your attack has been fully resolved.
This Jutsu cannot be used while a Combo is being maintained.
- #31Nanto Rendan - South Star Combo
Keys: South Star Combo, Nanto Rendan
B-rank Nanto Rendan - South Star Combo Stamina: 10 Damage: Special Speed: 10 Special: Combo
Effect: This attack’s damage is equal to your basic attack, you can use Power Attack and Unarmed Focus without increasing this Jutsu’s cost.
Combo: This attack gains +1 Die per Cadence Rank and Paralysis 1. The Paralysis lasts for 10 IC.
- #32Chishi Kakato Suto - Deadly Heel Strike
Keys: Chishi Kakato Suto, Deadly Heel Strike
A-rank Chishi Kakato Suto - Deadly Heel Strike Used as a killing blow, this technique is commonly performed upon a prone opponent. Leaping into the air, the Shinobi comes down with a full power downward heel strike, usually aiming to smash the ribcage, crush a skull or even snap the spine.
Stamina: 70 Damage: (STR / 4)d20 Accuracy: -8 Speed: 26 Special: Stun 10, Finisher.
Effects:
This attack receives double your normal damage bonus. Its Accuracy penalty is negated against a prone opponent as well as opponents that are underground.
Finisher: You reduce the attack’s accuracy penalty by 1 per Cadence Rank (to a minimum of 0). This attack receives double your normal damage bonus. If you deal damage, you apply a Buried status of 1 per Cadence Rank.
- #33Okasho - Cherry Blossom Impact
Keys: Cherry Blossom Impact, Okasho
A-rank Okasho - Cherry Blossom Impact Taking chakra infused muscles to the next level, the user focuses a massive amount of chakra into their fist, foot, or even fingertip. Upon striking the chakra is released into their target causing a great deal of damage. Given that the damage is dependent on the amount of chakra channeled, a truly great shinobi can even use this technique with a single fingertip.
Stamina: 35 Chakra: X Damage: (X)d12 Speed: 24 Requires: Chakra Strengthening, Chakra Control 30 Special: Finisher
Effects:
Okasho's Speed is multiplied by (your physical damage bonus) + (your ninjutsu damage bonus/2), rather than just your physical damage bonus. You may give this technique an Area of (X/4), though doing so reduces its damage to (X)d6.
Finisher: This attack has all the same properties as when it is not used as a Finisher, but its Speed for the purposes of determining damage is considered 2 higher per Cadence Rank, up to its normal maximum.
- #34Shigan - Finger Gun
Keys: Shigan, Finger Gun
A-rank Shigan - Finger Gun Using a single finger, the Shinobi strikes with speed and precision to drive their finger into an opponent's body. There is a danger in the technique as an inaccurate strike can easily damage the user.
Stamina: 50 Damage: (STR / 4)d6 Speed: 24 Special: Bleed 15, Finisher
Effects:
Shigan's damage is tripled for the purpose of inflicting wounds, and deals Piercing damage. If partial defense applies when Shigan hits, the attacker takes half the damage they rolled. Although Shigan cannot wound its user this way, they also suffer a Sprained Arm (Blunt, Major) wound as a result.
Finisher: This attack has all the same properties as when it is not used as a Finisher, but Partial Defense does not apply to it. If this attack inflicts a Wound, the attacker can choose the location as if it had been a Called Shot.
- #35Benkei-do - Way of Benkei
Keys: Benkei-do, Way of Benkei
A-rank Benkei-do - Way of Benkei A mixture of folk hero and mythical character, Benkei was a warrior monk known for his peerless skill in combat and unswerving loyalty to his master. One of the popular stories about his exploits involved Benkei guarding a bridge, holding back hundreds of warriors before finally succumbing to his wounds. This technique pays homage to his exploits, focusing all a shinobi's efforts on defense.
Stamina: 10 Special: Interrupt Speed: +0
Effects:
You may activate Way of Benkei alongside a normal defense. Until your next action, your defenses have a (+1+X) bonus, with X being the number of times you've attempted to defend yourself (successfully or otherwise) since activating Way of Benkei (including the defense it was activated with). You may choose not to use Way of Benkei on a given defense; doing so does not reset its X value or require it to be reactivated.
The only defenses which "count" for Way of Benkei are dodges and unarmed parries. You may use other defenses, but they do not receive its bonus or increase its X value. Way of Benkei ends when your take a non-Interrupt action, at which point you pay a secondary Stamina cost of 10+3*X, to a maximum of 40. You may declare Block, Total Defense, Guard, and similar effects without ending Way of Benkei.
- #36Asahi Kyusho - Rising Sun Strike
Keys: Rising Sun Strike, Asahi Kyusho
A-rank Asahi Kyusho - Rising Sun Strike A very impressive, though somewhat impractical, technique, the user gathers energy in one limb (typically a leg, though open-palm attacks are possible) and releases it in a single, swift strike with enough force to send their opponent flying. Though not technically required, it is suggested that anyone performing this technique shout its name emphatically when doing so.
Generally speaking, the injuries from this technique come less from the initial impact and more from the landing, which is very rarely graceful. Thankfully, the victims of this technique have their dignity spared--they're usually knocked too far away for anyone to see them wind up in a face-down heap after rolling through the dirt!
Stamina: 30 + X/2 Damage: (STR /4) d6 Speed: 20, Delay X
Effects:
This knocks the target back STR/4 * (its Speed, after any reductions /20) + (Delay)*(your Physical Damage Bonus)/2 yards.
However, when Rising Sun Strike hits, make an Athletics roll with a -10 penalty, and a +X bonus, against your opponent's Athletics. If their roll is greater than yours, the distance they're knocked back is halved. For every 5 points they beat your roll by, increase the divisor by 1 (to /3 at 5, /4 at 10, and so on).
Additionally, if they are knocked back more than (their RES)/3 yards, they lose an amount of AP equal to their current AP, divided by the same amount as the knockback was (someone with current 30 AP who divided the knockback by 4 would lose 7 AP).
Rising Sun Strike's damage is considered Y% higher for causing wounds, where Y is the number of yards its target was knocked back.
- #37Hokuto Rendan - North Star Combo
Keys: Hokuto Rendan, North Star Combo
A-rank Hokuto Rendan - North Star Combo Stamina: 10 Damage: Special Speed: 10 Special: Combo
Effect: This attack’s damage is equal to your basic attack, you can use Power Attack and Unarmed Focus without increasing this Jutsu’s cost.
Combo: This attack gains +1 Die and Poison 1 per Cadence Rank. The Poison lasts for 20 IC per Cadence Rank. This Poison is not a chemical poison nor a Chakra poison, it’s a physical disruption of the body functions, and no antidote can stop it. Only the B Rank Medical Saikan Chuushutsu no Jutsu can stop this poison.
- #38Grabselective
Keys: Grab · Secondary: technique, jutsu, taijutsu
E-rank Grab You grab onto an opponent, with the intent to not let go! It's not a preferred method of fighting among ninja, but it does have some limited popularity amongst certain taijutsu fighters.
Stamina: 8 if it misses, 12 if it hits Damage: None Speed: 12 Special: Finisher
Effects: This move has +2 to it’s accuracy. You are clinching your opponent. This is not inherently a huge advantage, but leads in to multiple other possibilities for attack. When clinched, the following effects apply to both participants:
Their movement speed is halved, and moves the other person along with them. If you try to move, the other person may attempt to restrain you; if they do, your AGI is reduced by half their STR when calculating how far you can move. The Dodge and Parry interrupt both have their Speed increased by 2. If either person is suffering from the Ignite status, both people take damage from it. If both are on fire, only the more severe Ignite deals damage.
Certain situations within a grapple may call for a 'grapple roll'. When this happens, one of the grapplers calculates a Grapple TN, and the other grapple rolls a Grapple roll against it. Who does which of those two things depends on what it was that triggered the roll. Ties go to the person making the grapple roll. Grapple TN: 10 + STR/10 + AGI/20 + Any relevant bonuses - Immobility Grapple Roll: 1d20 + STR/10 + AGI/20 + Any relevant bonuses - Immobility
Whilst in a clinch, either participant access to these two actions: Break Clinch (Stamina 5, Speed 5) You make a Grapple roll versus your opponent’s Grapple TN If you succeed, the grapple ends immediately. If you fail, your opponent gains +5 to their TN next time you have to make a grapple roll against them, which does not stack with similar effects for failing grapple actions. Set-up (Stamina 10, Speed + 5) This is an add-on to an attack. You force a grapple roll against anyone currently grappling you. If you succeed, your attacks get +3 to its accuracy and gains +0.5 to its Damage Bonus for each point their Grapple Roll fails to meet your Grapple TN. The grapple ends after the attack is resolved. If you fail, the clinch does not end and your opponent gains +5 to their TN next time you have to make a grapple roll against them, which does not stack with similar effects for failing grapple actions. The speed increase to the attack does not count for its damage or for its speed when it comes to calculating what defenses are legal versus it.
Finisher: When used as a finisher, this move gains +(Cadence Rank) accuracy and a bonus of (Cadence Rank) to Grapple rolls and TNs for (Cadence Rank * 3) IC. If you’ve taken the ability “Signature Move: Grab”, then you also gain another (Cadence Rank) bonus to Grapple Rolls and TNs, with your ranks in “Signature Move: Grab” as a cap to how much you can gain
- #39Escape Grapple
Keys: Escape Grapple
E-rank Escape Grapple Being held in place by one person and then punched into submission by all their friends is a pretty exceptionally undignified way for a ninja to go down. Accordingly, ninja are usually taught the basics of how to writhe their way out of all manner of holds.
Stamina: 4 + X Speed: 4 + X, Delay X Special: Grapple-only.
Effects: You make a Grapple roll versus your opponent’s Grapple TN. The "X" in this jutsu's cost and speed is the amount your grapple roll fails to meet their TN. Thus, if you rolled a 12 against your opponent's 16, Escape Grapple would be a Stamina 8 check and have a Speed of 8. On the other hand, if you passed your check by 36 points, it would be only Stamina 4 and Speed 4. If this is used in a clinch, you break the clinch. If this is used whilst pinned, you return to being clinched. This technique cannot be Aborted, despite its Delay.
- #40Headbuttselective
Keys: Headbutt · Secondary: technique, jutsu, taijutsu
E-rank Headbutt You use your head to hit someone else's head. Really, honestly, it's a highly technical process. You just don't understand because you're not a ninja.
Stamina: 5 Damage: 3d8 Speed: 7 Special: Grapple-only
Effects: This attack may be used if you are pinning an opponent, if you are pinned by an opponent, and also within a clinch, but only against someone grappling you. It automatically hits. If it causes a wound, that wound is automatically a head wound. Although the attacker does not take damage from doing this, if the damage they do would have caused them to be wounded, they will suffer that wound. For example, if you have 500 Vitality and Headbutt someone for 60 damage, you would take 0 damage and suffer a minor wound (for taking more than 10% of your HP in one hit).
- #41Take Downselective
Keys: Take Down · Secondary: technique, jutsu, taijutsu
D-rank Take Down Using a variety of techniques that can range from dropping your weight and bulldozing through an opponent to waiting for an opponent to take a step and then sweeping their foot, you somehow bring the grapple down onto the ground. This places your opponent onto the ground with your bodyweight on top of them.
Stamina: 12 Damage: None Speed: 6
Effects: This can only be done from a clinch. You force a grapple roll against anyone currently grappling you. If they fail, you have pinned your opponent. At this point you start keeping track of who is the “Attacker” and who is the “Defender” in the grapple, with whoever used Take Down as being the attacker. If they succeed, not only do you not pin your opponent, but they get a +5 to their TN next time you have to make a grapple roll against them, which does not stack with similar effects for failing grapple actions. Whilst you have an opponent pinned, you have these effects applied to you.
Other Grapple jutsu may be used. Grapple jutsu cannot be defended against normally (i.e. dodging, blocking). Ordinary attacks, such as punching or stabbing the other grappler, can be defended against normally. Unless specified otherwise, all Grapple Jutsu may only be used by somebody who has an opponent pinned. Whilst you are pinning an opponent you cannot use handseals without the Single-Handed Seals unique. You can stop pinning your opponent and return to a clinch at any time, this drops any grapple locks you are currently maintaining.
Whilst pinned your opponent has access to this action: Break Grapple (Speed 4) You force a grapple roll against an opponent currently pinning you; if they fail their grapple roll vs your grapple, the grapple returns to a clinch. When this is done, the attacker must roll a Stamina 5 check, or choose to return the grapple to a clinch.
- #42Throwselective
Keys: Throw · Secondary: justu, technique, taijutsu
D-rank Throw You use leverage, brute force, or a combination of the two to physically throw an enemy, either by flipping them over you, hurling them into a nearby object, slamming them to the ground, or something similar.
Stamina: 12 Damage: 4d6 Speed: 8, or +4
Effects: This immediately ends the grapple, and Stuns the enemy, severity 4. This can also be declared as part of a Grab attack, in which case it increases the total Speed by 4, and deals damage as a Speed 16 action. It cannot be blocked when used this way. The two Stamina rolls (one for a grab, and one for Throwing if the grab succeeds) are made separately. This move can be done from a clinch, but your opponent can make a grapple roll vs your grapple TN to defend. If they succeed, the attack does no damage, you do not end the clinch, and your opponent gets +5 to their TN next time you have to make a grapple roll against them, which does not stack with similar effects for failing grapple actions.
- #43Arm Lockselective
Keys: Arm Lock · Secondary: technique, jutsu, taijutsu
D-rank Arm Lock You use one of your hands or arms to pin an opponent's in a position where they can't use it effectively. It's a bit harder than it sounds, just because of the logistics of grappling people effectively.
Stamina: 10 Speed: 6
Effects: You and your opponent both lose the ability to use one of your arms. This puts your opponent at a -2 penalty to their grapple rolls, increases their grapple based immobility by 1, and doubles the Seal Speed of any jutsu they try to use (if used when your opponent is mid-seals, it doubles the remaining speed). Using this jutsu a second time doubles the penalties and makes it impossible for the victim to use handseals at all. A person with the Single-Handed Seals unique is able to perform handseals one-handed unhindered by these effects. If you lose control of the grapple, these effects end.
- #44Leg Lockselective
Keys: Leg Lock · Secondary: technique, jutsu, taijutsu
D-rank Leg Lock You hook one of your legs around an opponent's, restricting their mobility at the price of your own.
Stamina: 10 Speed: 6
Effects: You and your opponent both lose the ability to use one of your legs. This gives your opponent a -2 penalty to their grapple checks, and increases their grapple based immobility by 1, as well as further halving the speed at which you and they can move in the grapple. If you lose control of the grapple, these effects end.
- #45Head Lockselective
Keys: Head Lock · Secondary: technique, taijutsu, jutsu
D-rank Head Lock You get behind an opponent and put an arm around their neck. For what's a fairly simple-seeming maneuver, this is actually highly effective: to avoid breaking their own neck, they have to limit their mobility.
Stamina: 10 Speed: 6
Effects: You lose the ability to use one of your arms, and you increase your opponent’s grapple based immobility penalty by 1, as well as a -2 penalty to all their grapple rolls. For the duration of the headlock, the victim's Stamina rolls have a -4 penalty. If you lose control of the grapple, these effects end.
- #46Choke Holdselective
Keys: Choke Hold · Secondary: technique, jutsu, taijutsu
D-rank Choke Hold You grab your opponent's neck and cut off either the flow of blood to their brain, or of oxygen to their lungs. Either way, it's a nasty thing to be affected by... though as far as combat between ninjas go, it's one of the more effective and less violent ones.
Stamina: 10 Speed: 5
Effects: You lose the ability to use one of your arms while maintaining this hold. Every use of this technique applies a stacking -1 Suffocation penalty to your opponent. So long as this hold is maintained (meaning you don't use the arm holding them for anything else, and remain in control of the grapple) the suffocation effect does not end.
- #47Reversalselective
Keys: Reversal · Secondary: technique, jutsu, taijutsu
D-rank Reversal Stamina: 4, +X if successful 4 + X, Delay X Special: Grapple-only
Effects: You force a grapple roll versus an opponent pinning you. The "X" in this jutsu's cost and speed is the amount your opponent beats your grapple check by. Thus, if your opponent rolled a 16 against your Grapple TN of 12, Reversal would be a Stamina 8 check and have a Speed of 8. On the other hand, if your opponent failed the check by 36 points, it would be only Stamina 4 and Speed 4. When you perform this technique, you stop being pinned by your opponent, and instead pin them. This technique cannot be Aborted, despite its Delay.
- #48Joint Lock
Keys: Joint Lock · Secondary:
C-rank Joint Lock You grab your opponent in such a way that you can put continual strain on one of their limbs or joints. Though typically non-lethal, an expert grappler can be brutal with these techniques.
Stamina: 10 (STR/10)d8 Speed: 5 Special: Must have the opponent in an Arm Lock or Leg Lock.
Effects: To use this technique you must have your opponent in an arm or leg lock; if you have multiple limbs locked, declare which one you are targeting. Any wounds dealt by the joint lock are applied to that limb. Although the damage is dealt normally, it is considered cumulatively 50% higher each time you use the technique. For example, the first Joint Lock you apply does (STR/10)d6+(Speed)(PDB) ; the next, ((STR/10)d6+(Speed)(PDB)) +50%; the third +100%, and so forth, and so on. If you take an action other than maintaining the joint lock (including moving or using interrupts), this cumulative increase is reset. Each additional use of Joint Lock after the first adds +2 to the stamina cost. Resetting the cumulative damage also resets the cumulative stamina cost. Joint Lock deals Piercing Wounds.
- #49Compression Hold
Keys: Compression Hold
C-rank Compression Hold A less brutal alternative to joint locking (which has this nasty tendency to tear people apart), a compression hold is still exceptionally painful--that's the point. You twist the victim's body in such a way that their own joints are being used to hurt them--forcing their elbow to press against their sternum is a popular one.
Stamina: 6 Speed: 3
Effects: This requires the opponent already be in one of the three D-rank locks. Each time you use this technique applies a -1 penalty to their grapple checks, and increases their grapple based immobility by 1, so long as that lock is maintained. This penalty remains until that lock is ended.
- #50Suplex
Keys: Suplex
C-rank Suplex It's a suplex... be creative with it and use it's many variations.
Stamina: 13 Damage: 6d12 Speed: 15
Effects: This ends the grapple. If Suplex inflicts a wound, it is dealt to the opponent's head. This move can be done from a clinch, but when it's done from a clinch instead of from a pin your opponent can make a grapple roll vs your grapple TN to defend. If they fail, your damage bonus increases by 1 for each point they fail by. If they succeed, the attack does no damage, you do not end the clinch, and your opponent gets +5 to their TN next time you have to make a grapple roll against them, which does not stack with similar effects for failing grapple actions.
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