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1 ELEMENTAL NINJUTSU

Fire
-2- Fire Release: Dragon Missiles Requirements (Fire element composition)
(2 Phases- 0 chakra)- The user forms seals that allow him to shoot an unlimited
amount of fireballs. Each fireball cost 2 Phases and 2 Chakra and deals 1D4 damage.
---Medium range---Fire---
(2) Potency- +1 Damage
(3) Temperature- +1 Increases threshold penetration

-3- Fire Release: Blazing Fireball Requirements (Fire element composition)


(4 Phases-3Chakra)- The user does the necessary hand seals, draws chakra from their
mouth into their chest and them immediately exhales it. They then blow a stream of fire which
erupts into a large sphere of flames. To better manage the flames the ninja will bring their hand
to their mouth to control it. This ball does 1D6 points of damage to anything within the area in
front of the user.
-Medium range--Fire---
(2)Deeper breath- Deal an additional damage
(3)Drag flame- Turn up to 90 Degrees and hit another area.

-4- Fire Release: Dragon Flame Missile(Dragon Missiles) Requirements (Fire


element composition)
(4 Phases-6 Chakra)- The user does the necessary hand seals, and then takes a huge
breath. Next they emit a very powerful jet of flame at the opponent with a spearhead of
concentrated heat. This flame does 2D4+2 worth of damage and can hit an additional opponent
nearby.
-Medium range---Long Range---Fire---
(2)Super Heat- +1 Damage
(2)Expand Flame- Hit an additional nearby target

Earth
-2- Earth Release: Shielding Stalagmite Requirements (Earth composition)
(2 Reaction Phases- 3 chakra)- The earth erupts to create a small stalagmite in front of
the user blocking an incoming attack. This may also be used to shield teammates or objects
within medium range. Their must must be enough room between the target and the attack to
produce the shield. The stalagmite has 2D4 HP and will absorb that much damage before being
destroyed. The stalagmite will remain forever, if not destroyed.
---Close range---Medium range---Earth---
(1)Durability- Absorbs an additional damage
(3)Girth- Is large enough to conceal the user and protect an additional person nearby

-4- Earth Release: Earth Flow River Requirements (Earth element composition)
(4 Phases- 4 chakra)- The earth in front of the target softens and begins to run forward
as a mud river. If the attack is successful all opponents are caught in the river and dragged
1D4+1 normal Movements away. Each movement costs the victim 2 phases of their next turn.
-Medium range---Earth---
(3)Current- +1 Movement
(2)Area- Can hit an additional target in close proximity to the target

-2- Earth Release: Earth Snare Requirements (Earth element composition)


(4 Phases/2 reaction- 3 chakra)- The earth reaches up and wraps around an opponents
feet rooting them in place. They are unable to move but are capable of forming Jutsus. Every
hostile effect or damage received by the target has a chance of breaking the effect. The Earth
snare's threshold is 4 and escape check is 8.
-Medium range---Earth---
(3)Engulf- Increase the threshold by 1
(2)Area- Can hit an additional target in close proximity to the target
(2) Tightness- Increases the escape check by 1.

Water
-3- Water Release: Water Clone Requirements (Water composition)
(4Phases- 3 chakra)- Creates an almost exact clone of the user and any basic weapons
or clothing from water. This clone is incapable of performing Jutsus or molding chakra and
can't leave a max range of medium. When created the clone has ¼ (rounded down) of the user's
current health total. If the clone's health total reaches 0, it will dissipate back into water. The
clone burns 1 chakra from the user's stamina every turn.
---Close Range---Medium Range---Water---
(2) Give a clone an additional health
(3) Mass produce-Create an additional clone for 2 chakra

-3- Water Release: Water Prison Requirements (Water element composition)


(4 Phases- 4 chakra)- This technique requires a fairly large water source to execute.
The user outstretches his hand and forces water around the target. This attack hits instantly
without an hit roll. The water engulfs the target until it forms a virtually inescapable sphere of
water around them. The water is thick with chakra and leaves the trapped victim unable to
move. After 3 rounds of remaining in the sphere, the victim loses 1 stamina every turn until
incapacitated or dead. If the target escapes the prison all stamina lost this way is refunded. The
major downside of this technique, is that the user must keep one arm inside the sphere at all
times. It costs 1 Chakra to continue the Prison every turn.
---Melee range---Concentration---Water---
(2)Engulfing Force- +1 Accuracy

-4- Water Release: Flood Requirements (Water element composition)


(8 Phases- 4 chakra)- This jutsu requires that you make contact with a huge body of
water, usually by standing on it. After embedding chakra into the water for a period of time the
user focuses on the final seal. The water underneath the user's feet begins to stir voilently and
bursts forward into a desired area. The water is transferred to the new area and eventually
resides there like a small pond.
---Medium range---Long Range(eventually)---Water---
(3)Current- +1 Movement
(4)Pressure +1 Damage to each movement

Wind
-2- Wind Release: Sickling Winds Requirements (Wind composition)
(4Phases- 3 chakra)- Calls fourth a Huge gust of wind to push back all opponents in
front of the user. This wind is so violent that it creates small cuts within it. Anything caught in
its path is dealt 1D4 damage and is pushed back 1 full movement.
---Close Range---Medium Range---Wind---
(2)Intensity- +1 Damage
(3)Pressure -Pushes back an additional movement.

-2- Wind Release: Repelling Gust Requirements (Wind element composition)


(2 Reaction Phases- 2 chakra)- The user Emitt's a highly pressurized counter attack to
deflect incoming projectiles. The gust and the incoming projectile will clash. If the projectile's
damage exceeds the gust's threshold then it ignores the deflection. The Gust's threshold begins
at 1D4.
---Close Range---Wind---
(1)Density – Increase it's threshold by +1
(4)Master Deflection- The projectile is instead reflected back toward the user if
successful.

-4- Wind Release: Weapon Current Requirements (Wind element composition)


(2 Phases- 2 chakra)- The user concentrates for a moment as they flood wind chakra
into the current weapon their holding. By focusing Wind chakra through their weapon blade
they increases its accuracy by 1, and its damage by 1 as well.
---Close Range---Wind---
(2)Force – Increase the potential amount lifted by 50 pounds.

Lightning
-3- Lightning Release: Lightning Fissure Requirements (Lightning composition)
(4Phases- 5 chakra)- The user sends an enormous bolt of lightning that cuts through
the ground towards the target. The user arches his arm in the air pulling the base of the
lightning attack with it. The stream of lightning arches as the bolt moves forward. The bolt
explodes when it reaches it's destination dealing 2D6 damage to a single target.
---Medium Range---Lightning---
(2)Discharge- +1 Damage
(2)Powerful Current- Stuns the opponent, eating up 1 reaction phase.

-4- Lightning Release: Electric Discharge Requirements (Lightning composition,)


(4Phases- 3 chakra)- When the user activates this technique, electrons flow into his/ or
her body. This creates a positive charge within the user for one turn. If the user makes contact
with the opponent by receiving or hitting with a successful melee attack, or any other physical
contact the opponents body will be damaged. They will receive 2 points of damage. This
technique can be sustained with 1 chakra every turn. The charge around the user will become
slightly visible with a spot check of 8.
---Melee Range---Lightning---

(2) Efficiency- Gain a chakra free round

-3- Lightning Release: Sparking Flare Requirements (Lightning element


composition)
(4 Phases- 2 chakra)- Using two open hands to focus chakra into the front lobe of the
user's head they are able to create a concentrated lighting flash. The flash blinds anyone
looking at the user for 1D4 rounds giving them -2 to all rolls and -5 to all spot checks for 1D4
rounds. Because of the high concentration of lighting in such a sensitive spot the user is unable
to repeat the move for 2D4 rounds. Other wise they will suffer 1D4 damage + the remainder of
rounds, divided to their health and stamina.
---Melee Range---Medium Range---Lightning---
(3)Brightness- Increase the duration by +1 round

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