recursal/Fanatic-Fandom huggingface dataset:
Chakra Flow: Weapons

## **Wind**

* chakra, as explained by Asuma Sarutobi, is used in order to increase the sharpness of bladed weapons, so much so that in the hands of an experienced user even small blades are capable of piercing substantial rocks easily, leading to his assertion that this chakra is unparalleled offensively in close and mid-ranged fights. This effect is achieved by utilizing two opposing chakra currents, which are ground against each other in such a manner that they sharpen one another into fine pieces.

 Cooldown
 Learn Success
 Requirements

## **Lightning**

* chakra, as applied to weapons, provides an increased cutting power similar to that of wind, with the addition of inducing numbness. However, this is instead achieved by inducing high-frequency vibrations within the object. Also, when the Fourth Raikage flowed his lightning chakra directly into his own body, it was capable of electrically stimulating his nervous system. This resulted in an increase in his reaction time, raw speed, and defensive power to their utmost limits.

 Cooldown
 Learn Success
 Requirements

## **Earth**

* chakra seemingly increases the defensive power of an object to its utmost limits, by further reinforcing the inherent properties of the material involved. However, the application of this variation has only been observed through Kakuzu flowing it directly into his own body, where it resulted both in his skin becoming as hard as diamond and an increase in the overall destructive power of his physical attacks.

 Cooldown
 Learn Success
 Requirements

## **Fire**

* chakra engulfs the desired weapon in intense localised flames, which follow the subsequent path of the object in question, incinerating anything which comes into direct contact, applying

 Cooldown
 Learn Success
 Requirements

## **Water**

* chakra can be applied to a persons body as a study shield of armor, and can withstand any physical attack made by an enemy. And it can even be passed on another person.

 Cooldown
 Learn Success
 Requirements

## **Yin–Yang**

* chakra does not conform to a single defined list of beneficial effects unlike other chakra natures, instead imitating the properties of the techniques used by the individual in question.

 Cooldown
 Learn Success
 Requirements

## **Shadow Imitation Technique**

* through chakra flow is able to endow weapons with the ability to pierce the enemies' shadows, paralyzing them in place.

 Cooldown
 Learn Success
 Requirements

## **Lava Release**

* chakra seemingly engulfs desired target within a layer of lava, giving it the side effect of burning what ever it comes into contact with.

 Activation
 Cooldown
 Learn Success
 Requirements

## **Crystal Release**

* chakra shields a desired target within a layer of transparent crystal, protecting it from physical attacks and aiding in performing stronger physical attacks.

 Activation
 Cooldown
 Learn Success
 Requirements

## **Magnet Release**

* chakra magnetizes an object and allows the user to manipulate the magnetized object. The magnetic effect can also be passed on through direct contact with another object or person.

 Cooldown
 Learn Success
 Requirements
Great Blazing Sphere

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 6

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** 50 feet (see text)

**Area:** Line attack 15-ft. wide from the user, then 30-ft. radius brust

**Duration:** Instantaneous

* **Description:** This technique, created by the genius ninja Uchiha Itachi, is a vast improvement of the Uchiha clan's Goukakyuu. This technique begins as a line attack from a fireball, which then explodes in a burst attack. Any creature caught in the burst radius suffers 7d6 points of damage, while creatures in the line attack only suffer half that damage, halved with a successful Reflex save in both cases. A creature caught in both effects does not take additional damage. The explosion can be triggered before the attack reaches the end of the line, but this reduces the length of the line as well.
* **Empower:** The user can spend an additional 1 chakra to increase the damage by 1 die, maximum 1d6per level or 18d6.
* **Mastery:** Each step of mastery in this technique allows the user to increase the length of the line by5 feet, or the burst radius by 2 feet (rounded to the nearest 5-feet unit).
About Training

## Learning a Technique

Each technique has a Learn DC and a Learn Success.

The DC number represents the number you must roll (1d20) higher than or equal to. The Success number represents how many successes it takes till you learned that skill successfully.

You can roll 1 success roll a day. The Technique must meet your rank requirements and release requirements.

You can grab the skill quick learner, and you will learn the technique one day sooner than the Success amount needed.

You can also increase your knowledge stat for a +1 bonus towards the Learn DC for Every 2 points in intelligence.

## Training in Skills

Skill Training is done the Same way Stat training is. Each time you train in said skill, you gain a Rank in the ability to do so based off of the Learn DC of the Skill. All skill ranks are achieved in 10 success days total. DC of 10 + 5 per Rank. Every 5 ranks in a skill is a +2 bonus to that skill.

## AFK Training

AFK Training is the easiest way to gain Skill Ranks. You simply say in the Channel "Skill Training for:\_\_\_\_" When successful, you will mark it with a Check for each day of Success. If you remain unsuccessful, you mark it with an X. Each time you are unsuccessful 10 times you gain 1 Success point.
Armed Technique: Stance - Helm Splitter Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the user deals increased damage against single creatures. Any attack made against a single creature, or any technique dealing weapon damage that targets a single creature deals damage as though one size category larger than in reality (maximum one size category larger than the user). This bonus only applies to weapon attacks made with properly sized weapons and Taijutsu techniques with the armed descriptor. Material Focus: The user's held weapon.
Fiendfire Technique: Burning Fist Style

* **Type:** Taijutsu

**Subtype:**

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 4

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The user shifts into a battle stance that requires him to have an active seed of flame fiendfire seal. The user gains the ability to make ranged touch attacks instead of unarmed attacks, with a range of 10 feet. The attacks are ranged touch attacks using the user's Intelligence modifier to attack rolls instead of Dexterity modifier, and deal 1d6 points of fire damage. The user cannot make attacks of opportunity in this stance, and provokes an attack of opportunity if he attacks in this stance while in a creature's threatened area.
* **Empower:** At 8th level, the user can increase the chakra cost by 2 to increase the damage dealt to1d8. Mastery does not count towards achieving this level.At 16th level, the user can increase the chakra cost by 4 to increase the damage dealt to2d6.
* **Mastery:** With the third step of mastery, when empowering this technique to deal 1d8 points ofdamage, the attack's range increase to 15 feet.With the fifth step of mastery, when empowering this technique to deal 2d6 points ofdamage, the attack's range increase to 20 feet.
Hand-to-Hand: Method of Diversion

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 instant action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique takes many forms in many styles and stances. The basic principle is to show an opponent an opening a feint and take advantage of an opening created as the opponent's attack is parried. This technique must be applied to a single stance, and may only be used when in that stance, though it can be learned multiple times for an additional stance with a +2 competance bonus to Learn checks. Each step of mastery in this technique apply to the individual stance it was learned with, and must be re-mastered with every new stance. The user provokes an attack of opportunity against the subject. If the subject takes the attack of opportunity, the user gains a +2 circumstance bonus to Defense against it, and if the subject misses, the user gains an attack of opportunity against the subject. Both the subject's attack of opportunity and the user's own count against their respective maximum in a round.
* **Mastery:** Each step of mastery lowers the effective armor check penalty of the user by 1 whendetermining chance of failure to perform this technique.The first, third and fifth step of mastery in this technique increases the circumstancebonus to defense against the attack of opportunity by +1.
Hand-to-Hand: Choke Hold

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user can initiate a strangulation attempt on a target and gain a +4 bonus on his Grapple check for this purpose. The attempt still provokes an attack of opportunity. For more details on strangulation, see page 214 of your core rulebook.
Dattoumaru Style: Rising Thunder Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** To properly use this technique, the user must be manifesting his Hiraishin ability. While in this stance, half the user's unarmed attack is considered electricity damage and he gains electricity resistance 5. The user deals an additional 1d10 points of electricity damage on an unarmed critical hit.
Demonic Release: Destruction Gate Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous, plus 1d4 minutes (see text)

* **Description:** Upon completion of this technique, the user voluntarily enters his Blazing Rage by forcefully triggering horrible images, memories or thought and experiencing a semi-safe mental breakdown. Doing so in this manner is not completely safe, however, and the user suffers a -2 penalty to Will saves against fear for the duration of his Blazing Rage (or Kyuubi Manifestation) plus 1d4 minutes. Once the rage effect ends, the user must also succeed a Will save (DC 16) or suffer 1 point of temporary Charisma damage.
Hiten Mitsurugi Style - Deadly Twin Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** To properly execute this technique, the user must be moving at Speed Rank 1 or higher. This technique is the same as Ryu Sou Sen, except that the user's threat range increases by 1 for the purpose of making those attacks, and the user's damage is increased by one die size (1d10 to 1d12, 2d6 to 2d8). Material Focus: The user's katana, or large katana.
Hand-to-Hand: Iron Fist - Leaf's Boulder Buster

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user attacks with a devastatingly powerful elbow smash. The user makes an unarmed attack. If it hits, the attack deals weapon damage and 4d6 damage plus 1d6 every 4 levels (maximum 9d6). If the attack was made using the Power Attack feat, the user adds +2 to damage for every -1 penalty instead of the normal use of the feat. This attack cannot target a held object, but if it hits an inanimate object, it ignores hardness 8 or less. This technique can be used as part of a charge. The target must make a Fortitude save on a successful hit, or be knocked back a number of feet equal to the damage done, rounded down. If the target hits a solid object of its size or larger, it suffers additional damage as it if had fallen 20 feet (2d6 points.) The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Hand-to-Hand: Mountain Blow

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user strikes at the target with a powerful head blow, aiming to knock it down and stun it. The user makes an unarmed attack that deals normal damage. If it hits, the target must succeed a Fortitude save to avoid being stunned for 1 round and falling prone.
Demonic Mirage: Metaphysical Battleground Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 5

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to trap the target's mind in a fearful illusion that will pit it against itself in an imaginary battlefield, forcing it to fight an enemy of equal strength, and equal weakness. The battle all happens in an instant, but has the potential to be lethal if the subject's concentration wavers. The subject must make an opposed Will save against the user, which will in turn determine the winner of the coming battle. Should the save succeed, the subject emerges from its mind a winner, suffering a measly -4 penalty to Listen and Spot checks until its next turn. Should the subject fail its save, however, it is painfully defeated and ejected from the battlefield. It suffers a 3d6 points of damage, +1 per level of the user (maximum 3d6+10), a -4 penalty to Listen and Spot checks for 2 rounds, and loses its next turn. This technique can't be dispelled, and cannot be used again on the same target for 1 minute.
Earth Compass Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** By touching his hand directly on the ground, the user is able to determine which direction is north. The user's newfound knowledge of north is correct when using this technique, but he may get lost again within moments if he does not keep track of his movements. This technique can help the user identify an environment-affecting Genjutsu if there is one, at the GM's discretion, and cannot be used if the user cannot touch his bare hand to the bare ground.
Fire Fangs Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 4

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Nidan Jutsu technique.
Gate 3

**Type:** Hachimon Tonkou

**Subtype:** Sei-mon

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

* **Time:**

* **Description:** Same as Kai-mon Kai except as noted above and as follow. The user opens the third gate. For the duration of the technique, he gains a +4 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 15 feet. The user can no longer suppress his chakra signature, which effectively increases by 1 step. He gains 8 temporary chakra. Each consecutive use of any Gate-release Hachimon Tonkou technique within a 24 hours period reduces the temporary chakra granted by opening a Gate by one-half. Each round the technique is maintained, the user suffers 4 points of damage. When the technique ends, he must succeed a Fortitude save (DC 20) or be fatigued for the rest of the encounter plus 5 minutes. The user can only perform this technique while under the effects of Kyu-mon Kai or with sufficient degree of mastery in the technique.
* **Mastery:** With the second step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.With the fifth step of mastery in this technique, the user suffers only 3 points of damageeach round the Life Gate is open.
Diversion Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 move-equivalent action

**Range:** Melee

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to make a feint attempt as part of this technique, against one creature he is engaged in melee with. Performing this technique in a threatened area does not provoke an attack of opportunity.
Dash

* **Type:** Taijutsu

**Subtype:** Enhancement

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** This technique, while rarely seen, is very popular amongst messengers because it allows the user to run at a very high speed and keep the pace for a long time. For the duration of this technique, the user's maximum run speed multiplier is increased by three, meaning that the user runs at 7 times his speed if his previous maximum was 4 times, 8 times if it was 5 and so on. In addition, the user gains a +10 bonus to Constitution checks made to continue running. A normal person moving at 30 feet and running at 4 times its speed runs at about 12 miles an hour with this technique.
Cell Activation Technique

Activation
 Cooldown
 Saving Throw

Used only in the most dire of surgical procedures to increase the patient's survival rate, if even only by a single percentage, this technique employs a great level of refined chakra control to activate all the cells in the patient's body simultaneously. This causes their body to start repairing itself while the medical-nin is operating; restoring damaged tissues and bone structures while healing the patient during more invasive and delicate procedures.
Blazing Red Cannon

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 2

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 5-ft.-radius burst

**Duration:** Instantaneous

* **Description:** This low level technique is often offered for Academy Student to learn, but few ever succeed in their time at the academy. And when that time come to pass, better techniques are available for one to spend his time on. The user fires a head-sized sphere of blazing chakra forward that will deal 1d4 point of fire damage to any creature caught in the area of effect. The blast will damage unattended objects and set fire to combustibles. If the user wishes to hit a particularly small object or send the sphere through a tight passage, he may have to 'hit' the object or opening with a ranged touch attack (the sphere has a range increment of 10 feet and cannot go further than the technique's range).
* **Empower:** The user may increase the damage done by this technique by spending an additional pointof Chakra (maximum 3d4).
Hand-to-Hand: Opportunity Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 instant action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be performed when making an attack of opportunity. The attack gains a +2 bonus to attack and damage rolls.
Demonic Mirage: Hell's Descent Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 40-ft. radius, 50-ft. high cylinder (S)

**Duration:** 1 round/level (D

* **Description:** Using this technique, the user creates the illusion that a gigantic ball of fire is falling from the sky to engulf anyone in the area of effect with its flame. Any creature caught in the area of effect will suffer 3d8 points of damage from the technique, which can be negated by a successful Will save. The ground in the area of effect will then be 'set ablaze,' and all creatures that stand in the area of effect and that failed their initial Will save will suffer 1d6 points of damage each round until they leave the area (creature entering the area after the technique was first cast upon it are unaffected). Creatures that are immune to fire are not affected by this technique, as are creature devoid of all the following sense: sight, smell, touch and hearing. Creatures that were pre-warned of the effects of the technique also gain a +8 bonus to their Will save to resist it (this does not apply to identifying the technique). The illusion itself cannot kill; creatures brought to 0 hit points or below will become unconscious for 1d4+2 hours or until healed. This technique can be dispelled.
Earth Split Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:** 10-ft. square (S)

**Duration:** Instantaneous

* **Description:** One of the earth element's sole low-level damaging technique can only be used on firm or hard earthen ground, such as stone, and the user must be able to touch his hand directly against the ground. The ground under the targeted area explodes, dealing 2d6 points of earth damage to any creature standing directly on it, damage increasing by 1.5 times against prone creatures, as the ground bursts apart violently. Damage from this technique can be halved with a successful reflex save.
Derp

## Statistics

Pool
Amount
Reserve
Control
 99

## Jutsu

* Water Walking: Description: Perfecting the water walking skill allows a shinobi to increase his endurance and Chakra Control exponentially. Completing this training technique grants a the user the ability to walk crossed water without penalty or having to tap into their chakra pool at all.
Gate 7

* **Type:** Hachimon Tonkou

**Subtype:** Kyo-mon

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 30

**Learn Success:** 5

* **Time:** 1 full-round action

* **Description:** The user releases the Wonder Gate with so much power that nearby creatures are buffetted away. Same as Kai-mon Kai except as noted above and as follow. Adjacent creatures take 1d10 points of force damage and are pushed back by the mere opening of the Wonder Gate. Huge creatures are pushed back 10 feet, Large creatures 20 feet, Medium-size or smaller creatures 30 feet. Gargantuan or larger creatures are unaffected. The user gains a +10 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 30 feet. He gains 24 temporary chakra and a +8 bonus to Initiative, Balance, Climb, Jump, Swim and Tumble checks. The user becomes shrouded with a cloud of chakra like a roaring flame, and can no longer suppress his chakra signature, which effectively increases 2 steps, and automatically fails hide checks while the Wonder Gate is open. Each consecutive use of any Gate-release Hachimon Tonkou technique within a 24 hours period reduces the temporary chakra granted by opening a Gate by one-half. The user takes 8 points of damage each round the technique is maintained. If the Wonder Gate was opened for 2 rounds or longer, the user will suffer a -8 penalty to all ability scores for 24 hours once the gate closes, as well as suffer half again as much damage from all sources for 1 minute (+50%). He must also succeed a Fortitude save (DC 30) or be exhausted for the rest of the encounter plus 1 hour. The user can only perform this technique while under the effects of Kei-mon Kai or with sufficient degree of mastery in it.
* **Mastery:** With the fifth step of mastery in this technique, the user only suffers 7 points of damageper round and a -4 penalty to ability scores after using the Wonder Gate, and does notsuffer additional damage after afterwards.
Hyuuga Style: Gentle Fist - Second Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The second stance of the Jyuuken style is one known only to the Hyuuga clansmen of the highest status and skill. The stances are so similar to one another that it is very easy to mistake one for the other. The knees are slightly more bent, the hands a little more turned inward, and the the flow of chakra is far more akin to a knife than a needle. As Jyuuken - Shodan Dachi, except as above and as follow. In the Nidan Dachi stance, attacks still count as a single attack to bypass damage reduction in the same way as Shodan Dachi attacks, but the chance to strike an incorporeal creature is increased to 50%. Attacks made in this stance are touch attacks that deal 1d8 points of damage, and the user may use either his Dexterity or Wisdom modifier to resolve attack rolls, whichever is highest. Jyuuken attacks bypass chakra damage reduction. Damage bonus to unarmed attack, such as the one obtained through the Weapon Specialization class ability, is also applied as damage bonus to Jyuuken attacks. Using this stance with the Tenketsu Sealing ability allows the user to deal an additional 1d4 points of damage on a critical hit, increased to 2d4 if the user's unarmed critical multiplier is x3, 3d4 if x4, and so on. Increased damage die to unarmed attacks also benefit the Jyuuken stance. If the user's normal unarmed damage is higher than the damage dealt by Jyuuken, use that instead.
* **Mastery:** Each step of mastery in this technique allows the user to add up to 2 points of hisDexterity or Wisdom modifier as a bonus to damage rolls with jyuuken attacks,whichever is highest. The bonus cannot exceed the user's Dexterity or Wisdom modifiers.Every step of mastery in this technique also increases the user's chance to strike anincorporeal creature by 5% with Jyuuken attacks.
Flicker

* **Type:** Taijutsu

**Subtype:** Mobility

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 swift action or instant action

**Range:** 5 feet/level

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to move instantly from one point to another, within range. The movement is instantaneous and does not provoke attacks of opportunity from moving in and out of a threatened area. The user may jump over or accross 10-ft. tall or wide obstacle or gaps. With active effects like kinobori, or tadayou, the movement may be performed over vertical surfaces or water. While in movement, the user does not trigger traps that would normally from walking over them, nor does he leave physical tracks (but he may still be tracked by scent). If the user lands on a surface he cannot stand on after the burst of speed, he immediately begins to fall. Once per day, the user may also use Hirameku as an instant action on his turn to avoid falling damage, so long as he stands within 10 feet of a wall or sturdy vertical surface. The fall is treated as though it was 5 feet shorter per level (maximum 100 feet). Defensive uses of this technique are shared with Hiryuusen.
* **Mastery:** With the third step of mastery, the user is able to make a Hide check even while observedas he uses the technique.With the fifth step of mastery, the user will count as though invisible while moving withthis technique. This allows the user to catch a foe by surprise up to once per encounter,for his first attack. This is negated with the high speed sight 4 or higher ability.
Armed Technique: Godslayer Secret Skill - Ultimate Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a melee attack with his held weapon against a single creature. If it hits, the attack deals an additional 10d6 points of damage, not multiplied on a critical hit.
* **Empower:** The user can spend an additional 1 point of chakra to increase the additional damage by 1die, up to 1 per level or 20d6.Material Focus: The user's held weapon.
Diplomacy Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 full-round action

**Range:** 10 feet

**Area:**

**Duration:** 3 rounds or until discharged

* **Description:** This technique, while very useful, is harshly punished by crime lords if one is caught using it in a deal. The user gains a +4 bonus to his next Bluff or Diplomacy check made against the target within 3 rounds.
Heavenly Spiritual Fist

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 14

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** A special high-ranked execution technique of the prominent Tenshunreiken clan of the Hidden Cloud, designed by the master tactician Tenshunreiken Zacki during a counter offense against the Hidden Leaf. It condenses chakra in such a way that it surrounds the user's hand in a golden halo that crackles with energy. Immediately after using the technique, or up to 1 round per level later if the technique is held, the user makes a touch attack against his target that, if it hits, deals 2d6 points of piercing damage, 2d6 points of electrical damage and 2d6 points of sonic damage as well as forcing the target to make a Fortitude save or become paralyzed for 1d3 rounds.
* **Empower:** The user may, at the cost of one point of Chakra, increase the damage dealt by 1 die inany of the three energy type, up to 6d6 points of piercing, electrical and sonic damagerespectively, at the additional cost of 12 points of Chakra. He cannot add more than 2 dieof damage per 3 levels (6 die at level 9 or 12 die at level 18).
Complete Paralysis Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The target is paralyzed for the duration of the technique on a failed save, or until it suffers 1 point of damage per level of the user. It will still be able to breathe, but will no longer to perform actions such as flying or swimming (and thus may fall or drown).
Baldi's family

**Baldi's family**is composed of Baldi, Baldi's wofe, his parents, Felix, Karkat, swoodgrommets, Jeffy, and formerly Fat Yoshi.

## Baldi

*Main article: Baldi*

The third-oldest of the family.

## Baldi's wofe

*Main article: Baldi's body pillow*

Baldi's spouse.

## Mr. McSteener

**Gregory McSteener**is Baldi's adoptive father who is an alcoholic. Despite this, he cares deeply for his sons and was very devastated when Yoshi died. He is killed off in Post 100.

## Mrs. Kamui-McSteener

**Kanna Kamui-McSteener**is Gregory's wofe who doesn't really pay attention to her chidren because of long work hours. When she does have time to notice her sons, she usually does things only she enjoys.

## Felix

*Main article: Felix*

Baldi's second-youngest brother.

## Karkat

*Main article: Karkat*

Baldi's youngest brother.

## swoodgrommets

*Main article: swoodgrommets*

Baldi's "grandpa" and biological dad.

## Jeffy

*Main article: Jeffy*

Baldi's disabled cousin.

## Fat Yoshi

*Main Article: Fat Yoshi*

Baldi's deceased third-youngest brother.

## Trivia

* Gregory would have left Kanna in a post, but swood decided to kill him off for Post 100.
Gate 4

* + **Type:** Hachimon Tonkou

**Subtype:** Shou-mon

**Rank:** 8

**Complex:** A-Class

* + **Learn DC:** 23

**Learn Success:** 4

* + **Time:** 1 attack action

* + **Description:** The user opens the fourth celestial gate, the Harm Gate. His strength, agility, speed and reaction times are increased to extreme levels under its effects. Same as Kai-mon Kai except as noted above and as follow. The user gains a +6 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 20 feet. He can no longer suppress his chakra signature, which effectively increases 2 steps. He gains 12 temporary chakra as well as a +4 bonus to Initiative, Balance, Climb, Jump, Swim and Tumble checks. Each consecutive use of any Gate-release Hachimon Tonkou technique within a 24 hours period reduces the temporary chakra granted by opening a Gate by one-half. Every round the gate is maintained, the user suffers 5 points of damage at the start of his turn. When the technique ends, the user must suffer a Fortitude save (DC 20) or be exhausted for the rest of the encounter, plus 10 minutes. If the Harm Gate was opened for 2 rounds or longer, the user takes a -2 penalty to all ability scores for 24 hours once the gate closes. The user is still fatigued until the end of the encounter on a successful save. The user can only perform this technique while under the effects of Sei-mon Kai or with sufficient degree of mastery in the technique.
	+ **Mastery:** With the second step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.With the fifth step of mastery in this technique, the user suffers a maximum of 4 points ofStrength damage from opening the Harm Gate, which recovers fully after 8 hours of rest,and suffers only 4 points of damage each round the gate is open.
Hand-to-Hand: Iron Fist Secret Skill - Initial Lotus

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 6

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is used as a follow-up to Kage Buyou, sending the user and his mark into a deadly spiral at the ground to break the mark's neck. This technique can only be followed after successfully knocking an enemy airbone with Kage Buyou and following it in the air. The user makes a single unarmed melee attack at his highest attack bonus that deals triple damage on a hit. The attack gains a critical range increment of +1, and forces the target to make a Fortitude save to avoid being stunned for 1d6 rounds. If the opponent was knocked airborne high enough with Kage Buyou to suffer falling damage, it may not make a Tumble check to avoid it. The target ends up prone after this technique and the user lands in an adjacent square to it. The user becomes Exhausted for the rest of the encounter plus 5 minutes after using this technique, unless he succeeds a Fortitude save (DC 21) to become Fatigued instead.
Hand Motion Confusion Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** 1 round

* **Description:** Using this technique, the user casts a simple genjutsu upon his hands to confuse enemies and create openings. For as long as the technique lasts, the user has the possibility to confuse the enemy with different hand seals than in reality. Whenever he uses a technique requiring hand seals, one of two things can be done: Blur: The hand seals will blur at an incredible rate, making it look as though he ran through several dozen hand seals instead of a simple few. Any technique performed while blurred cannot be identified. Confusion: The user can show different hand seals than those he is performing, and can make it appear as though he used a completely different technique when and if identified, as long as it has a perform time within one sterp of the technique and the user is familiar with it. Regardless, if the technique fails to be disbelieved, anyone looking at the user will likely fail to identify his techniques. This technique can be dispelled and does not provoke an attack of opportunity when used in melee.
Heavenly Lightning Cutter

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Upon completion of this technique, the user condenses his chakra into his hand and turns it into a long blade of lightning. Thus formed, the kyuuten no raikiri has the same characteristics as a katana, in which the user is automatically proficient, that deals an additional 1d4 point of electricity damage on a successful attack. Kyuuten no Raikiri attacks are chakra-enhanced. If the user scores a critical hit with a kyuuten no raikiri, the target creature must succeed a Fortitude save (as per technique standard) or become paralyzed for 1 round afterwards. Once sundered, or if it leaves the user's hand or the duration expires, kyuuten no raikiri fades into nothingness.
Forest Barrier Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 full-attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This strange Genjutsu creates a very tall and wide barrier designed to stop one's opponent. No matter how unreal or ridiculous it may seem, it is an authentic barrier made of tree for all intent and purpose to creatures failing the will save. It has a scent, can be touched and completely obscure what lies beyond the wall. Furthermore, the wall cannot be destroyed and a strange force prevents the affected creature from passing through or intentionally attacking a creature beyond the wall (though it might happen unintentionally, such as when a creature is caught in the area of effect of a technique aimed to destroy the wall). Creatures that succeed the Will save still cannot see beyond the wall but can go through without problem. The effects of this Genjutsu can be dispelled.
Hand-to-Hand: Throw Technique - Disarm Throw

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Melee Reach

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used against an armed target that attacked the user with a melee attack this round or in the previous round, and requires both hands free. The user makes a grapple attempt and throws the target in an adjacent square and prone instead of grappling it. The attempt does not provoke an attack of opportunity and, if successful, allows the user to make a disarm check against the target at a +4 bonus.
* **Mastery:** The first step of mastery allows this technique to be performed against a target who didnot attack the user, regardless of the weapon it is holding.The second step of mastery allows this technique to be performed as a full-round action.The user deals damage equal to his unarmed attack damage on a successful grappleattempt.The fifth step of mastery allows the user to throw the target 10 feet and prone and thetechnique to be performed with only one hand free. If the target collides with a solidobject, it takes damage as though it had fallen 10 feet (1d6 points.)
Aura of Legend

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 4

**Complex:** D-Class

* **Learn DC:** 16

**Learn Success:** 1

**Perform DC:** 15

**Perform Rank:** 4

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** Concentration

* **Description:** The user cannot use this technique when suppressing his chakra signature. By means of this technique, the user's chakra signature will appear to be one category higher (maximum Overwhelming) than in reality for the purpose of Sense Chakra.
Eye of the Storm

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 30

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 full-round action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** With this technique, the user can intensify the power of a storm for a short amount of time using a great amount of Chakra. Any creature caught in the area of effect suffer 6d10 point of slashing damage from the violent slashing winds, 3d8 points of bludgeoning damage from the flying debris and 4d8 point of electricity damage from the lightning flashes. All damage from this technique can be halved with Fortitude saves, one for each damage type. This technique can only be used in a outside area. Structures take double damage from this technique.
Attack From All Sides

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Melee

**Area:**

**Duration:** Instantaneous

* **Description:** This greater version of Hasamiuchi allows the user to not only erase his presense, but creates 8 perfect replication around the target that makes it believe that it is attacked from all sides. If the technique isn't resisted, the user can make a single melee attack against the target at a +10 bonus and a kawarimi defense 3, and the target loses its Dexterity bonus to defense. The technique counts as a Rank 12 genjutsu technique for the purpose of being identified. Using this technique in melee does not provoke an attack of opportunity. If the user has the Shiden technique, he may increase the Chakra Cost by 6 and the skill threshold and perform DC by 4 to allow for the technique to be used from a 30 feet range with the same conditions and effects as Shiden. If the technique is resisted, the user simply makes an attack without any bonuses or penalty.
Turn

##### Phase

A turn is a phase when the rules treat at least one player (or rules system acting as a player) differently than at least one other player and each turn can have a different player in that position.

This appears most commonly with player turns with one player having access to more decisions than any other player. In some games with rules-controlled enemies, the rules may define them as having a turn if it similarly restricts the player's decisions.

In games which have a role that passes from player to player and changes the rules for that player, it is often colloquially referred to as that player's turn to act in that role.
Earthquake Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 13

**Complex:** A-Class

* **Learn DC:** 28

**Learn Success:** 4

**Perform DC:** 30

**Perform Rank:** 16

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** 80-ft. radius spread (S)

**Duration:** 1 round

* **Description:** The user must be in contact with the surface he wishes to affect to use this technique, creating an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A creature on the ground must make a Concentration check (DC 20 + technique rank) or lose any technique he tries to perform. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake technique depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The technique collapses the roof, dealing 8d6 points of earth damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of earth damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the technique, all fissures grind shut, killing any creatures still trapped within. Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the technique, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the technique, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble: Any creature pinned beneath rubble suffers 1d6 point of nonlethal damage per minute increasing by 1 die every minute. If it falls unconscious, it must make a Constitution check (DC 15) every round thereafter or take 1d4 point of damage until freed or dead.
Hurricane Sword

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Yondan Jutsu technique.