recursal/Fanatic-Fandom huggingface dataset:
Hypnotism Technique: Mind Block Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique has no apparent outside effect but forces the subject's brain into a state where it forces various blocks upon the technique's abilities. The subject will become unable to use two of the following, at the user's choice: Scent, See Chakra, See Through Chakra, Sense Chakra, and Detect Emotions. Whether the ability could be used in the first place or not is irrelevant. This technique can be dispelled. A blind creature is immune to this technique.
Cave-in Crusher

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:** 40-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, as though using Jishin no Jutsu. The Cave-in Crusher is used exclusively to collapse the roof of a cavern or tunnel or cause a landslide on the side of a cliff. Creatures caught under the roof in the area of effect suffer 5d8 point of earth damage and must succeed a Reflex save or be pinned beneath the rubble. A pinned creature suffers 1d6 point of nonlethal damage per minute, increasing by 1 die every minute (2d6 the second, 3d6 the third and so on). If it falls unconscious, it must make a Constitution check (DC 15) every round or take 1d4 point of damage until freed or dead. If the area does not have a cliff, roof or similar structure, the technique has no effect other than a violent and brief earthquake that will cause creatures to fall prone if they fail a Reflex save (DC 15).
Hiten Mitsurugi Style - Withered Coiling 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 attack action or 1 instant action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is the same as Ryuukansen, except that the penalty to attack and damage rolls is -2 normally, and inexistant when used as an instant action. If the attack hits, it deals an additional 1d6 points of damage of the appropriate type (additional damage which isn't multiplied on a critical hit). Material Focus: The user's katana, double katana, hansori or large katana.
Chakra Bomb

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 1 hour/level (or until discharged) (D)

* **Description:** Using this technique, the user is able to send his Chakra in an object and make it linger there, in such a way that it will react so violently to other Chakra signatures that it will explode. If any creature with a Chakra Signature different than that of the user and up to two of his choice that he is familiar with touches the targeted object, it will explode. The explosion deals 2d6 point of fire damage in a 10-ft. radius, damages unattended objets and sets fire to combustibles. The damage can be halved with a successful Reflex save. If the explosion is triggered, the object is immediately destroyed.
* **Empower:** This technique can be empowered to increase the damage by 1 die at the cost of 1 point ofchakra, rounded up (up to a total of 5d6).Material Focus: The touched object of Medium-size or smaller.
Deep Sea Murder Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 6

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-round action

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

**Area:**

**Duration:** Concentration (up to 1 round/level)

* **Description:** The target makes a Will save. If the save is a success, the target is surrounded in clear water and is able to hold its breath while acting normally. If the save is a failure, the subject becomes unaware of the creatures around it (all attackers treated as invisible) and it begins to drown. A drowning creature must make a Constitution check (DC 10, +1 every successful checck) each round to avoid falling unconscious and to 0 hit points. Each round afterwards, the target loses 1 hit points. If the technique is dispelled before the creature dies, its hit points are restored. Otherwise, the creature dies at -10 hit points. While drowning, a creature isn't able to speak. This technique can be dispelled.
Drunken

## Statistics Edit

Pool
Amount
Reserve
 35

## Training Edit

Y/N?
 Training: Study Bonus Rank 2
 Training: Study Bonus Rank 3

Skill Training

Skill focus

Spell pen

Run

```
**Cricket Style**: Your opponent has a habit of missing you, You gain +4 reflex bonus

```

## Jutsu Training

 Body Replacement Technique
 Transformation Technique
 Hand Seal Profession Rank 1
 Hand Seal Profession Rank 2
 Hand Seal Profession Rank 3
 Total Defence
 Fire Igniter
 Ishimaru Style:First Stance

## Class

### Drunken Master

 2
Evasion

## Items Edit

### plus 5 burn damage when using fire techniques.

###
Cold Spell Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** 1 minute

* **Description:** The user touches the subject; it must make a Fortitude save to avoid suffering 1 point of cold damage and a -1 penalty to Strength and Dexterity based skill checks for 1 minute. This penalty is removed as soon as the user recovers temporary hit points from any Medical ninjutsu technique.
Bow Art: Aimed Shot

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 full-attack action

**Range:** Projectile weapon

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single attack with his projectile weapon against any target in range. If it hits, the user makes a Spot check before rolling damage, and gains additional damage depending on his check result. If the user took 1 full-round action beforehand to use the Dead Aim feat, he also gains a +2 bonus to his Spot check. The additional damage is not multiplied on a critical hit, and cannot exceed 1d6 every 2 levels. Spot check Additional Bonus to results damage attack roll 10 or lower 1d6 +1 15 2d6 +2 20 3d6 +2 30 4d6 +3 40 and 5d6 +4 higher Material Focus: The user's daikyuu, hankyuu or greatbow.
Frost Armor Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**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:** Using this technique, the user covers himself with an armor made entirely of ice. The armor counts as a medium armor that grants the wearer a +5 armor bonus to defense (+2 non-proficient), has a maximum Dexterity bonus of +2, an armor penalty of -3, speed of 30 feet and that weighs 20 pounds. This armor can be removed by cancelling the technique, at which time the ice covering the user crumbles into nothingness. While worn, however, the Frost Armor grants the user a cold and water resistance 5 and reflects 1d4 points of cold damage towards any attacker striking the user with an unarmed or natural weapon attack, every attack. If the user suffers more than 20 points of fire damage while wearing the armor, it melts and the technique ends prematurely. Expendable Components: 20 pounds of ice nearby.
Fiery Rain Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:** 20-ft.-radius emanation

**Duration:** Concentration (up to 1 round/level)

* **Description:** Using this technique, the user is able to alter the particle floating around in the air and create an effect very much akin to a rain of fire. Every creature that finds itself in the area of effect suffers 2d4 point of fire damage per round, Reflex negates. The fiery rain will remain for as long as the user concentrates, will damage unattended objects and structures and will set fire to combustibles.
Dream Application Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** 1 hour/level (or until discharged)

* **Description:** Using this technique, the user forces the target to see a vision of his choice the next time it falls asleep for a period of time longer than 1 hour. The vision can be a message of any length, and the subject remembers it perfectly upon waking, though it may or may not be taken seriously. The vision is not sentient and will not answer to any question the subject may have. The subject may also not understand the vision at all if it is in a language it simply does not understand.
Classic Equipment

## **Armor**

### Armor Descriptions

**Light Armor**

 Studded Leather
 Elven Chainmail
 Chain Shirt
 Spidersilk
 Nightscale
 Twisted Cloth

**Medium Armor**

 Scale Mail
 Chainmail
 Breastplate
 Tentacled Hide

**Heavy Armor**

**Shield**

 Light, Wooden
 Light, Steel
 Heavy, Wooden
 Heavy, Steel
 Tower
 Grasping Shield

## **Firearms**

### **Ammo**

 Flash (Grenade)
 Smoke (Grenade)
 Incendiary (bullets)
Gravity Slam

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

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

**Area:**

**Duration:** Concentration (up to 1 round/level) plus 1 round (D)

* **Description:** This high level Doton uses the force of gravity to slow down an enemy and possibly damage it. This technique will add 15 pound of weight per character level on a creature that failed its Fortitude save. If the creature's heavy load is exceeded, it is staggered for the duration of the technique and will suffer 1d6 point of damage for every 20 pound that exceed the creature's maximum capacity every round (maximum 10d6). A character who cannot lift this new weight off the ground is immobilized instead. If the creature's weight exceeds what the ground can support, it may fall through and suffer falling damage, in which case it cannot tumble to lessen the height of the fall.
Defensive Technique: Rising Mud Guardian

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action or 1 instant action

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

**Area:**

**Duration:** 1 round/level or instantaneous (see text)

* **Description:** This technique can only be used if the user is standing directly on rocky grounds, earth or asphalt. It creates a thin wall of mud or earth that grants any creature hiding behind it one- half cover if it is Medium-sized, or three-fourths if it is Small or smaller. The cover bonus only lasts for a single attack or area of effect before it is destroyed, regardless whether damage was avoided or not. Defensive Maneuver: Once per day as an instant action, the user may perform this technique to aid himself or an ally to defend against an incoming attack; doing so provokes an attack of opportunity. Skill threshold does not apply to defensive maneuvers. To defend against the attack, the user must make a Perform check (as per Shusen: Chibounushi, mastery counts) opposed to the opponent's attack roll or technique's Save DC +5. Success creates the barrier normally. Failure by less than 10 allows the technique to be performed anyway, but at one-half again its normal cost. Defensive maneuver must be declared before knowing the result of the attack. Failure by more than 10 means that the chakra spent trying to avoid the attack is wasted, and the technique fails. Defensive maneuver has a chakra cost of 4 and allows the user to defend against an attack or effect from an opponent with a Challenge Rating equal to his level or 1, whichever is lower. Defensive Maneuver does not count as Avoiding an Attack and is usable a separate number of times a day. Using Chibounushi as a defensive maneuver counts towards the number of times per day Ryokujun no Jutsu can be used as such.
* **Mastery:** Every step of mastery in this technique increases the number of times per day it can beused by 1.The first step of mastery in this technique increases the Challenge Rating of attacks theuser can defend against to his level or 5, whichever is lower.Every step of mastery after the first increases the Challenge Rating of attack he candefend by 5 or up to his level, whichever is lower.
Flying Monkey Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** As he uses this technique, the user is sent upward by a sudden updraft, as he seems to be riding the wind. The user makes a Jump check with a +10 competence bonus to determine how high or far he jumped. The user does not need to make a 10 foot move before jumping when using this technique. This technique can be used up to twice in a row, when the user is in mid-air, to allow him to jump further up, but cannot be used while falling.
Eternity Trapped in Ice

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 10

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 6

**Perform DC:** 30

**Perform Rank:** 14

* **Time:** 1 full-round action

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

**Area:** 20-ft. cube

**Duration:** 1 minute/level (or until destroyed) (D)

* **Description:** Using this technique, the user causes spikes of ice to rise from the ground and trap creatures in a 20-ft. cube. Creatures standing directly outside the area suffer 2d6 points of damage, half of which is cold and the other half piercing, which can be halved with a Reflex save (DC 15). Creatures trapped within the prison suffer 1d6 points of cold damage every minute until they are freed or free themselves. Protection against cold, such as very warm clothes or Unki Tate no Jutsu will prevent that effect. The prison is made of many, many ice pillars, 40 of which are accessible to the trapped creatures. Each pillar has 5 hit points, and will reflect the image of the user. The pillars have a fire, electricy and wind resistance 15, are immune to cold and water damage and will reflect back rays and thrown weapon to their origin. Any creatures within 10 feet of the pillars when a cone or line attack is used against them will also be affected, though the width of the reflection is the same as that of the attack's maximum. Once destroyed by a melee attack, the pillars reflect back 1d4 points of cold damage to the attacker. Once 15 or more pillars in an angle or wall have been destroyed, the prison will be destroyed. If attacked from the outside, 40 pillars are also accessible to the attackers, and the same method and penalties are suffered when attacking them (see above). If the user dies or fall unconscious, the prison is destroyed.
Hiten Mitsurugi Style - Ferocious Dragon Flash

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the user gains the benefits of the Great Cleave feat as long as he is moving at Speed Rank 2 or faster, or simply Cleave when moving any slower than that.
Hand-to-Hand: Throw Techniques - Pin Throw

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-attack action

**Range:** Melee Attack

**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 against the target that does not provoke an attack of opportunity. If the attempt succeeds, the user can immediately make a second grapple check to pin the target.
* **Mastery:** The second 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 third step of mastery allows this technique to be performed with only one hand free.The fourth step of mastery allows this technique to be performed as an attack action onceper day.The fifth step of mastery allows the user to use this technique against a creature one sizecategory larger.
Explosive Speed

* **Type:** Taijutsu

**Subtype:** Mobility

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** See text

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be performed in the Shunpo stance. The user takes a number of leaps in a straight line equivalent to a single move action taken in leap movement. Each creature adjacent to a square the user passes through suffers 3d6 points of fire damage and is pushed back 5 feet (Reflex negates). Unlike other types of leap movements, the user is plainly visible to the untrained eye during this movement (DC 0 Spot check). The user may choose to move less than his complete move action, but must take at least two leaps. The user must move through a straight, unobstructed line to be able to complete this technique.
Action Types

There are 6 broad categories of actions in the d20 system, which I use in this RP as well:  standard actions, move actions, full-round actions, free actions, swift actions, and immediate actions.

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.

### Standard Action

A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Standard Actions for other standard actions.

### Move Action

A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Move Actions.

You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.

### Full-Round Action

A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).

Some full-round actions do not allow you to take a 5-foot step.

Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.

### Free Action

Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.

### Swift Action

A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.

### Immediate Action

An immediate action is very similar to a swift action, but can be performed at any time — even if it's not your turn.
Howling Winds

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** The user sends an ear-splitting blast of wind that deafens and damage creatures in its path. Any creature within the area of effect must make a Fortitude save to avoid being deafened for 1d4+1 rounds and suffers 2d6 points of damage, half of which is sonic, the other half wind (a successful save halves the damage). Any exposed brittle or crystalline object takes 1d6 points of damage per level of the user. Creatures holding fragile objects can negate damage to them with successful Reflex saves.
Blossom Escape Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 6

**Complex:** S-Class

* **Learn DC:** 22

**Learn Success:** 6

**Perform DC:** 26

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:**

**Area:** 15-ft. radius centered on the user

**Duration:** 1 round/level (D)

* **Description:** This 'perfect' genjutsu was created by the master Kurenai. When used, it gives the impression that the user's body dissolved in a swarm of cherry blossoms. The swarm will occupy a 15 feet radius around the user's original position and will act as a smokescreen (following the same rules as dense smoke that will not spread). The user will be able to immediately make a Hide check, even while observed, using the blossoms as cover for any creature who did not succeed in disbelieving the illusion. Although the illusion is restricted to a small radius, any creature setting eyes upon it is affected. Ordinary creatures cannot disbelieve the illusion. Creatures with the scent ability cannot locate or detect the user's presence within the radius unless they disbelieve the illusion. This illusion cannot be dispelled.
Hiten Mitsurugi Style - Coiling Dragon Spinning Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** While this technique bears the same name and is somewhat similar, it is at the same time entirely different and much more lethal. The user must be moving at Speed Rank 2 to use this technique, or suffer a -5 penalty to perform checks per Speed Rank he is lacking. Using this technique, the user makes a standard charge and attacks in a spinning manner, unsheathing his weapon and making a standard iaido attack. If the attack hits, it deals an additional 1d6 points of damage per 3 levels of the user (maximum 4d6, not multiplied on a critical hit) and throws the opponent upward 1d4x5 feet. The user cannot deal non- lethal damage with this technique.
* **Mastery:** The second, fourth and fifth step of mastery in this technique grant the user a +1, +2 and+3 bonus to his attack roll when using this technique.Material Focus: The user's katana, double katana, hansori or large katana.
Demonic Mirage: Endgame Relief

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round

* **Description:** Should the subject fail its Will save, the technique gives off an illusion that lets it see what it desires most to see, be it reinforcement, the death of an enemy or other such occurences. On a failed save, the subject either loses its Dexterity bonus to defense until its next turn, or loses its next turn but remain able to defend itself normally, at the user's choice. Once the technique expires, if the subject still lives, it suffers 2d6 points of damage as the illusion crumbles and its hope comes crashing down. The damage cannot reduce the target's hit points lower than 0. The user cannot know what the illusion showed the target unless he is told about it.
Hypnotism Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**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:**

**Duration:** Instantaneous (see text)

* **Description:** By concentrating Chakra to his eyes, the user is able to create the illusion that he is not directly a threat to the target. The user may make a Diplomacy check to improve the target's attitude requiring no action or time longer than it took him to perform the technique. The user receives a +15 bonus to Diplomacy checks, but the trust is easily broken and the target will soon come to its senses if the user obviously wrong it, providing it has an Intelligence score of at least 3.
Creating A Character

## Personal Information

* **Birthdate** is a Random **Month** and **Day** of your RPC's Birthdate. No Year needed.
* **Gender** can be **Male** or **Female**  there is no in-between, information regarding your character in game can not be used against you in campaign.
* **Age: 1d10+5**
* **Weight Height**  are both random numbers you can choose.
* **Blood type:** Blood type is randomly selected by a 1d4 1.) **O** 2.) **A** 3.)**B** 4.**AB**
* **Kekkei Genkai** and **Nature Releases:** Your release is randomly selected by a 1d8 Roll

*1* Wind

*2* Water

*3* Fire

*4 Land*

*5 Lightning*

*6 Yin*

*7 Yang*

*8 Kekkei Genkai. If you gain a kekkei genkai you will roll **1d8**  x2. This is for both the natures. The combo of those natures will be the Kekkei Genkai you receive. If you roll another 8 you gain 1 more Release, (1d8 roll) untill you can no longer gain a new Kekkei Genkai. (Your Kekkei Donyon come from Clans) If you roll the same release twice it will cancel one of the release slots.*

* **Team & Affiliation** Are both given to you
* Clan is the clan you are apart of that will be randomly selected by a **1d20**. If you don't like that clan you can roll a **1d20** again and add the value to the previous dice roll. The total number will be the clan you get. You can add **1d8** to that total if you're still unsatisfied. You can choose any of the 3 choices. This keeps it random and fair.
* Classification is your Class.

## Jutsu and Tools

These are titles of actual Items you will copy/paste

## Character Stats

For each stat you will roll a 1d6. (**1d6x5)**

## Combat Stats

Roll **1d10** for **Constitution**. This score will be your **Health** (x5) (x2) and **Endurance** score. Your Mod for **Agility** becomes your **Speed**. Speed directly effects your *movement* Roll. Your mod for **Perception** becomes your **Stealth** and **Accuracy**.

Your **Jutsu** level/rank is automatically **E**

Your **Chakra amoun**t is **1d100.**

Your **Reserve** is **1d8(10).**

You can Choose 2 feats from the feats list.
Hiten Mitsurugi Style Succession Technique - Heaven's Soaring Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** Super S-Class

* **Learn DC:** 26

**Learn Success:** 6

**Perform DC:** 34

**Perform Rank:** 14

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The succession technique of the Hiten Mitsurugi Ryu is the very reason why there can only be one master, and one student. It is passed down on the student in a very simple ritual: a fight to the death. If the student has not mastered the technique, it dies at the hand of its master. If it has mastered the technique, the master dies at the hands of the student. It is a dreadful and seemingly neverending cycle, which has yet to be broken after the 13th generation. Upon mastering this technique, the user dons the name of Hiko Seijuro, master swordsman and sole user of the Hiten Mitsurugi until he, himself, find a pupil. To properly use this technique, the user must be moving at Speed Rank 4 or higher, and his katana must be sheathed in a hard sheath. The user makes a single melee attack with his held weapon against the target creature. If the attack hits, the target must make a Fortitude save or be slain immediately. If the save succeeds, the target suffers 8d6 points of damage of the appropriate type instead, and an additional 5d6 points of damage on its next turn, which can be halved with a successful Fortitude save. If the attack misses, the user makes a complete comeback and a second attack at a -5 penalty. The target must succeed a Reflex save to avoid being drawn in the void left by the first attack and lose its Dexterity bonus to Defense against the second attack. If the second attack hits, follow the rules above, but the Fortitude save DC is decreased by 5, and the damage dealt in case of a successful save decreased to 6d6 and 4d6 a round later. After using this technique, the user becomes fatigued. If he uses this technique while fatigued, he suffers a -4 penalty to perform checks, and in case of success, becomes exhausted. If the technique is used while exhausted, the penalty is -8 and the user falls unconscious for 1d4 hours, and wakes up exhausted. At the end of the technique, the user's katana will be drawn and in his main hand. If the user fails to perform this technique, he loses his Dexterity bonus to Defense, provokes an attack of opportunity and falls prone. This techniques count as a Rank 12 technique for the purpose of calculating how long it takes to learn and identifying it.
* **Mastery:** Every step of mastery increases the attack bonus of the second attack and its Fortitudesave by +1, for +5 at the fifth step, thus making the attack the same as the first one.Material Focus: The user's katana and sheath.
Chakra Scalpel

Activation
 Cooldown
 Learn Success
 Requirements
 Saving Throw

DC Preform: 15

Learn DC: 15

Preform rank: 3

This medical technique forms one's chakra into a small, sharp blade. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection.

The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-ninwon't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile.

In Part II though, Kabuto's skill with this technique was enough to cut through wood and flesh with ease.

Using the Chakra Scaple as a weapon will do damage equal to the strength of the user as complete true damage. No other damage modifiers are applied and the damage does not go through armor.
Flame Sword Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** By focusing a large amount into both his hand and mouth, the user is able to breath out a small stream of fire and mold it with Chakra so that it can be used as a sword. The flame sword is wielded like a chisa-gatana. Attacks made with it are melee touch attacks that deal 1d6 points of fire damage +1 point per two levels of the user, maximum 1d6+8. The blade is immaterial, and the user cannot apply his Strength modifier to damage with it. The flame sword can ignite combustible materials such as paper, straw, cloth or oil.
Double Punch

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** A technique that comes straight out of a long-lost style of utmost destruction created long ago by the renegade monk, Yuukyuuzan Anji. Its principle is relatively simple, but the execution is said to require 10 years to master. The user makes a single melee attack that deals an additional die of damage and ignores up to 15 points of damage reduction and hardness from objects with hardness 15 or lower. The subject must also make a Fortitude save to avoid suffering 2d6 points of damage and being knocked back 1d6x5 deet. If the target collides with an object after being pushed back, it suffers 1d4 points of damage for every 10 feet and will fall prone. If the Futae no Kiwami is used more than once in a minute, the user must make a Fortitude save (DC 20) to avoid suffering 1d6 points of temporary Strength damage. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Body Binding Stare Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** 20 feet

**Area:** Cone-shaped gaze attack

**Duration:** 1 rounds

* **Description:** This harmful genjutsu paralyze the body of the any victims caught in your frightful gaze. Any creature caught in a 20-feet cone based on the direction the user is looking (meaning, if the user looks upward to target a larger creature, creature the same size as he will be unaffected, as with the opposite) that fails its Will save will be cowering for 1 round. Blind creature or a one with its eyes closed are unaffected by the Taibakudou no Jutsu. The user cannot use this technique if he himself is blinded.
Gravity Pillar

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 attack action

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

**Area:** One 10-ft square

**Duration:** Instantaneous

* **Description:** Using this extremely powerful Doton technique, the character uses gravity to fling creatures in a 10-foot square upward 10 feet per level and slamming them back into the ground. Creatures caught in the area of effect that failed their saves suffer falling damage dependent on the height traveled. Falling damage dealt by this technique is increased by one die size. A reflex save (DC 15 +1 per 10 feet of the fall) may be attempted to halve the damage.
Blazing Vengeance Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**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.
Creation Rebirth

Activation
 Cooldown
 Saving Throw

The **Creation Rebirth** technique is the absolute pinnacle of medical ninjutsu and the ultimate regeneration technique. It was developed by Tsunade for the sake of continuing to protect the lives of her comrades. That is the resolution hidden in this technique.

By releasing the great volume of chakra stored in the users forehead at once, the body's cell division is forcibly stimulated by proteins, reconstructing all organs and all tissues making up the human body. The technique itself does not regenerate the old cells, rather it hastens the creation of new ones through division. If this technique is used, a body whose vital organs are so gravely injured that it cannot bear it any longer will be instantly restored to its uninjured state. By Tsunade's own claim, as long as she has chakra it is impossible for her to die by any means, as such she gains a form of "immortality" throughout the duration of the technique.

Adversely, however, a body's cells can only split a certain number of times in a lifetime, and by speeding up this process, users of this technique are basically shortening their natural lifespan.
Betrayal Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 6

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 attack action

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

**Area:**

**Duration:** Concentration (up to 1 round/level)

* **Description:** This harmful genjutsu ensnares the mind of a creature and allows the user to make it attack any creature within its line of sight or perform a command at the best of his ability. While the body will obey the technique, the target still retain the use of its head and mouth. While it will attack the creature at the best of its ability, it may not use a technique while under the effects of the Shinranshin. If the user is attacked while concentrating on maintaining the technique, he must succeed a Concentration check (as per standard rule) or end the technique prematurely. If the target dies or accomplishes its task before the end of the technique, it automatically ends. This technique was developed by the Yamanaka Clan during the Feudal Age to buy time to escape for their comrades.
Drunken Master

### Evasion

The Drunken Master's evasion works a tad different than all other evasion tactics. Where a technique that requires a reflex save the Drunken master can add his DEX bonus to the Reflex save for a better chance to dodge the technique.

### Extreme Evasion

The Drunken Master's Extreme evasion allows him to add his INT bonus to his Will Save. While in a Drunken rage the Drunken Master is already hallucinating and is barely effected by Genjutsu.

### Confusion

The drunken master is naturally confusing, because of this it makes enemies hard to understand his movements and abilities. Each enemy that attempts to attack the Drunken Master, on that enemies first attack it is automatically confused. Confusion makes the opponent make a Will save before using an attack roll to be sure if they can hit you and then applying the attack roll. **On works for basic attacks.**

### Sacrifice Will

The Drunken Master can spend his Will points and add it to his damage predominately, till the end of a battle by desire.

### Drunk Awakening

After taking a sip of the nearest *Alcoholic Beverage* the Drunken master gains an additional +3 to all stats, the drunken master is for the next 5 rounds un-targeted-able by enemies.. this effect can not be reactivated.

### Unpredictability

After the 5 rounds from Drunk Awakening, the Drunken master becomes a bit hung over but instead of that being a negative thing, the Drunken Master gains +3 bonus to all saves. Thus allowing him to be slipery and unable to be targeted still. After 3 rounds of Unpredictability the user gains a +3 to accuracy ensuring that his unpredictable attacks still hit.

### Alcoholic Syndrome

The Drunken Master will begin to crave alcohol at this level of skill. Because of this, they gain the special of being an Alcoholic. This means they can take a sip of Alcohol naturally every 10 rounds and activate the effects of Drunk Awakening again.

### The Elixir of Life

After drinking a sip of an Alcoholic Beverage as a swift action , the Drunken master can not be drained from Chakra unless he's using it in an ability himself. No feat or ability applies to this feat. This ability can be used once every 5 rounds and last for a duration of 2 rounds.
Chakra Superball

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

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

**Area:** 40-feet radius area (S) (see text)

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to focus his Chakra in a condensed sphere and form a rubbery-like ball designed to track high Chakra signature. Any creature hit by the ball may make a Fortitude save to take only half damage. The highest Chakra signature in the area of effect, the primary target, suffers 4d6 point of force damage, and the ball will bounce onto the second highest and third highest and so on until the number of affected target affected is equal to the number of damage die dealt by the technique. Every secondary target suffer half the damage of the primary target. If two Chakra signature are even, chose randomly to see which will be hit first.
* **Empower:** The user can increase the damage by 1 die at the cost of 1 point of chakra, up to 1d6 perlevel (maximum 8d6). This also affects the number of target the ball will hit.
Hyuuga Style: Gentle Fist Secret Skill - One-hit Kill

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is more commonly refered to as a 'Hyuuga deathblow' and the actual mechanics of the technique is a well-kept secret of the Hyuuga clan that hasn't yet been leaked, much like the Nidan Dachi. The aim of this technique is to actually push a large amount of one's chakra through another's chakra coil system, which will immediately reject it and expell it through its tenketsu with very little permanent damage. However, with the more tenketsu that were closed on the opponent, the harder of a time it has to expell it and the more lasting damage is dealt by the harmful chakra. The user delivers a single jyuuken attack at his highest attack bonus. If it hits, calculate the damage from the amount of tenketsu damage taken, as described in the table below. Tenketsu Cost Effects Damage Taken 9 or less 4 3d6 points of nonlethal damage. 10-50 12 7d6 points of damage, 1d6 point of chakra coil damage. 51-99 14 9d6 points of damage, 1d8 points of chakra coil damage. 100-199 16 12d6 points of damage, 1d10 points of chakra coil damage. 200-359 18 15d6 points of damage, 1d12 points of chakra coil damage. 360 20 20d6 points of damage, 3d8 points of chakra coil damage. 361 26 Fortitude save or death, or 20d6 damage and 3d8 points of chakra coil damage As a result of this technique, 4d8 tenketsu damage willl be healed as they are blasted open.
Demotivation Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 minute/level (or until activated)

* **Description:** By means of this technique, the user forces the creature's morale to come crashing down and to perform poorly on its next check. The subject will suffer a -1 penalty per 2 levels of the user (maximum -10) on its next attack roll, ability check, skill check or initiative check. If none of the aforementionned rolls or checks are made while the technique is still active, it has no effect.
Armed Technique: Bone Shatter

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** The user makes a melee attack with his held weapon. If it hits, it deals weapon damage plus an additional 1d6 points of damage every 5 levels (not multiplied on a critical hit, maximum 4d6). The target must make a Fortitude save to avoid suffering 1 point of temporary Strength damage every 2 levels (maximum 8). The strength damage does not stack with other strength damage from this technique, and lasts 5 minutes. Each successful save against this technique grants the target a +2 bonus for 24 hours. Material Focus: The user's held weapon.
Flanking Strike

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Melee

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to blur his image and create a replication of himself for a short while, thus creating an opportunity to attack against a single target. If the technique is neither identified nor disbelieved, the user can make a single melee attack against the target at a +4 bonus. The attack also benefits from a Kawarimi Defense 1. Using this technique in melee does not provoke an attack of opportunity. If the technique is identified and disbelieved, the user simply makes an attack without any bonuses or penalty.
Lightning Projectile Technique

* **ype:** Ninjutsu

**Subtype:** Raiton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D

* **Description:** Using this technique, the user surrounds himself in small orbs of lightning which are used to intercept attacks and kill enemies at a distance. When using this technique, the user has the option to either fire one, several or all orbs of lightning, and to keep some with him. Each orb fired requires a ranged attack roll to hit and deal 1d6 points of electricity damage. Each time he is struck by a natural weapon attack, unarmed attack or metal weapon, he may have one of the orbs intercept the attack and, while it does not stop it or help protect in any way, reflect back 1d6 points of damage to the attacker. In both cases, the orbs are consumed. The orbs last for 1 round per level afterwards, and the user can fire any number he wishes afterward as an attack action that does not provoke an attack of opportunity. The damage reflected by this technique does not stack with Raidate no Jutsu.
Hiten Mitsurugi Style - Twin Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** To properly use this technique, the user must meet a few requirements: his sword must be a standard katana and it must be sheathed in a hard metal or wooden sheath. Combining the speed attained from a iaido attack and the fluidity of a combo, the user is able to push the versatility of his swordplay further, as is standard for the Hiten Mitsurugi style. The user executes a standard Kenjutsu Ougi - Iaido attack and, regardless if the attack hits or not, he gains a second attack at his highest attack bonus with the sword's sheath. A wooden sheath deals damage as per standard katana two size category smaller, while a metal sheath deals katana damage one size category smaller, and bonus to katana attacks also apply to the sheath. The first attack gains a +2 bonus to attack and damage rolls and the sheath attack suffers a -4 penalty to attack and damage rolls. As per Iaido, the user will suffer a -2 penalty to Defense afterward until his next turn. This attack cannot be used as part of a charge and cannot be used if the user is prone. At the end of the technique, the user's katana will be unsheathed and the user will have the sheath in his off-hand. Material Focus: The user's katana and sheath.