recursal/Fanatic-Fandom huggingface dataset:
Dead Calm

Ninjutsu (Water)(Genjutsu);

This jutsu is a combination of water release and genjutsu, spanning 3 rounds to fully take effect.

* Round 1: Converting your chakra into water and expelling into outwards from your mouth, a 60ft tall wave crashes down upon anything within 60ft of the caster; dealing 1d4 points of damage per CL. DC vs AC
* Round 2: After the water’s initial impact, it doesn't drain away into the land, instead staying nestled upon the earth’s surface. Though only an inch deep, the water is able to cover up to 80ft in all directions. Anything within this radius experiences an overwhelming sensation of calmness and relaxation, to the point where they think they are no longer in battle, lowering their guard. In this state the affected creature will not react to danager and thus cannot take any actions attacks directed at them. Once attacked, the creature is snapped out of the genjutsu and is free to take actions as they choose. To resist this effect, a will save can be made.
* Round 3: Regardless of whether the target succumbs to the calming effects or not, the caster can then mold the water into tightly packed spear heads, which shoots 30ft upwards. This impales all creatures within this zone and those under the genjutsu’s effects are instantly killed. Those not under the genjutsu’s influence can make a fortitude save and instead take 2d8 points of damage per CL.
Earth Release: Light-Weight Rock Technique

# Earth Release: Added-Weight Rock Technique

T*his technique reduces one's gravity, making it much lighter. The atmosphere, along with their body, can be lightened in order to take flight and increasing their maneuverability. With enough practice, the user can control their flight through the sky with specific bodily movements. However, a consequence of using this technique on oneself or another individual is a decrease in the physical force of the affected person's attacks. If used on another target the user is able to also manipulate the weight of other targets. By touching his target, he could instead take their gravity away and regulate just how much is taken.*

This technique requires a touch attack to be applied to the intended target. The target must make a Fortitude save in order to avoid being affected by this technique. If the target fails, or is willing to accept the jutsu, they are treated as having a cumulative +2 strength bonus and a +2 dexterity bonus and a +10 speed boost per caster level of the character using the jutsu. In addition, they gain a fly speed equal to their base speed + their speed boost. This does not translate to real ability score damage or enhancement, though if the strength score should fall to 0 they are treated as being helpless as their own lack of gravity makes it impossible for them to attack enemies physically, they cannot exert enough pressure to break their enemy's skin. In addition, their physical attacks and weapon attacks are treated as being one size category lower (for targets of fine level, they instead deal 1 damage on their rolls).
Chinoke Dōjutsu: Detection Technique

Chinoke eyes can see blood and detect it from any surface (Including water) even if the blood has been cleaned. Because of this unique technique, the Chinoke clan can detect the blood of stealth/invisible targets. If clones are made with blood the user won't be able to detect the fakes, but if the clones are not then Chinoke eyes can see right through them. This is a unique technique that not all members of the chioke clan possess, but can learn with adaptation and training

.
Ice Release: Ice-Breaking Fist

Ninjutsu (Ice);

*The user surrounds their fist with ice to block incoming taijutsu attacks. The user surrounds their fists with ice, increasing their striking power or, alternatively, allowing them to use their fists to block stronger attacks than they would be able to otherwise.*

* +10 AC Bonus against Taijutsu Attacks.
Five Feeding Sharks

*The user puts their hand on the surface of a body of water and from the tips of five fingers, chakra is released into the water, changing it into the form of five ferocious sharks. The sharks circle the target with high speed, creating a raging stream that takes away their prey's freedom of movement and their sharp teeth tear into the enemy with each consecutive attack. In the anime, these sharks can regenerate from surrounding water, making them difficult to destroy.*

This jutsu creates five sharks. The size of the sharks depends on your caster level, from level 7-12 the sharks are medium, level 13 and above the sharks are large. These creatures act on your turn, and their bite attacks are made at an attack bonus equal to your caster level. As constructs of water, this jutsu can only be used to attack creatures in an aquatic environment, and while fully underwater the sharks regenerate 10 hitpoints per round.
Devil's Coffin

Ninjutsu (Earth);

 Hand Seals:
 Casting Time
 Range
 Area
 Duration
 Saving Throw:

*Fusing your otherworldly power with chakra, you can create a simple coffin of stone to trap opponents within. The base of the coffin rises up being the opponent, as the rest of it forms around them.*

A reflex save can be made to avoid being trapped. Once inside, the target finds themselves unable to use jutsu of any form. The coffin is always the exact size of its target, leaving no room for movement. The coffin cannot be damaged by jutsu only physical attacks, as it is shrouded in a demonic aura that protects it. It posesses HIt Points equal to half your Wis Modifier \* CL. The caster has a few options as to exactly what happens to those trapped within the coffins. The coffin's creation costs 8 points of chakra, though the abilities are fueled by the user's demonic power, incuring no further chakra cost.

* Execution: If the caster wishes to end their target, they can manipulate the inside of the coffin, causing it to form spikes that impale every part of the target. This instantly kills a target upon failing a fortitude save. A sucessful saves instead lowers the target's Con by CL/4.
* Affinity Loss: The coffin’s otherworldly properties, allows it to block the use of a single elemental affinity. In order to do so the caster must witness the target use the element and upon successfully capturing them within the coffin, the target is subjected to a will save. Failure means the target is unable to use the element again. After the target has failed the save, it takes 3 rounds to block the use of the element. If the target is freed from the coffin before spending 3 rounds within it they are not affected by this.
* Eternal Entrancement - A captured target can be placed under a genjutsu, that makes them follow the caster’s every desire without question. In order to do so, the captured target is first required to make a will save. After failing, they must spend 4 rounds within the coffin, after which they fall under the genjutsu. Once under the genjutsu it can only be dispelled by the caster. The target will retain control over themselves under it, but will be compelled to follow the caster's commands. If the target is freed before the required time is spent within the coffin, they are not affected by this.
* Burial - The coffin can also be used to seal captured targets. Black marks spread across it, placing the captured target in a hibernative state, before sinking into the earth. A will save can be made to resist being put to sleep, though doing so serves no purpose, as they will still be trapped. Sealed targets remain alive, as the coffin nourishes their body with natural energy, for as long as they remain within it. They will remain sealed until released or the caster death. The seal requires 2 rounds to completely form.
Bell Ring Genjutsu

The user uses this technique with special bells attached to senbon that are then thrown in the vicinity of the target.

*The bells' ringing produces a particular sound wave, which travels from the inner ear directly to affect the brain. This causes her target to hallucinate, seeing multiple images of the user, and making it very hard to tell the real one from the illusions. Thus concealing the movements of the real user.*

Each Round on opponent's turn, they can attempt a new Saving Throw to end the jutsu's effect.
Breath of Recovery

Level: 6

Duration: Instantaneous (normal) or 1 round (reverse)

Saving Throw: None

Normal: You speak a word of purity in the language of Truespeech, reminding the universe of an ally’s natural state. The ally breathes a golden mist and is restored.

This utterance, more powerful than cleansing breath, immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. The target exhales a shimmering, golden puff of breath as the adverse conditions disappear.

Reverse: With this utterance, your words of power roll over your target’s body, which stiffens into rigidity.

A reversed breath of recovery utterance freezes the life energy of the target, rendering action impossible. The target is paralyzed, emitting wisps of black smoke until the effect ends.
Great Fire Destruction

*A technique where chakra kneaded inside the user's body is converted into fire, and then expelled from the mouth in a massive stream of intense flames that can set a vast area ablaze, engulfing the target in a veritable sea of flames. Unlike the Fire Release: Great Fire Annihilation, which focuses on a widespread area, this technique focuses on a single spot to focus and maximize its power.*

The user spews a line of fire which creates a burst upon the point of impact, dealing 2d10 points of fire damage per caster level to all targets within the burst. This damage can also ignite combustible materials and causes an additional 10 points of fire damage per round for 5 rounds. A successful reflex save negates the ignition.
Dust Release: Detachment of the Primitive World

*The user uses Dust Release to create a structure, with a sphere located at its centre, between the palms of his hands. The structure expands rapidly in size when being propelled towards its intended target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius, resulting in the destruction of everything and anyone caught within as they are pulverized into minute particles of dust. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses.*

This technique can be used to produce a variety of shapes: such as pillars, cubes, spheres, or cones. The orientation of the shape can likewise change. This technique can be cast as a cone, a line, a sphere or a cube. In the case of a line or a cone the technique has a range of 400 ft + 40ft/caster level and all targets within the area must make a save or be affected. In the case of a sphere or a cube, the jutsu has a radius or a side length equal to the caster level in feet, rounded down by increments of five feet (a character with caster level 23 is treated as manifesting a 20 foot sphere or a 20 foot cube until they reach caster level 25). A sphere or a cube is treated as a burst that appears in the target square (requires a ranged touch attack against your target). The target must make a fortitude save or take (3d10 + 5) points of damage per caster level. This damage can't be reduced by any means, and it bypasses all form of damage reduction. A successful fortitude save means that the target only takes 5d6 points of damage. This jutsu can't be countered by any other means except another particle style technique, other elemental natures will simply by passed through by this technique.
Earth Release: Sandwich Technique

*The user creates two enormous rock formations that close in on the opponent from opposing sides with tremendous force, smashing everything caught in between.*

 Every 10 levels past 30 the size of the size of the rock formations increase by one creature size category, starting as large. At large size the rocks can crush 1 large creature, 2 medium creatures, 8 small creatures, 32 tiny creatures, 128 dimunitive, or 512 fine creatures. Attempting to crush more than these targets will mean that the creatures will simply break free of the jutsu. If a target is an appropriate size they are allowed to make a Reflex save to avoid being entangled by the incoming slabs of stone. If trapped by the technique, the target takes 1d10 per two caster levels.
Flash Cannon

Ninjutsu (Fire);

*Coating your palms in chakra, it is then mixed with your otherworldly source of power, producing a violent burst of crimson flames at will. The user can also brings their hands together, forming a cylindrical shape with their fingers, while pressing their palm against the back of it. This allows the user to fire a concentrated blast of flames. These flames possess an odd property, allowing them to consume a small amount of chakra.*

Palm Blast

A simple burst of flames from the user's palm, dealing 4d4 points of fire damage per CL, with no save; effective range of up to 5ft. Costs 6 points of chakra.

Concentrated Blast

This is a 30ft line of flames, dealing 4d6 points of fire damage per CL, with no save. Costs 8 points of chakra.

Upon a successful hit from both variations, not only does the target take damage, but they are also drained of 2d2 points of chakra per CL.
Archer's Eye

Level: 2

Duration: 5 rounds

Saving Throw: None

Normal: With a few words of Truespeech, you allow your target to strike true with her ranged attacks.

Your target’s ranged attacks ignore penalties for concealment because her aim sharpens to focus on the unconcealed parts of her foe.

Reverse: Your utterance wards an ally from harm, preventing the arrows of your enemies from finding their mark.

This utterance duplicates the effect of a protection from arrows spell for the target; projectiles fall out of the air suddenly rather than striking her.
Metamagic Catalyst

Level: 5

Range: Touch

Target: Potion or scroll touched

Duration: 1 round

Your touch enables a potion consumed or scroll read during the next round to be augmented with metamagic.

With this utterance, you can apply one of the following metamagic effects to the target potion or scroll: Empower Spell, Heighten Spell (maximum +2 caster level), Extend Spell, or Enlarge Spell. The utterance has no impact on the amount of time it takes to activate the item, but if the item is not used within the following round, the effect of the utterance fades. Whoever consumes the potion or reads the scroll hears a snatch of your truespeech when the metamagic takes effect. You can also modify a potion or scroll as with the Widen Spell or Maximize Spell feats, but doing so increases the DC of your Truespeak check by 10.
Hiding in Mist Technique

*This technique causes a mist to spring forth by either lifting up water from a pre-existing source, or expelling water from their mouth.They can then go in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it.*

 A bank of fog billows out from the point you designate. The fog obscures all sight, including Sharingan and Rinnegan, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The Byakugan can see through this fog, and bypasses this miss chance.

 A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Eight Trigrams: Vacuum Palm

*This technique is similar in practice to Eight Trigrams Palms Revolving Heaven, but has a specific target rather than a general area. To perform it, the user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force before they even notice they were hit.*

This is a single ranged attack roll. The target takes damage equal to twice your unarmed damage. The range increment of this jutsu is your caster level, rounded down to the nearest 5 foot increment. LIke a normal ranged attack you may make this attack up to 5 range increments with a cumulative -2 to the attack roll per each range increment. If the attack hits the target must make a Fortitude save or be knocked prone.
Blood Release: Blood Aura

The user can release and surround themselves in/with blood for defensive and/or offensive purposes.

A user surrounded by the Aura is healed for 2d10 of damage. If the user is attack by a melee attack during the jutsu's duration, the attack will take 2d10 of damage . *The Aura can be placed on allies.*
Leaf-Style Willow

Leaf-Style Willow

The user waves their sword back and forth, which when seen by the target locks them in a genjutsu which causes them to hallucinate multiple waving arms out to slash them.

The movement resembles that of a willow tree blowing in the wind. With the enemy off guard, the user is free to cut them down.

Target is able to roll a new saving throw each round on their turn.
Hundred Blooming Flowers Technique

# Hundred Blossoming Flowers Technique

**Must be used in combination with Odourless Poison Mist**

While using the power of the Odourless Poison Mist, the User releases many flower petals from their body. These petals flow through the air and circle around the target. The User then moves through the flowers, making it seem like they would dissolve into petals, using them as a wall so that their target can not see incoming attacks.

The weakness of this illusion is that it only hides the User visually. Sounds and smells can still be detected.

User must roll for Stealth. If Failed, the Intended target can hear the User.

Upon the target's turn, they are able to roll a new Saving Throw to end the Genjutsu or they have the ability to attack the User if the Stealth roll failed.
Flame Bullet Jutsu

*This technique is executed by the user gathering oil in their mouth which is created by chakra, spitting it out, and igniting it. This technique simply shoots a flame bullet at the enemy.*

This jutsu does 2d6 points of fire damage per 4 caster levels, to a maximum of 10d6. For a number of round equal to caster level/2 the target(s) takes an additional 5 points of fire damage as the burning oil continues to damage the target(s). A sucessful reflex save reduces the damage to half and negates the continuous damage. The oil may be extinguished by a Water Style Technique.
Mystical Palm Technique

*The Mystical Palm Technique is a medical ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control, and because of this, only a few highly skilled medical-nin are able to use this technique.*  ​

This jutsu heals 10 points of damage per caster level, and is capable of restoring all damage to a single physical ability (str, dex, con). It does not cure poisons nor disease and is not capable of reattaching limbs.
Ether Reforged

Level: 6

Duration: Instantaneous

Saving Throw: No

Normal: With this utterance, creatures of the ethereal world become as solid as the earth to one of your allies.

You enable your target to gain full benefit from its armor, weapons, spells, and abilities against both corporeal and incorporeal creatures. Your target looks no different to corporeal observers on the Material Plane, but incorporeal observers and creatures on the Ethereal Plane see her glow slightly and in sharp relief uncommon to creatures and items on the Ethereal Plane.

Reverse: One of your allies slips into the space between worlds and leaps onto the Ethereal Plane.

This reversed utterance renders the target ethereal, as the ethereal jaunt spell.
Analyze Item

Level: 2

Range: Touch

Target: One object

Duration: 1 round

By studying an item, you can determine a great deal about it, including its magical properties, if any.

By delivering an utterance of perception and analysis incorporating the truename of the object, you determine all spells and magical properties affecting a specifi c item you’re touching. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object with active spells cast upon it, you learn one spell with each use of this utterance, highest level to lowest, including its effect and caster level. You cannot determine the function of an artifact with this utterance.
Ice Sword Technique

# Ice Sword

* Alone does 4d12 damage
* Can Cast 1 sword every 3 caster levels
* If combined with original weapon Adds an addition 4d12 to Personal weapon damage (Including strength modifier)

*The user condenses the moisture in the atmosphere into swords of ice that can then be used for close-range combat or shot at a target. The swords can be formed from great distances away.*
Erupting Strong Foot

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

After increasing his chakra temperature to boiling point, the user releases boiling steam from his body and delivers a powerful kick to his opponent with enhanced force viaSteam Armour. This attack has enough force to generally send his opponent reeling backwards.
Hidden Truth

Level: 2

Duration: Instantaneous (normal) or 1 round (reverse)

Saving Throw: None

Normal: Your words allow your target to tap into a reserve of knowledge.

You grant the target a +10 bonus on a single Knowledge check and enable her to use the skill, even if untrained. If the target has bardic knowledge, lore, or a similar class feature, this bonus can apply to that check instead.

Reverse: Your target’s words ring true thanks to this utterance—even if they actually are not.

Your target gains a +10 bonus on a single Bluff check made before the duration of the utterance expires.
Hell Stab

*The user concentrates a considerable amount of lightning chakra into just the finger-tips of a single hand and then performs a thrusting motion, which allows him to pierce a target, or different effects depending on the number of fingers used.*The jutsu deals 1d4 per caster level points of electric damage on a successful unarmed strike. It also changes the damage type from bludgeoning to half lightning and half piercing damage. It also increases the critical hit multiplier by 2.

At the start of their turn the caster may choose to spend extra chakra as a free action to decrease the number of fingers, starting from 4 down to 1.

An extra 5 points brings the number of fingers down to 3, increasing the damage to 1d6 points per caster level, and keeping the multiplier increase at 2, but also doubles the critical range of the unarmed strike that does not stack with keen

An extra 10 points brings the fingers down to 2, increasing the damage to 2d6 per caster level, increasing the multiplier bonus to 3 and allowing the caster to make slashing or piercing attacks with their unarmed strikes.

An extra 20 points reduces the fingers down to 1, the highest rank of this technique. The damage becomes 2d8 per caster level, increasing the critical range by 3 times which stacks with keen, and vorpal strikes are counted as being under the effect of vorpal. Unarmed attacks bypass material hardness on sunder attempts and the critical multiplier is increased by 3.
C4

# Jutsu Name

A technique he created to counter the Sharingan and thegenjutsu it produces, Deidara uses his own mouth instead of the ones on his hands to create a giant doll in his image. When the doll ruptures, it releases a cloud of microscopic bombs that enter the bloodstream of anyone who inhales them. On Deidara's command, the micro-bombs' detonation causes the victims' bodies to disintegrate at the cellular level; literally turning them into dust. While fighting Ōnoki, Deidara utilises an alternate method of C4 by forming a small, chibi-like clay statue of himself with the mouths in his hands.[2] This technique also earned enough credit to be called a fearsome technique by such a powerful shinobi as Obito Uchiha.[3]
Aburame Clan

At birth, members of this clan are offered to several special breed of insects as a nest, residing just under their host's skin. These insects will then live in symbiosis with their host from that point on. Because of this, its members are characterized by their use of insects as weapons.

## Template Statistics

Int +2, Wis +4, Cha -2

At first level and every 10 character levels after that an Aburame may choose another type of insect to breed and use in their jutsu (Kikaichu, Bikochu, Kidaichu, etc.).

Aburame clansmen do not use chakra for most of their jutsu. Instead, they start combat with their character's level worth of beetle levels. Each jutsu they use instead consumes their level's worth of bugs from the Aburame's reserves (Note these are not actual bugs, merely the representation of bugs consumed by each jutsu). Each round, the Aburame regains their Con Modifier's worth of levels in bugs.
Lightning Release: Lariat

*The  user charges at his opponent, striking them with a Lariat move, which can be coated in lightning chakra. Dealing 4d10 + Strength Modifier worth of damage.*

A successful strike can blow away a target's entire chest with a direct hit. The attack is rather straightforward, but very quick, powerful and is easily capable of knocking down an opponent.

* Opponent is blown away after a Successful hit (Based on AC). Non-successful hit results in the opponent being Knocked down
Dust Release: Detachment of the Primitive World: Pillar

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

The user uses a Dust Release: Detachment of the Primitive World Technique and extends it, dealing damage to the opponent from a distance. When two users utilise this technique against each other, a destructive explosion is created. This technique apparently is extremely fast, as Mū claimed that his attack is quicker than Naruto.
Eight Trigrams: 32 Palms

*With the Byakugan's near 360° field of vision, the user envisions an Eight Trigrams circle. Then the enemy within this circle is hit with a series of violent blows. By striking sixty-four of the tenketsu throughout the opponent's Chakra Pathway System, their chakra flow is stopped, making them unable to even stand.*

As part of this action you make a full attack action. You make one additional attack at your highest base attack bonus. If you have the flurry of blows action you may use that instead of the full attack action. You deal your unarmed damage per hit, without any additional modifiers such as strength, to the user's chakra points instead of hit points. A sucessful Fortitude save reduces this damage by half.
Conjunctive Gate

Level: 4

Duration: 1 minute

You forge a connection between this plane and another, temporarily linking them together with a swirling portal you speak into being.

By speaking this utterance, you create a portal between two planes—oval-shaped vertical doors full of swirling colors. This utterance functions as a gate spell (PH 234) with a caster level equal to your truenamer level, except as noted here.
Interrogation Genjutsu

*Target must be captured or in the possession of User for Genjutsu.*

The User uses this genjutsu to break the will of their captured target, to make them give as much information as possible.

However, if the target has strong will, the technique will be useless.

Target is able to roll a new Saving Throw each round on their turn to break the Genjutsu.
Earth Chain Ice

*The user, through physical contact, causes ice particles to form on a target. If used on a living creature, the target will freeze to death unless they are able to mold chakra. By coating themselves with chakra and dedicating all their energy to keeping themselves warm, they can avoid death; if they use their chakra to perform a technique, they will start to rapidly freeze again.*

On a succesful touch attack, the caster forces their target to make a fortitude save or be frozen solid instantly, and considered dead. If the touch attack fails, the jutsu is considered expended, though the target does not need to make a fortitude save. On a successful Fortitude save, the target takes 5d4 points of damage per caster levels of the user, unless they spend their next move action warming themselves and using their chakra to ward off the formation of any more ice crystals. Otherwise they may act normally, but they will continue to take the damage at the start of their turn for the jutsu's duration.
First Order Navy

**The First Order Navy, also referred to as the First Order fleet, was the naval branch of the First Order military. Created from the remnants of the Imperial Navy of the former Galactic Empire, it would be paramount to the gradual conquest and colonization of the Unknown Regions by the Imperial successor faction known as the First Order.**

## **History**

**Following the Galactic Empire's decisive defeat at the Battle of Terran and its subsequent surrender to the New Republic with the signing of the Galactic Concordance, a faction that would later be known as the First Order would eventually splinter from the Old Empire and cement its political sphere in the galactic frontier known as the Unknown Regions. There, away from prying New Republic eyes, the First Order would rapidly expand its military and research some of the former Empire's greatest military secrets in a bid to return to power. With the New Republic's military disarmament program, many within the First Order Navy joked that their fleet was virtually unsurpassed in size and strength. Despite this, the First Order lacked the resources of the Old Empire and as a result the First Order Navy, while larger than the New Republic Navy was a mere fraction of the size of the former Imperial Navy. Roughly thirty years after Earth, the *Resurgent*-class Star Destroyer would represent the Order's newest vessel, however older models such as the *Imperial*-class would continue to see service in the First Order's Navy and would be maintained by unmanned repair drones.**

## **Ships**

### **Capital ship classes**

* ***Imperial*-class Star Destroyer**
* ***Resurgent*-class Star Destroyer**

### **Frigates**

* ***Lancer*-class frigate**
* **Nebulon-K**

### **Cruisers**

* ***Dissident*-class light cruiser**
* **Maxima-A class heavy cruiser**

### **Starfighters**

* **TIE/fo space superiority fighter**
* **TIE/sf space superiority fighter**
Magnet Release: Gold Dust Imperial Funeral

Rasa causes a considerable quantity of Gold Dust to erupt from beneath the surface, by placing both of his palms onto the ground directly in front of him, before manipulating the resulting substance into a wave of tidal proportions. The amount of dust produced by this ability is comparable to that of the sand used during Gaara's Quicksand Waterfall Flow technique, but as gold is the heavier of the two, the former was capable of nullifying the latter when they clashed.[2]

 Saving Throw
Iron Sand Drizzle

Saving Throw

It is a gunshot-like attack which uses Iron Sand hardened into minuscule grains to attack simultaneously across a vast range. The bullets are so fast that they are difficult to see. The moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the opponent. Since the Iron Sand has a magnetic force and is also drenched in poison, defending against this technique is almost impossible. This technique is especially threatening to puppet users, since the puppets can be rendered immobile if the sand gets lodged into their joints.
Iburi: Body Possession

This unique kekkei genkai is possessed by the members of the Iburi clan, which allows them to turn their bodies, either partially or fully, into smoke to serve various purposes. While in their smoke form the user becomes impervious to damage and can use this trait to gain an opportunity in battle, for example by allowing weapons to slip through them without any effects. However, if needed, they can still interact with physical objects. In their smoke form, they're also capable of entering a person's body, effectively possessing them. While taking someone over, they're capable of controlling their physical actions and experiencing all of their sensations, such as tasting the food they eat. The ability can also be used offensively by entering the opponent's body to oxidise them from inside.
Kokoro

## Abilities

### Binding DC - Binding DC + 10

On a failed Will save, any target within 30 feet of the vessel cannot attack the creature bound to Kokoro with any lethal spell or lethal attack. This DC is equal to 20 + the HD + cha modifier of the vessel. This will save is attempted once per combat with the vessel.

### Binding DC + 11 - Binding DC + 20

The vessel gains a bonus to knowledge checks equal to their charisma modifier, in addition to their intelligence modifier.

### Binding DC 21 - Binding DC + 30

The vessel of Kokoro can add their intelligence modifier to their armor class and saves. This is a dodge modifier.

### Binding DC 31 - Binding DC + 40

The vessel can focus their thoughts and Kokoro's will upon a single target with an intelligence score of more than 1. On a failed will save, the target becomes a slave to the vessel for as long as Kokoro is bound. The will save is equal to the binding check used to bind Kokoro.

### Binding DC 41 Binding DC 50+

By pulling out the deepest fears of its opponents, Kokoro can make them manifest, and turn them to hunt their targets. This is a will save, upon failure the targets will die. This will save is equal to the vessel's binding check to bind Kokoro. If the enemies succeed any one of their mental stats will be turned to 1. In a target immune to death effects, this instead becomes insanity if they fail the save, and no ill effects if they pass it. This ability may be used at any time, but for each target affected, the user must wait an additional round before it can be used again. During this time, the vessel loses all benefit from the defensive aura in the third rank of bonding.
Amaterasu

Amaterasu produces black flames at the focal point of the user's vision. In most situations, this makes Amaterasu impossible to avoid. However, if the target can move fast enough to prevent being focused on, Amaterasu will miss them when it's cast. Once created, it can continue burning for seven days and seven nights. The flames cannot be extinguished with water or any other normal methods; only the user can put the flames out.

This ability counts as a 10th level jutsu (costs 30 chakra to activate) and has a ranged attack to hit. If the user hits this touch attack, the target is allowed to make a fortitude save or take the caster's character level d10 points of fire damage (a 20th level character deals 20d10 points of damage) the target will also catch on fire, taking 2d8 + 1/character level ( 2d8 + 20 at level 20) points of fire damage per round for a number of rounds equal to the caster's highest level of jutsu they can cast. Unlike normal fire damage, Amaterasu is not reduced by any effect that grants resistance to fire damage. A successful fortitude save means that the target only takes 1 point per caster level of fire damage and does not take the continuous damage effect.

Having EMS reduces this activation cost by the level of highest level of jutsu the character can cast (with 9th level jutsu Amaterasu would cost only 21 points of chakra.)
Fission Technique

*Unlike clone techniques that only appear to be similar, the ability is instead a physical separation and so does not require hand seals to activate, making it faster in comparison as a result. This also means that even if one is incapacitated, the other remains completely unaffected and as neither can truly be regarded as the original, the duplicates cannot be dispelled like normal clones.*

This technique creates a physical duplicate of the caster. The duplicate has half your character's current hit points and chakra points, though it has all the same equipment and but not weapons that the original had. This duplicate cannot cast the highest rank of jutsu usable by the caster before casting the Fission jutsu. This duplicate requires 8 hours of rest (as though regaining chakra points) to return to full strength.
Eye of Divinity

Allows the user to know all personal info. This includes current HP (as a percentage), Chakra Natures, Items and any current relevant information such as active jutsu effects or ailments and toxins. This would not reveal background info related to history. Knowledge of PCs and NPCs within a 100ft plus 10 ft per level as well as all knowledge of any Jutsu cast within the zone(Including any precast/permanent Jutsu currently on someone or something).
Chikyu

## Abilities

### Binding DC - Binding DC + 10

Chikyu grants its vessel a bonus to AC and Fort saves equal to 1/2 the binding result used to bind it to its vessel.

### Binding DC + 11 - Binding DC + 20

Chikyu grants its vessel DR equal to 1/2 the binding check used to bind the vestige to its vessel. In addition it also grants elemental resistance of each type equal to the binding check used to bind Chikyu.

### Binding DC 21 - Binding DC + 30

Any earth or acid based ability used by the vessel of Toru ignores resistances or immunities to these elements. These could be jutsu, spells, or innate abilities.

### Binding DC 31 - Binding DC + 40

Toru grants its vessel additional spells from the list below:

1. Magic Stone
2. Heat Metal
3. Stone Shape
4. Spike Stones
5. Wall of Stone
6. Stoneskin
7. Earthquake
8. Iron Body
9. Elemental Swarm (Earth)

### Binding DC 41 Binding DC 50+

Chikyu manifests a portion of the Plane of Earth within its vessel. The binder gets a bonus to the caster level and DC of all acid and earth based abilities equal to 1/5 the binding check used to bind Chikyu. If the vessel is bonded with another of the elemental vestiges, however, this check applies to all spells, abilities or jutsu the target may use. As a free action, the vessel may manifest the fullness of Chikyu's essence, becoming an earth elemental with HD equal to the binder's character level. With a third elemental vestige, the bonder also regains a number of spell points per round equal to the number of elemental vestiges bound to the vessel x that vessel's casting stat modifier.
Earth Release: Hiding Like a Mole Technique

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

This technique changes earth into fine sand by channelling chakra into it, allowing the user to dig through it like a mole. This effect goes around the body (not just the hands), making it just large enough for a person to move through. The user can pinpoint where they are, despite being underground, by sensing the magnetic forces. They can also sense what is happening on the surface and use that information to launch a surprise attack on the enemy.[2][3][4] One can also hide deep in the ground, escaping to a depth where the enemy can't reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth.[5]

When combined with clone techniques, the user can use the clone to lure their enemies into a trap or false sense of security before launching a surprise attack from below.
Eight Trigrams: Mountain Crusher

*A technique born from their innate ability to expel chakra from every tenketsu on their body, a member of the Hyūga clan can hit their opponent with a blast of chakra that will send them flying away from the user. It was also shown that this technique can be used with pin-point accuracy to target the weak point of a technique.*

This jutsu is a touch attack. If it hits, the user releases a 20 foot burst of chakra that deals 5 times the user's unarmed damage to all targets in the area. If the targets make a fortitude save, they instead take half damage.
Getting Started(IMVU)

## IMVU Group page

Firstly, you need to be on the IMVU group page for the RP group.

Once on the page you need to click Join Group.

After you've Joined the group you're gonna need to scroll down to where it says add a "new topic"

Subject of the topic is the name of your Character.

Under the subject in the blank box you're going to copy and paste this doc

Then you can start filling out the basic information at the top.

* Player name is your IMVU name
* Race is Human
* Birth and everything after is really up to you
* Size is Medium
* Alignment doesn't matter

## Creating your Character

1. Pick a Clan
2. Pick a Class
3. Find your BAB. (Looks like: 5/10/15 on your class sheet)
4. Find your Saves (Will, Fortitude, Reflex)
5. Pick 6 Feats (Your Class/Clan feats are free)
6. Find Jutsu or Create them(With a Kage)
7. You have 240,000 ryo to spend on Weapons, Armor, and Items
8. Then there are things on your sheet that tell you how to calculate and figure out. Follow those instructions next.

***If you have any questions please as a mod/kage/or #help channel in our discord.***
Iron Sand World Method

Saving Throw

This technique uses Iron Sand to create a gigantic sphere of branching spikes. The user first creates two masses of Iron Sand of opposing magnetic fields and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.

The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.

With Sasori soaking the Iron Sand in his lethal poison, the technique is even deadlier, as one nick will bring fatal repercussions.
Multi-Size Technique

The user can freely alter their size at will when using this technique, and can use it for an extensive period of time. A common application of the techniques gives the user a very round appearance by mostly increasing the size of the abdominal section, which is done in order to use the Human Bullet Tank technique. Other, more common applications increase the size of the entire body, turning the user into a giant.

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw
Okimi

## Abilities

### Binding DC - Binding DC + 10

You are protected from any effort to detect, influence, or read your emotions or thoughts, and you have immunity to any mind-affecting spells, jutsu, and abilities, as if you were protected by a mind blank spell. You can suppress or activate this ability as a standard action.

### Binding DC + 11 - Binding DC + 20

You gain a +16 competence bonus on Hide and Move Silently checks. In addition you are able to hide in plain sight, using natural shadows to obscure your position, even if you are being observed naturally, or mystically (such as true seeing).

### Binding DC 21 - Binding DC + 30

If you study a target for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the attack either paralyzes or kills the target (your choice) in addition to dealing normal sneak attack damage. While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target neither detects you nor recognizes you as an enemy. If the victim of such an attack fails a Fortitude save against the kill effect, she dies. If she fails against the paralysis effect, she is rendered helpless and unable to act for 1d6 rounds + 1 round per effective binder level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If you attempt a death attack and fail (the victim makes her save), or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

### Binding DC 31 - Binding DC + 40

This ability functions like the phantasmal killer spell except for the range and save DCs (the ability still requires a Will save, and possibly a Fortitude save) to resist. The DC of this ability is equal to the binder check used to bind Okimi. You can target any single creature within 10 feet per binder level you possess. Once you have used this ability, you cannot do so again for 5 rounds.

### Binding DC 41 Binding DC 50+

You can assume the form of a shadow at will. This ability functions like the gaseous form spell, except that you can remain gaseous for as long as you wish. Although you lose your supernatural abilities while gaseous, you do not lose the ability to remain in gaseous form. Vestiges you have bound remain so for the normal duration. Since you lose your supernatural death attack ability, however, you cannot study an opponent for the purpose of making your death attack while in smoke form. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds.
Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands

Saving Throw

This technique utilises the power of the Wood Release to forcibly suppress a tailed beast's chakra. The user produces the "sit" (座, *za*) kanji in his palm, and by touching the tailed beast, or its jinchūriki, with their hand, the user suppresses the chakra inside an area lined with ten pillars.[2] When Yamato used this technique to suppress Naruto's four-tailed form, Naruto needed to be in possession of the Crystal Gem (結晶石, *kesshōseki*) to seal the Nine-Tails' chakra.

When Hashirama used it on a tailed beast directly, rather than a jinchūriki, he circumvented the use of the pillars and channelled the tailed beast control through hisWood Release: Wood Human Technique, which could even overwrite the control of a tailed beast controlled by the Sharingan.[3]
Earth Release: Earth-Style Rampart

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

This technique makes a gigantic rampart rise up beneath the user's feet, by shaping the ground and increasing the amount of earth with chakra. Depending on what the user imagines, the shape of the rampart can be anything from level ground to a steep, needle-like mountain. If the user increases the volume of earth too much, he can be forced to keep his chakra consumption down.
Clay Clone

=

Jutsu Name =

A highly convenient technique, characteristic of Deidara. Above most other "clone techniques", this clone has the double role. It acts as a substitute and a trap for capturing the enemy. Made from clay, this clone can take attacks and capture the enemy by taking them into its own body. The clone shows its natural shape the instant a body goes through. While the clay changes in hardness, the enemy is skilfully immobilised. If explosive clay is added to the clone, it can then make itself explode, taking the enemy with it.