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Page 1: narutopoc.files.wordpress.com€¦ · Naruto: Path of Chaos Page 2 TABLE OF CONTENTS TABLE OF CONTENTS

Naruto

Path of Chaos

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Naruto: Path of Chaos

Page 2

TABLE OF CONTENTS

TABLE OF CONTENTS ............................................................................................................................................ 2

VERSION HISTORY .................................................................................................................................................. 4

INTRODUCTION ....................................................................................................................................................... 5

CHAPTER 1: GEOGRAPHY .................................................................................................................................... 6

CHAPTER 2: TERMINOLOGY ............................................................................................................................. 11

CHAPTER 3: CHARACTER CREATION ............................................................................................................ 14

CHAPTER 4: STATS ................................................................................................................................................ 16

CHAPTER 5: CLANS ............................................................................................................................................... 19

CHAPTER 6: ARCHETYPES ................................................................................................................................. 20

CHAPTER 7: TRAITS ............................................................................................................................................. 21

CHAPTER 8: JUTSU LIST ...................................................................................................................................... 26

NINJUTSU .............................................................................................................................................................. 27 NON ELEMENT JUTSU ..................................................................................................................................... 27 FIRE JUTSU ....................................................................................................................................................... 37 WIND JUTSU ..................................................................................................................................................... 43 WATER JUTSU ................................................................................................................................................... 49 EARTH JUTSU ................................................................................................................................................... 58 LIGHTING JUTSU ............................................................................................................................................. 65

TAIJUTSU .............................................................................................................................................................. 70 IRON FIST STYLE .............................................................................................................................................. 71 ARHAT FIST STYLE ........................................................................................................................................... 76 CHAKRA FLOW STYLE ..................................................................................................................................... 78

KENJUTSU............................................................................................................................................................. 79 SUMMONING JUTSU ........................................................................................................................................... 86 MEDICAL JUTSU .................................................................................................................................................. 88 GENJUTSU............................................................................................................................................................. 92 FUINJUTSU ........................................................................................................................................................... 95 BLOODLINES ........................................................................................................................................................ 98

HYUUGA CLAN ................................................................................................................................................. 98 UCHIHA CLAN ................................................................................................................................................ 101 KAGUYA CLAN ................................................................................................................................................ 104 ABURAME CLAN ............................................................................................................................................. 106 NARA CLAN ..................................................................................................................................................... 108 AKIMICHI CLAN ............................................................................................................................................. 110 INUZUKA CLAN .............................................................................................................................................. 112 YAMANAKA CLAN ........................................................................................................................................... 115

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Naruto: Path of Chaos

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CLAY KINJUTSU ............................................................................................................................................. 116 SPIDER CLAN .................................................................................................................................................. 119 SAND JUTSU .................................................................................................................................................... 122

CHAPTER 9: CUSTOM JUTSU ........................................................................................................................... 127

NEW NINJUTSU .................................................................................................................................................. 128 NEW TAIJUTSU .................................................................................................................................................. 130 NEW GENJUTSU ................................................................................................................................................. 131 COMBINATION JUTSU ...................................................................................................................................... 132

CHAPTER 10:DEFECTS ....................................................................................................................................... 133

CHAPTER 11: COMBAT ...................................................................................................................................... 136

ACTION OPTIONS .............................................................................................................................................. 142 DAMAGE ............................................................................................................................................................. 147 STATUS EFFECTS .............................................................................................................................................. 148 EXPERIENCE CHART ........................................................................................................................................ 150

CHAPTER 12: TOOLS/EQUIPMENT ................................................................................................................. 152

ONE HANDED WEAPONS ................................................................................................................................. 153 TWO HANDED WEAPONS ................................................................................................................................ 154 RANGED WEAPONS .......................................................................................................................................... 155 THROWN WEAPONS ......................................................................................................................................... 156 SPECIAL WEAPONS .......................................................................................................................................... 157 TOOLS .................................................................................................................................................................. 158 DRUGS/SPECIAL FOOD .................................................................................................................................... 159 ARMOR ................................................................................................................................................................ 160

CHAPTER 13: CUSTOM EQUIPMENT ............................................................................................................. 161

CUSTOM WEAPONS .......................................................................................................................................... 162 CUSTOM ARMOR ............................................................................................................................................... 163 CUSTOM TOOLS ................................................................................................................................................ 164 CUSTOM PUPPETS ............................................................................................................................................. 165

CHAPTER 14: INFAMY SYSTEM ....................................................................................................................... 166

CHAPTER 15: MISSIONS ..................................................................................................................................... 167

CHAPTER 16: NPC'S ............................................................................................................................................. 168

APPENDIX: INDEX ............................................................................................................................................... 169

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VERSION HISTORY

Naruto: Path of Chaos

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VERSION HISTORY

Version 0.5.2 – Updated background history for Hidden Rain and Hidden Sound. Cleaned up some

header text under elemental jutsu.

Version 0.5.1 – Updated background history for Hidden Leaf, Hidden Sand and Hidden Mist.

Version 0.5.0 - Retooled character creation cost. Changed cost of Stats.

Currently Unfinished:

Clans

Archetypes

Traits

Taijutsu

Genjutsu

Fuinjutsu

Medical Jutsu

Bloodline Abilities

Custom Taijutsu

Custom Genjutsu

Defects

Custom Equipment

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INTRODUCTION

Naruto: Path of Chaos

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INTRODUCTION

Naruto: Path of Chaos is my vision of what a great Naruto tabletop game should be. Naruto: PoC isn't the

first of its kind nor does it claim to be. What it is a different look at what an action tabletop RPG can be.

First off Naruto: PoC is an original creation, it’s not based off any system or shoehorned into any rules.

Everything has been custom made from the ground up for Naruto and only Naruto. Path of Chaos is also

authentic to the Naruto Universe.

What does that mean? Well it means that Ninja's are ninja's. They’re mystical and crazy and defy the laws

of every major science known to common man. This means no equipment slots, weight limits or needless

checks. Path of Chaos lets you do what ninja's do best while being flexible and free.

I want the fights to be about what jutsu you’re using and in what situation, not what square is free and if

you should use your daily power. Anything you see in the anime or manga should be doable with the right

combination of abilities and ingenuity.

This means there's no template or classes; instead I went with a freeform system that simply has

requirements. Because in reality what keeps a Taijutsu expert from learning a fire Ninjutsu? Nothing

except time and effort. And if you decide to do so why should anyone stop you?

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CHAPTER 1: GEOGRAPHY

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CHAPTER 1: Geography

In the Naruto world, countries operate as separate political entities ruled by landlords. Within these

countries are hidden villages. settlements housing ninja, warriors capable of using supernatural abilities in

combat. A hidden village maintains the economy of the parent country by training ninja from a young age

and using them to perform missions for other countries. The ninja of a hidden village also serve as the

military force of their parent country. The leaders of the hidden villages hold equal status with the leaders

of their respective countries. Five countries in the Naruto world: the Land of Earth, the Land of Fire, Land

of Lightning, the Land of Water, and the Land of Wind are known as the "Five Great Shinobi Nations".

These countries are the most powerful in the Naruto world. They are ruled by a feudal lord and the leaders

of the hidden villages in these countries hold the title of Kage. Other apparently smaller nations have been

named in passing, in either the manga or anime, but are yet to be explored.

1.World Map of the Naruto world

Land of Fire

The Land of Fire is one of the Five Great Shinobi Nations, and contains the hidden village of Hidden

Leaf, where the majority of the Naruto series takes place. Per its namesake, the Land of Fire is oriented

towards the element of fire, with bright and warm weather.

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CHAPTER 1: GEOGRAPHY

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Hidden Leaf (Konohagakure)

Population:

Military:

Economy:

The village of Hidden Leaf is the primary setting of the series

Hidden Leaf is the primary hidden village of the Land of Fire and is generally the central setting for

Naruto. Hidden Leaf is one of the Five Great

Shinobi Nations and is led by their leader called the

Hokage. Hidden Leaf carries the memories of their

leaders with pride as is seen by the faces engraved

on the mountain looking out over the village.

Hidden Leaf is currently being led by their Fifth

Hokage, Tsunade. After a brutal assault on the

village led by Orochimaru, Hidden Leaf is currently

rebuilding and looking to bolster their ranks.

Hidden Leaf has a number of famous locations

including a large gated forest known as Forest of Death.

The forest is used for the yearly Chunin Exams. Toward the edge of the Hidden Leaf territory lies The

Final Valley. The valley is historical as it’s the location where Hashirama Senju and Madara Uchiha

fought a fierce battle to determine the ruler of the Hidden Leaf. The valley features large statues of the

two historical figures facing each other overlooking a waterfall.

Land of Wind

The Land of Wind is one of the Five Great Shinobi Nations, a large, dry, and desolate country whose

cities are found near water sources. While much of the country is inhospitable, the population is large and

prosperous due to frequent trade with the Land of Fire. The hidden village in the Land of Wind is the

Hidden Sand.

Hidden Sand (Sunagakure)

Population:

Military:

Economy:

Hidden Sand is one of the Five Great Shinobi Nations and is led by their leader called the Kazekage.

2: Hidden Leaf

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The Hidden Sand’s operating budget was reduced by the feudal

lord of the Land of Wind, causing them to have to forward most

mission request to Hidden Leaf instead. This shortfall of money

soon caused some of the ranking members of Hidden Sand to

resent the Leaf. A secret alliance was hatched with the newly

forged Hidden Sound to destroy Hidden Leaf. Little did they

know that they were actually working with the villainous

Orochimaru. After their defeat they find out that Orochimaru

had killed their Kazekage.

Hidden Sand is now working to rebuild their relationship with

the Hidden Sand. Sand is currently being led by their Fifth Kazekage, Gaara.

Hidden Sand also possessed a tailed beast, the One Tails Shukaku, which is possessed by Gaara.

Land of Water

The Land of Water is one of the Five Great Shinobi Nations and houses the Hidden Mist village. The land

has a high percentage of water and is mainly composed of several large islands. The weather is usually

cool and in some places of higher altitude snow is common. Little is known about Land of Water as it

tends to remove itself from politics and is not known to have participated in any of the Great Shinobi

Wars. However the Land has been prone to several civil wars which have led to several bloodlines and

clans to be wiped out.

Hidden Mist (Kirigakure)

Population:

Military:

Economy:

Hidden Mist is one of the Five Great Shinobi

Nations and is led by their leader called the

Mizukage.

Hidden Mist was long referred to as “Bloody

Mist” due to its brutal methods of training ninjas.

The common practice was for ninja’s to fight each

other to the death. This means of testing was

discontinued after Zabuza Momochi slayed every

student in his class. Because of this practice plus

the countries tendency for civil war, Hidden Mist has churned out a surprisingly amount of rogue ninja’s.

Mist is currently being led by their Fifth Mizukage, Mei Terumi.

3. Hidden Sand

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CHAPTER 1: GEOGRAPHY

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Hidden Mist had control of two tailed beasts, the Three Tails and Six Tails.

Land of Lightning

The Land of Lightning is one of the Five Great Shinobi Nations and houses the Hidden Cloud village.

The land is composed of numerous mountain ranges and valleys. The locale is also prone to fierce

thunderstorms, hence the name.

Hidden Cloud (Kumogakure)

Population:

Military:

Economy:

Hidden Cloud is one of the Five Great Shinobi Nations and is led by their leader called the Raikage.

Hidden Cloud is a very solitary village that is known for its aggressiveness and need to gain power. In the

past Hidden Cloud has attempted to gain the

bloodline ability Byakugan from Hidden Leaf

through kidnapping. The plan failed and Hidden

Cloud was unable to gain ability. Cloud is

currently being led by their Fourth Raikage, A.

Hidden Cloud is also the only village of the Five

Great Shinobi Nations that has not employed

Akatsuki or had a member in Akatsuki.

Hidden Cloud had control over two different tailed

beast, the Two Tails and Eight Tails.

Land of Earth

The Land of Earth is one of the Five Great Shinobi Nations and house the Hidden Stone village. The land

has remained fairly under the radar due to its isolated region. The country is mostly made up of desolate

and rocky areas. Regardless of its isolated area Land of Earth has a hearty population and a strong

economy. The area is famous for a natural phenomenon called “Rock Rain”. Rock rain is where northern

winds carry small rocks over and through the mountains to the surrounding countries.

Hidden Rock (Iwagakure)

Population:

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Military:

Economy:

Hidden Rock is one of the Five Great Shinobi Nations and is led

by their leader called Tsuchikage.

Hidden Rock is one of the lesser seen villages seen in the

Naruto world. Its placement in the mountains makes it fairly

isolated, similar to Hidden Cloud. Above all else Hidden Rock

is known for its stubborn and rock like attitude. When given an

order a Hidden Rock ninja will follow it without hesitation even

if it would lead to their death. Rock is currently being led by

their Third Tsuchikage, Onoki.

Hidden Rock had control over two different tailed beasts, the Four Tails and the Five Tails.

Other Hidden Villages

Hidden Rain – (Amegakure)

Hidden Rain is a small hidden village located

in an unnamed country. Even though the

village is small it is highly technological and

has a number of skyscrapers. There are a

number of smaller villages that line on the

outline of Hidden Rain. The name sake of the

village comes from the almost constant rain

on the village.

Very little is known about Hidden Rain and

its politics. In the past however their leader

Hanzo is said to have fought against Konoha in the Second Shinobi World War. Even though Hanzo won

numerous battles they ultimately lost the war.

Hidden Sound – (Otogakure)

Hidden Sound isn’t actually a village but a series of secret bases and camp scattered throughout the Land

of Sound. The hidden sound actually is Orochimaru’s personal lair where he ran numerous experiments.

The sound ninja as a whole have a variety of ninjutsu, most of which are mutations and modifications

made by Orochimaru. The rest are skills that Orochimaru have personally recruiting for the purposes of

his experiments.

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CHAPTER 2: TERMINOLOGY

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CHAPTER 2: TERMINOLOGY

NINJUTSU

Ninjutsu is a technique in which the user utilizes chakra to perform actions that would normally be

impossible by normal standards. In a majority of cases the effects of ninjutsu are psychical and real. All

ninjutsu rely on chakra and thus often times use hand seals. Ninjutsu can vary greatly in their purpose and

effect, anywhere from transformations to elemental attacks.

A ninjutsu consist of two parts, Shape and Nature Transformation.

Shape Transformation is an advanced form of chakra control in which the user controls the form,

movement, size, range and purpose of a technique

Nature Transformation is an advanced form of chakra control in which the user infuses one’s chakra with

one of the Five Elements: Fire, Wind, Lightning, Earth and Water.

The combination of these two methods of manipulating chakra is what shapes every ninjutsu.

TAIJUTSU

Taijutsu is any technique that involves martial arts or hand to hand combat. Taijutsu techniques do not

require any chakra and instead uses a ninja’s physical and mental energies. However chakra can be used

to enhance the techniques. Taijutsu as well needs no hand seals sense there is no molding of chakra.

Because of their physical nature they are also quicker to use than ninjutsu and genjutsu.

GENJUTSU

Genjutsu are techniques that use the chakra in the victim's nervous system to create illusions. The most

commonly seen genjutsu in the series is the simple creation of phantasms – causing the targeted person(s)

to hear, see, smell, taste or feel sensations that are not actually there in order to manipulate them. Most

genjutsu affects the five senses, though other applications of genjutsu exist. Those under the influence of

genjutsu either freeze in place or lose consciousness, depending on how capable they are in recognizing

and defending against it. A genjutsu can be broken in one

of three ways. The first is "genjutsu cancel" ,a disruption of

the victim's chakra flow either by themselves or their

allies. Pain that is not a result of the genjutsu, such as

stabbing oneself, is a second method of countering

genjutsu. Finally, if the caster of the genjutsu loses focus

for whatever reason, the jutsu will end and the victim is

freed.

CHAKRA Chakra is the basic energy source necessary for a ninja to

perform most jutsu. Ninja produce chakra through the 4: Chakra Diagram

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combination of their two energies: the physical drawn from the trillions of cells that make up the human

body, and the mental energy, gained through experience and by training the body. Once created, chakra

moves throughout the body in a manner similar to the circulatory system and is delivered to one of 361

chakra release points. By performing a sequence composed of any of twelve different hand seals, chakra

can then be manipulated to create supernatural effects, such as walking on water.

During Part II of the series the concept of nature manipulation altering the quality of chakra, is

introduced. Nature manipulation allows ninja, following certain training, to convert their chakra into one

of five elements: earth, water, fire, wind, and lightning. Each element is stronger and weaker than another

element; for example, fire is weak against water, but can easily counter and even gets stronger when used

against a wind-based jutsu. All ninja have a natural affinity for one of the five elements, allowing them to

use jutsu of that type with greater ease. Ninja with an affinity for fire, for instance, will be able to breathe

fire much sooner than they will be able to manipulate water.

Skilled ninja can learn how to use other elements; ninja of the Jounin rank typically are able to manipulate

at least two elements. Kakashi Hatake has been shown using three different elements in the Naruto manga

and a fourth in the anime adaptation. Although these ninja can use their different elements separately with

little effort, combining the two elements is impossible for ninja who do not have a genetic predisposition

for it. Ninja with one of these genetic abilities can mix two specific elements to create an entirely new

one. Haku, an antagonist introduced at the start of the series, can mix water and wind to create ice.

Mokuton, a combination of earth and water unique to the First Hokage and Yamato, allows the user to

produce wood.

EIGHT GATES

The Eight Gates are eight specific points along the chakra circulatory

system that limit the overall flow of chakra within a ninja's body.

Although the gates make the ninja weaker in battle, they limit the body's

functions to keep it from expiring too soon. Ninja that have learned to

open these gates can surpass their own physical limits at the cost of

various levels of damage to their own bodies. Each additional gate grants

the user new levels of strength with additional injuries; by opening all

eight gates the user will become invincible in battle, but their body will be

so damaged in the process that they will die afterwards.

RANKS

E-Rank – This is the lowest rank of the Six Classification system. It is used solely to rank any jutsu

taught to beginner ninja academy students. All students are required to learn and perfect these jutsu before

graduating from the academy.

D-Rank – This rank is one higher than E-Rank and marks the lowest classification for missions and

Genin level jutsu. Most D-rank jutsu’s are taught to ninja before leaving the academy or are the first step

in more complex jutsu tree. D-rank missions are the lowest level a mission can be designated and is most

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CHAPTER 2: TERMINOLOGY

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often given to genie class ninja. Most D-rank missions actual involve fetch assignment’s and task and

almost never involve combat.

C-Rank – This rank is one higher than D-Rank and marks a low classification for missions and Chunin

level jutsu. C-ranks are typically the first tier of jutsu’s that require some amount of training. C-rank

missions are a medium level of assignments and typically assigned to highly Genin or Chunin. Most C-

rank missions involve escorting smaller targets or hunting wild animals that serve a risk to a village.

B-Rank – This rank is one higher than C-Rank and marks a medium classification of missions and upper

level Chunin or Jounin level jutsu. B-rank jutsu’s are typically techniques that are not difficult to learn but

instead take time and dedication. B-rank missions will almost always likely involve combat. These

missions can also be spying and or assassinations.

A-Rank – This rank is one higher than B-Rank and marks an upper classification of missions, Kage and

Jounin level jutsu. A-rank jutsu’s are typically techniques that need extensive training and time to learn

and master. A-rank missions are some of the most dangerous missions and can involve going deep into

enemy territory or other highly dangerous objectives.

S-Rank – This rank is the highest of them all and marks the highest classification of missions and Kage

level jutsu. S-rank jutsu are the most dangerous and powerful of jutsu. They however tend to be unique

jutsu that are custom made by the user and often incorporates trademark abilities. S-rank missions are the

most dangerous missions possible and are given only to the highest skilled Jounin. These missions usually

involve hunting down powerful missing-nin from the Bingo Book.

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CHAPTER 3: CHARACTER CREATION

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CHAPTER 3: CHARACTER CREATION

Step 1 - Background: You start off by determining what village your character is from. It's

recommended to make one from the Hidden Leaf village as that is the primary setting for the Naruto

world. However you can always choose a different village, be sure to consult with your GM to ensure

your character fits in with the setting.

Step 2 - Clan: Next is picking a particular Ninja Clan and the modifiers that go with it. Your clan will

determine the kind of jutsu's you may initially choose from as well as alter your stats accordingly. You

may choose to not be from a Clan or create your own.

Step 3 - Elemental Affinity: A ninja is only capable of mastering two elemental types of Ninjutsu

naturally in his lifetime. This is determined by a natural trait that every ninja is born with. A character

may only raise their affinity jutsu type to S Rank. They may raise a second element to A Rank. The other

3 element types may not be raised above B Rank. To determine the Primary affinity roll 1d10: Lighting

Nature 0-1, Wind Nature 2-3, Fire Nature 4-5, Earth Nature 6-7, and Water Nature 8-9.

Step 4 - Stats: These eight stats will determine your characters attributes and are used in variety of

jutsu's, actions and abilities. Some jutsu's and/or style's require a higher than normal average. Stats cost

2xp per level, cumulative. For example, the first level of Speed cost 2xp. However the second level would

cost 4xp. So you were to buy the first two levels of Speed at character creation it would cost a total of

6xp. Each level of Ninjutsu, Taijutsu and Genjutsu is 5xp per level.

Step 5 – Archetype: An archetype determines the main role that a ninja will play during the course of

their lifetime. A character may only have one archetype. An archetype can be picked up at character

creation or anytime afterwards.

Step 5 - Traits: Traits are inherit abilities and proficiencies that a ninja may possess. They enhance stats,

jutsu’s and/or attacks. Some traits that are considered inherit or genetic may only be bought during

character creation (however they may be leveled up as normal). Traits cost the value listed.

Step 6 - Jutsu: Determine the maximum number of jutsu's your character can have by his INT, elemental

affinity and the maximum rank based on their Ninjutsu/Taijutsu/Genjutsu level. Jutsu cost the value listed

Step 7 - Defects: Defects are flaws that may impede a ninja's life but flesh out them out as a character.

However instead of costing points to buy, defects give you the point cost as a bonus to spend on stats,

traits and jutsu's. Defects cost the value listed

Step 6 - Buy Equipment/Tools: Each new character starts with an amount of ryu based on their preset

and can be spent on a wide variety of items. Money cannot be used to buy special and/or exotic weapons.

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Step 7 - Final Touches: The last step is to determine your characters final details including starting HP,

MEN, CP, SP and FP. HP is your Fortitude x10. CP is Endurance x15, SP is Power x10. FP starts out at 3

and MEN starts off at 10.

Experience Presets:

Genin - 250 experience points. At creation stats are capped at 4, Ninjutsu/Genjutsu/Taijutsu is capped at 3

each. No Rank A or S jutsu's may be purchased at creation.

Chunin - 400 experience points. At creation stats are capped at 6, Ninjutsu/Genjutsu/Taijutsu is capped at

4 each. No Rank A or S jutsu's may be purchased at creation.

Jounin - 550 experience points. At creation stats are capped at 8, Ninjutsu/Genjutsu/Taijutsu is capped at

5 each. No Rank S jutsu's may be purchased at creation.

Hokage - 700 experience points. No creation caps.

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CHAPTER 4: STATS

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CHAPTER 4: STATS

INTELLEGENCE (INT)

Intelligence is a measure of the degree of knowledge and overall IQ of the ninja. Intelligence is required

for a ninja to recognize and analyze jutsu's. All sentient creatures possess some level of intelligence. A

score of 0 Intelligence is equivalent to a character being dead or comatose. Animals start with an INT

score of at least 1. Animals that talk start at 2 INT and 3 INT is required for an animal to perform a jutsu.

Intelligence is the modifier used to determine the max number of jutsu a ninja can properly memorize.

Intelligence is used for the following:

INT x 5 = Maximum Number of Jutsu a ninja can memorize

Analyze, Craft and Knowledge checks

MIND (MND)

Mind measures how quick a ninja's mental process is. Mind is the most important stat for guarding

against Genjutsu attacks. Every creature has some sort of Mind Stat. A Mind stat of 0 dictates that the

character is unconscious and incapable of thinking. A character in a berserker state is considered to have

a Mind stat of 0.

Mind is used for the following:

Genjutsu saving rolls

Perception, Sensory, and Healing checks

AWARENESS (AWA)

The Awareness stat reflects a ninja's attention to their. surroundings, their perception, and their senses.

Awareness is the primary stat for all Perception checks. Animals are considered to have a high Awareness

rating, starting at a base of 4. A character with a Awareness of 0 is considered to completely ignorant of

their surroundings.

Awareness is used for the following:

Detecting stealthed characters/objects

Countering surprise attacks

Perception, and Sensory checks

POWER (POW)

Power is the measure of a ninja's physical body strength. This is the primary stat for all melee based

fighting. Power determines the maximum amount of weight a character can carry, lift, and throw. A

character with a Power stat of 0 is considered unable to move, lift a finger, or unconscious.

Power is used for the following:

Melee attack rolls

Damage rolls for melee weapons, thrown weapons or any physical based taijutsu.

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Blocking melee attacks

Determines starting SP

SPEED (SPD)

Speed determines agility of movement, ability to cover physical distance, and reaction time. This is the

primary stat for dodging and avoiding attacks. A character with a Speed stat of 0 is considered to be

unable to move, lift a finger, or unconscious.

Speed is used for the following:

Dodging attacks

Determining combat order

Number of additional actions

FORTITUDE (FOR)

Fortitude is the measure of a ninja's physical toughness. This is the stat used to absorb any damage taken.

A character without Fortitude is considered to be unable to resist and absorb attacks, or unconscious.

Fortitude is used for the following:

Damage absorbing

ENDURANCE (END)

Endurance represents how well you can mold and recover chakra. Your endurance affects your rate of

chakra regeneration as well. A character with an Endurance stat of 0 is considered to be unable to mold

chakra and unconscious.

Endurance is used for the following:

END x 3= Daily chakra regeneration.

Chakra checks

HAND SEALS (HDS)

Hand Seals is a ninja's mastery and familiarity of Hand seals. This stat is used for determining the speed

at which a ninja can perform Hand Seals. A character with a Hand Seal stat of 0 is unable to use hand

seals and thus mold chakra. Increasing this stat increases the speed at which a ninja may perform hand

seals and thus reducing the time it takes to activate jutsu.

Hand Seals is used for the following:

Per level of HDS decreases the number of hand seals used in a jutsu by one.

Counter jutsu checks

NINJUTSU (NIN)

Ninjutsu represents a ninja's familiarity with all ninjutsu. Each point of Ninjutsu allows a ninja to access

more high level ninjutsu as well as master previous jutsu. A character with a Ninjutsu stat of 0 is

incapable of using any Ninjutsu.

Ninjutsu is used for the following:

Determines level of Ninjutsu a character can use.

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CHAPTER 4: STATS

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Ninjutsu checks

GENJUTSU (GEN)

Genjutsu represents a ninja's familiarly with all Genjutsu. Each point of Genjutsu allows a ninja to access

more high level Ninjutsu as well as master previous jutsu.

Genjutsu is used for the following:

Determines level of Genjutsu a character can use.

Genjutsu checks.

TAIJUTSU (TAI)

Taijutsu represents a ninja familiarly with all Taijutsu.

Taijutsu is used for the following:

Determines level of Taijutsu a character can use.

Taijutsu checks

-CHARACTER STATS-

HEALTH POINTS (HP)

Health points are the measure of physical health a character has. Every time a character is hit with

physical damage it will reduce their available health points. Your starting HP is Fortitude x10

MENTALITY (MEN)

Mentality is a measure of a characters mental health. Whenever a character is struck with a genjutsu that

causes mental damage it will reduce their available mentality. Your starting Mentality is 10

CHAKRA POINTS (CP)

Chakra points are the measure of a characters chakra pool. Your starting CP is Endurance x 15

STAMINA POINTS (SP)

Stamina points are the measure of a characters stamina pool. Your starting SP is Power x 10

FOCUS POINTS (FP)

Focus points are a measure of your characters ability to focus and find solutions in a situation. Genin start

with 3 FP. Only regenerates one per day. May be used to either:

1.) Avoid an attack that would lead to the death of a character.

2.) Perform an automatic critical success on an attack.

3.) Successfully disengage and flee from a battle.

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CHAPTER 5: CLANS

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CHAPTER 5: CLANS

HIDDEN LEAF CLANS

Hyuuga Clan - The Hyūga clan is one of the oldest and most

powerful clans in Konohagakure. All members born into the family

possess the Byakugan, a kekkei genkai that gives them extended

fields of vision and the ability to see chakra. The Uchiha clan's

Sharingan is believed to be descended from the Byakugan.

The clan is separated into two parts, the main house and the branch

house, a system that protects the secrets of the Byakugan from

outsiders. The main house runs the family while the branch house

protects it. The members of the branch house are branded with a cursed seal. This seal gives the main

house members absolute control over the branch members, because they can destroy the branch members'

minds with a simple hand gesture, or cause them great pain to punish them. This seal also makes sure the

secret of the Hyūga's Byakugan is safe, because it seals the Byakugan after the wearer of the seal dies.

Because they are essentially servants, simply because of their birth order or heritage, some branch house

members are hostile to those of the main house. After the Chūnin exams in part I, the two houses have

managed to at least start working out their differences. In Part II, they finally brought the two Houses

together as a family, which they showed when the Hyūga battled Pain in a show of family unity.

Members of the clan are instructed in the use of the Gentle Fist style, which uses the Byakugan to view

the opponent's Chakra Pathway System and deal precise blows to disable and impede the flow of chakra.

Due to training in this style, Hyūga clan members tend to have excellent chakra control. This is

emphasized in jutsu that utilize this chakra control, as well as the nuances of the Gentle Fist style. The

clan's strongest techniques, like the Eight Trigrams Sixty-Four Palms, are only allowed to be taught to

members of the main house. Neji Hyūga, however, has bypassed this restriction by learning them on his

own, earning a reputation as a "genius" in the clan.

Sand Clans

Mist Clans

Lost Clans

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CHAPTER 6: ARCHETYPES

By picking an archetype you gain bonuses in a certain field as well as negatives in others.

Medical Ninja (ex, Tsunade, Sakura)

Excellent Chakra control, Chakra Strength Fighting Style

Taijutsu Expert (Guy, Lee)

Taijutsu Fighting Style, Bonus Dmg, Bonus Stamina

Mass Ninjutsu Expert (Orochimaru, Kakashi)

Basic defense, summoning, ninjutsu

Close Range Ninjutsu Expert (Neji, Chouji)

Close range ninjutsu attacks, limited taijutsu, excellent close range defense

Long Range Ninjutsu Expert (Gaara)

Long range ninjutsu attacks, basic defense

Genjutsu Master ( Itachi, Kurenai)

Excellent Mind, basic defense,

Kenjutsu Expert (Asuma, Temari)

Weapon Fighting Style, Bonus Dmg

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CHAPTER 7: TRAITS

Agile Combat

Cost: 8 Points

Max Level: 1

Description: For some ninja's speed is power. This trait allows a character to switch Power for Speed.

Function: A character may substitute their Power stat with Speed for all attacking and defending melee

rolls.

Alertness

Cost: 9 Points/level

Max Level: 10

Description: Your character pays extra attention to his surroundings and often notices things other don't..

Function: A character may add a +1 modifier to all Perception checks per level of Alertness.

Animal Kinship

Cost: 6 Points/level

Max Level: 5

Description: Animals are naturally at ease with your character, allowing them to more easily interact with

them.

Function: For each level of Animal Kinship you may add a +1 modifier to any rolls that involve

interacting with animals.

Berserker Rage

Cost: 15 Points/Level

Max Level: 10

Description: Berserker Rage is an uncontrollable rage in a character. Where it comes from varies based

on the character. Berserker Rage can be unleashed whenever a character wants to. It's an instant action

and does not use a turn. However if a character falls below 50% health Berserker Rage is instantly

activated. A character may deactivate Berserker Rage as a free action as long as they are above 25%

health.

Function: For each point in Berserker Rage a character may rage for one turn. Berserker Rage gives you

+1 to Power, Speed and Fortitude per point while in a rage. However you incur a -1 to Intelligence and

Mind per point in Berserker Rage while in a rage. Berserker rage will only refill with a full night's sleep.

Blind Fighting

Cost: 12 Points

Max Level: 1

Description: Total darkness has no negative barring on your characters fighting skills

Function: Your character receives no negatives when fighting in near or total darkness.

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Block

Cost: 8 Points/level

Max Level: 10

Description: Your character has spent many long hours honing their ability to block incoming attacks.

Function: Your character may add a+1 modifier to all Melee Block rolls per point in Block

Chakra Absorption*

Cost: 15 Points/level

Max Level: 15

Description: Your character is able to absorb the chakra of an opponent into himself. The character

doesn't have to actually touch the opponent; it is possible to use this trait with other jutsu's.

Function: Your character may absorb 1 point of chakra from an opponent per point of Chakra

Absorption. This chakra is taken directly from the opponent’s chakra pool. If an opponent has zero chakra

when the character tries to absorb it, it will put the opponent into an unconscious state.

Chakra Strike (Melee)

Cost: 10 Points/Level

Max Level: 20

Description: Your character is able to weave his chakra into all melee attacks, give his attacks extra

damage.

Function: For every point in Chakra Strike a character may put one chakra point into a melee attack.

Each chakra point will add 1 point of Chakra Damage.

Chakra Strike (Ranged)

Cost: 10 Points/Level

Max Level: 20

Description: Your character is able to weave his chakra into all ranged attacks, giving his attacks extra

damage.

Function: For every point in Chakra Strike a character may put one chakra point into a melee attack.

Each chakra point will add 1 point of Chakra damage.

Chakra Strike (Weapon)

Cost: 10 Points/Level

Max Level: 20

Description: Your character is able to weave his chakra into all weapon based attacks, giving his attacks

extra damage.

Function: For every point in Chakra Strike a character may put one chakra point into a melee attack.

Each chakra point will add 1 point of Chakra damage.

Counterattack

Cost: 15 Points/Level

Max Level: 10

Description: Through rigorous training your character has learned how to fend off multiple attacks in a

row.

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Function: For each point in this trait you may make an additional counter attack against your opponent

without incurring a negative.

Dodge

Cost: 8 Points/Level

Max Level: 10

Description: Your character is swift like the wind allowing them to dodge better.

Function: Your character may add +1 to all Dodge Rolls per point in Dodge.

Expert Disguise

Cost: 6 Points/Level

Max Level: 6

Description: It's almost impossible for the enemy to see through your disguise.

Function: Your character may add a +1 to all Disguise rolls.

Incognito

Cost: 8 Points/Level

Max Level: 5

Description: Bonus to staying off Bounty list.

Function: Whenever a character’s actions would cause them to be placed on the Bounty/Bingo list, you

may roll an additional d10 to keep your name off.

Increased Chakra

Cost: 10 Points/Level

Max Level: 100

Description: Through practice your character has learned to mold more chakra, increasing your chakra

pool.

Function: Your character gains an additional 10 Chakra per point of Increased Chakra.

Increased Stamina

Cost: 10 Points/Level

Max Level: 100

Description: Through practice your character has learned to extend his stamina, increasing your stamina

pool.

Function: Your character gains an additional 10 Stamina per point of Increased Stamina.

Independent Weapons

Cost: 20 Points/Level

Max Level: 10

Description: By focusing on the weapons themselves your character can wield dual blades as two

independent weapons of death.

Function: Normally when a character fights with two weapons they count as one action and one hit with

combined damage. With Independent Weapons each weapon is considered a separate but simultaneous

action allowing you to block and attack separate targets during one turn. This applies to actions, counters,

and any blocks done with the characters weapons. The targets of the attacks/defense must be within the

weapons normal range, the weapons must be drawn and in hand. Each point in Independent Weapons lets

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you use an additional weapon at once. One point allows you two weapons, two points for three weapons,

etc.

Knowledge (Scrolls)

Cost: 6 Points/Level

Max Level: 10

Description: Through careful study your character has learned to harness the power of scrolls.

Function: One point of Knowledge (Scrolls) is required to use any scroll. This trait also may be added to

any Knowledge checks involving scrolls.

Knowledge (Jutsu)

Cost: 8 Points/Level

Max Level: 10

Description: Through careful study, your character has learned to identity and understand jutsu's.

Function: Knowledge (Jutsu) adds +1 per point to any Analyze (Jutsu) checks or any check that requires

knowledge of jutsu.

Medicine

Cost: 8 Points/Level

Max Level: 10

Description: Your character is well versed in the art of medicine.

Function: Medicine is required for any rolls that involving healing a character or preparing an salves.

Mental Fortitude

Cost: 10 Points/Level

Max Level: 10

Description: Strong mind and strong body

Function: +1 to all checks against genjutsu.

Physique Modification* Cost: 15 Points/Level

Max Level: 1 Description: The user can then stretch and twist any parts of their body at any angle at will, allowing

them to surprise their opponent. This also causes the user's body to become malleable and snakelike,

capable of elongating themselves and wrapping around any type of object.

Function:

Resist Stun

Cost: 10 Points/Level

Max Level: 10

Description: You are extra resistant to stuns

Function: Whenever you're hit with an action that would stun you, you may roll Mind+ Resist Stun to

resist being stunned.

Second Chance*

Description: Never say never.

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Function: Whenever you would take a hit that would result in a knockout or death, you may roll to see if

you miraculously avoid the attack

Shroud

Cost: 10 Points/Level

Max Level: 10

Description: No one will notice until there dead!

Function: All presence checks against the character receive a -1 Modifier per point in Shroud.

Strong Willed

Description: Extra dice to resist mental effects

Function:

Toughness

Description: Your health is larger than most.

Function: +10 HP per trait point

Two Weapon Fighting

Description: Fighting with two weapons at once.

Function: You halve the offhand damage penalty for fighting dual wield.

Unstoppable*

Cost: 15 Points/Level

Max Level: 5

Description: You refuse to give up, sheer willpower hold you up.

Function: When your HP hits 0 you do not automatically fall unconscious. For every point in

Unstoppable you may stay awake one additional turn. While you are in Unstoppable mode you are resist

all stuns and. However you are unable to block or dodge any attacks.

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CHAPTER 8: JUTSU LIST

Types of Jutsu:

Ninjutsu

Taijutsu

Kenjutsu

Genjutsu

Fuinjutsu

Bloodline

Enhancements

Mastery Options

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NINJUTSU

Five opposing elements.

Fire consumes Wind

Wind scatters Lighting

Lighting pierces Earth

Earth blocks Water

Water quenches Fire

If the two skills are of equal power/rank then the strong element wins. However if one of the elements is

of higher rank, then that spell will win.

NON ELEMENT JUTSU

E Rank

Clone Jutsu (Bunshin no Jutsu)

Cost: 1 Points/Level; Max Level: 5

Rank: E; Class: Ninjutsu 1

Element: None

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 6 CP

Description: This jutsu creates exact copies of the user. These clones are illusions and non-corporeal. The

clones will disperse upon any solid contact with an object or person. Because of their unique properties

they make excellent diversions and can fool a ninja quite well for a short period of time. Characters with

abilities such as Byakugan and Sharingan can see through the clones and see that they are not real. Since

the clones are non-corporeal they cannot actually interact with the world, they won't bend grass or disturb

water. Clones have no chakra and are unable to perform any jutsu or attacks.

Effect: Once a clone is created it may last 1 round per level. A clone may either act simultaneous with the

users action and/or turn. Or the clone may act on its own. Its Perception score is the exact same

Perception score and Combat Order as the user. If the user chooses to have it act on its on its turn is

inserted immediately after the user. You may make one additional clone per level of Clone Jutsu.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra (-1cp/level), Increase Range

(5ft/level)

Transformation Jutsu (Henge no Jutsu)

Cost: 1 Points/level; Max Level: 5

Rank: E; Class: Ninjutsu 1

Element: None

Type: Supplementary

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Range: Short (0-25 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 6 CP (Sustained)

Description: This jutsu allows a ninja to transform himself or an object into anything. This

transformation is a corporeal illusion and not a permanent change. The transformed person/object has all

the physical properties of the transformation. If the transformation makes the user 7 foot tall then the user

is 7 foot tall and aspects of the environment will interact with the user as if it was 7 foot tall. If the user or

object is injured it will cause the transformation to be dispelled. If the transformation is used on the user it

will dispel if the user falls asleep or falls unconscious as well. The jutsu requires a constant chakra

investment and mental concentration. If a character is under any form of mind control, possession or

hypnosis the transformation will dispel.

Effect: A transformation may last as long as the user satisfies the conditions. Each turn the user must pay

the chakra cost again to maintain the transformation.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra Cost (-1cp/level)

Cloak of Invisibility Jutsu (Kakuremino no Jutsu)

Cost: 1 Points/level; Max Level: 5

Rank: E; Class: Ninjutsu 1

Element: None

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 6 CP (Sustained)

Description: The cloak of invisibility jutsu is a stealth jutsu in where the one summons a cloak that

makes the user blend into the background and become almost invisible. As long as the user stands still,

opponents cannot naturally see them. However the user may still be sensed by other means such as sound,

scent, touch and chakra. The user must standing against an object for the jutsu to work do to its

chameleon type nature. The user may not use Disguise jutsu against any background with moving parts.

Effect: The user may not be seen and gains any attempted to find the user gains a -1 modifier/level to all

sight based Detect rolls.

Enhancements: Decrease Chakra Cost (-1cp/level)

Substitution Jutsu (Kawarimi no Jutsu)

Cost: 3 Points /level; Max Level: 10

Rank: E; Class: Ninjutsu 1

Element: None

Type: Supplementary

Range: Short to Medium (0-50 feet)

Hand Seals: 5; Cast Time: Instant

Chakra: 6 CP

Description: Substitution Jutsu is a dodging jutsu that revolves around tricking the enemy into thinking

they were still there. A user may quickly switch places with any nearby and portable object. This may be

anything from a plant to an animals to even people. The user then creates a small illusion on the object so

that it has his appearance. This will often cause confusion for the opponent and gives the user time to

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escape or launch a counter-attack. This jutsu may be used a variety of other ninjutsu. As well the user

may. When the opponent hits the substitution it will feel as if their skill hit successfully. Almost

immediately after the actual hit is made, the illusion will disappear to reveal the substituted object. The

user may appear in any direction within the specified range of Substitution Jutsu.

Effect: 1d10 + Speed + Substitution Jutsu. This is considered a dodge. If successful the user gains a +1

modifier/level to his next attack against the opponent.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra Cost (-1cp/level), Increase

Range (5ft/level)

Escape Jutsu (Nawanuke no Jutsu)

Cost: 1 Points/level; Max Level: 5

Rank: E; Class: Ninjutsu 1

Element: None

Type: Supplementary

Range: Self

Hand Seals: none; Cast Time: 1 Round

Chakra: 6 CP

Description: Escape jutsu is a simple escape jutsu that helps the user to escape any sort of bindings. The

user inserts a bit of his chakra into his bindings which allows him to cause the rope to slowly untie itself.

The user needs concentration to perform this and thus takes a full round to perform. This jutsu may be

used to escape from having any part of his body bound with rope or equivalent material. This may not be

used to escape grapples or any other type of bodies that directly involves a person.

Effect: The user may add their Escape Jutsu modifier to any Escape rolls that involve being tied up.

Enhancements: Decrease Chakra Cost (-1cp/level)

D Rank Temporary Paralysis Jutsu (Kanashibari no Jutsu)

Cost: 10 Points/level; Max Level: 5

Rank: D; Class: Ninjutsu 2

Element: None

Type: Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 15 CP

Prerequisites: Must be ANBU member to learn or be taught by an ANBU member.

Description: Temporary Paralysis jutsu has become the trump card for the ANBU over the years. This

jutsu causes a temporary paralysis of the body when the user uses his index and middle fingers to touch

his opponent. Upon contact a small burst of chakra is sent into the nervous system of the opponent, cause

immediate paralysis. During this time the opponent may not move his body in any way, he may speak or

move. The opponent however stays conscious throughout the duration of the jutsu. If the opponent is

acted while under the affects of paralysis he will be unable to defend himself in any way and is

automatically hit. This jutsu may also hit multiple opponents.

Effect: The user may add his Temporary Paralysis score to his Ninjutsu attack roll. An opponent is

paralyzed for one Full Round/level.

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Special Effects: Touch Attack

Enhancements: Decrease Chakra Cost (-2 cp/level), Increase Range (10 ft/level), Multiple Targets (1

extra opponent/level)

Body Flicker Jutsu (Shunshin no Jutsu)

Cost: 3 Points/level; Max Level: 10

Rank: D; Class: Ninjutsu 2

Element: None

Type: Supplementary

Range: Short to Mid (0-50feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 10 CP (Variable)

Prerequisites: Substitution Jutsu

Description: Body Flicker is a high speed movement jutsu that can get a character across distances in an

instant. The user moves so fast that the user is all but untraceable during the jutsu. To the average eye it

actually seems as if the user has disappeared. To do this jutsu the user used chakra to temporarily increase

one's body strength and speed. To mask the direction of where the user is heading it is often standard to

use a puff of smoke during Body Flicker. The amount of charka used is based on the distance the user

intends to travel. The user however is only able to go over distances and objects that he could if he was

walking. For instance the user may not body flicker through solid objects unless they could normally walk

through walls. Body Flicker may be used a dodge.

Effect: If used as a dodge then add your Body Flicker rating to your dodge roll. If used as a movement

option then Body Flicker doubles your movement speed. It cost 5 CP for every 10 feet traveled vertically

and horizontally beyond the natural range of Body Flicker. This is in addition to the 10 CP cost to activate

the skill.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra Cost (-1cp/level), Increase

Range (5ft/level)

Haze Clone Jutsu (Oboro Bunshin no Jutsu)

Cost: 3 Points/level; Max Level: 5

Rank: D; Class: Ninjutsu 2

Element: None

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: 2; Cast Time: Instant

Chakra: 6CP

Prerequisites: Clone Jutsu

Description: Haze Clone jutsu is identical to the normal Clone Jutsu in every way except one. When a

Haze clone is hit with an attack it will not disappear. The attacker will simply phase through the clone, as

if the clone where a heat shimmer. Haze clones are intangible just like regular clones and thus do no

damage whatsoever. However because they retain their form through attacks they can be used in a variety

of ways.

Effect: Once a haze clone is created it may last 1 round per level. A clone may either act simultaneous

with the users action and/or turn. Or the clone may act on its own. Its Perception score is the exact same

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Perception score and Combat Order as the user. If the user chooses to have it act on its on its turn is

inserted immediately after the user. You may make one additional haze clone per level of Haze Clone.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra (-1cp/level), Increase Range

(5ft/level)

C Rank

Toad Oil Bullet (Gamayudan)

Cost: 10 Points/level; Max Level: 5

Rank: C; Class: Ninjutsu 3

Element: None

Type: Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 10CP

Description: Toad Oil Bullet is a jutsu that consist of the user converting their chakra into Toad Oil. Toad

Oil is a very slick yet sticky substance that globs and coats on whatever surface it touches. The user

converts a lung full of air into Toad Oil and shoots it in a direction. If a person is caught in the blast of

Toad Oil then they are stuck to whatever surface they were standing on when hit by the oil.

Effect: Toad Oil Bullet has a splash effect that covers a 10 sq ft area/level from where the oil hits. The oil

will degrade after 1 round/level. Opponents who step in or are hit by the toad oil suffer from a movement

penalty of -50% their normal running/walking speed. To escape the user must make an Escape roll DC

5/level.

Special Effects: Flammable, Touch Attack, AoE

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level), Increase AoE Range (5ft/level)

Scattering Crow Swarm Jutsu (Sanzengarasu no Jutsu)

Cost: 10 Points/level; Max Level: 5

Rank: C; Class: Ninjutsu 3

Element: None

Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 10 CP

Description: Scattering Crow Swarm is a jutsu that is best used for stealth entry or exit. This jutsu

summons a flock of thousand crows that will fly around the target. The frenzied movement of the crows

create a screen that makes the target hard to spot. Because of this the target can enter or leave an area

quickly without giving an enemy an opening. While this jutsu isn't stealth in a general sense it instead

mask a target and can even confuse the enemy as to how many people are in the swarm. An enemy who

walks into the swarm will be disoriented as the crows movement only allows the target to see through the

swarm.

Effect: Scattering Crow Swarm is a target jutsu. The user may project the swarm on himself or any allies

within range. The swarm itself covers a range of 5 sq ft/level. The swarm last at a rate of 1 round/level.

The swarm causes any enemies nearby to gain a -5 modifier/level on any perception checks against the

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targets.

Special Effects: Hide Presence, AoE, Disorient

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level), Increase AoE Range (5

ft/level)

B Rank

Four Flames Formation (Shishienjin)

Cost: 20 Points; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: None

Type: Supplementary

Range: Mid (25-50 feet)

Hand Seals: None; Cast Time: 1 Turn

Chakra: 25 CP

Prerequisites: Four users which all know Four Flames Formation

Description: Four Flames Formation is an offensive barrier that keeps anyone from leaving or entering

it. The barrier takes four people to form it, one person for each of the corners of the barrier. When the

users summon the barrier they are inside of it and may add an additional layer of the barrier around them

so they may not be harmed. The barrier itself forms a purple tinted box that causes extreme damage if

touched from either the inside or the outside. This barrier is considered impenetrable for as long as the

four users are unharmed. While the users have the barrier activated they are unable to do anything.

Effect: Anyone who touches the barrier takes 10d10 of damage. Once the barrier is formed it cost 10CP a

round to keep it active. If any of the users is forced to break their concentration on the barrier or run out

of chakra then the whole barrier will come down.

Enhancements: None

Shadow Clone Jutsu (Kage Bunshin no Jutsu)

Cost: 15 Points/level; Max Level: 10

Rank: B; Class: Ninjutsu 3

Element: None

Type: Supplementary

Range: Short-Range

Hand Seals: 5; Cast Time: Instant

Chakra: Variable

Prerequisites: Clone Jutsu

Description: Shadow Clone Jutsu is similar to Clone Jutsu but has a number of fundamental differences.

Shadow clones are not illusions like normal clones. They are actual physical copies of the user and have a

knowledge of everything the user does. A shadow clone can use whatever jutsu the originator can which

gives shadow clones a significant advantage in battle. A shadow clone carries a portion of a users chakra

and power. Because of this a shadow clone cannot be distinguished by sight, smell, touch or chakra. This

includes powers such as Byakugan and Sharingan. Shadow clones are extremely useful for spying as

when a clone is dispersed the memories of the clone are transferred back to the user. There are some

drawbacks to Shadow Clone Jutsu. To create a shadow clone an equal portion of the user's current chakra

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pool and stamina is given to the clone. If the clone is forcibly dispersed the user loses that chakra and

stamina as if he used it. However if the clone is called back by the user then the chakra/stamina is

returned.

Effect: Shadow Clones have an HP pool of 5, if they take damage exceeding that then they are dispersed.

The user can always sense where his clone is regardless of the distance. While they cannot directly

communicate with shadow clones a user can sense the general mood of the clone. A clone receives an

equal portion of the users chakra and stamina. For instance if the user has a chakra/stamina pool of 100

and he makes one shadow clone then the clone would have a chakra/stamina pool of 50. The user would

then have his pool reduced to 50 as he gave the clone half. This continues based on how many clones. If

he made two shadow clones then he and the clones would have pools of 33.

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level)

Perimeter Barrier Jutsu (Kekkai Hōjin)

Cost: 15 Points/level; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: None

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: 1 Turn

Chakra: 20 CP

Description: Perimeter Barrier Jutsu is a trap created by using four exploding tags set up in an area. If

anyone or anything walks into the barrier the seals will activate and explode, potentially killing anyone

inside the barrier. To set up this jutsu the user must place four exploding tags in an 25 foot area. The user

then connects each tag to each other by injecting a bit of his chakra into it. The Perimeter Barrier Jutsu

does not discriminate as to who trips it. Anyone other than the user will trigger the trap.

Effect: The victim of the jutsu will be hit with the damage of the four explosive tags. The type and level

of the tag will determine the damage.

Enhancements: None

Barrier: Dome Method Formation (Kekkai: Tengai Hojin)

Cost: 15 Points/Level; Max Level: 10

Rank: B; Class: Ninjutsu 3

Element: None

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 20CP

Description: Barrier Dome Method Formation is a barrier that allows the user to detect the position and

movement of anyone who steps into it. The user causes this jutsu by carefully molding their chakra into a

sphere and expanding it out and around the area. The user is the center of the barrier and the barrier will

move if the user moves. While the user has this jutsu activated movement restrictions are applied. The

barrier will sense any opponents that steps into its field regardless of how they may be cloaked.

Effect: The user may create the Barrier Dome in an a diameter of up to the maximum range allowed. The

chakra cost of the skill is 20CP + 1CP/foot. If an opponent walks into the Barrier the user may sense all

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the details of about the enemy. All physical modifications, any current abilities in use, and direction they

are heading. While this jutsu is activated the user moves at half normal speed, if the user attempts to move

at a faster speed the jutsu will be forcibly canceled.

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level)

Needle Jizo (Hari Jizō)

Cost: 15 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: None

Type: Offensive, Defensive

Range: Self

Hand Seals: 6; Cast Time: Instant

Chakra: 20CP

Description: Needle Jizo is a jutsu that causes the users hair to extend in length and surround the body.

While this jutsu is activated the hair becomes spiked and rigid like steel. The hair becomes densely

layered as well allowing the user to absorb damage to any body parts covered by Needle Jizo. If any

opponent that hits or touches the Needle Jizo will take 2d10+2 damage. However Needle Jizo is an

extension of the user's hair, if for whatever reason the user can not use his hair or has no hair, the jutsu

can not be used. While the jutsu makes the users hair like steel it still has the weight of hair and as such

may be moved if an object is able to catch on and hold onto the hair.

Effect: If the user is attacked with a physical attack while this jutsu is activated you may add your Needle

Jizo score to your Armor score. When used as an attack Needle Jizo causes 2d10 +2 damage.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra (-1cp/level)

Combination Transformation (Konbi Henge)

Cost: 20 Points; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: None

Type: Supplementary

Range: Self

Hand Seals: 1; Cast Time: Instant

Chakra: 20CP

Prerequisites: Transformation Jutsu

Description: Combination Transformation is a combo jutsu in which two or more users perform a

simultaneous Transformation Jutsu to combine into the same object. Since the jutsu is being performed by

two people the procedure for making the jutsu may be split. One person may perform the hand seals and

the other person may provide the chakra. However the person who makes the hand seals decides the form

of the Combination Transformation. All the previous conditions and restrictions of Transformation Jutsu

apply to Combination Transformation.

Effect: A combination transformation may last as long as the user satisfies the conditions. Each turn the

user must pay the chakra cost again to maintain the transformation.

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra Cost (-1cp/level)

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A Rank Shadow Clone Explosion (Bunshin Daibakuha)

Cost: 50 Points; Max Level: 1

Rank: A; Class: Ninjutsu: 4

Element: None

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 0CP

Prerequisites: Shadow Clone Jutsu

Description: Shadow Clone Explosion is a jutsu that allows the user to cause his Shadow Clone to

explode with a sudden and deadly force. The user injects a bit of addition chakra into the shadow clone,

disturbing the chakra balance of the clone. This upset balance causes the clone to erupt in a violent

explosion. The amount of chakra that the clone contains is directly proportional to how much damage the

clone causes. Because the clone is forcibly killed no chakra or knowledge is recovered from the shadow

clone.

Effect: For every 10 CP the clone currently has it does 1d10 of damage. The explosion affects a radius of

5sq ft per die of damage. The clone must be within range to detonate and within a clear line of sight.

Special Effects: AoE

Enhancements: None

Rasengan

Cost: 40 Points/Level; Max Level: 5

Rank: A; Class: Ninjutsu 4

Element: None

Type: Offensive

Range: Melee

Hand Seals: None; Cast Time: 1 Turn

Chakra: 40CP

Description: Rasengan is an offensive jutsu in which the user molds a whirling ball of chakra. To activate

Rasengan the user must learn to control the shape and speed of their chakra until they can make it

manifest into a ball of chakra. Rasengan is a self sustaining jutsu, once the Rasengan is formed the user

does not need to invest anymore chakra into it to maintain it. However if the Rasengan should leave the

hand of the user before being used it will dissipate. The size and power of the Rasengan is proportional to

the amount of chakra invested.

Effect: The base damage of the Rasengan is 2d10 +5. For each level of Rasengan the user may add 1d10

of damage for an additional 10CP. A base level Rasengan has an average diameter of 6 inches. For each

level of Rasengan the attack will grow 6 inches in diameter.

Mastery Options: Once a user reaches level 5 in Rasengan you may spend an additional 40 points to

master it. At Mastery level Rasengan becomes an AoE attack, damaging anybody within 10 feet of the

attack target. At this point the user may experiment with Rasengan including adding an element to it or

changing its shape and delivery. Custom jutsu rules apply.

Enhancements: Decrease Chakra Cost (-5cp/level)

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Chameleon Jutsu (Meisaigakure no Jutsu)

Cost: 40 Points; Max Level: 1

Rank: A; Class: Ninjutsu 4

Element: None

Type: Supplementary

Range: Self

Hand Seals: 1; Cast Time: 1 Turn

Chakra: 30CP

Description: Chameleon Jutsu is stealth jutsu that helps the user become invisible to the naked eye. By

using chakra to bend the light around the user it makes it sit seem as if they are translucent and thus

invisible. Once this jutsu is activated it will deflect all light around the user regardless of if they are

moving or not. This jutsu only prevents the user from being seen, they may be sensed through the other

sense's. As well special eye jutsu that sense chakra such as Sharingan and Byakugan can detect the user.

Effect: While this jutsu is activate it is impossible for anyone to see the user. Any opponent attempting to

Detect the user based on sight will automatically fail.

Special Effects: Hide Presence

Enhancements: None

Crystal Ball Jutsu (Tomegane no Jutsu)

Cost: 50 Points; Max Level: 1

Rank: A; Class: Ninjutsu 4

Element: None

Type: Supplementary

Range: All Ranges

Hand Seals: None; Cast Time: 1 Round

Chakra: 30CP

Description: Crystal Ball Jutsu allows the user to gaze into a crystal ball and see what is happening at far

reaches of the land. The user however may only follow the movements of a person that has met and had

physical contact with such as a hand shake.

Effect: The user may look through any Crystal ball and see the current location of the target as long as the

requirements have been met. In addition to the target the user may see everything in a 25 foot radius

around the target.

Enhancements: None

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FIRE JUTSU

The Fire Release elemental jutsu are offensive-type techniques that allow the user to create fire by

increasing the temperature of their chakra. Fire Release techniques are mid-to-long-ranged that cause

burning and highly destructive damage. Fire Release Ninjutsu is common among Hidden Leaf ninja, the

Uchiha Clan were known to be especially talented with its use.

Fire Release is strong against wind; because wind naturally feeds fire but weak against water due to its

ability to extinguish the flames. When used in either a combination or a fusion, a Fire Release technique

augmented by wind can be strong enough to evaporate its natural weakness of water

C Rank

Fire Release: Flame Bullet (Katon: Endan)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Fire

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 40CP

Prerequisites: Toad Oil Bullet

Description: Flame Bullet is a medium distance fire attack that focuses on a stream of fire rather than a

ball. This just is done by the user collecting a large amount of toad oil in their mouth and spitting it out.

The user then adds in their fire element to the oil, igniting it in a streaming fireball.

Effect: Flame Bullet is a streaming fireball which means when shot it was a tail of fire following it. The

base Flame Bullet does 2d10 +2 fire damage. Being hit by the tail of the bullet does half the damage of

the current damage of Flame Bullet. The base size is 2 feet in diameter and the tail of the bullet is 2 feet

long. Every level of Flame Bullet increases the size of the bullet by 1 foot in diameter and the tail 1 foot

in length.

Special Effects: Burning

Enhancements: Increase Damage (1d10/level), Decrease Chakra Cost (-5cp/level), Increase Range

(5ft/level)

Fire Release: Grand Fireball Jutsu (Katon: Goukakyuu no Jutsu)

Cost: 20 Points/Level; Max Level: 10

Rank: C; Class: Ninjutsu 2

Element: Fire

Type: Offensive

Range: Short (0-50 feet)

Hand Seals: 8; Cast Time: Instant

Chakra: 40CP

Description: Grand Fireball is a short distance fire attack in which the user creates a large fireball

projectile. This is done by the user breathing in a large amount of air and mixing it with chakra in their

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lungs. The user then spews fire out which quickly forms into a ball and is sent flying toward the

opponent. Because this jutsu is a self-contained fireball the user may shot out the fireball and then move

and the fireball will continue on its trajectory. The fireball will continue its trajectory until it comes into

contact with an object, at which point the fireball will explode doing fire AoE damage.

Effect: The base damage of Grand Fireball is 1d10+2 fire damage. The base size of the fireball is a 4 foot

diameter and extends 1 foot per level. When the fireball explodes it does AoE damage in a 5 foot radius,

the radius extends an additional 1 foot per level.

Mastery Options: Once a user reaches level 10 in Grand Fireball a character may spend another 30CP to

master Grand Fireball. At this point Grand Fireball may be used as a sustained ninjutsu. A user may

continue to pour chakra into the Grand Fireball at a cost of 20CP a turn. By doing this the fireball will

hold its shape even when it encounters an object. While a sustained Grand Fireball is in contact with a

person and/or object it will take 2d10 burning damage every turn it is in contact with the fireball. If the

user stops investing chakra or runs out of chakra, the fireball will explode immediately.

Special Effects: AoE, Burning

Enhancements: Increase Damage (+1d10/level), Decrease Hand Seals (-1hs/level), Decrease Chakra

Cost (-3cp/level), Increase Range (+5ft/level)

Fire Release: Immortal Phoenix Fire Jutsu (Katon: Housenka no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Fire

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: 6; Cast Time: Instant

Chakra: 10

Description: Immortal Phoenix Fire is a quick firing fireball jutsu in which the user shoots several small

fireballs at the target. While this jutsu does do damage the primary function of this jutsu is as an

distraction. The user may insert any small handheld object into the fireballs, which will hit whatever the

target is, even if the flames are extinguished before they hit their target.

Effect: The base damage of Phoenix Fire is 1 fire damage per fireball. The base size of the fireball is 6

inches in diameter. This jutsu creates 5 fireballs per level of Phoenix Fire. All fireballs are sent to the

chosen target and may not be split up to multiple targets.

Special Effects: Burning

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-1cp/level), Increase Range

(+5ft/level)

Fire Release: Mist Covering Jutsu (Katon: Kasumi Endu no Jutsu)

Cost: 20 Points/Level; Max level: 5

Rank: C; Class: Ninjutsu 2

Element: Fire

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: 4; Cast Time: Instant

Chakra: 20

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Description: Mist Covering Jutsu does not do direct damage, instead covers an area with a highly

explosive liquid. This jutsu is performed by the user inhaling air, mixing it with chakra in the lungs, and

blowing out a flammable mist. This mist will cover a general area and if ignited by a spark or fire will

ignite lighting the area on fire.

Effect: The base area of Mist covers a 10 square foot area. The mist will cover any object or person its

sprayed on and will not dilute in natural water. When ignited the mist turns into a chakra enhanced

inferno and will do 2d10 Fire damage on anyone who it touches.

Special Effects: AoE, Flammable

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

Fire Release: Dragon Fire Jutsu (Katon: Ryuuka no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Fire

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 4; Cast Time: Instant

Chakra: 20

Description: Dragon Fire is a situational fire jutsu in which the user breathes fire along the length of a

cord, wire, or any other long thin non-flammable object. This jutsu is performed by the user by the user

gathering chakra and infusing the object with chakra fueled fire. This will cause the wire/object to catch

fire and burn anything it touches. Dragon Fire is mainly a utility jutsu and is best used to suppress the

enemy.

Effect: The base damage of Dragon Fire is 1d10+2. The fire will travel down the length of an object up to

the maximum range. Each level of Dragon Fire allows the user to increase the number of objects that may

be lit on fire at once. However the user may only light up multiple objects if they are either directly

connected to themselves or to the user. For instance at Level 3 the user could light up 3 wire lines that he

is holding at once. Or the user may light up a guide wire that touches and cross's two other liners.

Special Effects: Burning

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

B Rank

Fire Release: Great Fire Dragon Jutsu (Katon: Goryuka no Jutsu)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Fire

Type: Offensive, Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 80CP

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Prerequisites: One Rank C Fire Jutsu

Description: Great Fire Dragon jutsu is a large scale fire projectile in which the user shoots a large

dragon shaped fireball at an opponent. This jutsu is performed by the user gathering air and chakra in

their lungs an expelling it as a large fireball. The fireballs when shot out are in the shape of dragon heads.

This jutsu is extremely destructive and is capable of breaking through several walls and are extremely hot.

These fireballs are so hot in fact that when shot into the sky is capable of making thunder clouds when

shot into the air.

Effect: The base damage of Great Fire Dragon is 3d10+10 fire damage. The base size of fireball is 4 feet

in diameter and 9 feet in length. For every level of Great Fire Dragon the user may produce an additional

fireball. Because of the extreme heat of this jutsu it does double to usual burning damage. The jutsu may

break through 6 feet of solid object per level.

Special Effects: Burning, Piercing

Enhancements: Decrease Chakra Cost (-2cp/level), Increase Range (+5ft/level)

Fire Release: Fire Dragon Flame Missile (Katon: Karyuu Endan)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Fire

Type: Offensive

Range: Medium to Long (25 - 75 feet)

Hand Seals: 6; Cast Time: Instant (Sustained)

Chakra: 50CP

Prerequisites: One Rank C Fire Jutsu

Description: Fire Dragon Flame Missile is a large long distance jutsu in which the user shoots a large line

of flames at the opponent. This jutsu is performed by the user gathering air and chakra in their lungs and

expelling it as a stream of flames. The flames greatly expand upon hitting the ground and continue on

toward the maximum range. This jutsu is meant to surround opponents in a wall of flames and will

indiscriminately burn any person who is in the firing range. This jutsu however must be sustained by the

user at all times. If the user stops breathing the flame missile the flames will extinguish immediately.

Effect: The base damage of Fire Dragon Flame Missile is 2d10 +5 fire damage. The base size of the

flame missile is 5 feet wide. For ever level of Fire Dragon Flame Missile the user may expand the missile

wide by 5 feet. To sustain this jutsu the user must spend an additional 25CP after the first round. The

jutsu is cancelled if the user the stops spending the necessary chakra for any reason. Once the jutsu is

stopped the user must pay the initial 50CP cost to restart it.

Special Effects: Burning

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

Fire Release: Burning Ash (Katon: Haisekisho)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Fire

Type: Offensive

Range: Short - Mid (0-50 feet)

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Hand Seals: 4; Cast Time: Instant

Chakra: 40CP

Prerequisites: One Rank C Fire Jutsu

Description: Burning Ash is a medium range jutsu in which the user spews out a stream of gunpowder

like chakra infused ash from their mouth. This jutsu is performed by the user gathering air and chakra in

their lungs, mixing it into an explosive ash. The ash itself is caustic and will deal damage to anyone that

the ash touches. The ash itself will stay in a cloud like formation for a time. The ash is highly flammable

and any spark or touch of fire will cause the ash to explode in a ball of fire.

Effect: Burning Ash itself does 1d10+3 fire damage to anyone it touches. The base size of the cloud of

ash is 4 square feet wide. For every level of Burning Ash the size increase by 4 feet. The cloud of ash is

highly susceptible to wind and air currents. Burning Ash will stay in an area for a maximum of 2 rounds

per level of Burning Ash. However every round the user must roll 1d10 with a DC of 5 to try and keep the

ash from being dissipated by the air currents. If the Burning Ash is ignited before being dissipated it will

violently explode, doing 2d10+4 fire damage to anyone in range of the ash.

Special Effects: AoE, Burning, Flammable

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

Fire Release: Searing Pain (Katon: Zukokku)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Fire

Type: Offensive

Range: Medium - Long (25-100 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 80CP

Prerequisites: One Rank C Fire Jutsu

Description: Searing Pain is a long range jutsu in which the user spits out a small fireball that explodes

into a huge firestorm after touching a surface. This jutsu is performed by the user gathering air and chakra

in their lungs. The user then concentrates on compacting the energy into a small fireball and spitting it

onto the ground. Upon hitting the ground the fireball spreads out and rolls across the ground, creating a

rolling wave of flames. The flames will burn anyone in the path of the wave. Once the wave reaches its

max range, it will explode. The force of the wave is so strong that it can knock down almost anything in

its way.

Effect: The flame wave of Searing Pain does 1d10+5 fire damage to anyone that's touched by it. The base

size of the wave of flame is 5 feet wide per level of Searing Pain. The wave of fire will continue moving

for a max one round per level of Searing Pain. When the wave hits its maximum range or intended range,

it will explode doing 3d10+9 fire damage. The explosion radius is 10 square feet per level of Searing Pain

from the final destination of the wave.

Special Effects: AoE, Burning

Enhancements: : Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

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Exploding Leg Tag Jutsu

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Fire

Type: Offensive

Range: Short to Mid-Range (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 40CP

Description: Exploding Leg Tag is a medium range jutsu in which the user causes a large number of

exploding tags to wrap around the leg of a target and explode. This jutsu is performed by the user

touching a surface and releasing a large number of chakra infused tags into the surface. The tags flow

through the ground and up and around the leg or any limb of the targets touching the surface. Once

attached to the target the tags explode simultaneously.

Effect: When the tags reach the target the grip the target, temporality immobilizing the target, trapping

them in the explosion. The explosion from the tags do 2d10+6 fire damage to the target. The explosion

radius is 5 feet per level of Exploding Leg Tag. In addition the opponent will take a status effect based on

where the tags attached to before exploding.

Head: Blind, Body: Stunned, Arms: Fatigue, Legs: Slow

This status effect will last for two rounds per level of Exploding Leg Tag.

Special Effects: Burning, Immobilized

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-2cp/level), Increase Range

(+5ft/level)

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WIND JUTSU

Wind Release jutsu are offensive type techniques that allow the user to manipulate wind by shaping their

chakra to be as sharp and as thin as possible, not unlike the blades of a pair of scissors. One of the rarest

(though the affinity appears to be common among ninja of Hidden Sand) of the five basic elemental

chakra natures, Wind Release techniques are suited for short-to-mid-range combat, and combine brute

force and precision to deal cutting and slashing damage. Users can even channel wind-natured chakra into

blades to increase their range and cutting power. Wind Release is naturally strong against lightning, but

likewise, Wind Release is also naturally weak against fire because it feeds the flames. In the case of a

combination, it augments the strength of a Fire Release technique as well as increases the concussive

power of a Water Release technique.

C Rank

Dust Wind Jutsu (Fusajin no Jutsu)

Cost: 20 Points/Level; Max Level: 1

Rank: C; Ninjutsu: 2

Element: Wind

Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 20CP

Description: Dust Wind is a long distance wind jutsu in which the user creates a gust of wind that covers

an area in loose sand and dust. This is done by the user gathering air and chakra into their lungs and

expelling it as a sharp wind that stirs up dust and sand. This debris makes the area slick and hard to

navigate on. Anyone who is in the area when the jutsu is used can be temporarily blinded by the debris.

Effects: Dust Wind covers a base area 30 square feet. For an additional 5CP the user may increase the

range by 10 square feet. The dust from this jutsu will cover everything in the area, including trees and

buildings. When an opponent steps onto the surface covered by the Dust Wind, they are afflicted with

stumble. If an opponent is in the area when the jutsu is used then they are blinded.

Special Effects: Blind, Stumble

Enhancements: None

Wind Release: Gale Palm (Futon: Reppusho)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Wind

Type: Offensive, Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 20CP

Description: Gale Palm is a jutsu in which the user claps their hands together, creating a gust of wind that

accelerates the speed and power of projectiles. This jutsu is performed by infusing chakra into the wind

causes when slapping your hand together and accelerating it to high speeds. Any projectiles caught in this

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high speed wind are accelerated in speed and power, causing the projectile to do more damage.

Effects: Projectiles that are hit with Gale Palm are accelerated and gain 1d10 of damage per level of Gale

Palm. Anything that can be thrown as a projectile can be accelerated by Gale Palm. In addition any ninja

caught in the direct path of Gale Palm is knocked down.

Special Effects: Knockdown

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-3cp/level), Increase Range

(+5ft/level)

Wind Release: Great Breakthrough (Futon: Daitoppa)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Wind

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 5; Cast Time: Instant

Chakra: 60CP

Description: Great Breakthrough is a mid range jutsu in which the user causes a large gust of air that can

level an area and knock an opponent down. This jutsu is performed by the user inhaling a large amount of

air and mixing it with the chakra in their lungs. The user then expels the chakra infused air with great

force, causes an intense gust of air. This wind will topple any medium sized objects in the air and

knockdown and stun any opponents in its path.

Effects: Great Breakthrough does not do any direct damage, but its power and speed will knock anyone in

its wake away. It will automatically break any object in range with a Strength value of less than 4. For any

person caught in its wake they will be forced back 10 feet per level of Great Breakthrough. In additional

the user is knock downed and must roll a Stun check.

Special Effects: Aoe, Knockdown

Enhancements: : Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-3cp/level), Increase Range

(+5ft/level)

B Rank

Wind Release: Pressure Damage (Futon: Atsugai)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

Element: Wind

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 80CP

Prerequisites: One C Rank Wind Jutsu

Description: Pressure Damage is a long range jutsu in which the user releases a large violet pressure

wave of wind around them, leveling any nearby structures and opponents. This jutsu is performed by the

user inhaling a large amount of air and mixing it with chakra in their lungs. This air is compacted tight

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and then expelled, this causes the wind to expand rapidly like a bomb. This wave can topple surroundings

easily and heavily injure, knockdown and stun anybody nearby. This jutsu is not aimed, instead the user is

the epicenter of the blast and thus radiates out from them in a sphere.

Effects: Pressure Damage is a high damage jutsu and will injure anyone in the blast radius, foe or friend.

The level of damage depends on how close opponents are to the user. An opponent within close range (0-

25 feet) will take 4d10+5 damage and gain Knockdown and Stun. An opponent within medium range (26-

50 feet) will take 3d10+5 damage and gain Knockdown and Stun. An opponent within long range (51-75

feet) will take 2d10+5 damage and gain Knockdown and Stun. An opponent on the outer fringes (76-100

feet) will take 1d10+2 damage and gain Knockdown.

Special Effects: AoE, Knockdown, Stun

Enhancements: Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-3cp/level), Increase Range

(+5ft/level)

Wind Release: Drilling Air Bullet (Futon: Renkudan)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

Element: Wind

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 50CP

Prerequisites: One C Rank Wind Jutsu

Description: Drilling Air Bullet is a long range jutsu in which the user shoots large compressed balls of

air at the target. This jutsu is performed by the user inhaling large amounts of air and mixing it with

chakra in their lungs. The air is compacted tight and then expelled, shooting out large balls of high

compressed air. The Air Bullets are extremely high powered and capable of destroying any objects nearby

and piercing through armor.

Effects: Drilling Air Bullet's base damage is 2d10+3 wind damage and it generates one bullet. For every

level of Drilling Air Bullet the user may shoot 1 additional air bullet. The jutsu may break through 6 feet

of solid object per level.

Special Effects: Bleed, Piercing

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Wind Release: Godly Down Current (Futon: Kami Oroshi)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

Element: Wind

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 50CP

Prerequisites: One C Rank Wind Jutsu

Description: Godly Down Current is a long range jutsu in which the user shoots out a large cone of wind

that will blow enemies away. This jutsu is performed by the user inhaling large amounts of air and mixing

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it with chakra in their lungs. The user then blast this air out as a cylinder of air that will knock over

anyone in its path.

Effects: Godly Down Current does light damage, its main purpose is to knockdown and stun foes. The

base damage of Godly Down Current is 1d10+3 wind damage. The base width of the cone is 5 feet, each

additional level of Godly Down Current adds 1 foot to the width. Anyone hit by this jutsu is knocked

back at a rate of 10 feet per level of Down Current.

Special Effects: AoE, Knockdown, Stun

Enhancements: : Decrease Hand Seals (-1hs/level), Decrease Chakra Cost (-3cp/level), Increase Range

(+5ft/level)

A Rank

Wind Release: Beast Wave Palm (Futon: Juha Sho)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Wind

Type: Offensive

Range: Mid to Long (25-75 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 60CP

Prerequisites: Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Beast Wave Palm is a medium to long range jutsu in which the user releases a sharp curved

wave of wind capable of slicing through objects and opponents. This jutsu is performed by the user

gathering wind nature chakra into their hand, then the user swipes his hand out making a wave of chakra.

This jutsu initially will move in the direction and alignment of the hand motion. Once released the jutsu's

directionality can be slightly altered.

Effects: Beast Wave Palm has a base damage of 2d10+ 4 wind damage. The base length of the wave is 5

feet long and grows an additional 1 foot long per level of Beast Wave Palm. In addition the wave stays

corporeal for 1 turn per level of Beast Wave Palm. Once the Wave has been formed the user may alter its

direction once per turn for an additional cost of 15CP

Special Effects: Bleed

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Wind Release: Beast Wave Violent Wind Palm (Futon: Juha Reppu Sho)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Wind

Type: Offensive, Defensive

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 60CP

Prerequisites: Wind Release: Beast Wave Palm, Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Beast Wave Violent Wind Palm is a short to mid range jutsu in which the user forms a beast

like claw of wind that can be used to attack, defend or deflect attacks. This jutsu is performed by the user

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gathering wind nature chakra in their hand, then the user compresses and unleashes the energy forward.

The energy mimics the shape of the user's hand, wherever the user's hand goes, so does the Wind Palm.

This wind palm can be used to attack targets or defend against physical attacks, ninjutsu and projectiles.

Effects: Beast Wave Violent Palm has a base size of 5 square feet, this size increases by 2 feet per level

of Wind Palm. Beast Wave Violent Wind Palm has two main functions, attack and defense. When Beast

Wave Violent Wind Palm is used as an attack it has a base damage of 2d10+5. This can be inflicted with

a hit or by grabbing an opponent in the Wind Palm. If successfully grappled, an opponent will take the

damage every turn until the opponent escapes. If Wind Palm is used as a defensive skill then the user may

add their Wind Palm level to their blocking roll.

Special Effects: None

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Wind Release: Rotating Shuriken (Futon: Katen Shuriken)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Wind

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 10CP (Per Shuriken)

Prerequisites: Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Rotating Shuriken is a short to mid range jutsu in which the user flows wind natured chakra

into shurikens, enhancing their damage. This jutsu is performed by the user gathering wind chakra into

their hand and flowing it into shurikens. Because of the wind enhancement these shurikens may hover and

float on their own, the user can then manipulate them to attack when needed.

Effects: Rotating Shuriken adds 1d10 of wind damage to a shuriken. For every level of Rotating Shuriken

the user may increase the number of shurikens it can enhance. The user may freely control the wind

shuriken's as long as they are within short range (0-25 feet), once a shuriken exceeds that range it will

continue on the trajectory it was on. Once the shurikens have hit a target they will lose its wind

enhancements.

Special Effects: Bleed

Enhancements: Decrease Chakra Cost (-1cp/level), Increase Range (+5ft/level)

Blade of Wind (Kaze no Yaiba)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Wind

Type: Offensive

Range: Melee (0-5 feet)

Hand Seals: None; Cast Time: Instant

Prerequisites: Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Blade of Wind is a melee range jutsu in which the user creates a blade like wind. This is

done by the user focusing wind chakra into their fingertips and creating a blade like gust of wind. This

jutsu is very accurate, the blade will cut in the direction that the user points his fingers. However this justu

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is a blade in name only, the winds cannot be blocked normally like a blade.

Effects: Blade of Wind has a maximum reach of 5 square feet around the user. The base damage per

blade of wind is 2d10+4. The user may create one blade of wind per level.

Special Effects: Bleed, Piercing

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

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WATER JUTSU

Water Release jutsu are techniques that allow the user not only to manipulate but (in the case of a master)

generate water as well. Possibly the most versatile of the five basic chakra natures, Water Release

techniques can not only change shape but form as well. The affinity for Water Release is common to

shinobi of Hidden Mist. Water Release is strong against fire as it will naturally extinguish flames but is

weak against earth as it will stopped by earth. When Water Release techniques are combined with Wind

Release techniques, the concussive and overall destructive power is vastly increased.

Rank D

Hidden Mist Jutsu (Kirigakure no Jutsu)

Cost: 15 Points; Max Level: 1

Rank: D; Ninjutsu: 1

Element: Water

Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 10CP (Sustained)

Description: Hidden Mist Jutsu is a long distance jutsu in which the user changes the destiny of the water

in the surrounding air, turning it into a dense fog like mist. This mist is capable of becoming so sense that

anyone caught inside the jutsu is incapable of seeing objects even inches from their face. Because of the

nature of this jutsu, jutsu's that are normally used for recon that rely on chakra will be confused by

Hidden Mist Jutsu as well. However it will not confuse Byakugan.

Effects: Anybody caught in Hidden Mist will be immediately disoriented. Those affected will be unable

to tell how far the mist extends or even the objects in the mist. As well the mist hide's the presence of the

user, giving them an advantage in any combat inside the mist.

Special Effects: Disorient, Hide Presence

Enhancements: None

Previous Users: Zabuza Momochi

Rank C

Water Clone Jutsu (Mizu Bunshin no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Water

Type: Supplementary

Range: Short to Medium (0-50 feet)

Hand Seals: 1; Cast Time: Instant

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Chakra: Variable

Prerequisites: Clone Jutsu

Description: Water Clone jutsu is a clone jutsu similar to Shadow Clone in which the user creates a clone

of himself using water. Because the clone is made from water it takes less chakra to make than a Shadow

Clone. However because of that water clones are also not as strong as a shadow clone. A water source

most be within 100 feet of the user to use this jutsu at a low chakra cost. Water Clones are capable of

performing any jutsu that the user can, as long as it has enough chakra to do so. However Water Clones

may not venture too far from the user, if the clone exceeds the maximum range of the jutsu it will

dissipate.

Effects: A water clone is created using 1/10 of your current chakra. This chakra cost will become the

clones total chakra pool. The water clone will inherent 1/10 of your current stats rounded down (minus

hp). Water Clones have an HP pool of 5. However if no water source is nearby it will cost 80CP to create

the water necessary for the technique.

Special Effects: None

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level)

Previous Users: Zabuza Momochi, Hatake Kakashi

Water Prison Jutsu (Suirou no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Water

Type: Supplementary

Range: Melee (0-5 feet)

Hand Seals: 9; Cast Time: Instant

Chakra: 20CP (sustained)

Description: Water Prison jutsu is a short distance jutsu that traps an opponent in a nearly inescapable

sphere of water. This jutsu is performed by the user forming a ball of water around the victim, the user

then inserts his arm into the sphere of water to secure it. There are some limitations to this jutsu however.

There must be a large enough source of water nearby to supply the water. The other limitation is that the

user must keep at least one arm inside the sphere at all times to maintain the sphere. If for any reason the

user withdraws his arm the sphere will dissipate immediately. The water is extremely dense and heavy,

which prevents the victim from moving at all.

Effects: Water Prison causes all victims to be immobilized and suffocate. This will persist until the jutsu

is broken. While in the prison the victim may be seen and heard with the same quality of someone under

water. To sustain the prison is an additional 10 chakra a turn. Water Prison has a Fortitude stat of 2 per

level.

Special Effects: Immobilize, Suffocation

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level)

Previous Users: Zabuza Momochi, Kisame Hoshigami

Water Release: Black Rain Jutsu (Suiton: Koku no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Water

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Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 20CP (Sustained)

Description: Black Rain jutsu is a long range jutsu in which the user creates a highly flammable black

mist. This mist then forms a cloud which may be aimed over a target and burst, causing the flammable oil

to rain on the target. This jutsu is performed by the user condensing moisture in the air and chakra into

oil. This flammable cloud may be moved to any height and distance within range. The cloud itself is as

flammable as the oil it releases.

Effects: The base size of the Black Rain cloud is 10 square feet wide. Within an increase of 5 square feet

per level after the 1st level. Once made the cloud will hold together for 2 turns per level. Once the cloud

reaches its limit it will burst and release the oil immediately. The rain last for 1 full turn. The rain will

cover an area the size of the cloud itself. The oil will be begin to dissipate after 2 turns per level. If the oil

is ignited it erupts into an intense blaze. Touching the fire will deal 1d10+2 fire damage. The fire will last

for 3 turns per level.

Special Effects: AoE, Burning, Flammable

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Kagari

Water Release: Raging Waves (Suiton: Mizurappa)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Ninjutsu: 2

Element: Water

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 20CP (Sustained)

Description: Raging Waves is a mid range jutsu in which the users spits out a torrent of water at an

opponent, knocking them off their feet. This jutsu is performed by the user taking a deep breath, mixing

that air with chakra, turning it into water. The user then spits out this torrent of water at an opponent. A

large source or rain needs to be nearby to use jutsu effectively. However it can be used without water

nearby, but with a significant increase in chakra cost.

Effects: The base size of Raging Wave is 3 feet wide with an increase of 1 foot per level. The user may

sustain this jutsu for an additional 10CP a turn. Anybody hit by Raging Waves will suffer Knockdown

for 1 turn/level

Special Effects: AoE, Knockdown

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Yahiko

Water Release: Syrup Trap (Suiton: Mizuame Nabara)

Cost: 20 Points/Level; Max Level: 1

Rank: C; Ninjutsu: 2

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Element: Water

Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 2; Cast Time: Instant

Chakra: 20CP

Description: Syrup Trap is a long range jutsu in which the user spits out a highly sticky syrup like liquid.

This jutsu is performed by the user mixing air and chakra in their lungs and then spitting out the syrup

liquid out onto the battlefield. Syrup traps main purpose is to slow down the enemy and makes them

vulnerable to other attacks.

Effects: The base size of Syrup Trap is 5 square feet. This are can be increased by 1 square foot for every

10CP invested in the chakra above the activation cost.

Special Effects: AoE, Slow

Enhancements: None

Previous Users: Izumo Kamizuki

Water Release: Waterfall Basin (Suiton: Takitsubo no Jutsu)

Cost; 20 Points/ Level: Max Level: 1

Rank: C; Ninjutsu: 2

Element: Water

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 40CP

Description: Waterfall Basin is a jutsu in which the user creates a waterfall by creating a spring

regardless of if there is a water vein nearby. This jutsu is performed by the user concentrating water

infused chakra around them and injecting it into the ground. The user then directions the water direction

to form a wave. Once this jutsu is established it is permanent and no further chakra needs to be invested.

The width of the water source, waterfall and basin can all be expanded by investing more chakra into the

jutsu.

Effects: The base size of Waterfall Basin is a water source and basin of 10 square feet. For every

additional 20CP invested the jutsu may be increased in width by 10 feet. The length or depth may be

altered as the primary utility for this jutsu is to create a waterfall, not a lake.

Special Effects: None

Enhancements: None

Previous Users: Yamato

Water Release: Liquid Bullet (Suiton: Teppodama)

Cost: 20 Points/Level: Max Level: 5

Rank: C; Ninjutsu: 2

Element: Water

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: Moderate

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Description: Liquid Bullet is a long range jutsu in which the user creates a bullet made of condensed

water. This jutsu is performed by the user breathing in deeply and combine the air and chakra into water.

The user then spits this out as a highly condensed balls of water. These bullets are thrown at high speed

and is capable of severely harming an opponent, as well as blasting them off their feet.

Effects: Liquid Bullet's base damage is 2d10+3 water damage and it generates one bullet. For every level

of Liquid Bullet the user may shoot 1 additional liquid bullet. The concussive force of Liquid Bullet is

quite large, any opponent hit with Liquid will suffer knockdown and be stunned for 1 turn per level of

Liquid Bullet.

Special Effects: Knockdown, Stun

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Previous Users: Gamabunta

Rank B

Water Release: Exploding Water Shockwave (Suiton: Bakusui Shoha)

Cost: 25 Points/Level; Max Level: 1

Rank: B; Ninjutsu: 3

Element: Water

Type: Offensive, Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 60CP

Prerequisites: One C Ranked Water Jutsu

Description: Exploding Water Shockwave is a long range jutsu in which the user creates a rideaable

wave of water that can be used to attack enemies. This jutsu is performed by the user breathing in a

massive amount of air. The user then mixes this with water chakra and then expelling it with force. The

initial volume of water may be controlled, allowing the user to point the wave in any direction. Anybody

hit with this wave of water will suffer knockback. However because of the volume of water created, this

jutsu requires a large amount of chakra to activate. The water will permanently stay as long as the user is

500 feet near the water. Once the user exceeds that distance the water will immediately dissipate.

Effects: Exploding Water Shockwave's base size is a 10 foot wave that will settle into a 15 square foot

wide/5 foot deep lake. The user may increase the size of the wave and subsequent lake by investing more

chakra. For every 10CP the wave grows 5 feet, and the lake grows by 5 square feet wide and 5 feet deep.

The rideable wave may only be used for one turn. However the user may create another wave from the

water for 30CP. In addition this jutsu may also be used to create from a preexisting source of water for

30CP. The wave will be a base 10 feet tall and may be increased in 5 feet increments for 10CP each.

Special Effects: AoE, Knockdown

Enhancements: None

Previous Users: Kisame Hoshigaki

Water Release: Five Shark Frenzy (Suiton: Goshokuzame)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

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Element: Water

Type: Offensive

Range: Short - Long (0-100 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 70CP

Prerequisites: One C Ranked Water Jutsu, Water Clone Jutsu

Description: Five Shark Frenzy is a offensive jutsu in which the user creates five sharks that chase down

and attack their prey. This jutsu is performed by the user placing his hand on the surface of a large body

of water. The user concentrates water infused chakra into his finger tips and shooting it out into the water,

five frenzied sharks are then created from that. The sharks are extremely fast and will circle prey to create

a vortex that will slow them down.

Effects: Each shark does 1d10+4 damage. The sharks have a Fortitude of 4, and 50 HP each. As long as

more than two of the sharks are in short range of the opponent they will cause Slow. The sharks are not

capable of existing outside of water. The sharks will have their own separate turn which takes place after

the user. While they are 5 sharks, they act as one and thus do not have separate actions individually. The

sharks may last for 1 turn/level.

Special Effects: Bleed, Slow

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Previous Users: Kisame Hoshigaki

Water Release: Water Fang Bullet (Suiton: Suigadan)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

Element: Water

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 70CP

Prerequisites: One C Ranked Water Jutsu

Description: Water Fang Bullet is a short range jutsu in which the user creates a fang shaped jet of water

that can pierce an opponent. This jutsu is performed by the user creating a spinning vortex in water, the

vortex is then extending out of the water and up toward whatever object the user picks. Because of the

spinning motion and high pressure water, this jutsu is capable of doing serious damage and piercing

through armor. A large water source is needed within 25 feet for this be useable.

Effects: Water Fang Bullet has a base damage of 2d10+4 water damage. The spike's are capable of

extending up to 25 feet. The user may generate 1 spike per level. Water Fang Bullet may pierce up to 10

feet of solid object.

Special Effects: Piercing

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Range (+5ft/level)

Previous Users: Itachi Uchiha

Water Release: Water Shark Missile Technique (Suiton: Suikodan no Jutsu)

Cost: 25 Points/Level; Max Level: 5

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Rank: B; Ninjutsu: 3

Element: Water

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 9; Cast Time: Instant

Chakra: 60CP

Prerequisites: One C Ranked Water Jutsu, Water Fang Bullet

Description: Water Shark Missile is a mid range jutsu in which the user creates a water shark which

lunges at its opponent, knocking them and down and possibly stunning them. This jutsu is performed by

the user focusing their chakra on a pool of water and creating a large shark like projection. A stream of

water in the form of a shark then shots out and at an opponent. A large body of water is needed for this

jutsu to be performed.

Effects: Water Shark Missile does 2d10+3 water damage. If an opponent is hit by Shark Missile they are

knocked down for 1 turn. In addition they are stunned for 1 turn/level.

Special Effects: Knockdown, Stun

Enhancements: Decrease Chakra Cost (-3cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(+5ft/level)

Previous Users: Kisame Hoshigaki, Kakashi Hatake

Water Release: Water Encampment Wall (Suiton: Suijinheki)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Ninjutsu: 3

Element: Water

Type: Defensive

Range: Short (0-50 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 60CP

Prerequisites: One C Ranked Water Jutsu

Description: Water Encampment Wall is a short range jutsu in which the user creates a wall of water

around which is capable of blocking attacks thrown at them. This jutsu is performed by the user focusing

their chakra on a pool of water and pulling a sheet of it up like a shield. This jutsu can also be performed

by the user spitting out a stream of water and then forming a shield. The strength of the shield is based

upon how much chakra is used in forming the jutsu.

Effects: Water Encampment Wall has an HP of 50 + 10/level . The shield can be formed anywhere

around the user, even behind them. The wall has an initial armor rating of 5. This may be increased by an

additional 1 armor point per two chakra points spent.

Special Effects: None

Enhancements: Decrease Chakra Cost (-3cp/level)

Previous Users: Kisame Hoshigaki, Kakashi Hatake, Tobirama Senju

Water Release: Water Dragon Blast Skill (Suiton: Suiryuudan no Jutsu)

Cost: 25 Points/Level; Max Level: 10

Rank: B; Ninjutsu: 3

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Element: Water

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 44; Cast Time: Instant

Chakra: 60CP (200CP without a water source)

Prerequisites: One C Ranked Water Jutsu, Water Fang Bullet

Description: Water Dragon Bullet is a short to long range jutsu in which the user creates a large dragon

shaped spout of water capable of doing serious damage. This jutsu is performed by the user focusing their

chakra on a water source and creating a large spout of dragon shaped water. This jutsu may be performed

without a water source for a dramatically higher cost. Water Dragon Blast moves at incredible speed and

is capable of knocking an opponent down, stunning them temporarily.

Effects: Water Dragon Blast does 3d10+3 water damage. The base size of Water Dragon Blast is 6 feet

wide and 15 feet long. Every level of Water Dragon Blast increased the width by 1 square foot and the

length by 2 square feet. Once created the water dragon holds it form for 1 turn/level. This allows the

dragon to attack multiple times in a battle. If hit by Water Dragon Blast an opponent will be knocked

down for 1 turn. In addition they will be stunned for 1 turn/level.

Special Effects: Knockdown, Stun

Enhancements: Decrease Chakra Cost (-3cp/level), Decrease Hand Seals (-3hs/level)

Previous Users: Zabuza Momochi, Kakashi Hatake

Rank A

Watercutting Sword (Mizu no Yaiba)

Cost: 35 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Water

Type: Offensive

Range: Melee (0-5 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 40CP

Prerequisites: Two C Ranked Water Jutsu, One B Rank Water Jutsu

Description: Watercutting Sword is a melee jutsu in which the user creates a sword made from water.

This jutsu is performed by the user causing water to form in his hand, taking the shade of a blade. The

water becomes as hard as steel and as sharp as a real sword. The length of the Watercutting Sword may be

altered as the user wishes.

Effects: Watercutting Sword does 1d10+4 water damage. The base length of Watercutting Sword is 3 feet

long. The sword may extend an additional 1 foot/level. Once formed the sword requires no further chakra

to hold its form. However if the user loses a grip on Watercutting Sword it will dissipate.

Special Effects: Bleed

Enhancements: Decrease Chakra Cost (-3cp/level)

Previous Users: Shibuki, Suien

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Water Release: Great Waterfall Jutsu (Suiton: Daibakufu no Jutsu)

Cost: 35 Points/Level; Max Level: 5

Rank: A; Ninjutsu: 4

Element: Water

Type: Offensive

Range: Mid to Long (0-100 feet)

Hand Seals: 18; Cast Time: Instant

Chakra: 60CP

Description: Great Waterfall jutsu is a long range jutsu in which the user forms a large column of water

to attack an opponent. This jutsu is performed when the user forms a circle of water of around them, the

user then causes the water to spin and build up pressure. This is then released in a giant cascade of water.

Effects: Great Waterfall Jutsu does 3d10+5 water damage. The base width of Great Waterfall is 15 feet

and travels at a rate of 40 MPH. For every level in Great Waterfall this will increase the width by 5 feet

and the speed by 5 MPH. If an opponent is hit with Great Waterfall they will be knocked down and swept

away by the rushing water for 1 turn/level. In addition they will be stunned for an additional turn and

disoriented.

Special Effects: Aoe, Disorient, Knockdown, Stun

Enhancements: Decrease Chakra Cost (-3cp/level), Decrease Hand Seals (-1hs/level)

Previous Users: Zabuza Momochi, Kakashi Hatake

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EARTH JUTSU

Earth Release techniques allow the user to manipulate the surrounding earth for offensive and defensive

purposes. Earth Release techniques have the ability to change the hardness and composition of the earth

from being as hard as metal to as soft as clay using these techniques. Additionally the density of earth can

be changed to be lightier or heavier. Earth realease is also the easiest to form due to rarely ever needed to

form earth. Earth Release affinities are the most common among the ninja of Hidden Rock. Earth Release

is naturally strong against water but likewise, Earth Release is also naturally weak against lightning.

D Rank

Earth Release: Earth Decapitation Jutsu (Doton: Shinjuu Zanshu no Jutsu)

Cost: 15 Points/Level; Max Level: 5

Rank: D; Class: Ninjutsu 1

Element: Earth

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 10CP (Sustained)

Description: Earth Decapitation Jutsu is a short range jutsu in which the user conceals themselves

underneath the earth. The user may then switch places with an opponent above ground, trapping the

victim in the earth up to their neck. This jutsu is performed by the user using earth chakra to move

through the ground freely. Using vibrations through the earth the user may sense where the opponent is

above them. The user may then grab an opponent above ground, forcing the two to switch places. This

causes the opponent to be immobilized.

Effects: During Earth Decapitation the user may move at normal walking speed through the earth. While

concealed in the earth the user gains Hide Presence. The user may switch places with an opponent. Earth

Decapitation Jutsu causes an opponent to be immobilized in the earth for 1 turn/level. The user must

spend an additional 5CP a turn to maintain themselves in Earth Decapitation.

Special Effects: Hide Presence (User), Immobilize (Opponent)

Enhancements:

Previous Users: Kakashi Hatake

C Rank

Earth Release: Terra Shield (Doton: Doroku Gaeshi)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Earth

Type: Defensive

Range: Melee (0-5 feet)

Hand Seals: 0; Cast Time: Instant

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Chakra: 15CP

Description: Terra Shield is a melee range jutsu in which the user creates a shield of earth in front them,

effectively guarding them against a frontal attack. This jutsu is performed by the user touching their hands

to the ground, sending earth chakra into the ground. A section of the ground will come up, forming a wall.

The wall is capable of withstanding any enemy attacks that hit it.

Effects: Terra Shield has an armor rating of 10, and an HP of 50/level. In addition it has 1 Fortitude/level.

Terra Shield can only be formed directly in front of the user. Once formed the Terra Shield will persist

indefinitely. Terra Shield default size is 5 feet wide, 6 feet high and 2 feet thick. For every level in Terra

Shield the width, height and thickness are increased by 1 foot. Terra Shield is stationary and cannot be

moved once formed.

Special Effects: None

Enhancements: Decrease Chakra (-1cp/level), Increase Range (5ft/level)

Previous Users: Jirobo

Earth Release: Tearing Earth Palm (Doton: Retsudo Tensho)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Earth

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 20CP

Description: Tearing Earth Palm is a short to long range jutsu in which the user causes the ground to

crack and spiral in on itself, burying opponents under rumble. This jutsu is performed by the user

touching the ground, sending earth chakra into the ground, causing it to become unstable. If used in a

rocky area or cave this jutsu can be devastating.

Effects: Tearing Earth Palm causes a fissure 20 feet/level long with cracks running along it 10 feet/level

wide. Any opponent caught in the area of this fissure will gain Stumble for 1 turn/level. In addition the

ground will be considered unstable causing any enemies to gain Off Balance for as long as they fight on

the afflicted areas. If used in a rocky area this jutsu will cause an immediate landslide in the immediate

vicinity. If used in a cave this jutsu will cause the immediate collapse of the cave system.

Special Effects: Off Balance, Stumble

Enhancements: Decrease Chakra (-1cp/level)

Previous Users: Sumashi

Earth Release: Underground Move Jutsu (Doton: Dochū Eigyo Jutsu)

Cost: 20 Points/Level; Max Level: 1

Rank: C; Class: Ninjutsu 2

Element: Earth

Type: Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: 0; Cast Time: Full Turn

Chakra: 20CP (Sustained)

Description: Underground Move is a long range jutsu in which the user is able to swim through the

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ground as if under water. This jutsu is performed by the user surrounding themselves with earth chakra,

allowing them to sink into the ground. The user may then move through the ground freely and smoothly

as if underwater. The user may then surface from the ground undetected and without disturbing the

ground.

Effects: Underground Move allows the user to move at normal walking and running speed while

underground. While moving underground the user gains Hide Presence, this effect persist as they come

out of the ground as well. The user does not disturb the ground when entering or exiting Underground

Move. The user must spend an additional 5CP per turn to stay underground.

Special Effects: Hide Presence

Enhancements: None

Previous Users: Kagari, Oboro, Mubi

Earth Release: Hidden Mole Jutsu (Doton: Moguragakure no Jutsu)

Cost: 20 Points/Level; Max Level: 5

Rank: C; Class: Ninjutsu 2

Element: Earth

Type: Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 0: Cast Time: Instant

Chakra: 20CP (Sustained)

Description: Hidden Mole is a long range jutsu in which the user changes the earth into a fine sand,

allowing the user to dig through the earth like a mole. The user may use this jutsu to escape or to launch a

surprise attack. This jutsu is performed by the user channeling earth chakra into the ground, changing its

composition into a fine sand. While underground the user is able to sense what's happening on the surface

by using magnetic forces. If the user attacks from Hidden Mole the user gains an attack bonus.

Effects: Hidden Mole allows the user to move at normal walking and running speed while underground.

If a user chooses to attack a player from Hidden Mole they will gain a +2 bonus per level to your attack

roll. For every turn spent underground the user must spend an additional 10 CP.

Special Effects: Hide Presence

Enhancements: Decrease Chakra (-1cp/level)

Previous Users: Kabuto Yakushi, Kakashi Hatake

B Rank

Earth Release: Earth Spear (Doton: Domu no Jutsu)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Supplementary

Range: Self

Hand Seals: 0/3; Cast Time: Instant/Full Turn

Chakra: 25CP (Sustained)

Prerequisites: One C Ranked Earth Jutsu

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Description: Earth Spear is a self enhancing jutsu in which the user channels earth chakra through the

body, increasing offensive and defensive power. This jutsu is performed by the user channeling large

amounts of earth chakra through the body, hardening it into a steel like quality. The user's skin becomes

darker to an almost obsidian color as their body fills with earth chakra. In addition to increasing defensive

power Earth Spear also increases physical attacks.

Effects: Earth Spear adds an additional 1 Fortitude and 10 Armor per level. Earth Spear can be used in

two ways. A small part of the upper body can be protected reflexively, such as the side of the head, hand

and lower arm. The user is only able to protect one spot at a time and cannot be used if surprised. The

other way to use it is to use a full turn to activate Earth Spear all over the body. This will provide full

body protection for a sustained cost of 10CP a turn.

Special Effects: None

Enhancements: Decrease Chakra (-1cp/level)

Previous Users: Kakuzu

Earth Release: Mud Wall (Doton: Doryuheki)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Defensive

Range: Short (0-25 feet)

Hand Seals: 3; Cast Time: Instant

Chakra: 25CP

Prerequisites: Earth Release: Terra Shield

Description: Mud Wall is a short range defensive jutsu in which the user spits out a defensive wall of

mud that's capable of shield the user from attacks. This jutsu is performed by the user concentrating earth

chakra in their mouth and expelling it. Upon hitting the ground the mud builds up and grows out into a

large earth wall.

Effects: Mud Wall has an armor rating of 20, and an HP of 150/level. In addition it has 1 Fortitude/level.

Mud Wall is initially 5 feet wide, 6 feet wide and 1 foot thick. For ever level in Mud Wall width, height

and thickness increase by 1 foot. The Mud Wall is highly resistant to fire and water based attacks, gaining

an additional 1 bonus defense/level. Mud Wall is deployed wherever the user spits the mud. Walls made

are immovable.

Special Effects: Resist Element (Fire), Resist Element (Water)

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level),

Previous Users: Hiruzen Sarutobi, Kakashi Hatake

Earth Release: Earth Flow Rampart (Doton: Doryu Joheki)

Cost: 25 Points/Level; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Defensive

Range: Short to Mid (0-50 feet)

Hand Seals: 1; Cast Time: Instant

Chakra: 40CP

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Prerequisites: One C Rank Earth Jutsu

Description: Earth Flow Rampart is a mid range jutsu in which the user causes a giant rampart to rise up

from the ground at the user's feet. This jutsu is performed by the user concentrating earth chakra in their

hands and touching the ground. Doing so causes the ground to rise, changing level ground into a small

mountain.

Effects: The default size of Earth Flow Rampart is a height and width of 10 feet. For every 10CP the

height and/or width of Earth Flow Rampart may be increased by 5 feet. The shape of the rampart may be

anything dictated by the user.

Special Effects: None

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Yamato

Earth Release: Earth Flow Divide (Doton: Doryukatsu)

Cost: 25 Points/Level; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Offensive, Supplementary

Range: Short to Long (0-100 feet)

Hand Seals: 6; Cast Time: Instant

Chakra: 50CP (Sustained)

Prerequisites: One C Rank Earth Jutsu

Description: Earth Flow Divide is a long range jutsu in which the user uses the Dragon Veins to tear the

earth apart, creating enormous chasms. This jutsu is performed by the user flowing earth chakra into the

underground Dragon veins. The user may cause the ground to rise, split, or sink. However this can only

be done for as long as the user sends chakra through the dragon veins.

Effects: Earth Flow Divide allows the user to manipulate the ground around him. The user may control an

area of up to 100 feet around them. The user may choose to cause any amount of land within range to rise,

split or sink or any combination of those. The user may cause a shift in land no greater than 100 feet up or

100 feet down. Any opponent standing on land when it is affected by Earth Flow Divide will be suffer

Knockdown for 2 turns. The user must spend an additional 15CP per turn into the Dragon Vein to

maintain this effect. If the user stops touching the ground or stops spending chakra for the jutsu, the

ground will return to the normal.

Special Effects: Knockdown

Enhancements: Decrease Chakra (-1cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Yamato

Earth Release: Earth Mausoleum (Doton: Doryou Dango)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Offensive

Range: Short to Mid (0-50 feet)

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Hand Seals: 0; Cast Time: Instant

Chakra: 40CP

Prerequisites: One C Rank Earth Jutsu

Description: Earth mausoleum is a mid range jutsu in which the user reaches into the ground, sending

earth chakra into the ground, allowing the user to pull out a large chunk of rock. This jutsu is performed

by the user flowing earth chakra into the earth, where it forms around a large piece of earth. The user

then, providing their strong enough, pulls this chunk of earth out. The large ball of earth may then be

thrown at enemies.

Effects: Earth Mausoleum does 1d10 +5 damage. This is increased by 1d10 per level. If thrown the Earth

Mausoleum will continue to slide for an additional 10 per turn. For every level in Earth Mausoleum it will

travel an additional 10 feet and an additional turn. Earth Mausoleum allows the user to create a ball with

a default size of 10 feet wide and 10 feet high. This is increased by 10 feet wide/high per level. However

the user must have an accurate amount of strength to be able to wield it. Each level of Earth Mausoleum

requires an additional point of strength. Thus max level Earth Mausoleum requires 5 STR.

Special Effects: Knockdown, Stun

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Jirobo

Earth Release Barrier: Earth Dome Prison (Doton Kekkai: Dorou Doumu)

Cost: 25 Points/Level; Max Level: 1

Rank: B; Class: Ninjutsu 3

Element: Earth

Type: Offensive, Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 40CP

Prerequisites: One C Rank Earth Jutsu

Description: Earth Barrier Prison is a mid range jutsu in which the user creates a large self repairing

dome of earth that can be used to imprison opponents. This jutsu is performed by the user sending earth

chakra into the ground, causing a large dome to form around the intended target. Once formed the user

continues distributes chakra into the dome, allowing any damage to the dome to be repaired almost

instantaneously.

Effects: Earth Dome Prison creates a 20 foot wide, 15 feet high dome. Earth Dome Prison has a HP of

100, and armor rating of 15. The user must keep his hands on the dome to be able to maintain the flow of

chakra into the dome. The user may repair any damage done to the dome for the cost of 1CP per 2HP.

The user may continue to repair the dome until either the user runs out of chakra or lets go of the dome.

The dome is a total 360 and goes under the ground as well.

Additional Effect: If the user has the ability Chakra Absorption, the user may drain chakra from any

victims inside of the dome.

Special Effects: None

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Jirobo

A Rank

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Earth Release: Swamp of the Underworld (Doton: Yomi Numa)

Cost: 35 Points/Level; Max Level: 1

Rank: A; Class: Ninjutsu 4

Element: Earth

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 2; Cast Time: Instant

Chakra: 40CP

Prerequisites: Two C Rank Earth Jutsu, One B Rank Earth Jutsu

Description: Swamp of the Underworld is a long range jutsu in which the user turns the ground into a

swamp like mud. This jutsu is performed by the user sending earth chakra into the ground, changing it

into a chakra infused mud capable of immobilizing an opponent. The size and depth of this swamp is

dependent on the user and can vary in size. It can be small enough for just one person or large enough to

take out a number of opponents.

Effects: Swamp of the Underworld's default size is 10 feet wide and 10 feet deep. The user may increase

this by 1 foot per chakra. Any opponent caught in Swamp of the Underworld is immobilized for 5 turns

unless helped by outside forces. As well while caught in the swamp the victim gets loses half of their

STR.

Special Effects: Immobilize, Sap (STR)

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Jiraiya

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LIGHTING JUTSU

Lightning Release techniques allow the user to generate lightning by increasing the high frequency

vibrations of their chakra. Lightning Release techniques are fast-moving and cause not only electrical but

piercing damage as well. Its very common for Lightning release jutsu’s to paralyze and/or stun the target.

Due to the lack of lightning being common in the area, almost every lightning release jutsu has to create

the element. Lightning is common to the ninja of Hidden Cloud; a Lightning Release jutsu is naturally

strong against Earth due to its ability to pierce, and weak against Wind

B Rank

Lightning Running Beast

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Lightning

Type: Offensive

Range: Short to Mid (0-50 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 40CP

Prerequisites:

Description: Lightning Running Beast is a mid-range jutsu in which the user sends out a stream of

lightning that takes on the form of a running wolf. This jutsu is created by the user shooting out a stream

of lighting. The user then manipulates this stream into the form of a wolf. The wolf stays connects to the

stream and the user's hand, allowing the user complete control of it during the attack.

Effects: The lightning wolf is the size of a large creature, 5 feet tall. Lightning Running Beast does 2d10

+ 4 damage. Once formed the wolf will stay corporeal for 1 turn/level. Every turn the user may change

the direction of which the wolf runs in. If hit by the jutsu the victim will be paralyzed for one turn per

level as well.

Special Effects: Paralyze

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Kakashi Hatake

Lightning Release: Four Pillar Bind (Raiton: Shichu Shibari)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Element: Lightning

Type: Offensive, Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: 5; Cast Time: Instant

Chakra: 40CP

Prerequisites: None

Description: Four Pillar Bind is a mid-range jutsu in which the user summons four rock pillars around an

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opponent. These pillars then shoot out bolts of lightning which are capable of immobilizing the target.

This jutsu is performed by the user concentrated chakra into the ground, causing four pillars of

electrically charged pillars to rise from the ground. These pillars may be summoned around the intended

target. Anybody caught inside of the pillars is immobilized by the stream of lightning bolts that are

generated from the columns.

Effects: Four Pillar Bind does 2d10+10 damage. This jutsu is not an AoE and will space the pillars just

far enough to encompass the target. In addition the target is immobilized and paralyzed for 1 turn per

level. One summoned the pillars are fixated and cannot change location.

Special Effects: Immobilize, Paralyze

Enhancements: Decrease Chakra (-2cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: ANBU Member

Lightning Release: False Darkness (Raiton: Gian)

Cost: 25 Points/Level; Max Level: 5

Rank: B; Class: Ninjutsu 3

Type: Offensive

Range: Short to Long (0-100 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 50CP

Prerequisites: None

Description: False Darkness is a long range jutsu in which the user shoots out a spear of lightning from

their mouth. This jutsu is performed by the user concentrating lightning chakra in their mouth, the user

then spits the lightning bolt out and at a foe. This jutsu is highly destructive and is capable of piercing

objects. At higher levels the user is capable of making multiple spears.

Effects: False Darkness does 3d10+8 lightning damage. The user may create 1 lightning spear per level of

False Darkness. False Darkness does piercing damage. These spears may be created and shot out

simultaneously and at separate targets without any penalties.

Special Effects: Piercing

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Kakuzu

Lighting Release: Flying Thunder God (Raiton: Hiraishin)

Cost: 25 Points/Level; Max Level: 1

Rank: B; Class: Ninjutsu 3

Type: Offensive

Range: Melee

Hand Seals: 0; Cast Time: Instant

Chakra: 40CP

Prerequisites: None

Description: Flying Thunder God is a self-targeted jutsu in which the user electrocutes an opponent

touching him. This jutsu is performed by the user concentrating lightning chakra into their body and

letting it course through them. This will electrocute and paralyze anyone who's touching the user during

the course of this jutsu.

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Effects: Flying Thunder God does 2d10+5 damage to anyone who touches the user. An enemy will take

damage for as long as there touching the user.

Special Effects: None

Enhancements: Decrease Chakra (-2cp/level), Increase Range (5ft/level)

Previous Users: Fuka

A Rank

Chidori

Cost: 35 Points/Level; Max Level: 5

Rank: A; Class: Ninjutsu 4

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: 11; Cast Time: Full Turn

Chakra: 80CP

Prerequisites: One B Rank Lightning Jutsu

Description: Chidori is a short range jutsu in which the user strikes an opponent at high speed with a

hand full of lightning chakra. This jutsu is performed by the user concentrating a large amount of

lightning chakra in their hand. The concentration of lightning chakra is so great that it produces a sound

reminiscent of many birds chirping. Due to the high concentration of lightning, Chidori does piercing

damage.

Effects: Chidori does 3d10+6 lightning damage. For the jutsu to truly do damage the attack must be

launched at high speeds. The user must be able to move at least Speed 4 to be able deliver the jutsu. As

well due to the speed of the jutsu the user will be forced to travel in a straight line. Additionally the user

cannot dodge while actively engaged in trying to hit with Chidori. For every level in Chidori the damage

is increased by 1d10.

Special Effects: Piercing

Enhancements: Decrease Chakra (-2cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Kakashi Hatake, Sasuke Uchiha

Lightning Release Armor (Raiton no Yoroi)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Class: Ninjutsu 4

Element: Lightning

Type: Defensive, Supplementary

Range: Self

Hand Seals: 0; Cast Time: Instant

Chakra: 50CP (Sustained)

Prerequisites: One B Rank Lightning Jutsu

Description: Lightning Release Armor is a self-modifying jutsu in which the user wraps himself in

lightning chakra, increasing all their stats. This jutsu is performed by the user concentrating lightning

chakra in their body and letting it flow through their body and nervous system. This allows the neural

synapses to fire faster and pushing muscles to the max. This jutsu will increase strength, defense, reaction

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time and speed.

Effects: Lightning Release Armor enhances the users stats. The level of Lightning Release Armor

determines which stats are enhanced. Level 1 doubles the current SPD stat. Level 2 doubles the current

AWA stat. Level 3 doubles the current FOR stat. Level 4 doubles the current END stat. Level 5 doubles

the current POW stat. Once you gain another level of this jutsu you maintain all the stats of the previous

level. Thus at max level you will have enhanced: SPD, AWA, FOR, END AND POW. Lightning Release

Armor must be sustained and requires an additional 30CP a turn to maintain it. If the user is either out of

chakra or does not spend to sustain it the jutsu will deactivate and all stat gains will cease.

Special Effects: None

Enhancements: Decrease Chakra (-2cp/level)

Previous Users: A

Lightning Release: Shadow Clone (Raiton Kage Bunshin)

Cost: 40 Points/Level; Max Level: 5

Rank: A; Class: Ninjutsu 4

Element: Lightning

Type: Offensive, Supplementary

Range: Short (0-25 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 50CP + Variable

Prerequisites: One B Rank Lightning Jutsu, Shadow Clone Jutsu (Minimum level 5)

Description: Lightning Release: Shadow Clone is similar to Shadow Clone Jutsu but instead of being

composed of pure chakra, it is made of lightning chakra. Lightning clones carry every component of

shadow clones, from jutsu use to memories. However upon taking damage the clone reverts to lightning,

shocking and damaging whoever it was touching.

Effects: Lightning Clones have a HP pool of 5 and if they take damage exceeding that then they are

dispersed. Upon dispersing the lighting clone explodes, doing 2d10+4 lightning damage to anyone within

10 feet of clone. In addition anyone hit by the blast is Shocked for 1 turn. However upon dispersion all

chakra that the clone had is totally lost. After the cost of the clone is spent the remaining chakra is evenly

split between user and clones as normal Shadow Clones. Stamina is shared as per Shadow Clone.

Special Effects: Shock

Enhancements: Decrease Chakra (-2cp/level), Decrease Hand Seals (-1hs/level), Increase Range

(5ft/level)

Previous Users: Kakashi Hatake

S Rank

Raikiri

Cost: 50 Points/Level; Max Level: 1

Rank: S; Class: Ninjutsu 5

Element: Lightning

Type: Offensive

Range: Short (0-25 feet)

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Hand Seals: 3; Cast Time: Instant

Chakra: 100CP

Prerequisites: Two B Rank Lightning Jutsu, Chidori

Description: Raikiri is an enhanced version of Chidori. Raikiri is a short range jutsu in which the user

concentrates large amounts of lightning into their hand. Raikiri is different from Chidori in a number of

ways, first off is its appearance. Raikiri is a brighter and more blue color as well as its destructive power

is enhanced.

Effects: Raikiri does 12d10+10 lightning damage. All previous rules from Chidori apply.

Special Effects: Piercing

Enhancements: None

Previous Users: Kakashi Hatake

Kirin

Cost: 50 Points/Level; Max Level: 1

Rank: S; Class: Ninjutsu 5

Element: Lightning

Type: Offensive

Range: Long (0-100 feet)

Hand Seals: 0; Cast Time: Instant

Chakra: 60CP

Prerequisites: Two B Rank Lightning Jutsu, One A Rank Lightning Jutsu

Description: Kirin is a extremely powerful lightning jutsu in which the user calls down natural lightning

from the sky to strike an enemy. This jutsu is performed by the user feeling out natural lightning in storm

calls and pulling it down to the earth in the form of a lightning dragon. Although his jutsu uses extremely

little chakra Kirin requires a perfect situation. The user must be outside and there must be storm clouds

around.

Effects: Kirin does 20d10+25 lightning damage. Kirin has a blast radius of 50 square feet and is

unblockable. However for this jutsu to work specific requirements must be met. There must be storm

clouds directly over where Kirin is to be summoned. Upon usage the storm calls will evaporate

immediately, essentially making Kirin a one shot jutsu. As well the user must be outdoors to properly

harness the cloud to produce Kirin. Because of the nature of Kirin it is Unblockable.

Special Effects: AoE, Unblockable

Enhancements: None

Previous Users: Sasuke Uchiha

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TAIJUTSU

Taijutsu is a basic form of jutsu that generally speaking requires no chakra, but chakra may be used to

enhance techniques. Taijutsu generally require no hand seals to perform and are much quicker to use than

ninjutsu or genjutsu. Taijutsu is simply put, hand-to-hand combat, or weaponry.

Taijutsu follows a simple attack pattern: Openers, transitions and finishers. Each attack may only be used

in within the specific conditions. An opener is a simple move that can be used to set up an opponent for a

damaging combo. Openers may be used at any time; however these attacks must be made from the

ground. A transition is a move that involves either getting an opponent into a different position or in line

for a closer. The moves often involve the opponent being in the air or some sort of flux. A transition may

only be used after an opener or if the positional requirements are met. Finally you have finishers.

Finishers are unique in as they can only be used after a transition. However finishers do immense damage

if you can set up the conditions needed to use them.

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IRON FIST STYLE

Baseline Ability

Iron Fist

Cost: 40 Points/Level; Max Level: 10

Rank: D; Class: Taijutsu 1

Element: None

Type: Fighting Style

Range: Melee (0-15 feet)

Prerequisites: POW of 3 or higher, SPD of 4 or higher.

Description: Iron Fist is a hard hitting style that focuses on a strong mix of strength and speed. This style

utilizes a high mix of kicks and knockdowns. However because of this this style has absolutely no long

distance attacks and is stopped by any sort of long range battle. Learning this style gives you an emphasis

when it comes to smashing your opponent and dominating them with overwhelming power.

Effect: For each level in Iron Fist Style you may add an additional dice to attack and dodge rolls.

Previous Users: Rock Lee, Might Gai

D Rank

Leaf Gale (Konoha Reppuu)

Cost: 15 Points/Level

Rank: D; Class: Taijutsu 1

Element: None

Type: Offensive

Range: Short (0-25 feet)

Stamina: 10SP

Form: Opener; Style: Iron Fist

Description: Leaf Gale is a taijutsu kick in which the user does a low rear sweeping kick. This kick will

cause the opponent to become off balance. This jutsu does damage to the legs.

Effects: Leaf Gale does (POW)d10 + SPD damage and causes Off Balance.

Special Effects: Off Balance

Previous Users: Rock Lee, Might Gai

Leaf Whirlwind (Konoha Senpuu)

Cost: 15 Points/Level

Rank: D; Class: Taijutsu 1

Element: None

Type: Offensive

Range: Short (0-25 feet)

Stamina: 10SP

Form: Opener

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Description: Leaf Whirlwind is a multi hit kick which knocks an opponent down. This kick starts out as

high kick which does low damage but sets up for a brutal low kick which knocks an opponent down.

Effects: Leaf Whirlwind does POWd10 + SPD damage and causes Knockdown.

Special Effects: Knockdown

Previous Users: Rock Lee, Might Gai

Dynamic Entry (Dainamikku Entorii)

Cost: 15 Points/Level

Rank: D; Class: Taijutsu 1

Element: None

Type: Offensive

Range: Short to Medium (0-50 feet)

Stamina: 10SP

Form: Opener

Description: Dynamic Entry is a surprise high flying jump kick. Due to the speed of this kick it will

momentarily stun the opponent.

Effects: Dynamic Entry does POWd10 + SPD damage and causes Stun for 1 turn.

Special Effects: Stun

Previous Users: Rock Lee, Might Gai

C Rank

Leaf Great Whirlwind (Konoha Daisenpuu)

Cost: 20 Points/Level

Rank: C; Class: Taijutsu 2

Element: None

Type: Offensive

Range: Short (0-25 feet)

Stamina: 15SP

Form: Opener

Description: Leaf Great Whirlwind is a multi kick attack. The user starts with a low kick that

momentarily stuns the opponent. This is then followed by a mid kick to the mid section, a high kick and

then finished off with a heel drop.

Effects: Leaf Great Whirlwind does POWd10+SPD. Each kick is a separate attack and does individual

damage with each attack. All attacks must be dodged individually. If any of the attacks hit the rest of the

attacks will automatically hit.

Special Effects: Knockdown

Previous Users: Rock Lee

Konoha Shofu - Leaf Rising Wind

Rank: C

Element: None

Type: Offensive

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Range: Short-Range

Hand Seals: 0

Chakra: None:

Description: This jump uses the entire body as a spring by amassing power in the legs before kicking

upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit

with this attack will be launched high into the sky

Effects:

Suiken - Drunken Fist

Rank: C

Element: None

Type: Offensive, Defensive, Fighting Style

Range: Short-range

Hand Seals: 0

Chakra: None

Description: The Drunken Fist is not a reliable option because the 'drunken frenzy' that alcohol induces

does not hold for prolonged periods of time; Lee is easily awakened from Drunken fist with a simple

scratch to anything that draws blood sobering him up almost immediately.

Effect:

Kage Buyou - Dancing Leaf Shadow

Rank: C

Element: None

Type: Supplementary

Range: Short-range

Hand Seals: 0

Chakra: None

Description: The Shadow of the Dancing Leaf is used to position a ninja's opponent into a vulnerable

aerial position. The ninja will first quickly appear below their opponent, then with a swift upper kick they

will launch their target into the air. The ninja will then jump into the air to "shadow" the target with the

target's back to their chest. Since this is the opponent's blind spot, it can be used as a set up to a number of

jutsu. Rock Lee uses it in preparation for the Front Lotus. Sasuke, after copying it from Lee, uses it for his

Lion Combo, but because he lacks Lee's training it puts some strain on his body.

Effects:

B Rank

Konoha Gouriki Senpuu - Konoha Strong Whirlwind

Rank: B

Element: None

Type: Offensive

Range: Short-Range

Hand Seals: 0

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Chakra: 0

Description: Using this technique, Guy strikes the opponent's ankle with his leg making them spin in the

air.

Effects:

Omote Renge - Primary Lotus

Rank: B

Element: None

Type: Offensive

Range: Short-Range

Hand Seals: 0

Chakra: None

Description: Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five

times their normal strength. The user launches the opponent into the air and then uses Shadow of the

Dancing Leaf. Now behind his opponent, the user restrains them and piledrives them into the ground

headfirst. Because it uses one of the chakra gates, the user is left extremely fatigued, making this jutsu a

"double-edged sword." Kakashi has been shown to be able to use this technique, but to a much lesser

degree than Guy and Lee.

Effects:

A Rank

Ura Renge - Hidden Lotus

Rank: A

Element: None

Type: Offensive

Range: Short-range

Hand Seals: 0

Chakra: None

Description: This jutsu is an advanced and more destructive version of the Front Lotus, which requires

that at least three chakra gates be opened (in every instance in which it has been used, five gates are

opened). Once enough gates are open, the user launches the target into the air and strikes them at inhuman

speed before hitting them with one arm and one foot, sending the target crashing into the ground. This is

usually fatal due to the speed and power behind the attack.Because so many chakra gates are opened at

once, it can only be used once, since the user will likely be unable to stand afterward. This is proven when

Lee is left barely able to stand after using it on Gaara, and the latter's powerful defenses and long-distance

attacks allowed him to win the match. Guy's version involves him launching the enemy into the air,

spinning like a drill, and delivering a bone-shattering punch.

Effects:

Asa Kujaku - Morning Peacock

Rank: A

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Element: None

Type: Offensive

Range: Short-range

Hand Seals: 0

Chakra: None

Description: This jutsu uses six of the Eight Gates to give the user unmatched speed and strength. After

the gates are open, Guy will approach his opponent in a somewhat distinctive stance and, once he gets

close enough, kick them into the air. He then hits his opponent over and over, causing a peacock-like fan

of flaming chakra to develop. Once Guy is finished, his opponent will fall back to the ground, covered

with the attacks' aura.

Effects:

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ARHAT FIST STYLE

Arhat Fist

Cost: 40 Points

Rank: C

Type: Offensive Style

Range: Short-Range

Prerequisites: POW 4 or above

Description: This style of combat focuses on simple physical attacks augmented with Jirōbō's incredible

strength. Using simple palm strikes, shoulder thrusts, knee strikes, and punches, Jirōbō can easily defeat

an opponent in one or two blows.

Effect: +2 POW to all Arhat attacks.

Shoshitsu - Rising Knee

Rank: C

Type: Offensive Style

Range: Short-Range

Description: strikes his opponent with an upward thrust of his knee.

Effect:

Tokken - Thrusting Shoulder

Rank: C

Type: Offensive Style

Range: Short-Range

Description: Jirōbō strikes his opponent with his shoulder.

Effect:

Hosho - Crumbling Palm

Rank: B

Type: Offensive Style

Range: Short-Range

Description: Jirōbō strikes his opponent with a forward palm thrust.

Effect:

Shogekisho - Upwards Attacking Palm

Rank: B

Type: Offensive Style

Range: Short-Range

Description: Jirōbō strikes his opponent with an upwards palm thrust.

Effect:

Assho - Pressure Palm

Rank: B

Type: Offensive Style

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Range: Short - Range

Description: Jirōbō strikes his opponent with an downwards palm thrust.

Effect:

Gangeki - Rock Attack

Rank: B

Type: Offensive Style

Range: Short-Range

Description: Jirōbō punches his opponent.

Effect:

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CHAKRA FLOW STYLE

Chakra Flow Style

Rank: C

Type: Offensive

Chakra: Low

Description: This is a jutsu in which the user focuses precise chakra control into their hands or feet to

greatly enhance their strength. Tsunade created the concept of this jutsu to intimidate enemies and keep

them at bay while she heals injured ninja. The training for this technique is quite arduous, as Tsunade

repeatedly came at Sakura with full power to help her learn. Despite this, the outcome of this training is

incredible, giving the user enough strength to easily make large craters or kill opponents with single

strikes.

Effect:

Okasho - Cherry Blossom Impact

Rank: C

Type: Offensive

Chakra: Low

Description: Sakura gathers an immense amount of chakra into her fists and then releases it on contact

with an object, usually the ground, and is pulverized into minute pieces by the excess shock, which are

then scattered like flower petals, giving rise to the name "Cherry Blossom Impact".

Effect:

Tsutenkyaku - Painful Sky Leg

Rank: C

Type: Offensive

Chakra: Moderate

Description: This jutsu is simply a falling axe kick to the ground. Combined with Tsunade's incredible

strength, this kick results in either a gigantic crater or a deep fracture along the ground, killing any

opponents caught in its immediate strike zone.

Effect:

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KENJUTSU

D RANK

Shadow Shuriken Jutsu (Kage Shuriken no Jutsu)

Cost: 15 Points/Level

Rank: D

Type: Offensive

Range: Mid to Long (0-50 feet)

Weapon Class: Any

Chakra: 10CP

Description: The user of this technique throws weapons, for instance the Fūma Shuriken, in such a way

that the first weapon hides the subsequent ones by blocking the line of sight. To the target, it appears as if

only one weapon was thrown.

Effect: Shadow Shuriken gives an object Hide Presence as long as it hides in the shadow of the object.

The Shadow Shuriken weapon must have a shadow large enough to hide the shadow image.

Special Effects: Hide Presence

Enhancements:

Manipulated Shruiken Jutsu (Soshuriken no Jutsu)

Cost: 15 Points/Level

Rank: D

Type: Supplementary

Range: Short - Long (0-100 feet)

Weapon Class: Throwing Weapons

Chakra: Low

Description: With this technique a translucent string, both elastic and highly durable, is attached to a

shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to

freely glide the shuriken in any direction with just a single movement of their fingertip.

Effect:

Zankuha - Slicing Sound Wave

Rank: D

Type: Offensive, Defensive

Range: Short-Range

Weapon Class: Special Sonic Implant

Hand Seals:4

Chakra: Low

Description: Using the air tubes implanted in his arms, Zaku can control air pressure, creating supersonic

blasts of air. These blasts are powerful enough to destroy stone.

Effect:

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C RANK

Kamaitachi no Jutsu - Wind Scythe Jutsu

Rank: C

Type: Offensive

Range: Short to Mid-Range

Weapon Class: Fan

Chakra: Low

Description: By freely manipulating the gale brought forth by a fan, the many air currents collide and

create vacuums pockets. The person enveloped by this gale is assaulted by countless invisible blades,

carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and

will even make the opponent unable to stay on their feet.

Effect

Kugutsu no Jutsu - Puppet Master Jutsu

Rank: C

Type: Offensive, Defensive, Supplementary

Range: Short to Mid-Range

Weapon Class: Puppets

Chakra: Low

Description: The Puppet Technique is a unique ninjutsu fighting style; this jutsu uses strings of chakra to

control puppets like marionettes. Any number of chakra strings can be used to control a puppet, but users

with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to

control entire puppets perfectly using just one string. While most puppeteers would normally be able to

control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one

hundred puppets at a time.Apart from being used to control marionettes, the chakra strings can be

attached to other objects, allowing the user to control, or at the very least disrupt, other things. In one

instance, Kankurō uses chakra strings to trip Naruto Uzumaki when they first meet. In another, Chiyo

uses chakra strings to control a person like a puppet. The strings can be made invisible, as Chiyo did with

the Manipulating Attack Blades to sneak a string to bind Hiruko's iron tail.This technique has few

weaknesses: according to Shino Aburame's observations during his fight against Kankurō, the Puppet

technique is a long range style, meaning that the puppeteers are weak against close range fighters. Since

most puppeteer use his or her hands to manipulate the puppets, if their hands are disabled, then the

technique can be neutralized. Also, while controlling the puppet, the user is wide open if the opponent

bypasses the puppet. For this reason, puppeteers avoid hand to hand battle, relying almost exclusively on

their puppets instead.

Effect

Kyomeisen - Vibrating Sound Drill

Rank: C

Type: Offensive

Range: Short-range

Weapon Class: Sonic weapons

Chakra: Low

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Description: his jutsu can be used as a blanket term for the majority of Dosu's jutsu. The Melody Arm, a

porous metal device located on his arm, is used to amplify the sound waves from arm movements to

attack his opponent. By generating enough sound, Dosu can use his chakra to redirect the waves in midair

to his intended target. By damaging the victim's inner ear, the victim is rendered off-balance and

nauseous. In the first instance of this, Rock Lee is rendered physically sick by the attack.As seen in

Dosu's fight with Chōji Akimichi, the sound drill can also be directed through water weight to similar

effect. Therefore the greater fat index an opponent has, the more they are affected by this; Chōji, using his

Multi-Size Technique at the time, was instantly defeated.

Effect:

Shikomishindan - Poison Needle Barrage

Rank: C

Type: Offensive

Range: Short to Mid-Range

Weapon Class: Needles

Chakra: Low

Description: Using a wrist-mounted device, the user can launch five needles at their opponent. The

device is usually used to surprise the enemy, as it may be concealed under long sleeves. The needles can

also be dipped with a lethal poison to add to their fatality. The user can also spit these needles out of their

mouth but not as many and not nearly as precise.

Effect:

Soshujin - Assault Blade

Rank: C

Type: Offensive, Defensive

Range: Short to Mid-Range

Weapon Class: Any

Chakra: Low

Description: The user makes kunai knives float in mid-air as he or she uses chakra to control them and

direct them to an opponent.

Effect: Can use weapons per level per class. Level 1: Thrown, Level 2: One handed, Level 3: Two

Handed

Sofushasan no Tachi - Windmill Triple Attack

Rank: C

Type: Offensive

Range: Mid-range

Weapon Class - Throwing weapons

Chakra: Low

Description: The user can control shuriken that have wire cords attached to them (two held with the

hands and one with the mouth) and manipulate their paths to tie an opponent to a nearby large object,

binding them. If there is no object, the shuriken will impale the opponent

Effect:

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Zankukyokuha - Supersonic Slicing Wave

Rank: C

Type: Offensive

Range: Short to Mid-Range

Weapon Class: Special Sonic Implant

Prerequisites: Slicing Sound Wave

Chakra: Moderate

Description: A more powerful version of the Decapitating Air Wave, the user creates a massive gust of

cutting wind capable of totaling the surrounding area, wiping out anything in its path.

Effect:

B RANK

Daikamaitachi no Jutsu - Cyclone Scythe Jutsu

Rank: B

Type: Offensive, Defensive

Range: Short to Long-Range

Weapon Class: Fan

Chakra: Moderate

Description: This jutsu can deflect physical and sound wave attacks and attack at the same time, making

it both an offensive and defensive jutsu

Effect:

Flying Swallow (Hien)

Cost: 25 Points/level; Max Level: 5

Rank: B

Type: Offensive

Range: Short (0-25 feet)

Weapon Class: Any bladed weapon

Chakra: 15CP

Description: Using 'Chakra Flow', this technique requires a bladed weapon; by feeding chakra into the

weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out

of the physical blade's range. This is accomplished by creating an invisible extension of chakra that

shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may

misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they

manage to avoid the metal portion of the blade. The chakra-enhanced blades are strong and sharp enough

to strike through solid rock or cut through iron. This technique works best with element chakra, especially

with wind-type for offensive power.

Effect:

Kiko Junbu - Mechanic Light Shield Seal

Rank: B

Type: Defensive

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Range: Short-range

Weapon Class: Puppets

Prerequisites: Puppetry

Chakra: Moderate

Description: This chakra shield can be installed in any puppet. A mechanism inside the puppet opens its

arms into a couple of segments, through which the user radiates their chakra. The chakra spreads out like

a thin film and turns into a protective sheet, blocking all physical attacks and some jutsu.

Effect:

Makyo no Ran - Demon Flute: Phantom Wave

Rank: B

Type: Offensive

Range: Short to Mid-Range

Weapon Class: Flute

Chakra: Low

Description: After summoning her Doki, Tayuya will play a melody which causes them to emit an

ethereal ghost of chakra from their mouths. These ghosts are basically chakra imbued with mental energy.

They starve for physical energy and only have a desire to feed on the chakra of anyone close. If they

manage to consume that someone's chakra, it will limit her opponent's ability to create any more chakra of

their own. This can prove very valuable in Tayuya's battles.

Effect:

Mateki: Genbuso Kyoku - Ninth Dassage: Demon Revolution

Rank: B

Type: Supplementary

Range: Short to Long-Range

Weapon Class: Flute

Chakra: Low

Description: Allows the user to manipulate their own summons without words. By playing specfic notes

and melodies the user can make the summon move in exact ways. The user may change the melody at any

time if the opponent figures out the command keys.

Effect:

Mateki: Mugen Onsa - Demon Flute: Chains of Fantasia

Rank: B

Type: Supplementary

Range: Short to Long-Range

Weapon Class: Flute

Chakra: Low

Description: Using her flute, Tayuya creates the illusion that her opponent is in a never-ending room of

bones. They are bound by wires that hang from the ceiling, restricting their movement. Soon after, their

flesh will begin to melt away from their bones, causing great pain and horror to the target.

Effect:

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A RANK

Konoha Ryu: Mikazuki no Mai - Leaf Style: Crescent Moon Dance

Rank: A

Type: Offensive

Range: Short-range

Prerequisite: Shadow Clone Jutsu

Weapon Class: Any

Chakra: 50cp

Description: The user creates three shadow clones that attack along with the user in a complicated sword-

dancing pattern to confuse the opponent.

Effect: Causes confusion on opponent. Then one attack per clone.

Shuriken Kage Bunshin no Jutsu - Shuriken Shadow Clone Jutsu

Rank: A

Type: Offensive

Range: Short to Mid-Range

Hand Seals: 8

Chakra: Low

Prerequisites: Shadow Clone Jutsu

Description: The Shuriken Shadow Clone Technique allows the user to create shadow clones of a

shuriken to attack an opponent. The user throws a single shuriken and use the technique to create multiple

shadow clones of it, giving the user more chances to hit the target and also giving the user an advantage

by catching the target off guard from the sudden increase in number.

Effect:

Soen: Hitomi Goku - Puppet Performance: Human Manipulation

Rank: A

Type: Supplementary

Range: Short to Mid-Range

Weapon Class: Puppets

Prerequisites: Puppetry

Chakra: Low

Description: A puppet performance technique where chakra threads are attached to various spots on a

person's body; the head, torso, both arms, and both legs. The person being manipulated gains the ability to

not only use their own techniques, but the skills of the puppeteer as well.

Effect:

Kunai Wind Blade (Kunai no Kaze)

Cost: 40 Points/Level; Max Level: 1

Rank: A; Ninjutsu: 3

Element: Wind

Type: Offensive

Range: Self

Hand Seals: 0; Cast Time: Full Turn

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Chakra: 60CP

Weapon Class: Any bladed weapon

Prerequisites: Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Kunai Wind Blade is a jutsu in which a user coats his kunai with a layer of wind chakra,

extending it into a sword. This jutsu is performed by the user mixing air and chakra in their lungs, the

user then expels this as a coating on top of a kunai. Doing this can lengthen the blade as well as enhancing

its damage capabilities.

Effects: Kunai Wind Blade directly enhances the damage of the weapon it's on. For each level of Kunai

Wind Blade will add 1d10 wind damage. The wind blade is as corporeal and hard as the steel of a

weapon. The user may perform all parry/block functions as normal.

Special Effects: Bleed

Enhancements: Decrease Chakra Cost (-3cp/level), Increase Blade Length (1 ft/level)

Futon: Tatsu no Oshigoto - Wind Release: Sky Dragon

Rank: A

Element: Wind

Type: Offensive, Defensive

Range: Short to Long-Range

Hand Seals: None

Prerequisites: Two C Rank Wind Jutsu, One B Rank Wind Jutsu

Description: Temari swings her fan to cause a tornado to descend on a target. This technique can be set

up as a feint as it has a delayed activation. The technique alters weather conditions temporarily and

attacks from the sky rather than from the person. The storm clouds that create the attack dissipate

immediately after the tornado begins while the tornado continues in a highly concentrated state.

Effect:

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SUMMONING JUTSU

Before a summon can be performed, a prospective summoner must first sign a contract with a given

species. The contract can come in the form of a scroll or a tattoo. The summoner then signs the contract in

their own blood. After this, they need only perform the hand seals, offer an additional donation of blood,

and use the same hand they signed the contract with to summon the creature. The amount of chakra used

during the summoning determines how big the summoned creature can be. It should be noted that anyone

can summon the animal as long as they have the blood from someone who has made a contract, along

with sufficient chakra of their own.

While most summoners have only been shown capable of summoning one type of creature, Pain has been

seen summoning several different animals and even people. Pain does not provide a blood offering when

performing a summon.

When an animal is summoned it is transported from its place of residence to the summoner's location.

Once summoned, the animal can perform a task or help the user in battle. The summon is not required to

help the user, and may be more of a hindrance than an ally. In addition, summons are able to summon

their summoner. They may also wear a forehead protector, suggesting a loyalty to only one village.

Different level of summons require different amounts of chakra

NINKEN

Ninja dogs that specialize in tracking. May also be used for special purposes. They are capable of doing

all the basic things genin's can including chakra water and surface walking

Pakkun - Small Pug. Great tracker, amazing sense of smell. Can determine the person, there danger level

and how far away they are. Fast.

Shiba - Decent tracker, attacker.

Biscuit - Tracker, attacker

Akino - Tracker, attacker

Guruko - Tracker, attacker

Uhei - Tracker, attacker

Urushi - Tracker, attacker

Bull - Tracker, attacker.

Saru

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Monkey King Enma – The King of the monkeys with great strength and fighting prowess. He can

transform himself into a long staff that is as hard as diamond which he can elongate at will. He is highly

loyal to his summoner. First, one must gain his loyalty. He is considered a master summon.

Henge kongonyoi (transformation adamantine staff)

Kongo roheki (adamantine prison wall)

SNAKES

TOAD

Gama, Gamakichi, Gamatatsu,

Gamabunta (toad boss(?)) – He is an enormous, grumpy toad who stands roughly 100m tall. He can be

seen carrying a katana on his back. He will not take orders from a summoner until said he respects said

summoner. He is considered a master summon.

Suiton teppodama (water release gun shot)

Gamayu (toad oil)

WEASEL

Kamitachi (cutting weasel) – He is a one eyed, kama wielding weasel (of doom). Once summoned, his

only task is to cut. Period. Point and click.

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MEDICAL JUTSU Medic nin requires a high intelligence and excellent chakra control. Can be used to treat humans, animals

or even make poisons.

B Rank

Chakra Scalpel

Rank: B

Type: Offensive, Supplementary

Range: Short-Range

Hand Seals: 5

Chakra: Low

Description: 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 actually 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-nin won'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.

Effect:

Saikan Chushutsu no Jutsu - Poison Extraction Jutsu

Rank: B

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: Low

Description: When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used

to draw out the agent and heal the damage. First the cause of the illness is determined by perceiving

disturbances in the patient's chakra. Then, using a Chakra Scalpel, an incision is made into the affected

part. Using their chakra, the medical-nin then draws out the agent, while simultaneously repairing the

damage it caused. After the agent is drawn out, it can be used to create an antidote or medicine, which can

then be given to the patient to ensure a complete recovery. This technique requires the utmost care and

ability in diagnosis and incising and unmatched chakra control. Therefore, it is considered an extremely

difficult technique, even among medical ninjutsu.

Effect:

Shushagan no Jutsu - Vanishing Facial Copy Technique

Rank: B

Type: Supplementary

Range: Short-Range

Hand Seals: 0

Chakra: Low

Description: The Vanishing Facial Copy Technique was developed for spying with grisly effects. It

allows the user to peel off the face of another and wear it over their own, successfully appearing like them

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and copying their voice. It permanently peels the face off the victim, killing them. The bodies of the

targets look like their faces have been melted off. Orochimaru uses this ability at various points in the

series to assume different identities, particularly to make his host bodies look like his actual body

Effect:

Shikon no Jutsu - Dead Soul Technique

Rank: B

Type: Supplementary

Range: Short to Mid-Range

Hand Seals: 0

Chakra: Low

Description: Using this jutsu, a person can temporarily reanimate a corpse, creating the illusion of a

living person. This is achieved by causing the heart to beat once more, allowing the user to control the

corpse. The reanimated corpse can serve as either a short-time ally or an effective decoy. These corpses

can be stored in summoning scrolls for carrying purposes.

Effect:

A Rank

Inyu Shometsu - Secret Healing Wound Destruction

Rank: A

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: Moderate

Description: Kabuto concentrates chakra to a prepared area of the body and begins the cell recreation

process the very moment the targeted area becomes damaged. Kabuto claims that this technique is the

reason that Orochimaru values him so highly: he can keep using test subjects for much longer than is

normally feasible. The jutsu will continue to heal damage until Kabuto runs out of chakra, leaving the

possibility that the damage will not be completely mended when the jutsu ends.

Effect:

Chikatsu Saisei Jutsu - Healing Resuscitation Regeneration Technique

Rank: A

Type: Supplementary

Range: Short - Range

Hand Seals: None

Chakra: Moderate

Description: This jutsu uses a part of the patient's body as a medium to heal their wounds. A large, square

seal is drawn on the floor and the patient is placed at the center. Four medical-nin then sit at the corners

and concentrate for several hours on healing the wound. The medic-nin on hand actually have to trade

places after tiring, indicating just how long it takes.

Effect:

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Ranshinsho - Nervous System Rupture

Rank: A

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: Low

Description: By converting her chakra into electricity, Tsunade is able to flip the opponent's nervous

system signals to any part of the body. For example, if someone tried to move their right arm, a different

part of the body would move in the way they wanted their right arm to move. However, the victim can

partially overcome the technique if they manage to relearn the connection between their thoughts and

their limbs, as Kabuto demonstrates.

Effect:

Shōsen Jutsu - Mystical Palm Technique

Rank: A

Type: Supplementary

Range: Short-range

Hand Seals: 4

Chakra: Low

Description: This medical ninjutsu 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 highly 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. Because of this, only a

few highly skilled medical-nin are able to use this technique.By sending an excess amount of chakra into

the patient's body, the user can overload the patient's normal circulation, trapping them in a comatose

state. Although this is usually undesirable, Kabuto Yakushi once effectively used this side effect to get

Kiba Inuzuka out of his way.

Effect:

S Rank

Souzo Saisei - Creation Rebirth

Rank: S

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: None

Description: Over time, Tsunade concentrates her chakra to a spot on her forehead that takes the form of

a diamond. When she releases the seal, the chakra disperses and stimulates the proteins of her body to

increase the speed of cell division and reconstruction of cells for as long as she has enough chakra. This

allows her to recreate all organs and tissues. The technique itself does not regenerate the old cells, rather it

hastens the creation of new ones through division. Unfortunately, a body's cells can only split a certain

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number of times in a lifetime, and by speeding up this process, Tsunade is shortening her natural lifespan.

To what degree is unknown, but what is clear is that it is not great enough to cause her to die in battle.

Effect:

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GENJUTSU

Genjutsu; Literally meaning "Illusionary Techniques") are techniques that are employed in the

same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the

two is that the effect of genjutsu is illusory; instead of attacking the victim's body, Genjutsu techniques

manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses. This is often

used to create false images or to cause pain from trauma (because the body is led to believe it is in pain);

however, there are plenty of other uses depending on the situation. They are not used as often as ninjutsu

because they don't physically harm the opponent, Genjutsu is created when a ninja extends their chakra

flow through the cerebral nervous system of their opponent to control their mind's chakra, thereby

affecting their five senses.

Those with special abilities like the Uchiha clan's Sharingan or with high intelligence have an

easier time executing and countering genjutsu, as attention to detail is key. Those under the influence of

genjutsu either freeze in place or lose consciousness, depending on how capable they are in recognizing

and defending against it. To combat the effects of genjutsu, there are two options. The first option is for

the ninja to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the

flow of the caster's chakra; this is called Genjutsu Release (幻術解, Genjutsu Kai). This can also be done

by an unaffected ninja. The second option is through intense pain not caused by the genjutsu and utilizing

the resulting pain to bring their senses back in order (of the two options, the latter seems more effective in

most situations, or at least is the easiest).

D Rank

Kasumi Juusha no Jutsu - Mist Servant Technique

Rank: D

Type: Supplementary

Range: Short to Mid-Range

Hand Seals: None

Chakra: Low

Description: This genjutsu creates clones that phase in and out of the ground as if they were made of a

blackish, oil-like liquid. When attacked, the clones regenerate themselves. The clones can be controlled to

make it seem as if they're throwing kunai. The user can then time their attacks with those of the clones.

Effect:

Magen: Narakumi no Jutsu - Demonic Illusion: Death Mirage Jutsu

Rank: D

Type: Supplementary

Range: Short-Range

Hand Seals: 2

Chakra: Low

Description: This jutsu causes the target to see a horrifying vision. First, an imaginary circle of leaves

will spin around and envelop the target, falling away shortly after. After a short period, the illusion will

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begin. This is to make the illusion more convincing, since the user will likely have moved before the

illusion sets in.

Effect:

C Rank

Magen: Kokoni Arazu no Jutsu - Genjutsu: Optic Delusory

Rank: C

Type: Supplementary

Range: Short to Long-Range

Hand Seals: None

Chakra: Low

Description: This jutsu changes the appearance of a nearby object or area in order to disorient the

opponent.

Effect:

Kori Shinchu no Jutsu - Sly Mind Affect Technique

Rank: C

Type: Supplementary

Range: Mid to Long-Range

Hand Seals: None

Chakra: Low

Description: This jutsu causes the enemy to walk around in circles for hours by making it seem as if

they're walking straight to their desired destination. The enemy eventually becomes exhausted after

traveling the same path over and over.

Effect:

B Rank

Magen: Jubaku Satsu - Demonic Illusion: Tree Binding Death

Rank: B

Type: Supplementary

Range: Short-Range

Hand Seals: 5

Description: With this jutsu, the user can make themselves disappear, allowing them to approach their

target unnoticed. Once completed, a tree and roots will grow at the target's feet and restrict their

movements. Once the opponent believes that they are captured, the user can then appear above their

opponent from the tree's trunk and kill the target.

Effect:

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A Rank

Kokuangyo no Jutsu - Genjutsu: Infinite Darkness Jutsu

Rank: A

Type: Supplementary

Range: Short to Mid-Range

Hand Seals: 1

Chakra: Low

Description: This jutsu makes the target think that they are surrounded by total darkness, allowing the

user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent

can sense, hear and smell out the user of the technique and break its effects by landing one hit.

Effect:

Nehan Shoja no Jutsu - Nirvana Temple Jutsu

Rank: A

Type: Supplementary

Range: Short to Long-Range

Hand Seals: 1

Chakra: Moderate

Description: This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's

point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the

jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to

dispel it.

Effect:

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FUINJUTSU

Fūinjutsu, Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a

wide variety of other things within another object. An imbalance is created when an odd-numbered seal is

placed on top of an even-numbered seal and vice-versa.

C Rank

Fuka Hoin - Sealing Jutsu: Fire Seal

Rank: B

Type: Supplementary

Range: Short-Range

Hand Seals: 4

Chakra: Low

Description: This jutsu allows the user to seal a nearby fire into a scroll. The user writes the seal on a

scroll and then performs the required hand seals. This causes a vapor to appear from the scroll,

enveloping the fire and sealing it on the scroll as the kanji for seal

Effect:

Shikoku Fuin - Finger Engraving Seal

Rank: C

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: Low

Description: The user concentrates chakra into their finger and using the heat from that can apply writing

on whatever they want. This allows them to write on the skin of animals, iron plates, or a wide range of

things however when doing so requires them to be very delicate with their chakra control. This jutsu

causes slight discomfort for the target.

Effect:

B Rank

A Rank

Fuja Hoin - Curse Sealing

Rank: A

Type: Supplementary

Range: Short-Range

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Hand Seals: 19

Chakra: High

Description: This jutsu is used to suppress jutsu-induced marks on a person. Marks of weaker power can

be completely suppressed by this jutsu alone, but for marks of higher power like Sasuke Uchiha's Cursed

Seal of Heaven, this seal is dependent on the recipient's willpower to some extent. Preparation for this

jutsu requires two concentric circles with kunai placed in intervals along the circumference, in addition to

a number of characters written in blood that radiate out from the center of the curse seal.

Effect:

Fujutsu Kyuin - Blocking Technique Absorption Seal

Rank: A

Type: Defensive

Range: Short-Range

Hand Seals: None

Chakra: Low

Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of

any special or nature transformation, and dispersing it within one's body by spinning the chakra within

one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique,

regardless of power, without harming the user.This technique also has an offensive use. Should the user

get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body,

effectively draining them

Effect:

Gogyo Fuin - Five Prolonged Seal

Rank: A

Type: Supplementary

Range: Short-range

Hand Seals: None

Chakra: Low

Description: This jutsu produces a powerful seal that is used to block or disturb the flow of chakra in a

target. Once the seal is completed, the target will become unconscious and unable to fight for a short time.

Effect:

Gogyu Kaiin - Five Prolonged Seal Release

Rank: A

Type: Supplementary

Range: Short-Range

Hand Seals: None

Chakra: Low

Description: This jutsu is used to remove seals of up to equal power such as the Five Prolonged Seal

Release.

Effect:

S Rank

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Shiki Fujin - Sealing Jutsu: Reaper Death Seal

Rank: S

Type: Offensive

Range: Short-Range

Hand Seals: 10

Chakra: Low

Description: This seal invokes the powers of the death god (shinigami). Once called upon, the death god

hovers behind the user and inserts its arm into their soul. At this stage only the user can see the death god.

To perform the seal the user need only grasp the target. The death god's arm extends from their chest and

grabs the soul of the target, immobilizing them and allowing them to see the death god as well. Soon after

the sealing is completed the death god consumes the soul of the user as well, sentencing them to an

eternity of battle with their target in its stomach. A swirl-pattern is left on the stomachs of those that have

had something sealed within them using this jutsu.

Effect:

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BLOODLINES

HYUUGA CLAN

Byakugan

Cost: 50 Points/level; Max Level: 5

Type: Bloodline Ability

Range: Short to Extreme (0-100 feet)

Hand Seals: 15; Cast Time: Instant

Chakra: 15 CP to activate / 5CP per round

Prerequisites: Hyuga Bloodline

Description: The Byakugan is the primary focus of the Hyūga's special arts. When the Byakugan is

activated, their pupils become more distinct, and the veins near their temples bulge. The first ability of the

Byakugan gives the user a near 360º field of vision, except for one blind spot at the back of the neck

above the third thoracic vertebra. The second ability is having the ability to see through solid objects, and

can use a degree of telescopic sight. The distance and the degree of telescopic sight varies from person to

person. In Part I, Neji Hyūga was able to see an area of 50 meters, but later he increases his visual range

to at least 800 meters, while Hinata Hyūga's range in Part II stretches at least as far as 10 km. During the

hunt for either of the Uchiha brothers, Hinata was shown to be able to view Amaterasu's flames, and the

chakra in the area, from ten kilometers away. However, the Byakugan cannot see through certain barriers,

such as the Four Black Fog Battle Formation used by the Sound Four. However, the third and one of the

greatest uses of the Byakugan is the ability to see chakra, as well as the chakra circulation system inside

another's body. It is from this particular ability that they are able to employ their ultimate attack style:

Gentle Fist. Unlike the Strong Fist, which is focused on external injuries, the Gentle Fist style focuses on

internal injuries. Each strike, when placed correctly, strikes along the Chakra Pathway System, which is

the network of vessels that carry chakra. This network is closely intertwined with the functioning of the

body's organs, and so, when the keirakukei take damage, the organs suffer as well. There is no defense

against the Gentle Fist, since one cannot train one's internal organs to become stronger. The only possible

defense is to stop the Gentle Fist's hits from connecting.

Effect:

Jyuuken - Gentle Fist Style

Cost: 40 Points/Level

Type: Offensive Fighting Style

Range: Melee (0-5 feet)

Prerequisite: Byakugan

Description: The Gentle Fist style of combat is based on palm strikes and generally aims to damage the

body's Chakra Pathway System, thus creating difficulty by inhibiting an opponent's use of chakra. To do

this, the user will forcefully insert a small amount of their own chakra into an opponent's chakra pathway

system. The chakra can then be used to rupture or divert chakra flow, preventing them from using jutsu. It

was also commented by Neji Hyūga that any chakra-based substance can be destroyed by putting chakra

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in it with his Gentle Fist. Also, as noted by Kidomaru, this is done by using the chakra openings in one's

hands to reform chakra into a needle-like shape to cut through chakra. It is unknown if this can be done

by any Gentle Fist user or just those who see the tenketsu. It can also be used to attack the opponent's

internal organs, to which the chakra pathway system is closely tied. Even the slightest tap from this style

can cause major damage, hence the name "gentle fist."

Effects: This taijutsu focuses on doing internal damage rather than external. All damage done by this

style is to chakra paths and internal organs.

Hakkesho Kaiten - Eight Trigram Palms Heavenly Spin

Type: Defensive

Range: Short-Range

Chakra: Low

Prerequisites: Byakugan, Gentle Fist

Description: This jutsu utilizes the chakra control gained through Gentle Fist training to release a huge

amount of chakra from all of the user's chakra points. The released chakra blocks any possible attack on

the user. The user then spins rapidly to parry the attack, both creating a rotating shield of chakra around

themselves and tossing away any nearby attackers. The user can also actively control the size and power

of the sphere to suit the situation. This jutsu is only effective when rotating, since the chakra itself is not

enough to stop a physical attack. If they cannot rotate, the user becomes vulnerable.

Effect:

Hakke Rokujuyon Sho - Eight Trigrams Sixty-Four Palms

Type: Offensive

Range: Short - Range

Chakra: Low

Prerequisites: Byakugan, Gentle Fist

Description: This technique is used to close off the flow of chakra through sixty-four chakra points of an

opponent's Chakra Pathway System. This eliminates their ability to use chakra for quite some time and

makes it difficult for them to move.Each set of strikes is done at an exponentially increasing pace and

strength. The attack not only disables the enemy but also knocks them back with every set of strikes

Effect:

Hakke Hyaku Nijuhachi Sho - Eight Trigrams One Hundred Twenty-Eight Palms

Type: Offensive

Range: Short-Range

Chakra: Moderate

Prerequisites: Eight Trigrams Sixty-Four Palms

Descriptions: The Eight Trigrams One Hundred Twenty-Eight Palms is a maneuver of the Gentle Fist

fighting style. It is essentially a doubled version of the Eight Trigrams Sixty-Four Palms performed at

twice the speed. This technique is used to close off the flow of chakra through one hundred and twenty-

eight chakra points of an opponent's Chakra Pathway System. This eliminates their ability to use chakra

for quite some time and makes it difficult for them to move. Alternatively, it can be used to hit a great

number of targets very quickly.

Effect:

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Hakke Kusho - Eight Trigrams Air Palm

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Perquisites: Eight Trigrams Palms Heavenly Spin

Description: This jutsu is similar in practice to Eight Trigrams Palms Heavenly Spin, but has a specific

target rather than a general area. To perform it, Neji does a palm thrust, shooting a concentrated force of

chakra out of his hand, to violently push the opponent away.

Effect:

Hakke Hasangeki - Eight Trigrams Mountain Crusher

Type: Offensive

Range: Short-Range

Chakra: Moderate

Prerequisites: Eight Trigrams Air Palm

Description: A more powerful variation of Eight Trigrams Empty Palm, this jutsu sends a wave of chakra

directly towards an opponent, more than enough to shatter rock.

Effect:

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UCHIHA CLAN

Sharingan

Type: Bloodline Ability

Range: Short to Long-Range

Chakra: Low

Prerequisites: Uchiha Bloodline

Description: The Sharingan, unlike the Byakugan, is not automatically activated in the user by birth. It is

only first unlocked under some stressful or emotional condition, after which, though, the Sharingan may

be used freely. When the Sharingan is first activated by a user, it has a different number of tomoe around

the central pupil, varying between users. The wielder of the Sharingan, through continued use and

training, evolves it further which involves gaining more tomoe, up to a maximum of three per eye. As the

Sharingan evolves, the user gains heightened abilities. The only level up from the three tomoe Sharingan

is the Mangekyō Sharingan, which is gained by the emotional stress stemming from the loss of someone

close to the user. he first of the Sharingan's powers is being able to see the chakra flow. The Sharingan

can tell if a person is under a genjutsu because the person's chakra flow would be irregular. The

Sharingan's second-most prominent ability grants the user an incredible clarity of perception, allowing

them to easily recognize genjutsu and different forms of chakra, though not to the same extent as the

Byakugan. This also allows the user to pick up on subtle details, enabling them to read lip movements or

mimic something like pencil movements. As the Sharingan evolves, gaining more tomoe seals, this ability

extends to being able to track fast-moving objects before finally giving some amount of predictive

capabilities to the user. However, even though the user may be able to see an attack or know it is coming,

their body may not have time to react. The Sharingan's third and most well-known ability is that it grants

the user the ability to memorize any technique that he or she witnesses, apart from other Kekkei Genkai

techniques. The user can memorize ninjutsu, genjutsu, and taijutsu with perfect accuracy, allowing the

user to use the techniques as his own, or even modify them to create his own new techniques. In order to

reproduce a copied jutsu, however, one must have the necessary skill or ability to perform them. A prime

example is Rock Lee's brand of taijutsu. While Sasuke was able to copy some of Lee's moves, they put a

much more significant strain on him since he hasn't trained nearly as much as Lee has. In addition to

physical skill and kekkei genkai techniques, the Sharingan cannot reproduce jutsu dependent on other

factors, such as summons that the user has not signed a contract with. The Sharingan's final ability is

capable of inducing a unique brand of hypnosis that involves suggesting actions and thoughts to the

opponent through simple eye contact. When used against animals, the eyes of the target take on the

pattern of the users Sharingan while under its influence. When used in conjunction with the other aspects

of the Sharingan, this allows the user to perfectly mimic every move their opponents make even before

they do, making it appear as if the user can "see the future". More advanced Sharingan users can take the

hypnosis ability even further by tricking or even trapping their opponent within an illusion. The potency

of the Sharingan's illusion is dependent on the user's knowledge and skill with implementing genjutsu.

Effect:

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Magen: Kasegui - Demonic Illusion: Shackling Stakes

Type: Supplementary

Range: Short-Range

Chakra: Low

Prerequisites: Sharingan

Description: The genjutsu prevents the Sharingan user's mind from being taken over by an opponent. The

opponent is pierced and immobilized by illusory yokes, making it an effective means for torture and

interrogation.

Effect:

Magen: Kyo Tenchi-ten - Demonic Illusion: Mirror Heaven and Earth Change

Type: Supplementary

Range: Short-Range

Chakra: Low

Prerequisites: Sharingan

Description: Using the Sharingan's jutsu-copying abilities, the user can turn any genjutsu back onto its

original user.

Effect:

Amaterasu

Type: Offensive

Range: Short-range

Chakra: High

Prerequisites: Mangekyō Sharingan

Description: The jet-black flames of the Amaterasu, said to be as hot as the sun, ignite whatever the user

looks upon. This can be either a specific point or anything in the user's field of vision. They're

unavoidable as long as the user keeps their eyes focused on their target. Amaterasu is said to burn for

seven days and seven nights, and cannot be extinguished with water or any other normal methods.

However, the flames burn fairly slowly, allowing anyone struck by Amaterasu an opportunity to remove

whatever clothing or body parts have been caught ablaze. Use of the technique also puts a great deal of

strain on the user, typically causing their eyes to bleed.

Effect:

Kamui

Type: Offensive, Defensive

Range: Short to Long-Range

Chakra: High

Prerequisites: Mangekyo Sharingan

Description: The user focuses his eye on a certain point and forces it to collapse on itself. This will send

everything in the vicinity of that point to another dimension. This can be used to transport objects away or

to teleport the user and other people to a location. The amount of chakra used is determined by the mass

of what you are teleporting.

Effect:

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Susanoo

Type: Offensive, Defensive

Range: Short to Long-Range

Chakra: High

Prerequisites: Mangekyō Sharingan

Description: Susanoo is a technique that creates a spiritual humanoid being. The spirit is gigantic and

stays surrounding and protecting the user, who remains within. Like the other techniques granted by the

Mangekyō Sharingan, the user is strained while using Susanoo because they must act as a medium for the

spirit, allowing it to consume their life force energy.

Effect:

Tsukuyomi

Type: Supplementary

Range: Short-Range

Chakra: Moderate

Prerequisites: Mangekyō Sharingan

Description: Tsukuyomi requires eye contact to be performed. When executed, the jutsu traps the target

in an illusionary world that is completely controlled by the user. While it only takes a few seconds to

complete in the real world, the user can make it seem as if days have passed for the target. Depending on

the user's whim, they can either torture their target for what seems like days on end, or make them relive a

traumatic event over and over. When the jutsu ends the resultant psychological trauma will render the

target unable to fight for an extensive period of time, and possibly suffer a complete mental breakdown.

Due to the complexity of the illusion and the quickness with which it is executed, an enormous amount of

chakra is necessary but had little to no effect on the stress that is put on the eyes

Effect:

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KAGUYA CLAN

Shikotsumyaku - Dead Bone Pulse

Type: Bloodline Ability

Range: Short-Range

Chakra: Low

Description: By infusing their calcium with chakra, they can manipulate the growth and properties of

their bones to their likings. Shikotsumyaku is allowing the user to manipulate their bones' growth. This

allows them to create weapons of bones that can either protrude from any part of the body, or pulled out

and used like hand held weapons. Any bone that they remove from the body immediately regenerates, as

does the skin that is damaged when the bones are removed. Users can increase the density of the created

bones, making them stronger than steel. This not only makes the created weapons very powerful, but also

makes their bodies virtually indestructible.

Effect:

Tsubaki no Mai - Dance of the Camellia

Type: Offensive

Range: Short-range

Prerequisites: Shikotsumyaku

Description: Kimimaro performs this jutsu by modifying the humerus (upper arm bone) of either his right

or left arm to create a short, hilt-less bone sword. Since he can increase and compress the density of his

bones, he can make the sword harder than steel. He then uses the sword to fight; his style uses quick cuts

and thrusts to disable opponents quickly.

Effect: Fighting Style

Teshi Sendan - Drilling Finger Bullets

Type: Offensive

Range: Short to Mid-Range

Description: Kimimaro fires his fingertip bones at an opponent like bullets. Since he has regenerative

bones, the rate of fire from his arsenal can become limitless.

Effect:

Karamatsu no Mae - Dance of the Larch

Type: Offensive, Defensive

Range: Short-Range

Prerequisites: Shikotsumyaku

Description: Kimimaro uses this jutsu to create a mass of razor-sharp bone spikes all over his body.

These spines appear to be branches off his pre-existing skeletal structure rather than completely new

bones. Kimimaro is even able to grow these bones at an extremely rapid rate so they can stab an opponent

even as they are growing. He can even use them to block or trap an opponent's strikes. In addition to

being an unwelcome surprise for opponents, it makes him basically untouchable at close range. If an

opponent would start to get close to him, he would start to spin rapidly slashing the foe in multiple areas

of their body.

Effect:

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Yanagi no Mai - Dance of the Willow

Type: Offensive

Range: Short-Range

Prerequisites: Shikotsumyaku

Descriptions: To perform this dance, Kimimaro grows several long bone blades from his body for use as

weapons. Though he primarily uses two blades grown from the palms of his hands, he also uses several

secondary bones grown from his elbows, knees, and shoulders. This dance form is incredibly acrobatic,

using spins, charges, and long sweeping slashes to make the strikes more effective and to evade

opponents' counter strikes. Kimimaro can also extend his bones to attack his opponents without having to

adjust his own movement.

Effect:

Tessenka no Mai: Tsuru - Clemantis Dance: Vine

Type: Offensive

Range: Short-Range

Prerequisites: Clematis Dance: Flower

Description: Using his kekkei genkai, Kimimaro can modify and pull out his own spinal column to use as

a flexible chain staff, regrowing a new spine to replace the removed one. The protrusions on the vertebrae

are modified to make them stronger and sharper.

Effect:

Tessenka no Mai: Hana - Clemantis Dance: Flower

Type: Offensive

Range: Short-Range

Prerequisites: Clematis Dance: Vine

Description: This is a follow-up to the Dance of the Clematis: Vine. Kimimaro's entire forearm is

encased in a giant drill made of bone to attack the trapped victim. The bone is strengthened (through

compression and its plaited spiral shape) to become the hardest type of bone the body can produce. The

bone resembles a flower, hence the name.

Effect:

Sawarabi no Mai - Dance of the Seedling Fern

Type: Offensive

Range: Short to Long-Range

Chakra: High

Prerequisites: Shikotsumyaku

Description: Kimimaro's final dance (presumably the strongest as a last resort), this jutsu causes a giant

forest of bone spikes to burst from the ground. Kimimaro is able to emerge from any bone at will, giving

him a deadly element of surprise should the opponent be able to avoid the attack.

Effect:

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ABURAME CLAN

The Aburame clan is a clan characterized by their use of insects as weapons. The insects live in

symbiosis within the body of the shinobi. At birth, members of this clan are offered to a special breed of

insects called destruction bugs as a nest, residing just under their host's skin. The insects can leave and

enter through various pores, apparently by eating their way through the skin. They feed on chakra as a

food source, making them quite deadly. The relationship between the shinobi and the insects is mutually

beneficial. The host grants the bugs shelter and allows them to feed off their chakra, their body becoming

a living hive, and in return the bugs do the user's bidding, allowing the shinobi to perform ninjutsu-like

techniques without the use of hand seals or chakra conversion.

Kikaichu no Jutsu - Destruction Bug Host Technique

Type: Offensive, Defensive, Supplementary

Range: Short to Long-Range

Prerequisites: Aburame Clan

Description: To grant a newborn member of the clan the use of the kikaichū, the newborn's body is

offered to insects as a nest. Over the years, as the child grows up, they are instructed in the hiden jutsu of

the clan, and learn how the insects may serve them in combat.

Effect:

Hijutsu: Mushidama - Hidden Jutsu: Beetle Sphere

Type: Offensive

Range: Short to Long-Range

Chakra: Low

Prerequisites: Destruction Bug Host Technique

Description: By using the destruction bugs, members of the Aburame clan surround their opponent with

thousands of bugs, making a globe of bugs around the opponent beforehand to completely trap them.

Once trapped, the bugs would normally drain the chakra and swallow their victim. The bugs covering the

victim's body prevent movement, but should they escape the bugs will follow them.

Effect:

Mushi Bunshin no Jutsu - Bug Clone Technique

Type: Supplementary

Range: Short-Range

Chakra: Low

Prerequisites: Destruction Bug Host Technique

Description: Using the Kikaichū bugs living in their body, the user can create a copy of themselves or

anyone else they choose. The clone falls apart into its component bugs when struck. Because they're made

of bugs, the clones can reform almost instantly.

Effect:

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Mushi Yose no Jutsu - Bug Gathering Technique

Type: Supplementary

Range: Short-Range

Chakra: Low

Hand Seals: 1

Description: By simply touching a surface, the user releases a small web of chakra that draws bugs to

their location.

Effect:

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NARA CLAN

The Nara clan is known for their manipulation of shadows and tending of deer, which graze in a large

area of Nara clan forest. They have kept a book with medicine preparations and effects for generations

which imply they are skilled in the area of medicine. Among the medicine described in this book are the

secret pills used by the Akimichi clan.

Kagemane no Jutsu - Shadow Possession Jutsu

Type: Supplementary

Range: Short to Mid-Range

Chakra: Low

Hand Seals: 1

Prerequisites: Nara Clan member

Description: The Shadow Imitation Technique allows the user to extend their shadow for as far as it has

sufficient area. Once it comes into contact with a target's shadow, the two merge and the target is forced

to imitate the user's movements. Therefore, the two can throw shuriken at each other at the same time if

the user desires that. (Of course, to prevent hurting themselves, the user just has to have the shuriken

holster in a place where you don't normally have it, like the back, so that the opponent draws nothing

when the user draws a shuriken.) If the target is out of range, the user can produce a better light source to

increase their shadow's size or rely on preexisting shadows for their shadow to freely travel through.The

major downside of the Shadow Imitation is that it is tiring to use repeatedly; Hidan notes that the ability is

subject to some form of diminishing return and decreases in potency after repeated use. If the user is low

on chakra, the performance rate of the technique also deteriorates. Insufficient lighting will make the jutsu

less effective. A particularly strong opponent can also resist the shadow's forced imitation.

Effects:

Kage Kubi Shibari no Jutsu - Shadow Neck Bind Jutsu

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: 3

Prerequisites: Shadow Possession Jutsu

Description: After capturing an opponent with the Shadow Imitation Technique, the user can then further

extend their shadow up to the target's throat in the shape of a hand, which chokes them to death. Also, if

the Shadow Imitation Technique isn't making the opponent copy their movements, this can be used to

bind opponent's body in order to restrain them. The closer the user is to their opponent, the tighter the

strangle will become. This technique cannot be used for an extended period of time and weakens with

each passing minute. Light is a direct factor in this jutsu. It seems to make the strength of the bind

stronger, though has no known effect on the duration of the bind.

Effects:

Kage Nui - Shadow Sewing

Type: Offensive, Supplementary

Range: Short to Mid-Range

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Chakra: Low

Hand Seals: 2

Prerequisites: Shadow Possession Jutsu

Description: The user creates tendrils out of their shadow. The tendrils can serve various purposes, such

as attacking or binding an opponent(s). After this technique hits someone, it can then be directly

transformed back into Shadow Imitation Technique.

Effects:

Kageyose no Jutsu - Shadow Pull Jutsu

Type: Supplementary

Range: Short to Mid-Range

Chakra: Medium

Hand Seals: None

Prerequisites: Shadow Sewing Jutsu

Description: Similar to the Shadow Sewing Technique, the user breaks their shadow into tendrils. Unlike

the Shadow Sewing Technique, which exclusively ties down the opponent, the Shadow Endgame

Technique's tendrils can grasp and manipulate objects. This gives the Shadow Endgame Technique a wide

variety of uses.

Effects:

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AKIMICHI CLAN

The Akimichi clan is a clan that is able to convert calories into chakra, which they then use in

their hidden technique, Multi-Size Technique and its various related body-enlargement jutsu. Most of

these jutsu are known to rapidly consume the user's chakra upon activation, and maintaining them during

a prolonged battle can be tiring indeed, which must be why the Akimichi is prone to overeating in order to

constantly replenish their chakra reserves. As a tribute to this, both Chōji and Chōza wear the kanji for

"food" on the front of their clothing. If standard calories aren't enough for a battle, Akimichi can use the

clan's Three Colored Pills to convert excess fat into chakra, at the cost of one's health.

Baika no Jutsu - Expansion Jutsu

Type: Supplementary

Chakra: Low

Hand Seals: 2

Prerequisites: Akimichi Clan Member

Description: This is a secret jutsu passed down in the Akimichi clan that expands the user's stomach.

This jutsu increases the user's body size by using up the user's food energy, converting calories into

chakra. Akimichi clan members tend to eat fattening foods and have large physiques in order to support

this technique.

Effects:

Bubun Baika no Jutsu - Partial Expansion Technique

Type: Supplementary

Chakra: Low

Hand Seals: None

Prerequisites: Expansion Jutsu

Description: Like the standard Multi-Size Technique, this jutsu expands the body, but expands parts of

the body as opposed to just the stomach. Skilled clan members can alter the size of their body to a large

scale with little trouble.

Effects:

Nikudan Sensha - Human Bullet Tank

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites: Expansion Jutsu

Description: After the user uses Multi-Size Technique to make themselves into a human-sized ball, they

tuck their limbs inside their clothes and use chakra to propel themselves into a powerful, but slow, roll. It

is difficult for the user to turn in this form.

Effects:

Cho Baika no Jutsu - Super Expansion Jutsu

Type: Supplementary

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Chakra: Moderate

Hand Seals: None

Prerequisites: Expansion Jutsu

Description: The Super Multi-Size Technique is basically a larger version of the normal Multi-Size

Technique, but unlike the original which seemed to only expand the torso, the user's limbs and torso seem

to stay in regular proportion to one another. It gives the user gigantic proportions. The clothes of the user

also expand along with the body. When Chōji uses this jutsu in Part I, he must first take his clan's Three

Colored Pills to increase his chakra reserves.

Effects:

Cho Harite - Mega Palm Thrust

Type: Offensive

Range: Short to Mid-Range

Chakra: Moderate

Hand Seals: None

Prerequisites: Super Expansion Jutsu

Description: After using the Multi-Size Technique to increase his size, Chōji funnels chakra into his

hands and thrusts his palms to the ground, causing extensive crushing damage to anything that may be

caught beneath them. This attack is also shown to have a wide range due to the increased size of his

palms.

Effects:

Chodan Bakugeki - Bullet Butterfly Bombing

Type: Offensive

Range: Short-Range

Chakra: High

Hand Seals: None

Prerequisites: Red Akimichi Food Pill

Description: This technique is used in combination with the red Akimichi food pill (also known as the

chilli pill), which burns away all of a ninja's excess fat and converts it into chakra. Because the members

of the Akimichi clan tend to be overweight to support their jutsu, this pill can give them 100 times their

normal chakra level. However, anyone who eats it will die unless given medical attention as described in

the Nara clan's medicine book soon after. To perform the jutsu, the clan member simply channels all their

chakra into one hand and punches the enemy, releasing the chakra on contact. The subsequent impact not

only produces a sizable crater, but is almost guaranteed to kill the one on the receiving end.

Effects:

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INUZUKA CLAN

The Inuzuka clan is known for their use of dogs (some clan members prefer wolves) as fighting

companions. Clan members are apparently given their own canine partner or partners when they reach a

certain age. Thereafter, the shinobi and his/her dog(s) are practically inseparable. Clan members have

distinctive red fang markings on their cheeks, animalistic eyes, and enlarged canine teeth. It would seem

that due to the bond between a Inuzuka clan member and their canine partner(s), their chakra is allowed to

mix and is shared between them, adding a feral appearance to the human partners, and makes a bond

between then that affords them the use of the clan's collaboration-style techniques, such as the Dual

Piercing Fang technique.

Beast Bond

Cost: 30 Points/Level; Max Level: 1

Type: Hiden Jutsu

Range: Self

Hand Seals: None; Cast Time: Instant

Prerequisites: Beast Familiar

Descriptions: This hidden jutsu is the underlining jutsu that defines the Inuzuka Clan. Beast Bond is a

self altering jutsu that permanently bonds the ninja with his beast familiar. Once the ninja and beast are

bonded they can instantly tell where the other is, each other's health and chakra levels. In addition they

can also share chakra. The sharing of chakra causes the ninja to grow some animal qualities of there beast.

This can include animal like ears, whiskers, fur, fangs, claws and more.

Effects: While the ninja and beast have two separate chakra pools, they may be combined for the

purposes of spending chakra on jutsu's.

Special Effects: None

Enhancements: None

Dynamic Marking (Dainamikku Makingu)

Cost: 20 Points/Level; Max Level: 5

Type: Supplementary

Range: Short to Mid (0-50 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 10CP

Prerequisites: Beast Familiar, Beast Bond

Description: Dynamic Marking is a mid range jutsu in which the familiar marks a number of targets with

urine, causing it to be easier to track opponents. Dynamic Marking is performed by the beast jumping

through the air, urinating on any target the ninja chooses. Once a target is marked they can be tracked by

the ninja and beast by scent. It doesn't matter if the target is hidden from sight or using a jutsu to hide

them, as long as they can be smelt the target can be found.

Effects: For every level of Dynamic Marking the beast can mark one additional target. The target stays

marked for a full 24 hours or until the target marking has been washed off.

Special Effects: None

Enhancements: None

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Beast Human Clone (Jujin Bunshin)

Cost: 15 Points/Level; Max Level: 1

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 15CP

Prerequisites: Beast Bond, Beast Familiar, Transformation Jutsu

Description: A modified version/mix of a Transformation Technique and a clone technique, this jutsu,

unique to the Inuzuka clan, allows a canine-user to transform their animal companion into a perfect copy

of themselves. When combined with the Four Legs Technique, the user and the animal become virtually

impossible to tell apart, since both act equally animalistic. Like any transformation, the jutsu can be

broken by identifying and attacking the animal, thus dispelling the transformation.

Effects:

Special Effects:

Enhancements: Decrease Hand Seals Cost (-1hs/level), Decrease Chakra Cost (-1cp/level)

Four Legs Technique (Shikyaku no Jutsu)

Cost: 20 Points/Level; Max Level: 1

Type: Supplementary

Range: Self

Hand Seals: None; Cast Time: Instant

Chakra: 15CP

Prerequisites: Beast Bond, Beast Familiar

Description: This technique grants animal-like accelerated fighting instinct and reflexes. By stretching

chakra around one's entire body and moving on all fours, one obtains super-high speed, like that of a wild

animal. Taught only to the members of the Inuzuka clan, this technique forms the basis of a Inuzuka clan

member's Taijutsu fighting style, and will add even more to their feral-like appearances; their canine teeth

and their finger-and-toenails grow to claw-like length, their eyes become more wild. When under the

effects of this jutsu, an Inuzuka will display feats of physical strength, speed, and endurance when they

are in this state. The form is best suited for using and supporting the ferocious hit-and-run tactics that the

Inuzuka clan are known well for.

Effects:

Special Effects:

Enhancements:

Dual Piercing Fang (Gatsuga)

Cost: 20 Points/Level; Max Level: 1

Type: Offensive

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 15CP

Prerequisites: Piercing Fang

Description: The user and his partner spin at a ferocious speed and deliver many powerful beast-like

attacks when contact is made with the target. The force of this attack is strong enough to drill through

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stone. This attack can be done alone, although it is less effective.

Effects:

Special Effects:

Enhancements:

Man Beast Combination Transformation: Double-Headed Wolf (Jinju Konbi Henge: Sotoro)

Cost: 25 Points/Level; Max Level: 1

Type: Supplementary

Range: Short (0-25 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 15CP

Prerequisites: Beast Bond, Combination Transformation

Description: Using a modified form of a Combination Transformation, Kiba and Akamaru transform

themselves into a large, two-headed wolf. In this form they can use Dual Wolf Fang.

Effects:

Special Effects:

Enhancements:

Dual Wolf Fang (Garoga)

Cost: 30 Points/Level; Max Level: 5

Type: Offensive

Range: Mid to Long (25-100 feet)

Hand Seals: None; Cast Time: Instant

Chakra: 40CP

Prerequisites:

Description: The two then perform a much more powerful Dual Piercing Fang attack. Like the lesser

version, they spin rapidly to attack their target. Unlike the previous version, however, they move so

rapidly that they can't see where they're going, hence the reason for the earlier Dynamic Marking, which

allows them to track their opponents via the distinctive scent.This attack is powerful enough to cut a

person in two, and even dent a Rashomon gate. Even if the attack misses, its speed is so great that the

surrounding air can slice like a blade. Such power is not without its drawbacks, however. Not only does

this attack effectively blind both Kiba and Akamaru for its duration, but it tires them such that they can

only perform it twice during Part I before requiring rest.

Effects:

Special Effects:

Enhancements:

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YAMANAKA CLAN

The Yamanaka clan runs a flower shop and specializes in manipulating the minds of their opponents.

Their techniques range from transferring consciousness to communicating telepathically. Blond hair and

blue eyes seem to be characteristic of Yamanakas.

Shintenshin no Jutsu - Mind Body Switch Jutsu

Type: Supplementary

Range: Short to Mid-Range

Chakra: Moderate

Hand Seals: One

Description: This technique allows the user to enter the mind of another person or even an animal.[2] The

user transfers their consciousness to the opponent, giving them complete control of the body for a short

period of time. Their original body is left defenseless while this jutsu is active, leaving it susceptible to

attack until they return. The mind transfer is slow-moving, moves in a straight direction, and takes some

time to return to the user's body if it misses. Because of these reasons it should only be used on

immobilized targets. Similarly, if the opponent's will is strong enough, they can force the user from their

body, as Sakura Haruno does to Ino Yamanaka. Lastly, should any physical injury befall the victim's body

while the mind-link is active, it would cause the user's body to also receive those same injuries. For

example, should the victim's arm be detached, the user's arm would be detached as well, leading to the

conclusion that, should the victim die, the user would also die.

Effect:

Shinranshin no Jutsu - Mind Distraction Jutsu

Type: Supplementary

Range: Short to Mid-Range

Chakra: Moderate

Hand Seals: One

Description: This technique is a variation on the Mind Body Switch Technique. Rather than transfer all

of the user's consciousness into the target, this jutsu sends only a spirit of confusion, causing them to

attack their allies. Although the target is aware of what they are doing, they are unable to stop themselves.

This technique can also be used to simply stun the opponent so they can't move.

Effect:

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CLAY KINJUTSU

Kibaku Nendo - Exploding Clay

Element: Earth

Type: Offensive, Defensive, Supplementary

Range: Short to Long-Range

Chakra: Low

Description: Using the mouths in the palms of his hands, Deidara can infuse clay with chakra. He then

molds it into a shape depending on the abilities he wants it to have and spits it out. After molding the clay,

Deidara can enlarge it to various sizes depending on the intended purpose of the clay. Once enlarged, the

clay creations can be brought to life and controlled remotely by Deidara. Deidara can make the clay

explode by saying Katsu

Effect:

Clay Clone

Element: Earth

Type: Supplementary

Range: Short-Range

Chakra: Low

Description: The user makes a clone out of mud and clay so that the clone takes in all the damage.

Effect:

Clay Minions

Element: Earth

Type: Offensive, Supplementary

Range: Short to Mid-Range

Chakra: Low

Description: Deidara creates Exploding Clay that is connected to his hands with a thin cord of clay. The

clay then rises from the ground, molding itself into human-like forms. Deidara runs chakra through the

cords of clay, manipulating the clay substances to attack the opponent. The density of the clay is strong

enough to repel and suck in a sword. When cut apart, the clay substances form more human/animal like

forms. Deidara then can connect more cords of clay to the fallen clay pieces. Furthermore, Deidara can

then use the clay as explosives, attacking the opponent and covering them with clay, which then explodes.

Effect:

C1

Element: Earth

Type: Offensive, Defensive, Supplementary

Range: Short to Long-Range

Chakra: Low

Description: Deidara's most basic and versatile form of explosive clay, that is created from a single palm

mouth. These are small animated dolls that often resemble small birds or insects, though he has once

made snakes, fish and some misshapen-like creatures controlled by Deidara through a wire made out of

clay which could regenerate themselves, while multiplying. Depending upon which variation is created,

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they will retain the abilities of the creatures they where modeled after, i.e. those resembling birds can still

fly. This feature combined with their little independent explosive power, makes them excellent for covert

operations. He can produce and release a significant number of them at high speeds.

Effect:

C2

Element: Earth

Type: Offensive, Defensive, Supplementary

Range: Short to Long-Range

Chakra: Moderate

Prerequisites: C1

Description: One of Deidara's specialties, that requires the use of both of his palm mouths, creating a

large dragon. The dragon itself is capable of flight and while Deidara is safely on its back, the dragon can

spit out smaller clay figures that attack the opponent like guided missiles. These independent missile-like

creatures take the form of a greatly reduced version of the larger dragon that created them, however,

despite this decrease in size they are still relatively larger than a normal person. Each is capable of

tracking their intended target and producing a significant explosion proportional to size upon contact but

as they emerge, they consume a substantial amount of clay from the original dragon, initially extracting it

from the creature's tail. This ultimately limits the number that each C2 "Dragon" is capable of creating,

before clay must be sacrificed from more vital areas, such as the body or wings.The dragon can also

produce clay mines at the expense of clay, that take the form of small spherical creatures, which can be

subsequently manipulated to force opponents to fight in a limited space.

Effect:

C3

Element: Earth

Type: Offensive

Range: Short to Long-Range

Chakra: High

Prerequisites: C2

Description: Deidara's most powerful large scale bomb, that once activated becomes an enormous,

roughly human-shaped statue that Deidara drops on targets from above. Its explosive power was great

enough to apparently destroy a large portion of Sunagakure.

Effect:

C4

Element: Earth

Type: Offensive

Range: Short to Long-Range

Chakra: High

Prerequisites: C3

Description: A giant doll, shaped like Deidara himself. When it ruptures, a cloud of microscopic bombs

is released. Impossible to be seen by normal people, the victims breathe in the bombs, which then enter

the bloodstream. Once there, the countless micro-bombs explode, causing the victims' bodies to

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disintegrate at the cellular level, literally turning them into dust.

Effect:

Juibaku Bunshin - Suicide Bombing Clone

Element: Earth

Type: Offensive, Supplementary

Range: Short to Long-Range

Chakra: High

Prerequisites: C3

Description: The user makes a clone of himself, it then focuses all of it's chakra to it's center, making it

expand to the point of bursting. The explosion is said to be strong enough to destroy an entire forest.

Effect:

C0

Element: Earth

Type: Offensive

Range: Short to Long-Range

Chakra: High

Prerequisites: C4

Description: C0 is a suicide technique used as a last resort. He reveals a mouth on his chest, which is

stitched up. After undoing the stitches, Deidara feeds it a large ball of clay. His explosive chakra then

manifests itself in his veins, flowing through his body. These "veins" then condense into a sphere. The

sphere then opens up and detonates, destroying everything within a ten kilometer radius.

Effect:

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SPIDER CLAN

Kumo Nenkin - Spider Sticky Gold

Type: Supplementary

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: This technique allows Kidōmaru to release a form of golden liquid from his mouth and

sweat glands. When this liquid hits the air it can harden to be as strong as steel depending on how much

chakra he adds to it. Kidōmaru can use this technique to form deadly spikes, powerful arrows, kunai, or

other projectile weapons.

Effect:

Amagumo - Rain of Spiders

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: After Kidōmaru summoned Kyodaigumo, it would release an egg sac full of baby spiders

roughly the size of a small dog. Kidōmaru then cut open the sac, causing the spiders to rain down on his

opponent. The spiders would each spin a strand of webbing as they fell, thus encircling the opponent in

webbing and pinning them to the ground.

Effect:

Kumo Mayu - Spider Cocoon

Type: Supplementary

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: This technique makes a cocoon of web around the opponent, immobilizing him and leaving

him open for other jutsu. The stickiness comes from Kidōmaru mixing his chakra with his body fluid. The

technique is so refined, that even after having left his body, his chakra will still continue to flow through

the thread to hold his opponent in place.

Effect:

Kumo Nento - Spider Sticking Spit

Type: Supplementary

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

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Description: Emitting a stream of spider web from his mouth, Kidōmaru will grab onto a nearby

opponent, allowing him to swing them.

Effect:

Kumo Shibari - Spider Web Net

Type: Supplementary

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: Kidōmaru fires a net of webbing to trap approaching opponents.

Effect:

Kumo Senkyu: Susaku - Spider War Bow: Terrible Split

Type: Offensive

Range: Long-Range

Chakra: Moderate

Hand Seals: None

Prerequisites: Spider Sticky Gold

Description: Kidōmaru expels Spider Sticky Gold from his mouth and gathers it to form a large warbow.

He will then open his third eye on his forehead to increase the pin-point accuracy of his shot. Kidōmaru is

known for not making any wasteful attacks since each attack is used to further refine ways to kill his

target. With his bow firings taking several forms, each time he refines the attack, the power and accuracy

will further increase by adding a drill to the arrowhead or the use of chakra control to the arrow through a

string attached, respectively. The impact of each arrow is strong enough to create craters in the ground,

and with the drill added, pile drive through forests.

Effect:

Kumo Soiki - Spider Web Area

Type: Supplementary

Range: Short to Long-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: If Kidōmaru is in enemy territory and needs to rest while still remaining on guard, he can

lay spider thread throughout a surrounding area. Most ninja will recognize the thread as common spider

web, however; this thread will run all the way back to a finger on Kidōmaru's hand. Slight movement

against a webbing thread will pull it all the way back to Kidōmaru's finger and alert him to the nearby

presence.

Effect:

Kumo Soka - Spider Web Flower

Type: Supplementary

Range: Short to Mid-Range

Chakra: Low

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Hand Seals: None

Prerequisites:

Description: After gathering his spider thread into his mouth, Kidōmaru will spit net-like cobwebs of the

thread at his target. These nets will fly through the air, and upon hitting an opponent, will stick and bind

the ninja to any nearby surface.

Effect:

Kumo Sokai - Spider Web Unrolling

Type: Supplementary

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: This jutsu was used by Kidōmaru in order to trap Naruto Uzumaki and his shadow clones in

a giant web. Kidōmaru spews a ball of spider web and unrolls it into a giant web. Like all of his webbing,

the threads cannot easily be cut.

Effect:

Nenkin no Yoroi - Armor of Sticky Gold

Type: Defensive

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites: Spider Sticky Gold

Description: By excreting his Sticky Gold from his pores, Kidōmaru can quickly create a temporary

armor that is capable of blocking chakra once exposed to oxygen.

Effect:

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SAND JUTSU

Daisan no Me - Third Eye

Element: Earth

Type: Supplementary

Range: Short to Long-Range

Chakra: Low

Hand Seals: 10

Prerequisites:

Description: This jutsu creates a floating eyeball out of sand that is connected to Gaara's optic nerves.

Gaara can control the size of the eye depending on its use. Its main purpose is spying, since it can form

and disperse in any location on command.

Effect:

Kusa Boheki - Sky Sand Protective Wall

Element: Earth

Type: Defensive

Range: Mid to Long-Range

Chakra: High

Hand Seals: None

Prerequisites:

Description: This air defense technique creates a giant shield of sand that is suspended in mid-air by

raising a great amount of sand from the ground. By gathering the best possible mineral-rich sand, the

hardness of the shield is considered to be very high. Furthermore, the sand has its defensive strength

raised by flowing chakra through it.

Effect:

Gokusa Maiso - Prison Sand Burial

Element: Earth

Type: Offensive

Range: Short to Mid-Range

Chakra: Moderate

Hand Seals: None

Prerequisites:

Description: Using his ability to manipulate sand, Gaara will loosen the ground below his targets and

cause them to sink two hundred meters into the earth. By being imprisoned at this depth, the pressure will

completely nullify their ability to move. Also, the pressure resulting from being buried at such an extreme

depth would surely kill any normal human, if not from suffocation, although Kimimaro did survive the

experience because of his bone strength.

Effect:

Ryusa Bakuryu - Sand Tsunami

Element: Earth

Type: Offensive

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Range: Short to Long-Range

Chakra: High

Hand Seals: 10

Prerequisites:

Description: This jutsu sends a massive amount of sand towards an opponent in the form of a wave,

covering and "drowning" them in an ocean of sand. In addition to the wave effect of the jutsu, Gaara can

control the sand, allowing him to attack his opponent while they attempt to outrun the wave. When Gaara

used it against Kimimaro, it was shown that the technique can be so powerful as to change the landscape,

as Gaara turned acres of forest land into nothing but a desert with occasional trees. This appears to be the

only one of Gaara's sand based moves that requires hand seals, and in practice is virtually unavoidable.

Effect:

Sabuka Fuyu - Desert Suspension

Element: Earth

Type: Supplementary

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: Using his sand as a platform, Gaara is able to float in the air.

Effect:

Sabaku Kyu - Sand Coffin

Element: Earth

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: With his ability to control sand, Gaara encases his opponents in a large amount of the

special chakra-infused sand kept inside his gourd, immobilizing them. It can be used to suffocate an

opponent or in preparation for a deadlier technique

Effect:

Sabaku Ro - Sand Prison

Element: Earth

Type: Defensive

Range: Short to Long-Rage

Chakra: Moderate

Hand Seals: None

Prerequisites:

Description: Gaara uses an enormous quantity of sand to completely envelop the target from every

direction and capture them. The speed, hardness, and scope of the sand depend on the amount of chakra

poured into it. This allows Gaara to fine-tune the sand's properties to the size and characteristics of the

target.No matter if the target is on the ground or flying in the air, it is almost impossible to escape from

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this technique. However, even if someone successfully escapes from it, Gaara can easily use one of his

offensive techniques, like the Sand Binding Coffin, to immediately attack the target.

Effect:

Sabaku Soso - Sand Funeral

Element: Earth

Type: Defensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: After wrapping an opponent with sand, Gaara will cause the sand to implode and crush

whatever is within. When used to kill a person, the death is so quick that there isn't even time to feel pain.

The pressure also produces a sizable fountain of blood. Gaara can control the pressure used in the attack,

which allows him to either break bones or completely liquefy an opponent.

Effect:

Sabaku Taiso - Giant Sand Burial

Element: Earth

Type: Offensive

Range: Short to Mid-Range

Chakra: High

Hand Seals: None

Prerequisites: Sand Tsunami

Description: Following the Sand Tsunami, Gaara slams both hands palm down into the sand, creating

powerful shock waves that compress the sand. Anything buried in the sand is subsequently crushed. The

compressions also creates massive earthquakes.

Effect:

Suna Bunshin no Jutsu - Sand Clone Jutsu

Element: Earth

Type: Supplementary

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: Gaara creates a copy of himself out of sand, although it lacks color and is immediately

recognizable as sand. This means that it is almost useless as a decoy. Unlike most bunshinjutsu, the clone

still retains its shape after it is struck, and can even ensnare whatever comes into contact with it.

Effect:

Suna no Tama - Sphere of Sand

Element: Earth

Type: Offensive, Defensive, Supplementary

Range: Short to Mid-Range

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Chakra: Moderate

Hand Seals: None

Prerequisites:

Description: Gaara surrounds himself with his Shield of Sand to guard against attacks. He then uses the

Third Eye to watch his opponents' movements and control sand as necessary to battle them. In addition to

being extremely dense, this sand-sphere can form spikes from its surface to spear any would-be attacker.

Effect:

Suna no Tate - Sand Shield

Element: Earth

Type: Defensive

Range: Short-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: Whenever Gaara is about to come to harm, a shield of sand will automatically surround and

protect him. The sand will react regardless of Gaara's will, even protecting him from self-inflicted

injuries. The shield is capable of withstanding considerably strong attacks and projectiles, and can be

hardened to a point where it's stronger than steel. It can be defeated by avoiding it completely with

extremely high-speed attacks, or merely overcoming the shield with incredible brute force.

Effect:

Suna Shigure - Sand Drizzle

Element: Earth

Type: Offensive

Range: Short to Long-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: An alternative to Sand Coffin, Gaara simply gathers sand from the earth and makes it come

down like a rain, targeting his opponents from above. To make sure the rain hits its mark, it can be

combined with Sand Binding Coffin to immobilize the target.

Effect:

Sand Shuriken

Element: Earth

Type: Offensive

Range: Short to Mid-Range

Chakra: Low

Hand Seals: None

Prerequisites:

Description: he can throw shuriken made from sand. Unlike regular shuriken, these are merely fast-

moving balls of sand that cause blunt trauma, not actual wounds. They are thrown much faster than

regular shuriken; therefore, the pain caused can be considerable.

Effect:

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Suna no Yoroi - Sand Armor

Element: Earth

Type: Defensive

Range: Short-Range

Chakra: Large

Hand Seals: None

Prerequisites:

Description: Using this jutsu, Gaara can cover himself in a compacted layer of sand, providing an

additional defense should his Shield of Sand fail. Though quite effective, maintaining the armor requires a

large amount of chakra and stamina. Furthermore, it is nowhere as resilient as the Shield of Sand, since it

easily breaks away upon impact, meaning that the sole purpose of the armor is to absorb impact channeled

unto Gaara's body during battle. Another weakness is the additional weight of the sand means a decrease

of speed and mobility

Effect:

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CHAPTER 9: CUSTOM JUTSU

For those that find the preset jutsu's plain, there is always the option to create a custom jutsu for your

character. The first thing that has to be understood about jutsu's is that they contain four different parts.

Chakra Control, Shape Manipulation, Nature Manipulation and Hand Seals.

Chakra Control: Determines difficulty of jutsu

Hand Seals: The more control the less the hand symbols

Shape Manipulation: Shape, size, range

Nature Manipulation: Non-Elemental, Fire, Wind, Water, Earth, Lighting.

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NEW NINJUTSU Step 1: Determine the type of Ninjutsu being created. The different types of ninjutsu vary in difficulty

and complexity. Only one type of Ninjutsu may be selected for the new jutsu.

Ninjutsu (15) +5 HS

Kenjutsu (15) + 5 HS

Doujutsu (50) +10 HS

Fuinjutsu (50) +5 HS

Medical (40) +10 HS

Step 2: Shape Manipulation

Physical Shape: Hand Held (5), Self (5), Touch (10), Short range weapon type (10), Medium

range weapon type (20), Long range weapon type (30), short range projectile (15), medium range

projectile (25), long range projectile (30), small inanimate object (10), medium inanimate object (15),

large inanimate object (20)

Physical Size: Small (5), Medium (10), Large (20), Huge (50)

Physical Range: Melee (5), Short (10), Medium (20), Long (30), Extreme (50)

Purpose: Supplementary (10), Defensive (15), Offensive (20)

Step 3: Nature Manipulation

Earth (20), Fire (30), Water (40). Wind (50), Lighting (60)

Step 4: Status Effects

Bleed (10), Blind, Burning, Disorient, Fatigue, Flammable, Frozen, Hide Presence, Immobilized,

Knockdown, Off Balance, Paralyze, Slow, Stumble, Stun, Suffocation, Touch Attack, Unblockable

Step 5: Stats

Intelligence (15), Mind (15), Awareness (20), Power (25), Speed (25), Fortitude (25), Endurance

(25), HP (30), CP (30), FP (30), Men (30)

Step 6: Damage

Base Damage (25): This may be bought multiple times, each instance of this adds a 1d10 to the

damage roll.

Bonus Damage (20): This may be bought multiple times, each instance of this adds a +1 bonus to

the damage roll.

Step 7: Defense

Base Defense

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Bonus Defense

Step 8: Types

Sensor Types: Sight, Sound (15), Taste, Smell, Elements, Chakra,

Step 9: Cast Time

Full Round (5), Full Turn (10), Instant (20)

Step 10: Hand Seal Count

Type of jutsu + Nature = HS

Step 11: Chakra Amount

Rank + Nature (10)

Step 12: Enhancements

Break Enhancements into pools by type

Enhance Combination

Step 13: Determine Rank

Add up the total points of the jutsu. This rank will determine the level of Ninjutsu needed to use it as well

as the number of levels it will have

Rank E | Ninjutsu 1 | Max Levels - 10: 1-40 points

Rank D | Ninjutsu 1 | Max Levels - 10: 41-70 points

Rank C | Ninjutsu 2 | Max Levels - 10: 71-100 points

Rank B | Ninjutsu 3 | Max Levels - 5: 25xp/level |101-140 points

Rank A | Ninjutsu 4 | Max Levels - 5: 141-170 points

Rank S | Ninjutsu 5 | Max Levels - 1: 171+ points

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NEW TAIJUTSU Step 1: Type of Taijutsu

Subtypes - General (10)

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NEW GENJUTSU Step 1:

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COMBINATION JUTSU It is possible to combine two different jutsu's to come up with a whole new jutsu.

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CHAPTER 10:DEFECTS

Amnesia

Description:

Function:

Bad Eyesight

Description: Deteriorating eyesight

Function: -5 to rolls that involve the use of your eyesight.

Blind

Refund: 15 CP

Description: Completely blind

Function: Unable to use any jutsu's that require sight

Branch Family

Description: Considered disposable by the Main family

Function:

Enrage

Description: Fast to anger

Function:

Dark Secret

Description: Secret that if found out will get you killed.

Function:

Disease

Description: Death coming sooner than normal.

Function:

Glass Jaw

Description: Take more damage than normal

Function:

Inept (Ninjutsu)

Description:

Function:

Inept (Genjutsu)

Description:

Function:

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Inept (Taijutsu)

Description:

Function:

Pacifist

Description: Unable to kill

Function:

Marked

Description: Ominous mark on your body

Function:

Missing Nin

Description: Ran from ninja village.

Function:

Nemesis (Minor)

Description: Eternal Foe

Function:

Nemesis (Moderate)

Description:

Function:

Nemesis (Major)

Description:

Function:

Phobia (Minor)

Description:

Function:

Phobia (Moderate)

Description:

Function:

Phobia (Major)

Description:

Function:

Timid

Description: Highly susceptible to Genjutsu.

Function:

Unforgiving

Description: Obsess with taking revenge

Function:

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CHAPTER 12: TOOLS/EQUIPMENT

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CHAPTER 11: COMBAT

Combat Basics Combat is the bread and butter of what Naruto special. The first to understand is that all combat is

essentially turn based. A full cycle is considered a round and each character gets one turn in a round.

Within each turn a character can perform one action. Each round in a turn is considered to be a 5 second

span of time in the game. A minute would consist of approximately 12 rounds Combat follows a specific

cycle sequence.

1.) When combat is initiated all characters involved must roll Perception.

2.) Any characters that fail the Perception Check are surprised and can only act during the Normal

Round.

3.) If all characters are pass the Perception check then there is no surprise round and everyone

proceeds to Normal Round.

4.) Characters add their Speed stat to their Perception roll. This determines the Combat Order (from

highest to lowest)

5.) Characters take their actions in order of the Combat Order.

6.) Step 5 repeats until combat is resolved.

Perception When not in combat a character is considered to be in a peace mode. This allows a character to focus on

all the things in the world they need to. From interacting with characters and objects to performing

activities. Because of this characters must roll a Perception check to see if they are able to break away

from peace and into action. A Perception check is the following

(Awareness stat)d10 + Mind stat

The Base DC for a Perception check is 12. If a character ends up with a Perception check of below 12

then they are considered surprised. (see Surprise Round) If they character passes their perception check

they may act in the surprise round. If two or more characters have the same Perception check score then

they should roll 1d6 with the higher number going first

Combat Order

Once perception has been worked out the next step is to determine Combat Order. The Combat Order is

decided by the following:

Perception Check + Speed modifier

Characters take their turns in order of highest to lowest. However a character can decide to take turn at

any time after turn would normally take place. If a character has the highest Combat Order then they can

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take their turn any time during the round. If a character has the lowest Combat Order then they will

always take their turn last unless another player with a higher CO decides to take it last.

Additional Actions: A character with additional actions may take their actions at any time during the

round after their initial turn. Regardless of when the character takes their action they must use it that

round or lose it.

Surprise Attacks

If a character that fails their perception roll is considered surprised. If any characters are surprised then

before a normal round starts there will be a surprise round. Non surprised characters carry out actions

during the surprise round like it's a normal round. However surprised characters cannot take any actions,

offensive or defensive, that includes blocking. Any hits done to a surprised character are considered

automatic hits. During a surprise round turns are taken based on their Combat Order, excluding characters

that are surprised. Once the surprise round is over the combat will continue into a normal round with

everyone taking their turns based on their Combat Order.

Phase 1: Movement Action

A movement action is an action in which the character simply moves or changes position. This must

ALWAYS take place before the attack action. The character may only do one movement action and can

move a maximum of 10 feet per level of Speed within their movement action. No offensive or defensive

moves, actions or jutsu's may be used during the movement action.

Phase 2: Attack Action An attack action is any offensive action that a character is trying to take on a opponent. The mechanics of

hitting an opponent depends on what you offensive action you are taken.

To hit with a Ninjutsu attack is the following:

(Endurance)d10 + Ninjutsu

To hit with a Taijutsu attack is the following:

(Speed)d10 + Taijutsu

To hit with a general attack is the following:

(Speed)d10 + Power

Attacking is a contested roll that pits the attacker vs. the defender. If you are attacking a character during

your turn then you are the attacker and the opponent is the defender. Attacking with a Genjutsu however

is different. A genjutsu attack is rolled against the defender's Perception Check roll. If the attacker rolls

higher than the defender's Perception Check then the defender enters the genjutsu.

Phase 3: Defense Action A defensive action is an action a defender may take to defend against an attack. The defensive action a

defender may take is dependent upon the attack. To defend with an ninjutsu attack you may block, dodge

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or counter-jutsu. To defend against a taijutsu attack you may block, dodge or counter-attack. You cannot

defend against a genjutsu attack but to break it you may mental break.

Ninjutsu: Each of the Ninjutsu defensive actions carry a different plus and negative. Blocking is the

easiest of the ninjutsu defensive actions to take. However blocking also guarantees that you will be hit

and take damage. To block a ninjutsu is the following:

(Power)d10 + Fortitude

If successful then the defender may subtract his Fortitude from the attackers damage pool. However even

if the defender fully mitigates the damage they may still be hit by any status effects attached to the attack.

If you fail your block roll then you may only apply your fortitude to up to half the total damage. Ninjutsu

listed as unblockable may not be blocked normally by a character.

Dodge: Dodging is a defensive action that revolves around not being hit at all. As a result a successful

dodge will ensure that the defender takes no damage. To dodge a ninjutsu is the following:

(Awareness)d10 + Speed

If successful then the defender has dodged the attack and will take no damage. However if the defender

fails to successfully dodge the attack then they take full damage.

Counter-jutsu is the hardest defensive action and possibly the most rewarding. The defender may choose

to counter an incoming jutsu with their own jutsu. To counter-jutsu is the following:

(Endurance)d10 + Ninjutsu + Hand Seals - number of hand seals in the jutsu

Because the defender is reacting to an attack the number of hand seals in the jutsu incur a negative to the

roll. Think carefully about the skill you want to use and if the hand seals involved will cause you to fail. If

a counter-jutsu is effective then the attackers jutsu is considered nullified and the defender will have hit

with his own jutsu. The attacker will take full damage from the attack. However if the defender fails to

counter-jutsu then he has hit the attacker's jutsu and takes DOUBLE damage.

Taijutsu: Much like Ninjutsu, taijutsu defensive actions carry a different range of plus's and negatives.

Blocking an taijutsu is the easiest of the defensive actions. Blocking a taijutsu attack will guarantee you

get hit but allow to absorb some of the damage. To block a taijutsu is the following:

(Power)d10 + Fortitude

If successful then the defender may subtract his Fortitude score from the attackers damage pool. However

even if the defender fully mitigates the damage they may still be hit by any status effects attached to the

attack. If you fail your block roll then you may only apply your fortitude to up to half the total damage.

Taijutsu listed as unblockable may not be blocked normally by a character.

Dodging is a defensive action that revolves around not being hit at all. As a result a successful dodge will

ensure that the defender takes no damage. To dodge a ninjutsu is the following:

(Speed)d10 + Taijutsu

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If successful then the defender has dodged the attack and will take no damage. However if the defender

fails to successfully dodge the attack then they take full damage.

Counter attack is the hardest defensive action to take and the most rewarding. In a counter attack you

attempt to hit your opponent before they hit you. To counter attack is the following:

(Awareness)d10 + Speed

If a counter attack is successful than the attackers attack is interrupted with the defenders counter attack.

The attacker is then hit with the defenders attack for full damage. If the defender however fails the

counter attack roll then they are hit with the attackers attack and takes DOUBLE damage.

Genjutsu: Defending from a genjutsu however is far different. Since a genjutsu is a silent attack it is

harder for a defender to defend against. The way to break out of a genjutsu depends on what sort of

genjutsu attack your hit with. You may not attempt to escape from an genjutsu until you are aware of it. If

the defender is hit with an attack genjutsu then they must be hurt and/or attacked before they may attempt

to break free. If the defender is hit with a illusion genjutsu then they may not recognize the genjutsu until

the genjutsu does something that defies or breaks reality.

To defend against a Genjutsu is the following:

(Intelligence)d10 + Mind

This roll is against the attackers Genjutsu roll. The defender may roll to escape an genjutsu once a turn. If

the defender fails his roll then he remains in the genjutsu. If the defender is successful then he breaks the

genjutsu.

Phase 4: Damage If the defender is unable to defend against the attackers attack then damage is dealt. However the defender

has a chance to absorb some of the damage before the final damage is tallied. The player may absorb

damage using armor and/or other traits.

Damage Types: There are two different damage types that may be inflicted, Physical and Mental damage.

Physical damage is any damage caused by attacks on the body, most ninjutsu and all taijutsu. Mental

damage are attacks that attack the mind, all genjutsu and a few ninjutsu.

General Physical attacks:

(Power)d10 + any additional factors

To absorb physical damage is the following:

(Fortitude)d10 + Armor

Only physical damage may be absorbed. Mental damage may not be absorbed and is always applied

directly to your Mentality.

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Phase 5: Resolution Combat keeps going in a circular fashion until eventually one side wins. If a characters HP reaches zero

then they are considered unconscious. If a characters MEN reaches zero then they are considered

comatose. If a characters HP and/or MEN start decreasing below zero then they are considered to be

dying. A character who's HP and/or MEN reaches -10 or below then they are dead.

Elemental Weakness's: Higher rank of weaker element beats lower rank of strong element. However if they are equal then the

stronger element will work. For example an A Rank Water will always beat an A Rank Fire because Fire

is weak to Water. However a B Rank Water will lose to an A Rank Fire jutsu because of the rank

difference.

Multiple Actions:

Taking more than movement or attack action in a turn becomes a complex action. Complex actions incur

a negative with each action.

You can only do as many complex actions as you have speed. For Example if you have a SPD rating of 1,

you can only do your normal action and then one additional action.

However regardless of your SPD rating, you will incur a -5 cumulative success rating for each additional

action. For example the normal action incurs no negatives. The next additional action incurs a -5 rating, a

second additional action would incur a -10, the next -15 and so on. This continues up to your maximum

speed rating.

Critical Actions:

If a dice is rolled and lands on a natural 10, then you have scored a critical. A critical allows you to reroll

that one dice and add those success's to your current total. This can repeated as many times as a 10 is

rolled.

Target Locations:

When you attack you my target a specific location for an added effect or damage. The DC on these

actions is noticeably higher than a general attack. A general non targeted attack hits the general

midsection of the body.

TARGET DC EFFECT

Head +10 Double Damage on hit

Neck +7 1.5x Damage on hit

Arm +5 Disarm status effect on hit

Leg +4 Slow status effect on hit

Aerial Combat:

When an opponent is in the air combat is more difficult for both parties involved. Because of this both the

attacker and defender receives increased DC's when trying to hit.

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Attacking an Aerial Target: + 3 DC

Attacking while in air: + 5 DC

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ACTION OPTIONS

Acrobatics

Action Type: Instant

Base DC: 10

Description: Acrobatics is any movement action that is not standard. Leaping off a tree and in between an

ally and enemy is a feat of acrobatics. Running full speed along a crumbling wall is a feat of acrobatics.

Special: The DC increases based on criteria. If it's a fall the DC increases by +2 for every 10 feet falling.

If the action is along water than the DC increases by 10. If the action is on a vertical surface the DC

increases by 10

Action: (Awareness)d10 + Acrobatic trait

Analyze (Jutsu)

Action Type: Full Turn

Base DC: 10

Description: Analyzing a jutsu lets a character get incite as to what makes a jutsu tick. Analyzing a jutsu

takes on many different forms. From finding a flaw in a jutsu, to finding out how it works, jutsu analyze

will reveal you the secrets of it. To analyze a jutsu is a full turn action, if you are attacked or in any

interrupted while doing so a -4 penalty is applied. If the roll is successful then the character learns one

thing about the jutsu it was analyzing.

Action: (Intelligence)d10 + Ninjutsu/Taijutsu/Genjutsu

Attaching

Action Type: Full Turn

Base DC: 10

Description: Attaching is an action in which you attach objects together to serve a function. This option

for example would be used to attach an exploding tag to a kunai, or a weapon to a tripwire. This variable

option allows a ninja to expand his options.

Special: The DC increases by 5 for every additional object the ninja is trying to attach.

Action: (Speed)d10 + Intelligence

Binding

Action Type:

Base DC:

Description:

Action:

Craft

Base DC: 10

Description: A character is skilled in the creation of objects. Crafting covers everything from making

weapons to armor to scrolls and tags. The type of crafting depends on the knowledge of the character. A

knowledge of the item is not required but incurs a -2 penalty since the character is untrained in it. Crafting

is an action option and involves actively making something. If used in combat it is considered to be a Full

Turn action. The DC of the action varies based on the difficulty of what you are making. For instance

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crafting a simple kunai is a DC of 8. For every extra point of damage you try to add to the kunai raises the

DC by 5. To add a status effect to a item raises the DC by 10. To add an trait to an item is a DC of 20. In

addition the character must either have the trait or have someone nearby with the trait to help infuse it. To

infuse an object with a Ninjutsu the DC is raised by 30. The creator must have the Ninjutsu or have

someone nearby with the Ninjutsu to help infuse it. When making an item with a ninjutsu in it the creator

may add his Ninjutsu score to his craft roll.

Repair: The craft action can also be used to repair an item. The DC to the repair the item is the same as it

would have been to make the item.

Action: (Intelligence)d10 + Knowledge

Detect

Base DC:

Description:

Action:

Disarm

Base DC: 10

Description: Disarm is a combat option that involves an attacker disarming the defender. This action

removes the current weapon from the defender's hand if successful. If the action is unsuccessful then the

defender retains his weapon. A disarm may be performed with any ninjutsu or taijutsu that can be aimed.

Action: All disarm attacks are done at a -4 penalty.

Disguise

Primary Stat:

Base DC:

Description:

Action:

Escaping

Primary Stat:

Base DC:

Description:

Action:

Grapple

Base DC: Contested Roll

Description: Grapple is a combat option where the attacker tries to pin and hold the defender. A grapple

is a contested roll that pits the attacker and defender against each other. If the attacker wins the roll than

the defender is grappled and will be unable to move, defend or attack that round. If the attacker loses the

roll than he is considered off balance for the rest of the round. If the roll ends up in a tie then it's in the

favor of the defender. If the grapple is successful the attacker must reroll again every turn to sustain the

grapple. Each turn however the attacker gets a -2 to his Grapple roll as he starts to tire out.

Action: (Power)d10 + Speed

Healing

Primary Stat:

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Base DC:

Description:

Action:

Jutsu Preparation

Action Type:

Base DC:

Description: Certain jutsu require a full turn to activate. If a character is attacked during the prep then the

jutsu is cancelled. The jutsu being prepared is considered to be ready at the beginning of the next turn.

Action:

Lifting/Moving Objects

Action Type:

Base DC:

Description:

Action:

Memorizing

Action Type:

Base DC:

Description:

Action:

Seal

Action Type: Instant

Base DC: 10

Description: Sealing causes any sort of entrance to be blocked off. The entrance may only be used once

the seal has been released. An entrance may be sealed by jutsu, tag or other implement.

Sensory

Primary Stat:

Base DC:

Description:

Action:

Stealth

Primary Stat:

Base DC:

Description:

Action:

Sweep

Description: Knocks down opponent for one turn.

Action: Unable to counterattack, can dodge or block though.

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Tracking

Primary Stat:

Base DC:

Description:

Action:

Teaching

Traps

Base DC: 10

Description:

Action:

Withdraw

Action Type:

Base DC:

Description: Withdraw is a full turn option that involves the character exiting combat. During a withdraw

option the character moves at double his normal speed. However while withdrawing the character suffers

double damage from any attacks that round.

Action:

Movement Options

Most movement options do not require any stat rolls.

Full Turn Options Withdraw: Withdraw is a full turn option that involves the character exiting combat. During a withdraw

option the character moves at double his normal speed. However while withdrawing the character suffers

double damage from any attacks that round.

Jutsu Preparation: Certain jutsu require a full turn to activate. If a character is attacked during the prep

then the jutsu is cancelled. The jutsu being prepared is considered to be ready at the beginning of the next

turn.

Attack Types Melee Attacks: A melee attack is any attack where you hit an opponent at close range. Close range is

between immediate and 5 feet. Some melee weapons have reach or other traits that cause the range to be

extended. The description will describe how far the extra reach is.

Damage: The damage of a weapon is dependent on the weapon. Most weapons start off at 1d10 +1

Unarmed Attacks: An unarmed attack is any attack where you hit your opponent with your body:

punches, kicks, etc. Unarmed attacks share the same attack range as melee range.

Touch Attacks: When the attacker only needs to touch to do damage to a defender than its considered a

touch attack. Touch attacks are special in that they ignore armor and fortitude. The attack roll for a touch

attack is the same as a normal attack except the target cannot mitigate the effects or damage.

Ranged Attacks: A ranged attack is an attack with any thrown weapon. The range at with a weapon is

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thrown is Strength x 5 Feet for any full size weapons and Strength x 10 Feet for throwing type weapons.

Area of Effect:

Healing and Recovery Characters have the opportunity to heal themselves after a battle. There are several ways to heal.

Natural Healing: For every full night's rest a character may recover 1 HP per point of Power. A full

night's rest is defined as at least 6 hours of uninterrupted sleep.

Medical Jutsu: A character may be healed using medical jutsu at a rate based upon the healers Medical

skill.

Natural Chakra Recovery: For every full night's rest a character may recover 1 CP per point of

Endurance. A full night's rest is defined as at least 6 hours of uninterrupted sleep.

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DAMAGE

Damage Types:

Normal/Non-Element Damage - This type of damage can be absorbed by Fortitude and armor.

Elemental Damage - This type of damage ignores all armor and can only be absorbed with Fortitude.

Non Elemental Pure Chakra Damage - This type of damage ignores ALL Defenses.

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STATUS EFFECTS

Separate role for status effects. Max rounds the status effects will stay on is 10.

1d10

Status effect will guaranteed last for success/2. After that the victim may roll 1d10 per turn to distinguish

the effect. The defender must beat the number of successes that lead to the status effect.

Status effect will last that many turns.

Bleed - Damage over time until bleeding stopped. Trail of blood.

Effect: 5% max health loss per turn

Blind - Unable to do any objects that require sight and huge negatives to other actions.

Effect: Unable to use any jutsu's that require sight. +5 DC to all actions that require sight.

Burning - Fire dmg over time until fire has been put out.

Effect: 5% max health loss per turn

Disorient - Chance of hitting wrong target.

Effect: Must roll every turn you attack to see if you attack the neareast person besides the intended target.

DC 15

Fatigue - Tired, increased difficult to hit targets

Effect: +5 DC to attacking targets, +5 DC to attacking, +5 DC to defending.

Flammable - Any object which can burst into flames upon contact with fire. Only takes one success to

ignite.

Effect: Any object that is flammable will burst into flames upon meeting fire. Instantly causes the

Burning status effect.

Frozen - Unable to move, speak or do any action that requires movement. Can be broken out with fire.

Hide Presence - User can not be sensed by chakra.

Immobilized - Unable to move but can speak and perform actions.

Knockdown - Knocked to the ground.

Off Balance - Negatives to DEX

Paralyze - Unable to move, act or speak.

Sap - Causes the specified stat to be decreased.

Shock - Unable to move or take an action.

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Slow - Negatives to movement speed. -5 points

Stumble - Negatives to next attack roll

Stun - Unable to move, speak act and no memory of what happened while stunned.

Suffocation - Can't breathe, slowly lose hp.

Touch Attack - An attack that deals damage/status effects with a mere touch.

Unblockable - Attack cannot be soaked through blocking. Will deal full damage if touched.

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EXPERIENCE CHART 5 experience for playing in session

1 experience per use of movement options

1 experience per use of action options

5 experience for the killing blow on a enemy

10 experience for the killing of a boss type enemy

To gain the next tier of skills you must gain enough experience to reach the next level of ninja ranks.

Genin- 250xp

Chunin - 400xp

Jounin - 550xp

Kage - 700xp

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-Example Combat -

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CHAPTER 12: TOOLS/EQUIPMENT

Standard ninja equip list.

12 kunai

2 dozen shuriken

Flak jacket (jounin)

One handed weapons are any weapon that can be used comfortable with one hand. Unless specified a

STR rating of only 1 is required for a one handed weapon. One handed Weapons are often fast and

accurate weapons that are best for cutting flesh. They have no armor penetration when used normally.

Two Handed Weapons are any weapons that require two hands to be used effectively. Unless the

character has a STR rating of 4 and above, a negative will be incurred if the weapon is used one handed.

Ranged Weapons are any weapon that can be used at a range. Ranged weapons incur negatives if used in

close melee combat.

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ONE HANDED WEAPONS

WEAPON DAMAGE COST ADDITIONAL EFFECTS

Axe 1d10 +3 25 Ryu Bleed

Dagger 1d10+1 10 Ryu

Club 1d10+3 5 Ryu

Hammer 1d10+2 15 Ryu

Kama 1d10+1 10 Ryu

Kukri 1d10+1 10 Ryu

Kunai Sword 1d10+4 30 Ryu Pierce

Long Sword 1d10+ 5 35 Ryu

Mace 1d10+3 25 Ryu

Nunchaku 1d10+3 25 Ryu

Rapier 1d10+3 25 Ryu

Sai 1d10+1 10 Ryu

Scimitar 1d10+3 25 Ryu

Short Spear 1d10+3 25 Ryu

Short Sword 1d40+3 25 Ryu

Sickle 1d10+3 35 Ryu

Trident 1d10+5 35 Ryu

Warhammer 1d10+5 35 Ryu

Whip 1d10+0 10 Ryu

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TWO HANDED WEAPONS

WEAPON DAMAGE COST ADDITIONAL EFFECTS

Bastard Sword 2d10+2 25 Ryu

Falchion 2d10+1 20 Ryu

Glaive 2d10+1 20 Ryu

Greataxe 2d10+2 25 Ryu

Greatsword 2d10+3 30 Ryu

Halberd 2d10+1 20 Ryu

Kusarigama 2d10+2 40 Ryu

Lance 2d10+1 20 Ryu

Longspear 2d10+1 20 Ryu

Quaterstaff 2d10+3 30 Ryu

Scythe 2d10+2 25 Ryu

Spear 2d10+4 40 Ryu

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RANGED WEAPONS

WEAPON DAMAGE COST ADDITIONAL

EFFECTS

Blowgun 1d10+0 10 Ryu

Bolas 1d10+1 10 Ryu

Crossbow 1d10+5

Javelin 1d10+3 25 Ryu

Longbow 1d10+5 50 Ryu

Shortbow 1d10+3 25 Ryu

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THROWN WEAPONS

WEAPON DAMAGE COST ADDITIONAL EFFECTS

Caltrops 1 dmg 10 Ryu Causes Slow

Fuma Shuriken 1d10+4 50 Ryu Can split into four pieces

Sleep Injection Shot None 150 Ryu Causes Sleep status effect

Kunai 1d10+1 20 Ryu

Kunai Grenade 2d10+2 100 Ryu Explodes causing 10 kunai

and shrapnel to fly.

Shishikubi Kannon 1d10+4 150 Ryu Causes Immobilize

Net None 20 Ryu Causes Immobilize

Shuriken 1d10 5 Ryu

Throwing Axe 1d10 15 Ryu

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SPECIAL WEAPONS

WEAPON DAMAGE COST ADDITIONAL EFFECTS

Chakra Blade 1d10+2 500 Ryu Absorbs elemental nature and

bonuses of the chakra absorbed.

Chakra Disruption Blades 1d10+4 Special Causes Immobilize status effect

Demonic Flute None Special Used to cast sound activated

genjutsu

Giant Folding Fan 1d10+3 Special Causes a strong gust of wind

when waved.

Sound Gauntlet None Special Causes sound waves that be

used in jutsu's

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TOOLS

TOOL DAMAGE COST ADDITIONAL EFFECTS

Barrier Tag None 100 Ryu Causes the Bind Action on any

object its affixed to.

Binding Tag Seal None 100 Ryu

Causes the Immobilize status

effect on any object its affixed

to.

Chakra Seal Tag None 150 Ryu Causes Sealed Action on

doors.

Chakra Suppressing Seal None 150 Ryu Causes Drain status effect on

victim when attached.

Chili Pepper Bomb None 500 Ryu Cancels one Genjutsu jutsu.

Exploding Tag 1d10+4 100 Ryu Explodes after time, remotely

or when exposed to fire.

Eye Scope None 1000 Ryu Increases sight distance

Flash Bomb None 150 Ryu Causes the Blind status effect

Hidden Sleeve Mechanism None 300 Ryu

Spring loaded device that

extends and retracts an object

from a sleeve.

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CHAPTER 12: TOOLS/EQUIPMENT

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DRUGS/SPECIAL FOOD

ITEM DAMAGE COST ADDITIONAL EFFECTS

Antidote None 200 Ryu Cures Poison status effect

Blood Increasing Pill None 200 Ryu Stops Bleed status effect and

replenishes blood supply.

Healing Ointment None Special Ointment made by Hyuuga's that

heals injuries.

Hero Water None Special Temporarily increases chakra

points

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CHAPTER 12: TOOLS/EQUIPMENT

Naruto: Path of Chaos

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ARMOR

ARMOR DEFENSE COST ADDITIONAL EFFECTS

Chakra Armor +3 Defense 1000 Ryu Absorbs chakra based attacks

Flak Jacket +2 Defense 200 Ryu

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CHAPTER 13: CUSTOM EQUIPMENT

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CHAPTER 13: CUSTOM EQUIPMENT

In Naruto sometimes the tools you can't just buy in a store.

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CHAPTER 13: CUSTOM EQUIPMENT

Naruto: Path of Chaos

Page 162

CUSTOM WEAPONS

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CHAPTER 13: CUSTOM EQUIPMENT

Naruto: Path of Chaos

Page 163

CUSTOM ARMOR

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CHAPTER 13: CUSTOM EQUIPMENT

Naruto: Path of Chaos

Page 164

CUSTOM TOOLS

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CHAPTER 13: CUSTOM EQUIPMENT

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CUSTOM PUPPETS

Step 1: Type of Puppet

Offensive, Defensive, Supplementary

Step 2: Number of Add Ons

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CHAPTER 14: INFAMY SYSTEM

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CHAPTER 14: INFAMY SYSTEM

Every good and bad option in Naruto has a consequence. The world of ninja's is one dictated by fame and

thus bounty.

Bounty vs. Bingo.

Bingo: the five great nations and five main ninja villages maintain the bingo book. The bingo book is a

record of all known missing nins, rouge ninjas, and wanted villains. The bingo book is joint effort and is

entries are entered in by any village or nation. Once a ninja's name has been entered it may only be taken

off upon death, capture or if the issuing nation rescinds it. Retrieving ninja's listed in the bingo book will

net you influence for that country.

Bounty: The ninja underworld has its own version of the bingo book known as the Bounty book. This

book is kept and maintain by underground book keepers called brokers. Any ninja or group may put down

a reward for the capture and/or assassination of a ninja. These ninja may be wanted due their fame,

influence or kekki genkai. Retrieving ninja's listed in the bounty book allows you to collect the reward on

their head.

Capturing ninja's in the bingo book may net you bounty and vice versa.

Bingo Points

+1 Bingo Point - Researching Forbidden jutsu's, unauthorized attacks against other ninjas,

Bounty Points

+1 Ryo Bounty - Researching Hidden jutsu's, attacks on ninja's of the underworld.

Bingo Book

Book that contains all information on known missing-nin's from all major shinobi villages

Bount Book

Book that contains all information on valuable shinobi and objects.

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CHAPTER 15: MISSIONS

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CHAPTER 15: MISSIONS

Mission Structure

S Rank - Kage level enemies. Foreign country involvement. High level kill or capture. 1,000,000 ryu +

reward

A Rank - Jounin level enemies. 150,000 – 1,000,000 ryu reward

B Rank - Chunin level enemy 150,000 – 200,000 ryu reward

C Rank - Multiple Genin level enemies – 30,000 – 100,000 ryu reward

D Rank –Genin level enemies. 5000-50,000 Ryu reward

E Rank – Non combat. Normal fetch missions. 10-500 Ryu reward

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CHAPTER 16: NPC’S

Naruto: Path of Chaos

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CHAPTER 16: NPC'S

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APPENDIX: INDEX

Naruto: Path of Chaos

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APPENDIX: INDEX

AWARENESS ................................................ 13

CHAKRA .......................................................... 8

C-Rank ............................................................. 10

D-Rank ............................................................... 9

EIGHT GATES ................................................ 9

ENDURANCE ................................................ 14

FORTITUDE .................................................. 14

GENJUTSU ...................................................... 8

HAND SEALS ................................................ 14

INTELLEGENCE ......................................... 13

Konohagakure .......................... 4, 5, 6, 7, 16, 34

Land of Fire ...................................................... 4

MIND .............................................................. 13

NINJUTSU ....................................................... 8

POWER .......................................................... 13

RANKS ............................................................. 9

SPEED ............................................................ 14

TAIJUTSU ....................................................... 8