Note: these are not original to Orochimaru. Attached notes indicate these were given to Orochimaru by individuals and clans in payment for services rendered.
Type | Attack | Strain |
Element | Fire | |
Effect | 1 to (Aspect Bonus) | +10, +30, +60, +100... |
Duration | A few minutes | +100 |
Durability | n/a | |
Range | 2 Zones + 1 Zone | +40 +20 |
Casting Speed | Standard | |
AOE | (Effect) | +20, +40, +60, +80 |
Advantage | Powers up through sunlight | +20 |
Advantage | Conditional Reflexive | +20 |
Advantage | Absorbs Fire jutsu | +50 |
Advantage | Attack Bonus: Special | +30 |
Advantage | Counterattack Immunity | +20 |
Disadvantage | Attack Penalty: -AB | -30 |
Disadvantage | No boost bonus | -20 |
Totals | 56, 64, 74, 86, 100… CP | 280, 320, 370, 430, 500… |
The user creates a fist-sized ball of fire that orbits around them and fires beams of energy at targets of the user's choice.
When you cast the jutsu, you create one sun that holds one charge, and you may make an attack with it immediately. On subsequent turns, you may use a Standard action to attack with all suns currently under your control. The suns are weak at first. They have a penalty of -AB to all attacks and do not benefit from the user's chakra boost. Their attacks are Range:1 relative to themselves – a sun can attack in its Zone or in any adjacent Zone.
If a sun starts the round in direct sunlight, it gains one charge. Each sun may hold up to (Effect) charges. Each charge gives a sun +2 on all relevant rolls. You may coordinate suns for attack or defense. Each additional sun after the first gives +2 to the roll.
As a Supplemental action, you may:
- Move all suns in your control by 1 Zone in any direction, so long as all suns end up within 2 Zones of you.
- Instruct all suns to follow you. At the end of your turn, they will be in your Zone (even if you moved more than 2 Zones, e.g. with a Standard Sprint).
- Combine two suns into a single sun (adding their charges together to a max of (Effect)).
- Split a sun into two (dividing their charges equally, with leftover charges lost).
You may control up to (Effect) suns at once.
On any round after the first, when you attack with a sun, you cannot be counterattacked.
You may use a Reflexive Supplemental to defend against Fire Element ninjutsu with the suns. You may make a defense roll with Sundance for anyone in a Zone with a sun.
- On a success, the jutsu is completely absorbed, and each sun gains (Jutsu Effect / # suns defending) charges, rounded down, min 1.
- On a failure, the jutsu is only partially absorbed, and the attack loses (# suns defending)*(10 - # shifts of failure) points on its attack against the target.
- Sundance cannot absorb Sundance.
Suppose Alice has Sundance 50 (AB 6). She is in direct sunlight so each sun gains a charge every round. Over the course of ten rounds…
- She casts it at Effect 6, costing 120 CP and creating one sun. She may immediately make one attack, at 50 - 6 (AB penalty) + 2 (1 charge) = 46.
- The next round, the sun gains 1 charge (2 charges total). Alice attacks again with 48.
- The next round, the sun gains 1 charge (3 charges total). Alice splits the sun in 2. She now has 2 suns, each with 1 charge (1 charge is lost).
- The next round, each sun gains 1 charge (2x2 charges total). Alice splits one again. She now has 3 suns, with (1, 1, 2) charges. She attacks three targets, rolling at 46, 46, and 48 with her Standard.
- The next round, each sun gains 1 charge (2, 2, 3 charges total). Alice attacks again, focusing all the suns on one target. She rolls at 50 - 6 (AB) + 6 (3x charges) + 4 (2x suns coordinating) = 54.
- The next round, each sun gains 1 charge (3, 3, 4 charges total). Alice combines the 3 and 4 suns, making one sun with 6 charges (1 charge is lost).
- The next round, each sun gains 1 charge. (4, 6 charges total). Alice splits the 4 sun, giving her (2, 2, 6) for her suns. She attacks, rolling 50 - 6 (AB) + 12 (6x charges) + 4 (2x suns coordinating) = 60.
- The next round, each sun gains 1 charge. (3, 3, 6 charges total). Alice spend two Supplementals splitting the 3-charge suns into 1 charge suns (1, 1, 1, 1, 6).
- The next round, each sun gains 1 charge (2, 2, 2, 2, 6 charges total). Alice and her partner, Bob, are attacked by an AoE Fire ninjutsu. She spends a Reflexive Supplemental to have 3 suns protect her and 2 suns protect Bob.
- The ninjutsu rolls 65.
- Alice's suns roll 50 + 12 (6x charges) + 4 (2x suns coordinating) = 66. It absorbs the ninjutsu completely, and Alice doesn't need to dodge.
- Bob's suns roll 50 + 2 (2x charges) + 2 (1 sun coordinating) = 58. It fails to absorb the ninjutsu, failing by 3 shifts. (2 suns) * (10 - 3 shifts of failure) = 14 is subtracted from the attack roll, and Bob dodges the Fire ninjutsu at 51.
- The next round, each sun gains 1 charge (3, 3, 3, 3, 6 charges total). Alice splits a 3 charge sun, bringing her up to her maximum of 6 suns controlled (1, 1, 3, 3, 3, 6 charges). She can no longer split suns. She attacks a target with all the suns together, and rolls 50 - 6 (AB penalty) + 12 (6x charges) + 10 (5x suns coordinating) = 66. She gets attacked by a single-target Fire ninjutsu, and her 6 suns defend her.
- The ninjutsu rolls 85.
- Alice's suns roll 50 + 12 (6x charges) + 10 (5x suns coordinating) = 72. It fails to absorb the ninjutsu, failing by 5 shifts. That subtracts (6 suns)*(10 - 5 shifts of failure) = 30 from the attack roll, and Alice dodges the Fire ninjutsu at 55.
Type | Attack | Strain |
Element | Fire | |
Effect | 1 | +10 |
Duration | 30 seconds | +30 |
Durability | n/a | |
Range | 1 | +20 |
Casting Speed | Standard | |
AOE | Single target | +0 |
Advantage | Discounted Recasting | +20 |
Advantage | Bonus to Taijutsu:
+½ AB | +20 |
Advantage | Simple Chakra Structure
(easier to TH) | +20 |
Disadvantage | Breaks Painfully | -30 |
Totals | 18 CP | 90 Strain |
The user wreathes their arms in a twisting spiral of fire which they shoot out at a nearby target.
Essentially a Fire-Release Water Whip. The user makes an attack when they cast the technique with their Standard. At the user's option, the fire continues to coat their arms, and on future turns, the technique can be used to attack again. Using Burning Vortex while the technique is already active has half the standard cost: 9 CP. Additionally, while the technique is active, you gain a bonus of ½ (Burning Vortex AB, rounded up) to Taijutsu rolls.
The technique can be dismissed as a Supplemental. If the user suffers a Consequence while the technique is active, the user takes an additional Mild Consequence "Seared from Wrist to Shoulder".
Type | Block | Strain |
Element | Fire | |
Effect | 1 to (Aspect Bonus) | +10, +30, +60, +100... |
Duration | Half a minute | +30 |
Durability | n/a | |
Range | Effect - 1 | +40, +60, +80, +100… |
Casting Speed | Standard | |
AOE | 1 to (Effect) | +0, +20, +40, +60... |
Advantage | Block Bonus: +AB | +30 |
Advantage | Increases Border (2x) | +30 |
Disadvantage | Contiguous effect | -20 |
Totals | 24, 36, 50, 66… CP | 120, 180, 250, 330… strain |
The user shoots a jet of fire from their finger to mark a line in the ground around them, which erupts in a thicket of flame.
The user designates up to (Effect) continuous Zone borders. The user can choose to designate the border in the middle of an extant Zone, in which case the Zone is divided into two new Zones (Zone Aspects allocated at GM's discretion). Creatures in the divided Zone select which new Zone to enter in order of decreasing Alertness.
Borders that overlap the wall have their Border rating increased by 2. A creature that passes their check to cross the Border must also make an Athletics check against an attack from (Flame Wall + Flame Wall AB). If they generate positive shifts, they can pass through like normal. If they generate negative shifts, they may still choose to pass through, but they take stress equal to the number of negative shifts.
Type | Attack | Strain |
Element | Earth | |
Effect | 1 to AB | +10, +30, +60, +100, +150... |
Weapons | 2 | +60 |
Duration | An instant | 0 |
Durability | n/a | |
Range | 2 | +40 |
Casting Speed | Standard | |
AOE | Effect Zones | +40, +80, +120, +160, +200… |
Disadvantage | Elemental Requirement | -20 |
Disadvantage | Contiguous Zone requirement | -20 |
Advantage | Permanent Effect | +30 |
Advantage | Creates Aspect | +40 |
Advantage | Creates innate Border: max(Effect, 4) | +10, +30, +60 +100, +100… |
Advantage | Excludes user + melee | +30 |
Totals | 44, 60, 80, 104, 122 CP | 220, 300, 400, 520, 610 |
The user presses their hands to the floor. A moment later, nearby Zones erupt in hundreds of thick stone spikes.
Select (Effect) contiguous Zones. Everyone in those Zones must dodge against Bleeding River Impalement, except the user and anyone in Melee with the user. This attack is Weapons:2.
Attacks and possibly destroys structures. All targeted Zones gain the Aspect "Land of Thorns," though the user does not get a tag on this Aspect. While the Zones have this Aspect, the Border of moving into or out of those Zones is increased to max(Effect, 4), if it was not higher.
Type | Attack | Strain |
Element | Wind | |
Effect | 1 to (floor(½ AB)) | +10, +30, +60, +100... |
Weapons | Effect | +30, +60, +90, +120… |
Duration | An instant | 0 |
Durability | n/a | |
Range | 2 | +40 |
Casting Speed | Standard | |
AOE | -2 (Single target) | n/a |
Advantage | Physical armor-piercing | +30 |
Special | Chakra-efficient (increases TH TN) | -25% |
Totals | 17, 24, 40, 55 CP... | +83, +120, +158, +218... |
Effect ladder:
- Levels 1-29: 1
- Levels 30-49: 2
- Levels 50-69: 3
- Levels 70-89: 4
The user summons a swirling ball of wind around a core of vacuum, and throws it at an enemy.
Ignores half of physical armor. The rare Armor: Energy (Wind) is fully effective.
Type | Attack | Strain |
Element | Water | 0 |
Effect | 1 to AB | +10, +30, +60, +100, +150... |
Duration | Instant | 0 |
Durability | n/a | |
Range | Effect | +20, +40, +60, +80, +100... |
Cast Speed | Standard | 0 |
AOE | Melee*Effect, line-constrained | +20, +30, +40, +50, +60… |
Advantage | Moves targets | +40 |
Advantage | Moves user | +20 |
Totals | 22, 32, 44, 58, 74... CP | 110, 160, 220, 290, 370... Strain
As with all elemental jutsu that do not have the Elemental Requirement disadvantage, -2 CP if there is a source of the element (water) nearby. |
A great wave of crushing water surges up beneath the user's feet and launches forward, striking out at an enemy within range. Select (Effect) Zones in a line. In each Zone, you target a person and everyone in melee with them, and each target must defend against your Surging Seas roll. An enemy hit by the wave moves along with the wave. They move one Zone for every two shifts of failure, up to the ninjutsu's range.
The user or anyone that dodges the wave may choose to try to ride along with it. To do so, they must make an Athletics check against the Surging Seas attack roll. On a success, they may move up to (Effect) Zones along with the wave. Otherwise, reduce the amount of potential movement by the number of shifts they failed by (minimum 0).