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Leaf Ninjutsu Library + Player Auditing Scheme

PSA: Player Auditing Scheme

Up to (60 ninjutsu) * (5 XP/ninjutsu) = 300 XP available!

LINK TO THE LEAF NINJUTSU LIBRARY: Leaf Ninjutsu Library


Each ninjutsu must pass a player audit in order to become available. A player audit must pass all of the following checks:
  • Strength:
    • Sufficiently strong techniques wouldn't have ended up in the Library, as Asuma would have reserved them for the Tower to hand out on a case-by-case basis in order to preserve jutsu OPSEC.
    • Sufficiently weak techniques would never have been learned, or wouldn't have survived to the present day since all the ninjutsu users that knew them would have died.
  • Exploit potential:
    • Does this technique create any new qualitatively new capabilities?
    • If these capabilities were widespread, how would the world look different? Why doesn't it look different?
  • Combination potential:
    • Does this technique combine well with any other techniques?
    • Is there a relatively simple capability, if combined with this technique, that breaks the world?
  • Edge cases:
    • How does this technique work with the Gōketsu kit?
    • Are there any adjudication questions that should be resolved with a rule rather than a ruling?
    • How should specific technique interactions be resolved?
  • Overall soundness:
    • Are there any typos?
    • Are the strain calculations correct?
    • Are the mechanics clear and unambiguous?

After someone submits a player audit for a ninjutsu, we will read the audit and use the suggested changes at our discretion. Submitting an audit will earn at least 1 XP and can earn up to 5 XP, distributed among PCs at the auditor's choice:
  • If no changes are made, we will award +1 XP.
  • If changes are made, we will award XP for each of the above-mentioned categories for which we accept changes. That means you will earn +1 XP if your audit…
    • Finds a necessary balance change (Strength)
    • Corrects a behavior of the ninjutsu that would have dramatically changed the setting (Exploit potential)
    • Clarifies an interaction that removes a dangerous combo (Combination potential)
    • Finds a necessary ruling about how the jutsu interacts with some seal, jutsu, etc (for example, Rocket Boots) (Edge cases)
    • Makes us correct a typo/fix grammar/reformat/etc. (Overall soundness)

Note that only 1 XP is awarded per category. Finding 3 necessary balance changes only earns 1 XP.

There is a maximum of 5 XP available per jutsu, regardless of the number of audits submitted. We encourage you to coordinate, but feel free to submit separately if desired. Multiple people submitting audits is useful for two reasons:
  1. It allows you to capture XP for categories that someone else missed
  2. Once the ninjutsu is accepted:
    1. If the players find an issue they may continue to submit audits and potentially capture previously uncaptured XP
    2. If the QMs find an issue that we, in our subjective evaluation, think should have been caught by a player audit, we will assign -5 XP to all PCs and remove the ninjutsu. This is an incentive against trying to sneak things by us. We will retcon these jutsu freely if they are broken in unexpected ways. Please focus on helping us evaluate these ninjutsu fairly.

The auditor may use the audit-generated XP to either:

  • Distribute their earned XP among the PCs as desired (e.g. if the audit generates 4 XP then you could assign it 2 to Noburi and 2 to Akane), or;
  • Spend 5 audit-generated XP to award +1 FP to a PC of their choice. Note the better-than-normal exchange rate.

Once this step is done, the ninjutsu will be added to the ninjutsu doc and will then be available to the Gōketsu to learn at their leisure.

LINK TO THE LEAF NINJUTSU LIBRARY: Leaf Ninjutsu Library

Following is a list of the ninjutsu in the library that: 1) Hazō does not yet have access to, and 2) are not strictly worse than another technique in the library:

Earth
  1. Stone Bullet — Attack enemies from range with low chakra cost.
  2. Earth Needle Spears — Create stone spikes to impale multiple opponents.
  3. Headhunter — Capture unwary enemies with tunneling ninjutsu.
  4. Mud Trap — Create a field of mud that traps opponents in place.
  5. Earth Wall — Protect yourself and allies.
  6. Earth Pillar Jump — Make earthen pillars that enhance your movement.

Fire
  1. Guiding Light — Create a clear light to see by.
  2. Will O Wisp — Control a flame at a vast distance to mislead others.
  3. Blazing Willpower — Manipulate fire without hand seals or invocations.
  4. Salamander's Breath — Burn chakra internally to insulate against the cold.
  5. Controlled Immolation — Destroy a small object by burning it to ash.
  6. Fire Bullet — Attack enemies from range with low chakra cost.
  7. Fireball — Simple, low chakra cost area-of-effect ninjutsu.
  8. Fire Lash — Create a whip of fire that can keep multiple enemies at bay.
  9. Flame Eruption — Summon a pillar of fire under enemies, ignoring their cover.
  10. Flameburst — Explode in a burst of flame, forcing enemies away from you.
  11. Flame Wave — Shoot a massive rush of flame that engulfs enemies in an area.
  12. Blast Palm — Blast enemies in short range with lots of damage.
  13. Burning Cloud — Fill a nearby area with fire that continues to harm enemies.
  14. Rising Sun Dragon — Burn enemies and landscape alike with a giant fire dragon.
  15. Flame Sphere — Create a sphere of flame that moves around the battlefield.
  16. Chain Bullet Swarm — Shoot multiple enemies at range.
  17. Blazing Dive — Leap from a great height, using Fire chakra to enhance strength.
  18. Volcanic Blast — Charge up and fire a massive fire blast.
  19. Fiery Dance — Create a wall of flames that you can move to protect yourself.
  20. Blacksmith's Blessing — Insulate your body against minor fire damage.
  21. Burning Fist — Wreath your fists in flames to overwhelm an opponent
  22. Blazing Fists — Wreath your fists in flames and beat down an opponent.
  23. Wrathful Grasp — Wreath your fists in flames to strike opponents at range.
  24. Phoenix's Talon — Enhance a weapon and burn them at a touch.
  25. Divine Odachi — Enhance a weapon to slash at enemies at range.
  26. Hells Roar — Summon flames from the ground to create openings for allies.
  27. Red Rain — Attack a battlefield-scale AoE with crimson flames.
  28. Red River — Fill a massive AoE with lingering crimson flames
  29. Red Runoff — Combine Red Rain and Red River.
  30. Burning Chains — Summon chains to attack enemies and absorb Fire ninjutsu.
  31. Flame Vortex — Summon a tornado to immolate and trap opponents
  32. Falling Skies — Call down flames from the sky, especially for flying enemies.
  33. Crimson Swords of Destruction — Create and command multiple flame swords.
  34. Explosive Burst — Incredibly fast, massive AoE attack.
  35. Immortal Hunting Phoenix — Summon a phoenix that hunts down an opponent.
  36. Fists of the Asura — Attack a massive area with insane damage potential.

Lightning
  1. Lightning Bullet — Attack enemies from range with low chakra cost.
  2. Claw of the Storm — Area-of-effect attack with great range.
  3. Electroweb — Weak attack, but with a powerful slowing effect.
  4. Thunderburst — Enhance physical skills and enhance chakra boost.
  5. Lightning Bucklers — Enhance Taijutsu and electrify enemies.
  6. Thunder God's Serpent — Attack multiple enemies, with a FP-saving effect.

Water
  1. Water Bullet — Attack enemies from range with low chakra cost.
  2. Heavenly Typhoon — Large area-of-effect attack that's stronger on water.
  3. Raging Wave — Shoot jets at multiple enemies and also push them away.
  4. Water Wall — Create a barrier to prevent enemies from closing distance.
  5. Hiding in Water — Very effective stealth ninjutsu when underwater.
  6. Grasping Tentacles — Grab objects, enemies, or allies and pull them to you.

Wind
  1. Wind Bullet — Attack enemies from range with low chakra cost.
  2. Silent Sickle — Large area-of-effect attack with silent start-up.
  3. Windwalker — Enhance speed and movement.
  4. Razor Shuriken — Enhance thrown weapons with Wind chakra.
  5. Gale Strike — Push enemies around the battlefield to split their squads.
  6. Great Tornado — Powerful area-of-effect ninjutsu that also moves enemies.

LINK TO THE LEAF NINJUTSU LIBRARY: Leaf Ninjutsu Library
 
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I don't have strong feelings about this plan but walking this back until such time as there are clear guidelines on how training plans are passed seems eminently reasonable to me.
This is fair, I've turned Hazou's Calligraphy back down.

Let me know if there's any outstanding mechanical stuff the players are owed. Currently on my list is:
  • Leaf Private Library: Seal Collection
  • The Tower's seals for sale
  • Jiraiya's research journals
  • Asuma's selection of seals and ninjutsu from the Tower's restricted archives
Note: I haven't run this statement by the other QMs yet, but I'm rather certain they'll agree with me. If the trial for the ninjutsu auditing scheme goes well and we're able to approve lots of things without having to deal with lots of tedious internal discussion about balance and consequences, or having to make retcons, we will be quite happy and may do similar things again in the future. If we end up having to retcon a lot of ninjutsu or find that players are trying to nickel-and-dime XP or sneak exploits past us, then we will be quite sad and will need to stick to our usual method of doing a lot of internal discussion before we approve anything.

If you want to get access to the above archives of mechanical benefits quickly, I think it would behoove you to actually try your best to identify flaws and correct issues and work with us, because then we could perhaps run another player auditing scheme to get these things out fast.
 
Let's get this started, shall we?

Earth-4: Mud Trap.

  • Strength change:
    • This jutsu specifies 'enemy' unnecessarily. Allies might be aware of the effects of it in a way enemies are not, but that does not preclude them from being affected by it. Posited change: Allies get +AB Athletics to avoid it, but still must make the roll. Alternately, if this still seems a little too strong, that could apply to only the user (because mumble mumble they're connected to the jutsu mumble mumble).
  • Exploit Potential:
    • No new things here, unless you consider the effects of Mud Trap to be distinct from those of Syrup Trap or Goo Bomb, in which case yes, there's that.
  • Combination Potential:
    • Combine with explosives or wide-area techniques to prevent dodging. May require additional adjudication if the techniques are sufficiently-expansive -- ie, if it covers the whole area regardless of cover (requires dodging out of the zone), will those stuck be forced to take the hit? If so, how is the amount of stress taken adjudicated?
  • Potential edge case:
    • How does this interact with explosives (zone-wide, implied damage if within the aoe at the end)? How does this interact with Vacuum Step or other non-substitution movement techniques? Suggestion: roll (non-substitution) jutsu level versus set TN (20? 30? AB+1*10?)
  • Soundness:
    • Rules clarification necessary here. Does this penalize other things similar to taijutsu and melee weapons, like Water Whip? Proposed solution is the addition of the phrase "Or jutsu of similar function" to the end of the phrase " the target takes a penalty to Athletics, Taijutsu, and Melee Weapons".


PSA: Player Auditing Scheme
(read as: Tongue-in-cheek)

Soundness: This method of developing jutsu, while effective, is not entirely clear on what is expected of players in the process of auditting. Are we to provide audits for each category, even if we do not see anything that needs done?
 
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Let me know if there's any outstanding mechanical stuff the players are owed. Currently on my list is:
  • Leaf Private Library: Seal Collection
  • The Tower's seals for sale
  • Jiraiya's research journals
  • Asuma's selection of seals and ninjutsu from the Tower's restricted archives
It's not really in the same vein but I think we still need Genjutsu rules right? And TH rules

Unless y'all are waiting for a PC to gain access to those two things
 
Here are a few. I'll likely do more later.

Stone Bullet Jutsu
  • Strength:
    • Pretty weak in terms of attack power, though its stated to be "the most basic Earth-style ninjutsu," so that's likely by intent.
    • It has great range (being able to be cast from 2 zones away from the target), which is what likely makes it a viable attack jutsu.
  • Exploit potential:
    • This jutsu doesn't seem to do anything different. It molds the chakra in the users gut, and spits out a stone bullet (similar to Fire Dragon Bullet).
    • Since it is so low level, it may be a common jutsu to for Earth-element THers to hack. This may serve as narrative cause to have more Earth Element jutsu be formed by spitting the chakra shell out.
  • Combination potential:
    • The jutsu may combine well with fire jutsu (flaming bullet, incendiary ammo) or lightning jutsu (stun ammo).
      • In the case of lightning jutsu, it may be incompatible due to Elemental differences (Lightning beats Earth)
  • Edge cases:
    • A TH-er might be able to turn it into a long-range MEW or MARI, where you spit out a glob of Earth Element chakra that, upon landing on Earth, forms a MEW/MARI Wall.
    • Potential as a stealth attack with chakdar?
    • Since the flavortext is "spitting," ghost scales may prevent the expulsion (have we ever spat phlegm while GS was active)? I suggest that GS perceive outgoing jutsu as part of the caster, and allow it to pass.
    • Flame Aura might set the Stone Bullet on fire, if it is active prior to being cast.
      • Suggestions:
        • This changes the damage to Elemental, accounting for the fire.
        • This may cause the Stone Bullet to be treated as a Fire Element jutsu for the sake of the Elemental Typing Supremacy
          • Weakness to lightning could be supplanted by a weakness to water, and lose its strength to Water but gaining a strength to Wind
        • Flame Aura does not count the chakra shell to be sufficiently solid enough to set aflame (we know that it doesn't set the eyeballs of the caster aflame)
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me

Earth Needle Spears
  • Strength:
    • This has pretty strong attack power if you level it up enough, and can target a lot of enemies at once if you level it up as well.
    • It has a pretty good range, able to target an enemy from 2 zones away.
    • The fact that the number of targets scales equally with Effect (which, in turn, scales with the AB of the jutsu) slightly worries me. It has a massive stronk factor going for it.
    • This is slightly diminished by the fact that each target can only be hit once, and that just because you have (random number, say...) 3 different attacks, doesn't mean 1 enemy can be hit 3 times.
    • I would recommend that this be further gated behind requiring a mid-tier elemental stunt, or perhaps doublecost to level if you're feeling ruthless. Or both, if you're feeling particularly sadistic.
  • Exploit potential:
    • Allows multi-targeting jutsu to be a thing for THing, but also pairs that with a high chakra cost. It may be that very few level it to that degree due to the cost in scaling. And it may be that those who do are forced to level chakra to an unusual amount out of necessity, leaving little room for getting TH high enough to make a meaningful change
  • Combination potential:
    • Since it shoots spikes out of the ground, it could be affected by jutsu that change the ground (such as Jiraiya's Swamp of the Earth, Syrup Trap, or Water Prison Jutsu (if your feet are still touching the ground)).
    • In the case of Syrup Trap, or other such Elemental Jutsu, I would posit that we refer to the Elemental Supremacy Chart to see who wins.
      • Earth beats water, so I'd say that ENS beats out Syrup Trap or Water Prison Jutsu.
      • If there's a Lightning Cage, then I'd say that Lightning Cage Jutsu wins.
      • In the case of an Earth Element like (maybe?) Swamp of the Earth, then I would rule that ENS would need a higher AB than SotE to be successfully cast.
        • Unless it was cast by the same ninja who is now casting ENS. In which case, I would rule that it "recognizes" your own chakra is "friendly" And passes. Though still subject to the aforementioned Elemental Supremacy Chart if applicable.
  • Edge cases:
    • Can it be cast through MEW? I would rule "Yes, but only if the MEW is a permanent chakra construct, and thus, real granite. Otherwise, the jutsu fails."
  • Overall soundness:
    • No typos, miscalculations, and the description seems sound.

Earth Wall
  • Strength:
    • Weaker MEW
    • High chakra cost
    • Decent Block bonus
    • Exploit potential:
      • Cast atop an Earth Dome or a permanent MEW Wall (such as the one we've put up around the old Goketsu estate, or Leaf's Wall) could allow for a larger block (such as blocking a meteor-esque attack) than originally intended
    • Combination potential:
      • Can't think of anything
    • Edge cases:
      • We already have the superior MEW
      • Casting MEW atop this jutsu might be wonky, since it conjures a "stone" wall, and "stone" might count as sufficiently "earth" for a successful cast. I would rule that MEW either fails completely, or disintegrates when the EW does.
    • Overall soundness:
      • The Range is listed as (-2) which is "personal effect, only the caster." However, the text description says "...Any ranged attack targeting you or your allies within Melee of you..."
        • The wording of this implies that EW can be used to protect allies as well, meaning that the Range of the jutsu should, perhaps, be (-1), which is "within melee range of the caster.
        • I suspect the intent of the jutsu may be "this is a primary self-defense jutsu, but the width of the construct means that allies who are within melee range of the jutsu are serendipitously protected by the rising Earth Wall."

Guiding Light
  • Strength:
    • Good utility cantrip.
    • No combat potential, but could be used to burn rope, canvas, cloth, or other such things (molotov cocktail?)
    • Cannot be used until level 10 is a decent enough drawback that (along with its uselessness in combat) I could see it being overlooked by most ninja
  • Exploit potential:
    • It might light things on fire.
  • Combination potential:
    • Does it stack with other Alertness-boosting things (such as chakdar?)
  • Edge cases:
    • The Goketsu carry so many storage seals that its a meme. Carrying flammable-level alcohol/oils seems reasonable.
      • May want to rule about the creation of molotov cocktails.
      • Maybe the chakra construct burns brightly, but does not burn anything?
    • If the light is bright enough to give a boost towards Examination or Alertness, then it should give an equal debuff towards stealth.
      • perhaps the enemy ninja also gets a free tag on the "Guided by the Fire's Light" for the purposes of Alertness?
      • This could(?) be resolved by saying "everyone within the zone, or close enough narratively to benefit from the additional light, receives the associated buff, but only the caster gets a free tag."
  • Overall soundness:
    • No typos, math is correct, rules are precise.
    • Reminds me of Uncle Iroh in the tunnel with Aang.

Earth Pillar Jump
  • Strength:
    • Seems really good at first glance, especially with the two stunts available for it.
    • Earth Element Rocket Boots, basically
    • Might want to raise the XP cost of the aforementioned stunts, and/or the EPJ level prerequisite
  • Exploit potential:
    • Can Substitution or Vacuum Step be cast mid-air? If so, then this has some really powerful synergy (especially with the stunt that extends the duration of the jutsu).
  • Combination potential:
    • Aforementioned Subsitution or Vaccuum Step.
      • Could make it so that the caster cannot perform jutsu while midair.
      • Maybe the sheer speed you're moving at means that you can't focus enough to mold chakra properly.
        • Maybe an additional stunt bypasses this, with a high stat prerequisite (Resolve? Sub/VS 50? Both?)
  • Edge cases:
    • See: Aforementioned Vaccuum Step, but Rocket Boots could also serve as an additional factor. When stacked with the baseline ESP, it could, potentially, achieve the "30 seconds" duration that the second available stunt provides without actually buying the stunt.
      • Maybe it's more uncontrolled? Harder to dodge as effectively? Caster counts as "flat-footed" unless they have the Rocket Boots athletics training stunt "Rocket Jump!" ?
  • Overall soundness:
    • No typos, stat calcs are right, and mechanics seem right

Will O' The Wisp
  • Strength:
    • It's a narrative-strength jutsu
    • Guiding Light, but ranged
    • Same as before, regarding burning
  • Exploit potential:
    • It's a ball of flame, so I doubt it'll be very stealthy (depending on lines of sight, weather conditions, and the like)
    • Potential to set things aflame from hella long distances
      • Set mundane traps (alcohol spills, oil barrels, ropes holding traps)
  • Combination potential:
    • How does wind jutsu affect it? Does it cause firestorms, or give it meaningful damage? If it burns, does that fire spread? Potential for Cat Firestorm shenanigans (but at a distance, and/or Very Long Width firestorm)
  • Edge cases:
    • Misterator with alcohol?
    • Storage seal shenanigans?
    • Wind jutsu creating meaningful damage?
  • Overall soundness:
    • No typos or miscalculations.
    • Can you do the handseals, and then have the fireball appear 5 zones away, or does it appear beside the caster and then have to traverse the distance?

Blazing Willpower
  • Strength:
    • Useless for combat
    • Sealless and silent, which are pretty hecking good things to have
    • It's only utility that I can think of is to break rope.
      • Does it burn through Earth bonds (like if you were trapped in an Earth Element stocks) at a longer duration?
      • It's explicitly stated to have been made for escaping bonds, and is useless in combat due to focus and casting speed.
        • Might be ripe for munchkinry if it burns that hot.
    • It does one thing and it does that one thing well. I doubt it's a popular jutsu, but I imagine that Fire Element I&S ninja probably learn it.
  • Exploit potential:
    • I can't really think of anything.
    • Might be able to boil water, set things aflame, and change temperature of the room they're held in.
  • Combination potential:
    • Maybe buff techniques?
    • What about if the user is already on fire (a la Flame Aura?)
  • Edge cases:
    • I can't really think of anything.
    • Kagome's Isanese not-girlfriend invented locking seals. Locking is a type of bond or restraint. If this jutsu is used to burn through a locking seal, does it decrease the chance of sealing failure?
  • Overall soundness:
    • No typos, mechanics are clear, and the calculations look right.

Salamander's Breath
  • Strength:
    • Seems decent utility for cold weather environments? Save money on cold weather gear, but not overwhelmingly so.
  • Exploit potential:
    • Does this technique create any new qualitatively new capabilities?
    • If these capabilities were widespread, how would the world look different? Why doesn't it look different?
    • Can it warm the area around the caster, by warming the caster? Could cause snowmelts, or burn up seals?
  • Combination potential:
    • May allow the user to endure EM Nuke weather?
  • Edge cases:
    • Does it stack with armor jutsu, like Ghost Scales? What about buff jutsu, like Flame Aura?
      • I would rule "yes," provided that they do not break the special breathing exercise (idk, a stunt to that effect? SB at lvl 20?)
    • Since the flavor text is "fire chakra in stomach," can a ninja have SB active and also cast something like Earth Bullet?
      • I would rule "no," unless they have the aforementioned stunt about being able to maintain the special breathing technique
  • Overall soundness:
    • No typos
    • Calcs are correct
    • What happens if the user is unable to maintain the special breathing exercise (out of breath, punched in the diaphragm, etc)? Does the jutsu fade immediately? Does it break painfully?
      • I would suggest that the duration continues, but that the caster receives a moderate amount of stress once the duration ends.

Controlled Immolation
  • Strength:
    • Seems to have good synergy with infiltrators or long-term spies (burn up messages and reports)
  • Exploit potential:
    • I would set limits on "warm up" objects more durable than [effect], or at least clarify it more.
      • Could it be used to heat up a mountain, and cause an avalanche?
      • Could it be used to heat up a kunai, and then the heated kunai used to cauterize a wound (or heat up a Kunai for extra damage?)
  • Combination potential:
    • Does this technique combine well with any other techniques?
    • Is there a relatively simple capability, if combined with this technique, that breaks the world?
    • [From @Cariyaga Heat activated Seals?]
  • Edge cases:
    • How does this jutsu affect seals? The flavortext of the jutsu says that "immolates [objects] in an instant." Does that mean that it burns through the seal too fast for the seal to properly "fail?"
    • If an Akimichi casts their size-enhancement thing, does that increase the size of things they can immolate?
    • What does this jutsu count as an "object?"
      • Does this jutsu affect living beings (such as ants, beetles, turtles, squirrels, beavers, or tigers?)
      • How does this jutsu interact with chakra envelopes?
        • If a Summoner summons a tiny Summon (such as, let's say, a baby Arachnid), and the caster casts this jutsu while holding the tiny Summon, does this mean that the chakra shell is instantly immolated?
      • What about chakra shells/constructs?
        • Let's say the user manages to catch a chidori, or an Earth Bullet, in their hands while casting the jutsu. Does the Earth Bullet vanish (and how does the Elemental Supremacy Chart come into play)? Is the Chidori dispelled (and what about the momentum driving it)?
        • What about a Water Dragon Bullet?
    • Maybe the rule for this jutsu should be "nonsophontic objects, not including chakra shells/constructs/envelopes"
    • If chakra shells are confirmed to fall under the "immolate" category, then Earth Bullets should have some resistance/immunity in accordance with the Elemental Supremacy Chart.
  • Overall soundness:
    • No typos, and the calculations are correct
    • This jutsu gets Effect 2 at level 10, and Effect 3 at level 20. Does this trend continue, or does it remain at Effect 3 regardless?

Flame Bullet
  • Strength:
    • Seems decently strong genin-level jutsu. Throw from a distance, hide behind sensei (or taijutsu specs)
  • Exploit potential:
    • Doesn't seem too exploitable... set off flammable traps?
    • Boosted from an ally's Wind jutsu?
  • Combination potential:
    • ...No idea, but I also don't have the best mind for this.
  • Edge cases:
    • I can't really think of anything.
    • If we use a Misterator filled with oils or alcohol, could we set it on fire with this?
  • Overall soundness:
    • Everything seem alright. Math, spelling, mechanics are all clear and correct.

Fireball
  • Strength:
    • Wow, this seems like a pretty strong jutsu if you put in the legwork.
    • It's not world-breaking, but the fact that it's AoE is an entire Zone (on top of its scaling range) makes me raise an eyebrow
    • I doubt it's too worldbreaking, since very few people would level it to 70 or something, but I still might recommend turning the range into something like (Range 2).
      • This would give it a temporary boost up until level 19, but it would prevent someone from blasting a Huge Fuckoff Fireball from the other side of the planet, and I don't think this jutsu is intended to be that sort of jutsu?
  • Exploit potential:
    • I feel like there's a strong potential for setting off traps, since it has an entire zone as its AoE, but I can't think of anything else.
  • Combination potential:
    • It doesn't seem too esoteric, so other than the standard stuff (flammables turning the Zone into an environmental hazard, Wind Jutsu buffing it, etc) I can't think of anything.
  • Edge cases:
    • I can't really think of anything.
  • Overall soundness:
    • Mechanics are pretty clear, calculations are correct, and no typos

Fire Eruption
  • Strength:
    • Seems like a pretty useful jutsu, especially for Taijutsu builds
    • The fact that the enemy must dodge with Athletics against FE's level means that it's useful as a capstone, or in genin-level fights, (as most ninja seem to have Athletics as one of their top 3 leveled skills)
    • Since the stress dealt is (FE Level)/3, higher levels make this jutsu a "dodge or die" jutsu. However, given the fact that the jutsu's AoE is restricted to melee, and that Athletics is so highly leveled within the world of the EN.
  • Exploit potential:
    • Other than the standard Fire Elemental stuff (set off flammable traps, burning through seals, etc), I can't really think of anything.
    • A Taijutsu user with this as their capstone would be OP once they hit jonin.
      • of course, if they're jonin, then they're likely to fight other jonin, who may specialize in RW (or else have a high enough Athletics to dodge)
      • This could be the build of a jonin who fall to the new-jonin meatgrinder?
  • Combination potential:
    • Can't really think of anything.
  • Edge cases:
    • Would this burn through the seals in a CHAOS suit?
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me

Flame Wave
  • Strength:
    • It's Range is tied to its Effect, which is tied to its AB. Always a potent combo, if you have the pyramid-freedom to level it.0
  • Exploit potential:
    • Could set off traps at a long range, cause environmental hazards, hit medics who are healing teammates (provided that the medic is within Melee Range of their wounded ally, rather than providing the healing from range)
  • Combination potential:
    • May tie well with jutsu that allow for a certain degree of fire resistance (blacksmith's blessing, depending on if the Aspect is strictly Fire related, or if there's a Heat factor). Caster has the buff up and running, casts Fire Wave, and is able to endure/dodge the new Aspects.
  • Edge cases:
    • How would this work against jutsu such as MEW, or other elemental jutsu Blocks?
      • I would recommend it come down to jutsu AB, with the higher AB winning out (though, perhaps the Elemental Supremacy Chart would raise the "winning" Element by an AB or two?).
  • Overall soundness:
    • No typos, strain calcs are correct.
    • Slight question about the mechanics: It says that the Fire Wave may target [Effect] targets in [Effect] zones, assuming said zones are in a straight line.
      • Does this mean that if the AB is 2, then the caster may designate two targets within the same Zone as the caster?
      • Does this mean that the jutsu spits out one Wave per target, or that a single wave goes from Target to Target?

Blast Palm
  • Strength:
    • Pretty decent strength, with some range (with the option to hit multiple targets if they're clumped together)
    • I'm still not quite sure what having a Weapons Rating in addition to the normal Effect damage does, but I'm presuming that it heightens lethality in some way.
    • All in all, it looks like a solid genin-to-chunnin jutsu. Not crazy, but not horrible.
    • I love the imagery the name evokes
  • Exploit potential:
    • Other than the standard Fire Elemental stuff (set off flammable traps, burning through seals, etc), I can't really think of anything.
  • Combination potential:
    • Can't really think of anything.
  • Edge cases:
    • Can't really think of anything.
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me.

Burning Cloud
  • Strength:
    • The damage scales to Effect (AB?), and the Duration is tied to Effect. This makes it doubly powerful the more you invest in it.
    • Good opening cast.
  • Exploit potential:
    • I can't think of anything off the top of my head.
  • Combination potential:
    • Wind jutsu might extend Burning Cloud into the next zone, or increase the volitivity of the environmental Flame Aspects, but that's already stated within the text.
    • Vacuum Step might leave a singular trail of fire behind the caster, creating a sort of Fire Wall behind them... or it might simply extend the range of the environmental Aspects.
    • Would Tunneler's Friend help in this scenario?
  • Edge cases:
    • How would traversing through/out of this Zone look like? Vacuum Step and Substitution, in particular?
    • Would a Misterator be enough to put the flames out, or would we have to create a specialized Misterator that creates more "explosion of water" than "Creates Mist"?
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me
    • I believe that the Effect is meant to be "1 to AB," instead of "1 to Effect"

Rising Sun Dragon
  • Strength:
    • Very strong, it's Range scales with its Effect, which scales with its AB, and its AoE means that it hits everything within all of the Zones it can reach.
  • Exploit potential:
    • Standard Fire Elemental stuff (set off flammable traps, burning through seals, etc).
    • Since it's hot enough to create a "glassed" Aspect, then it might be hot enough to boil Water Elemental traps and constructs
  • Combination potential:
    • Wind jutsu boost
    • Earth jutsu that alters the terrain into something more easily "glass-able."
  • Edge cases:
    • What if it comes across a sufficiently powerful Water Block jutsu (i.e. The target wreaths themselves in a Water Prison Jutsu with a higher AB than the Rising Sun Dragon).
      • I would recommend that the RSD flow over them and onto the next Zone (if applicable).
      • Depending on the details of the Water Block may cause the caster Heat/Steam damage from the RSD, and it may prevent the Glassing of Terrain within the target's zone.
    • How would this jutsu be boosted, if it was cast in conjunction with an Ally's wind jutsu?
      • I would recommend raising the jutsu's AB by a point or two, and maybe stretch the definition of what can be "glassed" if the resulting AB is sufficiently high.
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me.

Flame Sphere
  • Strength:
    • It scales up to Effect/AB, and its Duration Scales accordingly
    • Supplemental Action allows for a second attack
    • Pretty awesome, though I'm not sure how much being restricted from Chakra Boost is an adequate nerf. Could be a doublecost level?
  • Exploit potential:
    • Standard Fire Elemental stuff (set off flammable traps, burning through seals, etc)
    • Shadow Clone fuckery
      • Can Prime move a SC's FS?
      • Can SC1 move SC2's FS?
  • Combination potential:
    • Shadow Clone awesomeness
  • Edge cases:
    • Other than the question of Shadow Clone v Prime, I can't think of any
  • Overall soundness:
    • No typos, and mechanics are clear to me
    • I think the Effect is meant to say "1 to AB," rather than "1 to Effect"
    • Strain calculations are off
      • Missing 10 strain/2CP
      • 110, 135, 170...
      • 22, 27, 34...

Chain Bullet Swarm
  • Strength:
    • Pretty straightforward, solid jutsu.
    • Able to attack more targets as the AB increases.
    • Decent Range, too.
  • Exploit potential:
    • Can't really think of anything.
  • Combination potential:
    • Other than the standard Fire Elemental stuff, I can't really think of anything.
  • Edge cases:
    • Can't really think of anything.
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me

Blazing Drive
  • Strength:
    • Pretty strong Effect, with some strong synergy with Leaf's natural environment + the various Sky Seals.
  • Exploit potential:
    • If the caster uses Rocket Boots right before hitting the ground, they may be able to reduce the fall damage.
    • Ghost Scales may reduce fall damage.
    • Earthshaping beforehand could provide a sandpit to fall into, reducing fall damage
    • Syrup Trap may reduce fall damage (it's Water Element, and the thick consistency could distribute the force of impact better than solid ground
    • MEW or other Earth Element Jutsu could "raise" the ground, and end the fall prematurely (thus causing the jutsu to expel above ground-level, and with a lesser bonus).
  • Combination potential:
    • Standard Fire Elemental stuff (flammable traps, heat-triggered seals, etc)
    • Rocket Boots, Skywalkers, Skytowers, Skygliders, Earth Pillar Jump, would all increase the height the caster could fall (and thus, more easily reach the Maximum multiplier).
  • Edge cases:
    • What happens if the caster is caught, mid-air, while the jutsu is active (ex: enemy uses Water Whip to grab them as they fall)?
      • Suggestion: the jutsu treats being grabbed mid-air as a successful "fall" and the jutsu is cast. The height bonus only counts the caster's starting height, to the point where they were grabbed.
  • Overall soundness:
    • No typos, and strain calcs are correct.
    • The Blazing Dive roll gets a bonus of +1 for every meter that the caster falls vertically as part of their Taijutsu attack, to a maximum of 3*(Effect).
      • The Effect of the jutsu is 3, meaning that the maximum bonus (3*(E=3)) that the caster could achieve is +9. However, in the example given, it suggests that a bonus of +10 is achievable.
    • "Immediately after the Taijutsu attack, a wave of flame rushes outwards from the target."
      • This states that the wave of fire expels from the target who was hit, rather than from the caster.
      • Having your jutsu cause effects from the enemy's body opens up a barrel of questions ("can the target's chakra fight off the effect," "if the target has armor jutsu, does the effect rebound onto solely them," "does the caster's chakra infest the target's body like a genjutsu to achieve this," and so on)

Volcanic Blast
  • Strength:
    • Strong jutsu, though somewhat mechanically complex (RIP QMs)
    • The jutsu appears within melee of the caster, and must be moved via the caster's supplemental. A bit bad for action economy.
  • Exploit potential:
    • Introduces concentration mechanics, allowing for interesting jutsu to be Hacked
  • Combination potential:
    • Other than the standard shadow clone fuckery, I can't think of anything.
    • FOOM and "Toughened Mind" Stunt boost Resolve, meaning that jutsu that have such concentration mechanics are useful.
  • Edge cases:
    • Can a Shadow Clone spend chakra to boost Prime's VB Orb?
    • If the caster has an armor jutsu up, and the armor jutsu absorbs stress, does that count as "taking stress" by the jutsu's description, thus invoking a roll for Resolve
  • Overall soundness:
    • Strain calcs are correct.
    • Effect row states "1 to Effect," but I think it might mean to say "1 to AB"
    • When this jutsu is cast, a massive orb of fire appears in melee with the user. As a Supplemental, the user may fire this jutsu at a target in range. The user rolls Volcanic Blast, and the target and anyone in melee of the target must defend against the user's attack roll. The jutsu then ends.
      • Does this mean that the chakra construct dispels? Does this mean that, in order to give the orb more charges, the jutsu must sit idle?

Blacksmith's Blessing
  • Strength:
    • Good utility jutsu, though the duration is a bit short for noncombat usage.
    • Possible target for THing?
  • Exploit potential:
    • "Narratively, the user is unaffected by some situations that would otherwise be harmful due to heat"
      • Does this mean that the 1 point of non-ablative armor is cold to the touch?
      • If it's cold to the touch, that might be leveraged for other purposes (though, admittedly, I can't think of any at the moment)
    • Could be used to mitigate environmental aspects related to Heat in Combat?
  • Combination potential:
    • Could be used to mitigate feedback from Flame Aura (though not substantially so, and it would require time enough to cast both jutsu back-to-back... which is only really possible when you have prep time, since an enemy isn't going to let you stand around and cast repeated buffs).
    • (IIRC) Macerators with sawdust cause a wave of hot fire whose damage mostly comes from heat? Would BB negate damage like that?
  • Edge cases:
    • Would this negate Heat-activated Seals?
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me.

Burning Fist
  • Strength:
    • Good buff jutsu that scales with AB.
    • Short duration is mitigated by being able to cast as a Supplemental
    • High chakra cost keeps everyone from using it
  • Exploit potential:
    • Standard fire jutsu stuff (flammable traps, Heat-activated seals, etc)
  • Combination potential:
    • If a wind jutsu is cast while this is active, would it synergize as a normal Wind/Fire jutsu combo?
      • Fists are on fire, if the wind jutsu involves the hands (such as the known Wind Shaper) then it could set the Wind Jutsu Construct aflame.
  • Edge cases:
    • Does this allow for jutsu to be cast while this is active?
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me.

Blazing Fists
  • Strength:
    • Good buff jutsu that scales with AB.
    • Longer duration is compounded by being able to cast as a Supplemental
    • Buff is less than Burning Fists, but the chakra cost is lower (and thus more accessible to taijutsu specs)
  • Exploit potential:
    • Standard fire jutsu stuff (flammable traps, Heat-activated seals, etc)
  • Combination potential:
    • If a wind jutsu is cast while this is active, would it synergize as a normal Wind/Fire jutsu combo?
      • Fists are on fire, if the wind jutsu involves the hands (such as the known Wind Shaper) then it could set the Wind Jutsu Construct aflame.
  • Edge cases:
    • Does this allow for jutsu to be cast while this is active?
  • Overall soundness:
    • No typos, strain calcs are correct, and mechanics are clear to me.

Wrathful Grasp
  • Strength:
    • Good buff, extends range of taijutsu at the cost of decreasing your ability to hit with taijutsu
  • Exploit potential:
    • Standard fire jutsu stuff (flammable traps, Heat-activated seals, etc)
      • Traps/Heat-activated seals at range?
  • Combination potential:
    • Does it boost wind jutsu that are cast while this is active?
  • Edge cases:
    • Does this allow for jutsu to be cast while this is active?
  • Overall soundness:
    • No typos, and mechanics are clear to me.
    • Doesn't have taijutsu penalty strain present
      • I suggest (-20)
      • Lifted from MfD's jutsu design rules: "-20: Major penalty to relevant-but-noncritical skill, or minor penalty to a skill that is likely to be important while the jutsu is being used (e.g., combat jutsu that mildly penalizes Athletics)"
    • Calculations are not present within the table
      • Strain with my above suggestion: 40, 80, 130, 190...
      • Strain without my above suggestion (leaving the strain from Skill Penalty blank):
      • Chakra Cost with my above suggestion: 8, 16, 26, 38...
      • Chakra Cost without my above suggestion (leaving the strain from Skill Penalty blank):

Phoenix's Talon
  • Strength:
    • Increases any weapon up to a possible Weapons:3 (which, as per the MfD rules, puts it on par with "really large and/or 'magic' weapons such as Kisame's sword, Samehada"
    • It's not really worth leveling beyond 30, but it's really good for taijutsu users
  • Exploit potential:
    • I can't really think of anything off the top of my head, save for the standard fire jutsu stuff (flammable traps, heat-activated seals, etc)
  • Combination potential:
    • I can't really think of anything
    • Maybe chakra metal weapons would raise it to Weapons:4?
  • Edge cases:
    • Does this jutsu damage the weapon's durability?
      • I would suggest that improvised weapons (doors, planks, tree limbs, chairs) burn up after a round or two, that civilian tools (scythes, pitchforks, hammers) melt once the duration ends, that normal ninja weapons (kunai, swords, spears) last for a few years, and that chakra metal weapons suffer no notable damage
    • What happens when the user doesn't grab a weapon? Grabs a doorknob, or a wall... or a person, or even a clone? What counts as a "weapon?"
      • I recommend "weapon" be defined as "whatever the caster intends to use as a melee weapon" and that sentient beings (including clones and Summons) are not counted as a "weapon" under this jutsu.
  • Overall soundness:
    • Spelling, mechanics are all clear and correct.
    • Strain Calculations are off by +15
      • Strain: 155, 215, 305
      • Chakra Cost: 31, 43, 61

Divine Odachi
  • Strength:
    • Gives taijutsu users a ranged option
  • Exploit potential:
    • I can't really think of anything off the top of my head, save for the standard fire jutsu stuff (flammable traps, heat-activated seals)
  • Combination potential:
    • Heat-activated seals at range?
  • Edge cases:
    • Does this jutsu damage the weapon's durability?
      • I would suggest that improvised weapons (doors, planks, tree limbs, chairs) burn up after a round or two, that civilian tools (scythes, pitchforks, hammers) melt once the duration ends, that normal ninja weapons (kunai, swords, spears) last for a few years, and that chakra metal weapons suffer no notable damage
    • What happens when the user doesn't grab a weapon? Grabs a doorknob, or a wall... or a person, or even a clone? What counts as a "weapon?"
      • I recommend "weapon" be defined as "whatever the caster intends to use as a melee weapon" and that sentient beings (including clones and Summons) are not counted as a "weapon" under this jutsu.
  • Overall soundness:
    • Calculations, spelling, and mechanics are all clear and correct.

Hells Roar
  • Strength:
    • Good environmental effect, with Friend or Foe targeting (though if Concentration is broken, it loses that)
    • Not many (or any? Maybe?) ninja grind Resolve as much as the Goketsu do, so jutsu with Concentration are a mixed bag for most ninja
  • Exploit potential:
    • Set off all heat-activated seals in the Zone? Pseudo-MARS?
  • Combination potential:
    • FOOM and "Toughened Mind" Stunt mean that the Goketsu are uniquely suited to jutsu that require Concentration
    • Set off flammable traps
  • Edge cases:
    • Does the stress that an armor jutsu absorbs (Ghost Scales or Blacksmith's Blessing) count as "taking stress" and invoke the Resolve check?
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • Is it "Hells Roar" or "Hell's Roar?"
    • The Range is set to 2 (meaning a target a Zone away from an Adjacent Zone to the caster), but AOE is set to [Effect] Zones... When the AoE surpasses the Range, what happens?

Red Rain
  • Strength:
    • In a gathered battlefield, it'd kill all the genin with ease (and most of the low-to-mid chunnin)
    • Stupidly strong at high levels, but that seems to be by design (judging by the description)
      • Almost certainly a suicide jutsu at higher levels
      • Surprisingly low chakra cost, but I imagine it's hard to train without Shadow Clones
    • Hampered by it's very long casting time, but with Shadow Clone and teammates, it reduces the danger. Indeed, this seems to have been designed for a large-scale battlefield.
    • The user rolls Red Rain + (2*Effect). Every target in range (including the user) must dodge against the user's roll.
      • This means once you hit lvl 50, the caster begins to cast at an AB higher than the jutsu's base AB (50 + (2*5)=60)
      • Well, technically level 42, since 42+(4*2)=50
    • It's a bit odd for such a strong jutsu to be available in Leaf's public jutsu library. Are suicide jutsu that normalized/passively encouraged within Leaf (let alone one that is explicitly stated to be able to wipe battlefields, at higher levels)?
  • Exploit potential:
    • Shadow Clone minimizes the risk of actual suicide
  • Combination potential:
    • Wind jutsu boost?
    • Setting off all the heat-activated seals in the area for more insanity?
  • Edge cases:
    • What happens when Red Rain hits an EM Nuke?
    • What happens if an enemy ninja attacks the jutsu construct as it's flying into the air?
      • I recommend ruling that it would burst, somewhat mitigating its Range (with some fuckery from the Elemental Supremacy Chart)
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.

Red River
  • Strength:
    • Needs to be level 30 before it generates more than 1 tag, but the user earns these free tags per round and can share them with allies.
    • Stupidly strong at high levels, but that seems to be by design (judging by the description)
      • Almost certainly a suicide jutsu at higher levels
      • Surprisingly low chakra cost, but I imagine it's hard to train without Shadow Clones
    • Faster casting time
    • It's a bit odd for such a strong jutsu to be available in Leaf's public jutsu library. Are suicide jutsu that normalized/passively encouraged within Leaf (let alone one that is explicitly stated to be able to wipe battlefields, at higher levels)?
  • Exploit potential:
    • Shadow Clone minimizes the risk of actual suicide
  • Combination potential:
    • Wind jutsu boost?
    • Setting off all the heat-activated seals in the area for more insanity?
  • Edge cases:
    • What happens when the enemy is off the ground (such as MEW, or chakra-adhering to a cliffside/tree)
    • What happens when Red River hits an EM Nuke?
    • What happens if an enemy ninja attacks the jutsu construct as it's heading towards the ground?
      • I recommend ruling that it would burst, somewhat mitigating its Range (with some fuckery from the Elemental Supremacy Chart)
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.

Red Runoff
  • Strength:
    • Holy fuck is this jutsu strong! How is it in the public library?
    • The max AB is the combination of Red Rain and the Red River jutsu, so if you have them both at level 40, then you can cast this jutsu at AB 8. Seriously, how is this not under lock and key? Is Asuma tossing us a bone or something?
    • Surprisingly low chakra cost, given the 2-for-1 aspect of it, and it's casting time is long-isn (though that can be mitigated with teammates, range, or shadow clones)
    • I imagine it's hard to train, given that you have to have the previous two jutsu leveled to a decent amount
  • Exploit potential:
    • Shadow Clone minimizes the risk of actual suicide
    • Allows for "multi-cast" jutsu to exist within MfD, where casting one jutsu invokes automatically another.
      • I suspect this feature is locked behind a crazy high Technique Hacking TN, and can only be done with jutsu that were designed specifically to mesh well with each other.
      • Since the jutsu cannot be leveled on its own (though leveling one of the previous two parts automatically levels this one), I would suggest that this jutsu be exist in the form of an expensive Stunt, and requires the caster to already know both jutsu.
  • Combination potential:
    • Wind jutsu boost?
    • Setting off all the heat-activated seals in the area for more insanity?
    • Other jutsu that create environmental aspects (such as Rising Sun Dragon creating a "glassed" Aspect may allow for Red River's lava to more easily flow?)
  • Edge cases:
    • What happens when Red Runoff hits an EM Nuke?
    • What happens if an enemy ninja attacks the jutsu constructs as they're flying?
      • I recommend ruling that it would burst, somewhat mitigating its Range (with some fuckery from the Elemental Supremacy Chart)
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • Holy fuck, is this strong.

Burning Chains
  • Strength:
    • Melee Range only, but it's pretty powerful within that
    • Pretty cool reactionary stuff
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • Would this absorb Flame Aura, and artificially raise the Effect of this jutsu by 1?
  • Edge cases:
    • I can't really think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "1 to Effect," but I think it means to say "1 to AB"

[skip]

Lightning Bullet
  • Strength:
    • Pretty basic strength, but it's also armor piercing
    • Good genin-level jutsu
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "armor piercing," but I thought that all Lightning Jutsu were armor piercing?

Claw of the Storm

  • Strength:
    • Pretty basic strength, but scales pretty well
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "armor piercing," but I thought that all Lightning Jutsu were armor piercing?

Electroweb
  • Strength:
    • A nice capture jutsu, with a frighteningly long range
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "armor piercing," but I thought that all Lightning Jutsu were armor piercing?

Thunderburst
  • Strength:
    • At higher levels, it can gain a frightening amount of tags per round
    • Pretty good chakra efficiency, would be good for a taijutsu specialist
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • Does this stack with similar buffs (Flame Aura?)
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "1 to Effect," but I think it means to say "1 to AB"
    • In the example given, it says that a level 10 Thunderburst would have an Effect of 2, but wouldn't it just have an Effect of 1?

Lightning Bucklers

  • Strength:
    • Generates a frighteningly large amount of tags per round, if leveled
    • Rolls against physique which isn't generally a stat focused for growth (in the same way that Athletics generally is)
      • The stacking "fails over time" does mitigate this, however
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • Does this stack with Fire Element taijutsu buffs?
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Spelling and mechanics are all clear and correct.
    • It doesn't say anything about armor piercing, but I thought that all Lightning Jutsu were armor piercing?

Divine Serpent
  • Strength:
    • Strong AF, and only grows in strength as it's leveled
    • It's stupidly chakra efficient. Surprised it doesn't cost more
    • It costs a full round to cast, which nerfs it significantly
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.
    • It says "armor piercing," but I thought that all Lightning Jutsu were armor piercing?
    • Can it attack 1 target, multiple times?

Water Bullet
  • Strength:
    • Solid genin jutsu
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.

Heavenly Typhoon
  • Strength:
    • Strong attack that scales well
    • Super good if on the water
  • Exploit potential:
    • Anything that can change the terrain of the battlefield into water
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • If cast on someone trapped in a Water Prison Jutsu, does the boost occur?
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.

Raging Wave
  • Strength:
    • Good scaling, terrifying Range with additional pushback
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math, spelling is clear and correct.
    • Strain Calculations are off
      • Strain: 60, 100, 150, 210, 280...
      • Chakra: 12, 20, 30, 42, 56...
    • It says that the jutsu cannot push someone more than 2 Zones away from the caster, but the range of the jutsu is 2 zones away from the caster. If someone is already 2 zones away from the caster, and flubs their roll, do they receive no knockback?
    • Can it attack 1 target, multiple times?

[skip]

Hiding in Water
  • Strength:
    • Generates a lot of tags at higher levels
    • Good duration
    • It costs a full round to cast, which nerfs it significantly.
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • Used in conjunction with other stealth related Aspects (i.e. "murky swamp water")
    • Iron Lung jutsu, Tunneler's Friends, and other jutsu that extend one's ability to hold their breath underwater.
    • Trail leading up to the water could be mitigated by Hiding Like a Mole, and then tunneling directly to the river/lake/whatever
  • Edge cases:
    • I can't think of anything... What if a lightning jutsu is cast in the water (i.e. "enemy sees chakra beast in water, throws a Radiant Javelin at it, which misses the chakra beast, but hits the water.")
  • Overall soundness:
    • Math, spelling, mechanics are all clear and correct.

Grasping Tentacles
  • Strength:
    • Seems good for a Taijutsu user, but bad if the caster is attacked by more than 1 enemy at the same time (though that's true in the general sense, too).
  • Exploit potential:
    • I can't think of anything
  • Combination potential:
    • I can't think of anything
  • Edge cases:
    • I can't think of anything
  • Overall soundness:
    • Math and spelling are correct
    • It's effect is "1 to AB," and each tentacle can more 1 kg per level of GT... So a level 40 could make 4 tentacles, with each one capable of moving 40kg per level. Assuming 80kg enemy, at least 2 tentacles would have to hit... does each tentacle make its own roll?
 
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It's not really in the same vein but I think we still need Genjutsu rules right? And TH rules

Unless y'all are waiting for a PC to gain access to those two things
Right, without rudimentary th knowledge we can't know if a jutsu that the players would otherwise OK would be instantly broken by any half decent ther into SSS rank.

Like, maybe the fire dragon gets passed as a strong but imprecise jutsu, but any ther could add a tracking function for 40 stress or something and make it insanely busted
 
This is fair, I've turned Hazou's Calligraphy back down.

Let me know if there's any outstanding mechanical stuff the players are owed. Currently on my list is:
  • Leaf Private Library: Seal Collection
  • The Tower's seals for sale
  • Jiraiya's research journals
  • Asuma's selection of seals and ninjutsu from the Tower's restricted archives
Note: I haven't run this statement by the other QMs yet, but I'm rather certain they'll agree with me. If the trial for the ninjutsu auditing scheme goes well and we're able to approve lots of things without having to deal with lots of tedious internal discussion about balance and consequences, or having to make retcons, we will be quite happy and may do similar things again in the future. If we end up having to retcon a lot of ninjutsu or find that players are trying to nickel-and-dime XP or sneak exploits past us, then we will be quite sad and will need to stick to our usual method of doing a lot of internal discussion before we approve anything.

If you want to get access to the above archives of mechanical benefits quickly, I think it would behoove you to actually try your best to identify flaws and correct issues and work with us, because then we could perhaps run another player auditing scheme to get these things out fast.
It's not owed to us, but some stunts for RW users would be nice. It's a little hard to conceive of why you would specialize in those (or, moreover, why we would continue investing in them with Kei), and Kei is at the point where some stunts should be available -- from Ami, if nothing else.

Also, why is there a cookie emoji at the end of the list of jutsu?
 
Earth Release: Headhunter
  • Strength:
    • This is very close to a "Save or Die" roll, with a losing roll not killing you but having essentially the same effect (capture or kill at the user's leisure). Most ninjutsu require handseals and those that don't do not generally mesh well with being stuck underground, like Substitution.
    • Moreover, the technique costs 12CP (holy balls is that low); and the enemy is (almost) always aboveground, disadvantaged, and cannot counterattack, meaning that very little prevents the user from using the technique.
      • NB: Does the enemy defend with Athletics, Taijutsu, xor do they choose? It's not fully clear from the jutsu description.
    • The user is also underground. Tunneling techniques tend to have the "0 Alertness relative to each other", so enemies tend to have significant difficulty targeting each other.
      • Unless the QMs have forgotten to add it, the user is not stated to need to know the target's location, so sensory techniques like Living Roots may not be needed. *hint hint*
    • Overall, this is an *extremely* strong jutsu with the only weakness being the strict leveling requirements needed to actually make use of the jutsu against the most powerful opponents. But this technique's design speaks to me as a capture/assassination ninjutsu against ninja on patrol or in a major city.
  • Exploit potential:
    • This gives tunneling enemies the ability to attack from underground, without having to surface or be put at risk of counterattack. Let all ninja fear underground shinobi assaults.
    • While the technique doesn't make the user S-rank or anything close to it, it makes them a Jonin-level threat against most enemies. Very few ninja have shown capabilities to fight against burrowing enemies, even with knowledge of their presence.
    • If these capabilities were widespread...there would be a lot more anti-Doton ninjutsu, or tactics to fight against burrowing enemies.
  • Combination potential:
    • The obvious combination potential involves HLaM, but a much more dangerous case would involve Tunneling Excavation, which makes the tunnel permanent for more time to use Headhunter and permits ease of jutsu-casting, (can speak and make handseals easily).
    • Since making sensory techniques a requirement will likely be added in, Living Roots and related sensory techniques are also important here.
    • No 'break-the-world' capabilities exist with the technique at this time.
  • Edge cases:
    • Goketsu is the clan of explosives, and an obvious combination potential would be to have the user attach an explosive to the target's leg, or simply push explosives up in lieu of actually grabbing an enemy.
      • I'm uncertain if this would allow the user to use Taijutsu instead of the jutsu, but it would at least provide a safe way to deliver explosives (as the user is in another Zone).
    • I would suggest the following changes:
      • Make explicit that Substitution cannot be used if they are trapped by Headhunter.
      • Make a sensory technique mandatory to make a target.
      • Permit counterattacks with some additional penalty in order to successfully counterattack. Example:
        • If the defender wins but below ...say, 9 Shifts, the attacker doesn't take damage.
        • If the defender wins but goes above 9 Shifts, the attacker still doesn't take damage but is forcibly moved onto the same Zone as the defender.
      • State that the user cannot plop explosives below an enemy's feet instead of making an attack or any actions along that vein.
  • Overall soundness:
    • No typos or miscalculations.
    • I fail to see the difference between passing a Physique 60 roll to get out and passing 10 Physique 50 rolls to get out, beyond the latter taking 10 Standard Actions. It's supposed to be louder, but the relevance seems unclear???
    • This jutsu needs nerfs.
 
Quite a trick missed not to request the audits under Zero-G.

I don't know what player audits are meant to be, and I'm definitely not equipped to audit mechanics anyway, but, some quick thoughts on some jutsu:
  • Stone Bullet
    • This is a ranged weapon so it seems unreasonable for Kei not to be able to use it better than Akane, had they both the same level in it. Maybe it should roll the mean of its level and the user's ranged level, plus a small bonus? Which would make it worthwhile if you leveled it up to stronger than you could throw a kunai, but still had all the skills needed to make that throw count. (NB: I don't understand mechanics.)
  • Headhunter
    • This seems like it should be a variable effect depending on terrain type, with soil being meaningfully easier to escape from than these numbers suggest.
    • It seems pretty cool for nonlethal takedown, but much less in-principle useful than 'stick a finger above the surface and blast-ring them' if you aren't going for nonlethal. (Or just place a normal explosive, if you aren't Gōketsu.) So I don't expect this to be that useful for normal combat just based on the description.
  • Earth Pillar Jump
    • u feckin made MEW hop a jutsu. dude nice. i like ur jive
    • But seriously doesn't this make more sense as a stunt? Why would someone go through all the effort to Technique Hack a jutsu here, rather than just design an athletic technique?
  • Guiding Light
    • This seems weirdly short-lived, and I'm not sure why, given it has no significant combat applications and fire isn't hard to emulate.
  • Will O' The Wisp
    • I don't understand why this has no combat effect. Surely if you shove it in someone's face then it's going to do stuff? I thought maybe it's too slow, but it moves ~as fast as a fighting ninja, if I understand the zone rules.
  • Blazing Willpower
    • I don't understand why this exists.
    • If you could, like, directly will the seals in someone's pockets to catch on fire, I could see this being useful in niche cases. But my vague read is that it'd spawn closer to you, and they'd then see it approach.
  • Salamander's Breath
    • The leidenfrost effect might mean a person using this could wade through LN2 from an EN nuke. I don't expect anyone to know this, but then I also I don't expect anyone who has used it to realize it has limits, nor for those limits to have been tested in the aftermath of the first use.
    • If this is cheap, I wouldn't be surprised if everyone in Leaf who can learn it is suddenly encouraged to do so.
  • Controlled Immolation
    • I also don't understand why this exists (but this time you also have to sink levels into it?)
    • This seems awkward not to be sealless.
  • Flame Bullet
    • cf. Stone Bullet
    • I'm not super fond of Stone Bullet being equivalent to Flame Bullet but with a different chakra type. Eg. it'd make more sense for Flame Bullet to be harder to block with a kunai, but do less impact damage. Maybe this is something you do at the narrative level, but if you take the advice to mix the roll in with Ranged Weapons and then add a bonus, one option is to just make Stone Bullet have a bigger bonus to damage, versus Flame Bullet have a bigger bonus to hit chance. (Again, I don't know mechanics well enough to say what that looks like.)
  • Flame Eruption
    • I don't understand mechanics well enough to get why this doesn't obsolete Ranged Weapons for us. (Ranged Weapons stunts might change that, if we had some.)
    • I read this as being instakill, and this seems like a mistake, versus just doing high stress damage.
  • Flameburst
    • This seems pretty strong intuitively, even at low levels, but I'd suggest someone who understands mechanics better to actually verify that.
  • Burning Cloud
    • I think this is the sort of jutsu that deserves a more explicit account of what it actually does, outside of the combat-mechanical interpretation. Like, where is the cloud, what are people dodging, what sort of structures does it annihilate?
  • Flame Sphere
    • Sorry, is this literally rolling, or is it meant metaphorically? It's literally, right?
  • Chain Bullet Swarm
    • Sorry for being pernickety about combat mechanics not matching intuitive consequences, but surely shooting multiple targets with Chain Bullet Swarm should mean each target is less threatened by the attack than if all the bullets were aimed at a single target?
  • Blazing Dive
    • Is this good? Please someone tell me if this is good.
    • Skywalkers obviously make this better than it was initially, when some weird-ass ninja with an inevitably-short lifespan decided it needed to exist.
  • Volcanic Blast
    • This is a Kamehameha.
      • As such, it should take more chakra to charge.
      • I mean, c'mon, it's only honorable.
    • This seems damn strong as an ambush attack. Is anything else +3xAB? I think skill pyramids make this a pretty great pick for a runner-up jutsu, because of how well it can scale without being the capstone. (Again, I don't actually know what I'm talking about wrt. mechanics.)
  • Blacksmith's Blessing
    • The flavor doesn't really match the duration. I honestly don't think it'd hurt to up the cost and make this last a lot longer. At the same time, I get not wanting to risk cheap armour being in a library, even conditionally.
    • I would be shocked if there aren't synergies here. Akane definitely wants this.
  • Burning Fist
    • Something about the chakra cost of this being higher than so many other things, like Rising Sun Dragon, just feels really incongruous. The flavor would work better with the mechanics if it sounded correspondingly intense. Idk, maybe call it 'Nova Fist' or something, 'said to be as hot as the surface of the sun.'
  • Blazing Fists
    • OK but why is this one plural and the first one not, when they both affect both hands?
    • Since when is 'Burning' hotter than 'Blazing,' but more transient? These names are backwards.
    • I assume Burning and Blazing Fist/s aren't meant to stack (?).
  • Red Rain
    • This seems really good. The downsides are super manageable.
    • At level 70 this is AOE range 5, with a +16 to the roll, for 222 CP.
    • The 44/220 in the CP/strain total should be 42/210, I think.
  • Burning Chains
    • I'm possibly just being dumb but I don't see where it says what an attack rolls as.
Alright that's all for now.
 
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Grasping Tentacles:

  • Strength:
    • Doesn't deal damage, so that knocks it down about half a tier; enough, I think for it to fit comfortably within the confines of the public jutsu repository. CP seems reasonable. Range at first seemed low, but then I noticed it rounds up, which seems reasonable enough. A little on the weak side as far as its effects go, perhaps, but there's lots of potential in jolly cooperation, whether from clones or other people, to balance that out
  • Exploit Potential:
    • Can't see anything wrong in this regard.
  • Combination Potential:
    • Well, once we get some decent armor ... actually, no, come to think of it, this jutsu can possibly make *wearing* armor viable. More into that later. But once we have some armor, this combines well with any number of sealtech things. Drag someone into melee with a banshee while we have a slayer on, Just Explode Them, etc.
    • With a bit of hacking, this could be made into a jutsu that either delivers seals more easily and effectively, or one that wields many weapons. Either would be cool, though I don't see them being particularly broken.
  • Edge Cases: Lots here.
    • What happens if you grab yourself?
    • Does the jutsu leave objects wet?
    • Can the jutsu deliver something (a seal) to the target?
    • My suggested answers, ordered:
      • No mechanical benefit or drawback (A stunt or different jutsu might allow using this jutsu instead of Athletics).
      • Yes if cast from real water, no otherwise. If cast from real water, a wakahisa user may drain a target connected, though this does require a standard action as usual, and so vampiric dew may not be used by the wielder of this technique.
      • Yes, though the user cannot supply it, nor do they emerge at set locations around them, so placing them on the ground is insufficient. A clone or ally can supply them with activated seals, resulting in the jutsu being rolled for damage as well, in like manner to Ranged Weapons.
    • Regarding the comment on armor above: It seems plausible with the stunt that would allow use of this technique instead of athletics, that it would elide the ineffectiveness of actual armor, and allow use of point-blank explosives to people that do not have the Iron Nerve.
  • Soundness:
    • The text of the jutsu is easy enough to understand, absent the above edge cases.
    • I will note that the strain calculations are... strained by the existence of multiple variables in its calculation (effect, range, and aoe). They seem accurate, but it's difficult to judge.
 
Controlled Immolation
Soundness:
What counts as an object? Is it more similar to a storage seal's definition or to 5SB's definition of object?
If there are multiple objects in your hands can you choose one of them or are all automatically chosen?
Do chakra/chakra constructs count as objects (ex: stone/fire/air bullet)?

Exploit Potential:
If object definition is closer to 5SB's. And you can choose which objects in your hand to immolate. Can create vacuums by holding a metal sphere filled with water. And immolating the water. Unclear applications for small vacuums.
You would also be able to dissect small body parts. Holding a finger between palms. Remove the skin of a finger. Then the collage/muscles. Then the bones. Etc. Applications for leaf's medical people.
If you can immolate chakra. You can immolate just the chakra from small living animals. Potential applications in studying chakra and their effects on biological systems. As the alternative to removing chakra from a living animal is to like stab it until it dies.

edit:
i'm assuming the player audits are re-checked in their final versions at the end of the event? In which case I'll add edits to existing ones where it makes sense.
Otherwise if only their initial versions are looked at i'll need to make new audits with duplicated information/questions for context.
 
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Wind Release: Windwalker
  • Strength:
    • This is a weaker Substitution. Bonus to dodging via Athletics as a Supplemental Action, but as a generally smaller bonus and costing more per cast.
    • The real benefit is the fact that it works as a Supplemental Action, AND seems to be stackable with Substitution itself to avoid attacks in general.
    • Furthermore, in pitched combat the user may need to roll Athletics multiple times; this jutsu works really really well with that since it's a one-cast technique for 30s (ie the duration of most ninja fights).
    • It's not a jutsu that will be leveled to the extreme, but is rather useful for ninja that use Athletics (which is, quite honestly, all of them).
  • Exploit potential:
    • Anything this can do Substitution can do [better/differently].
    • Without hidden mechanics or additional details, no obvious exploit seems present.
  • Combination potential:
    • Combination with Substitution to increase dodging abilities is highly useful, and the multi-tag aspect allows the user to save chakra in more pitched combat.
    • If Windwalker works with Skywalkers, it would provide a way to boost Athletics-related skills during Skywalker combat where Substitution cannot (due to being in midair/no valid targets).
  • Edge cases:
    • Kei and Mari are the only major Goketsu with this ability, and while it synergizes with both, they already have Substitution and Wind Wall and Skywalkers which accomplish most of the same goals; adding Windwalker to their arsenal grants additive bonuses and not synergistic bonuses.
    • Goketsu seals do not strongly synergize with this technique, save Skywalkers which have been mentioned earlier.
    • An amusing interaction (which may be incompatible with the narrative) would involve using Windwalker at a high enough level to smash to an enemy who has burrowed under the ground. This interaction may need to be patched by more clearly determining what the Border to go underground is.
    • Personal mechanics question related to a rules clarification (not necessarily this jutsu): How many times can an Aspect like Windwalker be tagged on the same roll?
  • Overall soundness:
    • No miscalculations and clear mechanics.
    • The strain calculation has been miswritten as "145, 165, 195, 235, 285… CP".
 
Earth Wall
  • Strength:
    • Weaker MEW
    • High chakra cost
    • Decent Block bonus
    • Exploit potential:
      • Cast atop an Earth Dome or a permanent MEW Wall (such as the one we've put up around the old Goketsu estate, or Leaf's Wall) could allow for a larger block (such as blocking a meteor-esque attack) than originally intended
    • Combination potential:
      • Can't think of anything
    • Edge cases:
      • We already have the superior MEW
      • Casting MEW atop this jutsu might be wonky, since it conjures a "stone" wall, and "stone" might count as sufficiently "earth" for a successful cast. I would rule that MEW either fails completely, or disintegrates when the EW does.
    • Overall soundness:
      • The Range is listed as (-2) which is "personal effect, only the caster." However, the text description says "...Any ranged attack targeting you or your allies within Melee of you..."
        • The wording of this implies that EW can be used to protect allies as well, meaning that the Range of the jutsu should, perhaps, be (-1), which is "within melee range of the caster.
        • I suspect the intent of the jutsu may be "this is a primary self-defense jutsu, but the width of the construct means that allies who are within melee range of the jutsu are serendipitously protected by the rising Earth Wall."

Guiding Light
  • Strength:
    • Good utility cantrip.
    • No combat potential, but could be used to burn rope, canvas, cloth, or other such things (molotov cocktail?)
    • Cannot be used until level 10 is a decent enough drawback that (along with its uselessness in combat) I could see it being overlooked by most ninja
  • Exploit potential:
    • It might light things on fire.
  • Combination potential:
    • Does it stack with other Alertness-boosting things (such as chakdar?)
  • Edge cases:
    • The Goketsu carry so many storage seals that its a meme. Carrying flammable-level alcohol/oils seems reasonable.
      • May want to rule about the creation of molotov cocktails.
      • Maybe the chakra construct burns brightly, but does not burn anything?
    • If the light is bright enough to give a boost towards Examination or Alertness, then it should give an equal debuff towards stealth.
      • perhaps the enemy ninja also gets a free tag on the "Guided by the Fire's Light" for the purposes of Alertness?
      • This could(?) be resolved by saying "everyone within the zone, or close enough narratively to benefit from the additional light, receives the associated buff, but only the caster gets a free tag."
  • Overall soundness:
    • No typos, math is correct, rules are precise.
    • Reminds me of Uncle Iroh in the tunnel with Aang.

Earth Pillar Jump
  • Strength:
    • Seems really good at first glance, especially with the two stunts available for it.
    • Earth Element Rocket Boots, basically
    • Might want to raise the XP cost of the aforementioned stunts, and/or the EPJ level prerequisite
  • Exploit potential:
    • Can Substitution or Vacuum Step be cast mid-air? If so, then this has some really powerful synergy (especially with the stunt that extends the duration of the jutsu).
  • Combination potential:
    • Aforementioned Subsitution or Vaccuum Step.
      • Could make it so that the caster cannot perform jutsu while midair.
      • Maybe the sheer speed you're moving at means that you can't focus enough to mold chakra properly.
        • Maybe an additional stunt bypasses this, with a high stat prerequisite (Resolve? Sub/VS 50? Both?)
  • Edge cases:
    • See: Aforementioned Vaccuum Step, but Rocket Boots could also serve as an additional factor. When stacked with the baseline ESP, it could, potentially, achieve the "30 seconds" duration that the second available stunt provides without actually buying the stunt.
      • Maybe it's more uncontrolled? Harder to dodge as effectively? Caster counts as "flat-footed" unless they have the Rocket Boots athletics training stunt "Rocket Jump!" ?
  • Overall soundness:
    • No typos, stat calcs are right, and mechanics seem right
 
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i'm assuming the player audits are re-checked in their final versions at the end of the event? In which case I'll add edits to existing ones where it makes sense.
Otherwise if only their initial versions are looked at i'll need to make new audits with duplicated information/questions for context.

I think the idea is for QMs to outsource the work. We should probably try to present it in as nice a way as possible for them? Lots of duplicated/similar posts sounds hard to track for them.

If QMs just keep track of the last edited time (at the bottom right) for each analysis they read, and report those timestamps once submissions are no longer allowed, then each player could check their own posts to see if QMs got the most recent version or not. That way, QMs need to look at a post at most twice, and players can edit up until QMs call time & post the timestamps they've got so far.

This only makes sense if most posts are never edited. If most posts go through at least one edit, then it probably saves effort overall if QMs just check all posts for edits at the end.
 
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Will O' The Wisp
  • Strength:
    • It's a narrative-strength jutsu
    • Guiding Light, but ranged
    • Same as before, regarding burning
  • Exploit potential:
    • It's a ball of flame, so I doubt it'll be very stealthy (depending on lines of sight, weather conditions, and the like)
    • Potential to set things aflame from hella long distances
      • Set mundane traps (alcohol spills, oil barrels, ropes holding traps)
  • Combination potential:
    • How does wind jutsu affect it? Does it cause firestorms, or give it meaningful damage? If it burns, does that fire spread? Potential for Cat Firestorm shenanigans (but at a distance, and/or Very Long Width firestorm)
  • Edge cases:
    • Misterator with alcohol?
    • Storage seal shenanigans?
    • Wind jutsu creating meaningful damage?
  • Overall soundness:
    • No typos or miscalculations.
    • Can you do the handseals, and then have the fireball appear 5 zones away, or does it appear beside the caster and then have to traverse the distance?

Blazing Willpower
  • Strength:
    • Useless for combat
    • Sealless and silent, which are pretty hecking good things to have
    • It's only utility that I can think of is to break rope.
      • Does it burn through Earth bonds (like if you were trapped in an Earth Element stocks) at a longer duration?
      • It's explicitly stated to have been made for escaping bonds, and is useless in combat due to focus and casting speed.
        • Might be ripe for munchkinry if it burns that hot.
    • It does one thing and it does that one thing well. I doubt it's a popular jutsu, but I imagine that Fire Element I&S ninja probably learn it.
  • Exploit potential:
    • I can't really think of anything.
    • Might be able to boil water, set things aflame, and change temperature of the room they're held in.
  • Combination potential:
    • Maybe buff techniques?
    • What about if the user is already on fire (a la Flame Aura?)
  • Edge cases:
    • I can't really think of anything.
    • Kagome's Isanese not-girlfriend invented locking seals. Locking is a type of bond or restraint. If this jutsu is used to burn through a locking seal, does it decrease the chance of sealing failure?
  • Overall soundness:
    • No typos, mechanics are clear, and the calculations look right.

Salamander's Breath
  • Strength:
    • Seems decent utility for cold weather environments? Save money on cold weather gear, but not overwhelmingly so.
  • Exploit potential:
    • Does this technique create any new qualitatively new capabilities?
    • If these capabilities were widespread, how would the world look different? Why doesn't it look different?
    • Can it warm the area around the caster, by warming the caster? Could cause snowmelts, or burn up seals?
  • Combination potential:
    • May allow the user to endure EM Nuke weather?
  • Edge cases:
    • Does it stack with armor jutsu, like Ghost Scales? What about buff jutsu, like Flame Aura?
      • I would rule "yes," provided that they do not break the special breathing exercise (idk, a stunt to that effect? SB at lvl 20?)
    • Since the flavor text is "fire chakra in stomach," can a ninja have SB active and also cast something like Earth Bullet?
      • I would rule "no," unless they have the aforementioned stunt about being able to maintain the special breathing technique
  • Overall soundness:
    • No typos
    • Calcs are correct
    • What happens if the user is unable to maintain the special breathing exercise (out of breath, punched in the diaphragm, etc)? Does the jutsu fade immediately? Does it break painfully?
      • I would suggest that the duration continues, but that the caster receives a moderate amount of stress once the duration ends.
 
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Earth Wall
  • Strength:
    • Weaker MEW
    • High chakra cost
    • Decent Block bonus
    • Exploit potential:
      • Cast atop an Earth Dome or a permanent MEW Wall (such as the one we've put up around the old Goketsu estate, or Leaf's Wall) could allow for a larger block (such as blocking a meteor-esque attack) than originally intended
    • Combination potential:
      • Can't think of anything
    • Edge cases:
      • We already have the superior MEW
      • Casting MEW atop this jutsu might be wonky, since it conjures a "stone" wall, and "stone" might count as sufficiently "earth" for a successful cast. I would rule that MEW either fails completely, or disintegrates when the EW does.
    • Overall soundness:
      • The Range is listed as (-2) which is "personal effect, only the caster." However, the text description says "...Any ranged attack targeting you or your allies within Melee of you..."
        • The wording of this implies that EW can be used to protect allies as well, meaning that the Range of the jutsu should, perhaps, be (-1), which is "within melee range of the caster.
        • I suspect the intent of the jutsu may be "this is a primary self-defense jutsu, but the width of the construct means that allies who are within melee range of the jutsu are serendipitously protected by the rising Earth Wall."

Guiding Light
  • Strength:
    • Good utility cantrip.
    • No combat potential, but could be used to burn rope, canvas, cloth, or other such things (molotov cocktail?)
    • Cannot be used until level 10 is a decent enough drawback that (along with its uselessness in combat) I could see it being overlooked by most ninja
  • Exploit potential:
    • It might light things on fire.
  • Combination potential:
    • Does it stack with other Alertness-boosting things (such as chakdar?)
  • Edge cases:
    • The Goketsu carry so many storage seals that its a meme. Carrying flammable-level alcohol/oils seems reasonable.
      • May want to rule about the creation of molotov cocktails.
      • Maybe the chakra construct burns brightly, but does not burn anything?
    • If the light is bright enough to give a boost towards Examination or Alertness, then it should give an equal debuff towards stealth.
      • perhaps the enemy ninja also gets a free tag on the "Guided by the Fire's Light" for the purposes of Alertness?
      • This could(?) be resolved by saying "everyone within the zone, or close enough narratively to benefit from the additional light, receives the associated buff, but only the caster gets a free tag."
  • Overall soundness:
    • No typos, math is correct, rules are precise.
    • Reminds me of Uncle Iroh in the tunnel with Aang.

Earth Pillar Jump
  • Strength:
    • Seems really good at first glance, especially with the two stunts available for it.
    • Earth Element Rocket Boots, basically
    • Might want to raise the XP cost of the aforementioned stunts, and/or the EPJ level prerequisite
  • Exploit potential:
    • Can Substitution or Vacuum Step be cast mid-air? If so, then this has some really powerful synergy (especially with the stunt that extends the duration of the jutsu).
  • Combination potential:
    • Aforementioned Subsitution or Vaccuum Step.
      • Could make it so that the caster cannot perform jutsu while midair.
      • Maybe the sheer speed you're moving at means that you can't focus enough to mold chakra properly.
        • Maybe an additional stunt bypasses this, with a high stat prerequisite (Resolve? Sub/VS 50? Both?)
  • Edge cases:
    • See: Aforementioned Vaccuum Step, but Rocket Boots could also serve as an additional factor. When stacked with the baseline ESP, it could, potentially, achieve the "30 seconds" duration that the second available stunt provides without actually buying the stunt.
      • Maybe it's more uncontrolled? Harder to dodge as effectively? Caster counts as "flat-footed" unless they have the Rocket Boots athletics training stunt "Rocket Jump!" ?
  • Overall soundness:
    • No typos, stat calcs are right, and mechanics seem right
Earth Pillar Jump Addendum

Edge Cases:
  • We may require rulings on its combination with rocket boots, as the unique nature of rocket boots in explosive adjustment of momentum makes me think that you might find use in the EPJ tags for taijutsu.
 
Afraid I can't contribute until after exams, apologies. But it may be worth thinking about where we want to put our XP. I know the wisdom had been towards Noburi, because he doesn't get to FOOM. Instead, may I pitch my first and second choice:

First choice: Hazou. He doesn't FOOM quite as fast as the others. He's gained a bunch of sealing XP, which is great, but we're still not quite where we want him to be. A couple hundred XP lets up get ES and calligraphy where we want it to be to finally start progressing the plot, and making real sealing progress (with less of a risk of callig failure), faster. Giving Hazou a few fate points to burn to power through the Minato seal family would probably help as well. But I really want Callig 39 and ES 50, so we can DO the THINGS.

Also because we the players lost him a bunch of XP (I'm ashamed to admit I missed a 'g' in one post), and so we the players should help balance it out, you know?

My second pick is Akane. Because natively, her getting a LOT better at deception very quickly would make sense, and having her deceit jump up would be very helpful to us for a few reasons. Also, wouldn't hate investment in her survivability stats, given the non-zero risk of her being assassinated by her home village now. A Hazou that knows that happened might snap and lead to a very quick and brutal Bad Ending.

Plus, what is currently happening to Akane is our fault, and I feel really bad about it. And in want best girl to survive and thrive. Currently we're at, like, 0.5/2.
 
I'm just going to save mine for FP, personally. I wanna burn through that sealing research, dammit.
 
Further jutsu may be added to this post if no one else posts.

Raging Wave
  • Strength:
    • Difficult to discern, because it is unclear if this jutsu does damage.
      • If not, it seems... workable but weak as a utility jutsu, if you have the element stunts Paper likely has on the docket for you.
        • Without those, I cannot imagine anyone ever using this without something to combine it with.
      • If so, there's friendly fire risk, but otherwise a fairly good attack.
  • Exploit potential:
    • Forced movement is a whole can of worms, as any tabletop GM can agree with. Lots of potential there.
    • However, this would be no more or less damaging to the cohesion of the story than any other forced movement. It gets a pass here for me.
      • Do remain aware of the complications it could introduce, though, as I will discuss in later sections
  • Combination potential:
    • Combine this with literally any "hazardous border" technique (Flame Wall, 5SB nets, etc.), , and it turns what's already inconvenient or dangerous (Raging Wave) into an existential threat. This does require adjudication, though.
    • Doesn't break the world, though, as it still requires you hit, something which carries along with it a number of other nasties if you were to use a different jutsu instead.
  • Edge cases:
    • Note: Many of these edge cases are not unique to this jutsu, and may be reused for other forced-movement jutsu, if there are any.
    • Here we get into the nitty gritty:
      • How does this function with Borders of zones? Does it ignore them? Does it subtract the number of zones? Add additional damage?
        • I'd suggest an amount of stress (either 1 or 2, depending on your ideas of balance) based on how many zones aren't crossed.
      • What about non-physical borders (ie flame wall instead of earth wall)?
        • Setting aside the question of the elemental interactions (which may reduce the effectiveness of the Raging Wave-Flame Wall combo in particular), how does this function in the general case? It seems a little weird for a jutsu pushing you through a wall to ignore the effectiveness of the wall in blocking you, or its extraneous effects. I'd suggest the following:
          • For any Border whose crossing has an effect determined by Athletics, treat the Raging Wave roll as the athletics check for crossing
            • For instance, being pushed across a Flame Wall would be modeled as [Forced Movement Tech roll that pushed target, in this case Raging Wave] versus Flame Wall's TN
          • For any Border whose crossing has an effect determined by Physique (IE, a Lightning Wall that locks up nerves or whatever), roll as normal, but if Raging Wave does not ordinarily do damage on excess shifts, on a failure of the example jutsu, it would, due to inability to brace themselves.
          • For any Border whose crossing has an effect determined by Alertness (IE, a 5SB web), roll at narratively appropriate penalty. This is not intended to be easy -- something like a -2 or 3xAB would not be inappropirate. Sucks to suck, but I cannot imagine having the spatial awareness to contort yourself as you are being sent flying to avoid a barely visible web to be easy.
      • How does being tossed into a bunch of pre-set-up traps, both sealing and otherwise, work?
        • I suggest a penalty to rolls to avoid said traps, in addition to some amount of unavoidable stress from them, depending on the nature of the traps in question. Or instant death, if the traps are sufficiently well made.
  • Overall soundness:
    • As mentioned, unclear if this jutsu does damage -- it is an 'attack' and not a 'maneuver' jutsu, but it does not have weapon numbers.
      • If it does not do damage, then it should probably have a disadvantage for that. If it does, it should have a weapon number either listed or described.
    • Otherwise, the mechanics are clear, with the exception of the lack of clarity in Strain numbers due to the multiple variables in its calculation, something I mentioned in a different technique.
 
Hm, it appears to have gotten late.

I'm going to get some sleep and do an editing pass in the morning, then post. Update should be out in 6-8 hours.
 
Voting is open
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