@Twinnstars, I have some good news for you curtesy of Julius Ceaser. MS7 doesn't need SSA this cycle. That means that just this once, everybody wins!
You want to burn an extra 5 days on prep this cycle and turn it into an 11 day monstrosity? When we could be 2 full cycles into RBs and MS8 in 10 days? @acidshill there is not agreement about this. Please do not.

As to the seal being useful, most combats I can think of we've had several rounds warning to set up the seal. We have four summoners in the clan, that's four people who'd love a few more guaranteed rounds to summon allies to prep the ground
This is just not true. The only one that I can recall this being the case is Hyena. Neck, no. Daizen, no. Golems no. Carrion bird a couple chapters ago, no. Rounds are incredibly valuable resources in FtD combats and we do not have them to burn setting up defensive seals.
 
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You want to burn an extra 5 days on prep this and turn it into an 11 day monstrosity? When we could be 2 full cycles into RBs and MS8 in 10 days? @acidshill there is not agreement about this. Please do not.


This is just not true. The only one that I can recall this being the case is Hyena. Neck, no. Daizen, no. Golems no. Carrion bird a couple chapters ago, no. Rounds are incredibly valuable resources in FtD combats and we do not have them to burn setting up defensive seals.
Factually wrong. Here's the reference for neck. Yuno hears whistle, spend a round prepping ground instead of running. Do round one negotiations same way, Mars activates 4fsop as well, hopefully splitting their group
Yesterday, the team had had a major stroke of luck: following a river, they'd found their first civilian village. While, after discussion, they'd decided not to attempt to infiltrate—they could hardly pass for natives, and any foreign travellers out here in the middle of nowhere would inevitably be reported to the next ninja passing through—Kei and Snowflake had been able to make all kinds of useful inferences about the surrounding terrain and possible ninja patrol routes, and there was every chance that if they kept going, the river could turn out to lead to the lake. That was their objective today.

Spoiler: dice
There are ninja passing through the area. Do they notice tracks left by the party?
The team is moving very slowly, prioritising avoiding other ninja. They take 3 steps down on the time ladder for a +3xAB CM modifier.
Hazō: Stealth 15 + 6 + 3 = 24
Kei: Stealth 18 + 6 + 6 = 30
Snowflake: Stealth 18 + 6 + 3 = 27
Akane: Stealth 15 + 6 + 6 = 27
Yuno: Stealth ?? + ?? + ? = ??

Lowest Stealth is Hazō (24).

Local ninja leader: Alertness ?? + ? = ??
The leader beats Hazō's roll, and no further rolls are necessary. He notices the tracks and the ninja begin pursuit. They are prioritising speed over stealth, so Team Gōketsu does not have to make Alertness rolls to notice them.

Athletics rolls all round as Team Gōketsu attempts to shake off the pursuit.
Hazō: Athletics 40 - 3 = 37
Kei: Athletics 50 + 9 = 59
Snowflake: Athletics 50 + 0 = 50
Akane: Athletics 48 + 6 = 54
Yuno: Athletics?? + ? =??

Local ninja leader: ?? + ? = ??
Second-in-command: ?? + ? = ??
Younger ninja 1: ?? + ? = ??
Younger ninja 2: ?? + ? = ??
Younger ninja 3: ?? + ? = ??

The pursuers easily catch up with Hazō and he calls for the rest of the team to stop.

"Wait!" Yuno suddenly held up a hand as the group emerged from the treeline, preparing to crest the small hill overlooking the riverside village. "Do you hear that?"

Hazō strained his ears. There was something moving to the west, some way away but incoming fast. It wasn't a chakra beast. Any predator formidable enough to go after a group their size wouldn't start making noise until it was much closer. Somebody wanted to catch up to them, and they were making speed their top priority.

"Enemy patrol," Hazō hissed. "Let's head east and try to lose them in the forest we were exploring yesterday."

"Quadrants 3B to 3C," Kei advised as they began to run.

Hazō nodded. They hadn't seen any signs of enemy patrols in that area, which avoided the worst-case scenario of fleeing from one patrol, only to crash headfirst into another. Hazō doubted that Asuma would be impressed with a reprise of the Team Uplift wildfire incident.

Yuno took point, her eyes taking on a glint of pure steely focus as she plotted the smoothest route over rough ground while simultaneously scanning the area for chakra beasts that might react badly to sudden intruders into their territory. Bringing her along had been a brilliant idea, even considering the demands of Yuno duty. Kei was close behind, offering an occasional "No, that way", supplementing Yuno's instinctual sense of the terrain with flawless recall of the maps she'd had primary responsibility for drawing up.

Akane and Snowflake were in the middle of the group, moving at a respectable pace. The stupid thought flashed through Hazō's mind that he hoped Akane wasn't pushing herself. She'd learned her lesson. He was sure of it. Almost sure. Even if she wasn't, Snowflake remembered what happened last time, if only secondhand. She'd notice if anything was wrong.

They ran and they ran and they ran. Trees blurred past, occasionally too close for comfort. Periodically, flocks of startled birds fled the area as they passed, and Hazō hoped no other ninja out there were watching. Either no chakra beast dared get in their way, or Yuno spotted them in advance and steered the group away. The enemy—no, it was too soon to think of them as the enemy—the other group wasn't letting up. Of course, they'd know the terrain, both in the specifics of the landscape and in the general sense of knowing how to navigate this natural environment. Still, no small-continent hicks were going to beat the team that had braved elements and battled monsters everywhere from Snow to O'Uzu when it came to adaptability.

In theory. In practice, Hazō was starting to flag. Had he not got enough sleep? Was it the stone in his sandal which he'd taken too long to stop and remove? Or were the others just setting too fast a pace?

As if any pace could be too fast when it came to outrunning a patrol. No, Hazō just had to push himself a little harder. He hadn't summoned Canvass yet today, so he had plenty of chakra to spare—

"Stop or die!"

They were right there. Right behind him. One had a machete in his hands. And while they were speeding up, Hazō was slowing down. From here, it would only take one swing.

"Code Olive!" And then, for the pursuers' benefit, "Stop and talk!"
 
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Clarity: We need to slow the pace of ninja adoptions?

Yes. Nobody cares how many civilians you adopt (as long as it doesn't threaten a clan's or the Tower's interests, or possibly the KEI's). Academy students count as ninja for most relevant purposes.

I don't think it normally does, but we can ask! @Velorien Should we go ahead and vote in a new sealing research plan or is the one from this latest plan going to happen?

The latest sealing research plan is going to happen, either to be edited in after this update or added to the next.
 
Factually wrong. Here's the reference for neck. Yuno hears whistle, spend a round prepping ground instead of running. Do round one negotiations same way, Mars activates 4fsop as well, hopefully splitting their group
This is not combat, you can tell since the word Round isn't capitalized (and there are no attack rolls). This is the result of the players voting in a bad plan that didn't account for Hazou being unable to run away from chunin. The combat is in the next update. As you will see, it is (basically) over in Round 1. There was no time to deploy 4FSoP in combat.

In this situation there was no time to deploy 4FSoP at all because of poor planning. Just like the Hyena fight really. Except less explicit because we were given a minute to plan and then wasted it there. Here we just carried the generic mission plan through to the first punch.

We don't have mechanics for 4FSoP yet, so I'm hesitant to say there would be no impact to planmaking. But really we could have just voted in that if we encounter a patrol we bait them into a skyslicer. It would have worked. But I imagine we'll be back to running away or trying to talk things out rather than actual combat.
 
@Velorien @Paperclipped How hard are these (without notes)?

For the record we already know Instant Darkness Dome is Chuunin, Earth Pillar is Genin, and City of Pillars is Chuunin.

We do not yet know what Electrocution, Substitution, or Twin Repulsion difficulty from what I can tell.
  • Electrocution: genin
  • Substitution: genin (Scanning the notes, Hazō thinks this is also super-speed, rather than any kind of spacetime technique)
  • Twin Repulsion: genin
@Paperclipped @Velorien @eaglejarl since we've already made an infusion roll on Air Tunnel seals, can Hazou estimate its difficultly compared to DEs and MS7? Roughly the same?
He thinks they are chūnin-level difficulty. At the time, they were right at the limit of his ability.

Given that we already have Jiraiya's research notes on the AB seal, what level of difficulty is it?
The Tower-standard Anti-Byakugan seal is chūnin-level. While the Tower prefers that relatively few people learn it to keep the Hyūga from going ballistic, Kagome knows it already and would be glad to teach you.
 
Yes. Nobody cares how many civilians you adopt (as long as it doesn't threaten a clan's or the Tower's interests, or possibly the KEI's). Academy students count as ninja for most relevant purposes.

I would advise we should also slow civilian adoptions too(if we are still adopting more). Make sure we work out the kinks in the civilian culture. The ninja projects power and is the clan's military strength, ultimately the economic engine(and maybe intellectual too) is with the civilians.
 
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I would advise we should also slow civilian adoptions too(if we are still adopting more). Make sure we work out the kinks in the civilian culture. The ninja projects power and is the clan's military strength, ultimately the economic engine(and maybe intellectual too) is with the civilians.
Actually this doesn't seem to be true. The bulk of human flourishing sure. But most of the cash the clan gets is pay is from missions.

Maybe the revenue from clan businesses outstrips mission pay, but I don't think all the employees of our owned businesses are members of the Clan.
 
Oh right lol. Mr. Emerald Mine.

That confuses making money with valuable economic activities. All we have done is transfer wealth from rich people to the Goketsu's pockets.

Now, we're definitely using that to fund less profitable but more economically useful activities. You can't eat a gemstone, but you can sell it to fund investments.
 
Leaf Ninjutsu Library Audit Reviews

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".

  • Good comment, fixed the 'enemy' line. Not changing the mechanics – if you prepare with allies that you might use Mud Trap on them, you might be able to create a taggable Aspect for them to dodge. (+1)
  • Would be good if you laid out those exploit effects.
  • Mechanically, a -3*(Effect) penalty doesn't keep you from moving, it just slows you down a lot. That would be accounted for in a roll against an AoE technique, as you can still technically move enough to find some cover.
  • Good comment, added a line to clarify this. (+1)
  • Good comment, added a line to clarify this. (+1)
Audit XP total:

  • Cariyaga: 3
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

  • Yep.
  • Yep.
  • Yep.
  • No changes needed. These interactions are mostly things you don't need to worry about – two jutsu won't interact unless they say they do (e.g. Flame Aura won't set Earth Bullet on Fire, Ghost Scales will nicely let Earth Bullet to pass through).
  • Yep.
(+1 for doing an audit)

Audit XP total:

  • Cariyaga: 3
  • RandomOTP: 1
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.

  • Enemies = Effect is fairly standard for a multi-attack ninjutsu, see: WDB. Multiple attacks on one enemy is very strong. No change needed.
  • Yep.
  • Yep.
  • Yep. Not going to add text here since most Earth jutsu aren't going to be castable through a chakra construct.
  • Yep.
(+1 for doing an audit)

Audit XP total:

  • Cariyaga: 3
  • RandomOTP: 2
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.

  • Good point in terms of using underground – added that it's nonverbal as you cannot speak underground. Added that the enemy may defend with a melee skill, but cannot deal counterattack damage. Details added. Added that the user can only attack an enemy they are aware of. Otherwise, the jutsu's strength is held back by it rolling ½ Taijutsu, basically crippling it against peer opponents. (+1)
  • You're right that techniques are needed that can fight against underground opponents. Considering that for the future.
  • Yep.
  • In general, we haven't gotten into the sticky situation of "hey, can we stick explosives onto someone on a hit?" Fortunately, I don't intend to get into that here. Explosives rules cover what happens if you push up an explosive already. Made Substitution explicitly forbidden. Good comment that a counterattack could move the attacker into the defender's Zone – I like that mechanic. Adding it. (+2)
  • Counting some of the comments under "strength" as soundness concerns. Difference in Physique is to make it possible for a Physique 40 person to escape in time. (+1)
Audit XP total:

  • Cariyaga: 3
  • RandomOTP: 2
  • faflec: 4
  • 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.

  • Stone Bullet - Alas, ranged ninjutsu and ranged weapons are currently completely separate systems. This is a problem for later.
  • Headhunter - Good idea, added that the TNs can change depending on QM preference. (+1)
  • Earth Pillar Jump - The level matters, also this way it fills the pyramid.
  • Guiding Light - Sure, increased duration to half an hour, multiplying cost by 10x. (+1)
  • Will O' The Wisp - 1 Zone per round is about as far as a ninja can move when they're also fighting and casting ninjutsu and doing everything else a fight entails. A ninja can actually run much faster. Moreover, it isn't very maneuverable.
  • Blazing Willpower - E.g. you're tied up and need to escape the ropes.
  • Salamander's Breath - Yeah.
  • Controlled Immolation - Not-awful pyramid filler. Neat effect.
  • Flame Bullet - It is already the case that parrying (e.g. with Hazou's gauntlets) affects physical projectiles like Stone Bullet but not energy ones like Earth Bullet.
  • Flame Eruption - Changed text to "dodge or get burned".
  • Flameburst - With some levels, it's a good "get off me" to buy a round in combat.
  • Burning Cloud - Added detail. (+1)
  • Flame Sphere - Yes, literally. (+1)
  • Chain Bullet Swarm - The mechanics do not support making multiple attacks on one person with this technique. If you want, pretend that the bullets travel on straight lines, so attacking one person 6x would be as easy to dodge as attacking them 1x.
  • Blazing Dive - It's a massive taijutsu buff and a decent AoE. Best use-case: one-shot the enemy commander with the TJ attack and get all the minions at the same time.
  • Volcanic Blast - Good point, added an explicit discount in the jutsu spec for the charging cost. (+1)
  • Blacksmith's Blessing - Good point, increased duration. (+1)
  • Burning Fist - The chakra cost starts higher, but doesn't scale as well. This is because a lot of perks are being purchased up front (e.g. Supplemental, weapons rating). If you want, pretend that the cost is because chakra is being used inefficiently in order to be fast.
  • Blazing Fists - Sure, made them both "Fist" and swapped the names. Nothing at the time stopped them from stacking. Now, the buff rework keeps same-element jutsu from stacking. (+1)
  • Red Rain - Good catch. (+1)
  • Burning Chains - Added attack roll, thanks. (+1)
Audit XP total:

  • Cariyaga: 3
  • RandomOTP: 2
  • faflec: 4
  • Veedrac: 9
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.

  • Yep.
  • Yep.
  • Yep.
  • Clarified edge cases. Cannot grab or move yourself, can damage objects that are damaged by water, doesn't necessarily leave water behind, and the jutsu is an instant "reach, grab, pull" that doesn't let you deliver objects. (+1)
  • When you say the strain calculation is correct, our expectation is that you will have actually checked it with a calculator.
Audit XP total:

  • Cariyaga: 4
  • RandomOTP: 2
  • faflec: 4
  • Veedrac: 9
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.

  • As per usual, we're not going to define "object" – it's an intuitive chakra thing. E.g. a stack of papers might count.
  • Good creativity with the exploit ideas. However, none of these will be permitted under a simple and intuitive reading of how the technique works.
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".

  • Yep.
  • Yep.
  • Yep.
  • Thankfully, we're not concerned with the "Border" of passing from above-ground to below ground – that's a transition that's going to be covered by narrative abilities, not by regular combat Sprints.
  • Good catch (+1)
In general, any Aspect can provide only 1 tag per roll. For multiple tags to be applied to one roll, the jutsu must contain the "Multi-taggable" advantage (e.g. Pantokrator's Hammer, Flame Aura).

Audit XP total:

  • Cariyaga: 4
  • RandomOTP: 2
  • faflec: 5
  • Veedrac: 9
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 Wall

  • You say "weaker MEW", I say "defensively viable MEW" – note how it gains a very high defensive bonus at high levels. E.g. at level 60, you can cast it at Effect 4, getting a bonus of 7*4 = 28 on your defensive roll. Adding boost, that means you could defend yourself and all your (potentially squishy) allies at 60 + 7 + 28 = 95, at the cost of a lot of chakra and a Supplemental.
  • We'll rule this as it comes. Not worth making a ruling about.
  • Yep.
  • Clarified that this is chakra construct stone (+1)
  • You cannot cast it away from you, but the AoE (melee) lets you protect allies.
Guiding Light

  • Yep. Note pyramid filler potential.
  • Yep.
  • Yep.
  • I don't particularly want to rule on molotov cocktails. A bonus to Alertness is effectively a malus to Stealth. The Aspect will exist – anyone can invoke it but only you get the tag. Narratively, you'll also be very visible.
  • Yep.
(+1 for doing an audit)

Earth Pillar Jump

  • Yep. No need to raise the stunt price, they're just supposed to be a minor barrier to give you the option of forsaking those capabilities.
  • Why would being cast midair have an exploit here? The jutsu definitely requires contact with the ground to have any benefit.
  • Don't understand.
  • Don't understand.
  • Yep.
(+1 for doing an audit)

(Thanks @Inferno Vulpix for this jutsu idea!)

Audit XP total:

  • Cariyaga: 4
  • RandomOTP: 5
  • faflec: 5
  • Veedrac: 9
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.

Will O' The Wisp

  • Yep.
  • Yep.
  • Narrative interactions only.
  • You should really clarify what you mean by "storage seal shenanigans" – I have no clue what the exploit could be based on this line alone.
  • Yep, you can make it appear 5 Zones away. If this seems like a dangerous thing, we can add "only appears next to the user" to the spec later.
(+1 for doing an audit)

Blazing Willpower

  • We'll leave the question about it being used to escape Earth Element bonds to the narrative circumstances in which it arises.
  • Yep.
  • Yep.
  • I don't particularly see why it would reduce the chance of a sealing failure.
  • Yep.
(+1 for doing an audit)

Salamander's Breath

  • Yep.
  • You may have forgotten to change the stock text for this section. It warms the area around the caster only as much as normal radiating heat would. Not enough to burn seals, yes enough to melt snow (slowly).
  • Yep.
  • Yep, it stacks with armor jutsu, as it isn't armor. It doesn't provide a buff to any roll by default, so it stacks with buff jutsu (but it could provide a tag on e.g. a Physique check to brave the cold, in which case it may require a stunt to combine with e.g. a Physique bonus granted by PEA).
  • If you fail to fulfill the requirements to cast the jutsu, as elsewhere, the chakra is lost and the jutsu fails to take effect. Once the jutsu is cast, it carries on to completion regardless of the user's level of distraction.
(+1 for doing an audit)

Audit XP total:

  • Cariyaga: 4
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
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.

Good thought. Earth Pillar Jump now allies to all physical combat skills. As per usual, you can buy a buff combination stunt to combine EPJ with Rocket Boots. (+1)

Audit XP total:

  • Cariyaga: 5
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
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.

  • Yes, it does damage (as should any ninjutsu with the "Attack" type). Clarified. (+1)
  • Yep.
  • Yep.
  • Excellent feedback. Added "at GM's discretion, the target may not be moved and instead will take stress representing being slammed into a wall or other border (amount determined at the time)". The target will mostly have to suffer the effect of being pushed through traps and ninjutsu. While this seems like a pain to have a rule for, I'll make a first pass at one: "Untargeted effects (that don't provide an opportunity to dodge) automatically trigger as the target passes through the relevant Zones. Targeted effects are applied as if the Raging Wave roll is used to dodge (though the target may have some influence – e.g. applying an Aspect related to uncanny coordination). If Substitution was used to dodge Raging Wave, the target may evade some or all of the effects of being moved at GM's discretion, as they trigger their Substitution only after being attacked." The penalty to avoid traps would be related to the Consequences they just took, if any. (+2, as this was particularly helpful)
  • Yep.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
Earth

Stone Bullet

  • Strength:
    • Not strong at all, unsurprisingly.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • The low chakra cost combined with Shadow Clone makes for a theoretically interesting combo, since it could allow a ninjutsu spec to fight with SC in combat. Assuming you leveled a good jutsu to 60, a half-cost Bullet at level 60 several times a turn is somewhat practical (but not overwhelmingly good) with SC.
  • Edge cases:
    • Unlike the other Bullet techniques, this one presumably has some solid weight to it, which could trigger pressure-sensitive things.
  • Overall soundness:
    • Seems fine.
Earth Needle Spears

  • Strength:
    • Multitarget for a low cost is solid, but lack of attack bonus makes it just alright.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Does this work even when not standing on earth? As it's worded, it seems to work anywhere, and doesn't possess the 'elemental requirement' tidbit. So does it only matter that the caster casts from flat ground, or does it also need to emerge from flat ground? If you were indoors on the second story, would this come out of the wood floor?
  • Overall soundness:
    • Seems good. Fun jutsu, I like it.
Headhunter

  • Strength:
    • Save-or-suck is usually good, but the half-taijutsu roll prevents it from being too good. Even an EJonin with Taijutsu 80 is only going to be rolling at most at 40 + flat-footed bonus without investing in other stunts/bonuses. At that point they may as well just punch the chuunin they're fighting instead (since I doubt they'll be hitting a jonin with it). Seems basically useless on peers without investing a lot of FP which would likely be better spent on a standard taijutsu attack, especially for higher-level fighting, even keeping in mind that successfully landing this attack probably instantly wins the fight.
  • Exploit potential:
    • Doesn't seem too egregious. May be a useful way to capture and contain chakra beasts.
  • Combination potential:
    • Pairs well with any debuffs/environmental factors allies can create, since you only need them to last for a single round to instantly defeat the target of this technique.
  • Edge cases:
    • Goo bombs better CMV
  • Overall soundness:
    • Seems a bit weak to me, but that's probably okay. It can be usable, but it feels to me like you need to intentionally build around it somewhat, rather than picking it up to add to your build.
Mud Trap

  • Strength:
    • Works well as a block/battlefield control. I kinda hope Syrup trap gets updated to function similarly to this one.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Assuming that the elemental superiority still holds, presumably striking a trapped victim with lightning would be notably more effective.
  • Edge cases:
    • It says it targets "Enemies in that zone and any enemies that enter that Zone" which would imply it doesn't affect allies or the user. Does the user need to actively prevent it from affecting their allies for the entire duration of the jutsu or does it know who to target at the time of casting?
  • Overall soundness:
    • I like this jutsu a lot.
Earth Wall

  • Strength:
    • An expensive but extremely potent defensive option, especially when fighting as a group. Even at Chuunin level, this can block a pretty good chunk of potential attacks, though of course at a high chakra expense for a Chuunin.
  • Exploit potential:
    • Having a group of 3-4 ninja who all know this technique could allow each of them to use it once per combat and be nearly immune to ranged offensives for the whole combat. Not overpowered since there are ways to force people to move, just interesting.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • It says that you and allies can't be hit by ranged attacks if they don't exceed the block, but does this still apply to people who attack from a zone that's behind the wall? Is that something kinda abstracted away? Or is the wall circular?
  • Overall soundness:
    • It says 'strain' twice at the bottom, when the lefthand box should say 'CP.'
    • Otherwise fine.
Earth Pillar Jump

  • Strength:
    • Multi-taggable is always good. Seems like a decent option to raise along with Substitution for a good defense. Depending on how Extended Earth Pillars works, the stunt could either be outstandingly good or just good. Two tags to add to Athletics every round seems very strong if it doesn't cost additional action economy, considering that this is also a supplemental by default.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Curious how this interacts with Rocket Boots.
    • Does it stack with Substitution? Considering that it throws the user in the air it intuitively doesn't seem like it would.
    • Does this allow for additional Zones of movement per round?
    • When using Extended Earth Pillars, does it cost a supplemental every time to add this to a dodge roll, or does it take any action economy at all?
  • Overall soundness:
    • Seems very good.

Stone Bullet

  • All check / things that don't need changes/ruling imo. No bonus XP since this one was already audited.
Earth Needle Spears

  • Yes, it would come out from a wood floor (as it does not have "Elemental Requirement" on the jutsu spec). It would not work in the sky for narrative reasons. Added a line clarifying this (+1).
Headhunter

  • Because it is based on ½ Taijutsu, note that you can use it at ~max efficacy by keeping it halfway down your pyramid. You're right that it's mostly better to just attack them directly almost always.
Mud Trap

  • Why would striking a victim with Lightning chakra be more effective? My interpretation of elemental superiority would be that someone trying to struggle free with a Lightning ninjutsu would have an advantage.
  • Someone already caught the "enemies" line.
Earth Wall

  • The wall has some size and bend, but there should be a way for ranged attacks to circumvent it as it is not fully circular. Added a line saying that subject to QM judgment, ranged attackers that spend movement to reposition may circumvent the wall. (+1)
Earth Pillar Jump

  • It can stack with Rocket Boots – just requires the combination stunt.
  • Stacks with Substitution. It's not throwing the user around so much as it is pushing the user along, but not breaking contact with the earth. Here's a reference for how I imagine it: 28 Earthbending Abilities (Avatar)
  • As per usual with buffs, it costs the action economy to activate, then you receive tags on it at the start of every subsequent turn without sustain action economy required.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 2
Lightning

43. Lightning Bullet

  • Strength:
    • Not strong at all, unsurprisingly.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • The low chakra cost combined with Shadow Clone makes for a theoretically interesting combo, since it could allow a ninjutsu spec to fight with SC in combat. Assuming you leveled a good jutsu to 60, a half-cost Bullet at level 60 several times a turn is somewhat practical (but not overwhelmingly good) with SC.
  • Edge cases:
    • None
  • Overall soundness:
    • This is more of a general observation, but if Lightning tends to beat out Energy Armor, Energy Armor seems to not be that useful against anything but Fire, which may or may not be intended, since Earth, Wind, and Water are generally Physical. Maybe this is why the techniques are rare lmao
44. Claw of the Storm

  • Strength:
    • Slightly underpowered, which seems right.
  • Exploit potential:
    • None
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • May make sense that this jutsu also ignores cover, considering that it hails down from the sky.
  • Overall soundness:
    • Solid.
45. Electroweb

  • Strength:
    • Pretty powerful debuff.
    • This makes for a decent capstone imo, I don't see anyone who gets hit by this avoiding further damage afterward, and if you're not a ninjutsu user your own attacks are also debuffed. Even at level 40, that's a -10 to Athletics/Taijutsu/MW/RW, a huge penalty to fleeing, on top of any actual damage/consequence inflicted by the jutsu. This is, if anything, too much on the stronger side for a Leaf library Lightning jutsu, especially since it attacks an entire Zone.
  • Exploit potential:
    • If this stacks with itself, it makes it significantly stronger. A Cloud squad all carrying this in their back pocket could take down a much stronger opponent very quickly. Still not busted by any means, but that's a use case I could envision.
  • Combination potential:
    • Goes well with basically everything, including itself.
  • Edge cases:
    • None come to mind that aren't raised in other sections.
  • Overall soundness:
    • I would possibly make it inflict no stress, or maybe ⅓ instead of ½. Bumping up its chakra cost could also make sense. As it stands I think it's a bit too strong for being in the Leaf library. I'd happily take no nerfs, of course.
    • Very fun jutsu, I like it.
46. Thunderburst

  • Strength:
    • Good but very expensive buff.
  • Exploit potential:
    • None comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • I assume this stacks with ACE pretty naturally.
  • Overall soundness:
    • Simple and cool. Thumbs up.
47. Lightning Bucklers

  • Strength:
    • Pretty strong, worse but akin to Flame Aura. Worse in that the tags are more limited in use and not multi-taggable, but better in that it doesn't explode in your face upon ending and costs substantially less CP. Also, it's a Supplemental, which is really good for a buff of this strength. I suggest making it a Standard but it's probably still balanced either way.
  • Exploit potential:
    • None unique to this jutsu come to mind.
  • Combination potential:
    • None unique to this jutsu come to mind.
  • Edge cases:
    • None unique to this jutsu come to mind.
  • Overall soundness:
    • Solid jutsu.
    • "When the user lands a Taijutsu attack, the target must roll Physique against Sparking Touch" and similar quotes name "Sparking Touch" as the skill to roll against. I feel like that should say roll Physique against "Lightning Bucklers" since Sparking Touch is the name of the aspect, not the opposed skill. I don't really understand how one could roll against an Aspect. It goes on to say things like:
      • "The initial roll to avoid getting the Aspect is made with Physique vs Sparking Touch"
      • "The second roll at the end of the target's turn is made with Physique vs Sparking Touch - AB"
      • "The third roll at the end of the target's next turn is made with Physique vs Sparking Touch - 2*AB"
    • It sounds like maybe this was originally called Sparking Touch (perhaps it was lifted from LotroL or something?) but I think those need to be corrected.
48. Divine Serpent

  • Strength:
    • This seems like better Lightning Dragon Bullet (from LotroL, though it also seems better than MfD WDB) to me. It's much cheaper for one thing. You lose out on the attack bonus, but it has way better casting range and being able to use the preceding roll for the other attacks makes me think that you could stack up on bonuses and invokes for the first attack and then use that roll several times, which is way better unless you're out of FP. This is especially true if your opponent is forced to repeatedly burn FP to dodge the successive attacks.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Seems really strong, which may be intentional.

Lightning Bullet

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep (Lightning's special quality either makes Lightning really good… or Energy armor really bad).
  • (+1 for doing an audit)
Claw of the Storm

  • Yep.
  • Yep.
  • Yep.
  • Good point, added a line about it ignoring certain kinds of cover. (+1)
  • Yep.
Electroweb

  • Yep.
  • Clarified that it does not stack with itself (no jutsu stacks with itself by default, Blood Bullet from the Chuunin Exams is a notable exception). (+1)
  • Yep.
  • Yep.
  • I thought it was fine, but I'll trust your balance intuition and reduce the stress down to 1 per 3 shifts. (+1)
Thunderburst

  • Yep.
  • Yep.
  • Yep.
  • …yes, this stacks with ACE in a way that evades the buff stacking limit.
  • Yep.
  • (+1 for doing an audit)
Lightning Bucklers

  • It's been a Supplemental before – this is Haru's technique that he handed in to the Contest on Gouketsu's behalf.
  • Yep.
  • Yep.
  • Yep.
  • Yeah, this was lifted wholesale from elsewhere and renamed to Haru's technique. Fixed in all locations. (+1)
Divine Serpent

  • The intention is to make a FP-efficient attack. Made the following balance changes accordingly:
    • Decreased initial range to 2 (in the text).
    • Increased the cost of the "Roll choice" advantage.
    • Added a line clarifying that a single target can only be targeted once.
    • (+2; as this feedback caused many changes)
  • Yep.
  • Yep.
  • Yep.
  • Yep.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 10
Water

49. Water Bullet

  • Strength:
    • Not strong at all, unsurprisingly.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • The low chakra cost combined with Shadow Clone makes for a theoretically interesting combo, since it could allow a ninjutsu spec to fight with SC in combat. Assuming you leveled a good jutsu to 60, a half-cost Bullet at level 60 several times a turn is somewhat practical (but not overwhelmingly good) with SC.
  • Edge cases:
    • None
  • Overall soundness:
    • Seems fine.
50. Heavenly Typhoon

  • Strength:
    • Decently strong. Making (Effect) attacks is pretty good even without getting a bonus to the roll. Making (Effect) attacks per person in melee range is even better but I'm not sure that's what was intended. It may mean (Effect) attacks total, to be distributed among valid targets.
  • Exploit potential:
    • None unique to this jutsu come to mind.
  • Combination potential:
    • Assuming it's (Effect) attacks per target, seems very good action-economy wise if the user or their allies can first force multiple enemies to enter melee with the user.
  • Edge cases:
    • We need those Flood Seals ASAP!
  • Overall soundness:
    • I think it should be a little more clear whether it's (Effect) attacks total that can be used on targets in range, or if it's (Effect) attacks for each target in range. I assume it's the former, but I'm not sure.
    • Balance wise, I like it.
51. Raging Wave

  • Strength:
    • Interesting utility but not strong per se.
  • Exploit potential:
    • There may be some cheese I'm not thinking of, but I doubt there's anything setting-breaking.
  • Combination potential:
    • Pairs well with lining up targets for other small AOE jutsu or pushing them into traps.
  • Edge cases:
    • Curious to see how this interacts with skywalkers. How high does it reach?
    • How does Substitution interact with this jutsu? I assume you can't warp through it, and if you teleport somewhere else that still gets hit by the wave that doesn't seem to help much. Can you only substitute away from it?
  • Overall soundness:
    • As with the preceding entry I think it should be a little more clear whether it's (Effect) attacks total that can be used on targets in range, or if it's (Effect) attacks for each target in range. I assume it's the former, but I'm not sure.
    • I'm not certain this is actually worth leveling even as a half cost skill, despite me thinking that it's cool, since it needs to be at the top of the pyramid to do anything at all against peers. A full standard to maybe push people seems kind of weak. It's at least cheap unless you've got like 5 people in melee I guess. May need to be buffed just a bit.
      • If used over a body of water I think the zone-pushing should be increased by 1 to a max of 3.
      • Could specify some kind of interaction with Fire Jutsu, perhaps it could be able to be cast reflexively to block them or something.
      • Maybe the user could target themselves to move?
      • It could inflict a fragile aspect or some Flat-Footed equivalent on the affected target.
52. Water Wall

  • Strength:
    • Decent defensive/battlefield control jutsu.
  • Exploit potential:
    • None immediately spring to mind.
  • Combination potential:
    • Surrounding someone in a given zone by putting borders on all sides of the border they're in seems like it could lead to interesting strategies.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Cool and clear in purpose. I like it.
53. Hiding in the Water

  • Strength:
    • Situationally strong.
  • Exploit potential:
    • Could combine with jutsu that create bodies of water for hiding purposes, but given that those are generally Chakra Constructs, probably isn't exceptionally useful.
  • Combination potential:
    • Nothing immediately springs to mind.
  • Edge cases:
    • If there is a fight occurring underwater, could this come up the way Hiding in the Mist does?
    • Gotta get those dang flood seals!
    • Also note to self, commission or create waterproof pilot-esque helmets with air seals inside…
  • Overall soundness:
    • Solid.
54. Grasping Tentacles

  • Strength:
    • Useful but not particularly powerful without a secondary melee effect.
  • Exploit potential:
    • None immediately springs to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo at the bottom, says CP in both column 2 and 3.
    • Very cool, I like it.
    • If I were to change anything I would have it persist between rounds, though I'm not sure if that would be too strong or not.

Water Bullet

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Heavenly Typhoon

  • Heavenly Typhoon lets you select (Effect) targets and make 1 attack per chosen target, with the attack being rolled against everyone in melee. This has been clarified. (+1)
  • Yep.
  • This was clarified above. It's a ranged attack.
  • Yep.
  • Yep.
Raging Wave

  • Yep.
  • Yep.
  • Yep.
  • No special interaction with skywalkers – skywalking targets can be pushed away by the jets as well. No special interaction with Substitution, the jets are targeted enough that it's possible to Substitute laterally and evade the jets. Maybe narratively, this should be a more AoE-y wave, but Surging Seas has already kinda got that covered. Still, changing the name to "Raging Waves" to better indicate that the waves are distinct. (+1)
  • Clarified targeting language. Note that it's not just moving people around, it also does stress (as it is an Attack-type ninjutsu). (+1)
Water Wall

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Hiding in the Water

  • Yep.
  • Yep.
  • Yep.
  • Added a line saying that any bonuses are halved against opponents that are also underwater. (+1)
  • Yep.
Grasping Tentacles

  • Yep. Would be great with an auto-attacking skill like Storm Wisps…
  • Yep.
  • Yep.
  • Yep.
  • Thanks, fixed the line to say strain (+1)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 17
Wind

55. Wind Bullet

  • Strength:
    • Not strong at all, unsurprisingly.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • The low chakra cost combined with Shadow Clone makes for a theoretically interesting combo, since it could allow a ninjutsu spec to fight with SC in combat. Assuming you leveled a good jutsu to 60, a half-cost Bullet at level 60 several times a turn is somewhat practical (but not overwhelmingly good) with SC.
  • Edge cases:
    • None
  • Overall soundness:
    • Seems fine.
56. Silent Sickle

  • Strength:
    • Doesn't seem very strong until AB:4, where it starts to become pretty good. Being able to attack (Effect) Zones within (Effect) Range is well worth the increasingly exorbitant cost. I could potentially even see this being used by jonin with sizeable chakra pools, since they could basically sweep the entire battlefield, though they probably find a superior replacement by that point.
  • Exploit potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu immediately comes to mind.
  • Overall soundness:
    • Solid.
57. Windwalker

  • Strength:
    • Acceptable movement/athletics buff.
  • Exploit potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Edge cases:
    • Does this work with Skywalkers?
  • Overall soundness:
    • Typo at the bottom, it says CP in the second and third column.
    • Straightforward and balanced.
58. Razor Shuriken

  • Strength:
    • Pretty strong for a Supplemental Buff especially since carries over to the next round, but appropriately expensive as well. Weapons 2 and Range 3 for RW and +Effect are no joke for a supplemental.
  • Exploit potential:
    • None immediately comes to mind.
  • Combination potential:
    • None immediately comes to mind.
  • Edge cases:
    • Does this only apply to shuriken or is that just the name of the jutsu?
    • What counts as a shuriken for this purpose? Does it need to be made of a certain material for instance? What about a conjured shuriken?
  • Overall soundness:
    • Simple and strong. Kei may want to pick this one up.
59. Gale Strike

  • Strength:
    • Possibly a bit underpowered, but more akin to what I'd want from Raging Wave. No limit on number of zones moved and also inflicting stress and aspects makes it much better for the same niche imo.
  • Exploit potential:
    • There's probably some cheese I'm not thinking of but I doubt it's setting-breaking.
  • Combination potential:
    • Lots of possibilities come to mind when controlling opponent movement, especially for traps/difficult terrain.
  • Edge cases:
    • What happens if there are no more zones to move in that direction? Does hitting the wall cause damage?
  • Overall soundness:
    • Solid, and more in line with what I would want from Raging Wave.
    • I think it should be a little more clear whether it's (Effect) attacks total that can be used on targets in range, or if it's (Effect) attacks for each target in range. I assume it's the former, but I'm not sure.
60. Great Tornado

  • Strength:
    • Funny jutsu, not sure if it's that practical or not. Leveling to 40 might be worth it.
  • Exploit potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu immediately comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu immediately comes to mind.
  • Overall soundness:
    • Seems gimmicky but could still be fun.

Wind Bullet

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Silent Sickle

  • Yep. This is the intended balance.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Windwalker

  • Works with skywalkers.
  • Fixed: CP -> strain (+1)
Razor Shuriken

  • Yep. +AB from the Aspect, +Effect from the jutsu, extra weapons, and extra range. A simple but encompassing bonus to ranged attacks.
  • Yep.
  • Yep.
  • Just the name. None of the jutsu's text requires shuriken to be used.
  • Yep.
  • (+1 for doing an audit)
Gale Strike

  • Yep, but this one isn't an Attack, so it doesn't do stress.
  • Yep, we're discussing potential forced-movement cheese.
  • Yep.
  • Yep, added a line to that effect. (+1)
  • Yep, clarified. (+1)
Great Tornado

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 8
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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

Controlled Immolation

  • Yep.
  • I don't want to specify things like this, because doing so seems like it may limit creative play. Mountains don't fit within a character's hand, but heating a kunai to cauterize a wound seems kosher.
  • You appear to have copy-pasted some of the initial prompts in here. Most seals would be immediately destroyed.
  • Destroys most seals, HDK how it would interact with Akimichi size-changing, and Hazou would need to test to see if it works on living things. Note that Water resists Fire, not Earth.
  • It remains at Effect:3. Notice how it doesn't depend on AB anywhere.
  • (+1 for doing an audit)
Flame Bullet

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Fireball

  • High range at high levels is intentional.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 11
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
Fire Lash

  • Strength:
    • Since the attack is rolled with the jutsu's level against athletics, it probably won't get much use unless it's moderately high leveled (though in a genin battle, it probably wouldn't be too bad as a capstone/secondary)
    • I'm not sure how good "weapons1" is when paired with "effect 2," but given that Weapons:1" costs strain, I'm guessing it's a damage multiplier of some sort.
    • It has a pretty good show with "reflexive casting" and "supplemental" casting speeds, though the Effect 2 hinders it a bit. Not the most powerful attack (and it won't get more painful with leveling, only more accurate), but it's a handy attack to have up your sleeve.
    • It has an amazing Duration, which would be a useful feature to transfer onto a new jutsu via Hacking
  • Exploit potential:
    • It doesn't really "create" the idea of jutsu making weapon constructs (water whip already does that), but this opens the door for Fire Element constructs
    • I could see how this could be Hacked into a restraint/binding jutsu (lash to lasso)
  • Combination potential:
    • Standard Fire Element stuff (flammable traps, burning seals, etc)
    • Since it creates a weapon construct with a "same zone" range, could it knock ranged weapons out of the air (kunai, Goo Bombs, etc)?
    • Can the "2x targets" be "a single target, twice?"
  • Edge cases:
    • ...can't think of any.
    • Would Salamander's Breath mean that this doesn't hurt the target?
  • Overall soundness:
    • No typos, mechanics are clear, and the calcs are correct
Flame Eruption

  • Strength:
    • ...This jutsu seems to imply "insta-kill" as a feature. Not that I'm complaining, but I do not believe this was the intent. May want to reword the flavortext?
    • Weak attack, ignores cover, good range (salute to the taijutsu fighters out there, serving as our meatshields)
  • Exploit potential:
    • Allows Fire Jutsu to burst from the ground (traditionally, a feature for Earth Element jutsu)
    • "Ignores cover" is pretty broad. What if the person isn't anchored to the ground (such as hiding in trees, or is hiding in a Sand Sphere, or on a Skytower?). May want to include a line about "subject to battlefield environment, chakrAI, and QM-fiat, this jutsu ignores cover"
      • Pretty sure the "ignores cover" feature comes from it bursting out of the ground. May want to clarify that, so that people don't argue that Flame Eruption should hit a target who's hiding in a tree (from the branches they're standing on), or riding a Dragon (from the scales they're sitting on).
  • Combination potential:
    • Since the jutsu doesn't demand "line of sight," Hazou could throw up MEWs to protect the party, and then Akane could cast Flame Eruption while hiding behind the Wall.
    • Enviornmental Effects (pillar of fire) could be used to create thermals/updraft to help an ally on a skyglider achieve greater heights
    • Since it's sprouting from the Earth, it could be used to move boulders?
  • Edge cases:
    • ...nothing that I can think of.
  • Overall soundness:
    • No typos, mechanics (other than the INSTAKILL question and the clarification about cover) are clear, and the calculations are correct.

Fire Lash

  • Yep.
  • Limited hacking potential there since I don't think it's ever implied that the technique is solid.
  • Nope, can't parry, the rules never say it can. It cannot target the same target twice (as is the case for pretty much any other ninjutsu you currently have access to other than WDB).
  • Nope, Salamander's breath provides cold resistance, not heat.
  • Yep.
  • (+1 for doing an audit)
Flame Eruption

  • Fixed already.
  • Added a line about "subject to QM judgment", and that it doesn't work on skywalking targets. (+1)
  • Yep.
  • Yep.
  • Yep.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 13
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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.

Fire Eruption

  • I assume this audit is meant to reference Flameburst? But yes, the damage rules were unclear, fixed. (+1)
  • Yep.
  • Yep.
  • In general, ninjutsu attacks (especially Water/Fire/Lightning) have a chance of destroying seals and possibly causing a sealing failure.
  • Yep.
Flame Wave

  • Yep.
  • Yep.
  • Yep.
  • As per usual, if Flame Wave exceeds the jutsu's block (adjusted by elemental supremacy), the block fails, otherwise the ninjutsu is stopped.
  • Yes, it's a single wave – added some language to clarify that. It's a single target, and yes, you may choose 2 targets in the same Zone. (+1)
Blast Palm

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Burning Cloud

  • Yep.
  • Yep.
  • TF wouldn't help you avoid getting burned, sadly.
  • Sub wouldn't let you get through the Zone in one swoop. VS could, so I would probably abstract it as VS vs Burning Cloud to dodge damage. More for on-the-fly ruling, I think. And yes, a conventional Misterator doesn't pack enough of a punch.
  • Good catch, fixed. (+1)
Rising Sun Dragon

  • Yep.
  • Yep.
  • Yep.
  • As per usual, if RSD exceeds the jutsu's block (adjusted by elemental supremacy), it overcomes the jutsu and the block fails. Either way, it would continue onward to fill its full AoE (unless a QM rules otherwise, depending on the circumstances). No need for specific rules on Wind interaction.
  • Yep.
  • (+1 for doing an audit)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 18
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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 Dive

  • 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)

Flame Sphere

  • The no-benefit from chakra boost is meant to balance the fact that it lets you make Supplemental attacks.
  • Clarified – no, you cannot interact with an SC's Flame Sphere and vice-versa. (+1)
  • Yep.
  • Yep.
  • Fixed, thanks. (+1)
Chain Bullet Swarm

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Blazing Dive

  • Yep.
  • Added a line clarifying that most forms of slowing yourself down during the jump kill the bonus. (+1)
  • Yep.
  • Makes sense, I would probably rule that way. I don't want to enshrine it into the rules though.
  • Good catch, fixed it so the Effect scales with AB. (+1)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 23
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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.

Volcanic Blast

  • Yep.
  • Yep.
  • Yep.
  • Good point, I'm gonna say that yes, a SC can fuel the Volcanic Blast. (+1)
  • Good catch, fixed. (+1) I don't know what you mean by "Does this mean that, in order to give the orb more charges, the jutsu must sit idle?"
Blacksmith's Blessing

  • Duration already increased.
  • Not cold to the touch – it would say if so. Yes, this would mitigate Aspects as appropriate, but that's circumstantial.
  • It would mitigate all types of Fire Energy stress.
  • I don't understand what you're asking.
  • Yep.
  • (+1 for doing an audit)
Burning Fist

  • Yep.
  • Yep.
  • Yep. Not gonna enshrine any particular interaction here.
  • Yep. By default, unless something says it prohibits jutsu use, continued jutsu use is permitted.
  • Yep.
  • (+1 for doing an audit)
Blazing Fists

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Wrathful Grasp

  • Yep.
  • Yep.
  • Yep, not gonna enshrine those interactions here.
  • Yep, by default.
  • Good point. I've revamped this jutsu to handle the various ranges and penalties in a way that I think is more narratively fitting. Big change. (+3)
Phoenix's Talon

  • Yep.
  • Yep.
  • Yep. Not gonna have this jutsu reveal how chakra metal works.
  • Sure, I'll add that in as a narrative line (+1). As for what counts as a weapon… TIAFO.
  • Ah, good catch, thanks. (+1)
Divine Odachi

  • Yep.
  • Yep.
  • Yep.
  • Good point, adding in similar language as in Phoenix's Talon. (+1)
  • Yep.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 33
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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.

Hells Roar

  • Yep.
  • Yep, not something I want to add to the rules.
  • Yep.
  • It does not, as you do not take stress.
  • Nothing happens, though note that within a 2 Zones of you, there may be many more than just 2 Zones. In fact, there are at least 3 – your Zone, the one 2 away, and the one between that. Good catch on the name. (+1)
Red Rain

  • With the Nara docents, not everyone would take this technique. It's not really good for general use due to very high chakra cost and extremely indiscriminate targeting, but when it's strong, it's very strong.
  • Hard to use it with a SC due to high chakra cost.
  • Not gonna rule on this stuff.
  • HDK the Red Rain vs EM nuke interaction. We generally don't let people interrupt jutsu mid-cast ("what if someone slashes the WDB as it's forming?").
  • Yep.
  • (+1 for doing an audit)
Red River

  • Note that this is just a passive battlefield control technique – so it isn't lethal to the user.
  • Yep.
  • As before.
  • Enemies off the ground would be unaffected – added a note to that effect. (+1)
  • Yep.
Red Runoff

  • Ah, good point, the Effect line is confusing. I'll clarify that. (+1)
  • Yep. These are good jutsu.
  • As per usual, not going to make specific rulings here.
  • Yep.
  • Yep.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 37
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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"

Burning Chains

  • Yep.
  • Yep.
  • Yep, added a line clarifying. (+1)
  • Yep.
  • Good catch, thanks. (+1)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 39
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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?

Lightning Bullet

  • Yep, and armor piercing grounds out as a line in the jutsu's spec.
Claw of the Storm

  • Yep.
Electroweb

  • Yep.
Thunderburst

  • Now we have rules for buff stacking. Note that the tags on Thunderburst are not multi-taggable. Good catch on the AB thing. (+1) Remember that AB is the leading digit plus one.
Lightning Bucklers

  • It doesn't make your attacks armor piercing, it just makes them electrocuting.
Divine Serpent

  • It cannot attack one target multiple times, this was already clarified.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 40
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
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?
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?

Water Bullet

  • Yep.
Heavenly Typhoon

  • Niche enough that I'd rule on the fly rather than making a ruling right now.
Raging Wave

  • Good catch on the strain calcs, fixed. (+1) Yes, you can take no knockback, and no, you cannot target the same target multiple times.
Hiding in Water

  • You'd need to roll dodge while under whatever penalty you have underwater. Probably lethal.
Grasping Tentacles

  • No, the roll is made "against each target", not per tendril.
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 41
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 24
Fire

Guiding Light

  • Strength:
    • None
  • Exploit potential:
    • None
  • Combination potential:
    • None
  • Edge cases:
    • None
  • Overall soundness:
    • Acceptable
Will o' the Wisp

  • Strength:
    • None
  • Exploit potential:
    • None
  • Combination potential:
    • None
  • Edge cases:
    • None
  • Overall soundness:
    • Acceptable
Blazing Willpower

  • Strength:
    • None
  • Exploit potential:
    • None
  • Combination potential:
    • None
  • Edge cases:
    • None
  • Overall soundness:
    • Acceptable
Salamander's Breath

  • Strength:
    • None
  • Exploit potential:
    • None
  • Combination potential: None
  • Edge cases:
    • Should make EM nuke fallout region survivable, since even at the point of casting, it's at most -200 celsius, which would feel like -26 Celsius with this jutsu active. Very cold, but easily survivable.
  • Overall soundness:
    • Solid.
Controlled Immolation

  • Strength:
    • None
  • Exploit potential:
    • None
  • Combination potential:
    • None
  • Edge cases:
    • Does an Akimichi getting a bigger hand allow them to torch bigger objects
    • None
  • Overall soundness:
    • Acceptable.
Flame Bullet

  • Strength:
    • Not strong at all, unsurprisingly.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • The low chakra cost combined with Shadow Clone makes for a theoretically interesting combo, since it could allow a ninjutsu spec to fight with SC in combat. Assuming you leveled a good jutsu to 60, a half-cost Bullet at level 60 several times a turn is somewhat practical (but not overwhelmingly good) with SC.
  • Edge cases:
    • None
  • Overall soundness:
    • Seems fine.
Fireball

  • Strength:
    • Low, as expected.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • As with the bullet techniques, the low cost for range of 1 zone could be interesting with SC, but it doesn't strike me as a dominant strategy or anything.
  • Edge cases:
    • None
  • Overall soundness:
    • Acceptable.
Fire Lash

  • Strength:
    • Not very strong, but not bad.
  • Exploit potential:
    • Nothing specific to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Can the whip hold any weight?
    • I almost feel like you should be able to use MW with this technique, though it would probably be outright worse than a physical weapon of similar shape, besides not being able to be disarmed of this one. At the least, any whip-based MW stunts you might pick up could plausibly apply to this technique too.
  • Overall soundness:
    • Solid.
Flame Eruption

  • Strength:
    • Decent situationally.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Pairs well with sensory abilities like Living Roots or Byakugan, would likely make sneak attacks feasible.
  • Edge cases:
    • Does this still work when standing over e.g. water?
  • Overall soundness:
    • Acceptable
Flameburst

  • Strength:
    • Situationally useful get-off-me tool, but not notably strong.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Having teammates use blocks that prevent people from leaving melee like Earth Wall or something could allow guaranteed damage.
  • Edge cases:
    • Is it theoretically possible to take more damage from trying and failing to dodge than staying in melee?
  • Overall soundness:
    • Acceptable
Flame Wave

  • Strength:
    • Inexpensive AOE attack, seems fine.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable
Blast Palm

  • Strength:
    • Weapons 2 is good. AOE is fairly limited since enemies don't tend to group up within melee reach of each other too often, and you don't want to fry your teammates. Range is also not great. Seems on the weaker side but still reasonable.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable
Burning Cloud

  • Strength:
    • Ongoing zone control is pretty decent. Elemental interactions are also interesting. Seems middling but potentially still useful in strength.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Do succeeding attacks on later turns cost an action to make?
    • Can someone else cast the same jutsu on the same zone and have the attacks stack?
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable
Rising Sun Dragon

  • Strength:
    • Pretty strong. Weapons 2 and line AOE, plus a free tag. Only really held back by cost, but even then that's only if higher Effect is needed.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • On the stronger side, but solid.
Flame Sphere

  • Strength:
    • Supplemental attacks are good and the main draw here. I'm still skeptical that melee AOE is that much more useful than single target though.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable
Chain Bullet Swarm

  • Strength:
    • Good if you can actually make use of a bigger number of targets, but otherwise not a particularly appealing option. Plausibly not ever worth leveling past geninhood since after that the main threats will not be big, weak groups but rather other ninja who are seldom in groups large enough to make use of this technique efficiently.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Could be useful for targeting several non-enemies in one turn, like supports on a bridge or fire-triggered explosive seals or something.
    • If your teammates have any buffs that are boosted by fire jutsu then you could hit them all and target your enemies.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Acceptable
Blazing Dive

  • Strength:
    • Essentially a free +9 to taijutsu for a supplemental, which is pretty good. May want to tweak this to not do anything until Level 10 or something or a lot of people would likely buy lvl. 1 just for that. A taijutsu attack followed up by an AOE attack for a Standard and Supplemental is still good too though, action economy wise.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • I actually have no idea how fall damage works in this system. How high can you go without injuring yourself?
    • Could you feasibly be launched upward by something like Rocket Boots and use this technique while crashing into a target?
  • Overall soundness:
    • Very cool, I like it.
Volcanic Blast

  • Strength:
    • Potentially strong in ambush scenarios, but imo too slow outside of them to make use of the charging mechanic which leaves this on the weaker side.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Can other users with the same jutsu help feed it faster?
  • Overall soundness:
    • Typo: Says "1 to Effect" for Element. Seems to be missing the Effect row in the table.
    • The charging mechanic doesn't seem particularly useful in most scenarios, and it's already a standard just to summon it. Taking two turns to attack is kind of bad in my opinion, or if you're suicidal you can burn your standard, a supplemental to charge it, and a supplemental to fire it for a slightly-better-than-nothing bonus. The bonus may need to build up faster (and potentially cost more) for charging to actually be worth it. AOE is only Melee of target, too, which is seldom better than and sometimes worse than single target given that your allies will be the ones in melee range.
    • I think that having the unfired orb on the battlefield should have some sort of beneficial effect as well.
    • In general, not much more useful than the basic Fire Bullet attack in my opinion.
Fiery Dance

  • Strength:
    • Seems alright as Blocks go.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Does the entire line need to be within 2 Zones of the caster, or does just the tip of it need to be within Range?
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • I'm not certain it makes sense to me that the border is just blocked if you can't contest the roll, given that the fire doesn't seem to be solid (and that solid fire is a Hagoromo gimmick). I would instead have it inflict stress on the person crossing the flames depending on how many shifts they failed to beat the TN.
    • In terms of flavor and other mechanics, it is acceptable.
Blacksmith's Blessing

  • Strength:
    • Niche but still useful.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • I like it.
Burning Fist

  • Strength:
    • A straightforward but potent Taijutsu buff, and a Supplemental to boot. Weapons Rating and +Effect are both always good. Tags that can be invoked offensively and defensively. No real downsides besides a high cost for a single-use buff.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable.
Blazing Fists

  • Strength:
    • A still useful buff, but one that isn't notably strong. Another one to go ahead and cast if you have prep, and isn't horrible in a fight either if leveled high enough.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable.
Wrathful Grasp

  • Strength:
    • Ranged Taijutsu is pretty good as Macerators prove, and even with the debuff to the attack roll, I expect this would see a decent bit of use.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Missing CP and Strain totals at the bottom.
    • Also missing Element row at top of table.
Phoenix's Talon

  • Strength:
    • Weapons 3 is a decent buff, and the tag generation is very nice especially since it doesn't seem like the enemy can get rid of it.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Would probably pair well with Ranged Weapons.
  • Edge cases:
    • Would something like Hazou's pangolin gauntlets count for this technique?
  • Overall soundness:
    • Missing the word Strain at the bottom.
Divine Odachi

  • Strength:
    • Losing Weapon Rating at range is a bummer, but the range extension is still situationally useful and so are the free tags.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing the Element row at top of table.
    • Otherwise, an acceptable jutsu.
Hells Roar

  • Strength:
    • Situational but useful. Provides serious battlefield control opportunities.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
      • Potential typo: Maybe should be titled "Hell's Roar" instead? The flavortext uses an apostrophe.
    • Acceptable.
Red Rain

  • Strength:
    • Full round casting time is always an unfortunate downside as is self-damage, but it's very potent otherwise.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Pretty strong, very cool.
Red River

  • Strength:
    • Is this also an attack in addition to the provided effects? I assume it is. Even if so, it is somewhat expensive to use at high Effect. Still, the AOE/range is very good.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Solid.
Red Runoff

  • Strength:
    • Very strong, but requires a lot of investment (both XP and chakra).
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • I'm curious to see what happens to this monster if struck by wind jutsu.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Solid.
    • It's interesting to know jutsu can be designed to interact in this way.
Burning Chains

  • Strength:
    • Attacking as a supplemental is pretty good.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Seems to pair well with Taijutsu/MW given that they could attack minimum twice per turn with it active by using their standard and Burning Chains supplemental, or potentially defend themselves twice against melee users with Burning Chains Standard (once when they enter melee, and a second time to counterattack, if applicable.)
  • Edge cases:
    • If the Standard to make them attack anyone who enters melee range is used, I presume the user can then enter melee with anyone in their zone on that same turn, which could be a good option if there is a good number of enemies in the zone and many chains were spawned.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Interesting and unique. I like it.
Flame Vortex

  • Strength:
    • Decently but not overwhelmingly strong.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Could intentionally trap melee teammates inside with enemy ninja so they can't get away or substitute.
  • Edge cases:
    • If the enemies inside fail to dodge while inside of the tornado, are they dragged to the new location or do they fall out of it after taking damage? That could be up to 2 zones of movement if the user for example attacks the zone in front of them, and then the one behind them next turn.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Pretty cool.
Falling Skies

  • Strength:
    • Doesn't seem particularly strong, though it does seem uniquely useful against skywalkers.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Acceptable.
Crimson Swords of Destruction

  • Strength:
    • Functionally similar to an AOE attack that targets surrounding zones, since you can only actually attack a single target once, albeit picking the best roll.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Typo: Missing Element row at top of table.
    • Acceptable.
Explosive Burst

  • Strength:
    • Decently powerful attack bonus and big AOE. The self damage isn't horrible either.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Pretty good.
Immortal Hunting Phoenix

  • Strength:
    • Decently strong. Attacking until a successful hit is pretty good as is a +2*AB to hit.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Jutsu or seals that would block or disrupt allied jutsu may only disperse the Phoenix temporarily instead.
  • Edge cases:
    • May be especially helpful towards enemies that rely on hiding from their targets, like the invisibility bloodline people, assuming the Phoenix isn't also fooled by hiding.
  • Overall soundness:
    • Typo: Element says "1 to AB/2"
    • Otherwise fine. Interestingly, very conceptually similar to a wind jutsu I submitted called "Whispering Death", though I think it was coincidence.
Fists of the Asura

  • Strength:
    • Weapons: Effect, while also targeting (Effect) zones is pretty strong, even with the AB/2. This is definitely a jutsu that could be carried in a build through joninhood.
  • Exploit potential:
    • Nothing unique to this jutsu comes to mind.
  • Combination potential:
    • Nothing unique to this jutsu comes to mind.
  • Edge cases:
    • Nothing unique to this jutsu comes to mind.
  • Overall soundness:
    • Very strong.

Guiding Light

  • Yep.
Will o' the Wisp

  • Yep.
Blazing Willpower

  • Yep.
Salamander's Breath

  • Yep.
Controlled Immolation

  • Yep.
Flame Bullet

  • Yep.
Fireball

  • Yep.
Fire Lash

  • Like with Water Whip, I think this ninjutsu is manipulated via mental/chakra control more than it is through physical weapons skill. Added that the whip cannot hold weight.
Flame Eruption

  • Strictly speaking: yes, it does work on water.
Flameburst

  • Yes, this would combo well with someone else Blocking you into melee. The damage rules were revised.
Flame Wave

  • Good catch, fixed. (+1)
Blast Palm

  • Good catch, fixed. (+1)
Burning Cloud

  • No, no action economy is required for subsequent rounds, and yes, it can stack in the same Zone. Clarified. (+1)
  • Good catch, fixed. (+1)
Rising Sun Dragon

  • Yep.
Flame Sphere

  • Good catch, fixed. (+1)
Chain Bullet Swarm

  • Yep.
Blazing Dive

  • Already tweaked to have the Effect scale with AB -- so not capped at +9.
  • We don't have strict fall damage rules as it seems very circumstantial. Still, worth asking the others about it. (+1)
Volcanic Blast

  • Good catch, fixed. (+1)
  • Interesting point about the charging taking too long. I'm going to buff it so that you can spend as many Supps/Standards as you want feeding it (with a Standard counting for 3 charges). Let's see how that turns out. (+1)
Fiery Dance

  • Yep.
  • Yep.
  • Yep.
  • Good catch, added language to clarify. (+1)
  • Fixed Element and revised mechanics substantially to make it possible to take damage and bypass the Block. (+1)
Blacksmith's Blessing

  • Yep.
Burning Fist

  • Good catch, fixed. (+1)
Blazing Fist

  • Good catch, fixed. (+1)
Wrathful Grasp

  • Good catch, fixed. (+1)
Phoenix's Talon

  • It could combo with the Pangolin Gauntlets, you'd have to try and see! Added the word "strain". (+1)
Divine Odachi

  • Good catch, fixed. (+1)
Hell's Roar

  • Good catch, fixed. (+1)
Red Rain

  • Yep.
Red River

  • No, it's just a maneuver. Let's say that the flames spreading out from the user aren't fast enough to catch any serious opponent.
Red Runoff

  • Yep.
Burning Chains

  • Good catch, fixed. (+1)
Flame Vortex

  • Yep.
  • Yep.
  • Yep.
  • Good catch, clarified that the attack they dodge against is harder due to being trapped within, and that they escape on taking damage. (+1)
  • Good catch, fixed. (+1)
Falling Skies

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Crimson Swords of Destruction

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Good catch, fixed. (+1)
Explosive Burst

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Immortal Hunting Phoenix

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Good catch, fixed. (+1)
Fists of the Asura

  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • Yep.
  • (+1 for doing an audit)
Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 41
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 48
@Paperclipped

Dunno if you want pings for jutsu audits

Will O' The Wisp

Exploit potential:

Considering I think normal fire is the electromagnetic radiation emitted by hot soot/particulates (although there are fire variants where it's actually something else). Moving the ball of flame means moving the soot. Therefore acting as telekinesis. Normal fire is teardrop shaped, so altering the shape into a ball also uses telekinesis. Zephyr's Reach already exists but this gives telekinesis to Fire element users as well.

Or if it is a chakra construct. Presumably chakra construct fire still has force? Even light produces force. If so then it's still telekinesis.

Overall soundness:

The jutsu does not have the Permanent advantage but is also not listed as a chakra construct. Does that mean it is real fire?

Fire will normally consume fuel and oxygen to generate heat, particulates, and CO2. The jutsu does not mention any fuel visible in the ball of flame so if it is real fire presumably it just spawns particles and directly heats them up. Since no chemical reaction means oxygen is no longer required, when the ball of flame moves does the gas move along with it or only the particles move?

After the jutsu, if real fire, do the particles just fall to the ground? What particles are they? Wood ash, charcoal, etc.?

The flame can be moved up to 5 zones apart. But how far can it be spawned?

What happens if you spawn, or move the ball of flame into, solid rock? What happens if you then move it out of the solid rock?

Can it be spawned inside people? If so, how does the "No combat effect" disadvantage work?

The soot the flame produces isn't moved. Everything made by a jutsu is a chakra construct by default. HDK anything about the chemistry of fires. The particles are below the level of what needs to be ruled. It can be spawned anywhere in range. It can't move through objects. It can't be spawned inside people.

Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 41
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 48
Finally, +19 XP to RandomOTP for their incredibly helpful post collating 19 different audits from throughout the thread.

Audit XP total:

  • Cariyaga: 8
  • RandomOTP: 60
  • faflec: 5
  • Veedrac: 9
  • Shrooms: 48


We discussed all outstanding comments above this line, and have a couple comments on balance:

  • Headhunter: We recognize this ninjutsu's potential to be OP if its ½ Taijutsu restriction is lifted, so we want to note now that a substantial portion of the penalty is due to the disadvantageous nature of the attack (being made from below, needing to grasp the opponent rather than just strike them), so we will be fairly stringent about this penalty.
  • Salamander's Breath: While it will make EM-nuke somewhat less lethal, the winds, flood of liquified nitrogen/oxygen, and the fact that even -25 C is not survivable for long means that this is not a "now you're EM-nuke-proof" jutsu.
  • Blazing Dive: While the ninjutsu makes reference to fall damage, and fall damage is absolutely a thing that will be applied in certain scenarios, we're not going to make any rules about it. Fall damage will be adjudicated with on-the-fly rulings.
  • Raging Wave and Gale Strike: We recognize that forced movement can be very strong. We're going to tentatively approve these ninjutsu and will make rulings about forced movement on a very case-by-case basis, and we may remove these forced movement techniques if they turn out to be OP. As we're tentatively approving the ninjutsu, this kind of removal will not penalize the players – either the ninjutsu will be improved in some other way to make up for it, or the XP will be refunded.
Okay, this is finally done. On account of the length of the Leaf Ninjutsu Library catalogue, it will be linked to from the main jutsu doc rather than copied wholesale.

@Cariyaga, @RandomOTP, @faflec, @Veedrac, @Shrooms, please ping me saying how you want to distribute the XP you earned among the PCs.
 
Cannai huffed a quiet laugh. "Be at peace, Summoner. The Dogs have experience adapting our jutsu for human use; Kakashi used several of them to good effect. We have never needed to adapt to someone who was missing fingers, but I cannot offhand think of a reason why it would be possible to make something work for a person who lacked a tail but not make it work for someone who lacked a tail and a few fingers."
Did Sanchi, Chizuru, Banri Yahiko, or any of the as-of-yet unnamed previous Dog Summoners use Dog Jutsu?
 
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PSA: Hazōpilot and NPC Agency
PSA: We are going to be strengthening NPC agency and Hazōpilot.

"Hazōpilot" is Hazō-the-character, as distinct from Hazō-the-avatar of the players. Hazōpilot was created to abort or modify plans based on cultural knowledge that Hazō would have and the players do not. We try to use him as lightly as possible because we don't want to interfere with player agency, but he has saved the day on a few occasions. For a recent example, check chapter 505.1 when the plan called for Hazō to lawyer at Orochimaru and Hazōpilot recognized that this was pissing the Sannin off and he should swerve into a more streamlined mode.

After the events of chapter 607, multiple players asked why Hazōpilot didn't deal with this for them. The QMs talked about it and decided that the events of the chapter were generally appropriate but there needed to be a small retcon in the timeline in order to address valid points the players had made. We also discussed whether Hazōpilot should have dealt with it for the players. It's a complicated issue (read the spoiler at the top of chapter 505.1 for more details) but the important part is we decided that no, he should not have stepped in this time. This time there was a choice: denounce Jashinism and maybe piss of Hidan, or don't denounce it and definitely piss off Leaf. That sort of thing definitely needs to be a player decision. That said, we're going to start using Hazōpilot more often.

Keep reading before you break out the champagne!

We aren't going to have Hazōpilot save the day every time, or even have him offer advance warning of the day needing to be saved. We don't currently have a specific set of criteria for when he should step in so we're going to have to feel our way through it and learn as we go. We welcome feedback on this but ask that it be kept polite.

What will this look like in practice? A variety of things. We'll lean a little harder on NPC agency, having them warn him when negative things might be coming down the pipe. We might occasionally make OOC announcements with big bold letters saying "Hazōpilot thinks you should do X!" or "Hazōpilot thinks dealing with Y soon is important!" (We actually did this already and it didn't work; shortly before chapter 607 we made an OOC post saying "Asuma told you to denounce Jashinism" but the plan didn't incorporate it; okay, it was one line in a larger post and not everyone reads the non-update posts. Hopefully if it's more dramatic it will help.)

It's still on the players to anticipate problems and resolve them. There are going to be times when Hazōpilot does not warn you; this might happen for any number of reasons including but not limited to: we didn't think of it until after the fact, we decided that Hazōpilot wouldn't notice and the NPCs weren't available / didn't have time to get to him / didn't have necessary information, etc.

Tl;dr: We're going to have Hazōpilot avert more problems in the future, but we don't have firm rules on when or how to do this so we're going to be feeling our way through it. Please give us feedback, but also the benefit of the doubt.
 
Wow, I'm excited about the change! Would you consider adjusting the quality/accuracy of information based on Hazō's skill in a particular area? Say, Hazōpilot being less able to catch or point out potential OPSEC risks since he has a low Deceit score.
 
Wow, I'm excited about the change! Would you consider adjusting the quality/accuracy of information based on Hazō's skill in a particular area? Say, Hazōpilot being less able to catch or point out potential OPSEC risks since he has a low Deceit score.
We're still feeling our way into it, but that doesn't sound unreasonable.
 
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