The Gōketsu Jutsu Vault
After
issuing his order to collect ninjutsu from all members of the clan, Hazō has finally had the time to collate all the scrolls people turned in. Many people begged off preparing a scroll for a specific technique, saying that they had already given them to the Leaf Library (e.g. Haru's Lightning Bucklers, Reo's Fire Lash). Others begged off scribing particular techniques, as they were strictly inferior to existing techniques that Hazō has access to. Still, the search turned up a little less than a dozen new techniques for Hazō's perusal.
Given that these techniques, like most of the other ones (Orochimaru's ninjutsu, Leaf Library, Tower ninjutsu) I've prepared in the last year, will probably never be leveled or used in combat by the PCs, I'm begging off of actually making the specs yet. Instead, I'll make the specs when a PC actually takes the jutsu. Until then, here are simple, bullet-point descriptions of the techniques now available to you.
Fire
- Napalm Shot (Reo) — An advanced version of the Fire Bullet that sticks the enemy with lingering Fire chakra that continues to inflict damage after a single hit.
Earth
- Reaching Arms of the Tsuchigumo (Reo) — Yet another wall-type technique. This one traps the target within a ring of construct-stone spikes, making escape near impossible.
- Piercing Punishment (Reo) — A torture ninjutsu that cause a real-stone spike to very slowly emerge from the ground. Best used against restrained enemies.
Lightning
- Fist of the Lightning God (Mari) — A high-grade jōnin technique that causes an explosion around the user, blinding and deafening anyone lucky enough to avoid the lightning energy.
- Lightning Blade (Shinji) — Creates a particularly deadly sword of volatile lightning energy.
- Flow Negation (Reo) — When struck by single-target Lightning Element ninjutsu, allows the user to absorb and ground the energy instead of dodging.
Water
- Bile of the Ocean Demons (Mari) — Fills an area with corrosive gas that blinds and melts opponents that linger too long.
- Grappling Fists (Jin) — Extends the user's hands with giant water-construct fists, giving the user extended attack range and improved movement options.
Wind
- Storm Wind (Mari) — Highly damaging, short range Wind blast, useful for destroying buildings and other structures.
- Galeblade Thrust (Yūma) — Extends the cutting surface of an object with near-invisible Wind chakra, improving a weapon's range and lethality.
Additionally, I'm providing specs for the ones I think the players are likely to at least
consider leveling: Reaching Arms of the Tsuchigumo (likely for Hazō), Bile of the Ocean Demons (for Noburi), and Storm Wind (for Kei).
Regarding the others: the Fire and Lightning techniques can't currently be taken by any PC, Hazō has little need of torture ninjutsu, Noburi has a terrible Taijutsu score, and Kei doesn't benefit much from enhancing a single weapon then throwing it away.
Type | Block | Strain |
Element | Earth | 0 |
Effect | 1 to 1.5*AB, rounded up | +10, +30, +60, +100, +150… |
Duration | 1 minute | +60 |
Durability | 4 | +82 |
Range | (Effect - 1)/3 | +40, +40, +40, +60, +60… |
Casting Speed | Supplemental | +75 |
AOE | Zone | +40 |
Advantage | Creates Aspect | +30 |
Advantage | Conditional creates tags | +20 |
Totals | 72, 76, 82, 94, 104… CP | 357, 377, 407, 467, 517… |
(Thanks
@Sir Stompy for this jutsu idea!)
The user causes a dense thicket of earthen spikes to emerge out of the ground, trapping all creatures within.
This jutsu summons a ring of chakra-construct granite spikes around a Zone in range. That Zone gains Border:Effect, and foot travel into and out of the Zone must beat this border. The spikes are chakra-infused, so wall-walking is minimally effective.
The Zone gains the Aspect "The Bear Trap", with no tags. When a target tries and fails to bypass the Border, the caster gains a tag on the Aspect, usable against the target.
The thicket of spikes blocks line-of-sight, preventing most ranged attacks, and prohibiting Substitution or similar techniques from allowing easy escape.
A target that is about to be trapped may roll with Athletics against (Reaching Arms of the Tsuchigumo level) if they have a way to move Zones out-of-turn (e.g. Substitution) to evade being trapped.
Type | Attack | Strain |
Element | Water | 0 |
Effect | 1 to AB | +10, +30, +60, +100, +150… |
Duration | 30 seconds | +30 |
Durability | | |
Range | -2 | -40 |
Casting Speed | Supplemental | +75 |
AOE | Zone | +40 |
Advantage | Creates Aspect | +30 |
Advantage | Lingering tags | +40 |
Advantage | Attack Bonus: +Effect | +30 |
Advantage | Debilitating Consequences | +30 |
Advantage | Targets secondary stat | +40 |
Disadvantage | Delayed attack | -40 |
Totals | 49, 53, 59, 67, 77… CP | 245, 265, 295, 335, 385… |
The user exhales a cloud of corrosive gas, which quickly eats through everything in sight.
The user's Zone immediately is filled with toxic gas, and gains the Aspect "Demon's Bile". Within the Zone:
- Any creature that spends any time on their turn within the Zone takes 1 physical stress at the end of their turn.
- Any creature that ends their turn in the Zone instead is attacked by (Bile of the Ocean Demons + Effect), and can only defend with Physique, taking physical stress on a failure.
Any creature that takes at least 2 stress from Bile of the Ocean Demons gains the Aspect "Demon's Bile", and the user gains (Effect) tags on their Aspect.
Stress inflicted by this technique bypasses most physical armor. Consequences inflicted by this ninjutsu are particularly deadly, and have double their normal penalty. (-AB for a Mild, -2*AB for a Moderate, -4*AB for a Severe). Consequences will usually be related to eye or lung damage from the corrosive gas.
If the user Substitutes immediately after casting the ninjutsu, they may evade the mandatory 1 stress. If they use their regular movement options (Sprint standard or Supplemental move) then they will take the 1 stress and evade the actual attack. If they do not Substitute or move then they are an idiot and will take full damage.
A target that is about to be caught may roll with Athletics against (Bile of the Ocean Demons + Effect) if they have a way to move Zones out-of-turn (e.g. Substitution) to evade being caught in the gas cloud.
Type | Attack | Strain |
Element | Wind | 0 |
Effect | 1 to AB | +10, +30, +60, +100, +150… |
Duration | Instantaneous | |
Durability | | |
Range | Effect | +20 |
Casting Speed | Standard | |
AOE | Zone | +40 |
Weapons | (Effect)/2, rounded down | +0, +20, +20, +60, +60… |
Advantage | Selective Damage | +20 |
Advantage | Alternate Structure Damage | +30 |
Advantage | Attack Bonus: +2*(Effect) | +90 |
Totals | 42, 50, 56, 72, 82… CP | 210, 250, 280, 360, 410… |
The user lets loose a blast of powerful Wind chakra that shreds everything in a wide area.
Everyone in the target Zone must dodge against Storm Wind + 2*(Effect). The attack has Weapons: (Effect/2), rounded down.
The user may shape the winds to pass around any allies or objects the user does not want destroyed. The user may skip attacks against any targets. Effectively, the technique harms only enemies.
When attacking structures, the user may instead replace their attack roll with 20*(Effect), to a maximum of 80. This means that this technique can instantly destroy objects with Durability 6 or below (80 - 60 = 20, 20 / 3 = 7 shifts, 7 shifts destroys a 6-box stress track) when cast at Effect:4 or above.