Naruto D20

 

Genjitsu

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Genjitsu

The art of illusions, these techniques change the way people perceive the world around them.

 

 

 

 

 

 

What the technique is called

Use Requirements: (S) for seals, (T) for speech, and (C) for components. (A) means you just have to be able to move to perform it.

Performance Time: How long it takes to perform the technique. Immediate means it can be used anytime, even during someone else's chance to react. Free action means you can do it freely on your round. Partial means it takes one of your two partial actions every round. Full Round means it takes the whole round to perform the technique. When it states multiple rounds the effect happens the countdown gets to zero. Continuous means you must remain concentrating to keep it going but it works the whole time.

Effect: What the technique does.

Chakra Cost: How much chakra the technique takes.

Special This is different depending on the technique. It is either a Focus (What you need to do the technique), Component (What you need to sacrifice for the technique), Repetition Cost (Extra chakra if you use the technique multiple times in one sitting), or Chakra Bonus (Additional Chakra you can spend to make the technique better)


 

 

Basic

 

Blurring Vision

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You make the world appear blurry to the target, giving them a 20% miss chance for 1D10+Nin Charisma Bonus rounds.

Chakra Cost: 6

Chakra Bonus: You can pay an additional 3 chakra to give an additional -1 for 1D4 rounds.

 

Charm

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You gain 1D4+ 1 for every 4 points you excede the skill check bonus to your Charisma for the rest of the encounter.

Chakra Cost: 6

Limited: This technique may only be used once per encounter.

 

False Senses

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: You confuse the enemy, giving them -1 on attack rolls, skill checks, and reflex saves for 1D6+Nin Charisma Bonus

Chakra Cost: 6

Chakra Bonus: You can pay an additional 3 chakra to give an additional -1 for 1D4 rounds.

 

Feign Death

Performance Time: Immediate

Effect: You fake your own death. You drop to zero HP and make a bluff check with a +5 chakra bonus. This can be countered with a Knowledge (Biology) or Heal check against it. You get a -10 bonus if you fake a heart attack or a -20 bonus to something that wouldn't normally kill you.

Chakra Cost: 8

Special When you stop faking dead, you regain life at a rate of 1/round up to the HP you had before you died. The faked death does not stop the chakra flow in your body so you still can be detected. You have no control of your body when you're under this technique and the only other action you can do is break the Feign Death.

 

Insight

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You gain 1D4+ 1 for every 4 points you excede the skill check bonus to your Wisdom for the rest of the encounter.

Chakra Cost: 6

Limited: This technique may only be used once per encounter.

 

Perception

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Intelligence for the rest of the encounter.

Chakra Cost: 6

Limited: This technique may only be used once per encounter.

 

Replicate

Use Requirements: (S)

Performance Time: Partial Action

Effect: You create up to 3(+ how much you go over the skill check) replicas that are exactly like you, and is almost impossible to tell the diffrense between the replicas and the actual user without a good sense ability. These replicas can perform any Transforming techniques. They have one HP and can not deal any damage to the enemy, though they can provide you a flanking bonus. When a replica dies, it disappears in a poof of smoke and any objects they picked up fall to the ground.

Chakra Cost: 4

Note: You can not create more replicas then you have Ninja levels.

 

Transform

Use Requirements: (S) (T)

Performance Time: Full Round Action

Effect: You make a disguise check with a bonus of +1 for every point you go over the Technique DC. You can make yourself appear to be up to one size diffrense.

Chakra Cost: 2

 

Intermediate

 

Aura of Fear

Use Requirements:

Performance Time: Continuous

Effect: You release an aura that causes fear to lesser creatures. Any creature with 4 or less HD then you become panicked. Any creature that is 3 or less Hit Die simply become shaken.

Chakra Cost: 1/Round

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