Naruto Powers ReviseD

Jan 21, 2009 23:09

Naruto Game powers

Dispel (Pysche)

This allows you to cancel out, or atleast weaken another enemies Jutsu.

You Roll Pysche (Using the Dodge Chart) and use the CS to lower the roll of the attacker

Chakra Usage (Chakra Control)
Blue: -1/Power Fails
White: -10 Chakra
Green: -5 Chakra
Yellow: -3 Chakra
Red: -1 Chakra

Replacement (Agility)

This allows the character to replace his/her location with something else in the area, the replacement looks like the character, or whatever the character wants the replacement to look like (see Copy) The ninja still needs to move/hide when using this power. The replacement cannot attack or do any damage (But can be mixed with other powers that do damage) Roll your Agility (Using the EVADING/ Fighting Chart) and use the result. Characters can still know it’s a Replacement if they make an Intuition roll and beat or tie your color.

(Example: If you use Replacement, and roll an 89, which gives you a Yellow Result. This means the target Automatically misses, and you receive a +1 CS to your next attack (Which must be on the next turn to still receive the bonus to hit) Certain powers or abilities can ignore this power, and if the ninja figures out where you went, they can still attack you)

Chakra Usage (Chakra Control)
Blue: -1/Power Fails
White: -4 Chakra
Green: -3 Chakra
Yellow: -2 Chakra
Red: -1 Chakra

Copy (Reason)

This allows you to make a copy of yourself (Which cannot effect anything) or make yourself or someone else look different. Roll your Reason, and the enemy must roll an Intuition Roll and beat your color (If you rolled the same color, who ever rolled higher)

Chakra Usage (Chakra Control)
Blue: -1/Power Fails
White: -2 Chakra (One Clone)
Green: -1 Chakra (Per Clone)
Yellow: -1 Chakra (Per 2 Clones)
Red: -1 Chakra (Per 3 Clones)

Ki Ai Jitsu (Mental Effect Songs)

This Song/Series of songs can effect a enemy in battle, from fooling him/her into a false step, to stunning, or making the enemy dizzy.

Disorientation Song (Pysche)
You can cause a enemy to take a false step, or to make a bad maneuver. Whatever the effect, once per round at anytime (even when it is not your turn) you can give the enemy a penalty to any roll equal to your Power Rank Score.

You must Roll Pysche vs Pysche. If you Win, the effect is as normal, If the enemy wins, he takes half the penalty for that round

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 1 and a ½ Pysche CS in Chakra
Green: Pysche CS in Chakra
Yellow: ¾ Pysche CS in Chakra
Red: ½ Pysche CS in Chakra

By Spending a xtra point of chakra you can increase the penalty by 5 (-5 to a enemies roll per point spent)

You can use this power on multiple enemies, but you must spend chakra/roll for each enemy, but you can do this with a single action. All enemies must be within Ear shot

Stunning Song (Pysche)
You can play a song that can stun someone. The enemy is stunned for 1/10th of his/her power rank score in rounds (So Good Rating 10 equals 1 round) This power allows you to play a small series of notes to quickly stun a enemy. You can keep using this power in multiple rounds, however, you must spend chakra again in the next round. You do not need to keep playing the song once they are stunned.

You must Roll Pysche vs Pysche. If you win, the effect is as normal, if the enemy wins, he can make a Endurance roll to avoid the stun (Endurance/STUN)

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 1 and a ½ Endurance CS in Chakra
Green: Endurance CS in Chakra
Yellow: ¾ Endurance CS in Chakra
Red: ½ Endurance CS in Chakra

By Spending 2 points of chakra you can increase the amount of rounds the enemy can be stunned by 1 round (+1 round stunned for each 2 points of Chakra)

You can use this power on multiple enemies, but you must spend chakra/roll for each enemy, but you can do this with a single action. All enemies must be within Ear shot

False Step song
By playing a short series of notes, you can confuse a enemy, by maybe making them forget about a enemy for a short period of time, or maybe have them move in the wrong direction or throw a punch instead of a kick.

Roll Psyche vs Psyche. If you roll the same color as the target, you can make them do something that is non-threatning (such as taking a step to the left or right, but cannot make the target take damage or lose a attack) if you beat the enemy by 1 color (You roll yellow and he rolls green) you can force the enemy to do something stupid but still in the realm of combat (Such as Throwing a punch instead of swinging a sword at a enemy, or dodging a attack instead of countering a attack, or attacking someone else instead of you) and if you beat the enemy by 2 colors (You roll red, and they roll green) you can cause the enemy to do something stupid (Such as giving up a attack by causing the enemy to jump back, or to attack with hand to hand instead of using a jutsu, or to run at a enemy instead of using ranged attacks, or cause the enemy to ignore someone) if you beat the enemy by 3 (Or the enemy rolls Blue) you can cause the enemy to do something incredibly stupid like ignore someone attacking them, or drop there weapons, or even dive infront of a attack.

Chakra Usage: Chakra Control

Blue: -1/ Power Fails
White: 20 Chakra
Green: 10 Chakra
Yellow: 8 Chakra
Red: 5 Chakra

For each 5 points of chakra you spend, you can increase your Color by onE (Bringing your Green roll up to a Yellow Roll)

Healing Song

You can heal a nearby ally by playing a song. The Healing is slow over time, and cost a lot of chakra

Stabilize Song
You stabilize your ally, stopping bleeding, and stopping further damage from wounds (But not poison)

You Roll Reason and use the (Endurance/Kill chart) If you roll Green, you stabilize the wounded character. Wounds stop bleeding, and the character stops taking damage. If the character moves, she/he must make a (Endurance/Kill) check and score Yellow, or start taking damage again.

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 10 points of Chakra
Green: 5 points of Chakra
Yellow: 4 points of Chakra
Red: 3 points of Chakra

You can use this power on multiple enemies, but you must spend chakra/roll for each enemy, but you can do this with a single action. All enemies must be within Ear shot

Healing Song
You can Heal a wounded ally of damage, this power works on physical damage, but does not work on poisons, or mental damage.

Power works automaticly unless the character is at 0 or negative hit points. If the character is at 0 or negative health, you must roll Reason on the Endurance/KILL chart and get a Yellow Feat, if not, you cannot heal the character. The ally being healed must be standing still, or laying down.

You heal a ally 1/10th of your Power Rank Score in Health per round

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 1 health per 2 points of Chakra
Green: 1 health per 1 point of Chakra
Yellow: 2 health per 1 point of Chakra
Red: 5 health per 1 point of Chakra

You can use this power on multiple allys, but you must spend chakra/roll for each enemy, but you can do this with a single action. All enemies must be within Ear shot

Bard Song

Modivation Jutsu
You can play a song that motivates others to fight or work better. You Can also use this song on your self as long as whatever other actions you use does not effect you ability to play music (You may still dodge and attack with kicks while playing a flute, but might not be able to make hand signs)

When playing your modivation song, you add your Power rank as a pool to give to anyone that they can use on any roll. Once they use the pool, the points are gone.

If you continue to play the song, you must spend chakra each round, but if you do, the characters pool recharges in the beginning of your initiative turn.

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 8 Chakra / 2 per round
Green: 5 Chakra / 2 per round
Yellow: 4 Chakra / 1 per round
Red: 3 Chakra / 1 per round

Mental Release Jutsu
You can play a song that allows characters to re roll a resistance roll agaist mental attacks/jutsu. When playing the song, the characters get a bonus to there resistance roll equal to your power rank.

You must roll Psyche vs psyche agiast the person using the mental power. If you win, the power works as normal, if the enemy wins, the power is halfed (Half the power level)

Your chakra roll is determined by the enemy using the mental effect

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 1 and a ½ Pysche CS in Chakra
Green: Pysche CS in Chakra
Yellow: ¾ Pysche CS in Chakra
Red: ½ Pysche CS in Chakra

You can play a song that just makes people feel good about themselves, such as giving people nice feelings, and calming people down. This cannot be used in combat, but can be used prior to a meeting or conversation, which would put the target(s) in a good mood.

Chakra Cost: 2 points (No roll)

Rigus Mortis Jutsu

Green song
You can play a rather gruesome song that can cause someone to get GanGrene. When playing the song, the enemy starts to develop the illness. You use it on a limb (But not the head) and the enemy takes 5 points of damage +2 per round (Up to the power rank) and also the enemy suffers from terrible pain at the same time. The enemy takes a penalty to all rolls equal to the damage taken.

The enemy takes the initial 5 points of damage
In the next round
You must roll Reason vs Endurance. If you win, the enemy takes 2 point of damage that round. If the enemy wins, he takes 1 point of damage

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 10 Chakra / 5 per round
Green: 5 Chakra/ 4 per round
Yellow: 4 Chakra / 3 per round
Red: 4 Chakra / 2 per round

This power in permanent, and must be treated with medical jutsu or medicine

True Name
This power allows you to speak the true name of an object/person, destroying the object, vanishing it from existence. This is a Bloodline jutsu

To use this jutsu on a object, the character must say the true name of the object. If for example, if you said “Teddy Bear” a teddy bear would be destroyed, but if the teddy bear belonged to a little girl who loved the teddy bear and gave it a name, you would need to know the name of the teddy bear to destroy it.

You speak the name, and Roll Reason.
Blue: Power Fails
White: Non- moving object
Green: Slow moving object (Thrown Weapon)
Yellow: Fast moving object (Bullet)
Red: Invisible item (But you know its there)

Chakra Usage: Control Chakra
Blue: -1/ Power Fails
White: 2 Chakra per cubic Foot
Green: 1 Chakra per cubic Foot
Yellow: 1 Chakra per 2.5 cubic Feet
Red: 1 Chakra per 5 cubic feet

You can spend more chakra to effect more area/more objects of the same name (such as 500 kunis being thrown at you at the same time

Sand Storm
You can create a sand storm. This can be used to blind and disorient enemies. You are also immune to sand storms of the same intensity

The Radius of the sand storm in your power score in yards.

Anyone within the sand storm takes a penalty to intuition and ranged attack rolls

Blue: -1/ Power Fails
White: 5 Chakra per - CS to intuition/Ranged attacks
Green: 4 Chakra per - CS to intuition/Ranged attacks
Yellow: 3 Chakra per - CS to intuition/Ranged attacks
Red: 2 Chakra per - CS to intuition/Ranged attacks

It costs 1 point of chakra per round to keep the sand storm going

You can spend more chakra in increase the CS penalty up to the CS of your power rank

Water Release

Quicksand/Mud
You can infuse items with water. You must take water from objects and center it in a area. You are not creating water, but manipulating already exsisting water. You can also manipulate water into shapes
Creating Quicksand or Mud depends on how moist/ how much water is in the area. The dryer the area, the more chakra u need to use to create the mud/quicksand. You can create your power rank in ft Radius

Chakra Usage: Chakra Control
Blue: -1/ Power Fails
White: 6/9/12/15/18
Green: 5/8/11/14/17
Yellow: 4/7/10/13/16
Red: 3/6/9/12/15

Very Moist/ Moist/ Normal/ Dry/ Very Dry

Very Moist (Water is very close, lake within Close Range)
Moist (Rain Forrest, Raining Heavy)
Normal (Forrest, City with ample water supply)
Dry (Drought area, very hot area)
Very Dry (Desert)

Manipulate/Shape Water
There must already be a large amount of water avaibible to use this power. You can manipulate the water into shapes and use it to attack people by hitting them with large amounts of water to crush them or push them away
The damage/Amount of water you can manipulate depends on your power rank, you can manipulate 1 cubic yard of water per point of power rank (Good Rank 10 does 10 points of damage and manipulates 10 cubic yards of water)

The Damage is Considered Blunt Damage and you roll on the Blunt Damage chart
You Roll Agility to Hit with this ability

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 10 Chakra/ 3 Per round
Green: 5 Chakra/ 2 Per round
Yellow: 4 Chakra/ 1 Per round
Red: 3 Chakra/ 1 Per round

Once you attack with this power, you must re use the power again. You can however make a wall and hold it up as long as you need, or if you need the water to travel to the enemy and it takes more than one round to get to the enemy

Summoning

Cat Contract
The character can summon a spirit cat or cats

You can Summon a Cat spirit with a power level equal to your summoning Power rank. You can also Summon more Spirits by spending Chakra

Reason Roll
To summon a spirit of your power rank no roll is required
To summon a spirit of double your power rank, you need a Yellow Feat
To summon a spirit of more than double, you need a Red feat

Blue: -1/Power Fails
White: Power Score in Chakra
Green: 1/4th the power score in Chakra
Yellow: 1/5th the power score in Chakra
Red: 1/6th the power score in Chakra

You can summon as many spirits as you want by spending the chakra
Mummies
You Can summon two Passed down Mummies that are pledged to protect and fight for yoU.

There is no roll to Summon them

Chakra Usage: Chakra Control
Blue: -1/Power Fails
White: 30 Chakra each
Green: 25 Chakra each
Yellow: 20 Chakra each
Red: 15 Chakra each

These Mummies are Stored in a special Scroll that is passed down from Oracle to Oracle

GanZ

Bead Control
The character has the ability to manipulate a series of specially prepared prayer beads.

Your Control rating is used to determine the durability and strength of the beads, and how far you can reach with your beads

Each bead must be within your Power rank number is Yards from another bead
Your Beads Strength (Total beads together) and Endurance are half your Bead Control Power Rank

You must have atleast 1 point of Chakra left to use this power
You Roll Agility to use this power if a roll is ever needed

If you use the beads to lift something (Including yourself) you must spend 1 point of chakra per round.

Defend
You can use the beads to block attacks, or intercept incoming ranged weapons, and to interfere with melee attacks

Your Roll Agility to defend. Using either the Block, Evasion, or Dodge ability.
You must have atleast 1 point of Chakra left to use this power

For Each 4 points of chakra you spend, you can raise your CS by 1 for any defending roll in the round

Sense
You can have your beads spread out in a pattern, any anyone or anything that steps between the beads can be picked up by the beads. The beads can be spread in any pattern, but each bead must be atleast your power rank in yards away from another bead.

You Roll Intuition as if you where standing anywhere within your bead grid to detect anything that passes thru the grid

You must have atleast 1 point of chakra to use this ability.
When you roll a intuition roll, you must spend 1 point of chakra
You Can spend 4 points of chakra to raise your CS by 1 for any intuition roll

Attack
You can attack with the beads to do damage

Roll you Agility as a ranged attack. The Damage is the power Rank, and the damage chart is SHOOTING chart.

Each time you attack, you must spend 1 point of Chakra
You can spend 4 points of chakra to raise the CS for attack by 1
You can spend 1 point of chakra to increase the damage by 2 points
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