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ZeroNumerous
2008-01-31, 03:16 PM
I'm making some Naruto d20 techniques. Simple and effective.

First up, something my jounin is gonna start using with horrible effectiveness.

Koushou Shushi no Jutsu (Shining Finger Technique)
Chakra Control (Body; Tora-Hijutsu) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 Standard Action; Components: V; Range: Melee Touch; Target: One creature or object within reach; Duration: 1/round level or until discharged
Saving Throws: Fortitude for half; Chakra Cost: 10

By shouting an exclamation of intent to the heavens, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to glow a bright color based on your primary elemental affinity. This technique functions in all ways like a weapon, and you can take Weapon Focus and Specialization with this technique.

To discharge this technique, you must perform an unarmed attack against your target. If you hit, you do normal unarmed strike damage plus an additional 1d8 points of typed damage and 1d6 points of bludgeoning damage. The typed damage is the same type as your primary elemental affinity. You may immediately begin a grapple as a free action after successfully performing this technique if your opponent is still within reach.

This technique has an accompanying effect based on the elemental affinity of the user.

{table="head]Element | Color | Effect
Fire | Red | Deals an additional amount of damage equal to character level.
Electricity | Gray | Target takes -4 penalty on attack rolls for 1 round.
Earth | Brown | User gains +8 bonus on grapple checks vs Target for 1 round.
Wind | Green | Target is knocked 1d4x5 feet backwards.
Water | Blue | Target takes -4 penalty on AC for 1 round.
Ice | White | User gains +8 bonus on trip attempts vs Target for 1 round.
[/table]

The exclamation of intent needed to use this technique is as follows: "This hand of mine glows with an awesome power! It's burning grip tells me to defeat you!"

Empower

The user may choose to spend additional points of chakra equal to her character level. This additional chakra cannot be converted to stamina damage. For every additional point of chakra spent in this manner, increase the damage of this technique by 1d8 typed damage and 1d6 bludgeoning damage.

---

Shuugyu: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Taijutsu (Training; Tora-Hijutsu) [C-Rank; Rank 6]
Learn DC: 19; Components: F, X

This training empowers the user's body through rigorous training, heavy beatings, and health supplements. By completing this training, the user's Constitution score permanently increases by 1.
Expendable Components: Health drinks and pills. Purchase DC: 22

---

Ashiankoku Shushi no Jutsu (Evil Darkness Finger Technique)
Chakra Control (Body; Spirit; Tora-Hijutsu) [S-Rank; Rank 11]
Learn DC: 27; Perform DC: 31; Time: 1 Standard Action; Components: V, M; Range: 60x15ft line; Target: One creature or object within reach; Duration: Instanteous
Saving Throws: Fortitude half(see below); Chakra Cost: 30

By uttering a promise of killer intent to her opponent, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to appear to be made of pure night as all the light around her is blotted out.

This technique does 10d8 untyped damage and 10d8 fire damage in a sixty foot line that is fifteen feet wide. Every creature affected by the blast gets a Fortitude save to halve the damage dealt by the blast. If the opponent does not have a source of demonic chakra, then using this technique causes 3d4 Strength drain and 3d4 Constitution drain.

The promise of killer intent is as follows: "This hand of mine glows with unending hate! It screams for me to destroy you!"

Empower

By adding 5 chakra that cannot be converted to stamina damage, you double the length and width of the blast and add 5d8 untyped and 5d8 fire damage. You also add 1d4 Strength and Constitution Drain. You can empower this technique one time per four character levels you have.

---

Usujido - Isshiki (Cloth Art - First Stance)
Taijutsu (Martial Arts; Stance) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 2 every 3 rounds

Many martial arts practiced by shinobi focus on swords and polearms, but the most dangerous of martial arts focus on weapons you never suspect. Usujido specializes in the use of cloth and sashes to do battle.

Usujido allows you to use a sash or cloth as if it was a reach weapon that does 1d8 slashing or piercing damage, depending on how the sash is used to attack your opponent. A sash is hardly a true weapon, and you cannot threaten critical hits with it nor can you apply your strength modifier to damage rolls. Attacking with a sash or cloth is no more or less easy than attacking with a sword or one's fists using this technique, so you may make as many attacks as your BAB allows.

Focus: Twenty feet of sash or cloth on your person.

---

Usujido - Nishiki (Cloth Art - Second Stance)
Taijutsu (Martial Arts; Stance) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 3 every 3 rounds

The Second Stance of Usujido is, atleast visually, no different than the First Stance. However, the mentality of the user must be completely and utterly focused on the defeat of his opponent in all ways.

Like the First Stance, the Second Stance of Usujido allows you to use a sash as a reach weapon that deals 1d8 slashing or piercing damage. However, the second stance differs in one key difference. You have become proficient enough in the sash to threaten your opponent's vital organs with it. The weapon threatens a critical hit on a 19-20 and deals double damage on a critical hit. You may apply your strength modifier to damage with your sash.

Focus: Twenty feet of sash or cloth on your person.

---

Torabakuha no Jutsu (Tiger Explosion Technique)
Ninjutsu (Katon; Tora-Hijutsu) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 Standard Action; Components: H, M; Area: 20ft burst; Range: 50ft+5ft per level; Duration: Instantaneous; Saving Throws: Reflex half; Chakra Cost: 6

The user finishes her hand-seals and slams her hands into the ground. A massive flaming tiger bursts from the ground in front of her opponent and explodes in a bright burst of flame. This attack deals 3d6 points of fire damage to all creatures caught in the blast.

Empower

The user may spend extra chakra to increase the damage dealt by the tiger's explosion. Every 8 points of chakra spent increases the damage by 3d6 points of fire damage up to a maximum of 15d6.

---

Dai Torabakuha no Jutsu (Great Tiger Explosion Technique)
Ninjutsu (Katon; Requires Torabakuha no Jutsu (5); Tora-Hijutsu) [S-Rank; Rank 9]
Learn DC: 25; Perform DC: 29; Time: 1 Standard Action; Components: H, M; Area: 40ft burst; Range: 50ft+10ft per level; Duration: Instantaneous; Saving Throws: 3 Reflex saves for half; Chakra Cost: 24

The user creates a large tiger of magma from beneath the earth. The tiger bursts from beneath the area and thrashes about the area before exploding in a huge explosion.

Any creature caught in the area takes 4d6 fire damage from the tiger's initial entrance. The tiger precedes to attack four times inside the area of this technique. The tiger either attacks four creatures, or divides it's attacks among the number of creatures caught in the area of effect however the user wants. Each attack is made at a +24 bonus and deals 4d6 fire damage to any creature that is successfully hit. Once the tiger has attacked four times, it explodes in a ball of fire that deals an additional 4d6 points of fire damage.

If this technique is interrupted by a Suiton technique of equal rank, then the element of this technique becomes Doton and all damage done by the tiger is bludgeoning.

---

ZeroNumerous
2008-01-31, 03:25 PM
Apparently you can't have more than one table in a post..

Meibi Kochou Ryuu - Nishiki (Beautiful Butterfly Style - Second Stance)
Taijutsu (Martial Arts; Stance; Kyusuki-Hijutsu) [C-Rank; Rank 5]
Learn DC: 24; Perform DC: 26; Time: 1 Move Action; Components: M, F; Target: Personal; Duration: 2 rounds/level; Saving Throws: Fortitude negates(see text); Chakra Cost: 3 and then 1 per round active

Meibi Kochou Ryuu, the Beautiful Butterfly Style, is a stance and style feared among shinobi the world over. Simply because the damage it can cause normally ends a shinobi's career in a bloody manner. It was this style, and it's usage during a protracted civil war, that caused the attack upon Haigakure that resulted in the death of the Haikage, the Ash Shadow, and solidified Konohagakure as the greatest shinobi village in the Fire Country.

The second stance is the stance taught to Kyusuki genin and chuunin. It's the weakest of the stances, and learning it is the beginning of adulthood among Kyusuki clan members. The user focuses his chakra into his palms, then raises his primary hand high to obscure his opponent from view. By ignoring the use of his eyes, the user opens his ears to the heart beat and breathing of his opponent, and thus learns where best to place the devastating blow.

Unarmed attacks made during this stance deal normal unarmed strike damage. However, each attack is augmented by the user's chakra. Each attack deals an additional 3d4 points of [primary element] damage, and the target must make a fortitude save with a DC equal to 5+Damage Dealt. If the target fails this saving throw, he's racked with pain and cannot perform more than one move action or one standard action in a round. The duration of his pain is equal to the user's character level.

This stance can only be maintained by spending one additional chakra per round that cannot be converted to stamina damage.

Focus: The user's gloves, which must have a chakra seal slot in them.

---

Meibi Kochou Ryuu - Isshiki (Beautiful Butterfly Style - First Stance)
Taijutsu (Martial Arts; Stance; Kyusuki-Hijutsu) [B-Rank; Rank 7]
Learn DC: 26; Perform DC: 29; Time: 1 Move Action; Components: M, F; Target: Personal; Duration: 1 rounds/level; Saving Throws: Fortitude negates(see text); Chakra Cost: 6 and then 3 per round active

The First Stance of Meibi Kochou Ryuu, the Beautiful Butterfly Style, is the less used but significantly more violent form of the Second Stance. Again, the user must focus his chakra into his hands to use this stance. However, in the First Stance, the user's chakra is much more plentiful and reacts much more violently when forced into the target's body.

Unarmed attacks made during this stance deal normal unarmed strike damage. However, each attack also deals 6d4 [primary element] damage. When struck, the target must make a Fortitude Save. If he fails, the bones in the limb struck shatter under the violent assault of his opponent's chakra. When a target fails against this technique's fortitude save, roll a d8 and consult the chart below.

{table="head"]d8 Result | Effect
1 | Opponent's left leg is mangled beyond use. The leg cannot be used and the target immediately falls prone.
2 | Opponent's left leg is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
3 | Opponent's right leg is mangled beyond use. The leg cannot be used and the target immediately falls prone.
4 | Opponent's right leg is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
5 | Opponent's left arm is mangled beyond use. The arm cannot be used to hold weapons or perform hand-seals with.
6 | Opponent's left arm is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
7 | Opponent's right arm is mangled beyond use. The arm cannot be used to hold weapons or perform hand-seals with.
8 | Opponent's right arm is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
[/table]

These injuries last for 1 month - (2 day x Con Mod of target). A DC 25 Heal Check reduces this time by 15 days. A DC 25 surgery check reduces this time further by one-half.

Focus: The user's gloves, which must have a chakra seal slot in them.

---

Meibi Kochou Ryuu - Oni Genkotsu no Jutsu (Beautiful Butterfly Style - Demon Fist Technique)
Taijutsu (Martial Arts; Kyusuki-Hijutsu) [C-Rank; Rank 4]
Learn DC: 20; Perform DC: 19; Time: 1 Standard Action; Components: H, M, F; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 4

The user adds his chakra to his fist and performs a devastating physical blow. To use this technique, you must make a normal melee attack. If you hit, you deal normal unarmed damage plus 2d6 [primary element] damage. This damage can be halved by a successful Fortitude save.

Empower

The user may empower this technique by spending 3 points of chakra that cannot be converted into stamina damage. Each time chakra is spent in this manner the damage dealt increases by another 2d6 up to a maximum of 10d6.

Focus: User's gloves.

---

Meibi Kochou Ryuu Ougi - Amatsu Hira (Beautiful Butterfly Style Secret Technique - Heavenly Palm)
Chakra Control (Body; Kyusuki-Kinjutsu) [S-Rank; Rank 9]
Learn DC: 32; Perform DC: 30; Time: 1 Standard Action; Components: M, F; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 20

A hundred years of training under the greatest of shinobi resulted in the creation of this technique. This technique was created by the Kyusuki founder-sisters, both of them working together to establish this instantaneous death-blow.

You make a single touch attack as part of this technique. Your touch deals no damage, but you force all of the chakra gained from Akekochou into the target. You suffer all the normal penalties for using up all the chakra in your Akekochou pool. Your target must make a Fortitude Save with a DC equal to 5+1/2 your character level+your Wisdom modifier. If he succeeds, nothing happens.

If the target fails, then the chakra forced into his body expands violently. Within 1d4-1 rounds, the target's chest cavity explodes outward, killing him instantly. This technique fails against any creature without a discernable anatomy or any creature immune to critical hits.

ZeroNumerous
2008-01-31, 03:36 PM
I got alittle bored with my current work, so I'm gonna work on Goutetsu's Ansatsuken Ryuu (Goutetsu's Assassin Fist Style) made popular by Ryu, Ken, and Akuma of Street Fighter fame.

Ansatsuken Ryuu - Hadouken no Jutsu (Assassin Fist Style - Surge Fist Technique)
Chakra Control (Spirit; Gouken Hijutsu) [D-Rank; Rank 3]
Learn DC: 14; Perform DC: 12; Time: 1 Standard Action; Components: M, H; Target: One creature; Area: 15-ft line; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 2

The non-lethal version of the go hadouken no jutsu. This technique gathers a ball of chakra into the user's palms before throwing it toward an opponent. To perform this technique, you must make a normal ranged attack roll. You compare the attack result against every creature in the area of this technique. You must compare the attack result against the AC of creatures in order beginning with the creature closest to the user at the time of performance. This technique only affects the first creature it hits along the fifteen foot line.

The chakra-ball does damage equal to the user's normal unarmed attack plus 1d4 typed damage. The typed damage is dependant upon the user's primary elemental affinity. All damage from this technique is non-lethal in nature.

Empower

The user may increase the damage the chakra-ball does by expending extra chakra. Every 2 points of additional chakra spent increases the damage by 1d4, up to a maximum of 5d4.

Mastery

Every mastery step adds a +1 attack bonus with this technique.

---

Ansatsuken Ryuu - Go Hadouken no Jutsu (Assassin Fist Style - Strong Surge Fist Technique)
Chakra Control (Spirit; Goutetsu Hijutsu) [C-Rank; Rank 4]
Learn DC: 16; Perform DC: 14; Time: 1 Standard Action; Components: M, H; Target: One creature or object; Area: 30-ft line; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 4

The lethal version of the hadouken no jutsu. This technique gathers a ball of chakra into the user's palms before throwing it toward an opponent. To perform this technique, you must make a normal ranged attack roll. You compare the attack result against every creature in the area of this technique. You must compare the attack result against the AC of creatures in order beginning with the creature closest to the user at the time of performance. This technique only affects the first creature it hits along the fifteen foot line.

The chakra-ball does damage equal to 2d6 force damage plus 1d6 typed damage. The typed damage is dependant upon the user's primary elemental affinity. All damage from this technique is non-lethal in nature.

Empower

The user may increase the damage the chakra-ball does by expending extra chakra. Every 2 points of additional chakra spent increases the damage by 1d6, up to a maximum of 10d6.

Mastery

Every mastery step adds a +1 attack bonus with this technique.

---

Ansatsuken Ryuu - Shoryuken no Jutsu (Assassin Fist Style - Rising Dragon Fist Technique)
Taijutsu (Martial Arts; Gouken Hijutsu) [B-Rank; Rank 6]
Learn DC: 24; Perform DC: 22; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 6

A non-lethal version of dai shoryuken no jutsu. This technique involves putting all of the user's physical strength into a single vicious uppercut. To perform this technique, you must make an unarmed melee attack roll at your highest attack bonus that deals your normal unarmed damage plus 4d6 bludgeoning points of damage. Any creature struck with this technique must make a fortitude save or be stunned for 1d4 rounds. Creature without a discernible anatomy or creatures immune to critical hits automatically pass the save versus being stunned. All damage done by this technique is non-lethal in nature.

Mastery

Each rank of mastery gives +1 to your attack roll with this technique.

---

Ansatsuken Ryuu - Dai Shoryuken no Jutsu (Assassin Fist Style - Great Rising Dragon Fist Technique)
Taijutsu (Martial Arts; Goutetsu Hijutsu) [B-Rank; Rank 7]
Learn DC: 26; Perform DC: 24; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 8

A lethal version of shoryuken no jutsu. This technique involves putting all of the user's physical strength into a single vicious uppercut and performing a quarter spin in the process. To perform this technique, you must make an unarmed melee attack roll at your highest attack bonus that deals your normal unarmed damage plus 4d8 bludgeoning points of damage. Any creature struck with this technique must make a fortitude save or be stunned for 1d4 rounds. Creature without a discernible anatomy or creatures immune to critical hits automatically pass the save versus being stunned.

Mastery

Each rank of mastery gives +1 to attack rolls and damage rolls with this technique.

---

Ansatsuken Ryuu - Tatsumaki Senpuu Kyaku no Jutsu (Assassin Fist Style - Tornado Whirlwind Foot Technique)
Taijutsu (Martial Arts; Gouken Hijutsu) [B-Rank; Rank 8]
Learn DC: 28; Perform DC: 26; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Reflex negates(see text); Chakra Cost: 10

The user leaps into the air and uses his chakra to begin a violent spinning kick. When performing this technique, you may make three unarmed melee attacks at your highest attack bonus. Each successful attack deals your normal unarmed melee damage plus 3d8 bludgeoning damage. Even if your none of your attacks connect, your target must make a reflex save. If your target fails the reflex save, then he falls prone in his square and is moved back 5 feet plus 5 additional feet per 5 points of damage done. All damage done from this technique is non-lethal in nature.

---

Ansatsuken Ryuu - Tatsumaki Zankuu Kyaku no Jutsu (Assassin Fist Style - Tornado Air-Cutting Foot Technique)
Taijutsu (Martial Arts; Goutetsu Hijutsu) [B-Rank; Rank 9]
Learn DC: 30; Perform DC: 28; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 10

The lethal version of Tatsumaki Senpuu Kyaku no Jutsu. When performing this technique, you may make three unarmed melee attacks at your highest attack bonus. Each successful attack deals your normal unarmed melee damage plus +10 points of slashing damage. If all three of your attacks hit, then your target must make a massive damage save regardless of whether the inflicted damage was enough to force a massive damage save.

---

Ansatsuken Ryuu Ougi - Satsui no Hadou (Assassin Fist Style Secret Technique - Surge of Murderous Intent)
Chakra Control (Spirit; Lost Kinjutsu; Requires Tatsumaki Zankuu Kyaku no Jutsu[5], Dai Shoryuken no Jutsu[5], and Go Hadouken no Jutsu[5].) [S-Rank; Rank 11]
Learn DC: 32; Perform DC: 30; Time: 1 Standard Action; Components: M, F; Range Personal; Saving Throw: Will Partial(See Text); Duration: 1 round + 1 round/level; Chakra Cost: 4 + 2/round.

This evil technique was created by the martial arts master, Goutetsu, in order to attain the perfect mental-state to do combat. The user focuses his desire to grasp victory and forces everything else out of his mind, including his personal safety. The user is immune to all forms of Mind-Affecting techniques and gains a +6 morale bonus on his Will saves. Any sentient(Intelligence Score of 3 or higher) creature who looks at the user after he successfully performs this technique must make a Will Save. Failure leaves the victim Panicked, while success merely leaves them Shaken.

Should the user have mastered any Xdan Kousoku techniques then he may activate perform them along with this technique at double the normal chakra cost. Any Xdan Kousoku technique performed in this manner has the same duration as Satsui no Hadou.

While in this state, the user looses all forms of his humanity and cares only about being the strongest fighter in the world. During this technique, the user cannot distinguish friend or foe, and will continue fighting without penalty even at -1 hit points or lower. The user still dies at -10 hit points.

---

Hiken no Ansatsuken Ryuu - Shun Goku Satsu (Hidden Mystery of the Assassin Fist Style - Instant Hell Murder)
Taijutsu (Epic; Akuma Hijutsu; Requires Tatsumaki Zankuu Kyaku no Jutsu[5], Dai Shoryuken no Jutsu[5], Go Hadouken no Jutsu[5], and Epic Technique - Shun Goku Satsu(f)) [Super S-Rank; Rank 19]
Learn DC: 40; Perform DC: 38; Time: 1 Standard Action; Components: M, F; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 20

This seemingly non-violent throw is potentially the most deadly attack available to any user of Ansatsuken Ryuu, and it is this technique that ensures that there is forever only one true master of Ansatsuken Ryuu. The user of this technique makes an unarmed touch attack against one opponent within reach. Should he succeed, he may immediately make a grapple check. If he wins the grapple, he spins his opponent around and drags his spirit into Hell.

If the target of this technique has an Allegiance of Evil, then the target dies instantly without a save as their soul is forcibly removed from their body and dragged into the deepest pits of Hell. Should the target have an Allegiance of Neutral or Good, then they suffer 20 points of damage per hit die of the target. Should the target die from this damage, then their soul is forcibly removed and they go to be judged for which afterlife they deserve.

If the target survives the damage and has an Allegiance of Good, then they die 1d2 rounds after this technique is used.

From the outside, this appears to be nothing more than a simple over-the-shoulder throw.

If the user has not mastered Satsui no Hadou when he performs this technique, then he dies immediately after successfully performing this technique.

Focus: The prayer beads of a slain Taijutsu Master.

ZeroNumerous
2008-02-04, 05:25 PM
Akekochuu Bloodline

The Bloody Butterfly exists as a bloodline passed down the Kyusuki line since it's founders crushed all the other clans that possessed the same energy. The bloodline originated from a great Caterpillar Demon who cultivated powerful souls in order to create a cocoon. Once it was finished, the Demon would use the spilled blood and powerful spirits to transform into a beautiful butterfly. However, the caterpillar demon did not expect it's children to rebel..

The rebellion shed much blood, but the caterpillar lay dead and the captured spirit energy empowered the surviving ninja. The ninja went their separate ways and lived in peace for some time, until the two grand-daughters of the youngest shinobi slaughtered all others who held their powerful gift.

Akekochuu

Requirements:

Minor:
Skills: 2 ranks in Treat Injury, 2 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu)

Intermediate
Ability Scores: Constitution 16, and either Intelligence 14 or Wisdom 14
Skills: 3 ranks in Treat Injury, 3 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu)

Major
Ability Scores: Constitution 18 and either Intelligence 16 or Wisdom 16.
Skills: 4 ranks in Treat Injury, 4 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu); Light Sleeper


{table="head"]Character Level | Minor | Intermediate | Major
1 | Heedless of Danger | Heedless of Danger | Immortal Fortitude 2; Heedless of Danger
2 | - | - | Body Over Mind
3 | - | Body Over Mind; Immortal Fortitude 1 | -
4 | - | - | Immortal Fortitude 3
5 | Body Over Mind | - | -
6 | - | - | -
7 | - | Immortal Fortitude 2 | No Challenge Is Too Great; Immortal Fortitude 4
8 | Immortal Fortitude 1 | - | -
9 | - | - | -
10 | - | - | Immortal Fortitude 5
11 | - | Immortal Fortitude 3 | -
12 | Immortal Fortitude 2 | - | -
13 | - | No Challenge Is Too Great | Immortal Fortitude 6; Insurmountable
14 | - | - | -
15 | No Challenge Is Too Great | Immortal Fortitude 4 | -
16 | Immortal Fortitude 3 | - | Immortal Fortitude 7
17 | - | - | Unbreakable
18 | - | Insurmountable; Immortal Fortitude 5 | -
19 | Immortal Fortitude 4 | - | -
20 | - | - | - [/table]

Immortal Fortitude(Ex)
The character gains a Fast Healing ability equal to the given number. This ability is active as long as the character does not engage in strenuous activities such as training, traveling, or other physically intensive or mentally exhausting exercises. This ability does not affect stamina damage.

Heedless of Danger(Ex)
The Akekochuu drains the common sense of the character and renders her incapable of judging true danger. The character gains a bonus on saves against Fear equal to 1/2 her character level as long as she is above 1/4th of her maximum HP. The character cannot flee from a battle until she has taken enough damage to be reduced below 1/2 of her maximum HP.

Body Over Mind(Ex)
The character can break herself of fear or mental control through her unwavering faith in herself. The character may, as a reaction, spend a number of chakra points up to her Immortal Fortitude bonus. This chakra cannot be converted to stamina damage. The character immediately gains an insight bonus equal to the spent chakra on Will Saves.

No Challenge Is Too Great(Ex)
A step further down the recklessness line, the character becomes so sure that she cannot fail that she cannot and will not give up. The character gains a bonus equal to her Immortal Fortitude number when she attempts a skill check or attack roll against an opponent who stands in her way. This ability is only active when the user is below 1/2 her maximum HP.

As long as the character is above 1/4th her maximum HP, the character cannot turn away from a challenge and must respond with the full force of her abilities. Normally, this involves a fight, but an enterprising Kyusuki knows that not every question has "Punch it until it stops bleeding" as an answer.

Insurmountable(Su)
No shinobi can overcome a dedicated Kyusuki. The character may, as a move action, spend an action point to regain a number of HP equal to her Immortal Fortitude number times two. Unfortunately, this ability comes at a great cost. The character may no longer turn away from any challenge, regardless of her current HP. She can only be removed when she is unconscious.

Unbreakable(Su)
A true paragon of the Kyusuki line: The Unbreakable Shinobi! The character may, as a swift action, spend an action point to regain their maximum HP. This ability can be used even when the character is between -1 and -9 HP. The character, even when rendered unconscious due to low HP or damage, will continue to fight via muscle memory. The character does not fall prone when rendered unconscious, but she does drop everything she's holding. The character fights on using unarmed attacks, but she is treated as being Blinded for all attacks made by her and against her.

ZeroNumerous
2008-04-23, 12:56 AM
(Reserved Space in case I want to make more techniques.