Sept 17, 2021 22:46:09 GMT
[attr="class","APP3"]
The purpose of this is to add some grounding examples that might be doable for the average owner of a ninjutsu proficiency. Your character might be + or - a bit depending on how much they specialize their usage of their jutsu. Placement is not determined around arbitrary ranks assigned by the series and more by what things do in line with the tiering system we use.
You won't find every ninjutsu type listed here, but you can get a general idea of what is appropriate through inference. If your ninjutsu is very defensive or utilitarian follow suiton & doton and don't take a big offensive power boost at journeyman level.
On Chakra Costs: Generally speaking, a character can only perform things at the pinnacle of their current proficiency level a few times in a day. They are able to perform things below their level much more frequently.
The Ninjutsu Primer
The purpose of this is to add some grounding examples that might be doable for the average owner of a ninjutsu proficiency. Your character might be + or - a bit depending on how much they specialize their usage of their jutsu. Placement is not determined around arbitrary ranks assigned by the series and more by what things do in line with the tiering system we use.
You won't find every ninjutsu type listed here, but you can get a general idea of what is appropriate through inference. If your ninjutsu is very defensive or utilitarian follow suiton & doton and don't take a big offensive power boost at journeyman level.
On Chakra Costs: Generally speaking, a character can only perform things at the pinnacle of their current proficiency level a few times in a day. They are able to perform things below their level much more frequently.
[attr="class","APP3"][Medical Ninjutsu]
Journeyman: Mystic Palm, Chakra Scalpel (non-combat: nintai required for offensive use). (Moderate wounds and temporary supression of critical wounds)
Master: Intensive Care/Critical Injury healing
Grand Master: Yin Seal
Journeyman: Mystic Palm, Chakra Scalpel (non-combat: nintai required for offensive use). (Moderate wounds and temporary supression of critical wounds)
Master: Intensive Care/Critical Injury healing
Grand Master: Yin Seal
[attr="class","APP3"][Earth Ninjutsu]
Rookie: Surface Walking, hardening or loosening earth
Apprentice: Hardening rocks into melee weapons, raise small mounds of soil for personal protection
Journeyman: Earth Style Wall, earthen projectile attacks: small propulsion/expulsion.
Important!: Doton doesn't get any big attacking jutsu at journeyman.
Veteran: Hiding like a Mole/ Double Suicide Decapitation Technique (Limited to a few minutes due to oxygen needs), Earth Flow Divide (large enough to crush a few buildings).
Master: City block level damaging earth quakes and creation of large earthen platforms.
Grand Master: Swamp of the Underworld
Rookie: Surface Walking, hardening or loosening earth
Apprentice: Hardening rocks into melee weapons, raise small mounds of soil for personal protection
Journeyman: Earth Style Wall, earthen projectile attacks: small propulsion/expulsion.
Important!: Doton doesn't get any big attacking jutsu at journeyman.
Veteran: Hiding like a Mole/ Double Suicide Decapitation Technique (Limited to a few minutes due to oxygen needs), Earth Flow Divide (large enough to crush a few buildings).
Master: City block level damaging earth quakes and creation of large earthen platforms.
Grand Master: Swamp of the Underworld
[attr="class","APP3"][Fire Ninjutsu]
Rookie: Start a campfire, warm up tea, keep hands warm
Apprentice: Touch based burning, low intensity fire breath
Journeyman: Sasuke's Fire Ball, Flame bullets, small walls of fire
Veteran: Itachi's Fire Ball
Master: Katon Endan, Large walls of fire
Grand Master: Katon: Karyū Endan
Rookie: Start a campfire, warm up tea, keep hands warm
Apprentice: Touch based burning, low intensity fire breath
Journeyman: Sasuke's Fire Ball, Flame bullets, small walls of fire
Veteran: Itachi's Fire Ball
Master: Katon Endan, Large walls of fire
Grand Master: Katon: Karyū Endan
[attr="class","APP3"][Lightning Ninjutsu]
Rookie: Static shock
Apprentice: Shocking grasp/electricuting conductors to spread area.
Journeyman: Chidori (a single use), lightning bolts
Veteran: Chidori, Raijū Tsuiga
Master: Chain lightning like effects
Grand Master: Raikiri (limited use)
Rookie: Static shock
Apprentice: Shocking grasp/electricuting conductors to spread area.
Journeyman: Chidori (a single use), lightning bolts
Veteran: Chidori, Raijū Tsuiga
Master: Chain lightning like effects
Grand Master: Raikiri (limited use)
[attr="class","APP3"][Water Ninjutsu]
Rookie: Water Surface Walking, splashes
Apprentice: Water whips
Journeyman: Water clones, churning significant sources of water
Important: No big offensive upgrades for suiton at journeyman.
Veteran: Water Wall, Water Dragon Jutsu, Water prison
Master: Water Shockwave
Grand Master: Water Prison Shark Dance Technique (block radius)
Rookie: Water Surface Walking, splashes
Apprentice: Water whips
Journeyman: Water clones, churning significant sources of water
Important: No big offensive upgrades for suiton at journeyman.
Veteran: Water Wall, Water Dragon Jutsu, Water prison
Master: Water Shockwave
Grand Master: Water Prison Shark Dance Technique (block radius)
[attr="class","APP3"][Wind Ninjutsu]
Rookie: Kick up a little dust, blow out candles, ruffle hair
Apprentice: Wind Bullet
Journeyman: Wind Cutting Technique
Veteran: Sickle Weasel, Vacuum Great Sphere
Master: Wind Release: Pressure Damage
Rookie: Kick up a little dust, blow out candles, ruffle hair
Apprentice: Wind Bullet
Journeyman: Wind Cutting Technique
Veteran: Sickle Weasel, Vacuum Great Sphere
Master: Wind Release: Pressure Damage