The basic template for creating custom techniques can be found on: Custom Jutsu Format.
Chakra and Jutsu Rules
Chakra is, obviously a very important part of the world and lore of the New Age Naruto. I mean who doesn't wanna shoot fireballs that can level a city at people, amiright?!?
With that being said, this group uses the spell point variant of the d20 system with rules taken from the vitalizing variant. Some important points: you cannot use more than your caster level's worth of chakra points into a single jutsu (which means that as a 20th level caster, you could only spend 20 points on a Kirin (S-Rank) Jutsu. This means it can be quickened, but not empowered or maximized, as quicken would bring it up to 19: 17 base + 2 cost for metajutsu. You could empower a meteor swarm at caster level 21: 17 base + 4 feat cost.)
Chakra points across all classes are summed up into a single pool, and when the value of your character's total spell points drops to 1/2 of this value (rounded up), your character becomes fatigued. If your character's spell pool drops to 1/4 (rounded up) of their maximum value, then the character is considered exhausted. If a character reaches 0 Chakra points, they may take 2 points of con damage to give themselves a number of temporary chakra points equal to their character level, but this is a standard action. Chakra points do not naturally regenerate, but for a safer option a charater may spend a full round action to infuse chakra. This grants half your character level in chakra points (rounded down) and may be done a number of times equal to your constitution modifier (without penalties or damage) per day.
A character can only hold a certain number of jutsu in their mind, based on their intelligence score and the highest level of jutsu their class can cast. A table with bonus jutsu per day can be found here. In order to have access to these bonus jutsu, a character must spend time in RP training these additional techniques, based on their Learn DC.A character may use two slots of a lower class to grant themselves a jutsu of a higher rank as well, (You may sacrifice two A-Rank jutsu in order to use a bonus S-Rank jutsu). A higher constitution score will also grant a character bonus chakra points per day, found on the table here. DCs for jutsu are usually set by the character's Charisma or Wisdom modifier, depending on the class they take. Taijutsu users use their strength or dexterity to set the DC of their jutsu.
E rank jutsu are 0; D 1-2, depending on the jutsu used; C 3-4, depending on the jutsu used; B 5-6, depending on the jutsu used; A 7-8, depending on the jutsu used; S 9th level. Kinjutsu and certain unique jutsu are considered epic level jutsu (10th level) and cannot be used unless the character has taken the Epic Jutsucraft feat. Depending on the rank of the jutsu, it will cost a different amount of chakra points to use: E Rank jutsu are free, but can only be used a combined total of times per fight equal to the character's Con Modifier. D rank jutsu cost 3 point, C rank costs 5, B rank 7, A rank 9 and S rank cost 11.
Learning bonus jutsu is based on your character's Learn skill (character level + int modifier). The DC to learn E rank jutsu have a DC 15 which must be met 2 times in the course of learning the technique (minimum 2 sessions). Rank D jutsu have a DC 25 to learn, which must be met 2 times as well. Rank C jutsu have a DC 30 requirement, but must be met 3 times to learn a jutsu (3 sessions). Rank B jutsu have a DC 40 to learn, which must be met 3 times (3 sessions). Rank A have a DC 50 to be met 3 times (3 sessions). S rank Jutsu have a DC of 60, which must be met 4 times (4 sessions at least). A character gains their normal progression of jutsu upon reaching a new level, these bonus jutsu are optional based on the player's discretion to pursue or not. A DM (Kage) or a GM (Nathree) may change the DCs of a particular jutsu based on difficulty or effect.
A character may search out a mentor in order to teach them a jutsu. The mentor doesn't need to have the jutsu on their list of techniques known in order to teach it, but they must have the nature required to perform the jutsu. A character learning jutsu from a mentor may use that mentor's level in place of their own for determining their learn check. A mentor who knows the jutsu being taught can use their full level bonus, while a mentor who only knows the nature may only apply half their bonus, rounded down. A mentor must be a character over level 25.
Unlike in most Naruto RP groups, here most jutsu can be avoided or resisted simply by virtue of making a save. This means that countering jutsu with jutsu is at best a secondary option. However, if a character is wishing to go the route of being a counter-ninja that option is certainly available. A jutsu can only be countered by another technique of an equal rank to it. If a jutsu is countered by a nature it is weak against, the technique being used to counter can be one rank lower, and if it is strong against the countering technique, it must be one level higher than the jutsu being countered. Upon countering a jutsu both techniques are considered expended.
To counter a jutsu, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.) If the target of your counter tries to cast a jutsu, make a reflex check (DC 15 + the jutsu’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s jutsu (the rank and the nature) and can attempt to counter it. If the check fails, you cannot counter. Also, logic does apply here, not all jutsu can be used to counter (Hiding in Mist Jutsu cannot be used to counter a technique, but Water Wall or Water Gunshot might be used). To succesfully counter a jutsu you must do caster level check (1d20 + your caster level vs 11 + the enemy's caster level). If you succeed your jutsu counters theirs and both jutsu are considered expended harmlessly.
This is simply the base progression of events in order to counter a jutsu, and feats exist that modify these steps, and a character with a doujutsu such as the Byakugan or the Sharingan is able to bypass the jutsucraft check, as they are able to see the chakra and seals that go into forming the jutsu.
Natureless Transformation Jutsu/Techniques
Aburame Clan Jutsu
Iburi Clan Jutsu
Body Oxidation Jutsu
Wind Release is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. It is performed by making chakra as sharp and thin as possible.
List of Wind Release Jutsu
Lightning Release is created by increasing the high frequency vibrations of their chakra. Allowing for piercing damage and fast movement.
List of Lightning Release Jutsus
Allows the user to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
List of Earth Release Jutsus
Allows the user to manipulate pre-existing water, or create their own, by turning their chakra into water.
List of Water Release Jutsus
It is performed by moulding superheated chakra inside the stomach before releasing it via the lungs and mouth.
List of Fire Release Jutsus
Advanced Nature Techniques
- List of Ice Release Jutsus
- is created by simultaneously combining the Earth and Water natures
List of Wood Release Jutsus
Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands
- is created by simultaneously combining the Fire and Earth natures.
List of Lave Release Jutus
- is created by simultaneously combining the Lightning and Water natures.
List of Storm Release Jutsus
- is created by simultaneously combining the Water and Fire natures.
List of Boil Release Jutsus
is created by simultaneously combining the Fire, Earth, and Wind natures.
List of Dust Release Jutsus
- is hinted to be made of the Earth and Lightning nature
List of Explosion Release Jutsus
List of Explosion Release Jutsus
- is implied to be created by simultaneously combining the Fire and Wind natures.
List of Scorch Release Jutsus
- is implied to be created by simultaneously combining the Wind and Earth natures.
List of Magnet Release Jutsus
The basis of imagination and spiritual energy.
List of Yin Release Jutsus
- Bell Ring Genjutsu
- Black Spider Lily
- Bringer-of-Darkness Technique
- Cat Genjutsu
- Demonic Flute: Phantom Sound Chains
- Demonic Illusion: Descending Hell Technique
- Demonic Illusion: Double False Surroundings Technique
- Demonic Illusion: False Surroundings Technique
- Demonic Illusion: Tree Binding Death
- Genjutsu Kiss
- Rockslide Genjutsu
- Shadow Clutch Technique
- Shadow Imitation Shuriken Technique
- Shadow Imitation Technique
- Shadow Sewing Technique
- Shadow–Neck Binding Technique
- Sly Mind Affect Technique
- String Bean Binding Illusion
- Temple of Nirvana Technique
- Time Reversal Technique
- Wind Release: Sand Cloud Whirlwind
- Shadow Hell Technique
- Demonic Illusion: Black Water Needle Fire
Yamanaka Clan Techniques
The basis of vitality and physical energy.
List of Yang Release Jutsus
- Multi-Size Technique
- Super Open Hand Slap
- Super: Human Bullet Tank
- Destroying Axe Fist
- Jet Booster Jump
These attacks are the trademark style of the Hyuuga clan, and can damage either the user's hit points or their chakra, at the user's discretion.