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Suiton Update
Mon Apr 20, 2015 3:53 am by (Admin) Asuma
The Suiton Jutsu list has undergone several changes, please be sure to update your jutsu in your bio, and to replace jutsu that have been removed with jutsu of equivalent rank.

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 Medical Jutsu

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PostSubject: Medical Jutsu   Sat Feb 14, 2015 3:36 pm

Medical Ninjutsu

Charecters with a special affinity may dedicate themselves to the study of Medical Ninjutsu, and spend time training to support their squads with the following techniques.

Medical Ninjutsu must be purchased at character creation, and costs 25 tokens.


The following techniques are labeled (C) for recommended use in combat, or out of combat given the RP calls for it, (NC) for use OUT of combat always, or (C/NC) for use in either. The Med-nin may not use any Medical Ninjutsu on themselves during combat, unless otherwise stated in the technique. Using a Medical Ninjutsu outside of combat gains the WIS Ninjutsu bonus as Healing Bonuses.

E Rank Jutsu

Dress wound (C/NC)
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: The most simple of medical jutsu learned at the start of becoming a medical shinobi.
PVP Effect: Heals target for 1d4 HP, may be used in battle.
Teaching/Learning: Gate System - E Rank

Examine Injury (C/NC)
Type: Ninjutsu
Rank: E
Chakra Cost: 2
RP Description: A technique used by all Medical nin. The medic can quickly diagnose basic injuries, and formulate the best way to maximize their healing through intensive medical knowledge.
PVP Effect: Adds 2+1/10th Heal Roll (Max 10) HP to next healing Technique.
Special Note: Allows for the character to roll Heal to diagnose an injury in player/DM events.
Teaching/Learning: Gate System - E Rank

D Rank Jutsu

Control Bleeding (C)
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Using basic knowledge of anatomy the medical shinobi is able to apply pressure to a wound and stop it from bleeding.
PVP Effect: User may roll WIS Vs Original Attack Roll-2 to remove Damage over Time effects.
Teaching/Learning: Gate System - D Rank

Remove Poison Technique (C/NC)
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: Removes poison from a victim who has been hit with a lingering toxin.
PVP Effect: Removes poison from the target, For every Rank above E the poison is this Jutsu costs 2 more CP then Usual.
Teaching/Learning: Gate System - D Rank

Healing Jutsu Minor (C)
Type: Ninjutsu
Rank: D
Chakra Cost: 3
RP Description: A basic medical ninjutsu that, by focusing a small burst of Medical infusion, heals cuts, scratches and bruises with ease.
PVP Effect: 1d10 Damage healed to a target
Teaching/Learning: Gate System - D Rank

C Rank Jutsu

Mystical Palm Technique (C/NC)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 3/Round
RP Description: One of the most popular techniques within the Medical world, this technique makes use of the user's medical chakra by both allowing the cells to regenerate, but also manually patching up the more major injuries.
PVP Effect: Requires at least two rounds of use, to a maximum of 4 rounds of use. Target is healed for 3d4+4 HP damage per round, but healing takes up the turn of both the user and the target.
Special Note: If the target or the user is attacked, this technique is canceled. However, if an ally chooses to defend for them, the technique continues.
Teaching/Learning: Gate System- C Rank

Angels Touch (C)
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: Used only in battle the medical shinobi focus' their chakra and much like chakra burst expels a small portion of their healing chakra to allies.
PvP Effect: 1d6+2 heal up to 2 targets, or 1d4+1 up to 3 targets
Special Note: If healing three targets CP cost is raised to 8 instead of 5.
Special Note 2: This technique cannot heal the user, only an ally.
Teaching/Learning: Gate System- C Rank

Healing Jutsu Light (C)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A Moderate Medical jutsu. A widely jutsu among all medical shinobi who are in the field of combat. The medic concentrates a large amount of chakra into their palm, and releases it into the subject's wound. This acts as a healing agent, and immediately relieves the target the specific injury.
PVP Effect: Heals 3d4 to a target.
Teaching/Learning: Gate System- C Rank

Precision Anatomy Strike (C)
Jutsu Type: Ninjutsu
Chakra Cost: 5
RP Description: Through intensive research on the effects of Chakra through the human body, the medical shinobi concentrates a small amount of infused Medical chakra into the user's hand, and taps it lightly against one of the opponent's large nerve clusters. This makes it extremely difficult to use the targeted muscle, especially in combat. This technique follows the same basic premise as the Mystical Palm Technique, however, is a more directly offensive form.
PVP Effect: Dex/STR to hit, on Hit Opponent suffers -2 to Attack/Defense Rolls for 1d4+1 Rounds.
Special Note: On crit, the duration is doubled.
Teaching/Learning: Gate System- C Rank

Herbal Extract Mix (C/NC)
Jutsu Type: Ninjutsu
Rank: C
Chakra Cost: 5
RP Description: A mixture of secret herbal extracts. Depending on the mixture used can either heal a wound quicker or poison those unlucky to get caught. Usually stored in small vials for ease of use.
PVP Effect: 2d8 HP damage healed, however, uses one Senbon per use.
Teaching/Learning: Gate System- C Rank

Deeping Wound (C)
Jutsu Type: Ninjutsu
Rank: C
Cp: 5
Description: Used only in combat, this allows the medical shinobi to use their chakra to further deepen an existing wound on a target.
PvP Effect: Target must already be Injured. 1d6 Damage for 1d4 Rounds
Teaching/Learning: Gate System- C Rank

B Rank Justu

Chakra Scalpel (C)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Chakra Scalpel is a special Ninjutsu technique used by medical shinobi. After forming the needed hand seals, the shinobi will focus chakra into their hands. When their charged hands reach the body of their target, they can extend the chakra internally into the targets body to cut and neatly slice their muscles and blood vessels without harming the surface skin. This technique can also be used in battle, but because of its hectic nature, the fine precision required for an instant kill is not feasible. Damage can still be done to the vital organs, but the technique should be used carefully in battle.
PVP Effect: Rank Damage + 2d4, bypassing all DR.
If it hits the arm, it weakens target by -2 to STR. target can still cast jutsu, but it's hard for them.
If it hits the leg, it weakens target by -2 to DEX.
If it hits the wrists, it weakens target by -2 to WIS.
Targets are right wrist, left wrist, right leg, left leg, right arm, left arm. May only hit each target once(if the right wrist is hit, must wait for the effect to wear off before hitting it again). Each lasts 1d4+2 rounds.
Teaching/Learning: Gate System- B Rank

Chakra Focused Striking (C)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8 + 1/Per Round
RP Descritpion: Through intense training of their Chakra concentration and infusion, a medical shinobi can unlock the ability to focus a large amount of chakra into a single point, using this to increase their strength and combat potential substantially.
PvP Effect: For 1d4+2 rounds, the user gains +1d4 damage + WIS Ninjutsu Damage bonus to all Taijutsu attacks, and +2 to all STR/DEX rolls.
Special Note: No STR Damage bonuses are applied for the duration of this technique.

Emergency Body Revival (NC)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 10
RP Description: Learned by every advanced medic on the battlefield, this technique acts as an emergency procedure to jumpstart the target's heart (Much like a defibrillator), and resuscitate them back into a more stable state.
PvP Effect: Used on any target whom is at below an HP of 0. The user makes a heal roll, DC equal to every point below 0 they are x2. (IE, a target at -14 has a DC of 42). Revived targets are brought up to 5 HP.
Special Note: Cannot heal targets with an HP below -35

Bone Mending (C/NC)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Using their chakra, the medical shinobi can stimulate the dense bone cells to regenerate by manipulating the minerals and protein properties, and in turn, allows the Medical Nin to fix fractured or broken bones
PVP Effect: Heals target for 3d6 while mending target's broken bones.
Teaching/Learning: Gate System- B Rank
Special Note: Usable 2x per fight.

Shadow Wound Removal (C)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8
RP Description: Using their extreme control of chakra, a medical shinobi can speed up the cells of her/his body and begin healing directly before sustaining injuries.
PVP Effect: Adds 1d4+4 DR vs the next attack. This increases by 4 points of DR per rank past AG. (IE, +4 points at Chuunin, +8 points at Jouinin, +12 points at Kage+.)
Teaching/Learning: Gate System- B Rank

Medical Surgery Mode (NC)
Jutsu Type: Ninjutsu
Rank: B
Chakra Cost: 8/Per Round
RP Description: By combining aspects of their previous training, the user is able to enter a complicated surgery mode, allowing them to make dire heals to the target.
PvP Effect: The target is healed for 1d20 + 1/4th heal mod (Max 20) for each round this technique is preformed, to a maximum of 6 rounds.
Special Note: To use this technique, the target must be at no higher than 25 HP remaining.
Special Note 2: Dress Wound, Mystical Palm Technique, and Chakra Scalpel must all be learned in order to use this technique.

A Rank Jutsu

Cerebral shock (C)
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 13
RP Description: By touching the base of the brain stem, the medical shinobi is able to seemingly randomize which nerve signals go to which body parts, the result being that a thought to move a certain body part would end up moving another body part.
PVP Effect: Target takes -2d4 to rolls for 1d6 rounds.
Special Note: Uses DEX/STR to hit.
Teaching/Learning: Gate System - A Rank

Body Regeneration Technique (C)
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 10 + 2/round
RP Description: By focusing a large amount of infused medical Chakra into the palm of their hand, the medical nin then disperses the Chakra into the target's body, allowing them to quickly regenerate the target's cells.
PvP Effect: The target gains +6 HP Regen/round for 2d4 rounds, however any passive CP regen is removed for the duration of the tech.
Special Note: May be used to self-heal.

Body Destruction Technique (C)
Jutsu Type: Ninjutsu
Rank: A
Chakra Cost: 10 + 2/round
RP Description: Following the same premise as Body Regeneration Technique, Body Destruction is an inverted concept, where instead of using their infused Medical Chakra to incite cellular reproduction, the medic uses their infused Medical Chakra to break down cells and stop their production entirely.
PvP Effect: Target takes 2d4 Damage per round, bypassing all DR, and looses all HP Regen for the duration. Lasts 1d4+1 rounds.

Balance Disruption (C)
Jutsu Type: Ninjutsu
Rank: A
Cp Cost: 13
Description: Using their extensive knowledge of human anatomy and extreme chakra control a medical shinobi will quickly strike with a burst of chakra the balance center of the target located in the inner ear. This will cause balance and coordination issues to the target as their balance is greatly affected.
PVP Effect: Target can't attack for 1d4+2 rounds, however they can still make defensive maneuvers at a -4 to rolls.
Special Note: This jutsu requires a STR/DEX roll to hit.
Teaching/Learning: Gate System- A Rank

Inner Heal (C/NC)
Jutsu Type: Ninjutsu
Rank: A
Cp: 13
Description: With their immense knowledge of human anatomy the medical shinobi are able to focus their own chakra inwards and heal themselves when needed. This requires immense concentration on the part of the shinobi and require they focus solely on the jutsu.
PvP Effect: Heals 2d8 to themselves for 1d4 rounds
Special Note: May not use any other jutsu while performing this jutsu. If hit, the jutsu is broken. User may still Block/Dodge as usual.
Requires: Gate System- A Rank

Adrenaline Rush (C)
Jutsu Type: Ninjutsu
Rank: A
Cp Cost: 13
RP Description: By mixing together different herbal substances and infusing them with Medical Chakra, the user can create an emergency shot of Adrenaline, that rapidly increases heart rate, and allows the user or target to stay in the fight longer. However, due to this, they also suffer immense strain on their body, and later pay the price.
PvP Effect: User/Target gains +3 to attack/defense, +4 DR, and 2 HP/CP regen for 1d6+1 rounds. After this, the user/target takes -1 to all rolls for 1 RL day.
Special Note: The user/target cannot drop below -10 for the duration of the technique.
Special Note 2: Uses one senbon on use, only usable 1x per fight.

S Rank Jutsu

Ultimate Heal (C/NC)
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: This is the most powerful healing technique a medical shinobi posses and also the most difficult, as the margin of error is so slim. Use of this jutsu is strictly cautioned due to the fact if performed wrong could kill the target instead of healing them.
PVP Effect: 6d10 Heal, must roll a 1d20. If 1 is rolled it deals 1/2 that in damage instead.
Special Note: If target player falls below -20 from this juts, Perma is Possible.
Special Note 2: Usable 1x per fight.
Teaching/Learning: Gate System- S Rank

Heavens Touch (C)
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 20
RP Description: One of the most difficult jutsu for any medical shinobi as few have mastered this technique perfectly. A medical shinobi would concentrate their healing chakra and all at once release it to their allies healing those caught in its area of affect.
PVP Effect: Heals a Maximum of 4 allies to 1/2 Users Heal Roll (Max 50) also deals 3d8 Damage to user due to chakra exhaustion.
Special Note: Useable 1x per fight.
Teaching/Learning: Gate System- S Rank

Chakra Transfer Technique (NC)
Jutsu Type: Ninjutsu
Rank: S
Chakra Cost: 25+
RP Effect: The user is able to transfer chakra into their target to help them regain their chakra. This technique drains the user of their chakra to do so.
PvP Effect: User gives their target their own chakra to replenish their targets, the target only gets half of what the user puts in, eg user puts in 25+15=40 chakra, so the target gains 20 chakra back. In case of a uneven number, eg 25, the user rounds the number up.
Teaching/Learning: Gate System- S Rank

Medical Regenererative Ritual (NC)
Jutsu Type: Ninjutsu, Fuuinjutsu
Rank: S
Chakra Cost: 40
RP Effect: The Regenerative Ritual is one of, if not the most powerful and advanced medical ninjutsu to date. To start, the medical shinobi must write out a large Fuuin formula, that acts as life support, and keeps the target's heart pumping. Next, the user starts concentrate massive amounts of infused Medical Chakra, that will heal the target immensely in concentrated areas. The use of this technique is almost exclusive to the hospitals of each village. It can, however, be used in emergency situations by highly advanced medical shinobi.
PvP Effect: User must roll a 1d20. On a roll of a 1, this technique fails. Then a heal roll must be made, DC equal to the target's total HP -20. When both checks are passed, the target is brought immediately to half health, however, will be incapacitated for 3 RL days.
Special Note: This tech can be learned and preformed by Medical Nin of Chuunin Rank, without access to Fuuinjutsu. However, they may only use this at the IC hospital, with DM supervision.
Special Note 2: May be used on a target in any negative range of health.
Special Note 3: Examine Injury, Mystical Palm Technique, Emergency Body Revival, and Body Regeneration must all be learned before learning this technique.
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