Jutsu (Merit)

Jutsu (術, literally meaning: skills/techniques) is a supernatural merit homebrew specific to the Shinobiverse. Each jutsu is a specially trained technique derived from the kouga ninja scrolls which are the last known true repositories of ninjutsu techniques used by true shinobi. These techniques do not follow any particular supernatural system, seemingly operating as worldly facts despite being wondrous miracles; they don't trigger any supernatural senses (unless the jutsu is made specifically to do so) and can even be used by supernaturals if they were so trained.

The fact that such overtly occult systems are merely mundane facts of the world is a mystery to mages. Such phenomenon are similar to the existence of relics.

Acquiring the Merit
Each Jutsu is purchased as a separate merit with the requisite dots. You cannot 'upgrade' a jutsu merit to get jutsu of higher dots.

Jutsus require studying the actual Ninja Scrolls, or training from a shinobi that has learned the Jutsu. Since the Ninja Scrolls are very rare, you can only receive such knowledge and instruction by having connections or status in shinobi factions. Reading the ninja scrolls requires knowledge of Japanese.

Some Jutsu require either intense physical and/or mental training requirements to learn. If you do not meet these requirements, you cannot acquire the jutsu even if you have the scroll and training from an elder shinobi.

Some Jutsu require specific items to trigger or use. These items will usually be exotic reagents or tools specific to shinobi, once again requiring connections or status in shinobi factions.

Bloodline Jutsu
Bloodline jutsus are jutsus tied to genetics and shinobi bloodlines. In the modern age, they are very rare and cannot be transferred or learned without having the required genetics. However, there are rumors of forbidden surgery jutsus that can transfer these abilities.

Oplan: Shinobi
Since the Ninja Scrolls and Jutsus are state secrets, they don't teach them to contractuals (non-members). You will need at least status (*) to receive training from older agents. You will never get to see the actual scrolls; you need at least status (****) to learn their location and be eligible to access them (unlikely). Jutsus of 4th dots and above aren't taught to agents below status (****).

Status in the organization also allows the shinobi to access any tools needed for jutsus they know.

Concealment Technique (*)

 * Requirement : Stealth 3
 * Faction : All True Shinobi Factions, Oplan Shinobi has Cloak Version
 * Cost: Shinobi Concealment Tool of Choice (Smoke Bomb, Cloak, Pocket Sand)
 * Duration : Instant
 * Tags: Ninjutsu, Concealment

This basic ninjutsu gives the shinobi the capability to take an instant stealth action without penalty, provided the character is not bogged down by movement-affecting tilts or conditions. They simply use their concealment tool and instantly disappear from sight, even if enemies are looking straight at them in broad daylight.

Depending on the Concealment Tool used, you can even afflict tilts and conditions. (Smoke Bomb and Pocket Sand)

Shinobi Script (*)

 * Faction : All True Shinobi Factions
 * Cost: Special Paper and Writing Materials to create
 * Duration : Instant
 * Tags: Ninjutsu, Communication, Concealment

This jutsu works twofold: It allows the user to recognize Shinobi Script, and to write it. Shinobi script is any supernaturally concealed message that can only be perceived, recognized and created by this jutsu. The user simply concentrates and uses special tools to write a message on any surface, on special parchment, and leaves them in a place where they expect it to be seen by other shinobi. The script is supernaturally hidden from those untrained in this jutsu unless they are specifically looking for it; though some mages and supernatural creatures may have the means to recognize its supernatural nature. However, even if the script is seen and recognized as a supernaturally concealed message by the untrained, all attempts to decipher it automatically fail. In addition, shinobi trained in this jutsu can easily destroy or modify existing scripts to fool their intended targets - simply use forgery rules.

Night Eye (*)

 * Requirement : Wits 3 or Composure 3, Shinobi Surgery
 * Faction : All True Shinobi Factions
 * Duration : Passive
 * Tags: Eyes, Body Modification

The shinobi sees in the dark like a cat. They no longer suffer penalties to perception and investigation rolls from poor light visibility. Does not stack with other eye jutsus (including bloodline jutsus), and will require their removal and replacement.

Eagle Eye (*)

 * Requirement : Wits 3 or Composure 3, Shinobi Surgery
 * Faction : Oplan: Shinobi
 * Duration : Passive
 * Tags : Eyes, Body Modification

The shinobi sees farther, clearly identifying details one would normally need a telescope or some binoculars to see. Increase base range band for sight by 1. This means they can use perception and investigation checks without penalty at that range. Penalties begin at the next range band after that. This does not stack with other eye jutsus (including bloodline jutsus), and will require their removal and replacement.

Ghost Hand (**)

 * Requirement : Resolve 3, Composure 3
 * Faction : Oplan: Shinobi
 * Tags : Ninjutsu, Manipulation

After taking a turn to concentrate on a target with which he has clear unobstructed sight, this jutsu allows the Shinobi to make a single, simple, instantaneous action on that target (flipping a switch, pulling a trigger, opening a door, pressing a button, etc) that can be done with a single hand. It cannot do actions that require precise manual control and it cannot exert enough force to inflict any sort of damage (on its own).

Ghost Hand can be used to activate shinobi tools and relics such as scrolls with simple triggers. In particular, it can be used to activate explosive tags without using blood.

Water Striders (**)

 * Requirement : Athletics 3
 * Faction : Oplan: Shinobi
 * Cost : Water Striders
 * Duration : as long as you're wearing the water striders
 * Tags: Ninjutsu, Movement

Special shinobi footwear allow the shinobi to move across water by walking or running, but require training in this jutsu to use properly. Untrained individuals simply fail automatically even if they have access to such tools.

Spider Sandals (**)

 * Requirement : Athletics 3
 * Faction : Oplan: Shinobi
 * Cost : Spider Sandals
 * Duration : Passive
 * Tags : Ninjutsu, Movement

The shinobi can walk and run up walls as if it were part of their normal movement. Doing so requires special boots, called spider sandals. Without training in this jutsu, the sandals simply don't work for the individual.

Body Replacement Technique (**)

 * Requirement: Dexterity 3
 * Faction: Oplan: Shinobi
 * Cost : Willpower 1, Ninja Log
 * Tags : Ninjutsu, Evasion, Replacement

Reflexive move used in dire situations. This defensive move can only be triggered if you have not yet taken an action in the turn, and doing so will expend your turn action. Alternatively, you can declare its use during your turn, in which case you can only take the movement action. Until your next turn, the first attack to hit you will automatically trigger the ability.

When you are next hit by an attack, whether it is a projectile or a physical attack, spend 1 willpower and roll dexterity+3. If you succeed, instantly move your speed away from your position. In your stead will be the ninja log to take the brunt of the attack. On exceptional success, you may also roll stealth to disappear from your enemy's sight. If you fail, you fail to use the technique in time and receive the damage as normal. On exceptional failure, your ninja log breaks from misuse and you still take damage as normal.

Flash Step (***)

 * Requirement : Athletics 4
 * Faction : All True Shinobi Factions
 * Tags : Taijutsu, Movement

The shinobi takes a stance, and instantly moves onto any unobstructed, visible surface that they can reasonably travel to with their own mundane means of propulsion. (for example, they can only reach the top of a rooftop if they're capable of jumping up and climbing the wall). The range of this move is limited by their speed. In effect, the shinobi teleports. If time is slowed down, they literally disappear from their previous location and reappear at their target location. However, this technique requires focus and windup, and can never be used reflexively; In combat, the use of this jutsu would constitute one whole movement.

Fire Style - Fireball Technique (***)

 * Faction : Oplan: Shinobi
 * Cost : Willpower (varies), Ash Wine
 * Duration : Instant
 * Tags : Ninjutsu, Fire

The Shinobi takes a sip of the ash wine, makes hand gestures, and breathes flame without needing a spark or a torch. Make a ranged attack against the target by rolling dexterity+firearms. A success causes the burning tilt. You can spend 1 wp to make it a short burst, and another 1wp to make it a long burst. 'Upgrading' it even once creates the Open Flame condition on the battlefield, centered on your first target.

Genjutsu - Minor Transformation, Self (***)

 * Requirement : Crafts 3
 * Faction : Oplan: Shinobi
 * Cost : Willpower (varies)
 * Duration : 1 scene, varies
 * Tags : Genjutsu, Projection

The shinobi declares an object up to 1 size bigger or smaller than himself, then spends 1 willpower and rolls dexterity+crafts. On a success, he instantly transforms into that object. However, his actual dimensions, weight and physical attributes are unchanged - he is simply projecting the appearance of the chosen object over his own body. The object is only a visual illusion, it produces no sound outside of whatever sound the shinobi himself makes, and will only appear in the state specified during the activation roll. An exceptional success, however, allows the shinobi to change the 'behavior' of the object for the duration of the scene, making a barrel roll on the ground when he moves around rather than remain upright, for example. An exceptional failure not only fails to create the illusion, but draws attention to the shinobi by creating a noisy, distracting visual effect.

The transformation ends when the scene ends or when the shinobi breaks concentration (as a result of being hurt, they must roll resolve+composure to maintain the illusion). the shinobi can also end the effect instantly at any time he wishes.

Diviner Scroll - Spirit (****)

 * Requirement : Occult 3, Crafts 3
 * Faction : Oplan: Shinobi
 * Cost : Willpower (varies), 1L to create, Special Scroll Paper and Ritual Ink to create Special Painted Scrolls, which are then consumed on use
 * Duration : Instant
 * Tags : Ninjutsu, Divination, Creation

Creation : This jutsu allows one to create and use Diviner Scrolls specifically for identifying spirits. First, one must perform a ritual to create the special painted scrolls using special scroll paper and ink. To create these scrolls, roll dex+crafts and a target number of one's choosing. This target number will be called 'scroll potency' of the created Diviner Scrolls. To finish the scroll, the user must have 1wp and a drop of blood - freshly cut (1L) - to pay at the end of the crafting session; otherwise the ritual fails.

Use : Due to the special nature of the diviner scroll, one must know the jutsu involved in its creation to use effectively, so the creator will also usually be the diviner. The diviner brings the scroll to an area it has identified to be where the target spirit has been active. If the spirit is in twilight, or has left traces of its activity (like the use of numina, the bodies of possessed hosts), the scroll can then be 'activated'. The scroll's imagery and script shifts to answer the diviner's questions regarding the spirit, the number of questions and their efficacy dependent on the scroll potency. In the case of multiple spirits in the area, the scroll notifies the user of this. The user must then ask its questions carefully. The scroll deactivates/is consumed when it 'decouples' from the spirit or the scene of its activity by moving away from it. It also burns out after a scene.

How this works : diviner asks a question; dm checks list, reduces scroll potency, answers question. If question is out of reach of current scroll potency, simply says "no response". Scroll potency current not revealed to player. Scroll fizzles after 3 failed attempts or when potency reaches 0. Repeat questions that have been answered don't reduce potency.


 * Number of Spirits detected : Immediately revealed on scroll activation. Eats a number of potency equal to individual spirits detected.
 * Spirit not in area, scanning spirit via traces/victims : add +3 to the costs below.
 * Is spirit in Area? : 1
 * Spirit's Name : 5
 * Spirit's Concept : 5
 * Ban : Spirit Rank x 5
 * Bane : Spirit Rank x 5
 * Numina : Spirit Rank x 3
 * Spirit Corpus and other attributes (individual) : Spirit Rank

Explosive Tag Manufacture (****)

 * Faction : Oplan: Shinobi
 * Cost : Willpower 1 per explosive tag, Special Inks infused with gunpowder and Shinobi Scroll Paper
 * Tags : Ninjutsu, Creation, Explosive

Knowing this jutsu allows one to create explosive tags (see Shinobiverse Reliquary). Roll Dex+Crafts with target success of 15 for each tag. Each tag created requires a point of willpower to complete, otherwise the creation fails and the ingredients are wasted.

Heart Poison Seal (*****)

 * Requirement : ????
 * Faction : Oplan: Shinobi
 * Cost : ?????
 * Tags : Ninjutsu, Curse, Manipulation, Body Modification

A curse jutsu applied on Damian by David Soliman. Takes the form of 3 dark magatama-shaped seals painted on the chest with a special ink where the heart would be located. When these seals are activated, they instantly turn into a quick-acting, supernatural poison that directly targets the heart of the victim. Tampering with the seals is not recommended, though the consequence for doing so is unknown. The seal was used as a safeguard to keep Damian in check, and force him to cooperate with Oplan : Shinobi.

Spirit Core - Void (*****)

 * Faction : John No-name
 * Faction : John No-name

Nothing is known about this jutsu other than that its scroll was hidden in the stock of an M-16.