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A-Rank Jutsu

All the information regarding Medical Ninjutsu.
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A-Rank Jutsu

Tue Oct 09, 2012 11:18 pm

Important: A friendly reminder however, B-Rank and above require a player to be a Medical-Nin; however their are cases of having access without being a Medical-Nin through particular Core Abilities/Blood Lines.
Resuscitate wrote:
Perhaps the most potent healing techniques, this is a powerful Jutsu is able to recall a person from the brink of death, creating an intense aura around the target that both revives and protects them from immediate harm. Caution is given for use during combat; though this technique is capable of restoring a near-dead victim, it barely brings them to a conscious level; immiedite care is needed unless they risk falling back into the same state.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: Brings an unconscious target back to 5% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by two ranks. For a full round, the target is protected by a barrier with 3960 Hp that prevents them from taking passive Damage.
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.

Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY- effect a target that is about to take damage that would put them past -100% Max Hp (Dead).

Rank 1 Cost: 2420 Cp
Rank 2 Cost: 3030 Cp

Notes:
- A target may only be effected by this once per battle.
- Barrier Hp may be increased by Medical Buffs. Any leftover damage that breaks the barrier will not KO the target.
- Passive damage refers to Bleeding, DoT, automatic damage, etc.
- If the target uses Melee Accuracy, they are no longer protected by the Barrier.
- This Jutsu has a chance of rolling a critical hit. In which case, all Bleed Ranks are removed and the barrier to gain +20% Base Hp.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
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Re: A-Rank Jutsu

Tue Oct 09, 2012 11:18 pm

Angelic Blessing wrote:
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu including Coagulation and Skeletal Fortification.

Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.

Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.
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Re: A-Rank Jutsu

Tue Oct 09, 2012 11:18 pm

Regeneration wrote: A Jutsu which uses chakra to heighten the bodys ability to repair itself, allowing the target to steadily recover from harm shortly after it has been inflicted. Not without its drawbacks, this unnatural regeneration speed comes at the price of shortening the targets lifespan

Information
Prerequisites: A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: At the end of each round active, the target regains 2200 + 4% of their Max HP.
Master Rank: At the end of each round active, the target regains 2750 + 5% of their Max HP.

Special Action: Mitotic Regeneration - For an additional 20% maintain cost, when a successful called shot penalty or bleeding penalty is inflicted upon the user there is a 28%/38% chance to have the penalty negated. This may only occur 2 times per round.

Cost:
Rank 1: 2200 Cp to initiate, 1100 cp/round
Rank 2: 2750 Cp to initiate, 1375 cp/round

Notes:
- This technique cannot channel negative energy.
- Lasts up to 3 rounds.
- This jutsu cannot chakra burn, instead, it de-activates if there isn't enough CP to cover the cost.
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Re: A-Rank Jutsu

Tue Oct 09, 2012 11:19 pm

Pristine Aura wrote:
An advanced medical technique that creates a large dome of restorative light. Targets of this technique are protected from many kinds of techniques, though physical and non elemental attacks prove uneffected. Nevertheless, those protected by this radiant light also benefit from having their lifeforce steadily restored.

Information
Prerequisites: - A-rank, Medic Rank, 5 Mastered Medical Jutsu

Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.

Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.

Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Once used, this jutsu cannot be used again until a full round after this Jutsu's dispersal.
- Protects against Elemental attacks and Genjutsu.
- Barrier Hp may be increased with Medical Buffs.
- Each target is protected by a separate barrier; attacking one target does not lower the Hp of another's barrier.
- Those protected cannot initiate an elemental attack, Genjutsu, or use Melee Accuracy upon someone outside the barrier. Doing so removes the barrier's protective effects upon them.
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