O O O The New Sand Academy O O O

Situated on a cliff overlooking the Sand Village sits the Academy in all its natural beauty, as the Kazekage calls it. It is well equipped to handle as many students as the village can offer and also hosts the Genin Exams via the arena atop it. There are a total of seven floors, each housing a different skill building area, each taught by a different teacher. Most of the teachers that work there are Chuunin or Tokubetsu Jounin each specializing in either ninjutsu, genjutsu, taijutsu, or weaponry.
School Directory
- [ > > > > ] First Floor
- ╚ Entrance and Lobby Area - This is where the student's come to to wait and hang out before class begins. It has a few chairs, couches, and a couple news papers laying around. There are a few snacks like cookies, rock candy, and chocolate covered beetles sitting on a desk in the middle of the room for people to take at their leisure. From the first floor is a stair case that leads up to the second floor.
- √ Read the News Paper ll [ DC: 15 vs 1d20 + Int. Mod ] Success is 5/5. User reads and understands the daily paper. ( May be lucky enough to find a secret mission or event that leads to a mission. )
- [ > > > > ] Second Floor
- ╚ Fundamentals of the Ninja - This is where the students will begin their training. In this room they will be taught the basics of Chakra Molding, Handseals, and be given reading material to learn. This is probably going to be their least favorite part of the Academy as it isn't learning any jutsu but the basics behind them. This class will help in making the next classes easy.
- √ Handseals ll [ DC: 10 vs 1d20 + Int. Mod ] Success is 12/12 seals learned. Each success equals one seal learned.
- √ Reading Easy Book ll [ DC: 10 vs 1d20 + Int. Mod ] Success is 10/10 pages read. Each success equals one page read.
- √ Chakra Molding ll [ DC: 10 + Chakra Control vs 1d20 + Chakra Control ] Success is 10/10. Each success means you know how to learn jutsu.
- [ > > > > ] Third Floor
- ╚ Fundamentals of Ninjutsu - This is where the students begin their training to learn their first ninja technique. They use the skills they learned from their last class to learn the art of Ninjutsu. This floor contain's desk and chairs that all face towards the chalk board situated at the front of the room. There is about 12 feet from the teachers desk to the student's desks. This is just enough for the teachers and students to train. Each technique will be taught but a teacher from the academy and students will be graded once they have learned their techniques all of the way through.
- ■ Bunshin no Jutsu (Clone Technique) - This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
- ■ Henge no Jutsu (Transformation Technique) - The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
- ■ Kakuremino no Jutsu (Cloak of Invisibility Technique) - This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
- [ > > > > ] Fourth Floor
- ╚ Fundamentals of Genjutsu - In this class situated on the fourth floor students will learn the basics of Genjutsu. This class is more so a class in which the student's are lectured and then taught a single technique to help them understand how it is used in combat or for torturing.
- ■ Nobuseru no Jutsu (Feeling Dizzy Technique) - User cast this jutsu by staring the opponent in the eyes. The opponent will instantly be overcome with the feeling of being dizzy.
Cp cost: 5 to initiate and 2 per turn activated
Dice Rolls: 1 Roll
Will DC: 8 + int mod + 2 per 10 ranks in Genjutsu
Damage: N/A
Requirements: Genjutsu 5, Chakra Control 8
Training: 1 stage.
Stage I: Genjutsu DC 15. User focuses on getting into the opponent's head and making telling them they are dizzy as if they'd been spun around many times.
Special: -2 to all movement oriented rolls. Jutsu is release once the opponent is hit or if they puke -3 to HP (user auto pukes if still stuck in the jutsu after 3 turns).
- [ > > > > ] Fifth Floor
- ╚ Fundamentals of Taijutsu - On the fifth floor students will be learning taijutsu and weaponry. Here students will be taught the basics of building the body first, followed by taijutsu, and finally weaponry and usage. Student's will be allowed to spar with various wooden weapons and learning how to disarm opponents. It is the last class before graduation and Genin Exams.
- √ Push - Ups [ DC: 10 + 2 per 50lbs you weigh vs 1d20 + Strength Mod. ] Success equals 10/10. For every successful push-up -1 HP. For every failed push up -2 HP. Resting can occur inbetween posting but you must not do any actions or rolls. Simply make a resting post and you gain back 2% of you total HP. Any questions feel free to PM Hademaru or a mod about this.
- √ Practice Punching [ DC: 10 vs. 1d20 + Strength Mod. ] Success equals 10/10.
- √ Practice Kicking [ DC: 12 vs. 1d20 + Strength Mod. ] Success equals 10/10. Failed kicks results in falling and receiving -2 HP.
- √ Punching Bag [ DC: 12 vs. 1d20 + Strength Mod. ] Success equals 10/10. For every successful attack causes the bag to move. For ever failed attack -2 HP. Resting can occur inbetween posting and you gain back 2% of you total HP.
- √ Tossing Kunai [ DC: 10 vs. 1d20 + Dexterity Mod. + 2 per 10 in Ranged Weapon ( Kunai ) ] Success equals 5/5. Your 1d20 + Dex. Mod determines what ring you hit on the bulleye. Must get atleast 10pts to pass anything over gets you extra experience.
1 - 10 = 0pts
11 - 13 = 1pts
14 - 16 = 2pts
17 - 19 = 3pts
20 = 5pts
- √ Throwing Shuriken [ DC: 10 vs. 1d20 + Dexterity Mod. + 2 per 10 ranks in Ranged Weapon ( Shuriken ) ] Success equals 5/5. Have to hit a total of 4 out of 5 targets. If you miss ( fail DC ) more than once you have to start over.
- ■ Nawanuke no Jutsu (Rope Escape Technique) - A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
- [ > > > > ] Sixth Floor
- ╚ Advance Classes - Here is a special floor dedicated to show shinobi specializations. This is an optional class where the students get 1 on 1 or 2 on 1 training by specialist. Here the students may learn a technique not required to graduate but will increase their score if used during the Genin Exams. The students are helped very often here just because they are taking the classes.
- √ Advanced Ninjutsu Class ll The first small room is where the student learns a few more low level techniques to increase their ability in Ninjutsu. The student have to learn them all just as many as they want. The teacher is there to help.
- ■ Kawarimi no Jutsu (Replacement Technique) - This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
- √ Fundamental of Exploding Tags ll This class is for students who want to learn about the explosive tags and how to utilize them in battle. Students will learn how to make them and then utilize them in training.
- ■ Exploding Tag Creation [ DC: 12 vs 1d20 + 2 per 10 in Craft (exploding tags) ] Success equals 10/10 made.
- ■ Jibaku Fuda: Kassei (Exploding Tag: Activate) - Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
- ■ Kekkai Hojin (Barrier Encampment Method) - An array of four explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary, the seals will instantly activate and explode, killing the imprisoned target.
Cp cost: N/A
Dice Rolls: 1 Roll
Damage: 10 - 20 per tag, all four means 40 - 80 damage.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu. -2 per detected bomb tag.
Requirements: Craft 2
Training: 1 stage.
Stage I: Craft DC 12 Figure out and learn the best way to position the four bomb tags for maximum effectiveness.
Special: This technique requires 4 (nonconsecutive) turns to set up. You must hide each tag with a Stealth roll vs. your opponent's Awareness roll.
- √ Advance Genjutsu Class ll Students will be learning how to dispel genjutsu using the Kai method.
- ■ Genjutsu Kai (Genjutsu Release) - The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
- √ Introduction to Puppeteering ll Students in this class will begin learning how to use puppets by first reading, creating a puppet, using chakra strings, and finally battling.
- ■ Reading About Puppeteering [ DC: 12 vs. 1d20 + Int. Mod ] Success equals 10/10. User gain's knowledge about puppets.
- ■ Create a Puppet Using Spar Parts [ DC: 14 vs 1d20 + 2 per 10 in Craft ] Success equals 10/10. Each successful roll equals one part connecting to the other with the final part being 'adds oil'.
- ■ Train Connecting Chakra Strings to Puppet Body Parts [ DC: 16 vs 1d20 + 2 per 10 in Chakra Control ] Success equals 10/10. Connecting strings to puppet to allow for you to pull the puppet. It does not move its arm simply allows you to drag it. Succeed or Fail you lost -1 CP every time you try. You are able to rest and gain back 2% CP for your resting post.
- ■ Kugutsu no Jutsu (Puppet Technique) - Just like a marionette, the user controls a puppet using strings of chakra from his fingers. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extending blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the "Puppetry" thread for more info. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Dice Rolls: See Puppetry Thread
Damage: Depends on puppet power.
Requirements: Puppet Play 3, Chakra Control 10
Training: 2 stages
Stage I: Puppet Play DC 15 Familiarization with the art of puppetry.
Stage II: Chakra Control DC 20 Combining puppetry with the usage of chakra strings, which are stronger, but less flexible until high control is achieved.
Special: Must master this technique before attempting to fight with puppets.
- √ Introduction or Eseijutsu ll Students in this class will learn the basics of medical techniques like how to close a wound, treat burn, and stabilize a dying person. All students are trained one each other or the instructor. You really take a beating in this class. Just a warning you will be put near death a few times.
- ■ Wounds
Effect: Character suffers a -4 Hp per wound per round. If Bleeding character suffers a further -2 Hp damage per wound per round.
Procedure: Treat it by cleaning and bandaging.
DC: 10
Roll: 1d20 + Treat Injury
Successes: 1/1
Special: All damage stops unless wound is reopened.
- ■ Critical Wounds
Effect: Character suffers a -8 Hp per wound per round. If Bleeding character suffers a further -4 Hp damage per wound per round.
Step 1: Fill the wound with clean gauze or cloth, apply direct pressure and elevate it for 5 to 7 minutes (2 posts).
Step 2: Clean the wound from the center outwards.
Step 3: Probe the wound with a sterile instrument (hot metal) to drain any pus.
Effect: -2 MHp for pain
Step 4: If in a hurry simply bandage. If not soothe the wound by wrapping a warm rock in a piece of cloth and pressing it against the wound, finish by bandaging.
DC: 15
Roll: 1d20 + Treat Injury
Successes: 4/4
Special: All damage stops unless wound is reopened.
- ■ Stabilise Dying Person
Use when a character has -1 to -9 Hp (Dying). Prevent the patient from dying by assessing the severity of their wounds, using fire or heated metal to cauterise wounds (if applicable), by cleaning wounds to ensure no further contamination, soothing them with kind words and moving them into a more stable position, etc.
Procedure: Depends on the injury.
DC: 15
Roll: 1d20 + Treat Injury
Successes: 1/1
Special: Dying character is stabilised (goes back to 0 Hp) and stops losing Hp.
- ■ Burn
Burns are ongoing damage unless of course treated. They are received from being hit by fire techniques.
Effect: Every post after receiving jutsu damage is -2 Hp until treated.
Procedure: Submerge the burn in cold water for at least 10 minutes (3 posts)
DC: 5
Roll: 1d20 + Treat Injury
Successes: 3/3
Special: This should only be used when a character is unequipped with burn salve.
- √ Introduction to Alchemy ll Students in this class will study poisons and medicines. They will learn what to eat and what to not eat while also learning a few medical techniques.
- ■ Burn Salve
This gel is made with primarily aloe vera but also combined with other things to make it more soothing. This gel can treat burns as well as frostbite.
Ingredients: Aloe
Effects: Burn is healed, Hp +40 after 12 real life hours.
To Make It: DC 15, 2 Aloe
- ■ Medicinal Salve
Applying this gel everyday will heal any wounds given long enough.
Ingredients: Myrrh, Plantain, Shepherd's Purse, Turmeric
Effects: Without Myrrh- Hp +30 after 8 real life hours, With Myrrh- Hp +140 after 24 real life hours
Special: You can choose to not include Myrrh and the differences in healing are above.
To Make It: Without Myrrh- DC 10, 1 Plantain, 1 Shepherd's Purse, 1 Turmeric, With Myrrh- DC 30, 1 Myrrh, 3 Plantain, 2 Shepherd's Purse, 2 Turmeric
- ■ Sea Lice
These small jellyfish are common all along the coastal regions of Kirigakure. While their toxin isn't deadly or even particularly dangerous, it is a favorite among the younger crowd for practical jokes. The effects are normally mild skin irritation, lasting several hours, and in rare cases, days.
Effect: Damage 1 - 3
Antidote: --
To Extract: Chakra Control DC 15
Fortitude DC: 12
- √ Advance Weapon's Class ll Students will learn how to use a weapon of their choice after talking to their teacher and selecting one. The teacher will either show them the basics or give them a book on the weapon. Once the student completes their training they will receive the weapon they picked in its lowest form.
- ■ Check here for weapons >> Weapon Selection Thread