User-name: Pr0dlgy
Posting: Daily
Time zone: Eastern
~Character Data~
Name: Naoki
Village: Kumogakure
Clan/Bloodline: None
Element Affinity: Water/Wind
Age: 31
Gender: Female
Rank: Jounin
~Appearance~
Headband: Naoki doesn’t wear her headband.
Height: 5’4”
Weight: 139 pounds
Hair: Long, straight, and white
Eyes: Because of her being blind, Naoki’s eyes are milky white.
Physical Description: Naoki is a small, slender woman who loves the fact that she gets a lot of attention from guys. She also can be seen sunbathing. The girl tends to do it once a month and has developed a beautiful skin color that is exactly the shade in the middle of ivory and tan. The sad part is that she can't see what her skin looks like.
Clothing: Pic...Background:Naoki started out her ninja career as any normal child. The girl was average in all her studies and made friends quickly. The girl became well-liked and was one to watch as there wasn't a day that she didn't train. Eventually Naoki graduated from the academy and was placed on a team. The girl still trained hard daily and meshed well with her squad.
Eventually the team made it to the chuunin exams and it was all a cakewalk for her. Naoki made it to the final round of the fighting portion and came to face an alchemy user from Konoha. The fight started out fine, but then she was hit with a poisonous cloud. The girl tried to see through it and the poison ended up eating away aat her retinas and was blinded. Naoki was forced to surrender and was immediately rushed to the infirmary. Medics did happen to remove the poison from Naoki, but the damage done was irreversible and Naoki became blinded permanently.
Personality:One of the kindest women anyone could met. Naoki is soft-spoken and speaks with everyone in a respectful manner. Just don't bring up her blindness as a negative.
Other:Missions: S:
A:
B:
C:
D:
Jutsu:Ninjutsu- 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.
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.
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.
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.
Suirō no Jutsu (Water Prison Technique)
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.
Suiton: Suigadan (Water Release: Water Fang Bullet)
This technique creates a circle of crushing water spikes around the opponent, making it very difficult to evade or block.
Cp cost: 70
Dice Rolls: 4
Damage: 60 – 95 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 40 Forming water into a tentacle.
Stage II: Chakra Control DC 42 Rotating the tentacles into a drill.
Stage III: Ninjutsu DC 35 Projecting the spinning tentacle at a target with concussive force.
Stage IV: Ninjutsu + Chakra Control DC 65 Making multiple water tentacles attack simultaneously.
Special: Reflex DC required to dodge is increased by 5 if target is on or under water.
Fusajin no Jutsu (Dust Wind Technique)
This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.
Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.
Kamaitachi no Jutsu (Wind Scythe Technique)
A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.
Fūton: Jūha Shō (Wind Release: Beast Wave Palm)
A powerful jutsu that uses large amounts of wind nature chakra that can cut and slash through any material. The user gathers chakra in one hand, and then swipes a slicing chakra wave. The user is able to use this jutsu in rapid succession.
Rank: C
Dice Rolls: 3
Cp cost: 50
Damage: (10 - 25) + chk mod + 2 per 10 ranks in ninjutsu per wave.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu (must roll one for each wave)
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 15, Chakra 16.
Training: 3 stages.
Stage I: Chakra Control DC 30 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 13 Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 25 Sharpen the gusts using your chakra to turn them into wind blades.
Special: User can fire one wave per 5 levels in Chakra Control. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
Fūton: Kazekiri (Wind Release: Wind Cutter )
This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
Fūton: Kazekiri (Wind Release: Wind Cutter )
This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
Ninjutsu: Wind Release/Fuuton
The wind release (風遁, Fūton) area of elemental nature transformation are offensive-type techniques that allow the user to manipulate wind by shaping their chakra to be as sharp and as thin as possible, very much like the blades of a pair of scissors. The ranged techniques work by the user causing movement in the air. This can be done via blowing the air from ones mouth (the most common), moving the air with an object, controlling the air currents, or even just from the burst of air made from clapping ones hands. In addition, if the user can generate a suction in behind their target, they will be able to increase the damage done by ranged wind jutsu.
More common to the shinobis of Sunagakure, it remains the rarest of the five basic elemental chakra natures. Wind release techniques are suited for short-to-mid-range combat, and combine brute force and precision to deal cutting and slashing damage. Users can even channel wind-natured chakra into blades to increase their range and cutting power.
Wind is naturally strong against lightning techniques, and likewise naturally weak against fire techniques. In the case of a combination, it augments the strength of a fire technique as well as increases the concussive power of a water technique.
Classified as an "offensive affinity", it does not, however, require as much chakra as the Fire, Ice or Lightning Release styles.
C-Rank
Fusajin no Jutsu (Dust Wind Technique)
This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent.
Cp cost: 40
Dice Rolls: 3
Damage: ----
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages.
Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery.
Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.
Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.
Kamaitachi no Jutsu (Wind Scythe Technique)
A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.
Fūton: Jūha Shō (Wind Release: Beast Wave Palm)
A powerful jutsu that uses large amounts of wind nature chakra that can cut and slash through any material. The user gathers chakra in one hand, and then swipes a slicing chakra wave. The user is able to use this jutsu in rapid succession.
Rank: C
Dice Rolls: 3
Cp cost: 50
Damage: (10 - 25) + chk mod + 2 per 10 ranks in ninjutsu per wave.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu (must roll one for each wave)
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 15, Chakra 16.
Training: 3 stages.
Stage I: Chakra Control DC 30 Manipulate your chakra to affect the air currents around you to produce light gusts of wind.
Stage II: Chakra DC 13 Increase the power of your gusts until you reach a strong current.
Stage III: Ninjutsu DC 25 Sharpen the gusts using your chakra to turn them into wind blades.
Special: User can fire one wave per 5 levels in Chakra Control. Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
Fūton: Suiran Reppū (Wind Release: Verdant Mountain's Violent Wind)
By using wind-based chakra, the user can infuse their bladed weapons from a distance and manipulate them.
Rank: C
Dice Rolls: 3
Cp cost: 6 per blade
Damage: Weapon damage + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 17.
Training: 3 stages.
Stage I: Chakra Control DC 28 Weapon familiarisation, study of how each individual reacts in wind.
Stage II: Ninjutsu DC 17 Create gusts of wind around your weapons so you can control them, and practise moving them around and attacking.
Stage III: Ninjutsu DC 25 Infuse the chakra inside the blades to further stabilize their movements.
Special: User can manipulate 4 small to medium sized weapons + 2 per 5 ranks in Chakra Control.
Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball)
This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock.
Rank: C
Dice Rolls: 3
Cp cost: 40
Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12.
Training: 3 stages.
Stage I: Chakra Control DC 30 Gathering wind chakra in the palm of your hand.
Stage II: Ninjutsu DC 22 Adding rotation to the wind ball to increase power.
Stage III: Ninjutsu DC 24 Throwing the ball at high speeds at the opponent while maintaining ball integrity and curving trajectory.
B-Rank
Daikamaitachi no Jutsu (Great Cutting Whirlwind Technique)
A more powerful version of the Kamaitachi no Jutsu.
Cp cost: 90
Dice Rolls: 4
Damage: 100 – 150 + chk mod + 2 per 10 in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 35, Ninjutsu 32
Training: 4 stages
Special: Knocks back throwing weapons.
Stage I: Chakra DC 25 {d20 + chk mod} Increase the strength of the wind from your previous Kamaitachi no Jutsu.
Stage II: Chakra Control DC 45 Increase the scale of the gusts of wind.
Stage III: Chakra Control DC 48 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 45 Combine the previously trained elements.
Fūton: Reppūshō (Wind Release: Violent Wind Palm)
A simple technique that when the users hands are clapped together, wind is compressed and transformed into a powerful gale. The jutsu used as an isolated attack has the power to easily knock over a human. Though the true value comes from using it together with projectile weapons like shuriken or kunai. Their speed, power, and ability to wound or even kill are all increased several times.
Rank: B
Dice Rolls: 4
Cp cost: 80
Damage: Gust of wind: (80 - 100) + chk mod + 1 per 5 levels in Ninjutsu. Reflected projectiles: Regular projectile damage + 3 x chakra mod + 2 per 10 in ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 26, Ninjutsu 30.
Training: 4 stages.
Stage I: Chakra Control DC 36 Flood the Surrounding wind with your chakra.
Stage II: Chakra Control DC 38 Increase the scale of the gusts of wind.
Stage III: Ninjutsu DC 40 Work on directing the wind towards the targets and improving your control.
Stage IV: Ninjutsu DC 42 Aim the wind to reflect incoming projectiles.
Special: When technique is used, target must roll 1 Reflex check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn. Can be used to reflect projectiles if user's d20 + Ninjutsu beats attacker's d20 + Ranged Attack. If projectiles are returned, in addition to having to roll Reflex DC for the gust of wind, attacker must roll 1 Reflex save per projectile.
Fūton: Atsugai (Wind Release: Pressure Damage )
User compresses a tornado-like mass until it reaches a very high density before releasing it. The wind pressure is raised to its highest limit, and once the technique hits the target, everyone will be swept off their feet. If the technique is used by someone who has mastered wind nature transformation, the blast can hit a vast range, inflicting massive damage on both the target and their surroundings.
Rank: B
Cp cost: 90
Dice Rolls: 5
Damage: (75 - 150) + 3 x chk mod + 2 per 10 levels in Ninjutsu.
Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 32, Chakra 28.
Training: 4 stages.
Stage I: Chakra Control DC 40 Gathering wind in the palm of your hand.
Stage II: Ninjutsu DC 42 Increasing pressure while maintaining the ball's volume.
Stage III: Chakra DC 19 Flooding the condensed with massive amounts of chakra to greatly increase pressure and density.
Stage IV: Ninjutsu DC 44 Directing the ball towards a target and releasing pressure upon contact.
Special: When technique is used, target must roll an Athletics check to get clear of the blast. If he fails, he takes damage and must roll an Acrobatics check to see if he manages to stay on his feet. If target fails the acrobatics check, he loses his first 2 attacks from his next attack turn.
Fūton: Jūha Reppū Shō (Wind Release: Beast Wave Violent Wind Palm)
This jutsu is somewhat of an enhanced version of the Wind Release: Beast Wave Palm. It uses chakra to infuse and condense a mass amount of wind to form a massive demonic-like claw extending from the user’s dominant hand to strike and grab a target, as well as deflect any weapon or attack. In addition to making it a deadly short to mid-range weapon, the extending claw also carries tremendous force that can devastate anything in its path without affecting the user, making it useful for dislodging solid and heavy objects.
Rank: B
Cp cost: 60 to initiate + 20 per turn to maintain
Dice Rolls: 4
Damage: Add (15 - 20) + chk mod to regular taijutsu/weapon damage.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Fūton: Jūha Shō, Chakra Control 35, Ninjutsu 28, Chakra 25, Concentration 20.
Training: 4 stages.
Stage I: Chakra Control DC 45 Gathering wind around your arm.
Stage II: Ninjutsu DC 38 Forming the wind around your arm into an extension of your arm.
Stage III: Chakra DC 17 Maintaining strength in the wind arm for grappling.
Stage IV: Concentration DC 30 Maintaining the arm during combat.
Special: As long as this technique is maintained, the user has an arm that increases damage given from physical attacks. Increase DC to initiate and maintain grapple by [chk mod]. Every turn the victim is stuck in a grapple from this technique, he takes (15-20) + chk mod damage.
Fūton: Kazekiri (Wind Release: Wind Cutter )
This technique creates a blade of wind which will cut through the enemy with ease. Unlike most other wind techniques it does not require blowing out the wind.
Rank: B
Cp cost: 100
Dice Rolls: 4
Damage: (125 - 200) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 30, Ninjutsu 36, Chakra 22.
Training: 4 stages.
Stage I: Chakra Control DC 40 Infusing chakra in the ambient winds.
Stage II: Ninjutsu DC 46 Directing chakra infused wind in the target's vicinity.
Stage III: Chakra Control DC 42 Focusing the chakra infused in a thin blade on the target.
Stage IV: Chakra DC 16 Forcing as much chakra into the blade as possible to increase its power.
Special: Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
A-Rank
Fūton: Kamikaze (Wind Release: Divine Wind)
The user releases a gust of wind that forms several small tornadoes.
Rank: A
Cp cost: 125 + 50 per turn maintained
Dice Rolls: 6
Damage: (100 - 150) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 40, Chakra 30, Concentration 25.
Training: 5 stages.
Stage I: Chakra DC 20 Infusing massive amounts chakra in the ambient winds.
Stage II: Chakra Control DC 55 Creating tornados across the combat field.
Stage III: Ninjutsu DC 50 Moving the tornados towards a target.
Stage IV: Ninjutsu DC 52 Increasing tornado velocity to maximize damage.
Stage V: Concentration DC 35 Maintaining the tornados while fighting or doing other activities.
Special: Every turn this technique is active the target must roll a Reflex check or take damage. Awareness of every character on the field is reduced by 20 because of the noise and flying debris.
Jutsu Name: Chakra Sensor Technique ll Person
Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect a specific person
Rank: B
Cp Cost:
1 - 20 meters ll cp 15
21 - 35 meters ll cp 40
36 - 50 meters ll cp 70
51 - 65 meters ll cp 100
66 - 80 meters ll cp 130
Damage: -----
Requirements: Chakra Control 35+, Awareness 35+, Concentration 35+, and Ninjutsu 35+
Training:
Phase One [1]: User learns how to gather chakra into their head which creates a warming sensation when done correctly. (DC:16 + Chk. Mod. vs. 1d20 + 2 per 10 ranks in Chakra Control.)
Phase Two [2]: User focuses on the person's image. [Must have seen the person or a picture]. Doing this should make the user's chakra swirl around the mental image. (DC:16 + Chk. Mod. vs. 1d20 + 2 per 10 ranks in Concentration)
Phase Three [3]: User focuses on scanning for just one particular chakra signature. If done correctly then the image should glow the color of the specified person's chakra. (DC: 16 + Chk. Mod. vs. 1d20 + 2 per 10 ranks in Concentration)
Phase Four [4]: User sends out a wave and if done correctly should be able to locate the person if they are within the specified distance. (DC:16 + Chk. Mod vs. 1d20 + Wis. Mod.)
Special: Add Chakra modifier + Chakra Control Bonus {+2 per 10 ranks} to Awareness check vs. Opponent's Sneak check. If you are sucessful in detecting the specified person then you know exactly where they are located as long as they are alive and in the range of your wave.
Jutsu Name: Chakra Sensor Technique ll Presense
Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect the number of people in the area around them.
Rank: D
Cp Cost: 5 cp to initiate jutsu,
1 - 20 meters ll +15 cp
21 - 35 meters ll +40 cp
36 - 50 meters ll +70 cp
51 - 65 meters ll +100 cp
66 - 80 meters ll +130 cp
Damage: -----
Requirements: Chakra Control 15+, Awareness 15+, Concentration 15+, and Ninjutsu 15+
Training:
Phase One [1]: User learns how to gather chakra in their head. This causes a warming sensation when done correctly. 10 post (DC:12 + Chk. Mod vs. 1d20 + 2 per 10 ranks in Concentration)
Phase Two [2]: After the user learns to gather chakra in their head they then learn how to send off a wave that travels out at a distance based on the amount of chakra gathered. This causes the warming sensation to instantly go away. 10 post (DC:12 + Chk. Mod vs. 1d20 + Wis. Mod.)
Special: Add Chakra modifier and Chakra Control Bonus (+2 per 10 ranks) to Awareness check vs. Opponent's Stealth check. If your sucessful in detecting the people around you then you know the exact amount of people around you regardless if they are hiding both physically around or behind something, or trying to mask their chakra.
Jutsu Name: Chakra Sensor Technique ll Chakra Level
Description of Jutsu: The user sends out a sonar-ish chakra wave that allows for them to detect how much chakra a person has.
Rank: C
Cp Cost: 30 cp to initiate, +15 cp per person,
Damage: -----
Requirements: Chakra Control 20+, Awareness 20+, Concentration 20+ and Ninjutsu 20+
Training:
Phase One [1]: User learns how to gather chakra into their head which creates a warming sensation when done correctly. (DC:14 + Chk. Mod. vs. 1d20 + 2 per 10 ranks in Chakra Control.)
Phase Two [2]: Next the user focuses the chakra so that it will show different chakra sizes. If done correctly the chakra should change to a pink-ish color. (DC:14 + Chk. Mod. vs 1d20 + 2 per 10 ranks in Concentration )
Phase Three [3]: Finally the user sends the chakra out in a wave that lets them know what rank a person is based on the size and number that appears to the user. (DC:14 + Chk. Mod vs. 1d20 + Wis. Mod.)
Special: Add Chakra modifier + Chakra Control [+2 per 10 ranks] to Awareness check vs. Opponent's Stealth check. If your sucessful in detecting the people around you you instantly know how much chakra they have based on a scale of 1 to 10.
1 - 2 = Academy Student
3 - 4 = Genin
5 - 6 = Chuunin
7 - 8 = Jounin
9 - 10 = Kage
Medical Ninjutsu- Genjutsu- Taijutsu-Summoning Contract-~Stats~
LV. 30
Experience: 101/1850
Hp: 330
Cp: 1080
MHp: 1080
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength: 12 + 0 + 0 = 37 Mod: +13
Dexterity: 12 + 0 + 0 = 12 Mod: +1
Constitution:12 + 0 + 0 = 12 Mod: +1
Intelligence: 12 + 10 + 0 = 22 Mod: +6
Wisdom: 12 + 50 + 0 = 62 Mod: +26
Charisma: 12 + 0 + 0 = 12 Mod: +1
Chakra: 12 + 50 + 0 = 62 Mod: + 26
Dodge Bonus: 56
Base Attack Bonus: 30
Attack Melee: 31
Attack Ranged: 43
Base Save Bonus: 15
Fort: 16
Rex: 16
Will: 41
~Skills~
Ninja Skills [Mundane] ((Modified By)):Acrobatics (Dex):
Alchemy (Int):
Awareness (Wis): 33
Athletics (Str): 0
Chakra Control (Int): 40
Concentration (Con): 25
Craft (Int): 0
Diplomacy (Cha): 0
Escape Artist (Dex): 0
Handle Animal (Cha): 0
Innuendo (Cha): 0
Intimidate (Cha): 0
Perform (Cha): 0
Read Lips (Wis): 0
Seduction (Cha): 0
Sense Motive (Wis):
Sleight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis): 0
Treat Injury (Int): 0
Ninja Skills [Passive] ((No Modifiers)):Ninja Weapons:
Taijutsu: 0
Ninjutsu: 50
Medical Ninjutsu: 0
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
~Possessions~
Money:Ryo: 2500
Equipment:Valuables