These are only available to members of the Hidden Sound, unless taught, or given as the reward for a mission.
Weapons
Name: Hand Cuffs (Custom)
Type: Ranged
History: These Handcuffs were developed by the Otobe Clan, the current ruling body in the village hidden in the sound, and they were created to be used as the trademark weapon of it's Anbu unit equivalent, the Secret Police. They allow for the quick arrest and apprehension of traitors and seditious criminals who would oppose the Otobe's "fair and just" rule. While they are more famously a weapon of the Secret Police, they are also available for use by the villages other Shinobi.
Description: A four sided grip which allows the extension and retraction via chakra control of four long chains with cuffs at the end. Skilled users can immediately bring an untrained shinobi to the ground with relative ease, though they don't actually serve as very good offensive weapons unless put in the hands of a true master.
Damage: 2-5+dex mod
Range: 30 feet
Requirements: Chakra control 20 Dexterity 20
Acquisition: Available for free for all members of the Oto Secret Police, or for a fee from Oto weapon shops to Shinobi.
Special: This weapon allows for long distant grapple checks, as well as a +2 to grapple for every 10 points of skill with this weapon. May also be used in unison with the Jutsu "Ayame Tori" in substitute for the string. If used in this manner, the jutsu's damage is increased by weapon skill damage bonus, but the chakra cost is increased by 15 per turn, the half str mod normally added to the jutsu is not used.
Dual Wield razz ossible. -10 to all attack rolls, but +5 to all grapple rolls assuming both are used at once.
Owner: Otogakure
Jutsu
Kyomeisen (Vibrating Sound Drill)
An attack that involves the use of the sound amplifier, a device used to amplify and control the sound waves emitted from it to attack his opponent's sense of hearing. By damaging the victim's inner ear, the victim is rendered off-balance and nauseous.
Rank: D
Cp cost: 5 cp per attack.
Damage: Add chk mod to regular taijutsu damage
Reflex DC: n/a
Requirements: Otogakure, Sound amplifier, wind affinity, chakra control 15, ninjutsu 13
Training: 2 stages
Stage 1:, Chakra Control DC: 25, Feeding the sound amplifier with chakra.
Stage 2: Ninjutsu DC: 23, Directing sound waves to victim's eardrums.
Special: Activating this technique does not use an attack turn. All succesful hits reduce the victim's dodge bonus and reflex saves by 1 for this turn (adds up between attacks).
Oto Bunshin no Jutsu (Sound Doppelganger Technique)
Based off the Kage Bunshin no Jutsu created by the original leader of Oto, this jutsu also uses no direct element to create itself and has a chakra system all it’s own. The difference between this clone and the original is that once this clone is destroyed, instead of just vanishing in a puff of smoke, a loud burst of air shoots forth to push the opponent back as well as firing at a high pitch to damage the user’s eardrums. When combined with the explosive clone jutsu, this can be a very deadly clone to have.
Rank: B
Cp cost: 20 per bunshin and resulting CP divided by number of Clones created
Damage:
*Damage dealt by clones reduced by 25%.
*Popping damage = 30 - 50 + chk mod + 2 per 10 points in ninjutsu
Reflex DC: (versus user triggered pop) 14 + chk mod.
Requirements: Otogakure, Chakra 30, Chakra Control 25, Ninjutsu 30.
Training: 4 stages
Stage 1: Chakra DC: 20, Forming physical forms from chakra and air waves.
Stage 2: Chakra Control DC: 35, Building a working chakra system in each clone.
Stage 3: Ninjutsu DC: 40, Animating the clones.
Stage 4: Ninjutsu + Chakra Control DC: 65, Loading the clones with resounding air waves to cause sound explosion upon destruction of the bunshin.
Special:
*Clones can use any jutsu the user can so long as they have the CP.
*Any cutting/piercing will damage the integrity of the bunshin causing the unstable airwaves inside the clone to automatically trigger popping effect.
*Clone’s ‘popping’ is treated as a Ninjutsu attack and can be forcibly ‘popped’ but will only do half damage DC if they do hit.
*Clone HP: 50 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 1 per 10 CP over base CP
To See Through Clones: 15 + 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.
Naruto: The Way of the Ninja
A Naruto role-playing guild using the d20 system, for semi-lit and above RPers.