
Clan Name: Tetsuru
Village: Sunagakure
Element Affinity: Magnet Release (Jiton) (Suna: Earth + Lightning. Kumo: Lightning + Earth)
Description of Abilities:
Kekkei Genkai: Magnet Release
It is the power to manipulate the chakra into a magnetic force and control magnetic metals such as iron.
In Kumo, they use this ability to magnetize iron weapons such as Shuriken, throw them at an enemy with the intention that they only need to touch one of the Shuriken for the person to become magnetic. The magnet release person then throws larger iron weapons at the magnetized person which would essentially get the person greatly injured or even killed.
Hiden Jutsu of the Magnetism: Iron Sand/Gold Dust of Sunagakure
The Iron Sand/Gold Dust ability is sacred to the Suna based clan, it is a Hiden Jutsu, meaning you must be taught how to use it within a secret dojo by the elders. The training is considered one of the hardest kinds, due to the immense amount of chakra control needed compared to that of the all clan members techniques.
Physical Appearance: They normally have dark tan skin, and black or silver-gray hair. Eye color is usually gray or brown.
History: The power of the Sandaime Kazekage was that of legend, he could control the natural magnetic forces, with his chakra, within his body and turn it into magnetic chakra. He then later in life studied the sand manipulation of the Bijuu Ichibi no Shukaku. He then took what he had learned and--combining it with his magnetic chakra abilities--made the Iron Sand Hijutsu using iron powder as a base.
He went missing not long after creating the Iron Sand, and Sunagakure sent out many search parties until the Third Great Shinobi War. Many years later--during the first years Godaime Kazekage Gaara, when he was kidnapped by the Akatsuki--it was founded out by Chiyo and Konoha-nin sent to rescue Kazekage Gaara, that the Sandaime Kazekage had been turned into a puppet by Sasori of the Red Sand. Sasori had joined Akatsuki not long after kidnapping the Sandaime and leaving Suna. The Iron Sand was demonstrated to his opponents, but eventually the Sandaime Puppet was destroyed by Sakura of Konoha, and Chiyo later killed Sasori.
But it was later found that there was still others who had the magnet powers of the Sandaime Kazekage, though not as strong as he was, they could still manipulate iron weapons and one even figured out how to make his own magnetic sand. The Yondaime Kazekage had the legendary Gold Dust that could suppress the sands of the Ichibi, which what made him strong enough to keep his own son, the Jinchuriki, under control.
In the same time period as the Sandaime, there was also Magnet Release users in Kumo, the exact number is no longer certain, but they were considered a clan, and a powerful one at that.
In Kumo, they are now great protectors, and are a part of the elite group that keeps their village safe from harm.
Habits and Social Structure: In Kumo, they are considered a vital clan for the stabilization and rebuilding of Kumogakure.
In Suna, they are considered to be the most powerful and noble of clans next to the puppet experts and the Kou Clan.
Quirks and Special Features: It is very hard to hurt them with iron weapons... nearly impossible if they are on their guard.
In game Stats:
(Static bonuses)
Chakra +3
Dexterity +2
Strength -3
Constitution -2
Technique List:
Magnetic Control (Jishakusuru)
Description: This is a training jutsu, but can also be used in basic combat. This is the final stage in the training to control the magnetic chakra field, and lift a small iron object (Kunai, Shuriken, Senbon, etc) from the ground to over your head. Then to move it around freely, even throwing it.
Rank: E
Cp Cost: 5
Attack Turns: 1
Reflex DC: 8
Damage: Weapon damage of weapon thrown.
Requirements: 5 Chakra Control.
Training: 1 Stage
Stage I: Chakra Control DC 15 10/10 To successfully lift up the metal object with just the user's chakra.
Special: Lifting of a metal object, such as a Kunai, and controlling it within their own personal magnetic field made from the user's chakra.
Magnetic field size is as big as the users Chk mod. The greater the chakra mod, the bigger the radius. A Kage should be able to have a whole village in their magnetic field when in the center, while a Genin is a few meters.
Magnetic Sensory Ability
Description: Using magnetic objects that have been infused with the magnetic chakra, can be used to sense people, summonings and clones.
Cp Cost: 10 + 5 per post it is active.
Requirements: Magnetic Control, 15 Wisdom
Training: X stages.
Stage I: [Skill/Stat] DC 25 10/10. Infuse a metal object with the magnetic chakra. Then place object somewhere, where it will be touched, and "feel" it being touched.
Special: Ad +5 to Awareness, which stays for every turn this technique is used.
Kumo
Magnetic Repel (Jishanetsukeru)
Description: Making use of the magnetic chakra, one can stop projectiles made of magnetic metal. The amount of chakra it takes to stop an object depends on it's size and velocity. One also needs to take into consideration the number of projectiles, and the variety.
One can also use this to make the weapons "orbit them" as to make the weapons build up twice the speed and send them projecting back to the one who threw them.
Rank: D
Cp Cost:
Stop/Repel: 15 per projectile
Orbit/Projectile Return: Sending back x2 speed. 10 per projectile
Attack Turns: 3
Reflex DC: 10
Damage: Sending back x2 standard damage of projectile + chk mod
Requirements: Magnetic Control (Jishakusuru)
12 Chakra Control, 10 Concentration, Chakra 10
Training: 2 stages.
Stage I: Chakra Control DC 22, To repel/stop a metal projectile that is coming towards you.
Stage II: Concentration DC 20 , To make the projectile orbit the user and send it back to the one who originally threw it.
Special: The most effective when the user's chakra control is near equal or greater to the weapon skill of the opponent. 5 skill below the opponent's skill at the most.
Magnetic Pulse (Jishamyaku)
Description: The power to make all metallic objects magnetic so that they repel each other and even away from the user. All weapons within a certain distance of each other will be repelled from each other. It will be a brief moment of chaos as weapons fly from each other and at people by accident, due to it being more of a disarm technique, so no metallic objects can be used.
Rank: C
Cp Cost: 50
Attack Turns: 4
Reflex DC: 12
Requirements: Magnetic Control (Jishakusuru)
23 Chakra Control, 20 Concentration, Chakra 20
Training:
Stage I: Concentration DC 30, Knowing how heavy the object is.
Stage II: Chakra Control DC 33, To use chakra to push over heavy metal objects.
Stage III: Concentration DC 32, To push over a specific heavier object.
Stage III: [Skill/Stat] DC X, Description of stage.
Special: It lasts for 5 posts of the user.
Chakra mod added to the dodge bonus.
-4 to Dual wielding.
The weapons need to be in sight.
Only metal objects are effected............obviously.
Magnet Release: Magnet Shuriken
Description: Utilising his respective Magnet Release to magnetise a large quantity of shuriken, The user throws the entirety in the direction of the desired opposition. Any individual that comes into direct contact with these shuriken are themselves magnetized; as such, it is crucial that the opponent avoids all of them as even a single deflection will result in the production of a powerful magnetic field around their body, despite the magnetism considerably weakening after each successive transfer. Once the person has been magnetized, the user can manipulate the magnetic field in such a manner as to make any subsequent attack using a metallic weapon, impossible to evade.
Rank: B
Cp Cost: 50
Reflex DC: 15
Damage: Shuriken Damage if a hit.
Requirements: Magnetic Control (Jishakusuru)
28 Chakra Control, 28 Concentration
Training:
Stage I: Chakra Control DC 38
Stage II: Concentration DC 38
Stage III: Chakra Control DC 40
Stage III: Concentration DC 40
Special: Once the opponent is magnetized, the user must then used large weapons to cause greater damage. All damage is x 2.
DC for dispel is 10 + Chakra Control to dispel, if you have the Kekkei Genkai to do it.
Suna
Iron Sand Lift (Satetsu Agemasu)
Description: The ability to use sand is a difficult one, but iron sand, is far more complex for someone with magnet release. They have to give all the grains of sand a magnetic field of it's own so as to have direct control over each grain perfectly.
Rank: C
Cp Cost: 40
Attack Turns: 3
Reflex DC: 12
Damage: N/A
Requirements: Magnetic Control (Jishakusuru)
25 Chakra Control, 20 Concentration, 18 Ninjutsu.
Training: 3 stages.
Stage I: Concentration DC 30, To concentrate on the individual sand particles and become one with them naturally.
Stage II: Ninjutsu DC 28, To be aware of how much grains of Iron Sand there is.
Stage III: Chakra Control DC 35, To implant chakra and lift up the Iron Sand into the air.
Iron Sand Drizzle (Satetsu Shigure)
Description: This gunshot-like attack uses Iron Sand, hardened into microscopic grains, to attack simultaneously across a vast range. The bullets are so fast, they're difficult to see. From the moment the user has finished preparing the attack, evading it becomes extremely difficult. Using the repellent force of magnetism, the speed of the bullets is rapidly increased after they are shot. Furthermore, the user can also use an attack pattern where the Iron Sand bullets are shaped into sharp needles, increasing their ability to wound or kill the enemy. Since the Iron Sand carries magnetic force, defending against this technique is almost impossible. This technique is especially threatening to puppet users, since the puppets can be made completely unable to fight, if the sand gets lodged into their joints.
Rank: B
Cp Cost: 30 per clump.
Attack Turns: 5
Reflex DC: 15
Damage: (2+Chakra mod) x # of projectiles formed
Requirements: Iron Sand Lift (Satetsu Agemasu)
35 Chakra Control, 34 Concentration, 33 Ninjutsu.
Training: 4 stages.
Stage I: Chakra Control DC 45, Placing Chakra into the individual grains of Iron Sand.
Stage II: Concentration DC 44, Concentrating on each individual grain of Iron Sand.
Stage III: Ninjutsu DC 43, Aware of how many grains of Iron Sand there is.
Stage IV: Chakra Control DC 50, Combining what has been learned, move the individual Iron Sand grains around.
Special: 1 Clump per 5 Chakra Control.
It can also be used as a sensing technique over a large area, in it's non-projectile form, when you let the grains just float around. Anything touching the sand will cause a disruption in the magnetic field, which will then be noticed by the user. To avoid sand, you must do a Stealth check vs the user's Awareness.
Iron Sand Gathering (Satetsu Kesshuu)
Description: This technique gathers a great volume of Iron Sand and compresses it into a high-density shape. This greatly increases the hardness, creating a gigantic steel-like weapon in an instant. The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defenses with one hit.
Because the weapon is made out of Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Since the Iron Sand generates a strong magnetic field, the opponent cannot use any metal weapons or tools.
Rank: A
Cp Cost:
The Giant Spear (Kyodaisou): 100
The Giant Hammer (Kyodai Tettsui): 150
The Giant Sphere (Kyodai Tama): 80
Attack Turns: 6
Reflex DC: 18
Damage:
The Giant Spear (Kyodaisou): 110 + chk mod
The Giant Hammer (Kyodai Tettsui): 160 + chk mod
The Giant Sphere (Kyodai Tama): 90 + chk mod
Requirements: Iron Sand Lift (Satetsu Agemasu), Iron Sand Drizzle (Satetsu Shigure)
43 Chakra Control, 40 Concentration, 38 Ninjutsu.
Training: X stages.
Stage I: Chakra Control DC 53, To implant chakra into iron sand.
Stage II: Concentration DC 50, Concentration of the grains.
Stage III: Ninjutsu DC 48, Being aware of the number of grains.
Stage IV: Chakra Control DC 55, Combining the grains into a rough solid mass.
Stage V: Concentration DC 52, Combing what has been learned and making shapes out of the iron sand.
Special:
The Giant Spear (Kyodaisou): by forming the Iron Sand into a triangular, spindle-shaped object (much like a pyramid) and tapering it into a sharp point at one end, the user creates a giant spear. The pyramid can also spin like a giant top.
The Giant Hammer (Kyodai Tettsui): by forming the Iron Sand into a large rectangular shape, the area of contact is increased greatly, creating a giant, hard-to-evade hammer.
The Giant Sphere (Kyodai Tama): by forming the Iron Sand into a large sphere, it becomes like a wrecking ball that can go into any direction the user wishes.
Owner:
Iron Sand World Method (Satetsu Kaihou)
Description: This jutsu uses Iron Sand to create a gigantic sphere of branching spikes. The user creates two masses of Iron Sand with opposite polarities and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area.
The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings, cutting off any escape routes. With the opponent trapped, the user is free to attack in person.
Rank: S
Cp Cost: 250
Attack Turns: 8
Reflex DC: 20 + Chakra mod. + 2 per 10 Ninjutsu
Damage: 200-350 + chk mod to EVERYONE except the user, in the area.
Requirements: Iron Sand Lift (Satetsu Agemasu), Iron Sand Drizzle (Satetsu Shigure), Iron Sand Gathering (Satetsu Kesshuu)
43 Chakra Control, 40 Concentration, 38 Ninjutsu.
Training: 7 stages.
Stage I: Chakra Control DC 53, Implanting chakra into the Iron Sand.
Stage II: Concentration DC 50, Concentrating on the individual grains of sand.
Stage III: Ninjutsu DC 48, Aware of how many grains their are.
Stage IV: Chakra Control DC 55, Making opposite polarities and placing within two Iron Sand masses.
Stage V: Ninjutsu DC 47, Aware of both magnetic fields and the Iron Sand.
Stage VI: Chakra Control DC 58, Combining the apposing magnetic fields and protecting one's self from the result.
Stage VII: Concentration DC 50, Combining the skills learned.
Special: All friendlies are in as much danger as the enemy. User's own magnetic field protects him.
Owner: Canon / Qyp
