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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Reply Kumogakure ((Hidden Village of Clouds)) [Lightning Country]
Kumogakure Shinobi Scroll!

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Qyp
Crew

Manly Lunatic

PostPosted: Mon Oct 08, 2012 7:02 am


Kumo Shinobi Scroll!


Important stuff you must know before posting your profile!

- Must be approved by Qyp or Anhouri before character can be posted here.
- You must have passed the Role-Playing academy before you can apply for a village/post here.
- This is only for Kumogakure, please don't post other villages characters here.
- Most Chuunin/Jounin wear the standard Kumo jacket and pants, try to follow that please...
- Spelling/Grammar is loved, I expect your best work from characters, so make sure all that is fixed.
- I'm not perfect, I might make a math mistake for your stats, it's your job to make sure it's all right!
- The template can be found in character creation.
- If you need any help, ANY at all, PM Qyp or Anhouri
PostPosted: Mon Oct 08, 2012 7:03 am


~Character Data~

User Image
Name: Yuudai (雄大, Splendor) Sandaa
Village: Kumogakure
Clan/Bloodline: Sandaa
Element Affinity: Kyōmei (共鳴, Resonance), Lightning + Wind
Age: 33
Gender: Male
Rank: Raikage

~Appearance~


Headband: Forehead
Height: 6'2"
Weight: What ever works
Hair: White
Eyes: Teal
Physical Description: Slender and muscular at the same time, he looks pretty normal except for the fact that under all those bandages is scarring from his own chakra. Light tanned skin.
Clothing: White open cloak, bandages from head to toe, standard Shinobi pants, wooden sandals.
Background: From a young age, he has be noted to have the legendary looks of the clan's first leader. But that was quickly fazed out as he got older and his looks slightly changed over time. But when it reached the age to become a Shinobi, he was slow in class, seemed to not really understand how to use Ninjutsu until it was described to him in a way only he would understand by his newly discovered best friend. After they, he excelled, which even scared some people how fast he suddenly changed from being very stupid, to very intelligent. He told no one what his secret was, and he didn't have to anyway, his best friend just happened to be on his team when they became Genin, and one of there other friends also. It was a good team, they got along, and would gladly fight for each other. Their Sensei was strict, and beautiful. She made sure they always knew the risks the hard way.

They had many missions together before they were allowed into the Chuunin exams, their Sensei wished for them to excel greatly, and be thoroughly prepared for the exams. It was two years now, that they had been Genin, and it was time to become Chuunin. They flew through the challenges, which seemed to be rushed in the first place, and then it was discovered it was not the real thing, but some hoax the whole time. Then the real exams began, and they were far harder, giving them a far harder time then they thought after the hoax.
Gradually they made it through the tasks, but with a few scratches and bruises on the outside... and on their pride. They realised they had limits, and needed to show that, that would not stop them. This is when Yuudai discovered what his clan could really do, what they were meant to do, travel faster then sound, nearly as fast as light. He would learn that his limits had yet to be reached. He helped his team finish the Chuunin Exams, to get to the final battle royal round. There, he impressed all with what he learned, and showed even one of the lowest scoring students can eventually excel to a greater stature.

He didn't became a Chuunin at those exams, but the next year he did, and once he did, he and his team went on to do better missions, better fighting, and just advanced with each step they took. Over the years, they eventually parted ways, his friends gained teams of their own as they were finally accepted into the rank of Jounin, but he pursued other fields, learning more of his Kekkei Genkai, advancing more on it and making techniques, learning what it could really do, due to their being no record of it's real capabilities.
He met a girl, during his training, who admired his hard work and determination. They got to know each other really well, fell in love over the years, and got married. Yuudai and Midori had twins named Ten'nyo, the daughter would discover she has the Kekkei Genkai and Masaaki, the son that will not. But he had to go back to his training, had to be a Shinobi once more. He went to see his wife and child as much as possible between training and missions.

No long after, the great avalanche hit Kumogakure, and destroyed the village. It was a terrible sight for all those who were not in it. But he got to work, making sure to find as many people alive as possible, and leave the dead for now. They would be taken care of later. He did find some people, and then he found one of the great captains crushed under a large rock, he then found out that he sacrificed himself for a family, who were still alive, so it was no in vain.
The villagers had to then find new ways to live, he took as many as he could to the Sandaa compound, due to it being outside the main village.But then they all eventually had to move, to a new location. It was far too dangerous to stay there, they had to find a new home.
Then is when the great carving of the crystals happened, and it was glorious! His child was far to young to remember it, but he knew she would know that the crystals would be the sign of a new village, a new start. For years this new Raikage with his great Kekkei Genkai could cut down crystal, and burn people down into nothing. He had yet to see the full potential, but he had hoped he one day would fight side by side with him.

Later in life, he had noticed that his Raikage was seen less and less by the people, many were worried. He made words with some other Jounin, of concern for the leadership of this village, and wondered who could replace him. That concern was selfless, he had no desire to be the Raikage himself. It wasn't until the council called him up and asked why he was concerned about the leadership, and said he sees it in the villager's eyes, the fear they are being led by a sick man, and it does not bring them courage, or hope, or joy. He was then asked if he could do those things, and he said only one man could, and that is a man who has no fear of being themselves.
He was then dismissed. It wasn't for a few years before they really truly considered him. But one year, a threat at the nearest village, and the Raikage could not come to the aid of that village, people were scared, the Jounin were trying their best to hold it back. The threat was a rogue Summoning creature of great strength, he seemed to have gone crazy. But Yuudai discovered quickly the reason and used his Kekkei Genkai to calm the beast by destroying some kind of giant leech on it's back. Once it was freed, it said thanks and left in a puff of smoke. People only remembered the bravery of Yuudai after that, for he risked his life, and didn't think twice in reacting to the problem.

Once appointed the new Raikage, which felt very weird to him, considering he really didn't want to be, but he knew the people needed someone to lead them.

Personality: Selfless, understanding, hard working, determined, carefree sometimes and friendly. When it comes to battle, he is focused, aggressive if need be, but he always keeps his mind on task.
Other: Left Handed

~Stats~

LV. 60
Experience:
Hp: 1920
Cp: 2100
MHp: 2040

[Base]...[Distribute]...[Level]...[Training]...[Clan]...[Total]

Strength:.........[20]...[26]...[--]...[--]...[--]...[46] Mod: 18
Dexterity:.........[20]...[40]...[--]...[--]...[x1.3]...[78] Mod: 34
Constitution:.........[20]...[46]...[--]...[--]...[-12]...[54] Mod: 22
Intelligence:.........[20]...[40]...[--]...[--]...[--]...[60] Mod: 25
Wisdom:.........[20]...[38]...[--]...[--]...[--]...[58] Mod: 24
Charisma:.........[20]...[38]...[--]...[--]...[--]...[58] Mod: 24
Chakra:.........[20]...[40]...[--]...[--]...[+12]...[72] Mod: 31
Dodge Bonus: 64

Base Attack Bonus: 60
Attack Melee: 78
Attack Ranged: 94

Base Save Bonus: 30
Fort: 52
Rex: 55
Will: 54

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 22 + 34 = 56
Alchemy (Int): 10 + 25 = 35
Awareness (Wis): 24 + 24 = 48
Athletics (Str): 10 + 18 = 28
Chakra Control (Int): 55 + 25 = 80
Concentration (Con): 30 + 22 = 52
Craft (Int): 10 + 25 = 25
Diplomacy (Cha): 24 + 24 = 38
Escape Artist (Dex): 24 + 34 = 48
Handle Animal (Cha): 10 + 24 = 24
Innuendo (Cha): 10 + 24 = 34
Intimidate (Cha): 20 + 24 = 44
Perform (Cha): 10 + 24 = 34
Read Lips (Wis): 10 + 24 = 34
Seduction (Cha): 10 + 24 = 34
Sense Motive (Wis): 31 + 24 = 55
Sleight of Hand (Dex): 10 + 34 = 44
Stealth (Dex): 30 + 24 = 48
Survival (Wis): 20 + 24 = 44
Treat Injury (Int): 20 + 25 = 45


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 65
Ninjutsu: 80
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 50
Puppet Play:

Missions:

S:
A:
B:
C:
D:

~Possessions~


Money:

Ryo: Lots.

Equipment:
None

Valuables
His family and lots of treasures.

Qyp
Crew

Manly Lunatic


Qyp
Crew

Manly Lunatic

PostPosted: Mon Oct 08, 2012 7:04 am


Jutsu of Yuudai:


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.


D-Rank

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.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.

B-Rank

Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (Chakra Control / 2) to (Chakra Control x 2) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 50
Dice Rolls: 4 Rolls
Damage: 15 - 25 + chakra mod.
Damage Absorption: 50 - 60 + chakra mod.
Requirements: Long hair, Chakra Control 32, Ninjutsu 30
Training: 4 stages.
Stage I: Chakra Control DC 42 Your chakra circulation system doesn't naturally travel through your hair. You have to force your chakra into it.
Stage II: Chakra Control DC 44 Lengthen your hair and make it as hard as you can, like rock or armour.
Stage III: Ninjutsu DC 40 Focus on speed. Like all defenses, if you aren't quick enough it's useless.
Stage IV: Ninjutsu DC 44 Combine the previously learned elements.
Special: Roll a Reflex check + 2 per 10 ranks in Ninjutsu when using the damage absorption effect. Damage absorption effect only applies if Reflex check beats the Ninjutsu DC or attack roll.

A-Rank

Hiru Banshō: Bōka no Jutsu (Leech All Creation: Attack Prevention Technique)
Description: With this technique, the user can combine with another object and take its properties to avoid damage. The user can also move unseen through the object and attack from behind.
Rank: A
Cp Cost: 90
Attack Turns: 5, Can be used as a reaction (During your opponent's turn)
Reflex DC: n/a
Awareness DC: 18 + Stealth + 2 per 10 in ninjutsu
Damage: n/a
Requirements: Ninjutsu 40, Charka Control 40, Stealth 25, Sneak Attack 20, Proximity to large, solid object.
Training: 5 stages
Stage I: Chakra Control DC 50, Imbuing a solid object with chakra and entering it seemlessly.
Stage II: Ninjutsu DC 50, Taking on the object's aspect and specific traits.
Stage III: Stealth DC 35, Moving through the object unnoticed towards a target.
Stage IV: Sneak Attack DC 30, Launching an effective attack at a target without giving away your position until contact.
Stage V: Ninjutsu DC 52, Activating the technique effectively while under pressure.
Special:
*Cannot be used to phase into the ground. Only into buildings/trees/rocks.
*When used as a reaction, user's dodge rating is calculated by [level + wis mod + ninjutsu] and reflex by [base save bonus + ninjutsu].
*If used succesfully as a reaction, prevents all damage from incoming Ninjutsu or Taijutsu attacks.
*When this jutsu is used, opponent must roll an awareness check. If it fails, user's first attack of his next turn will count as a sneak attack.

Meisai Gakure no Jutsu (Hiding Camouflage Technique)
This technique renders the user invisible to the naked eye. Abilities such as the Sharingan, and even the Byakugan, can see through it however.
Cp cost: 40 + 10 per round held.
Dice Rolls: 5 Rolls
Damage: N/A
Requirements: Chakra Control 38, Ninjutsu 35, Stealth 30
Training: 5 stages
Stage I: Awareness DC 30 Pay attention to your surroundings. It's the very thing that you will be attempting to replicate when using this technique.
Stage II: Stealth DC 40 Now work on your concealment techniques. Keep your body absolutely still and your breathing inaudible. Don't disturb the environment at all costs!
Stage III: Chakra Control DC 48 Create a thin layer of chakra around now. Now, with the same principles as the Henge no Jutsu (Clone Technique), alter the chakra layer to look exactly like your surroundings.
Stage IV: Chakra Control DC 53 Refine the thin chakra layer even more. For example, work to rid the layer of the shimmer effect, react quickly to changes in the environment and so on.
Stage V: Ninjutsu DC 50 Combine the previously learned elements.
Special:
*Allows the user to go into hiding.
*Add [Chakra Control / 2] to Stealth rolls.
*Any damage sustained cancels the jutsu.

Kekkei Genkai:

Passive Abilities:

Name: The Cursed Blessing of Resonance
Description: Kyōmei nature chakra leaves behind trace amounts of itself in the body and is what causes damage to the user's body over time. Kyōmei nature chakra is poisonous to those that absorb it due to their lack of resistance to its effects.
Rank Passive
Cp Cost: None
Attack Turns: 0
Reflex DC: Unavoidable
Damage: -2 Hp per 5 Cp absorbed
Requirements: Have used a Kyōmei based technique
Training: 0 stages
Special: If a Kyōmei based technique is active, or the chakra is absorbed from a Kyōmei based jutsu the damage is -1 Hp per 1 Cp point absorbed because the chakra being absorbed is Kyōmei nature chakra.

Name: The Nature of Kyōmei
Description: True mastery of Futon means the ability to bend space at one's will but everyone must start somewhere. Before embarking on the path to the heights of mastering Futon one must understand the nature of Kyōmei chakra. Once one understands this nature combination they will be able to move faster than other people without effort.
Rank: Passive
Cp Cost (only during training): Subtract 80% of total Cp when the training is complete
Attack Turns: None, passive ability
Reflex DC: -
Damage: -
Requirements: Kyōmei affinity, Chakra 20, Chakra Control 15, Ninjutsu 10, Concentration 10
Training: 4 stages.
Stage I: The first step to understanding Kyōmei is to understand it's components. One must first create the must jagged lightning nature chakra that they can and then they must also produce the the sharpest wind nature chakra that they can. Understanding the two natures' separate cutting styles is the key to the first lesson. By learning the height of each nature's ability one can understand how to combine them together despite winds natural dominance over lightning.
DC: 25
Formula: 1D20 + Chakra Control
Stage II: The second step is to build and maintain larger and larger amounts of both chakra nature's within one's body. The purpose of this is to train the user to be able to mold large amounts of wind and lightning nature chakra at the same time and to not let the wind nature chakra consume the lightning nature chakra.
DC: 20
Formula: 1D20 + Concentration
Stage III: The third stage is perhaps the most difficult part of learning about the nature of Kyōmei. While one can do this instinctively and forgo this entire training without loosing the ability to learn Futon, the lack of this lesson with forever cost them in efficiency. In the third stage the student must learn to combine the two chakra natures in the proper amount by consciously controlling their kekkei genkai. By so doing they learn to efficiently use their chakra to mold Kyōmei chakra.
DC: 30
Formula: 1D20 + Chakra
Stage IV: Stage four is certainly easier than stage three but it is not less important because of it. A lack of understanding all four parts of this training would still mean a failure a to grasp the nature of Kyōmei. In stage four the student will practice releasing the molded Kyōmei chakra from their body. This is equally important to molding it in the right amount as releasing to much will strain their reserves and uses too little will effect their jutsu negatively.
DC: 20
Formula: 1D20 + Ninjutsu
Special: The clan member can now use Futon techniques with only 85% of the Cp requirement. The clan member is now effortless able to coat their body with Kyōmei nature chakra without even thinking about it. They can do this without a noticeable drain on their chakra reserves and now gain a x1.3 bonus to their dexterity. Travel time is reduced by 10% rounded up to the nearest post.

Kyoumei:

Name: Vibration Release: Resonance Ripper (Nin-Taijutsu)
Description: Resonance Ripper is the nin-taijutsu specialty of the Sandā clan's Vibration Release members. While normal clan members practice the basic style of this technique only the members who poses futon can wield it's true potential. The taijutsu component of this jutsu involves quick stabbing strikes, and sweeps with fast round house style kicks. While this would over power most foes with the sheer flurry of strikes the power of resonance was added to combat more powerful opponents. By encasing the hands and feet with Kyōmei chakra the attacks now rip and tear parts of their opponent away when they make contact.
Rank: D
Cp Cost: 10 Cp per turn used
Attack Turns: ---
Damage: Base taijutsu damage increased to 5-12
Requirements: Kyōmei affinity, Taijutsu 5, Ninjutsu 12
Training: 2 stages.
Stage I: Taijutsu DC 15, You must learn to harness your speed by practice quick strikes and the proper motions,
Stage II: Ninjutsu DC 22, Now using your skill with ninjutsu you must add molded Kyōmei chakra to your taijutsu style.
Special: Supplement Str with Dex, while using this style, for your melee attack bonus and use it to calculate max damage. A critical hit causes a critical level bleeding wound.

Name: Vibration Release: Sonic Boom
Description: The user will create one or many unstable rips in the space-time fabric near the victim. The rips then expand into a sphere before rapidly imploding on themselves. They then release their now condensed energy as a sonic boom. The sonic wave then slams into whom ever is within the path of the blast.
Rank: C
Cp Cost: 40
Attack Turns: 3
Reflex DC: 12 + Chk mod + 2 per 10 ranks in ninjutsu for each rip
Damage: 15-35 + Chk mod
Requirements: Kyōmei affinity, Ninjutsu 15, Chakra Control 20
Training: 3 stages.
Stage I: Chakra DC 25, Practice building up the required amount of chakra for the rip.
Stage II: Chakra Control DC 30, Practice making two rips of the same make up
Stage III: Ninjutsu 25, Destabilize the rips with ninjutsu.
Special: If hit the victim must roll a fortitude check vs 15 + Chk mod + 2 per 10 ranks in ninjutsu for each explosion that they were hit with. Failure on any of them means that they are now suffering from the status effect dazed. May create 1 rip per 10 points in chakra control.

Name: Vibration Release: Instant Transmission
Description: The user continuously rips entrance and exit holes in the space time fabric, binds them together and then runs through their newly created path as a means of travel. By so doing they appear to travel instantaneously as the initial tear happens in the blink of an eye, and the binding connects two distant points into a distance shorter than a person's pinky finger.
Rank: A
Cp Cost: 90 + 5 per while active
Attack Turns: Uses the first attack turn of every turn
Reflex DC: -
Damage: -
Requirements: Kyōmei affinity, Dexterity 35, Chakra Control 35, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 45, Ripping a human sized hole in the space time fabric takes a lot of chakra. In this stage you must practicing building up the necessary level of Kyōmei chakra to do so.
Stage II: Chakra Control 50, Practice ripping a hole of the appropriate size in the space time fabric.
Stage III: Chakra control 55, Practice ripping an exit hole remotely through the first hole.
Stage IV: Ninjutsu 50, Using ninjutsu bind the the entrance and exit hole together with a path that is incredibly small.
Stage VI: Dexterity 45, Put it all together and improve the speed at which you can perform the technique.
Special: While active the users dodge bonus and dex stat is doubled and all of their attacks have their dexterity added to the reflex DC. Additionally the user may go into hiding with this technique at the end of their turn if they have at least one attack turn left. While active the user is immune to field effects as they only spend a fraction of a second inside normal space.

Name: Vibration Release: Touch of a Billion Needles
Description: After building up a concentration of Kyōmei chakra into the user's hand, he/she will then thrust their palm into their opponent's body before releasing the chakra like a shotgun blast. This causes what feels like billions of needles to rip into the victims body and slowly tear away at their insides as it dissipates.
Rank: S
Cp Cost: 200
Attack Turns: 6
Reflex DC: 20 + 2 per 10 ranks in Ninjutsu + 2 per 10 ranks in Taijutsu
Damage: 100-150 + Chk Mod
Requirements: Kyōmei affinity, Chakra Control 50, Ninjutsu 55, Taijutsu 50, Dexterity 50
Training: 7 stages.
Stage I: Chakra Control DC 60, Practice building up the required amount of chakra.
Stage II: Chakra Control 62, Now using that large amount of chakra compact it into an area that fits the palm of your hand.
Stage III: Ninjutsu 65, Using ninjutsu turn the mass of Kyōmei chakra compacted onto your hand into billions of tiny projectiles.
Stage IV: Taijutsu 60, Practice striking your target with the mass of the chakra.
Stage V: Chakra Control 65, At the last second transform the billions of tiny needles into space-time fabric rips.
Stage VI: Ninjutsu 70, Using ninjutsu force the rips into the target while creating shotgun pattern spread.
Stage VII: Dex 60, Now that you know how to perform the technique work to increase your speed so that can perform steps one through six at lightening speeds.
Special: For 6 turns after the attack the victim suffers additional but lower damage as the chakra pieces dissipate. To calculate the damage take the previous turns damage, caused by this technique, and divide it by 2. Due to the immense pain this technique causes the victim is only able to fight with half of their ability (divide all stats by 2).

Ninjutsu-

Fūton

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.

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: 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.

Fūton: Shinkūha (Wind Release: Vacuum Wave )
The user takes a deep breath and spins his body around while exhaling a large blade of wind so that it covers an angle of about 180 degrees around the user. The resulting blast is large enough to slice through multiple targets, causing great damage. While more than sufficient to cause crippling, if not fatal, damage, it is incapable of cutting all the way through human flesh.
Rank: A
Cp cost: 160
Dice Rolls: 5
Damage: (175 - 250) + chk mod + 2 per 10 ranks in Ninjutsu.
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 40, Ninjutsu 40, Chakra 35.
Training: 5 stages
Stage I: Chakra DC 22 Infusing the ambiant air with your chakra.
Stage II:Chakra Control DC 50 Using the wind to quickly rotate your body on itself.
Stage III: Chakra Control DC 52 Exhaling chakra from your mouth in the air as you turn.
Stage IV: Ninjutsu DC 50 Condensing the air you exhale into a thin blade.
Stage V: Ninjutsu DC 52 Using rotation and chakra to greatly increase the velocity of the wind blade.
Special: Every shinobi in the area must roll a reflex save or will suffer damage from this technique, friend or foe. 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.

Kaze no Yaiba (Blade of Wind)
This technique creates a blade out of wind which, being wind, makes it impossible to block.
Cp cost: 150
Dice Rolls: 5
Damage: 120 – 300 + chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 45, Ninjutsu 37
Training: 5 stages
Stage I: Chakra Control DC 55 Form the wind blade taking care to make the edges very sharp.
Stage II: Chakra DC 28 {d20 + chk mod} Make the blade more lethal. Make the wind more abrasive, sharper, more powerful.
Stage III: Chakra Control DC 57 Increase your control over the wind. Make sure it goes for and cuts through your opponent's vital areas.
Stage IV: Ninjutsu DC 47 Practise expelling the wind blade with an emphasis on technique and speed.
Stage V: Ninjutsu DC 52 Combine the previously trained elements.

Raiton

C-Rank

Raiton: Raishindou (Lightning Release: Lightning Surge)
The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 25, Ninjutsu 20, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 35 Convert your chakra to pure lightning.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra into the ground with as much force as possible.
Stage III: Ninjutsu DC 30 Ensuring a uniform spread around yourself inside the ground.
Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Jibashi (Lightning Release: Electromagnetic Murder )
This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
Cp Cost: 95 Cp
Dice Rolls: 3
Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 30, Ninjutsu 20, Chakra 22
Training: 3 stages
Stage I: Chakra Control DC 40 Convert your chakra to pure lightning.
Stage II: Chakra DC 16 {d20 + chk mod} Forcing your electric chakra towards a target with as much strength as possible.
Stage III: Ninjutsu DC 30 Using a conductor or water jutsu as a vehicle for the technique.
Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Rai Bunshin no Jutsu (Lightning Clone Technique)
Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise.
Cp cost: 60
Dice Rolls: 3
Damage: 10 – 25 + chk mod
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 18, Ninjutsu 15
Training: 3 stages
Stage I: Chakra Control DC 28 Use your chakra to seek out the ions in the air and mold them into a feasible model of your likeness.
Stage II: Chakra DC 22 {d20 + chk mod} Pack as many ions into the clone as you can. Make the technique as dangerous as possible.
Stage III: Ninjutsu DC 27 Combine the previously learned elements.
Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns.


B-Rank

Raiton: Gian (Lightning Release: False Darkness)
The user emits lightning in the shape of a spear from his mouth, which then pierces the enemy. Its destructive power is great enough to even pierce through rock, meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies.
Cp Cost: 210 Cp
Dice Rolls: 5
Damage: 125 – 175 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 20 {d20 + chk mod} Increase the charge of electricity in your mouth to greatly destabilize its form.
Stage III: Ninjutsu DC 40 Practise aiming and unleashing the technique towards targets.
Stage IV: Ninjutsu DC 42 Increasing charge as you let the electricity from your mouth flow to the outside to maximize power and piercing.
Special: This technique can target 1 enemy per 10 ranks in Ninjutsu. Succesful hit will cause a Bleeding wound in the target, taking 6 hp damage per turn until it is treated. Critical strikes cause a Bleeding critical wound, target taking 12 hp damage per turn.

Raiton: Torunēdo Raitoningu (Lightning Release: Tornado Lightning)
The user generates lightning-based chakra in his palms that he can whip around in order to attack opponents.
Cp Cost: 100 + 50 per turn maintained
Dice Rolls: 4 to initiate, 2 per use if maintained.
Damage: (75 - 90) + chk mod + 2 per 10 ranks in Ninjutsu per swipe.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Fortitude DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 40, Ninjutsu 30, Chakra 26, Concentration 22.
Training: 4 stages
Stage I: Chakra Control DC 45 Gathering chakra and stabilizing it in your palm.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the charge of electricityin the gathered chakra without compromising its integrity.
Stage III: Ninjutsu DC 40 Practise swiping at targets using surges of the elctricity gathered in your palm.
Stage IV: Concentration DC 32 Maintaining the charge attack after attack despite distractions.
Special: This technique can be maintained and used in succession at the cost of two attack rolls per swipe. If user does not have two left, he cannot use it for this attack but can maintain the technique nevertheless for next turn. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

Raiton: Raihappa no Jutsu (Lightning Release: Lightning Blast Technique)
The user creates a lightning bolt out of his chakra and sends it swiftly to his opponent.
Cp cost: 70
Dice Rolls: 4
Damage: 40 – 70 + chk mod
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 28, Ninjutsu 25
Training: 4 stages
Stage I: Chakra Control DC 38 Convert your chakra to pure lightning.
Stage II: Chakra DC 25 {d20 + chk mod} Fiddle with your created lightning to make it more hot, have a higher voltage, etc.
Stage III: Chakra Control DC 40 Work on the speed of your jutsu.
Stage IV: Ninjutsu DC 37 Combine the previously learned elements.

Raiton: Rairyu Dageki Dangan (Lightning Release: Lightning Dragon Shock Bullet)
The user begin to channel and attract all the static electricity within the air around them, and from within there bodies in to a small sphere at the front of there open mouths, as well as applying as they do so to strengthen the charge. Once enough static electricity is gathered, it is expelled. The expelled charge of electricity acts like cloud to cloud lightning. The charge seeks out a differing electric potential, other than the user. As it does so, the user shapes the front of this lightning-like charge in to that of a dragon head with his chakra. Because it is seeking out another electric potential this technique rarely misses its target.
Cp cost: 200
Dice Rolls: 4
Damage: 100 - 200 + chakra mod.
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning affinity, Chakra Control 35, Ninjutsu 33
Training: 4 stages
Stage I: Chakra Control DC 45 Use your chakra to seek and generate static charge around you and into a sphere in your mouth.
Stage II: Chakra DC 28 {d20 + chk mod} Increase the potential difference of your electricity and continue to build up the charge.
Stage III: Chakra Control DC 48 Practise aiming and unleashing the technique accurately on targets.
Stage IV: Ninjutsu DC 48 Combine the previously learned elements.
Special: Add +12 to the Reflex DC for this jutsu.

A-Rank

Taijutsu-

D-Rank

Style: Gouken (Strong Fist)
Gouken aims at inflicting external damage and breaking bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.
Cp cost: ----
Dice Rolls: n/a
Damage: Basic Taijutsu Damage increases to 5 - 12.
Requirements: Taijutsu 5, Strength 12.
Training: 2 stages.
Stage I: Strength DC 12. Punch hard surfaces with weights strapped around your arms.
Stage II: Taijutsu DC 17. Punch through less hard surfaces without the weights.

Reppū (Gale)
Using their quickness and agility, the user performs a spinning kick to sweep their opponent off their feet. This technique is a good example of how even simple taijutsu can become a preeminently destructive, lethal technique. The move here is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Cp cost: -----
Dice Rolls: 2
Damage: Taijutsu damage.
Requirements: Style: Gouken, Taijutsu 9 ranks.
Training: 2 stages.
Stage I: Taijutsu DC 19. Practice spinning on one leg while keeping your kicking leg straight.
Stage II: Taijutsu DC 22. Add more speed and power to "Stage I"
Special: Enemy is flat footed after the attack and loses the Dex mod to his Dodge Bonus unless he succeeds a Acrobatics check {DC: half the damage}.

Senpū (Whirlwind)
A taijutsu technique where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint.
Cp cost: -----
Dice Rolls: 2
Damage: Double taijutsu damage.
Requirements: Style: Gouken, Taijutsu 11.
Training: 2 stages.
Stage I: Taijutsu DC 21. Practice arriving in a position capable of performing Senpu - in a brief moment.
Stage II: Taijutsu DC 23. Send heavy objects flying using the Senpu.
Special:

C-Rank

Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.

Daisenpū (Great Whirlwind)
A series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks.
Cp cost: ----
Dice Rolls: 3
Damage: Triple taijutsu damage.
Requirements: Taijutsu 24, Strength 18, Dexterity 24
Training: 3 stages
Stage I: Taijutsu DC 34 Link kicking attacks without giving a pause for counterattack.
Stage II: Strength DC 16 {d20 + str mod} Practice launching kicks hard enough and in a proper angle to propel a target upwards each time.
Stage III: Dexterity DC 17 {d20 + dex mod} Follow the target's trajectory as he is kicked higher in the air each time to complete your combo.

B-Rank

Gōriki Senpū (Strong Whirlwind)
A taijutsu technique using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength.
Cp cost: ----
Dice Rolls: 4
Damage: Four times taijutsu damage.
Fort DC: 15 + str mod + 2 per 10 points in Taijutsu
Requirements: Taijutsu 35, Strength 28, Dexterity 22
Training: 4 stages
Stage I: Taijutsu DC 45 Getting the feel of the technique, the movement.
Stage II: Dexterity DC 16 {d20 + dex mod} Increase speed of the kick through flexibility and technique.
Stage III: Strength DC 19 {d20 + str mod} Adding as much strength to the movement as possible.
Stage IV: Taijutsu DC 47 Using the technique effectively on various targets.
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.

Shofu (Rising Wind)
This jump uses the entire body as a spring by amassing power in the legs before kicking upwards. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
Cp cost: ----
Dice Rolls: 4
Damage: Double Taijutsu damage. If disarming, damage is only normal taijutsu damage.
Requirements: Taijutsu 30, Strength 22, Dexterity 26
Training: 4 stages
Stage I: Dexterity DC 18 {d20 + dex mod} Getting under an opponent's guard and kicking in a vertical strike.
Stage II: Strength DC 16 {d20 + str mod} Using the ground as a push to increase upwards strength.
Stage III: Taijutsu DC 40 Aiming for the opponent's chin to send him flying.
Stage IV: Taijutsu DC 45 Aiming for an opponent's weapon correctly to favor disarming.
Special:
*If used to disarm: Add value of [dex mod] + [str mod] to regular disarm check.
*If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
*Cannot use twice in a row.
PostPosted: Sun Oct 14, 2012 12:43 am


User-name: Qyp
Posting: frequent
Time zone: New Zealand

~Character Data~


Name: Liamat, better known as Denkou. No one calls him Liamat.
Village: Kumo.
Clan/Bloodline: n/a
Element Affinity: Lightning
Age: old, but he looks to be 8
Gender: Male
Rank: Master, Sennin.

~Appearance~


Headband: Neck
Height: 4'2
Weight: 67 lbs
Hair: His hair is tousled and black, relatively long now, fuzzy, but well kept.
Eyes: Harsh destructive yellow eyes.
Physical Description: He is built exactly like an 8 year old, but has been toned a little, not as weak as he once was.
Clothing: He wears loose black pants, a black shirt, and a black jacket with a hood
Background: As he is a master, not much is known about him, but he considers Mistress to be his mother-figure. He trusts no other masters, and only considers one person other than Mistress to be his friend, Atsu the Rogue. He does not truly trust Atsu, though they divulged a lot of information to each other. Atsu told him about Takigakure's defenses and shinobi, and Denkou told him a few personal things about the other Masters, as well as a bit about himself....

After the fall of Mistress and the other Masters, Denkou was now lost and stranded in the wilds, he eventually wandered through the lands of Yuki no Kuni. He was lost, alone, tired, sad, and there was no one to help him. He was a feared person after all. Why would summon help him, when he was destruction.
After a day of wandering, he finally stumbled upon a house, he waddled over, shivering in the icy winds. It was amazing he wasn't dead, but his endurance was greater then he even knew. He knocked on the door, and a woman answered it. She stared down at the boy for a moment, and then just grabbed and hugged him. It surprised him a lot, he expected to be booted away. He was pulled into the house and given warm dry clothing, and a hot meal. The woman actually had a husband, who was curious about the boy instantly, and began to give his full attention, asking where he came from. He just said his mother just died, and that he could only rely on himself. But man and woman looked at each other, nodded and then said they would look after him until he was ready to leave. Denkou was in total shock. He had never known kindness like that, except from Mistress.

Over the next three years, and he was getting used to this family, and used to this new lifestyle of being a child, of being a normal person. He was used to doing chores, used to never getting his way, but tantrums still was at the back of his mind. He never revealed who he really was, but it was time to get to Kumo. He had been thinking about it for a few months now. He heard that there were a few changes to the Raikage, one that was there briefly, but then caught an illness, so another came and replaced him. If the Raikage was different, maybe people would forget who he really was, and he could join them all.
He told the people he wished to become a shinobi to protect them, and go to Kumogakure to learn the ways of being a ninja. But they laughed a little, not because they didn't think he could do it, because they already knew he was the Lightning Master. He was shocked once more, the kid that should shocking others with his Lightning, was the one receiving shocks all the time. Not physical ones obviously. He was given gear and food for the journey, was asked if he wanted an escort, but he declined, saying he had received enough from them already, and left for Kumo after being pointed in the direction he needed to go.

Denkou arrived at Old Kumo, which is where he remembered it being. He was greeted by ANBU, who were a little scared to know he was back, but he said he just wished to talk to the Raikage... The Raikage was sent a message, a message came back saying bring him to New Kumo.
He then found himself in the Raikage's office...

Personality: Childish, indecisive. When confronted with a very important decision, he often gets frustrated, cries, and lets Mistress decide for him. If Mistress is not there, he would have a tantrum and destroy much that he sees and destroys far less now...
His maturity has grown and all the above happens far less. But he has a more rebellious teenager side to him, even though still a kid, but his a nicer person then he was during the time of the Masters.
Other:


~Stats~

LV. 60
Experience: 0
Hp: 2400
Cp: 2400
MHp: 1620

Base + Distribute + Training + Level = Total

Strength: 20 + 15 + 00 + 00 = 35 Mod: 12
Dexterity: 20 + 60 + 00 + 00 = 80 Mod: 30
Constitution: 20 + 60 + 00 + 00 = 80 Mod: 30
Intelligence: 20 + 32 + 00 + 00 = 52 Mod: 16
Wisdom: 20 + 25 + 00 + 00 = 45 Mod: 17
Charisma: 20 + 16 + 00 + 00 = 36 Mod: 13
Chakra: 20 + 60 + 00 + 00 = 80 Mod: 30
Dodge Bonus: 107

Base Attack Bonus: 60
Attack Melee: 72
Attack Ranged: 90

Base Save Bonus: 30
Fort: 60
Rex: 60
Will: 47

~Skills~


Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): 15 (+ 30)
Alchemy (Int): 15 (+ 16)
Awareness (Wis): 30 (+ 17)
Athletics (Str): 15 (+ 12)
Chakra Control (Int): 80 (+ 16)
Concentration (Con): 35 (+ 30)
Craft (Int): 0 (+ 16)
Diplomacy (Cha): 15 (+ 13)
Escape Artist (Dex): 35 (+ 30)
Handle Animal (Cha): (+ 13)
Innuendo (Cha): 15 (+ 13)
Intimidate (Cha): 60 (+ 13)
Perform (Cha): 15 (+ 13)
Read Lips (Wis): 0 (+ 17)
Seduction (Cha): 0 (+ 13)
Sense Motive (Wis): 25 (+ 17)
Sleight of Hand (Dex): 30 (+ 30)
Stealth (Dex): 20 (+ 30)
Survival (Wis): 20 (+ 17)
Treat Injury (Int): 25 (+ 16)


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons:
Taijutsu: 45
Ninjutsu: 80
Medical Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack: 35
Puppet Play:


Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Genjutsu-

Taijutsu-

Summoning Contract-

~Possessions~


Money:

Ryo:

Equipment:


Valuables
A necklace given to him by Midori Sandaa

Qyp
Crew

Manly Lunatic


Anhouri

Tipsy Sophomore

4,700 Points
  • Mega Tipsy 100
  • Signature Look 250
  • Generous 100
PostPosted: Sun Oct 14, 2012 10:34 am


User ImageTAB
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TAB TAB TAB TAB TAB TAB TABCommanding Reserved Compassionate

Live everyday like it's your last, because in the world we're living in, It very well could be.
- Yuuki Kobayashi


Level 40 | Experience 0/2050

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TABHp MHp Cp
1320/1320 | 1280/1280 | 1400/1400
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Jounin / ANBU Head of Intelligence / Academy Instructor Kumogakure, Lightning Country


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n a m e

Kobayashi, Yuuki
h a i l i n g

A civilian Famil
a f f i n i t y

Raiton/Suiton
g e n d e r

Female
b i r t h d a y

Spring 01-01
a g e

17
h a i r

Yuuki has sandy blonde locks that lay flat against her back with a slight curl towards the very end of her long hair. The girl commonly wears her hair in a loose french braid down her back, and is very rarely seen with her hair laying flat.
e y e s

Vibrant Yellow eyes lay center on round the girl's round face with long lashes lines the girl's eyes.
h e i g h t

5'1''
w e i g h t

105 lbs

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Strength 16 + 0 + 0
xxxxxxxxMod: 3
xxxxxxxxxxxxAthletics
xxxxxx22+0 | 25

Dexterity 16 + 22 + 0
xxxxxxxxMod: 14
xxxxxxxxxxxxAcrobatics
xxxxxx15+0 | 29
xxxxxxxxxxxxEscape Artist
xxxxxx15+0 | 29
xxxxxxxxxxxxSleight of Hand
xxxxxx15+0 | 29
xxxxxxxxxxxxStealth
xxxxxx15+0 | 29

Constitution 16 + 38 + 0
xxxxxxxxMod: 22
xxxxxxxxxxxxConcentration
xxxxxx7+0 | 29

Intelligence 16 + 44 + 0
xxxxxxxxMod: 25
xxxxxxxxxxxxAlchemy
xxxxxx0+0 | 25
xxxxxxxxxxxxChakra Control
xxxxxx40+0 | 65
xxxxxxxxxxxxCraft
xxxxxx0+0 | 25
xxxxxxxxxxxxTreat Injury
xxxxxx0+0 | 25

Wisdom 16 + 38 + 0
xxxxxxxxMod: 22
xxxxxxxxxxxxAwareness
xxxxxx13+0 | 35
xxxxxxxxxxxxRead Lips
xxxxxx13+0 | 35
xxxxxxxxxxxxSense Motive
xxxxxx13+0 | 35
xxxxxxxxxxxxSurvival
xxxxxx13+0 | 35

Charisma 16 + 2 + 0
xxxxxxxxMod: 4
xxxxxxxxxxxxDiplomacy
xxxxxx23+0 | 27
xxxxxxxxxxxxHandle Animal
xxxxxx0+0 | 4
xxxxxxxxxxxxInnuendo
xxxxxx23+0 | 27
xxxxxxxxxxxxIntimidate
xxxxxx48+0 | 52
xxxxxxxxxxxxPerform
xxxxxx0+0 | 4
xxxxxxxxxxxxSeduction
xxxxxx0+0 | 4

Chakra 16 + 44 + 0
xxxxxxxxMod: 25

Shinobi Skills
xxxxxxxxxxxxMelee Weapon
xxxxxx0+0
xxxxxxxxxxxxRanged Weapon
xxxxxx0+0
xxxxxxxxxxxxSneak Attack
xxxxxx30+0
xxxxxxxxxxxxPuppet Play
xxxxxx0+0

xxxxxxxxxxxxTaijutsu
xxxxxx0+0
xxxxxxxxxxxxNinjutsu
xxxxxx45+0
xxxxxxxxxxxxEseijutsu
xxxxxx0+0
xxxxxxxxxxxxGenjutsu
xxxxxx60+0
xxxxxxxxxxxxFuuinjutsu
xxxxxx0+0

Base Attack 40
xxxxxxxxxxxxDodge Bonus 66
xxxxxxxxxxxxAttack Melee 44
xxxxxxxxxxxxAttack Ranged 54

Base Save 20
xxxxxxxxxxxxFort 42
xxxxxxxxxxxxRex 34
xxxxxxxxxxxxWill 42

Base Taijutsu
xxxxxxxxxxxxFinal Damage 1-6

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Taijutsu


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
    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: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. 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
    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
    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
    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.

    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
    Special: +2 to your Escape Artist roll when escaping from rope.

    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
    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.

    Kanashibari no Jutsu (Temporary Paralysis Technique)
    A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
    Cp cost: 40
    Dice Rolls: 3 Rolls
    Damage: N/A
    Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
    Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.

    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.
    Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.

    Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
    This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
    Cp cost: 70
    Dice Rolls: 4
    Damage: N/A
    Reflex DC: N/A
    Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.

    Raiton: Raishindou (Lightning Release: Lightning Surge)
    The user slams his hand onto the ground and causes lightning to spread from his hand to underneath all opponents.
    Cp Cost: 80 Cp
    Dice Rolls: 3
    Damage: 55 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
    Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Special: All opponents and allies must succeed a Reflex save or take full damage from the technique and then have to roll a Fortitude check. If victim fails Fortitude check, he suffers -5 to all movement rolls in his next turn.

    Raiton: Jibashi (Lightning Release: Electromagnetic Murder )
    This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
    Cp Cost: 95 Cp
    Dice Rolls: 3
    Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
    Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

    Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
    After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
    Cp Cost: 80 Cp
    Dice Rolls: 3
    Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
    Reflex DC: n/a
    Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
    Special: Used after a successful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.

    Rai Bunshin no Jutsu (Lightning Clone Technique)
    Developed in the halls of Amegakure but used by Lightning Element ninja the world over. This technique gathers the negative ions in the air and binds it with your chakra to form a clone of your likeness. To touch these clones is to get quite the shocking surprise.
    Cp cost: 60
    Dice Rolls: 3
    Damage: 10 – 25 + chk mod
    Reflex DC: N/A
    Special: Each clone has half your stats and 50 Hp. Clones cannot use ninjutsu or genjutsu and are maintained for [user’s chk mod + 10] turns.



Genjutsu

    Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
    This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
    Cp cost: 12
    Dice Rolls: 2
    Damage: 10 - 25 + int mod
    Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu

    Extrasensory Pulse
    A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brain's commands and sends all 5 senses into hyperdrive. The sense of smell is increased to well beyond even what a dog can have, the sense of sight becomes extremely sensitive to light, the sense of hearing exceeds even that of a dog or bat, the sense of touch is accelerated to and attached to nothing but the pain center of the brain and heightened beyond any known limit and the sense of taste is heightened as well. This all occurs far too fast for one not accustomed to these things to utilise. Due to the extra electricity being produced by the brain while under this genjutsu, the brain will eventually reach a state where it tries to protect itself and resets itself, instantly breaking the genjutsu. So this is only good for one turn but it goes a long way to give you a good free shot.
    Cp Cost: 130
    Dice Rolls: 5
    Damage: 180 - 300 + int mod
    Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
    Special: -15 to all checks with the penalty decreasing by 1 per subsequent round. So -15 on the first round, -14 on the second round and so on.

    Kokuangyo no Jutsu (Bringer-of-Darkness Technique)
    A genjutsu which exerts an hallucinatory effect upon the eyesight, stealing all light away. A world of darkness, as if a thick, jet-black curtain had been dropped. No matter how skilled someone is, they have no option besides turning into sitting ducks. This effect allows the user to attack unseen. Although it negates sight, it does not stop the other senses. In essence, the opponent can sense, hear and smell out the user of the technique.
    Cp cost: 80 + 15 per post
    Dice Rolls: 5
    Damage: N/A
    Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
    Special: Target is considered Blind.

    Shi no Kumi no Jutsu (Death Foreseeing Technique)
    This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
    Cp cost: 120
    Dice Rolls: 6
    Damage: 200 - 300 + int mod
    Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
    Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.

    Sensory Deprivation
    This is an extremely hard jutsu to get past an opponent due to the body's innate defense against such a thing. Working on the same premises of Extrasensory Pulse, the user moves their chakra into the opponents mind and tricks the mind into working in a specific way on the senses. In this case, to shut down the senses. All 5 senses begin to dwindle to nothing. However, just as before, the mind has automatic defenses against such an act and thus automatically attempts to reset itself when the electrical level in the body gets to dangerous levels. This automatically shuts off the genjutsu.
    Cp Cost: 200
    Dice Rolls: 7
    Damage: 300 - 500 + int mod
    Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
    Special: This jutsu completely shuts down all senses one turn at a time.
    1st post loses taste.
    2nd post loses touch. Talking based skill checks, Dodge and Reflex and all attack rolls and DCs are reduced by half.
    3rd post loses smell. All smell-related checks are reduced by half.
    4th post loses hearing. All all hearing-related checks are reduced by half.
    5th post loses sight. If you stay within this jutsu till the 5th post, all checks drop to 0, making the target a complete and utter sitting duck.
    This complete effect lasts one post. They regain +1 to their checks per round afterwards until they get back to normal.

    Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
    This technique causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
    Cp cost: 160
    Dice Rolls: 6
    Damage: 200 - 400 + int mod
    Will Save DC: 20 + int mod + 2 per 10 ranks in Genjutsu
    Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.



Fuuinjutsu


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