Jump to content
PhantasyIV

Tsuchiiro-hi Kata

Recommended Posts

~Basic Info

Name: Tsuchiiro-hi Kata

Village: Suna

Clan: Tsuchiiro-hi of Suna

Rank: Jouunin

Age: 20

~Appearance~

-Height: 5'10"

-Weight: 143lbs

-Hair Color: light brown, hangs loosely to his brow. The ends are damaged as though crudely cut.

-Eye Color: Bright Blue

-Clothing: White shirt with clan emblem on the back, tan pants, fingerless

gloves, and kung fu shoes.

-Physical Description: Slightly tan complexion, surface veins are pale. Pattern looks like the light reflections surface of water, almost like lightning; Looks healthy with a mild amount of muscle.

Story/Background:

Make the most of your jutsu in combat. That is the only teaching Kata has taken to heart, or at least the ash covered organ that was once a heart, from his parents. Not a child of evil or good, his only intent is for his clan: its well-being, preservation, and if necessary, its superiority. The desert is a place where mirages are born. Between blood and birth he has had talent for, and been taught the way of mirages. The way of Illusion. Illusions, that like the desert, are cruel and unyielding. His blood burns with the heat of the desert, brought on by the ashes that surround him when he enters combat. With his freedom a wind kicks up more sand, covering his back as he looks around the stadium. His vision recalls the earliest battle he can remember witnessing. His parents were on different teams in the Jounin trials. Although nothing else from that time is clear in his memory. In one instance they were pit against each other. Putting their personal "feelings" aside they went into combat. Knowing each other fearfully well. With open and unblinking eyes he watched his parents go blow for blow against each other. His caretaker for this event made sure that he did not turn his head - He hadn't flinched. It is a mystery as to why this conflict does not bother him. He recognizes the need to be like them and know the enemy in and out. Find and exploit the other’s weaknesses with every capability in their arsenal when the overall objective is the most important aspect. He also recognizes that they killed each other in pursuit of their ambition.

The memory kept him coming back to the arena. He once was eager to train to become better than they are, to become the best and allow no quarter to his enemy. His parents are his role models... He felt nothing of grief from their deaths. When his caretaker tried to remind him of his age, he would revolt. The caretaker's fatal mistake was to one day say "If you don't need me, prove it." It was supposed to be a challenge to Kata to train and prove that he had learned enough to become independent. Kata slew him at the first opportunity, figuring that surely he did not need a caretaker weaker than he was. He was only a boy and "boys will be boys". He was put into almost solitary confinement, being taught only by one Chunnin that would consistently put him in his place when he attempted escapes. He truly learned what patience meant, and began to associate their resistance with testing him. Their teaching also came in the form of various jutsu scrolls that he could read but not execute due to their complexity and the commonality of them being Ninjutsu for the country o fhte Wind and Sunagakure no Sato. Kata would try any- and everything he could to escape until eventually began to understand how not to let his ambition get the better of him. The closest thing he has to a hot temper is being held back by interruption, and seeing his efforts thwarted easily. Weakness around him is no trouble so long as there is no weakness within.

He had been taught extremely well, although he has developed a certain arrogance from his edition of training. He had an active imagination while in solitude, harming his ability to decipher reality. Even to someone so indifferent to external loci, his own thoughts were sweet. He imagined battle after battle, trial after to trial, until he “won” nine “championships”. One for every year he was in confinement. He even started creating figments of his opponents with a combination of Henge no Jutsu and Bunshin no Jutsu to imagine his opponents. Gennin put on guard for him found intruders running rampant from his tactics, and that is why the higher level.

Chunnin were brought to be his guards. They gave him basic knowledge. Made him study. No matter how strong his techniques became (and to them they were not that strong by comparrison) they knew his tricks were his weakness. Having that kind of control, he could be released with such a low skill level. Whether they had realized it or not, Kata became his own trainer despite their teachings. Merely an academy student at the time, he was released.

The exact day he left confinement, the Chunnin that watched over and taught him gave him his village amulet. Tying it to his forehead and tucking it under the tuft of hair that looms there, Kata began a search for a team. He set off to the stadium, eager to learn new "tricks" of the trade. If there's anywhere he'd learn it, it's where people fight with everything...

...A year passes, yielding a few minor missions and one moderate mission that changes Kata's opinion of those around him. His inter-village mission to save the Tsuchikage had taught him that a minnow in a shark fight is useless, as he was merely swatted away by stronger foes. Even more so this is proved in the great invasion of Suna. Even after training harder than he has ever been trained before that moment and becoming a Chuunin under the (then) Kazekage, he learns more about deception. One of his training partners had been an agent of the enemy invading force. When the invader shoved his blade through Kata's skull, Kata had manipulated his Oboro bunshin from out of sight to shed blood and fall to the ground like a ragdoll. The way anyone would after being killed in cold blood.

His Removed Image jutsu blending him perfectly to the desert with its lack of detail. When the traitor and attackers left, Kata allowed his hazy replication to dissipate. For the next two years he hides in the desert, using his Removed Image technique to hide when necessary, and Henge to hide his village amulet as a mere gray headband of the same dimensions. Out in the open as he had for the year previous. Every night he thought of the one time he felt rain. The only memory Kata considers pleasant. The rest were merely learning experiences.

NCIA/Fang Campaign: After a time of dormancy and meditation that followed a seemingly endless stream of Jounin and Sennin masters, Tsuchiiro-hi Kata emerges from hiding to discover the NCIA are out of Suna. His anger for not being a part of the force to overthrow them was great, but he soon found himself on the route to Iwa. A message had been left for him by another nin who might as well count as part of his team after two years of hiding and months of intense training in preparation to rid Suna of the NCIA. Once in Iwa, he is roped into a quest by a nin named Rai. Kata had gone to Iwa to improve himself, and such a mission provided him a chance to do so. For the duration of this mission, Kata had disguised himself as Rai in case of NCIA hunter-nin... In hindsight. When one of the clients of the mission asked if he was Rai, Kata instantly put on another persona with which to complete the mission. The mission is a success and he comes back from it with a pair of flowers. He had purchased them from a girl vending them in a marketplace of the mission for her help in the mission, and gave one to Rai to wear to keep the illusion going (whether or not Rai knows about this is another story).

With the completion of the B-Rank mission, Tsuchiiro-hi Kata is assigned to a mission alongside the ally he had come to seek, essentially filling the role of a hunter nin to capture an escaped NCIA prisoner. The trail was a hot one and they soon enough found themselves fending NCIA recovery teams and finally the fugitive himself, ultimately bringing him back in. Upon his return to Suna, the new Kazekage sends the pair of them on a C-Rank mission and awards them their Jounin ranks... Just in time for a breif training session and to be sent to Fang as part of the initial force to land in the invasion of several nations. After securing the gates to the main city of Fang, and decimating the Hunter-nin base with two nin he had known well, Kata awaits the conclusion of the campaign to cleanse the country of Fang.

~Personality

Demeanor: Cold. As an illusionist he feels that the most deceptive expression is a blank one. Due to his prolonged time in cofinement, he is now edgy around small spaces in light of the comparitive freedom of the expansive desert.

Likes: Rain, Mastering Jutsu, Advancement

Dislikes: Lack of self discipline in others, interruptions from training, small spaces.

~Favorites~

-Food: Chicken

-Color: Sand (tan)

-Music Genre: Traditional

-Book Genre: Jutsu Scrolls

-Hangout: Suna Desert

Ninja Stats

Level: 75

TXP: 25,277/25,400

-Stats(out of 8000)

(Health Power) 600

(Stamina) 600

(Chakra) 1,080

(Taijutsu) 600 (+120/+90/+60)

(Defense) 600->680 (-170)

(Ninjutsu) 320 (+80)

(Resistance) 600->680 (-170)

(Genjutsu) 1,100 (+/-275)

(Concentration) 1,000 (+/-250%)

(Speed) 800 (+200/+100)

(Accuracy) 400 (+100%)

(Evasion) 400->480 (-120%)

Skills:

(45/49 skill points used; 2 Pts @ Level 80)

<+10 Level 10> <+20 Level 50> <+8 Level 70>

[+38 Level]

<+2 Gennin> <+2 Chuunin> <+3 Jounin>

[+7 Rank]

<+2 Hindering>

Bloodline [17]

(Ashen Sight) <10>

Cost: 5% total chakra to active, 5% total chakra upkeep

Rank 1: The Kumouzume forms in the true eyes, and the Uzuchime opens slightly, granting limited sight and manipulation of the effects thereof.

Effect: +60 Concentration while active

Cost: -2

Rank 2: The Kumouzume forms in the true eyes, and the Uzuchime opens a little more, granting longer sight and more effective manipulation of the effects thereof.

Effect: Enemy Genjutsu of equal or lesser rank to nin last -1 turn (minimum 1) on this character.

Cost:-2

Rank 3: The Kumouzume forms in the true eyes, and the Uzuchime opens almost entirely, granting extremely good sight and advanced manipulation of the effects thereof. The Uzuchime will glow a light pink while the Komouzume will glow a light gray.

Effect: While active, Genjutsu this Tsuchiiro-hi use with a cost greater than 40 chakra have their cost decreased by 20

Cost: -3

Rank 4: The Kumouzume forms in the true eyes, and the Uzuchime opens entirely, granting perfect sight and masterful manipulation of the effects thereof. The Uzuchime now glows a blood red when active, and the Kumouzume glows white. The whites of the eyes are now black (on both pairs).

Effect: Genjutsu that increase this Tsuchiiro-hi's stats gain +20 to the final effect

Cost: -3

(Ashen Skin) <7>

Rank 1: Character takes -10% damage from weapons and martial arts (punching/kicking) and is immune to blood loss'statuses (NOTE: once this rank is taken, this character cannot use summoning techniques -2

Rank 2: Character gains +10% to blocking chance (if a 75 is needed, a 61 still counts as blocked) against Nin and Tai -2

Rank 3: Character takes -20% damage from weapons and martial arts (punching/kicking, doesn't stack with Rank 1) -3

Specialties

Water Specialty

Cost: 0

Effect: User can use water based ninjutsu (no need for Subtle Elements) and has a +10% stat reduction or addition with all attacks. Water-derived jutsu cost one less JP to a minimum of 1.

Description: Naturally aligned to the element of the water, this character has a natural tact at using and manipulating water to their bidding. These characters are often solemn, and have uncannily good aim.

Lightning Specialty

Cost: 0

Effect: User can use lightning based ninjutsu (no need for Subtle Elements) and has a +10% chance to hit with all taijutsu and ninjutsu attacks. Lightning-derived jutsu cost one less JP to a minimum of 1.

Description: Naturally aligned to the element of the lightning, this character has a natural tact at using and manipulating lightning to their bidding. These characters are often good at making stinging blows and stunning dodges; their motto could well be "Float like a butterfly, sting like a bee."

Positive [28]

Name: Sandcastle Sovereign

Effect: The user can use Sand jutsu without having the ability to use Earth, Wind, or even Twisted Colors.

Description: Having lived in Suna and being taught with sand jutsu the ninja is able to use such jutsu without the great effort normally required by this.

Requirements: Suna Ninja.

Cost: 0

Ranks: 1

Skill Name: The Path of the Scholar

Description: Although quite rare, a few Ninja proceed down the path of the scholar, spending a lot of time in research and in trying to understand the world around them. These Ninja are not to be underestimates, however,as they can be quite deadly.

Effect: Character gains 1 extra Jutsu Point per level

Scholarly Mastery:

-May gain 2 ranks of 'Scribe' for 1 skill point.

-May gain 2 ranks of 'Scroll Arts' for 1 skill point.

Cost: -1

Restriction: Must Study!

Nomad: Desert Terrain Bonus Gives +%20 speed in sand. A ninja was this skill doesn't suffer the slowing effects of sand terrain. -1

Quick Learner +10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff are not included in this. -2

Second Wind Upon reaching 0 health, user regains 1Hp, but only once per battle. -2

Knowing the Elements Once per your rank in this skill you may negate the damage from a Ninjutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu.-2

Iron Will Once per your rank in this skill you may negate the damage from a Taijutsu attack against you. The incoming attack must be at least of the rank of your own. This may not be used against an attack from a Ninja of higher Ninja Rank to your own. Does not negate the effects of selected jutsu. -2

Genjutsu Shaper For every rank in this skill your genjutsu will last a post longer, to the max of 5 turns. -2

Scorpion Style: +2% damage and +2% to evade the turn after this technique was used. Does not stack. -1

Name: Lead off

Bloodline: No

Effect: 1 per battle per rank, if this nin uses an attack with the Half or Full Opening characteristic, they may allow an ally who knows the technique opened for to gain the bonus for it instead of him/herself. This effect may only take place between the use of the technique with Half or Full opening and the first turn this nin has in the next combat round.

Description: When using a jutsu that leaves the target susceptable to yet another one, this nin instead steps back and lets an ally take their place to continue the chain of actions.

Cost: -1

Rank 2 (Jounin teaching)

Strategist Once a battle, and only once, you may choose to have any one of your attacks become a critical hit for 1.5 times its usual damage. -3

Name: Auto-Hypnosis

Bloodline: No

Effect: If your Concentration stat is higher than the target(s) of a Genjutsu you use, its effects last an additional turn (no more than 5)

Description: By placing themself in a trance, this nin more readily uses Genjutsu, thus allowing it to last a litte longer.

Cost: -1

Name: Hiveminded

Bloodline: Tsuchiiro-hi of Suna

Requirement: Ashen Sight rank 1 or higher, Level 5

Effect: For every rank in this skill, the user may allocate an additional +5 x #Bunshins (s)he has to either Accuracy or Evasion.

Description: Through prolonged use of clone techniques the nin is able to co-ordinate the duplications they make in more useful ways.

Rank: 2/2

Cost: -2

Mental Supremacy

Bloodline: N/A

Description: Through the constant use of Genjustsu, a ninja can start to mold his or her chakra more efficiently when using techniques that are designed to hurt an opponent mentally (ghost damage) rather than physically. With this skill, a ninja would apply their normal Genjustsu modifier (+5 for every 20 Gen) to ghost damage instead of the normal one half modifier (+5 for every 40 Gen).

Cost: -5

Chakra Barrier: Take 90% Ninjutsu damage -2

Iron Will: Take 90% Taijutsu damage -2

Skill Name: Second Deliverance

Bloodline: N/A

Description: Finding the strength to continue through the power offered, this character is given a second chance in battle when striked down.

Effect: When Second Wind activates, character's Chakra is restored by 15%.

Restriction: Must have Second Wind

Cost: -1

Hindering

Feeble Minded Easily Affected by Genjutsu. Genjutsu techniques last twice as long on you +2

Armor:

-Head: Village Amulet

-Neck: Genjtsu Magnifier (Rank 3)

-Body: Jouunin Vest

-Waist:

-Forearm(s): Ninjutsu Amplifier (Rank 3)

-Hand(s):

-Thigh(s):

-Calve(s): Taijutsu Weights (Rank 3)

-Feet:

Weapons:

-Main Weapon:

Kuro Kobura

(Received Here)

-Sub Weapon: Tanto

-Un-equipped Slot one:

-Un-equipped Slot two:

-Un-equipped Slot three:

Items--(+15)30/40

-Pouch: 1 Shuriken, 5 Kunai, 6 needles

-Items in Vault: Nothing

-Money on hand: $233

Other Items

Genjutsu Magnifier Rank 3: All genjutsu cost 20 less chakra and do 40 more effect.

Ninjutsu Amplifier Rank 3: All ninjutsu cost 20 less chakra and do 40 more damage/effect.

Taijutsu Weights Rank 3: All taijutsu cost 20 less stamina and do 40 more damage/effect.

$5 Gift

Sunagakure no Sato Jounin Vest

Body Placement: Chest

Special:

+80 Defense

+80 Resistance

+80 Evasion

+25 Weapon Slots

Description: Beige colored, customize its description as you wish.

Obtained here.

Blue Pill:

Useable once only, lasts 1 entire battle.

Effects: Raises Chakra Total by 500.

Example: 1000 Chakra becomes 1500. One time use.

Red Pill:

Useable once only, lasts 1 entire battle

Effects: Raises Stamina Total by 500

Example: 1000 Stamina becomes 1500. One time use.

One pass for Bongo's Travel Agency.

Good for one 200 word post, to anywhere in the World.

NCIA ID Card: Lt.Col. Kaoru Mortope

Name: Candy (5)

Item Slots Taken: 1 Per 5

Effect: Recovers 5 Stamina

Description: Delicious sweets that are sure to give you a sugar rush if you eat too many!

Kalmia Latifolia (Mountain-laurel or Spoonwood)

Description: A rather beautiful large white and red flower found in mountainous regions. Usually poisonous if ingested, this breed has been grown to be not poisonous to humans, though still may harm smaller animals or deer. A rather normally seen sight in Iwagakure no Sato during the spring months.

Turkey Dinner (1): Afflicts the opponent with the status effect 'Asleep' for one turn due to the goodness of savory, delicious, family gathering around the table turkey.

.:|Bonus Rewards|:.

:|: Faded Relic :|:

Item Slots Taken: 1

Effect: This item may be sold for $200.

Description: An old, nbearly faded coin kept in the NCIA Hunter-nin base that was found during one of their man missions. It was an interesting find that had been jiggled loose when the base had been destroyed. Found in the ruins, the person whom shows this to the right merchant might find their wallets heavily fluctuated.

~Update Log~

Character Approval: 7-26-06 (MrSako), 7-27-06 (Khaos), 7-28-06 (Kouta)

Last Level Up: July 2008

~Money Log~

+$200 (Jolly ol' St. Nick)

-$1300 (Personal Transaction)

+$600 (A Mission)

+$300 (Jolly ol' St. Nick)

+$300 (B Mission)

-$4 (flowers)

-$200 (Loan)

+105 (D Mission +50%)

-$557 (Loan)

+$350 (Mission)

-$3 (loan)

-$40 (loan)

+$170 (Mission)

+$150 (Mission)

+$220 from Port technique/skill contest

+ $50 and +$60 from Azzy's Riddle Thread

+25 (Mission)

+$25 (Mission)

-$150(Genjutsu Magnifier Rank 1)

-$60 (Tanto)

+$20 (Mission)

+$20 (Mission)

+$50 (Mission)

~Battle Log~

(Spars not included)

Wins: 0 (N/A)

Losses: 0(N/A)

Draws: 0 (N/A)

~Mission Log~

Rank D: 5 for 5 (Helping the Needy, Cleaning the Park, Walking the Dogs, Save a Child, Find 'Mon Maison')

Rank C: 6 for 6 (Guard Warehouse, Retrieval 101, Infiltrate 101, Teach the Children, Distract at the Wall, Seeds of Knowledge)

Rank B: 2 for 2 (Tsuchikage Not Dead?, Assassination)

Rank A: 2 for 2 (Capture Fugitive, Hunter-Killer)

Rank S: 0 for 1 (Kumo's Invasion)[/b]

~Experience Log~

+6532 [Port]

+429 [Line] (A True Beginning)

+288 [Line] (A True Beginning)

+141 [spar] (A True Beginning)

+110 [spar] (A True Beginning)

+26 [Line] (A True Beginning)

+140 [Line] (A True Beginning)

+330 [C Mission] (Retrieval 101)

+330 [C Mission] (Infiltrate 101)

+363 [spar] (A True Beginning)

+390 [spar] (A True Beginning)

+1284 [Line] (A True Beginning)

+1042 [Line] (A True Meaning)

+401 [Line] (The Ultra Super Training Supreme)

+1650 [b Mission] (Assassination)

+165 [D Mission +50%] (Tame the Dunes)

+935 [b Mission] (Escort)

+1320 [A Mission] (Capture Fugitive (Approval thread)

+1324 [C-Mission & Line] (Approval)

+1100 [C-Missions+RP] (Approval)

+2090 [A Mission] (Hunter Killer)

+1753 [Line] (Please Hold)

+1020 [Fight] (Whispers Of The Grave)

+2113 [Arc] (Sundered Earth)

Edited by PhantasyIV
Link to comment
Share on other sites

Jutsu List:

(275/306 points used)

<+15 Level 15> <+30 Level 30> <+45 Level 45> <+120 Level 75>

[+210 Level]

<+4 Gennin> <+5 Chuunin> <+10 Jounin>

[+19 Rank]

<+2 Christmas '07> <+75 Scholar>

[+77 Bonus]

ACADEMY

Name: Bunshin no Jutsu (Clone Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 10 Genjutsu

Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction.

Damage: None

Effects: Adds +5 evasion and +5 accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it.

Points: 1

Name: Henge no Jutsu (Transformation Technique)

Type: Genjutsu

Rank: Academy Student

Cost: 5 Genjutsu

Description: Wrap chakra around your body to change your appearance. You can still use the features of the thing you can become, e.g use the claws of a clawed animal, but not to the extent of if you were that thing.

Damage: None

Effects: Change your appearance.

Points: 1

Name: Kawarimi no Jutsu (Body Substitute Technique)

Type: Ninjutsu

Rank: Academy Student

Cost: 10 Ninjutsu

Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening. You can only use this 3 times per battle.

Damage: None

Effects: Evade the next attack aimed at you. You are unable to attack the opponent the turn you use this. You can only use this 3 times per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques.

Points: 1

GENJUTSU

Name: Bullseye

Type: Genjutsu

Rank: Gennin

Cost: 50 (-10 if user has eye-based Jutsu in effect)

Damage: N/A

Description: The ninja in question sees a swirling chakra dot, similar to the dots one sees when a camera's flash goes off. These dots are fleeting, but are essentially a split second lead to the opponent's next movement.

Effect: Target is Vulnerable for 1 turn

Points: 3

Name: Conflict of Interest

Type: Genjutsu

Rank: Sennin

Cost: 224 Chakra (448 for AoE)

Damage: 6

Effect: Exposed, Receptive, Stunned, Susceptible, and Vulnerable 1 turn

Description: After a very short pain in their head(s), the target(s) recall a forgotten”memory of the user being a mysterious traveler that once pulled them out of a life-threatening situation. They end up standing and sorting out the memory as false initially.

JP: 7 (14)

Name: Countering Type - Focus

Type: Genjutsu

Rank: Gennin

Cost: 40 Chakra

Damage: N/A

Effect: Ignore 1 turn of Dizzy status effect from an incoming attack of equal or lesser rank of the user; may be used in the response phase

Description: By putting sheer focus into their mind, but out of their perception, this nin prevents some of the attacks that would send him/her reeling from throwing off the illusory game

JP: 2

Name: Countering Type - Mind Clearing Technique

Type: Genjutsu

Rank: Gennin

Cost: 50 Chakra

Damage: N/A

Effect: Ignore 1 round of being "Vulnerable"; May be used in the response phase; Usable Once by Gennin, Twice by Chuunin, Thrice by Jounin+

Description: Instead of trying to evade a Genjutsu, this nin instead dissolves some of the justsu coming their way.

Points: 3

Name: Countering Type - Willful Mind technique

Type: Genjutsu

Rank: Chuunin

Requirements: Mind Clearing Technique

Cost: 67 Chakra

Damage: N/A

Effect: Ignore 100 points drained from user to one stat from a Genjutsu (after all other calculations) of equal/lesser rank to the user; May be used in the Response Phase

Description: An enhancement of the Mind Clearing Technique, the Willful Mind Technique creates a more powerful mental barrier. The user of this technique focuses on one of their qualities as it was, preserving as much of its efficiency as possible.

Points: 3

Name: Countering Type - Disciplined Mind Technique

Type: Genjutsu

Rank: Jounin

Requirements: Willful Mind Technique

Cost: 120 Chakra

Damage: N/A

Effect: Ignore 200 points of stat loss from one stat from Genjutsu of equal/lesser rank; May be used in the Response Phase

Description: The Nin using this technique knows their abilities well enough to preserve them through an enemy Genjutsu so long as their body still functions. In addition to clearing their mind, and remembering their personal efficiency, the user of this jutsu focuses on an economy of chakra to enhance the use of the former techniques in this series.

Points: 4 (8)

Name: Dangerous Aura

Type: Genjutsu

Rank: Chuunin

Requirements: Kumouzume active (Ashen Sight from Tsuchiiro-hi clan)

Cost: 85

Damage: N/A

Effect: Target is Terrified of user for 2 turns with Impaired Sight for 1 turn, then Scared for 1 turn.

Description: When the Kumouzume open, the Tsuchiiro-hi using this technique suddenly seems to be a lot more threatening than they were just a second ago. The target of this jutsu perceives a dark gray aura with an equally dark red aura baking off of it around the Tsuchiiro-hi that seems to absorb the light around them, almost seemingly reaching for the target.

Points: 3 (Erosion 1)

Name: Decoy attack

Type: Genjutsu

Rank: Gennin

Cost: 20

Damage: N/A

Effects: Enemy distracted for 1 turn

Description: The ninja projects a bunshin of his imminent attack, making the enemy flinch into their block or dodge prematurely. While the enemy is distracted, the ninja using this technique can only use standard Martial Art attacks.

Points: 1

Name: Decrepit Invasion

Type: Genjutsu

Rank: Jounin

Requirements: Kumouzume active (Ashen Sight from Tsuchiiro-hi clan)

Cost: 84 or 168 Chakra

Damage: 6 GHOST

Effect: Sickened and Petrified 1 turn; AoE (Optional for higher cost);

Description: The "true" eyes of the Kumozume engulf the target(s), showing them a vision of a rotten, grotesque person (aka zombie) attacking and attempting to bite, scratch, or otherwise harm them anyway it can. This impressed image plays through the victims' mind(s) as though it had actually happened.

JP: 4

Name: Desert Sway

Type: Genjutsu

Rank: Gennin

Cost: 80 Chakra

Damage: N/A

Effect: User Accuracy +60 for 1 turn, Half Opening - Mirage Strike

Description: The user of this jutsu effects the mind of a potential target for the Mirage series of attacks by making their attacks seem to be insubstantial visually.

Points: 4

Name: Forlash

Type: Genjutsu

Rank: Jounin

Requirements: Tsuchiiro-hi Clan of Suna

Cost: 100 or 200 Chakra (see effect)

Damage: N/A

Effect: Bound [Paired Arms] and Shackled [Paired Legs] 1 turn; AoE (Optional for higher cost)

Description: Creates two illusiory images of the Tsuchiiro-hi in question one wrapping his/her arms around the affected target(s) arms, and legs around the legs. Provides the critical time to prepare another attack, recover from one taken, or to escape when the going gets tough.

JP: 5

Name: Kagai Bunshin (Assault Replication)

Type: Genjutsu

Rank: Gennin

Requirements: Tsuchiiro-hi clan of Suna; Oboro Bunshin no Jutsu

Cost: 5 per hit, max 4

Damage: 5 per hit (GHOST)

Effect: Requires at least 1 Oboro Bunshin under this nin's control;

Description: An advanced technique developed by the Tsuchiiro-hi clan of Suna, this technique allows the Tsuchiiro-hi using it to use one of the Oboro Bunshins they have created as an avatar to attack using what the victim perceives to be basic attacks. Often, this is used as a non-lethal method of either sparring or settling disputes with others that use this technique. Invariably useful in combat.

JP: 1

Name: Kawarimi no Nijuushin (Substitution of the Doppelganger)

Type: Genjutsu

Rank: Jounin

Requirements: At least one Bunshin in play

Cost: 30X + 30Y (Max 150) Chakra

Damage: N/A

Effect: Used in the Setup Phase; +3X% to Block chance, +2Y% to Dodge Chance (to 90%) until next Setup Phase;

* X+Y= 1-5 and no greater than the number of Oboro Bunshin this nin controls *

Description: By strategic placement of the clones under their control, this nin places them in such a way that they have a longer reaction time. Depending on the placement, the nin has an improved chance of making an incoming attack miss outright, or help the nin to stand and deliver by deflecting the blow more easily.

JP: 4

Name: Kitsunetsuki no Nijuushin (Possession of the Doppelganger)

Type: Genjutsu [Response] / Trap [Dynamic]

Rank: Jounin

Requirements: Oboro Bunshin under user's control

Cost: X+10Y Chakra / Target

X = See below

Y = rank (Gennin = 1, Chuunin = 2, Jounin = 3 Sennin = 4)

Damage: See Below

Effect: Dodge and redirect an attack made by a Clone on target of this jutsu user's choosing where Cost X = the attack's cost converted to Chakra

Conditions:

- May only be used on the Kaizen's Response Phase the turn of the attack

- May be used once per Oboro Bunshin user controls or Clone attacking user (whichever is less)

- Must be used when attacked by a Clone

- Damage still calculated as per the attacking Clone

- User loses next Main Phase

- New target must be within range of the redirected attack

- Does not work on AoE

- May only effect a number targets as dodge rolls this nin would have made against the attack redirected

- 3 Uses per battle

Description: Using the illusory nature of the Oboro Bunshin, this nin is able to temporarily "hijack" a clone and force its attack onto another target. The drawback is found when the user wants the attacking clone destroyed. The Oboro Bunshin cannot "escape" if it wants to complete the jutsu.

JP: 5

Name: Kunai Maiden

Type: Genjutsu

Rank: Jounin

Cost: 115 Chakra (230 Chakra for AoE)

Damage: 150 (GHOST)*

Effect: Each target, upon being hit, chooses either...

--- Ghost damage and Impaired Eyesight 1 turn *OR*

--- Immobilized and Stunned, and Headache for 1 turn

Description: Creates the illusion of dozens of kunai surrounding the target(s), points facing inward towards them. The victim can either wait for them to drop harmlessly after slowly needling into their flesh, or can press through the seeming wall and take the brunt of the damage, as well as having their vision obstructed by what they are passing through.

JP: 7 (+1 for Option)

Calculation: 50{stunned}+50{immobilized}+15{headache} OR 100{damage 0.67*150}+15{impaired eyesight}

Name: Hive Assault

Type: Genjutsu

Rank: Jounin

Requirements: At least one Oboro Bunshin in play

Cost: 108 Chakra+20 Chakra/Hit

Damage: 30 Ghost/Hit

Effect: +90 Gen/Con of user 1 turn(before acc/dmg calculation); Max 9 hits, cannot excede # Oboro Bunshins controlled by this nin

Description: Designed for when a swarm of Oboro Bunshin are available and the opponent has no where to go. One by one the Oboro Bunshin pick away at the opponent, striking where (s)he is the least perceptive.

JP: 8 (Evolving "Hive Assilants" 3)

Name: Kunai Bunshin no Jutsu (Kunai Replication Technique)

Type: Genjutsu

Rank: Gennin

Cost: 20

Damage: 8, or See Below

Effects: Used in Setup Phase; Gennin level Taijutsu using these kunai treated as Genjutsu- Damage becomes GHOST, and Cannot be more than 60; Accuracy/Evasion by Concentration

Description: The user of this jutsu creates imaginary kunai to throw at an opponent. Great in combination with the Shadow Shuriken Skill as the first kunai.

Points: 1

Name: Taibu Kunai Bunshin no Jutsu (Greater Kunai Replication Technique)

Type: Genjutsu

Rank: Chuunin

Requirements: Kunai Bunshin no Jutsu

Cost: 40

Damage: 16, or See Below

Effects: Used in Setup Phase; Chuunin level Taijutsu using these kunai treated as Genjutsu- Damage becomes GHOST, and Cannot be more than 90; Accuracy/Evasion by Concentration

Description: The user of this jutsu creates imaginary kunai of greater power to throw at an opponent. Is useful in a combination with Chuunin techniques due to the level of its complexity.

Points: 2

Name: Juubun Kunai Bunshin no Jutsu (Perfect Kunai Replication Technique)

Type: Genjutsu

Rank: Jounin

Requiremnts: Taibu Kunai Bunshin no Jutsu

Cost: 60

Damage: 32, or See Below

Effects: Used in Setup Phase; Jounin level Taijutsu using these kunai treated as Genjutsu- Damage becomes GHOST, and Cannot be more than 270; Accuracy/Evasion by Concentration

Description: The user of this jutsu creates the perfect imaginary Kunai. May be used with Jounin level techniques as complex as the Kage Shuriken Bunshin no Jutsu imperceptibly for example.

Points: 2

Name: Molasses

Type: Genjutsu

Rank: Gennin

Cost: 59

Damage: 15 (Ghost damage)

Effects: -55 Speed for 1 round

Description: The ninja in question does the proper handseals, and then a brown softball-sized glob appears by his hands on the last seal and projects to the opponent where it grows in size and explodes all over the target.

The target feels weighed down by a very viscous substance that slows them down once they are "splatted".

Points: 3

Name: Mollasses Bolts

Type: Genjutsu

Rank: Chuunin

Requirements: Mollasses, Tsuchiiro-hi Kata

Cost: 52 per 'bolt', max 3

Damage: 15

Effect: -60 Speed for 1 turn, may select different target(s) for additional bolt(s)

Description: An advancement from the Mollasses jutsu, Kata develops the ability to launch several of these globules at the opponent(s). As he finishes the hand seals, the softball-sized globules appear by his hands as before, and as they move to the enemy they seem to be like small spears of brown goo that splash over the opponent like a large water balloon.

Points: 2

Name: Mollasses Marbles

Type: Genutsu

Rank: Sennin

Requirement: Tsuchiiro-hi Kata (Personal)

Cost: 55/Marble

Damage: 15

Effect: 1-4 hits (may be different targets); -75 Speed/hit 1 turn

Description: The user of this technique 'throws' up to four brown marbles at his targets. Upon contact they 'explode' into a humanoid blob of the approximate size of the target and coat them,

constricting and slowing them.

JP: 4 (8)

Name: Numbness

Type: Genjutsu

Rank: Gennin

Cost: 54

Damage: N/A

Effects: Target is Numb and -30 Ninjutsu for 1 turn

Description: By creating a sensation of numbness, the target is unable to manipulate their fingers correctly to perform the handseals and thus takes away from the effectiveness of their techniques.

Points: 3

Oboro Bunshin no Jutsu (Hazy Replications)

Rank: Genin

Type: Genjutsu

Cost: 20 chakra per bunshin, 5 chakra as needed (cannot be reduced, see below)

Effect: +10 Accuracy/Evasion per bunshin. (Bunshins that do not go away); Restoration occurs during the Setup Phase

Description: As Bunshin no Jutsu, except when a bunshin is hit, the user may spend 5 chakra to keep the bunshin around. Effectively, the nin that hits the bunshin goes right through the bunshins.

Points: 1

Oboro Bunshin Kaizen no Jutsu (Hazy Replication Improvement Technique)

Type: Genjutsu

Rank: Jounin

Requirement: Tsuchiiro-hi Clan of Suna; Oboro Bunshin no Jutsu

Cost: 200, 50 chakra to restore (cannot reduce restoration cost)

Damage: See Below

Effect: Targets one Oboro Bunshin, which allows it to follow the standard clone rules, as well as the ones below.

- All damage dealt by the Kaizen is ghost damage.

- Taijutsu, Genjutsu, Concentration, Accuracy and Evasion scores are equal to (core nin's Genjutsu+Concentration)/3 round down.

-HP is set to 1, All other stats are set to 25% of the original ninja's stats. Restoring a Oboro Bunshin Kaizen only restores it's HP to 1, other stats are not changed.

- Add Accuracy bonuses from other Oboro Bunshins to target's Accuracy, and Evasion bonuses from other Oboro Bunshin to damage.

- The Kaizen does not provide the bonuses that a regular Oboro Bunshin does.

- User cannot be Blind or Deaf so long as a Kaizen is present.

- Kaizen can be used in any jutsu or skill that require regular Oboro Bunshin.

- May only affect one Oboro Bunshin at a time.

Description: The Tsuchiiro-hi fortify the chakra that make up their clones, creating not only resiliency, but an ability almost near autonomy. The Oboro Bunshin affected by this technique is just as hollow, but now packs a wallop.

JP: 5

Name: Padded Steps

Type: Genjutsu

Rank: Chuunin

Cost: 60 Chakra, 42 Chakra upkeep (max 4 turns upkeep)

Damage: N/A

Effect: AoE - Deafened towards this user for 1 turn

Description: By using Genjutsu, the user of this technique makes all other targets minds forget that they hear the sounds they make as they move, speak, act, everything so long as the jutsu is held in place.

Points: 2

Name: Pins-N-Needles

Type: Genjutsu

Rank: Gennin

Cost: 40

Damage: N/A

Effects: -30 Defense for 2 rounds

Description: The opponent feels like they are constantly being stabbed by sharp objects, thus lowering their pain threshholdas they act.

Points: 2

Removed Image

Rank: Genin

Type: Genjutsu

Cost: 48 chakra, 34 chakra upkeep (max of 4 upkeeps)

Effect: +40 Evasion, +20 Accuracy

Description: By using chakra to disrupt the light waves around them, a ninja with this technique can make them harder to pinpoint, much less even see. At beginning levels, the user is a distorted blur in their surroundings. With the right skill, this can elevate to invisibility. Makes a very powerful method of nondetection in missions.

Points: 3

Secret Might (Kyuusho Chikara)

Type: Genjutsu (Water)

Rank: Gennin

Cost: 60

Damage: 60 Ghost Damage

Effect: Damage dealt is "ghost" damage. If the damage would cause the target to die they are completely stunned for one post instead. Jutsu Rules for ghost damage explaination.

Description: The user creates the form of any type of water jutsu they wish, regardless of level or restrictions, and uses the phantom jutsu to crush their opponent, shocking them senseless.

Points: 3 2

Name: Shukusatsu no Nijuushin (Blight of the Doppelganger)

Type: Genjutsu

Rank: Jounin

Cost: 80 Chakra, 56 Chakra upkeep

Damage: N/A

Restriction: Affects each clone/bunshin once (may pay full price as upkeep to refresh for all present)

Effect: AoE;

- User may treat any clone/bunshin affected by this as an Oboro Bunshin under their control

--- No Acc/Evs bonuses

--- No creating Oboro Bunshin Kaizen

- While in effect Oboro-Related jutsu is considered a trap

(This technique is considered the trap for bonus purposes. If all different Oboro jutsu are used, the second still has a +18% bonus, the third a +16%, etc. as a normal trap)

Description: At the time of use of this jutsu, all of the clones and bunshins in play are given a genjutsu mask that makes them appear like the user. While a good shinobi knows which clones are under their control, they rarely expect an attack that uses their own clone as a launching point.

JP: 2

Name: Sluggish

Type: Genjutsu

Rank: Genin

Cost: 60

Damage: N/A

Effects: Target has -50 Taijutsu for 1 turn and "Tired" status for 2 turns (simultaneous)

Description: The user of this Jutsu transmits the idea into the target that they are feeling the passage of time go by slower. With this in effect, the target will attack at the wrong times and places. In addition to the misplacement of attacks, they also feel more of the strain and muscle use of every movement which for the duration of this jutsu will cause fatigue until they return to normal speed.

Points: 4

Name: Terrifying Aura

Type: Genjutsu

Rank: Jounin

Requirements: Kumouzume active (Ashen Sight from Tsuchiiro-hi clan)

Cost: 210

Damage: N/A

Effect: AoE Terrified and Impaired Eyesight 2 Turns, Scared 1 turn

Description: When the Kumouzume open, the Tsuchiiro-hi using this technique suddenly seems to be a lot more threatening to everyone present for the fight. Everyone perceives a dark gray aura with a bright red aura baking off of it around the Tsuchiiro-hi that seems to absorb the light around them.

Points: 5

Name: Threatening Aura

Type: Genjutsu

Rank: Gennin

Requirements: Kumouzume active (Ashen Sight from Tsuchiiro-hi clan)

Cost: 40

Damage: N/A

Effect: Target is Terrified of user for 1 turn, then Scared for 1 turn.

Description: When the Kumouzume open, the Tsuchiiro-hi using this technique suddenly seems to be a lot more threatening than they were just a second ago. The target of this jutsu perceives a dark gray aura around the Tsuchiiro-hi that seems to absorb the light around them, but does not hinder their vision.

Points: 2

Name: Trap Type - Abrupt Haze

Type: Genjutsu [Trap; Dynamic]

Rank: Chuunin]

Cost: 39

Damage: 5 (GHOST)

Effect: Fazed and Distracted 1 turn

Description: When the Oboro Bunshin in question is struck, it erupts into a blur of distorted color and sound that wash over its destructor's mind briefly and cause him/her to be disoriented for a moment.

Conditions:

-Must be used within one turn of an Oboro Bunshin being destroyed

-The Oboro Bunshin may not be regenerated

-At least one Oboro Bunshin must be destroyed and not have already had a trap related to it used.

-May only be used once/turn

JP: 2

Trap Type - Backlash

Type: Genjutsu [Trap; Dynamic]

Cost: 20 per bunshin destroyed

Rank: Gennin

Damage: 20 per Clone.

Effect: Enemy takes Ghost Damage (if their HP is put to 0 or less, it is instead at 1 and they are Stunned for 1 round). The Oboro Bunshin is lost and cannot be held onto for the 5 chakra cost if this jutsu is used. If more than one are set off, apply multi-hit rules. User cannot use offensive actions in their main phase.

Description: As an Oboro Bunshin from this nin is hit by an attack, a backlash of mental energy hits the ninja responsible for destroying it.

Conditions:

-Must have at least one Oboro Bunshin in play

-Enemy must miss with a non-Genjutsu attack

-Must be used in the Response Phase

Points: 1

Name: Trap Type - Amplified Backlash

Type: Genjutsu [Trap; Dynamic]

Rank:Chuunin

Requirements: Tsuchiiro-hi Clan of Suna

Cost: 40 Chakra/Use

Damage: 60 GHOST/Use

Effect: May only be used in a Response phase; Treated as "Backlash" for purposes of relevance to other Jutsu in combat; Cannot attack in the next Main Phase

Description: The second level of the Backlash technique, this jutsu treats the clone as a completion of a chakra circuit between the attacker and the defender, sending a sharp pulse of mental energy into the attacker that destroys an Oboro Bunshin.

JP: 2 (1 if Backlash known)

Conditions:

-May only be used if an Oboro Bunshin controlled by this nin is destroyed this turn

-May be used once/turn

Name: Trap Type - Penultimate Backlash

Type: Genjutsu [Trap; Dynamic]

Rank: Jounin

Requirements: Tsuchiiro-hi Clan of Suna

Cost: 60 Chakra/Use

Damage: 100 GHOST/Use

Effect: May only be used in a Response phase; Treated as "Backlash" for purposes of relevance to other Jutsu in combat; Cannot attack in the next Main Phase

Description: The Jounin rank of the Backlash technique, this jutsu utilizes the chakra used to create the Oboro Bunshin as a trigger instead of the actual threat to severaly damage the unfortunate assailant that destroys the Oboro Bunshins this nin controls.

JP: 2 (1 if Amplified Backlash known)

Conditions:

-May only be used if an Oboro Bunshin controlled by this nin is destroyed this turn

-May be used up to twice/turn

Name: Trap Type - Ultimate Backlash

Type: Genjutsu [Trap; Dynamic]

Rank: Sennin

Requirements: Tsuchiiro-hi Clan of Suna

Cost: 70 Chakra+60 Chakra/per hit (See Effect)

Damage: 90 GHOST/hit

Effect: 2-4 hits (chosen each use); Target Dizzy and Confused 1 turn; Treated as being named "Backlash" for purposes of relevance to other Jutsu in combat

Description: The Sennin rank of the Backlash technique, this jutsu utilizes the chakra used to create the Oboro Bunshin as a tripwire. When the bunshin is destroyed, the chakra used to make it seems to shatter into several pieces onto the assailant.

JP: 5 (10)

Conditions:

- May be used once per target per turn

- May only be used in a Response phase

- Cannot act in next Main Phase

Name: Trap Type - Mollasses Burst

Type: Genjutsu [Trap; Dynamic]

Rank: Gennin

Requirements: Mollasses, at least Oboro Bunshin no Jutsu in effect

Cost: 48/use

Damage: N/A

Effect: -60 Speed/Oboro 1 turn (multi-hit rules where applicable), cannot regenerate the Oboro Bunshin

Description: When dissolved, the Oboro Bunshin becomes a brown ooze resembling mollasses and 'coats' the one that destroyed it in a substance that hinders movement.

Conditions:

-Must have used "Backlash" this Response Phase

-Cannot be used more than (# Oboro destroyed - # Oboro traps used this turn)

-Used in the Setup Phase

JP: 3

Name: Vanish

Type: Genjutsu

Rank: Jounin

Cost: 100 Chakra, 70 Chakra upkeep (max 4 turns upkeep)

Damage: N/A

Effect: AoE - When the user of this jutsu is attacked, the opponent is considered 'Blind' for Accuracy calculation.

Description: The user of this jutsu tricks all others present into remembering the terrain as it was before they move into it, never allowing their eyes to perceive the user as they act.

Points: 3 (6)

147 JP

NINJUTSU

Air Raid (Kuuki Shinryaku)

Type: Genjutsu (Lightning)

Rank: Chuunin

Cost: 60 Chakra(may pay more in increments of 20)

Effect: Lower opponents Taijutsu, and/or Evasion by UP to 120 stat points, these effects last for 3 turns . If you pay an Additional twenty you may remove 40 more stat points.(this varies also on your Genjutsu skill, and opponents Concentration)

Description: Invade your opponents mind, to make them feel like they have been struck with lightning. This causes seisures througout the opponents body, making them less of a threat.

Points: 2 (1)

Armor of Sand: Rank 2 (Suna no Yoroi)

Type: Ninjutsu (Sand)

Rank: Jounin

Cost: 200; 160 to repair.

Effect:: Used in the Response Phase. Creates an Armour of Sand around the user with 300 health points. May prevent damage (not effects) from any non-Genjutsu attacks aimed at the user. If the health of the armour is reduced to 0 it may be repaired in the immediate set-up phase in the turn which it was broken for 160 Chakra; else they will have to pay the full intial cost when next used . May repair the Armor to full health points for the same repairation cost of 160 in the set-up phase. User may act in the turn as normal. Armor of Sand does not stack with one another.

Description: The secret armor of the wind people. This armor is weaker than the shield or sphere of sand, but comes at the use of heightened maneuverability. The user may attack while the armor is on still, and can activate it faster than one could blink if in danger.

Points: 5

Body Freeze Skill (Kanashibari no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 100

Effect:s:

- Cannot be dodged. Opponent rolls 1d100.

- If they roll higher than 25, then they skip their next response and main phase.

- May only target the same opponent with this technique after 4 turns since they were last effected by it.

- May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin.

- If target is of two ranks or higher than the user, they are unaffected by this technique.

Description: Used to cause ones opponent to lose the advantage of movement. Freezing them in their tracks, this Jutsu creates an opening for a more dangerous attack. Most Anbu Ninjas seem to know this technique.

Points: 4

Name: Cyclone Inflamation

Type: Ninjutsu[Wind]

Rank: Chuunin

Cost: 96

Damage: 30/Hit

Effect: 4 Hits (may be different targets); Damage is unmodified if target is Bleeding;

Description: Mini-cyclones of wind ravage one to four targets, finding ways into the wounds and nearly ripping them open further. Defenders against this technique quickly learn that blocking with a damaged body part leaves them just as susceptible as standing perfectly still.

JP: 5(Erosion 1) 4 (Erosion 1)

Desert Coffin (Sabaku Kyuu)

Type: Ninjutsu (Sand)

Rank: Chuunin

Cost: 120; 80 upkeep

Damage: 20

Effect: Opponent may attempt to break free every Response phase at the cost of 5% of their total Stamina OR Chakra; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. For every turn they are trapped inside within the Jutsu they are dealt 40 unmodified damage. The trapped may not do anything other than attempt to break free while trapped, and they may not be targetted by jutsu (enemy or ally) with the exception of Desert Graveyard. This jutsu may be disengaged in the set-up phase, but the user may not attack the target in the turn that they do so.

Description: The hand of sand that strangles the life out of those unwary. This is one of the most diabolical jutsus in the wind ninjas arsenal and had best be avoided at all costs.

Points: 4

Desert Graveyard (Sabaku SouSou)

Type: Ninjutsu (Sand)

Rank: Jounin

Cost: 250

Damage: 100

Effects: Target must be trapped within Desert Coffin. Opponent makes an attempt to break free for no cost; roll d100 + opponent's level - user's level. If roll is equal to 50 or greater, opponent breaks free. If the opponent breaks free they suffer half the damage. Damage dealt by this technique is unmodified. Desert Coffin is ended after this has been used.

Description: Through the will of the user, the sand already wrapping a target because of Desert Coffin will implode and crush whatever is within. When used to kill a person, the death is so quick that there isn't even time to feel pain.

Points: 6

Name: Hazy Sacrifice

Type: Ninjutsu

Rank: Chuunin

Requirements: Any Bunshin/Clone Jutsu in effect

Cost: 64, upkeep 48 (max of 4 upkeep)

Damage: See Below

Effect: +80 Evasion to user; If an enemy uses any Nin/Tai, they destroy a clone even if they hit; May be used as a stance in the Setup Phase

Description: One or more of the clones/replications that the user of this jutsu possesses place themselves in front of him/her and mimic the movments perfectly to create displacement and allow the nin a greater response time. Unfortunately, this clone/replication becomes lost if the enemy attacks in this formation.

JP: 3

Hurricane (Shippuu)

Type: Ninjutsu (wind)

Rank: Gennin

Cost: 20

Damage: 10

Effect: This ability leaves an opponent staggered for their next post, cutting all attack attributes in half when trying to hit with any ranged attacks or jutsus.

Description: A flurry of wind surrounds the target, spinning them wildly and lifting them a bit off the ground before slamming them back down. It does little damage, but leaves their perception highly skewered and makes ranged attack difficult.

Points: 1

Lightning Type; Chain Lightning

Type: Ninjutsu (Lightning)

Rank: Jounin

Cost: 240

Damage: 90 Electric

Effect: Hits four times to up to 4 targets; May forfeit damage from one hit to break a destructable weapon.

Description: This nin calls a lightning bolt that forks into four prongs. These prongs are guided by chakra into anything the nin using this want them to.

Points: 6 (5)

Liquid Thorns (Sui Ibara)

Type: Ninjutsu (Water)

Rank: Gennin

Cost: 2 Chakra for each thorn (10 max)

Damage: 2 Damage for each thorn (10 max)

Effect: N/A

Description: An extremely simple technique, a Kiri nin will be able to manipulate water in the air into small spikes that are shot at the target.

Points: 1

Name: Masago Hijutsu: Sunaarashi (Sand Release Secret Technique: Sandstorm)

Type: Ninjutsu (Sand)

Rank: Chuunin

Cost: 250

Effect: Used in the Setup Phase. May not attack in the Main Phase. Changes the Terrain to: Sand The Sandstorm Terrain Effect is active for 5 turns.

Sand: -10% to Speed

Sandstorm All attacks are -50% to-hit. Targets take 10 damage at the start of their turn.

Description: A secret technique where the user utilizes their chakra to create a billowing sandstorm. When the dust settles, piles of sand litter the battlefield. Although it would seem simpler to just bring up sand from the depths of the earth to avoid a raging sandstorm, only the Kazekage, Gaara of the Sand, was able to master that technique, and only he had the chakra stores to be able to use such a jutsu.

Points: 6

Name: Suna Type - Sand Shell

Type: Ninjutsu

Rank: Chuunin

Requirements: Armor of Sand and Third Eye known

Cost: 80, 55 upkeep

Damage: N/A

Effect: User Gains Enlarged status and gains +60 Defense

Description: The ninja surrounds themselves in sand fused with chakra to increase their size and therefore increase their combat strength

Points: 3 (Erosion 1)

Thunderbolt Strike (Raizo Ikazuchi wo Utte)

Type: Ninjutsu (Lightning)

Rank: Jounin

Cost: 50 chakra per strike. (Max of 200 chakra)

Damage: 75 per strike.

Effect: Requires a weapon to be equipped, no seals necissary.

Description: Using a weapon, the user creates several thunderbolts that cut through the ground until they hit the enemy.

Points: 5 (4)

Third Eye (Daisan no Me)

Type: Ninjutsu (Sand)

Rank: Gennin

Cost: 80

Effect: Used in the Setup Phase. Creates an eye of sand for three turns. This sensory unit acts as a third eye, and while active the user cannot suffer the effects of Blind. The eye, while active, also adds +40 Accuracy to the user. The eye itself has 1 HP and is destroyed by any attack that includes it as a target. May only have one Third Eye in play at any given time.

Description: This jutsu creates a floating eyeball out of sand that is connected to the user's optic nerves. Its main purpose is spying, since it can form and disperse in any location on command.

Points: 4

Water Clone Skill (Mizu Bunshin no Jutsu)

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 60 per clone (max of 6 clones on the field)

Effect: Each Water Clone has 1/6 stats of the user, but only 1hp.

Description: Using the surrounding water, the user makes clones of himself/herself. This helps in fooling the opponent, making it less likely that they will hit the user.

Points: 3 2

Water Type; Water Barrier Wall (Suiton Suijinheki)

Type: Ninjutsu (Water)

Rank: Jounin

Cost: 300

Effect: Used in the Response Phase. Negates damage and effects from all Ninjutsu string of attacks (of equal or less rank to the user) aimed at the user of this jutsu. Negates the effects but only half the damage from all Taijutsu string of attacks (of equal or less rank to the user) aimed at the user of this justu. May not act in their main phase the turn that this is used. May only use two times per battle.

Description: A barrier made out of water from the surrounding area. This barrier is effective with blocking incoming Ninjutsu techniques and stops them from reaching the user. Unfortunately, it cannot fully stop Taijutsu techniques.

Points: 7 6

Water Type; Tidal Burst

Type: Ninjutsu (Water)

Rank: Chuunin

Cost: 90

Damage: 50

Effect: Opponent is “Stunned”

Description: Gathering water into a sphere and exploding it in an instant not only does damage to an opponent but also causes them to be stunned from the shockwave the explosion causes. An effective technique if used at the right time.

Points: 3 2

Water Type; Water Dragon Blast Skill (Suiton Suiryuudan no Jutsu)

Type: Ninjutsu

Rank: Chuunin

Cost: 80

Effect: Deals 100 damage to any one opponent. -20 to opponents evasion before they try and dodge because of fear from dragon form.

Description: After performing a series of hand seals, the user gathers water around him with his/her chakra. In an instant the water takes form of a dragon and hurrles itself at the opponent. The impact causes an immense amount of damage.

Points: 3 2

52 JP

TAIJUTSU

Name: Asshu-uwakawa Cross

Type: Taijutsu

Rank: Chuunin

Requirements: Ashen Skin rank 1 or higher (Tsuchiiro-hi Clan)

Cost: 78 Stamina + 4 Stamina per Ashen Skin rank

Damage: 60

Effect: Bleeding 5 for user's Ashen Skin rank in turns (this bloodline is considered a weapon for this purpose only); Half Chain Opening (Asshu-uwakawa Sweep)

Description: By taking advantage of their naturally abbrasive skin, the Tsuchiiro-hi in using this technique throws a punch in the style of a cross taking advantage of the angle fo the strike to rub the target's skin raw until it bleeds. Mastery of the Ashen Skin bloodline enhances the effectiveness of this technique.

JP Cost: 3

Name: Asshu-uwakawa Sweep

Type: Taijutsu

Rank: Chuunin

Requirements: Asshu-uwakawa Cross

Cost: 100 Stamina

Damage: 30

Effect: Prone and Hamstrung 1 turn; Half Chain Opening (Asshu-uwakawa Drive)

Description: Usually followed by the Asshu-awakawa Cross to follow in a circular motion and use the opposite leg to sweep the opponent, scraping the leg across the target's calf.

JP Cost: 4

Name: Asshu-uwakawa Drive

Type: Taijutsu

Rank: Chuunin

Requirements: Ashen Skin rank 1 or higher (Tsuchiiro-hi Clan)

Cost: 85 Stamina +8 Stamina per Ashen Skin rank

Damage: 90

Effect: Ensnared 1 turn, Bleeding 10 for Ashen Skin rank number of turns;

Description: An attack made by driving an elbow into the opponent from an upward angle, this attack either jams their knees and makes them unable to move for a short time. In the instance the opponent is prone, they are instead driven into teh ground with such potency that they are unable to get up properly right away.

JP Cost: 4 (3 if Asshu-uwakawa Sweep known)

Name: Asshu-Uwakawa Splintering

Type: Taijutsu

Rank: Sennin

Requirements: Asshu-Uwakawa Rank 3+

Cost: 100 + 48/hit attempt

Damage: 80/hit

Effect: 1-3 hits; Exposed, Immobilized, Tired 1 turn; 10 Bleeding 1 turn/hit

Description: An attack developed by the Tsuchiiro-hi clan that begins with a spiraling kick designed as a 'slobber-knocker' impact. As usual with their Taijutsu, the Tsuchiiro-hi take advantage of the sandpaper-like texture of their flesh to open heavily bleeding wounds in their targets. More often than not, the roundhouse is followed by a pair of punching or elbow strikes to amplify this blood-born ability's effect on the opponent.

JP: 4

Name: Cross Storm

Type: Taijutsu

Rank: Chunnin

Requirements: Lead Off (Skill) any Rank

Cost: 90 Stamina

Damage: 75

Effect: Half Opening (Cross Storm); Once used, may only be used again after one or more allies use this technique, but may only be used on the chosen ally's target.

Description: A technique where the user accelrates towards the enemy and attacks them in some physical melee manner, but instead of stopping on contact, they move past (or in some cases through) the enemy. By getting clear enough, they allow an ally to perform the same technique coming from a different angle. Unfortunately, this technique has the setback that once performed, the user cannot find another way to exploit the opening until an ally interrupts the enemy's concentration on the previous user.

JP: 4

Name: Eroding the Gnashing Jaw

Type: Taijutsu [Response/Melee]

Rank: Jounin

Requirement: Ashen Skin (Tsuchiiro-hi Bloodline)

Cost: 90 Stamina

Damage: 80[Prevented]

Effect: Bleeding 50; Usable only after an incoming melee attack

Description: The Tsuchiiro-hi using this technique steps inward to an enemy melee attack, both blocking and grating their abrasive flesh against the opponent's attacking limb.

JP: 2

Name: Joint Break

Type: Taijutsu/Trap [Dynamic]

Rank: Sennin

Requirement: Asshu-Uwakawa

Cost: 118

Damage: 50/hit (2 hits)

Effect: Bleeding 10, Clobbered, Bruised 1 turn

Description: Initially used solely as a counterattack, this technique has been develped as a pre-emptive strike. The Tsuchiiro-hi in question grasps an outstretched appendage of the opponent (EG an arm is grabbed and the elbow struck after a punch) and strikes from one side with their fist, and in the same motion comes down and strikes with the point of their elbow to disable the limb briefly.

JP: 2 (4)

Condition: Can only be used in Main Phase after target misses with Taijutsu

Name: Sandstorm Volley

Type: Taijutsu (Scorpion)

Rank: Jounin

Requirement: Any combination of three small ranged weapons

Cost: 90 Stamina

Damage: 60/hit, 3 hits.

Effect: Bleeding 20/hit for 2 turns (3 hits)

Description: The ninja using this throws a series of ranged projectiles at the enemy with the explicit purpose of shaving off their flesh, like a sandstorm would erode at flesh and muscle.

Points: 3

Name: Set'em up!

Type: Taijutsu

Rank: Jounin

Cost: 100 Stamina

Damage: 20

Effect: target Vulnerable; user +60 Tai next turn

Description: User throws a probing melee attack, usually in the form of a light punch or kick, to move the opponent into just the right spot for the next attack. The intention is that a combination of the attack hitting and the opponent's attempts to outright evade the attack will make them lack the foresight to avoid another attack.

JP: 3

Name: Stunning Volley

Type: Taijutsu

Rank: Jounin

Requirements: # Projectiles = # hits

Cost: 50 Stamina + 30/hit

Damage: 60/hit

Effect: Min of 2 hits, Max 5 (Multi-hit Rules); Target Stunned 1 turn

Description: A more precise edition of the Keen Volley for higher ranked nin. Instead of merely hindering the target's ability to perform jutsu, this technique is more direct in that it will stop most opponents in their tracks.

JP: 7

Name: The Wave Needs Hit Only Once

Type: Taijutsu

Rank: Jounin

Cost: 210

Damage: 80 per hit (4 hits)

Effect: Half Chain Opening: "The Wave Needs Hit Only Once"; Usable twice per battle.

Description: A technique where the user gets in too close for the opponent to get away from the unrelenting chain of attacks that seem to come from all directions at once.

JP: 5

42 JP

HYBRID

Name: Deflective Array

Type: Taijutsu/Genjutsu

Rank: Jounin

Requirements: Three projectiles

Cost: 90 Stamina + 60 Chakra

Damage: 100

Effect: Target Clobbered 1 turn; User Defense +100 for 1 round

Description: An advancement from the Kage Shuriken technique, this technique involves throwing two projectiles in a stuttered pace. The first is real and intended to damage. The second detonates into mental energy that will stall for time to properly defend one's self

JP: 4

Name: Deflective Array

Type: Taijutsu/Genjutsu

Rank: Jounin

Requirements: Three projectiles

Cost: 90 Stamina + 60 Chakra

Damage: 100

Effect: Target Clobbered 1 turn; User Resistance +100 for 1 round

Description: An advancement from the Kage Shuriken technique, this technique involves throwing two projectiles in a stuttered pace. The first is real and intended to damage. The second bursts into an illusory chakra barrier that forces the opponents to alter their Ninjutsu in a way that they think will be effective, but in fact is not.

JP: 4

Name: Fuuton; Suna Shunshin {Wind Type; Sand Body Flicker}

Type: Ninjutsu/Genjustu Hybrid

Rank: Genin

Requirements: 40 Ninjutsu, 40 Genjutsu

Cost: 60 Chakra + X/2; whereas X = user's level

Damage: N/A

Restrictions: Does not work if the attacker's Speed is higher than the user's; May ONLY be used in Setup and/or Response phases;

Effects: Change from long range to close range or vice-versa; Dodge one Taijutsu/Ninjutsu technique that is equal or lower to that of the user's rank;next turn, if hit, user takes 1.5x damage from first attack user is hit by.

Description: The basic dodging-skill of the ninja from Sunagakure, the Village of Sand. The user forms a basic hand seal, the tora, and focuses Chakra around him/her/it. The Chakra changes into an illusion of sand that gathers around the user to hide the user's use of Chakra to almost instaneously move to a nearby location. Usable Once per battle

Points: 3

Name: Mirage Strike

Type: Taijutsu/Genjutsu

Rank: Chuunin

Cost: 60 Stamina, 40 Chakra

Damage: 30

Effect: User is +60 Evasion for 1 turn, Half Chain Opening - Mirage Combo

Description: The user makes themself blurred and distorted as though a shimmering mirage. During this time the user strikes their target hoping to catch them unaware.

Points: 3 (2 if Desert Sway known)

Name: Mirage Combo

Type: Taijutsu/Genjutsu

Rank: Chuunin

Cost: 80 Stamina, 40 Chakra

Damage: 30/hit

Effect: 2 hits. User is +60 Taijutsu for 1 turn, Half Chain Opening - Mirage Assault

Description: With a twin pair of strikes in tandem, this nin continues to fade in an out of visibility. Usually this combo is the continuation of Mirage Strike.

Points: 4 (3 if Mirage Strike known)

Name: Mirage Assault

Type: Taijutsu/Genjutsu

Rank: Jounin

Cost: 75 Stamina, 80 Chakra

Damage: 30/hit

Effects: 5 hits, +100 Taijutsu and Evasion 1 turn

Description: All of the stops are pulled out as this nin becomes nothing more than a transparant haze often lost in patterned environments. The five hit assault involves the nin darting around the opponent and striking them from different angles when they least expect it, and returning to being simply a haze.

Points: 4 (3 if Mirage combo known)

Name: Pinpoint Stinger Array

Type: Taijutsu [scorpion] / Ninjutsu [sand] / Trap [Dynamic]

Rank: Jounin

Cost: 60 Chakra, 40 Stamina * 0-3 hit attempts; +30 Chakra or Stamina (see below)

Damage: 15; Then 40/hit

Effect: Nin first, then Tai for evasion/effect order.

--- Nin: Immobilized 1 turn

--- Tai: Bruised 1 turn/hit;

--- Choice of: Half Opening(Desert Coffin) *OR* Half Opening(Sandstorm Volley)

Description: This nin has subtly left a ring of sand behind during the fight, so that when the opponent tries to change the engagement range, the sand is manipulated to seize the target. Often times the nin has already readied a handful of kunai and shuriken to rain down on the opponent in a precision assault to the torso. With the sand already on the target, the user can use Desert Coffin more easily, or having already softened the enemy up the scorpion style Sandstorm Volley is lined up as the next attack.

JP: 6 (5+1)

Condition:

- Target must have changed ranges (close to far or far to close) in a turn between the user's current and last action.

- user must have used a Sand jutsu this battle

Requirements: ranged weapons >= user attempted Tai hits

25 JP

Edited by PhantasyIV
Link to comment
Share on other sites



  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...