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  • I Like Turtles

    THE GUY WHO LIVED


    "My glas-- Oh, hehe. Thanks, I need them to see."

    HAMADA HANZO





    SAND CO-SECONDARY GM / STORY MODERATOR
    UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



    AP: 21

  • #2

    Name: Takagawa Genjiro
    Alias: aka Genji, the Good, the Samaritan Samurai, Omajinai-kun*, Sekkaku-san**, Aiiro-sama***
    ...with many iterations and combinations of the nicknames above
    * lit. "Good Luck Charm"
    ** lit. Ser "with trouble, at great pains and great expense, long-awaited"
    ***lit. Lord "Indigo"


    Age: Unknown
    Sex: Male
    Height: 5'11"

    Character Type: Ronin Samurai
    Country/Village: Formerly Bird Country; Yazuno Castle*
    *Last Known Location: ???

    Rank: Uruwashii-equivalent
    Division:

    Brigade of Light -- Neophyte
    Thieves Guild -- Fence, Freelancer

    Bushido; "Way of the Warrior": ???

    Clan/Bloodline: N/A

    Primary Archetype: Bushi
    Secondary Archetype: Taijutsu Specialist

    "I've forgotten more about the sword than most learn in a lifetime."

    Warrior's Kit (X)
    Small Jitte (1)
    Iron Fighting Fan (2)
    Shirasaya (4)
    -Medium Blade (3)
    -Hidden (1)



    Spiritualist
    Special: May Pick Two Miko Trees And Take Them As A List, With Two Usages A Thread
    Primary: Physical
    Stats: +1 Strength, +1 Control, +1 Power, -1 Speed, -1 Tactics, -1 Reserves

    Strength: 1 + 1 + 15 = 17 [+20 = 37] [Level Seven]
    Speed: 1 - 1 + 30 = 30 [+25 = 55] [Level Ten]
    Stamina: 1 + 15 = 16 [+20 = 37] [Level Seven]

    Intelligence: 1 + 17 = 18
    Tactics: 1 - 1 + 16 = 16
    Willpower: 1 + 17 = 18

    Control: 1 + 1 + 13 = 15
    Power: 1 + 1 + 13 = 15
    Reserves: 1 - 1 + 14 = 14

    MIKO POWERS - DENY & DIVINIATION [S4]

    (F1) Kogei Ofuda - Seal Crafting (S1)
    Requirements: 2 Control, 2 Intelligence
    (F2) Jikan wo Tsutaeru - Telling Time (S1)*
    Requirements: 3 Control, 2 Tactics
    (F3) Ofuda Gijutsu: Kyohi Toojo - Seal Technique: Deny Entry (S2)
    Requirements: 5 Control, 4 Power, 4 Reserves
    (F4) Shinpo Ofuda Gijutsu: Kindan Kotoba - Hex Seal Technique: Sealed Words (S2)
    Requirements: 5 Willpower, 4 Intelligence, 4 Tactics
    (F5) Bimyou Gijutsu - Subtle Technique (S2)*
    Requirements: 6 Control, 6 Power, 4 Willpower
    (F6) Ofuda Gijutsu: Kyouka - Seal Technique: Reinforce (S3)
    Requirements: 8 Control, 8 Power, 6 Reserves
    (F7) Ofuda Gijutsu: Genkaku Kyohi - Seal Technique: Deny Illusion (S4)
    Requirements: 12 Control, 11 Power, 10 Reserves, 12 Willpower

    AHOU NO OJIKE - HAND TO HAND TAIJUTSU [S4]

    (F8) Stage One (+5 Stamina, +4 Speed)
    Requirements: Speed 6, Stamina 2
    (F9) Stage Two (+5 Stamina, +4 Speed)
    Requirements: Speed 10, Stamina 4, Tactics 6
    (AP) Stage Three (+5 Stamina, +4 Speed)
    Requirements: Speed 12, Stamina 8, Tactics 8
    (AP) Stage Four (+5 Stamina, +4 Speed)
    Requirements: Speed 15, Stamina 14, Strength 14, Tactics 14

    HI-CHIMEITEKI ARASHI - NON-LETHAL BLUNT & IMPROVISED TAIJUTSU [S4]

    (F10) Stage One (+5 Stamina, +4 Speed)
    Requirements: Speed 5, Stamina 3
    (F11) Stage Two (+5 Stamina, +4 Speed)
    Requirements: Speed 9, Stamina 5, Intelligence 6
    (F12) Stage Three (+5 Stamina, +4 Speed)
    Requirements: Speed 12, Stamina 8, Intelligence 8
    (F13) Stage Four (+5 Stamina, +4 Speed)
    Stat Requirements: Speed 19, Stamina 14, Strength 10, Intelligence 14

    KYUUSOKU SEIRYUU IAIJUTSU - SWORD STYLE TAIJUTSU [S5]

    (F14) Stage Three (+5 Speed, +4 Strength)
    Requirements: Speed 6, Strength 2
    (F15) Stage Two (+5 Speed, +4 Strength)
    Requirements: 9 Speed, 6 Tactics, 5 Strength
    (F16) Stage Three (+5 Speed, +4 Strength)
    Requirements: Speed 13, Tactics 8, Strength 7
    (F17) Stage Four (+5 Speed, +4 Strength)
    Requirements: 17 Speed, 16 Strength, 12 Stamina, 14 Tactics
    (F18) Stage Five (+5 Speed, +4 Strength)
    Requirements: 23 Speed, 17 Strength, 16 Tactics, 16 Stamina
    Last edited by Seikon; 03-25-2019, 09:52 PM.

    SAND CO-SECONDARY GM / STORY MODERATOR
    UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



    AP: 21

    Comment


    • #3
      SAND NINJUTSU PATCH + IRON SAND

      revamp list to include both sand magnet and sand compaction as abilities of the list
      *keep conversion of earth, increase aoe range, make it able to supply sand for S7 jutsu

      Satetsu Techniques should be the highest requirement/open slot wherever possible. ( 1 , 3 , 5 , 7 )

      install (Satetsu Meiyaku // Iron Sand Covenant) + Satetsu Family into the existing Sand list --- 2x as dense as silica
      install (Satetsu-Variants) on applicable extant Sand Jutsu
      buff/temper/adjust bad Sand Jutsu

      reserve access to it by tagging its requirements with GM Permission -- minimum of 5 completed threads for genin

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      Satetsu costs [1] because:

      -it can deal physical damage similar to the way weapons do when used in conjunction with techniques
      -when charged with chakra, its toxicity becomes potent (it acts as if it was a poison in user's inventory)
      -it can eventually be combined with other poisons (it synergizes with the current inventory modification system)

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      Satetsu Meiyaku (Iron Sand Covenant)
      Stage: 1
      Special Requirements: Satetsu; Sand GM Approval; Cannot Be Taken By Genin At Creation
      Requirements: Intelligence 4, Willpower 4 (adjust technique arrangement in stage one)

      A passive technique which represents the user's affinity for sand and iron sand alike, Satetsu Meiyaku is a Magnet-releasing method which allows the user to apply their knowledge of iron sand manipulation and incorporate it into existing Sand Jutsu by imbuing them with its properties as a free action. Mechanically, this is represented by the user's Sand Jutsu acting as if they were one stage higher than their original stage -- these techniques gain a new name accompanied by a proportional increase in their potency--Satetsu is twice as dense as traditional sand and is known to be sharp, magnetic, and mildly toxic. Performing a modified Sand Jutsu in this way costs a stage one usage (considered a use of this technique) in addition to a usage from the original technique's stage plus one (to modify scaled jutsu, use the currently active scaled stage as the technique's original stage).

      Satetsu Meiyaku may only be used to modify techniques Stage Five or below, and only jutsu which are marked with an asterisk (*) within the Sand Ninjutsu List. Users of this jutsu are highly encouraged to experiment with and develop their own Iron Sand techniques. As noted above, extant Sand Jutsu include a summary of how their functionality changes while fortified by Satetsu Meiyaku.

      Stage Three Effect: Passively, if the user's iron sand techniques break an opponent's skin, they will suffer from considerable abdominal pain for one post as a result of the iron sand's natural toxicity.
      Stage Five Effect: As above, and the user's iron sand may also be soaked with a poison from the user's inventory. Mechanically, this is represented by applying the coated modifier to the Satetsu catalyst item.

      Satetsu Fugou (Iron Sand Mark)
      Stage: 3
      Special Requirements: Satetsu Meiyaku
      Requirements: Intelligence 10, Willpower 10, Reserves 8 (sand whip moves down to stage two)

      A skill similar to Tracking Sand in application, but far more sinister. By activating this jutsu beforehand, the user's next Iron Sand Jutsu used will leave behind clumps of Satetsu (even in near-misses) which attach themselves to targets (usually in out-of-sight and hard-to-reach areas, lining pockets, etc). Magnetically charged, these particulates attract subsequent projectiles or Satetsu techniques aimed within 30 feet of any targets which it lands on. While this technique does not enable full homing, nor guarantee the user's Iron Sand Jutsu will land, it does allow them to veer unexpectedly towards targets (using the magnetic pull to bend it around corners, over walls, and the like) making their techniques that much more likely to hit.

      The magnetic attraction persists for a single post; by expending more chakra, the user may extend this effect. While marks may be removed or destroyed with relative ease, physically touching these minuscule bits of Satetsu causes small cuts, introducing its own toxicity and any others (per Satetsu Meiyaku) into the blood of those who try.

      Stage Four Effect: The magnetic attraction persists for two posts.
      Stage Five Effect: The magnetic attraction persists for three posts.

      Satetsu Ryuudou (Iron Sand Flow)
      Stage: 5
      Special Requirements: Satetsu Meiyaku
      Requirements: Intelligence 19, Willpower 19, Tactics 18, Power 16

      Meant to compensate for the inherent weaknesses of Satetsu Fugou, the user unleashes a vast quantity of Satetsu in the form of a crashing wave followed by a conical flow that spreads outward from their position to threaten a wide area. The initial impact of the ten-foot-tall wave can easily break the bones of those it collides with, sweeping them off their feet and churning them up in the current -- literally, in this case, as the Iron Sand causes extreme lacertaing damage and introduces its own toxicity and any others (per Satetsu Meiyaku) into the blood of those it catches. Opponents caught at close range can be carried away by the river for the duration of the technique and heavily lacerated, if not killed. Due to the quantity of Satetsu and the chakra reserves necessary to perform it, this technique may only be used once per thread.

      Intelligence 19: The wave/current spreads 30 feet at its widest from the user
      -Intelligence 26: The wave/current spreads 45 feet at its widest from the user
      -Intelligence 33: The wave/current spreads 60 feet at its widest from the user
      Willpower 19: The wave/current travels forward for 30 feet from the user.
      -Willpower 28: The wave/current travels forward for 60 feet from the user.
      -Willpower 35: The wave/current travels forward for 90 feet from the user.
      Tactics 18: If the user remains stationary, they may maintain the flow of Satetsu for an additional post.
      -Tactics 27: As above, for a second additional post.
      -Tactics 36: As above, for a third additional post.

      Satetsu Kaihou (Iron Sand World Order)
      Stage: 7
      Special Requirements: Satetsu Meiyaku
      Requirements: Intelligence 32, Willpower 30, Tactics 28, Power 24, Control 22

      A contemporary adaptation of the original technique as developed by the Sandaime Kazekage (a notable Iron Sand user in his day) and derived from partial historical scrolls containing its secrets (the same fragmented scrolls once stolen and revised by Sasori of the Red Sand), Satetsu Kaihou is a technique than can dramatically alter the landscape of a battlefield and cause widespread destruction in the process.

      As the user forms handseals, two large masses of Satetsu with opposing magnetic fields are created, suspended in the air surrounding the user. Then, with little warning or indication of what is to come next, the user holds the final seal to force the two clouds together. This scatters a rapidly expanding, sky-darkening network of branching spikes that spreads outward in all directions until it quickly spans the area in a 200 foot radius from the user by the end of the post the technique is used. While the technique is active, the user may move through their iron forest unhindered (the branches bend to allow the user to pass freely) but their opponents do not find themselves so lucky.

      The jagged spines themselves are hard and sharp enough to pierce clean through armor and defensive ninjutsu below stage seven, extending off of their kin in unpredictable patterns to impale anything caught in their way. As if the lethality of the spikes was not enough, even small cuts caused by the user's Iron Sand will inflict its own toxicity and any others (per Satetsu Meiyaku) on those affected. But this is not the end -- should the user remain stationary and maintain the final handseal, for their next two posts the network continues to expand at a rate of an additional 200 feet in all directions per post.

      Those fortunate enough to avoid the bite of the branching spikes will often find themselves on a much different battlefield, assuming the crisscrossing and weaving of the spines does not lock them into a tiny space or restrict their movement entirely. So long as the user remains in the area (within one mile) the forest of Satetsu persists (though the user retains the ability to release the technique at will). The spines are incredibly durable, but not indestructible -- stage six ninjutsu or a base strength of 35 can destroy the spines, even large sections of them at a time -- though it should be mentioned that making any physical contact with the spines is ill-advised and attempting to halt the advancing branches while the technique is actively growing would be a grave error in judgement.

      Use of this technique consumes all of the user's Satetsu and prevents them from using any Satetsu techniques for the remainder of the thread.

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      Suna Bunshin

      (Remove Jishaku) < proj coat
      (Remove Compaction) < track eraser

      Conversion of Earth

      < satetsu meiyaku ???

      (Open Slot)

      ====

      Third Eye < buff

      Sand Shuriken

      Tracking Sand

      Sand Shark

      Sand Shield

      (Open Slot) < sand whip

      ===

      Sand Sphere

      Sand Shower

      B.S.Armor

      Sand kawa

      Sand Cannon

      (remove sand whip) < Satetsu Fugou

      ===

      (S5)

      (Open Slot) < Satetsu Ryuudou

      ===

      (S7)

      Open Slot < Satetsu Kaihou

      placeholder
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      ADD SCALING TO: SUNA KYUUTAI, PANKU SUNA NO YOROI, SABAKU KYUU

      Suna Kyuutai (Sand Sphere)
      Requirements: Power 8, Control 8, Reserves 6

      Base - Stage Three Nin, Physical Attacks up to base strength 9
      +1 - Stage Four nin, Physical Attacks up to base strength 14
      +2 - Stage Five nin, Physical Attacks up to base strength 19

      Satetsu Kyuutai (Iron Sand Sphere) - Sphere is spiny and the iron sand spikes will move around to meet attackers (discourages taijutsu) considered a stage four jutsu per meiyaku rules (+5 base strength resistance, +1 Stage Ninjutsu Defense)



      Panku Suna no Yoroi (Bursting Sand Armor)
      Requirements: Power 9, Control 9, Intelligence 7

      Base - Stage Two Nin, Physical attacks up to base strength of 16
      +1 - Stage Three Nin, Physical attacks up to base strength 21
      +2 - Stage Four Nin, Physical attacks up to base strength 26

      Panku Satetsu no Yoroi (Bursting Iron Sand Armor) - skin is obviously metallic (loses previous hidden element) but the cuts caused by the bursting iron sand can cause severe wounds (further discourages taijutsu) at base, considered a stage four jutsu per meiyaku rules


      Sabaku Kyuu (Desert Coffin)
      Requirements: Intelligence 18, Willpower 17, Tactics 17, Control 14

      +base stat scaling - can capture up to one target
      +stat scaling - can capture up to two targets
      +stat scaling - can capture up to three targets

      +base other stat scaling - requires base strength 23 / stage five nin to break free/destroy
      +other stat scaling - requires base strength 30 / stage five nin to break free/destroy
      +other stat scaling - requires base strength 37 / stage five nin to break free/destroy

      Satetsu Kyuu (Iron Sand Coffin) - at base, considered a stage six jutsu per Meiyaku rules, becomes more difficult to break out (+5 strength, +1 ninjutsu stage), struggling against it causes lacerations. If capable of capturing multiple, user can magnetize the multiples together and also magnetize it to a floor/ceiling (any metal around)

      BUFF THIRD EYE

      BUFF SUNAGAKURE


      ADJUST "BASE STRENGTH" VALUES WHERE THESE ARE MENTIONED IN ALL TECHNIQUES // ADD SCALING WHERE APPROPRIATE


      so with the suggested iron sand covenant tech
      sabaku kyuu then becomes a stage six tech and requires 25 strength to break at present which... yeah. Isn't really a lot

      and yeah if we go through and bump those numbers up where we feel appropriate

      we should probably adjust the iron sand tech accordingly
      Sand Sphere and Bursting Sand armor could probably be tweaked (scaling added) to make them more valuable at higher levels of play
      Idol of Sand sucks at present

      beyond stage 3, sand doesn't really have any dedicated defensive techs so putting scaling on bursting armor and sand sphere is probably very important
      one is better v. tai and the other is better v. nin

      Do you think we should put * near jutsu that currently exist to denote which ones can actually be used with iron sand covenant?

      we could put a subtext that describes how they change when they are converted to iron sand or something (in cases where they are dramatically different, like, Sand Sphere might look more like a sea urchin/spiky ball when used with satetsu because magnets)

      THE FOLLOWING (EXTANT) JUTSU CAN BE USED IN TANDEM WITH SATETSU MEIYAKU, HERE'S HOW:

      STAGE ONE (unscaled, these become stage two jutsu, costs one 1/2 and one 2 to perform in tandem with Satetsu Meiyaku)

      Satetsu Bunshin* --- clones from iron sand can cause minor damage (cuts) to targets who physically strike them (with scaling, toxic iron sand)
      Satetsu Yadama Ooikakusu* --- projectiles become coated in iron sand (more serious injuries, also add with scaling, toxic iron sand)

      STAGE TWO (unscaled, these become stage three jutsu, costs one 1/2 and one 3 to perform in tandem with Satetsu Meiyaku)

      Satetsu Shuriken* --- burst into puffs of iron sand that can cause further small cuts and irritation
      Satetsu Hogo Sochi* --- this jutsu sucks and needs scaling as it stands, otherwise the iron sand one is just better idk -- maybe the iron version can be moved via electromagnetism and chakra, or reshaped to better suit their needs?

      STAGE THREE (unscaled, these become stage four jutsu, costs one 1/2 and one 4 to perform in tandem with Satetsu Meiyaku)

      Satetsu Kyuutai* --- done
      Satetsu Shigure* --- the iron sand shower can pierce objects and opponents, rather than simply doing blunt damage
      Panku Satetsu no Yoroi* --- done
      Satetsu Taihou* --- using electromagnetism and chakra, balls range is doubled, balls are extremely heavy and can cause fracturing on first impact
      Satetsumuchi* --- increased tensile strength, damage ability, shiny whips, an extra whip!!

      STAGE FOUR (unscaled, these become stage five jutsu, costs one 1/2 and one 5 to perform in tandem with Satetsu Meiyaku)

      Satetsu no Futoiude* --- can have two at once, arms are no longer bound to the earth, use electromagnetism and chakra to maniplate the hand anywhere within radius, increased offensive/defensive ability per meiyaku rules
      Satetsu no Guuzou* --- this jutsu also kind of sucks, needs boost --- the idols' bellies are perfectly mirrored shiny (reflect lower level ninjutsu back at attacker?), increased D. ability per Meiyaku

      STAGE FIVE (unscaled, these become stage six jutsu, costs one 1/2 and one 6 to perform in tandem with Satetsu Meiyaku)

      Satetsu Ryuu* --- can survive an additional hit before it is fully destroyed; jounin dragons use Satetsu Shigure
      Chiisai Satetsu Bunshin Yamada* --- the clones are sharp and will claw/bite/clamp themselves to the user to infect them with toxic iron, harder to remove/destroy
      Sabaku Kyuu* --- done


      MORE NOTES


      Doton: Tsuchi Gunjikoudou no Jutsu (Earth Military Movement)
      Requirements: Power 2, Tactics 3
      Description: This jutsu allows the user to enter the ground and "swim" in it for a limited time. However, while underground, the user may not use any other jutsu except as noted in this list. The user's time swimming starts at a base of one post and may be extended to four posts. Cooldown of one post.
      Base Effect: Can use for one post
      Stage Two: Can use for two posts
      Stage Three: Can use for three posts
      Stage Four: Can use for four posts


      Doton: Daisan no Me (Third Eye)
      Requirements: Power 4, Control 4
      Description: This technique creates a small, eyeball-like construct out of dirt and stone. The Third Eye is linked directly to the user's mind, allowing them to see through it like his own eyes. The eye floats and can be directed to travel away from the user, up to twenty feet away. If struck by any attack, the eye crumbles and the technique cancels. Lasts two posts. May be used during Earth Military Movement.
      Stage Two Effect: The eye may travel up to fifty feet away.
      Stage Three Effect: Two eyes are created, controlled independently. Lasts three posts.


      Sunagakure -- user can use sand jutsu while submerged, but doing so causes them to surface, speed is doubled in sand, no longer halved in 'earth'

      lasts more posts

      detection -- use does not disturb sunagakure (ADD THIS NOTATION TO SEVERAL EXISTING JUTSU?)
      third eye -- same
      conversion of earth -- same
      sand track eraser -- same
      suna shunshin -- same
      hungry desert -- same

      ----> REMOVE SCALING FROM SAND SLIP AND MAKE IT LAST PERMANENTLY LOL? <----

      ADD NOTE TO DESERT FUNERAL THAT IT CANNOT BE USED ON THOSE BOUND IN A SATETSU KYUU (PER MEIYAKU RULES)

      base strength on ijou suna no kabe (blasting sand wall) needs buff/scaling

      (other base strength)
      -sand shield
      -sand sphere
      -sand armor
      -idol of sand
      -great arm of sand
      -suna ryuu
      -desert coffin
      Last edited by Seikon; 05-27-2020, 11:14 PM.

      SAND CO-SECONDARY GM / STORY MODERATOR
      UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



      AP: 21

      Comment


      • #4
        Ninjutsu Swaps for Eiko (Sand/Iron Sand, Caiman Summoner Swaps)

        placeholders

        Tsuchimakaze (Dust Devil)
        Stage: Like 3

        genjutsu? ninjutsu?

        ???


        (Ninjutsu)


        Satetsu Sangaku (Iron Sand Temple Geometry)
        Stage: like 5?

        --can shape satetsu into a 'solid' geometric form ???

        placeholders

        Satetsu Seisen (Iron Sand Holy War)
        Stage: like 5 idk

        After the necessary handseals, this technique creates and (via chakra) electromagnetically launches fist-sized conical rounds of densely compacted iron sand with incredible speed and lethal force that travel for distances up to 1000 feet--at which point the chunks of iron sand will inevitably hit the earth and scatter harmlessly to the winds. Within range, however, to be hit by just one of these clumps could cause severe damage, including loss of limb or life. Even grazing a target in a non-vital area with just one of the rounds could cause considerable injury (and more, per Satetsu Meiyaku), making its use inadvisable in densely populated areas.

        The weight of the ninjutsu-based projectiles and the speed at which they are fired is such that they can perforate most mundane materials with ease, such as wood, stone, metal (including standard issue shinobi body plates) -- certainly human tissues and bone -- and can pierce clean through defensive ninjutsu at one stage below their own (destroying defensive techniques of the same stage outright). It is most effective against stationary targets at range, and otherwise when the user has time to focus on their accuracy without fear of being attacked. One shot may be fired per single usage with a one post cooldown between usages. If used in conjunction with Satetsu Tennyo, three shots may be fired in a single usage. Satetsu Seisen may only be used twice per thread.

        placeholders

        Satetsu Tennyo (Iron Sand Celestial Maiden)
        Stage: looking for 6 here

        By blending elements of Suna Kyuutai, Panku Suna no Yoroi, and Sabaku Kyuu and imbuing them with Satetsu, the user has created a potent defensive ninjutsu that works to absorb the force of attacks and conceal their own movements. While active, the user becomes engulfed in a bulky, high-collared cloak of iron sand, leaving only their head exposed. While not inherently offensive, to physically strike the user while they are surrounded by the dense cloud of toxic iron would be foolish at best--lacerations are practically guaranteed. The user can direct and manipulate the sand to intercept attacks, including those aimed at their head and face, within one meter of their body. Satetsu Tennyo persists for a maximum of three posts and may only be used once per thread.

        At its basic level, the swirling mass of iron sand protects the user from strikes up to a base strength of 30. Because the individual grains of iron sand are bound together electromagnetically via chakra, the cloak cannot be dissipated through physical means (read: strikes of a high enough strength may still pierce the sand and damage the user underneath). However, the iron sand may be outright destroyed by stage 5 ninjutsu or higher which will invariably harm the user beneath the cloak. It may also be temporarily dispersed when hit by stage 4 ninjutsu--the user suffers minimal damage (if any) in these cases and their iron sand cloak will reform in the subsequent post (so long as Satetsu Tennyo has posts remaining in its duration) but this allows attackers to bypass the defenses momentarily.

        placeholders






        Aficionado of Mirage
        Little Red Cursebreaker
        Gilded Princess of Kotosawa
        Iron Sand Sorceress

        Last edited by Seikon; 05-04-2020, 02:19 PM.

        SAND CO-SECONDARY GM / STORY MODERATOR
        UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



        AP: 21

        Comment


        • #5
          X - Shijoukiro - "bazaar"

          XI - Hanzaki - "vegas" - town "mascot" is a dopey looking smiling salamander -- was once a place where two rival yakuza families vied for power in the shadow of metsubishi to the east and eclipsed by the splendor of Enkaku to the west -- resort town -- family fun -- very clean -- large shinobi presence, but it doesn't distract from how relaxing it's supposed to be -- businesses finally started back up again after the town was abandoned over 10 years ago due to the arrival of the priests.


          Last edited by Seikon; 04-15-2019, 12:29 PM.

          SAND CO-SECONDARY GM / STORY MODERATOR
          UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



          AP: 21

          Comment


          • #6

            Peace to Kinumi, Resound, Kapeesh
            Peace to Junge
            Blessed by Hitoko and Wess
            Fortified by Seikon

            Sand Ninjutsu



            Sand Manipulation

            Combined, these free abilities represent the user's fundamental skills with Sand Manipulation and are frequently used in lieu of a hitai-ate to prove that one is a Sand Shinobi.

            Suna Jishaku (Sand Magnet)
            Shinobi (generally academy students) with this list first learn to manipulate particles of sand en masse for the purposes of using it for attack, defense, and utility in their duties. Knowing this list grants the user the ability to draw sand towards themselves from their surroundings or from gourds carried on their person to be used as a catalyst for their techniques by for no usage cost. Sand is not required to be consumed via jutsu; by forming and holding a handseal, the user may draw sand inwards from the environment which will collect and swirl about their feet and can be directed in other ways, such as into a container -- note that manipulating sand to re-fill a container is a lengthy process and may not be used in combat.

            Suna Kojinmari (Sand Compaction)
            The second rudimentary skill is the ability to use chakra for the purposes of compacting sand; to cram an inordinate quantity of sand into their gourds, far beyond an amount that the container looks capable of holding. In taking on extra sand, the gourd also remains at a standard weight as if it were only carrying a single load. Mastery of this skill is more-or-less required by students to progress into Stage One of this list as it provides the basic formula for shaping sand into more potent ninjutsu techniques.

            Limitations

            Stage Seven techniques generally require an enormous amount of sand and therefore may only be used in the desert, unless the user knows the jutsu necessary to facilitate that action (such as Conversion of Earth, Personal Desert, etc). Sand Magnet and Sand Compaction, or any combination thereof, may fully supply all of the user's jutsu below Stage Seven.





            ====STAGE ONE

            Suna Bunshin
            (Remove Jishaku) < proj coat
            (Remove Compaction) < track eraser
            (Open Slot) < Third Eye
            Conversion of Earth
            (Open Slot) < Satetsu Meiyaku

            ====STAGE TWO

            (Open Slot) < Sand Whip
            Sand Shuriken
            Tracking Sand
            Sand Shark
            Sand Shield
            (Open Slot) < Sand Kawa

            ===STAGE THREE

            Sand Sphere
            Sand Shower
            B.S.Armor
            (Open Slot) < Sunagakure (swap places with sand cannon?)
            Sand Cannon < see above
            (Open Slot) < Satetsu Fugou

            ===STAGE FOUR

            (sunagakure moves down, buffed, scaling)

            (Open Slot) < Suna Ryuu

            ===STAGE FIVE

            (suna ryuu moves down, nerfed, scaling, remove 'winged')

            (Open Slot) < Sabaku Bakuhatsu <NERF
            Gakidou Sabaku (Hungry Desert)
            Chiisai Bunshin Yamada (Small Clone Proj)
            Desert Coffin <BUFF
            Sand Slip <BUFF
            (Open Slot) < Satetsu Ryuudou

            ===STAGE SIX

            (desert explosion moves down and is nerfed)

            Parasite Sand and Blasting Wall move up

            ===STAGE SEVEN

            (Open Slot) < Satetsu Kaihou World Order




            A: Power
            B: Control
            C: Reserves
            D: Intelligence
            E: Willpower
            F: Tactics

            Stage One

            Name: Suna Bunshin (Sand Clone)
            Requirements: Power 2, Willpower 2
            Description: The most elementary of techniques in all of Sand's jutsu, Sand Clone creates a basic clone of the user out of sand. However, this copy is quite useless in trying to fool others by image because it retains the physical appearance of sand. In every other aspect, though, it is an exact duplicate of the user. The clone's stats are one tenth that of the user's base stats + Taijutsu bonuses. It can, if it meets the requirements, perform one Sand jutsu a thread, dispelling itself in the process afterwards. Normally, these clones are defeated after receiving a solid hit.
            Base Effect: Creates one clone.
            Stage Two Effect: Creates two clones.
            Stage Three Effect: Creates three clones.
            Stage Four Effect: Creates four clones.

            SLOT (THIRD EYE??)
            Requirements: Control 3, Intelligence 2

            Suna Yadama Ooikakusu (Sand Projectile Coat)
            Requirements: Intelligence 3, Reserves 3
            Description: Prior to throwing any sort of projectile, the user can layer it with a fine coat of sand. If the projectile were to hit an enemy, the sand would be deposited in the wound, inflicting a small dose of extra pain to irritate and distract him.

            Tsuchi no Kaishin (Conversion of Earth) EVALUATE
            Requirements: Power 4, Control 4
            Description: Sometimes a Sand manipulator does not get to choose the field of battle and will be forced to fight in unfamiliar terrain with a set of elements completely different from those of the desert. While carrying around a gourd would solve that particular problem, the large container can prove to be unwieldy and burdensome at times, so the Sand Conversion technique was invented as a substitute. The jutsu directly converts the earth (soil and rocks, along with other organic materials such as grass and wood) into sand for jutsu. However, Conversion of Earth has no effect over water and its variants (snow and ice). The amount of earth that is able to be converted into sand is dependent on the user...
            Base Effect: Can convert earth to sand in a ten foot diameter, enough for Stage One and Two Sand jutsu.
            Stage Two Effect: Can convert earth to sand in a twenty foot diameter, enough for Stage Three and Four jutsu.
            Stage Three Effect: Can convert earth to sand in a thirty foot diameter, enough for Stage Five and Six jutsu.



            Suna Tegakari Fukikesu (Sand Track Eraser)
            Requirements: Intelligence 4, Willpower 4
            Description: A simple but effective technique for those who are fleeing through the desert. Channelling chakra to their feet, this allows the user to generate small bursts of sand with every step. By leaving behind these small bits of sand, the user of this technique is able to erase their tracks. The sand wipes away any trace of a footprint left on any object and then becomes impossible to distinguish from normal sand and soil in the area. Other signs of passing, such as breaking twigs and disturbing plants will remain unchanged. This technique is also not effective at stopping anyone tracking by smell. While very little control is required at the lowest level to perform this technique, those with greater levels of control can exploit this technique for other means.
            Base Effect: The user can only erase his own tracks.
            Stage Two Effect: The user can erase three sets of tracks and create a single set of false tracks.
            Stage Three Effect: The user can erase five sets of tracks and create two false sets of tracks.

            Satetsu Meiyaku (Iron Sand Covenant)
            Stage: 1
            Special Requirements: Satetsu; Sand GM Approval; Cannot Be Taken At Creation
            Requirements: Power 3, Tactics 2
            A passive technique which represents the user's affinity for sand and iron sand alike, Satetsu Meiyaku is a Magnet-releasing method which allows the user to apply their knowledge of iron sand manipulation and incorporate it into existing Sand Jutsu by imbuing them with its properties as a free action. Mechanically, this is represented by the user's Sand Jutsu acting as if they were one stage higher than their original stage -- these techniques gain a new name accompanied by a proportional increase in their potency--Satetsu is twice as dense as traditional sand and is known to be sharp, magnetic, and mildly toxic. Performing a modified Sand Jutsu in this way costs a stage one usage (considered a use of this technique) in addition to a usage from the original technique's stage plus one (to modify scaled jutsu, use the currently active scaled stage as the technique's original stage).

            Satetsu Meiyaku may only be used to modify techniques Stage Five or below, and only jutsu which are marked with an asterisk (*) within the Sand Ninjutsu List. Users of this jutsu are highly encouraged to experiment with and develop their own Iron Sand techniques. As noted above, extant Sand Jutsu include a summary of how their functionality changes while fortified by Satetsu Meiyaku.

            Stage Three Effect: Passively, if the user's iron sand techniques break an opponent's skin, they will suffer from considerable abdominal pain for one post as a result of the iron sand's natural toxicity.
            Stage Five Effect: As above, and the user's iron sand may also be soaked with a poison from the user's inventory. Mechanically, this is represented by applying the coated modifier to the Satetsu catalyst item.

            Stage Two

            Name: Daisan no Me (The Third Eye) BUFF ? MOVE DOWN ?
            Requirements: Power 5, Control 4, Reserves 4
            Description: A handy spying technique, the Third Eye requires a single handseal to activate. Grains of sand will then clump together near the user and hover, gradually taking on the likeness of a human eyeball. While unable to move, the eye can rotate freely and will feed visual information back to the user. The user can only have one Third Eye in existence at a time, since the visual information would overload the brain. Creating a second would immediately eliminate the first. The eye can be destroyed by a single attack, but if left alone will disperse after five posts of activation.
            Base Effect: The user's eyes must be closed if he wants to see out of the Third Eye.
            Stage Three Effect: The user's eyes must be closed if he wants to see out of the Third Eye, but now the eye can move to follow the user around.
            Stage Four Effect: The user no longer has to close his eyes to see out of the Third Eye, and the eye can move through the air freely, albeit at a speed none too fantastic (would be unable to dodge attacks; it's merely able to keep up with the pace of battle).

            Name: Suna Shuriken (Sand Shuriken)
            Requirements: Intelligence 5, Willpower 4, Tactics 4
            Description: Through Chakra, the user creates shuriken out of pure sand, giving the grains shape and harmful potential. Then, the shuriken can be launched through bursts of Chakra or by the user's own hand, but once they hit anything, they lose their shape and burst into small puffs of sand.
            Base Effect: Three shuriken are created.
            Stage Three Effect: Six shuriken are created.
            Stage Four Effect: Nine shuriken are created.
            Stage Five Effect: Twelve shuriken are created.

            Name: Tsuitou Suna (Tracking Sand)
            Requirements: Power 6, Control 6, Intelligence 4
            Description: It is said that those who flee the desert can never truly escape. It was because of this jutsu that the saying originated. By activating this jutsu beforehand, the user imbues a different Sand jutsu with an extra dose of Chakra. If any of those grains of Chakra-infused sand were to fall upon a target and, for instance, rest between folds of clothing, no matter where the target goes, the user knows exacly what direction they are in. Tracking Sand only requires a single grain to remain upon the target to work, but if it was submerged in water, the technique would immediately lose its effect.
            Base Effect: The sand retains its tracking ability for two posts.
            Stage Three Effect: The sand retains its tracking ability for four posts.
            Stage Four Effect: The sand retains its tracking ability for six posts.

            Name: Suna Same (Sand Shark)
            Requirements: Intelligence 6, Willpower 5, Control 5
            Description: No predator is greater than that of the shark, and this technique brings the marine terror to the dunes. Sand Shark creates a two foot long, torpedo-shaped clump of sand with a wicked dorsal fin and a tail. The 'shark' is capable of cutting deftly through sand as if it were water, swimming at a level of Speed equal to half of the user's base Speed (Speed levels according to the user's rank). To attack, the 'shark' leaps out of the ground and forms a gaping maw to latch onto an opponent. Tiny rows of sand teeth bite into the victim to leave a superficial wound about two inches in overall area. One hit destroys a 'shark', but they only last for two posts after activation. Only one can be created at a time.

            Name: Suna Hogo Sochi (Sand Shield)
            Requirements: Power 7, Control 7, Intelligence 6
            Description: The first in the line of defensive jutsu, Sand Shield creates an oval shaped disc of sand about two inches thick as a stationary barrier. The disc is six feet on its long side and four feet on its short, and will stay suspended in the air so long as the user keeps an open palm facing towards it (for Chuunin and Jounin, the palm is not necessary). While the shield can protect against Stage One and Two Ninjutsu, it is easily defeated by Taijutsu, crumbling to attacks greater than a base Strength of 3 (not the Strength level, but the actual Strength value). The fact that the shield is immobile renders it ineffective against speedy opponents, but in the right hands, this jutsu can be fairly strategic in the outcome of a battle.

            Name: Sunamuchi (Sand Whip) MOVED DOWN FROM THREE (SEE REQ)
            (NEED REQ)
            Description: After creating the seals and placing both palms on the ground, whip-like tendrils of sand will burst from the ground. The tendrils are fifteen feet in length and, when lashing an opponent, can leave vicious bruises and even tear the skin. While using the whips to constrict an opponent would be a viable tactic, their grip can be broken instantly if the target is equal or higher than the user's rank. In turn, though, the user's hands must always be in contact with the ground, or else the whips will fall harmlessly apart.
            Base Effect: Two tendrils are created.
            Stage Four Effect: Three tendrils are created, and they sprout small sand spikes along their lengths to deal gashing damage.
            Stage Five Effect: Four tendrils are created, and they sprout small sand spikes along their lengths to deal gashing damage.

            Stage Three

            Name: Suna Kyuutai (Sand Sphere)
            Requirements: Power 8, Control 8, Reserves 6
            Description: Sand Sphere is a technique recognized by many Shinobi. By forming the necessary handseals, sand begins to pack together and form a perfect, seamless sphere around the user, covering him from every possible angle of attack. Extremely hard to break through, this jutsu is double edged because the user traps himself inside the sphere, unable to see outside. The final handseal must also be held in place to maintain the technique, so other jutsu cannot be used while the Sand Sphere is in effect. With all of these drawbacks, though, comes a terrific defense. Sand Sphere can block up to Stage Three Ninjutsu and physical attacks of up to and including a base Strength of 9(not the Strength level, but the actual Strength value).

            Name: Suna Shigure (Sand Shower)
            Requirements: Intelligence 8, Willpower 6, Tactics 8
            Description: The user lifts a considerable amount of sand into the air and launches it in a barrage upon the enemy, whether it be from above to rain it down upon his enemy, or from a horizontal lane in a violent volley. However the sand will clump together, resulting in each drop being about the size of a baseball. If the enemy does not get out of the area affected the bombarding orb shaped sand can cause bone fracturing.
            Base Effect: The barrage can be maintained as long as one post before a one post cooldown.
            Stage Four Effect: The barrage can be maintained for as long as two posts before a one post cooldown (ending it prematurely still requires the cooldown).
            Stage Five Effect: The barrage can be maintained as long as three posts before a one post cooldown (ending it prematurely still requires the cooldown).

            Name: Panku Suna no Yoroi (Bursting Sand Armour)
            Requirements: Power 9, Control 9, Intelligence 7
            Description: The Sand Armour technique of old has been long considered as ineffective and out of date, unable to compete with new jutsu cropping up within villages. Bursting Sand Armour was created in its place. Chakra draws sand all around the user, forming an inch thick dense layer all over that rapidly takes on his exact appearance as if it wasn't even there; while not extremely useful against Ninjutsu, it is quite the opposite against Taijutsu. When struck by a physical attack, concentrated shards of packed sand will shoot outwards, able to gash soft flesh. Even steel is marred by scratches against the burst of shards. Stage Two Ninjutsu and above can pierce the defensive layer, but it takes an immense base Strength of 16(not the Strength level, but the actual Strength value) or higher to punch through the armour and hit the user hidden beneath.

            Name: Suna Kawarimi (Sand Replacement)
            Requirements: Intelligence 9, Willpower 9, Control 7
            Description: While some ninja choose to learn the more typical Replacement technique, its Sand variant is more offensive in nature. When the user is struck, instead of switching with a physical object, his body will turn to sand and burst outwards with enough force that the grains of sand will cut the opponent's exposed skin. This counts towards the maximum two Replacements the user can use per thread.

            Name: Suna Taihou (Sand Cannon)
            Requirements: Power 10, Control 10, Tactics 8
            Description: Channeling a pocket of Chakra in the throat, the user converts it directly into sand and spits out a ball about twice the size of a basketball. The sphere travels in a straight line for fifteen feet at a swift speed before succumbing to gravity. To be struck by one of these 'cannonballs' would leave a nasty bruise, and to be struck twice in the same spot could easily fracture a bone.
            Base Effect: One cannonball can be fired at a time.
            Stage Four Effect: Three cannonballs can be fired at a time.
            Stage Five Effect: Five cannonballs can be fired at a time.

            Requirements: Intelligence 10, Willpower 10, Reserves 8

            Stage Four

            Name: Sunagakure (Hidden Sand) BUFF
            Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
            Description: A slight misnomer for the actual ability of this jutsu, Hidden Sand allows the user to sink into the ground and 'fly' through it. The ground must be natural (not cement) and, as an extra bonus, if the user is immersed in sand, he travels at two times the normal rate of movement. If not in sand, the user's Speed is capped to a half. The user cannot both enter and exit the ground in the same post.
            Base Effect: The user can see and breathe normally, but can only stay submerged for two posts.
            Stage Five Effect: The user can see and breathe normally, but can only stay submerged for three posts.
            Stage Six Effect: The user can see and breathe normally, but can only stay submerged for four posts.

            Name: Suna Kenshutsu (Sand Detection)
            Requirements: Intelligence 12, Willpower 11, Tactics 10, Power 12
            Description: Sand Detection was invented as a means to cover up for the weaknesses present in Sand Tracking. By releasing a minute amount of Chakra into a body of sand, the user is able to sense any solid bodies directly on that body of sand and know their exact location.
            Base Effect: The detection range goes as far as a twenty five meter diameter and the detection lasts for two posts.
            Stage Five Effect: The detection range goes as far as a thirty meter diameter and the detection lasts for four posts.
            Stage Six Effect: The detection range goes as far as a thirty-five meter diameter and the detection lasts for six posts.

            Name: Suna no Futoiude (Great Arm of Sand)
            Requirements: Power 14, Control 13, Reserves 11, Willpower 10
            Description: A huge arm forms from the sand, and tries to grab the enemy with it's large clawed hand. This jutsu usually forms an intro to Desert Coffin, but can also be used as a shield or powerful punch. The arm, both offensive and defensive in nature, can fracture bones with a punch and send an opponent skidding across the earth. In defense, it can sustain physical attacks of up to base Strength 15 and up to Stage Two Ninjutsu.
            Base Effect: The arm can stretch ten feet.
            Stage Five Effect: The arm can stretch twenty feet.
            Stage Six Effect: The arm can stretch thirty feet.

            Name: Suna no Guuzou (Idol of Sand)
            Requirements: Intelligence 14, Willpower 13, Tactics 11, Control 10
            Description: By packing together an incredible amount of sand into the form of an idol, the user erects a formidable barrier to protect himself from attack. The idol, steeped within the history of Sunagakure, is in the likeness of the One Tail demon, Shukaku, though smaller in stature. Fifteen feet high and seven feet across, the idol can handle Ninjutsu attacks up to and including Stage Three, and physical strikes of up to and including a base of 15.
            Base Effect: One idol is created.
            Stage Five Effect: Two idols are created.
            Stage Six Effect: Three idols are created.

            Multiple idols can combine and morph to form a bigger idol (two would be twenty feet in height and fourteen feet across, etc).

            Name: Suna Shunshin (Sand Instantaneous Body)
            Requirement: Power 15, Control 15, Reserves 13, Intelligence 14
            Description: An ability which allows the user to transport from one area to another in a gust of sand. The user has to have been to the area before, and be able to sense the location with his own Chakra before being able to transport himself there. This means that the distance is limited to about one mile. Not to be used for combat purposes. This jutsu can only be used to escape combat, and may not be used in the same post if the Shinobi has attacked or defended.

            Stage Five

            Name: Suna Ryuu (Sand Dragon)
            Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
            Description: This jutsu, obviously, creates a winged dragon out of sand. Capable of flight, the beast is also speedy on foot, galloping at a brisk twenty Speed (Speed levels according to the user's rank). With razor claws, the dragon can slash and cause grievous injuries, and if both of its feet are planted firmly on a body of sand, it can open its maw and use the Sand Shower jutsu (at the Stage Four level). Stage Three Ninjutsu or a physical blow of base Strength 16 or higher can fell the creature. A user can only have one in existence at a time, but one is usually all that is needed for the Sand Dragon is a reliable mount that can be counted on.
            Note: The Sand Dragon possesses its secondary ability (Sand Shower) if the user is Jounin in rank.

            Name: Gakidou Sabaku (Hungry Desert)
            Requirements: Intelligence 17, Willpower 16, Tactics 16, Power 15
            Description: This jutsu starts by pulling all the sand around the opponents feet and then slowly begins swirling, pulling them gradually into the sand. It is large enough to easily consume up to 3 people, and due to its nature as quicksand, movements such as attempting to jump or wade out of it will only serve to force those caught in it down further. The only sure way to escape is via the user of an anchor attached to something not caught in the sand, such as a kunai with a string tied to it embedded in a tree. As such this can be quite a dangerous jutsu in the right hands. It only takes two posts to fully drag someone under (at that point, the ground grows solid once again, preventing movement), and the victim then usually lasts one or two more posts before blacking out from a lack of oxygen.

            Name: Chiisai Bunshin Yamada (Small Clone Projectiles)
            Requirements: Power 18, Control 17, Reserves 17, Willpower 14
            Description: By stamping a foot on the ground, the user knocks up a cloud of sand in the direction he's facing. If an unfriendly figure is caught within the cloud, clumps of sand materialize and attempt to latch themselves onto his body. They begin to take shape to become three inch tall clones of the user. Though they of course are not as physically strong as the user, they can still be quite dangerous, especially as they all carry the same equipment as the user possessed, albeit in miniaturized form, causing items the user carried such as explosion notes, to have effects similar to explosive pouches. Note that unique weapons are not recreated. This jutsu requires two posts of cooldown before it can be used again. The clones are easily defeated by simply squashing or stepping on them; even Stage One Ninjutsu can defeat them. The strength of this technique is that it has the potential to create so many that the victim won't be able to get rid of them all before being harmed.
            18 Power: The cloud can travel forwards for a maximum of twenty feet.
            -25 Power: The cloud can travel forwards for a maximum of twenty five feet.
            -32 Power: The cloud can travel forwards for a maximum of thirty feet.
            17 Control: The cloud billows out to fifteen feet across.
            -25 Control: The cloud billows out to twenty feet across.
            -33 Control: The cloud billows out to twenty five feet across.
            17 Reserves: Eight miniature clones are created.
            -26 Reserves: Twelve miniature clones are created.
            -35 Reserves: Sixteen miniature clones are created.

            Name: Sabaku Kyuu (Desert Coffin) BUFF
            Requirements: Intelligence 18, Willpower 17, Tactics 17, Control 14
            Description: A jutsu first seen when used by Gaara of the Desert. Chakra controls sand so that it surrounds the opponent or parts of his body, capturing them completely in sand. Only the face is spared to allow breathing. When the opponent is captured, they may be lifted into the air and may even be attached to something. Breaking out of this is incredibly difficult, even for Taijutsu Specialists, pure avoidance is best when faced with this jutsu. A base Strength of 20 can break the ball of sand, as well as Stage Five and above Ninjutsu.

            Name: Suna Toufuku (Sand Slip) BUFF
            Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
            Description: Injuries can make or break a battle for a Sand Shinobi, especially if he were to sustain damage on one or both of his legs. If hurt to a point where the user can't even stand anymore, Sand Slip becomes his best friend. This jutsu allows the user to slide atop the top of sand effortlessly with only a single handseal.
            19 Control: The user can slide a total of fifteen feet before having to stop for a one post cooldown.
            -26 Control: The user can slide a total of thirty feet before having to stop for a one post cooldown.
            -33 Control: The user can slide a total of forty five feet before having to stop for a one post cooldown.

            What makes this a handy technique is that as the user slides, he blasts a wake of sand behind him with enough force to sting an opponent's exposed flesh as if it had been rubbed with sandpaper.

            Stage Six

            Name: Kyoubou Suna Arashi (Raging Sandstorm)
            Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Willpower 15
            Special Requirement: Opponent permission or a death enabled thread to use this against or in the vicinity of another character.
            Description: By drawing out all the sand in the vicinity in a huge wind the user forces all the sand toward their opponent causing an extremely lethal storm of slashing sand particles. The storm of sand is awesome, stripping flesh from bone and full of lethal ability. Those caught within its center are almost always doomed to death because of its sheer ferocity. The farther away from the center that something is, the less damage is dealt so much so that at the very fringes, only minor lacerations are suffered. Sand is also deposited into wounds to heighten the sensation of pain. However, the user must be careful not to be caught within his own cross hairs as the jutsu can also harm him as well.
            21 Power: The storm is twenty feet in diameter.
            -28 Power: The storm is thirty feet in diameter.
            -35 Power: The storm is forty feet in diameter.
            20 Control: The storm can move five feet in any direction from its original point of impact.
            -28 Control: The storm can move ten feet in any direction from its original point of impact.
            -36 Control: The storm can move fifteen feet in any direction from its original point of impact.
            19 Reserves: The storm lasts for one post.
            -28 Reserves: The storm can last for two posts.
            -37 Reserves: The storm can last for three posts.

            Name: Sabaku Sousou (Desert Funeral)
            Requirements: Intelligence 21, Willpower 20, Tactics 19, Power 17, Control 15
            Special Requirement: Opponent permission or death enabled thread for use.
            Description: Desert Funeral is often a follow up technique after Desert Coffin. This technique is usually a kill technique that uses the sand trapping the person to either utterly crush them, or rip them apart. However, it is not necessary that the target be caught within Desert Coffin. So long as any part of the target is completely covered in sand (a leg, an arm, etc), Desert Funeral will cause the sand to rush inwards and crush whatever it has surrounded.

            Name: Sabaku Bakuhatsu (Desert Explosion)
            Requirements: Power 23, Control 23, Reserves 22, Willpower 16, Tactics 15
            Description: After charging a fist with chakra, the user slams his knuckles into the sand, sending what looks like a shockwave of sand at his enemy. In reality, he is delaying the force of the punch and making it travel - to a maximum of fifteen feet - beneath the earth at his opponent. Once the force has reached the desired place, the ninja can make it explode. A ten foot diameter of ground of the user's choosing is thrown into chaos by the explosion, and even the hit does not connect, the flying streams of debris in the air afterwards can make for a good distraction for a different attack. The power of the blast is roughly equal to three exploding tags.
            23 Power: The blast is roughly equal to two exploding tags.
            -30 Power: The blast is roughly equal to three exploding tags.
            -37 Power: The blast is roughly equal to five exploding tags.
            23 Control: The blast area is a ten foot diameter.
            -31 Control: The blast area is a fifteen foot diameter.
            -39 Control: The blast area is a twenty foot diameter.
            22 Reserves: One shockwave can be sent out.
            -31 Reserves: Two shockwaves can be sent out at once.

            Name: Kiseiseibutsu Suna (Parasite Sand)
            Requirements: Intelligence 23, Willpower 23, Tactics 22, Control 16, Reserves 15
            Description: While not a technique in and of itself, Parasite Sand is used to modify another Sand technique. After using Parasite Sand, the next Sand jutsu the user employs will have a special property added to them. When the jutsu's grains of sand fall upon an opponent, they will burrow into his skin without leaving a mark. While each individual grain is not particularly painful or damaging the combined effect of several thousand grains of sand can be extremely painful. If the sand is particularly concentrated in one area this technique can even result in a serious injury. The sand remains in the body for two posts, but for every stage of Sand Ninjutsu the user posseses over the target's most dominant list of Ninjutsu, the sand stays and inflicts excruciating pain for an extra post. Conversely, for every stage the target possesses in a Ninjutsu list over the user's Sand Ninjutsu, one post is subtracted from the duration of the jutsu.
            NOTE: Parasite Sand cannot actually be used to kill (via sending it to vital organs), only inflict massive amounts of recurring pain to the target.

            Name: Ijou Suna no Kabe (Blasting Sand Wall)
            Requirements: Power 26, Control 25, Reserves 24, Intelligence 19, Willpower 17
            Description: The user begins the technique by slamming their hands down on the ground, forcing a wall of sand to rise up to shield them from attacks. This sand wall appears little different from other sand defensive jutsus, but its purpose is quite different. Whenever this sand wall receives an attack, it will absorb the attack completely and then immediately send a blast of sand of equal shape and force back at the attacker. For instance if the target created a concentrated stream of fire (such as in Katon Ryuuka), the wall would retaliate with a concentrated stream of sand, while if a kunai with an explosion note attached was thrown at the wall, the wall would send out a thin line of sand moving as quickly as the kunai would towards the attacker, and then after a short distance it would expand drastically, mirroring the explosion of the explosion note. After retaliating the sand wall will reform properly, unless of course the jutsu the attacker used was too powerful for the wall, in which case the wall will crumble. This technique can only be used once per thread. The wall can handle up to Stage Five Ninjutsu and a physical attack of up to base Strength 23 , lest the attack will punch right through and the wall will crumble.
            26 Power: The wall is fifteen feet in height.
            -33 Power: The wall is twenty feet in height.
            -40 Power: The wall is twenty five feet in height.
            25 Control: The wall is fifteen feet in length.
            -33 Control: The wall is twenty-five feet in length.
            24 Reserves: The wall will last for two posts.
            -33 Reserves: The wall will last for three posts.

            Stage Seven

            Name: Ryuusa Bakuryuu (Quicksand Avalanche) BUFF/RE-WORD
            Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Willpower 20
            Description: By manipulating a titanic amount of sand, the user can create a colossal wave of sand that completely consumes the opponent. Due to the nature of this skill it if the user is standing amid a desert the wave can grow to seventy five feet in height and fifty feet in length. Buildings are crushed by the immense force of the wave; to be caught in its path spells certain death for even the most legendary of warriors. The wave can travel on for a hundred feet and at a blinding speed, making it hard to outrun. If the user knows 'Sand Slip', he can ride unharmed upon the wave as if he was surfing.

            Name: Sabaku Taisou (Desert Imperial Funeral) BUFF/RE-WORD
            Requirements: Intelligence 30, Willpower 27, Tactics 26, Power 22, Control 20
            Description: Perhaps the first apocalyptic jutsu ever created, Desert Imperial Funeral requires a substantial sacrifice of Chakra (nearly half) to force a gross volume of sand in on a specific vicinity. Everything within a fifty foot diameter of the epicenter (that the user targets) will be literally flattened and buried into the sand, creating a giant crater in the ground. To be hit by this jutsu means instant death. This can only be performed twice a thread because of the amount of chakra needed per use.

            Name: Sabaku Kousenchitai (Desert Warzone) BUFF
            Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Willpower 22
            Special Requirement: Desert Explosion
            Description: Much like the Sabaku Bakuhatsu (Desert Explosion) - though the range has now been increased to twenty five feet - the user punches the ground and sends a ripple of Chakra through it. Whatever the wave touches (in other words, whatever is connected to the ground and thus the wave of Chakra) will have the ground beneath it explode with the force of three exploding tags. However, that is only the first barrage; if anything else besides the user is still touching the ground, a second wave is sent out and explodes again with the power of five tags. Continuing even beyond that, if anything has somehow managed to survive the horrific blasts and is still touching the ground - save the user - a third wave will explode yet again with the power of seven tags. The battle scene is pockmarked with huge craters afterwards, with so much debris in the air that visibility is reduced. This terrible jutsu requires three posts of cooldown before and if it can be used again.
            Last edited by Seikon; 05-13-2020, 11:49 AM.

            SAND CO-SECONDARY GM / STORY MODERATOR
            UNFINISHED | HASHIMOTO DAISUKE | ISHIKAWA EIKO| NADARE



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            • #7


              KAZE Investigator
              Disgraced Mentalist

              Daiyasukunai Seikon

              [Sand Soothsayer]
              Age–21
              Sex–Male
              Height–5 feet, 10 inches
              Country/Village–Kaze no Kuni / Sunagakure
              Rank–Jounin (Honorably Discharged)
              Nindo; “Way of the Ninja”:
              ???

              Personality here.

              --occupies large suite highest floor of a ward of hospital (most of his wealth donated to the village/hospital)
              --by all rights is officially considered a hero, but whispered to be a joke and a failure
              --last scion of a rich desert house, now defunct

              --chased immortality, paid dearly

              --[his involvement in current sand events here]

              --mother, infant sister casualties of the jailbreak
              --personally captured by Saigowan and Sugatami, tortured in the Gauntlet
              --will never be a shinobi, paralyzed from waist down, limited control of chakra system, onset blindness
              --wheelchair bound

              --voice like honey
              --skin pale as milk glass
              --shaves steel blue hair short
              --immaculate white yukata, veil, choker (hides scarring, keeps light off him/out of sensitive eyes)
              --reads most texts through some forgotten technique

              --always been "touched" ; connection to 'spirits' has only heightened since his rescue

              --"augur; oracle; prophet; seer"

              --still as much of a piece of shit as ever
              --impressive intellect
              --general lack of remorse

              --freely offers counsel to those who would seek it (as a general rule, he has ulterior motives)
              --previous KAZE intel/connections + his own network of information + his abilities + library's worth of texts and scrolls cycled in-and-out keep him up to date on a surprising amount of current events
              --has been known to give shinobi special (read: off the books) assignments with payments furnished by his estate
              [Techniques]
              • Bouseki Koutetsu Senpuu-Ryu (Spinning Steel Whirlwind)
              • Kishu no Mokushi (Horsemen of the Apocalypse)
              • Global Genjutsu
              • Global Ninjutsu
              • Glass Ninjutsu | Obsidian Swaps
              • Sand Forgotten Art [Dark Reading]
              • Miko [Black]
              • Miko [Divination]



              (FORGOTTEN ARTS)

              --Dark Reading Technique

              (BLACK MIKO)

              --Dark Arts
              --Ash Bag
              --Bolt of Darkness
              --Hex Sealing Method
              --Waste Within

              (DIVINATION)

              --Telling Time
              --Cold Reading
              --Subtle Technique
              --Sense the Sign of Life
              --Telemetry
              --The Ritual of Far Sight
              --Sensing Truth
              --Sense Seals
              --Sense the Paths of Fate
              --The All Seeing Eye


              A = Power, B = Control, C = Reserves, D = Intelligence, E = Willpower, F = Tactics

              Stage One

              Name: Suna Bunshin (Sand Clone)
              Requirements: Power 2, Willpower 2
              Description: The most elementary of techniques in all of Sand's jutsu, Sand Clone creates a basic clone of the user out of sand. However, this copy is quite useless in trying to fool others by image because it retains the physical appearance of sand. In every other aspect, though, it is an exact duplicate of the user. The clone's stats are one tenth that of the user's base stats + Taijutsu bonuses. It can, if it meets the requirements, perform one Sand jutsu a thread, dispelling itself in the process afterwards. Normally, these clones are defeated after receiving a solid hit.
              Base Effect: Creates one clone.
              Stage Two Effect: Creates two clones.
              Stage Three Effect: Creates three clones.
              Stage Four Effect: Creates four clones.

              Name: Suna Jishaku (Sand Magnet)
              Requirements: Control 3, Intelligence 2
              Description: This is the first technique taught in the Academy to all aspiring Sand specialists for it is the first step on the path of elemental manipulation. After forming a single handseal, the user holds both palms outwards and open, focusing Chakra into them. Drawn by the jutsu, nearby sand will be pulled inwards around the user.
              Base Effect: The user can draw sand from ten feet away in any direction, enough to use Stage One jutsu.
              Stage Two Effect: The user can draw sand from fifteen feet away in any direction, enough to use Stage One jutsu.
              Stage Three Effect: The user can draw sand from twenty feet away in any direction, enough to use Stage Two jutsu.

              Name: Suna Kojinmari (Sand Compaction)
              Requirements: Power 3, Tactics 2
              Description: For some, they never leave the desert. For others, the desert never leaves them. However, it can get rather difficult carrying a large amount of sand around, so the Sand Compaction jutsu was created. By taking a small or large sized gourd, the user can cram in an inordinant amount of sand within, more than what a gourd looks capable of holding. In taking on extra sand, the gourd also remains at a standard weight as if it were only carrying a single load.
              Base Effect: The user can pack in an extra gourdful (small or large, depending on what the character uses) of sand in.
              Stage Two Effect: The user can pack in an extra two gourdfuls (small or large, depending on what the character uses) of sand in.
              Stage Three Effect: The user can pack in an extra four gourdfuls (small or large, depending on what the character uses) of sand in.
              Stage Four Effect: The user can pack in an extra six gourdfuls (small or large, depending on what the character uses) of sand in.

              Name: Suna Yadama Ooikakusu (Sand Projectile Coat)
              Requirements: Intelligence 3, Reserves 3
              Description: Prior to throwing any sort of projectile, the user can layer it with a fine coat of sand. If the projectile were to hit an enemy, the sand would be deposited in the wound, inflicting a small dose of extra pain to irritate and distract him.

              Name: Tsuchi no Kaishin (Conversion of Earth)
              Requirements: Power 4, Control 4
              Description: Sometimes a Sand manipulator does not get to choose the field of battle and will be forced to fight in unfamiliar terrain with a set of elements completely different from those of the desert. While carrying around a gourd would solve that particular problem, the large container can prove to be unwieldy and burdensome at times, so the Sand Conversion technique was invented as a substitute. The jutsu directly converts the earth (soil and rocks, along with other organic materials such as grass and wood) into sand for jutsu. However, Conversion of Earth has no effect over water and its variants (snow and ice). The amount of earth that is able to be converted into sand is dependent on the user...
              Base Effect: Can convert earth to sand in a ten foot diameter, enough for Stage One and Two Sand jutsu.
              Stage Two Effect: Can convert earth to sand in a twenty foot diameter, enough for Stage Three and Four jutsu.
              Stage Three Effect: Can convert earth to sand in a thirty foot diameter, enough for Stage Five and Six jutsu.

              Conversion of Earth simply isn't strong enough to supply enough sand for Stage Seven jutsu.

              Name: Suna Tegakari Fukikesu (Sand Track Eraser)
              Requirements: Intelligence 4, Willpower 4
              Description: A simple but effective technique for those who are fleeing through the desert. Channelling chakra to their feet, this allows the user to generate small bursts of sand with every step. By leaving behind these small bits of sand, the user of this technique is able to erase their tracks. The sand wipes away any trace of a footprint left on any object and then becomes impossible to distinguish from normal sand and soil in the area. Other signs of passing, such as breaking twigs and disturbing plants will remain unchanged. This technique is also not effective at stopping anyone tracking by smell. While very little control is required at the lowest level to perform this technique, those with greater levels of control can exploit this technique for other means.
              Base Effect: The user can only erase his own tracks.
              Stage Two Effect: The user can erase three sets of tracks and create a single set of false tracks.
              Stage Three Effect: The user can erase five sets of tracks and create two false sets of tracks.

              Stage Two

              Name: Daisan no Me (The Third Eye)
              Requirements: Power 5, Control 4, Reserves 4
              Description: A handy spying technique, the Third Eye requires a single handseal to activate. Grains of sand will then clump together near the user and hover, gradually taking on the likeness of a human eyeball. While unable to move, the eye can rotate freely and will feed visual information back to the user. The user can only have one Third Eye in existence at a time, since the visual information would overload the brain. Creating a second would immediately eliminate the first. The eye can be destroyed by a single attack, but if left alone will disperse after five posts of activation.
              Base Effect: The user's eyes must be closed if he wants to see out of the Third Eye.
              Stage Three Effect: The user's eyes must be closed if he wants to see out of the Third Eye, but now the eye can move to follow the user around.
              Stage Four Effect: The user no longer has to close his eyes to see out of the Third Eye, and the eye can move through the air freely, albeit at a speed none too fantastic (would be unable to dodge attacks; it's merely able to keep up with the pace of battle).

              Name: Suna Shuriken (Sand Shuriken)
              Requirements: Intelligence 5, Willpower 4, Tactics 4
              Description: Through Chakra, the user creates shuriken out of pure sand, giving the grains shape and harmful potential. Then, the shuriken can be launched through bursts of Chakra or by the user's own hand, but once they hit anything, they lose their shape and burst into small puffs of sand.
              Base Effect: Three shuriken are created.
              Stage Three Effect: Six shuriken are created.
              Stage Four Effect: Nine shuriken are created.
              Stage Five Effect: Twelve shuriken are created.

              Name: Tsuitou Suna (Tracking Sand)
              Requirements: Power 6, Control 6, Intelligence 4
              Description: It is said that those who flee the desert can never truly escape. It was because of this jutsu that the saying originated. By activating this jutsu beforehand, the user imbues a different Sand jutsu with an extra dose of Chakra. If any of those grains of Chakra-infused sand were to fall upon a target and, for instance, rest between folds of clothing, no matter where the target goes, the user knows exacly what direction they are in. Tracking Sand only requires a single grain to remain upon the target to work, but if it was submerged in water, the technique would immediately lose its effect.
              Base Effect: The sand retains its tracking ability for two posts.
              Stage Three Effect: The sand retains its tracking ability for four posts.
              Stage Four Effect: The sand retains its tracking ability for six posts.

              Name: Suna Same (Sand Shark)
              Requirements: Intelligence 6, Willpower 5, Control 5
              Description: No predator is greater than that of the shark, and this technique brings the marine terror to the dunes. Sand Shark creates a two foot long, torpedo-shaped clump of sand with a wicked dorsal fin and a tail. The 'shark' is capable of cutting deftly through sand as if it were water, swimming at a level of Speed equal to half of the user's base Speed (Speed levels according to the user's rank). To attack, the 'shark' leaps out of the ground and forms a gaping maw to latch onto an opponent. Tiny rows of sand teeth bite into the victim to leave a superficial wound about two inches in overall area. One hit destroys a 'shark', but they only last for two posts after activation. Only one can be created at a time.

              Name: Suna Hogo Sochi (Sand Shield)
              Requirements: Power 7, Control 7, Intelligence 6
              Description: The first in the line of defensive jutsu, Sand Shield creates an oval shaped disc of sand about two inches thick as a stationary barrier. The disc is six feet on its long side and four feet on its short, and will stay suspended in the air so long as the user keeps an open palm facing towards it (for Chuunin and Jounin, the palm is not necessary). While the shield can protect against Stage One and Two Ninjutsu, it is easily defeated by Taijutsu, crumbling to attacks greater than a base Strength of 3 (not the Strength level, but the actual Strength value). The fact that the shield is immobile renders it ineffective against speedy opponents, but in the right hands, this jutsu can be fairly strategic in the outcome of a battle.

              Stage Three

              Name: Suna Kyuutai (Sand Sphere)
              Requirements: Power 8, Control 8, Reserves 6
              Description: Sand Sphere is a technique recognized by many Shinobi. By forming the necessary handseals, sand begins to pack together and form a perfect, seamless sphere around the user, covering him from every possible angle of attack. Extremely hard to break through, this jutsu is double edged because the user traps himself inside the sphere, unable to see outside. The final handseal must also be held in place to maintain the technique, so other jutsu cannot be used while the Sand Sphere is in effect. With all of these drawbacks, though, comes a terrific defense. Sand Sphere can block up to Stage Three Ninjutsu and physical attacks of up to and including a base Strength of 9(not the Strength level, but the actual Strength value).

              Name: Suna Shigure (Sand Shower)
              Requirements: Intelligence 8, Willpower 6, Tactics 8
              Description: The user lifts a considerable amount of sand into the air and launches it in a barrage upon the enemy, whether it be from above to rain it down upon his enemy, or from a horizontal lane in a violent volley. However the sand will clump together, resulting in each drop being about the size of a baseball. If the enemy does not get out of the area affected the bombarding orb shaped sand can cause bone fracturing.
              Base Effect: The barrage can be maintained as long as one post before a one post cooldown.
              Stage Four Effect: The barrage can be maintained for as long as two posts before a one post cooldown (ending it prematurely still requires the cooldown).
              Stage Five Effect: The barrage can be maintained as long as three posts before a one post cooldown (ending it prematurely still requires the cooldown).

              Name: Panku Suna no Yoroi (Bursting Sand Armour)
              Requirements: Power 9, Control 9, Intelligence 7
              Description: The Sand Armour technique of old has been long considered as ineffective and out of date, unable to compete with new jutsu cropping up within villages. Bursting Sand Armour was created in its place. Chakra draws sand all around the user, forming an inch thick dense layer all over that rapidly takes on his exact appearance as if it wasn't even there; while not extremely useful against Ninjutsu, it is quite the opposite against Taijutsu. When struck by a physical attack, concentrated shards of packed sand will shoot outwards, able to gash soft flesh. Even steel is marred by scratches against the burst of shards. Stage Two Ninjutsu and above can pierce the defensive layer, but it takes an immense base Strength of 16(not the Strength level, but the actual Strength value) or higher to punch through the armour and hit the user hidden beneath.

              Name: Suna Kawarimi (Sand Replacement)
              Requirements: Intelligence 9, Willpower 9, Control 7
              Description: While some ninja choose to learn the more typical Replacement technique, its Sand variant is more offensive in nature. When the user is struck, instead of switching with a physical object, his body will turn to sand and burst outwards with enough force that the grains of sand will cut the opponent's exposed skin. This counts towards the maximum two Replacements the user can use per thread.

              Name: Suna Taihou (Sand Cannon)
              Requirements: Power 10, Control 10, Tactics 8
              Description: Channeling a pocket of Chakra in the throat, the user converts it directly into sand and spits out a ball about twice the size of a basketball. The sphere travels in a straight line for fifteen feet at a swift speed before succumbing to gravity. To be struck by one of these 'cannonballs' would leave a nasty bruise, and to be struck twice in the same spot could easily fracture a bone.
              Base Effect: One cannonball can be fired at a time.
              Stage Four Effect: Three cannonballs can be fired at a time.
              Stage Five Effect: Five cannonballs can be fired at a time.

              Name: Sunamuchi (Sand Whip)
              Requirements: Intelligence 10, Willpower 10, Reserves 8
              Description: After creating the seals and placing both palms on the ground, whip-like tendrils of sand will burst from the ground. The tendrils are fifteen feet in length and, when lashing an opponent, can leave vicious bruises and even tear the skin. While using the whips to constrict an opponent would be a viable tactic, their grip can be broken instantly if the target is equal or higher than the user's rank. In turn, though, the user's hands must always be in contact with the ground, or else the whips will fall harmlessly apart.
              Base Effect: Two tendrils are created.
              Stage Four Effect: Three tendrils are created, and they sprout small sand spikes along their lengths to deal gashing damage.
              Stage Five Effect: Four tendrils are created, and they sprout small sand spikes along their lengths to deal gashing damage.

              Stage Four

              Name: Sunagakure (Hidden Sand)
              Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
              Description: A slight misnomer for the actual ability of this jutsu, Hidden Sand allows the user to sink into the ground and 'fly' through it. The ground must be natural (not cement) and, as an extra bonus, if the user is immersed in sand, he travels at two times the normal rate of movement. If not in sand, the user's Speed is capped to a half. The user cannot both enter and exit the ground in the same post.
              Base Effect: The user can see and breathe normally, but can only stay submerged for two posts.
              Stage Five Effect: The user can see and breathe normally, but can only stay submerged for three posts.
              Stage Six Effect: The user can see and breathe normally, but can only stay submerged for four posts.

              Name: Suna Kenshutsu (Sand Detection)
              Requirements: Intelligence 12, Willpower 11, Tactics 10, Power 12
              Description: Sand Detection was invented as a means to cover up for the weaknesses present in Sand Tracking. By releasing a minute amount of Chakra into a body of sand, the user is able to sense any solid bodies directly on that body of sand and know their exact location.
              Base Effect: The detection range goes as far as a twenty five meter diameter and the detection lasts for two posts.
              Stage Five Effect: The detection range goes as far as a thirty meter diameter and the detection lasts for four posts.
              Stage Six Effect: The detection range goes as far as a thirty-five meter diameter and the detection lasts for six posts.

              Name: Suna no Futoiude (Great Arm of Sand)
              Requirements: Power 14, Control 13, Reserves 11, Willpower 10
              Description: A huge arm forms from the sand, and tries to grab the enemy with it's large clawed hand. This jutsu usually forms an intro to Desert Coffin, but can also be used as a shield or powerful punch. The arm, both offensive and defensive in nature, can fracture bones with a punch and send an opponent skidding across the earth. In defense, it can sustain physical attacks of up to base Strength 15 and up to Stage Two Ninjutsu.
              Base Effect: The arm can stretch ten feet.
              Stage Five Effect: The arm can stretch twenty feet.
              Stage Six Effect: The arm can stretch thirty feet.

              Name: Suna no Guuzou (Idol of Sand)
              Requirements: Intelligence 14, Willpower 13, Tactics 11, Control 10
              Description: By packing together an incredible amount of sand into the form of an idol, the user erects a formidable barrier to protect himself from attack. The idol, steeped within the history of Sunagakure, is in the likeness of the One Tail demon, Shukaku, though smaller in stature. Fifteen feet high and seven feet across, the idol can handle Ninjutsu attacks up to and including Stage Three, and physical strikes of up to and including a base of 15.
              Base Effect: One idol is created.
              Stage Five Effect: Two idols are created.
              Stage Six Effect: Three idols are created.

              Multiple idols can combine and morph to form a bigger idol (two would be twenty feet in height and fourteen feet across, etc).

              Name: Suna Shunshin (Sand Instantaneous Body)
              Requirement: Power 15, Control 15, Reserves 13, Intelligence 14
              Description: An ability which allows the user to transport from one area to another in a gust of sand. The user has to have been to the area before, and be able to sense the location with his own Chakra before being able to transport himself there. This means that the distance is limited to about one mile. Not to be used for combat purposes. This jutsu can only be used to escape combat, and may not be used in the same post if the Shinobi has attacked or defended.

              Stage Five

              Name: Suna Ryuu (Sand Dragon)
              Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
              Description: This jutsu, obviously, creates a winged dragon out of sand. Capable of flight, the beast is also speedy on foot, galloping at a brisk twenty Speed (Speed levels according to the user's rank). With razor claws, the dragon can slash and cause grievous injuries, and if both of its feet are planted firmly on a body of sand, it can open its maw and use the Sand Shower jutsu (at the Stage Four level). Stage Three Ninjutsu or a physical blow of base Strength 16 or higher can fell the creature. A user can only have one in existence at a time, but one is usually all that is needed for the Sand Dragon is a reliable mount that can be counted on.
              Note: The Sand Dragon possesses its secondary ability (Sand Shower) if the user is Jounin in rank.

              Name: Gakidou Sabaku (Hungry Desert)
              Requirements: Intelligence 17, Willpower 16, Tactics 16, Power 15
              Description: This jutsu starts by pulling all the sand around the opponents feet and then slowly begins swirling, pulling them gradually into the sand. It is large enough to easily consume up to 3 people, and due to its nature as quicksand, movements such as attempting to jump or wade out of it will only serve to force those caught in it down further. The only sure way to escape is via the user of an anchor attached to something not caught in the sand, such as a kunai with a string tied to it embedded in a tree. As such this can be quite a dangerous jutsu in the right hands. It only takes two posts to fully drag someone under (at that point, the ground grows solid once again, preventing movement), and the victim then usually lasts one or two more posts before blacking out from a lack of oxygen.

              Name: Chiisai Bunshin Yamada (Small Clone Projectiles)
              Requirements: Power 18, Control 17, Reserves 17, Willpower 14
              Description: By stamping a foot on the ground, the user knocks up a cloud of sand in the direction he's facing. If an unfriendly figure is caught within the cloud, clumps of sand materialize and attempt to latch themselves onto his body. They begin to take shape to become three inch tall clones of the user. Though they of course are not as physically strong as the user, they can still be quite dangerous, especially as they all carry the same equipment as the user possessed, albeit in miniaturized form, causing items the user carried such as explosion notes, to have effects similar to explosive pouches. Note that unique weapons are not recreated. This jutsu requires two posts of cooldown before it can be used again. The clones are easily defeated by simply squashing or stepping on them; even Stage One Ninjutsu can defeat them. The strength of this technique is that it has the potential to create so many that the victim won't be able to get rid of them all before being harmed.
              18 Power: The cloud can travel forwards for a maximum of twenty feet.
              -25 Power: The cloud can travel forwards for a maximum of twenty five feet.
              -32 Power: The cloud can travel forwards for a maximum of thirty feet.
              17 Control: The cloud billows out to fifteen feet across.
              -25 Control: The cloud billows out to twenty feet across.
              -33 Control: The cloud billows out to twenty five feet across.
              17 Reserves: Eight miniature clones are created.
              -26 Reserves: Twelve miniature clones are created.
              -35 Reserves: Sixteen miniature clones are created.

              Name: Sabaku Kyuu (Desert Coffin)
              Requirements: Intelligence 18, Willpower 17, Tactics 17, Control 14
              Description: A jutsu first seen when used by Gaara of the Desert. Chakra controls sand so that it surrounds the opponent or parts of his body, capturing them completely in sand. Only the face is spared to allow breathing. When the opponent is captured, they may be lifted into the air and may even be attached to something. Breaking out of this is incredibly difficult, even for Taijutsu Specialists, pure avoidance is best when faced with this jutsu. A base Strength of 20 can break the ball of sand, as well as Stage Five and above Ninjutsu.

              Name: Suna Toufuku (Sand Slip)
              Requirements: Power 19, Control 19, Reserves 18, Intelligence 16
              Description: Injuries can make or break a battle for a Sand Shinobi, especially if he were to sustain damage on one or both of his legs. If hurt to a point where the user can't even stand anymore, Sand Slip becomes his best friend. This jutsu allows the user to slide atop the top of sand effortlessly with only a single handseal.
              19 Control: The user can slide a total of fifteen feet before having to stop for a one post cooldown.
              -26 Control: The user can slide a total of thirty feet before having to stop for a one post cooldown.
              -33 Control: The user can slide a total of forty five feet before having to stop for a one post cooldown.

              What makes this a handy technique is that as the user slides, he blasts a wake of sand behind him with enough force to sting an opponent's exposed flesh as if it had been rubbed with sandpaper.

              Stage Six

              Name: Kyoubou Suna Arashi (Raging Sandstorm)
              Requirements: Power 21, Control 20, Reserves 19, Intelligence 17, Willpower 15
              Special Requirement: Opponent permission or a death enabled thread to use this against or in the vicinity of another character.
              Description: By drawing out all the sand in the vicinity in a huge wind the user forces all the sand toward their opponent causing an extremely lethal storm of slashing sand particles. The storm of sand is awesome, stripping flesh from bone and full of lethal ability. Those caught within its center are almost always doomed to death because of its sheer ferocity. The farther away from the center that something is, the less damage is dealt so much so that at the very fringes, only minor lacerations are suffered. Sand is also deposited into wounds to heighten the sensation of pain. However, the user must be careful not to be caught within his own cross hairs as the jutsu can also harm him as well.
              21 Power: The storm is twenty feet in diameter.
              -28 Power: The storm is thirty feet in diameter.
              -35 Power: The storm is forty feet in diameter.
              20 Control: The storm can move five feet in any direction from its original point of impact.
              -28 Control: The storm can move ten feet in any direction from its original point of impact.
              -36 Control: The storm can move fifteen feet in any direction from its original point of impact.
              19 Reserves: The storm lasts for one post.
              -28 Reserves: The storm can last for two posts.
              -37 Reserves: The storm can last for three posts.

              Name: Sabaku Sousou (Desert Funeral)
              Requirements: Intelligence 21, Willpower 20, Tactics 19, Power 17, Control 15
              Special Requirement: Opponent permission or death enabled thread for use.
              Description: Desert Funeral is often a follow up technique after Desert Coffin. This technique is usually a kill technique that uses the sand trapping the person to either utterly crush them, or rip them apart. However, it is not necessary that the target be caught within Desert Coffin. So long as any part of the target is completely covered in sand (a leg, an arm, etc), Desert Funeral will cause the sand to rush inwards and crush whatever it has surrounded.

              Name: Sabaku Bakuhatsu (Desert Explosion)
              Requirements: Power 23, Control 23, Reserves 22, Willpower 16, Tactics 15
              Description: After charging a fist with chakra, the user slams his knuckles into the sand, sending what looks like a shockwave of sand at his enemy. In reality, he is delaying the force of the punch and making it travel - to a maximum of fifteen feet - beneath the earth at his opponent. Once the force has reached the desired place, the ninja can make it explode. A ten foot diameter of ground of the user's choosing is thrown into chaos by the explosion, and even the hit does not connect, the flying streams of debris in the air afterwards can make for a good distraction for a different attack. The power of the blast is roughly equal to three exploding tags.
              23 Power: The blast is roughly equal to two exploding tags.
              -30 Power: The blast is roughly equal to three exploding tags.
              -37 Power: The blast is roughly equal to five exploding tags.
              23 Control: The blast area is a ten foot diameter.
              -31 Control: The blast area is a fifteen foot diameter.
              -39 Control: The blast area is a twenty foot diameter.
              22 Reserves: One shockwave can be sent out.
              -31 Reserves: Two shockwaves can be sent out at once.

              Name: Kiseiseibutsu Suna (Parasite Sand)
              Requirements: Intelligence 23, Willpower 23, Tactics 22, Control 16, Reserves 15
              Description: While not a technique in and of itself, Parasite Sand is used to modify another Sand technique. After using Parasite Sand, the next Sand jutsu the user employs will have a special property added to them. When the jutsu's grains of sand fall upon an opponent, they will burrow into his skin without leaving a mark. While each individual grain is not particularly painful or damaging the combined effect of several thousand grains of sand can be extremely painful. If the sand is particularly concentrated in one area this technique can even result in a serious injury. The sand remains in the body for two posts, but for every stage of Sand Ninjutsu the user posseses over the target's most dominant list of Ninjutsu, the sand stays and inflicts excruciating pain for an extra post. Conversely, for every stage the target possesses in a Ninjutsu list over the user's Sand Ninjutsu, one post is subtracted from the duration of the jutsu.
              NOTE: Parasite Sand cannot actually be used to kill (via sending it to vital organs), only inflict massive amounts of recurring pain to the target.

              Name: Ijou Suna no Kabe (Blasting Sand Wall)
              Requirements: Power 26, Control 25, Reserves 24, Intelligence 19, Willpower 17
              Description: The user begins the technique by slamming their hands down on the ground, forcing a wall of sand to rise up to shield them from attacks. This sand wall appears little different from other sand defensive jutsus, but its purpose is quite different. Whenever this sand wall receives an attack, it will absorb the attack completely and then immediately send a blast of sand of equal shape and force back at the attacker. For instance if the target created a concentrated stream of fire (such as in Katon Ryuuka), the wall would retaliate with a concentrated stream of sand, while if a kunai with an explosion note attached was thrown at the wall, the wall would send out a thin line of sand moving as quickly as the kunai would towards the attacker, and then after a short distance it would expand drastically, mirroring the explosion of the explosion note. After retaliating the sand wall will reform properly, unless of course the jutsu the attacker used was too powerful for the wall, in which case the wall will crumble. This technique can only be used once per thread. The wall can handle up to Stage Five Ninjutsu and a physical attack of up to base Strength 23 , lest the attack will punch right through and the wall will crumble.
              26 Power: The wall is fifteen feet in height.
              -33 Power: The wall is twenty feet in height.
              -40 Power: The wall is twenty five feet in height.
              25 Control: The wall is fifteen feet in length.
              -33 Control: The wall is twenty-five feet in length.
              24 Reserves: The wall will last for two posts.
              -33 Reserves: The wall will last for three posts.

              Stage Seven

              Name: Ryuusa Bakuryuu (Quicksand Avalanche)
              Requirements: Power 30, Control 27, Reserves 26, Intelligence 22, Willpower 20
              Description: By manipulating a titanic amount of sand, the user can create a colossal wave of sand that completely consumes the opponent. Due to the nature of this skill it if the user is standing amid a desert the wave can grow to seventy five feet in height and fifty feet in length. Buildings are crushed by the immense force of the wave; to be caught in its path spells certain death for even the most legendary of warriors. The wave can travel on for a hundred feet and at a blinding speed, making it hard to outrun. If the user knows 'Sand Slip', he can ride unharmed upon the wave as if he was surfing.

              Name: Sabaku Taisou (Desert Imperial Funeral)
              Requirements: Intelligence 30, Willpower 27, Tactics 26, Power 22, Control 20
              Description: Perhaps the first apocalyptic jutsu ever created, Desert Imperial Funeral requires a substantial sacrifice of Chakra (nearly half) to force a gross volume of sand in on a specific vicinity. Everything within a fifty foot diameter of the epicenter (that the user targets) will be literally flattened and buried into the sand, creating a giant crater in the ground. To be hit by this jutsu means instant death. This can only be performed twice a thread because of the amount of chakra needed per use.

              Name: Sabaku Kousenchitai (Desert Warzone)
              Requirements: Power 32, Control 30, Reserves 28, Intelligence 24, Willpower 22
              Special Requirement: Desert Explosion
              Description: Much like the Sabaku Bakuhatsu (Desert Explosion) - though the range has now been increased to twenty five feet - the user punches the ground and sends a ripple of Chakra through it. Whatever the wave touches (in other words, whatever is connected to the ground and thus the wave of Chakra) will have the ground beneath it explode with the force of three exploding tags. However, that is only the first barrage; if anything else besides the user is still touching the ground, a second wave is sent out and explodes again with the power of five tags. Continuing even beyond that, if anything has somehow managed to survive the horrific blasts and is still touching the ground - save the user - a third wave will explode yet again with the power of seven tags. The battle scene is pockmarked with huge craters afterwards, with so much debris in the air that visibility is reduced. This terrible jutsu requires three posts of cooldown before and if it can be used again.
              Last edited by Seikon; 04-30-2020, 09:17 PM.

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