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  • Wind Ninjutsu - Sunagakure

    Credit to Kinumi for the original list.

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

    Stage One (Academy Skills)

    Name: Fuuton: Kaze Bunshin (Wind Element: Wind Clone)
    Requirements: Control 2, Intelligence 2
    Description:Base Effect: Creates one clone.
    Stage Two Effect: Creates two clones.
    Stage Three Effect: Creates three clones.
    Stage Four Effect: Creates four clones.

    Name: Fuuton: Kaze Fuuchuufuyuu (Wind Element: Wind Levitation)
    Requirements: Base Effect: The wind burst has the power to boost a jump two feet.
    Stage Two Effect: The wind burst has the power to boost a jump four feet.
    Stage Three Effect: The wind burst has the power to boost a jump six feet.

    Name: Fuuton: Yadama Furooseigyo (Wind Element: Projectile Control Skill)
    Requirements: Control 3, Tactics 2
    Description: Base Effect: Stage Two Effect: Stage Three Effect: Name: Fuuton: Hanpatsu Kaze no Jutsu (Wind Element: Retrieving Wind Technique)
    Requirements: Willpower 3, Reserves 3
    Description: Base Effect: The range of the vortex is five feet around the user, and only small objects can be pulled in.
    Stage Two Effect: The range of the vortex is seven feet around the user, and objects as large as a katana can be pulled in.
    Stage Three Effect: The range of the vortex is nine feet around the user, and objects as large as a cleaver sword can be pulled in.

    Name: Fuuton: Chiisa Kaze Setsudanki (Wind Element: Tiny Wind Cutter)
    Requirements: Control 4, Power 4
    Description: While initially intended for cutting apart locks, Tiny Wind Cutter has been adopted as a support offensive technique that can be used in the most clutch of moments. The user points out his index and middle finger and forms a rapid torrent of wind to circulate along the sides, creating a miniature chainsaw like effect. While this is too small to too any real damage or cut through armour plating without prolonged exposure, it is effective in tearing through skin and flesh. However, by itself it is not extremely dangerous in combat as to actually penetrate deep beyond the skin, it requires constant exposure to slowly dig into the flesh (ie. a medical patient lying still). Mere glancing blows will only inflict scratches and cuts. This technique lasts two posts before dissipating. The chainsaw extends two inches from the fingers.

    Stage Two (Beginner Genin)

    Name: Fuuton: Boufuu Kyouzuu no Jutsu (Wind Element: Gale Surge)
    Requirements: Control 5, Power 4, Reserves 4
    Description: Gale Surge is the first in the line of truly offensive Wind techniques. By drawing back their hands and charging them with Chakra, when the user thrusts both hands forwards with open palms, gusts of wind will shoot forth to strike a target with sheer blunt force. The assailing torrents can be maintained for longer periods of time, depending on the skill of the user. While the power of Gale Surge is nothing to tremble at, to be caught within its direct path would feel like being punched rapidly, non-stop..
    Base Effect: Stage Three Effect: Stage Four Effect: Name: Fuuton: Kaze Bakuhatsu (Wind Element: Wind Explosion)
    Requirements: Willpower 5, Intelligence 4, Tactics 4
    Description: Base Effect: One ball can be formed.
    Stage Three Effect: Two balls can be formed.
    Stage Four Effect: Four balls can be formed.

    Name: Fuuton: Henshin Bakuha (Wind Element: Deflection Blast)
    Requirements: Control 6, Power 6, Willpower 4
    Description: Deflection Blast is the exact opposite of Retrieving Wind. Instead of producing an attractive vortex, the user creates a repulsive vortex to blow things like projectiles out of the air. While people and such possess too great a bulk to actually blast away, the gust hits them with blunt force and can force them off balance for a moment if caught within range. While small projectiles can easily be blown away, larger weapons such as fuuma shuriken are simply thrown off course.
    Base Effect: Stage Three Effect: Stage Four Effect: Name: Fuuton: Okuridashi Kaze (Wind Element: Propelling Winds)
    Requirements: Willpower 6, Intelligence 5, Power 5
    Description: Loosing a short blast of air from their hands, the user is able to propel themselves five feet in the opposite direction with considerable force. This jutsu is ideally suited to Wind Ninjutsu specialists who often tend to favour avoidance of attacks rather than powerful defences. This technique can be used to either move very quickly to the side, or even propel themselves into the air.

    Name: Kaze Kawarimi (Wind Replacement)
    Requirements: Control 7, Power 7, Willpower 6
    Description: As an elemental version of the standard replacement technique, the Wind Replacement causes the user to burst into wind and reform from a safe distance away. The explosion of wind, while not dangerous, hits the assailant with mere blunt force. This counts towards the user's given two Kawarimi uses per thread.

    Stage Three (Advanced Genin)

    Name: Fuuton: Kamaitachi no Jutsu (Wind Element: Slashing Wind Skill)
    Requirements: Control 8, Power 8, Reserves 6
    Special Requirement: A weapon of wakizashi size or larger (ideally a fan).
    Description: The user uses chakra and a weapon usually to create large bursts of wind at an extent. In reality it is not an actual burst of wind but a tornado that comes from the user. The wind slashes objects; at most it can cut tree branches. Like a real tornado, the wind expands as it goes farther and hits larger targets. The wind disappears after being shot for twenty feet and at most it widens to fifteen feet. While the knockback of this technique leaves something to be desired, it holds the potential to gash the flesh of an opponent and even dispel low level enemy Ninjutsu, though it extinguishes itself as well.
    Base Effect: Range of ten feet, spreads five feet, and can neutralize Stage One Ninjutsu techniques.
    Stage Four Effect: Range of fifteen feet, spreads ten feet, and can neutralize Stage Two and lower Ninjutsu techniques.
    Stage Five Effect: Range of twenty feet, spreads fifteen feet, and can neutralize Stage Three and lower Ninjutsu techniques.

    Name: Fuuton: Shinkuutai Naihatsu (Wind Element: Air Pocket Bursts)
    Requirements: Willpower 8, Intelligence 6, Tactics 8
    Description: Base Effect: Two bursts can be created.
    Stage Four Effect: Four bursts can be created.
    Stage Five Effect: Six bursts can be created.

    Name: Fuuton: Bouseki Tate no Kaze (Wind Element: Spinning Shield of Winds)
    Requirements: Control 9, Power 9, Willpower 7
    Description: Focusing on an area in front of them, the user dispels Chakra to cause the wind to spin rapidly in a circular motion, creating something akin to a miniature tornado. Instead of deflecting attacks however the vortex, spinning at a ferocious speed, will draw in whatever is near it and hurl it back at the opponent. Several of these, placed in strategic points on the battlefield, can prove to be an effective defense. If a person were to touch one of these whirling storms, though, their skin would be rubbed raw in a matter of seconds. Each tornado only lasts two posts, and the technique has a three post cooldown.
    Base Effect: One tornado can be created with a suction range of three feet. It can reflect Ninjutsu up to Stage One.
    Stage Four Effect: Two tornadoes can be created, each with a suction range of four feet. Each can reflect Ninjutsu up to Stage Two.
    Stage Five Effect: Three tornadoes can be created, each with a suction range of five feet. Each can reflect Ninjutsu up to Stage Three.

    Name: Fuuton: Kaze no Yoroi (Wind Element: Armour of Wind)
    Requirements: Willpower 9, Intelligence 9, Power 7
    Description: The user utilizes his chakra and the wind around him to create a whirlwind around himself. The wind forms a six foot circle around the user. The wind picks up debris and acts as shield for the user. The Armour of Wind lasts for three posts, but if hit by an enemy Ninjutsu, it will immediately dispel afterwards. Debris and projectiles thrown towards the wind also become part of the armour.
    Base Effect: The Armour can shield up to Stage Two Ninjutsu. Those with a base Stamina of 10 or higher can walk through the whirling wind (not the Stamina level, but the actual value).
    Stage Four Effect: The Armour can shield up to Stage Three Ninjutsu. Those with a base Stamina of 13 or higher can walk through the whirling wind (not the Stamina level, but the actual value).
    Stage Five Effect: The Armour can shield up to Stage Four Ninjutsu. Those with a base Stamina of 16 or higher can walk through the whirling wind (not the Stamina level, but the actual value).

    Stage Four (Beginner Chuunin)

    Name: Fuuton: Kaze Shunshin no Jutsu (Wind Element: Wind Instantaneous Body Skill)
    Requirements: Control 12, Power 11, Reserves 10, Willpower 12
    Description: An ability which allows the user to transport from one area to another in a gust of wind. 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. 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.

    Name: Fuuton: Daikamaitachi no Jutsu (Wind Element: Grand Slashing Wind Skill)
    Requirement: Intelligence 12, Willpower 11, Tactics 10, Power 12
    Special Requirement: Slashing Wind Skill
    Description: Base Effect: Range of twelve feet, spreads nine feet, and can overpower up to Stage Two Ninjutsu techniques.
    Stage Five Effect: Range of seventeen feet, spreads fourteen feet, and can overpower Stage Three and lower Ninjutsu techniques.
    Stage Six Effect: Range of twenty-two feet, spreads nineteen feet, and can overpower Stage Four and lower Ninjutsu techniques.

    Name: Fuuton: Kaze Ryuu (Wind Element: Wind Dragon)
    Requirement: Control 14, Power 13, Reserves 11, Intelligence 10
    Description: Name: Fuuton: Tei Hakusha (Wind Element: Air Riding)
    Requirements: Willpower 14, Intelligence 13, Tactics 11, Power 10
    Description: As Wind Ninjutsu is typically more focused on ranged combat rather than close combat such as what Taijutsu specialists favour, it was necessary to create a jutsu that made them as hard to hit as possible. As a result, the Wind Riding technique was created. The technique in essence has the user form a ball or board (akin to a snowboard in appearance) of rapidly swirling air beneath their feet upon which they typically sit or stand. The user is left hovering several feet above the ground, and is able to control the ball or board to move quickly in any direction, essentially allowing the user a high degree of speed and agility while they remain on the ball, and due to the hovering nature of the ball combined with its speed, it is quite natural for users of this technique to move across walls and ceilings. All of this makes this an excellent jutsu for Wind manipulators when forced into a corner, or even can be used when scouting is necessary. Air Riding lasts for three posts, and if not in combat, doubles normal movement speed; in combat, though, the boost is practically negligible since focus is elsewhere.

    Name: Fuuton: Kaze Kushi (Wind Element: Wind Skewer)
    Requirements: Control 15, Power 15, Reserves 13, Willpower 14
    Description: Base Effect: Three tridents are formed and can be launched thirteen feet.
    Stage Five Effect: Five tridents are formed and can be launched fifteen feet.
    Stage Six Effect: Seven tridents are formed and can be launched seventeen feet.

    Stage Five (Advanced Chuunin)

    Name: Fuuton: Hikui Tenkuu Assaku no Jutsu (Wind Element: Low Air Pressure Technique)
    Requirements: Control 17, Power 16, Reserves 16, Willpower 15
    Optional Accessory: Sealing Tags
    Description: This technique makes the air pressure in a room drop dramatically, causing anyone inside to fall asleep after two posts (if they remain in the room). It can only work in an enclosed area like a sealed building or isolated room. However, this can potentially be used outdoors as well due to research and development. If the user places four Sealing Tags on the ground in a square or rectangular pattern, Low Air Pressure can be applied to the space within the tags, though it requires three posts instead of two to take effect in which anybody who stays within the area will feel a significant change in the environment; they grow gradually more sluggish and tired until finally passing out.

    Name: Fuuton: Kaze no Yaiba (Wind Element: Wind Sword)
    Requirements: Willpower 17, Intelligence 16, Tactics 16, Control 15
    Description: By channelling Chakra into his fist, when the user punches, he summons a violent gust of wind, moving so fast that if caught within the blast an enemy will suffer vicious blade like wounds from the wind slashing them so strongly. Due to its nature it is difficult to block but can be seen as a lance of rippling air and thus avoided if adroit enough. The injuries look very much like that of a sword wound, which is where the name originated. The sword can be fired a range of twelve feet before dissipating harmlessly.

    Name: Fuuton: Kaze Gyorai no Jutsu (Wind Element: Wind Torpedo)
    Requirements: Control 18, Power 17, Reserves 17, Intelligence 14
    Description: The user gathers a large amount of wind into his lungs and expels it in a single blow, similar to the projectile deflection blast. This version however is significantly more devastating as the wind forms a torpedo that is near invisible that launches towards the opponent. Upon contact it explodes with a shocking amount of force.
    18 Power: A torpedo explodes with the force of two explosive tags.
    -25 Power: A torpedo explodes with the force of three explosive tags.
    -32 Power: A torpedo explodes with the force of four explosive tags.
    17 Control: A torpedo has a range of fifteen feet before exploding automatically.
    -25 Control: A torpedo has a range of nineteen feet before exploding automatically.
    -33 Control: A torpedo has a range of twenty-three feet before exploding automatically.
    17 Reserves: One torpedo can be created.
    -26 Reserves: Two torpedoes can be created.
    -35 Reserves: Four torpedoes can be created.

    Name: Fuuton: Tatsumaki Wana (Wind Element: Tornado Trap)
    Requirements: Willpower 18, Intelligence 17, Tactics 17, Power 14
    Special Requirement: Sealing Tags
    Description: 18 Willpower: One tag can be charged and made into a trap.
    -25 Willpower: Two tags can be charged and made into traps.
    -32 Willpower: Three tags can be charged and made into traps.
    17 Intelligence: The trigger range for each tag is three feet.
    -25 Intelligence: The trigger range for each tag is four feet.
    -32 Intelligence: The trigger range for each tag is five feet.
    17 Tactics: Each trap, once activated, lasts for two posts with a three post cooldown.
    -26 Tactics: Each trap, once activated, lasts for two posts with a two post cooldown.
    -35 Tactics: Each trap, once activated, lasts for three posts with a two post cooldown.

    Name: Fuuton: Kaze no Nagaiyaiba (Wind Element: Wind Longsword)
    Requirements: Control 19, Power 19, Reserves 18, Willpower 16
    Special Requirement: Tiny Wind Cutter
    Description: 19 Control: The chainsaw stretches two feet beyond the fingers.
    -26 Control: The chainsaw stretches three feet beyond the fingers.
    -33 Control: The chainsaw stretches four feet beyond the fingers.
    19 Power: The chainsaw can cut through mundane metals in two posts.
    -27 Power: The chainsaw can cut through mundane metals in one post.
    -35 Power: The chainsaw can cut through mundane metals almost instantly.
    18 Reserves: The chainsaw can cut through Ninjutsu techniques up to Stage Two.
    -28 Reserves: The chainsaw can cut through Ninjutsu techniques up to Stage Three.
    -37 Reserves: The chainsaw can cut through Ninjutsu techniques up to Stage Four.

    Stage Six (Beginner Jounin)

    Name: Fuuton: Mugensajin Daitopa (Wind Element: Great Infinite Sandblast Breakthrough)
    Requirements: Control 21, Power 20, Reserves 19, Willpower 17, Intelligence 15
    Description:
    The user inhales deeply and then exhales a vicious stream of wind more terrible than even most natural storms can conjure. Though this technique does not deal slashing and cutting damage like other Wind jutsu, it compensates with sheer force of power. Trees can eventually be uprooted and wooden shacks are torn apart in seconds; even concrete buildings can be worn down with time as bricks and chunks fly away in the wind. People are also subject to this great strength as well, able to be blown fifty feet away if they're caught widen open. If used in the desert the wind is capable of stirring up enough sand to create a huge sand storm in their area.
    21 Control: The blast of wind extends twenty feet.
    -28 Control: The blast of wind extends twenty-five feet.
    -35 Control: The blast of wind extends thirty feet.
    20 Power: The blast of wind can be held for two posts.
    -28 Power: The blast of wind can be held for three posts.
    -36 Power: The blast of wind can be held for four posts.
    19 Reserves: A four post cooldown is required.
    -28 Reserves: A three post cooldown is required.
    -37 Reserves: A two post cooldown is required.

    Name: Requirements: Willpower 21, Intelligence 20, Tactics 19, Control 17, Power 15
    Description: Expelling a great deal of chakra, the user forces a vast amount of wind out behind them. This blast of wind has two effects, first, anything behind the user will likely be knocked over by the blast, secondly it propels the user extremely quickly in their desired direction, and the user may use the wind to make continual adjustments to their trajectory during this short dash. The dash lasts for barely a second, but in that time the user can cover considerable distance, making this an excellent assassination jutsu as the name implies. This technique requires a two post cooldown before it is able to be used again.
    21 Willpower: The user can cover twenty-five feet.
    -28 Willpower: The user can cover thirty feet.
    -35 Willpower: The user can cover thirty-five feet.

    Name: Fuuton: Boufuu Bakuhatsu Bunshin no Jutsu (Wind Element: Wind Explosion Clone)
    Requirements: Control 23, Power 23, Reserves 22, Intelligence 16, Tactics 15
    Special Requirement: Wind Clone
    Description: 23 Control: The clone explodes with the force of three explosive tags.
    -30 Control: The clone explodes with the force of five explosive tags.
    -37 Control: The clone explodes with the force of seven explosive tags.
    23 Power: The explosion has a range of ten feet.
    -31 Power: The explosion has a range of fifteen feet.
    -39 Power: The explosion has a range of twenty feet.
    22 Reserves: One clone can be created.
    -31 Reserves: Two clones can be created.
    -40 Reserves: Three clones can be created.

    Name: Kuchiyose: Kirikiri no Mai (Summoning Skill: Execution Whirl)
    Requirements: Willpower 23, Intelligence 23, Tactics 22, Power 16, Reserves 15
    Special Requirement: Grand Slashing Wind Skill, a weapon of katana size or larger, as well as a blood sacrifice.
    Description: After the user wipes their own blood on their chosen weapon, they lash out viciously to release a hellish blast of wind. This is a much more intensified gust of wind that is able to chop down trees with ease and shred human beings into pieces. Within the storm of wind, a large, snow white weasel armed with a long pole, twin sickles, and a lantern take form and dance about, slashing whatever it can at random.
    23 Willpower: Execution Whirl can extend up to thirty feet.
    -30 Willpower: Execution Whirl can extend up to thirty-five feet.
    -37 Willpower: Execution Whirl can extend up to forty feet.
    23 Intelligence: Stage Three and lower Ninjutsu can be overpowered and nullified.
    -31 Intelligence: Stage Four and lower Ninjutsu can be overpowered and nullified.
    -39 Intelligence: Stage Five and lower Ninjutsu can be overpowered and nullified.
    22 Tactics: A three post cooldown is required.
    -31 Tactics: A two post cooldown is required.
    -40 Tactics: A one post cooldown is required.

    Name: Fuuton: Kaze Sanpo (Wind Element: Wind Walk)
    Requirements: Control 26, Power 25, Reserves 24, Willpower 19, Intelligence 17
    Special Requirement: Sand GM Approval
    Description: 26 Control: The user can walk thirty feet in the air.
    -33 Control: The user can walk forty feet in the air.
    -40 Control: The user can walk fifty feet in the air.
    25 Power: The user can fall from twenty feet safely.
    -33 Power: The user can fall from thirty-five feet safely.

    Stage Seven (Advanced Jounin)

    Name: Fuuton: Renkuudan (Wind Element: Steroid Blanks)
    Requirements: Control 30, Power 27, Reserves 26, Willpower 22, Intelligence 20
    Description: Name: Fuuton: Teikiatsu Enchuu (Wind Element: Cyclone Cylinder)
    Requirements: Willpower 30, Intelligence 27, Tactics 26, Control 22, Power 20
    Special Requirement: Opponent permission or a death enabled thread.
    Description: Name: Fuuton: Sansai no Ketteiteki Shikiichi (Wind Element: Final Threshold of the Three Calamities of Fire, Flood and Storm)
    Requirements: Control 32, Power 30, Reserves 28, Willpower 24, Intelligence 22
    Special Requirement: A weapon of katana size or larger
    Description: When a tornado is formed it picks up debris and sometimes other elements. Using this jutsu, the user performs it like they would Grand Slashing Wind Skill, swinging his weapon confidently to stir up a breeze which picks up to become a torrential storm. The tornado hits extra (natural, non-Chakra infused) elements to take up new forms, though is not required at all. Each element and form is a calamity.
    Flood: If the tornado hits a body of water a massive whirlpool-like tornado is sent towards the victim. When it hits the ground or victim a large flood is sent forward that could crush or drown the victim(s)
    Fire: Storm: If the tornado absorbs electricity or a cloud the tornado would turn grey with lightning flashes being seen in the tornado. It would be a thunder storm crossed with a tornado shot towards a victim.
    If the technique does not touch one of the three listed elements, it simply progresses as a normal tornado, picking up regular pieces of debris on the battlefield. The user can control the movement of the tornado but most be careful as even he can be sucked into the whirling storm. This technique lasts for two posts, continuously draining the user of Chakra until only a small amount is left (the user can only use Stage One jutsu until the end of the thread).
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