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Old 06-02-2012, 10:35 PM   #1
Sun General Storyboy
Seikon's Avatar
Join Date: Dec 2006
Location: Nakatomijo
Posts: 1,903
Default I Like Turtles


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



Like seriously, was he made in a lab? He's gorgeous.

In a way, he was.

He's that perfect trifecta of tall, dark and handsome. That which is Hanzo bears a broad upper body, strong chin, sharp jawline and a smile that could deflect a Fuuma-shuriken.

Eyes shine bright like steel and are just as gray. Youthful in shape and size, but their natural shade of royal blue has faded since his rebirth. Sleek, rectangular horn-rimmed frames rest gently on the bridge of his nose -- commonly adjusts them in a variety of ways (hates doing it the same way twice)

Wore similar pair as a child -- switched to contact lenses (access to ninja tech and the family $$) as young teen/agent

Doesn't actually need the current pair to see -- his eyes were among part of his body that "regenerated" They really only enhance his perfect vision, granting the benefit of detail up to twenty times magnification and the benefit of night vision.

eyes bad as kid, fixed on res
stabbed multiple times, fixed on res (scars still there tho)

Nice-looking shirts and slacks, made out of materials that allow breathing and can sustain the typical wear-and-tear required of ninja stuff.

Black. Neutral and earth tones, but otherwise black.

Black duster.

Fan of "traditional" clothing -- has several haori and kimono in similar colors -- wears as required (for the sake of decorum)

Dat Glowup


Guess I better apply myself before I hit that big 3-0 . . .

lupin III x detective conan x harry potter x voldemort x kabuto x orochimaru x jon snow x colonel steve austin

undeniable charisma
certain disregard for rules
manipulative -- focused on the usefulness of people, objects, powers -- questionably sociopathic tendencies
he felt no desire or need for human companionship or friendship

He was somewhat willfully ignorant of people or matters which he considered to have no value. He was dismissive

a need for independence that bordered on pathological, and he preferred to operate in secrecy and solitude whenever possible


remorseless (mostly) -- twisted sense of honor after his life experiences

He also seemed to have respected, and sometimes even admired, skill, resourcefulness and cleverness, even when displayed by opponents

does not believe in anyone but himself, and even that gets difficult

is completely concerned with himself, as he realizes that he's at a point where one wrong move will get him killed (again) -- tries to compensate for this by being silly, relaxed, etc.

is making a major effort to keep a low profile. Never asked for the appointment to Bunraku. Never asked to come back to life. Never asked to be born. Tendency to feel like a victim of the world.



Combo Archetype: Lazarus
Daredevil - Offensive Healer
Combo Special: Once per lifetime, the user can heal completely from an otherwise mortal wound [SPENT]
Stat Merits: +2 to Stamina, +1 to Willpower, +1 to Intelligence, +1 to Reserves, +1 to Speed
Stat Flaws: -2 to Tactics, -2 to Willpower, -1 to Intelligence, -1 to Power

Primary: Physical
Secondary: Mental
Tertiary: Chakra

Strength: 1 + 16 = 17 [+20 KK = 37] [Level Seven]
Speed: 1 + 1 + 28 = 30 [+25 KK = 55] [Level Ten]
Stamina: 1 + 2 + 16 = 19 [Level Four]

Intelligence: 1 - 1 + 1 + 16 = 17
Tactics: 1 - 2 + 18 = 17
Willpower: 1 + 1 - 2 + 16 = 16

Power: 1 - 1 + 15 = 15
Control: 1 + 15 = 16
Reserves: 1 + 1 + 10 = 12


(F1) Henge no Jutsu (Transformation Technique) (S1)
Requirements: Control 3, Intelligence 2
(F2) Kinobori/Kabenobori no Jutsu (Tree Walking / Wall Walking Technique) (S2)
Requirements: Power 5, Control 4, Reserves 4
(F3) Genjutsu Kai (Release) (Replacing: Open Slot) (S3)
Requirements: Power 7, Control 7, Intelligence 6


(AP) Kemuri Yoatsu (Smoke Pressurization) (S1)
Requirements: Power 4, Control 4
(AP) Kemuri Kawarimi no Jutsu (Smoke Body Replacement Technique) (S2)
Requirements: Power 6, Control 6, Tactics 4
(AP) Jasutogan no Jutsu (Perfect Eye Technique) (S3)
Requirements: Tactics 8, Intelligence 6, Willpower 8
(AP) Makihige no Jutsu (Tendril Technique) (S3)
Requirements: Power 9, Control 9, Tactics 7
(AP) Kemuri Shunshin no Jutsu (Smoke Instantaneous Body Technique) (S4)
Requirements: Power 12, Control 11, Reserves 10, Tactics 12
(AP) Futago Kemuri Hebi no Jutsu (Twin Smoke Serpent Technique) (S5)
Requirements: Tactics 17, Intelligence 16, Willpower 16, Power 15


(F4) Mizu Tebukuro no Jutsu (Water Glove Technique) (S1)
Requirements: Power 4, Control 4
(F5) Mizutamari no Jutsu (Water Puddle Technique) (S2)
Requirements: Intelligence 5, Tactics 4, Willpower 4
(F6) Mizu no Yoroi (Water Armor) (S3)
Requirements: Intelligence 9, Tactics 9, Control 7
(F7) Kirigakure no Jutsu (Hidden Mist Technique) (S4)
Requirements: Intelligence 15, Tactics 15, Willpower 13, Power 14
(F8) Kiri Shikaku no Jutsu (Mist Vision Technique) (S5)
Requirements:Intelligence 17, Tactics 16, Willpower 16, Power 15


(F9) Kanraku Kibun (Sinking Feeling) (S1)
Requirements: Willpower 2, Control 2
(F10) Shiiru Ninpou: Koji Aratameru (Force Ninja Art: Fact Change) (S2)
Requirements: Reserves 6, Control 5, Intelligence 5
(F11) Shiiru Ninpou: Hoshou (Force Ninja Art: Assurance) (S2)
Requirements: Willpower 7, Intelligence 7, Reserves 6
(F12) Tsukaeru no Jutsu (Choke Technique) (S3)
Requirements: Reserves 8, Control 6, Power 8
(F13) Chikan no Jutsu (Displacement Technique) (S3)
Requirements: Willpower 9, Intelligence 9, Reserves 7


(F14) Stage One (+5 Speed, +4 Strength)
Requirements: Speed 5, Stamina 3
(F15) Stage Two (+5 Speed, +4 Strength)
Requirements: Speed 9, Stamina 5, Control 6
(F16) Stage Three (+5 Speed, +4 Strength)
Requirements: Speed 12, Stamina 8, Control 8
(F17) Stage Four (+5 Speed, +4 Strength)
Requirements: Speed 17, Strength 12, Stamina 14, Control 14
(F18) Stage Five (+5 Speed, +4 Strength)
Requirements: Speed 20, Strength 17, Stamina 19, Control 16

Shinobi Kit (1)
-Hidden (1)
The Shirt (3)
-Hidden (1)
-Body Armor - Ballistics Mesh (2)
The Glasses (4)
-Hidden (1)
-Combined (0)
-Zoom Goggles (1)
-Night Vision Goggles (2)

wake up naked in pieces on table like "Uh..."

'member the bloody mist? I 'member.

1 AP for any use (BUNRAKU)

2 AP for any use (PATH CHARACTER)

(would need 3 more AP for successful launch)



As years go on, Hanzo is not convinced. He's more the errand-boy/lap-dog, being "groomed" for some unknown purpose. Starts doing research of his own, tales of Orochimaru and other shinobi who sought immortality and their methods; Assate's priests in wind country, rumors of the high wardens of calamity mountain, etc. Supposes that the "Snake Cave" must not be far from the underground facility he is stationed in, waiting for the opportunity // day to come that he might follow up on that thread. Stories of their regenerative abilities are legend and prolific in folklore of the land.

is otherwise rewarded by naga with smoke ninjutsu, steroids/growth hormones, living space, decent technology and entertainment options, access to archives and library, excellent diet, per diem while in the field, new "identity" (lacking: freedom, actual pay) ---- pay now comes from Hidden Sound, he keeps a quaint above ground apartment and stays there occasionally for the sake of keeping appearances, but his true "home" is deep within the catacombs.

from vd:

. This was punctuated dramatically when he was enlisted in the shinobi academy. This, over twenty years ago, was during a period of time where at the end of a ten year schooling course, graduate candidates would battle to the death for the right to wear the headband of the village. In such a fashion, only twenty percent of the trained each year would make it to become shinobi...and the rest would simply die. This lead to a superstition of strong shinobi blood, and since Ren was only half-Water country, it was believed he'd die if not at the battle royale, long before during training.

Armed with the tall body of his mother and the sharp, calculating mind of his father, Ren instead proved to be a powerful and cunning student, despite a severe lack of motivation that was common amongst the draftees—those forced into the Academy rather than volunteered. As such, by the time he reached his final year, Ren was considered the bottom of his class, in all aspects that mattered—taijutsu, ninjutsu, and genjutsu. Tactical theory, navigation, geography, and several aspects of sailing were dismissed thanks to his tall and awkward body, unable to fit neatly beneath the deck of the average Mist ship. If he couldn't make it as a swordsman, he wouldn't make it in the village.

He was placed, cruelly, against the class ace. A duel-wielding Kirigakure native who could trace his shinobi blood back generations, learnt from the ninjutsu of his father and the dojo of his mother, such solid and powerful shinobi stock that there was no chance for the Swamp Dog that was Ren. However, although his longsword taijutsu looked awkward, and his ninjutsu left plenty to be desired—despite having no one in his personal life but non-shinobi and uncaring government caretakers, Ren's unorthodox body frame and longsword style matched with pluck and a bloodthirsty desire


mist agent

mommy: deceased, was low-born--was lady-in-waiting to his previous wife, said to be mysterious, may or may not have been nure-onna (lol) -- Jiro is a bastard and carries his mother's surname, and daddy is not entirely sure that Jiro is really his at all. died when jiro was very young. Jiro is actually not of his adoptive father's line and is the son of a long deceased traveling con-man who once rose to some level of infamy before he was

supposedly a refugee from a faraway place. "washed up onshore one day." only memory of her is her telling Jiro he is "destined for great things."

daddy: "I'm a low level lord and have unrealistic expectations."

has two older sisters, parents are middle-aged by the time he's born. dad isn't confident he will be strong. is going to give control of their holdings to the eldest sister and her soon-to-be husband as dowry

let me go into the shinobi academy and prove I'm strong enough to take your name//become inheritor. Dad laughs at this -- doubtful the kid has ever touched a real sword before, much less held and carried one at length. When he fails, he will return and serve as a ward and retainer for the daughter's husband.

Dad & Son-In-Law would later go on to rally with other lesser lords in an alliance with the other small islands in a spark which would ignite the Seagull War.

rough academy years, childhood -- privileged rich boy from small island (SEAGULL LOL), always told he was special, got top marks but got made fun of for being a "nerd" -- glasses, dressing smartly, not being terribly impressed by fighting, etc. Gets beat up a lot. Instructors look the other way. Bloody Mist never ended and it never will, behind closed doors.

Is actually quite accomplished at genjutsu and has slowly turned it to his advantage, is also pretty good at ninjutsu and is fairly bright.

He starts to realize he can get away with a lot of things, and stops being bullied. He starts to form a network of friends and acquaintances, using his interpersonal skills rather than his ability with shinobi skills to win their favor. Senseis remark he has a keen intuition and a certain way with people, and recognize that his skill in genjutsu gives him confidence and his techniques magnify it tenfold.

Decides he wants to follow the agent career path long before he graduates as a genin. Not super keen on fighting in the graduation tournament. Convinces another kid to slip rum into the goliath's sports drink a while before the match -- the kid's face was so sweaty, he'd been training every day up until their fight including the morning before their scheduled bout. Stupid pig. Uses displacement to stay well out of range of the flailing, makes a power display parading him around the room as he throws wayward haymakers and ends the fight with the choke technique. The match was called in his favor. Many eyes were on him.

Short genin career. Quickly proves aptitude, teammates are a pair of twins who are stoic swordsmen under an older sensei who had probably sailed to the ends of the earth and back again based on the stories he had to share. Instilled in him a sense of duty and honor, despite acts of what amounted to knavery that they would go on to commit together.

Is made an agent at an early age upon recommendation of his sensei. Feels like a rookie again. Many of the agents in his squad are thugs and the commander, like instructors did, turn a blind eye. It's disheartening.

Starts getting ass kicked again, on missions by getting overwhelmed by the strength and experience of his opponents when things go south and his tricks fail. Hazed by fellow // veteran chuunin. "lol where's your sword?" One day, one picks a fight with him, and our boy loses his bananas, nearly killing him. Gets reprimanded, put on leave. Considers going awol -- figures he could probably avoid many of the meatheads, but not the special agents. Can't live with going home. Doesn't have much of an option but to comply.

Over the next several years, he starts to win people over, as is historically common. Is respected when he returns to work after his suspension--that is, people don't really mess with him, anymore. Gains further reputation after solving several high-profile cases across twice as many successful missions. Many special agents are skeptical and appeal to the department heads to keep an eye on his behavior--while his skills as a shinobi are not prodigal by any standard, he has a peculiar amount of influence over people. Many agents, at this point, hold him in high regard and look to him for guidance.

During a high ranking assignment on the mainland continent in Iron, an agent is killed. Mission is a success at their expense (if the remaining agents make it back lol), the operation was orchestrated by Jiro. The agents hold Jiro responsible and are not satisfied with his command. At a camp in a remote area of rice country, the remaining agents, a few of whom had come to accept him as their equal if not friend, turn on him. He dies. Darkness.

A kunai catches one of the agents in the back. A party of enemy shinobi catches up intent on taking back what was stolen (compromising photographs of Nemoya ????? LOL). A skirmish ensues, they leave the other agent's body and Jiro's body behind, to escape with their lives.

Enemy shinobi bodies and minds could be cut open by those skilled enough to find the secrets hidden within, secrets which could then be adapted or outright stolen. All the more reason to leave Jiro behind, it seemed, lest a shinobi autopsy reveal their treachery.

is dead, lying on the ground, dead. such dead, wow.

these particular shinobi are nomads. they look for gear first, rifling through his pockets and patting him down for hidden weapons and find little but the basics. they carry them.

get tired of carrying them. one "chuunin" is upset they're even bothering. another concurs. Leader gets frustrated.

>leader has naga connection (their mission contact!!), was requested to retrieve bodies of mist nin. leader lets the two lackeys go and will keep a bigger cut for himself. uses a jutsu to transport himself and the bodies back to the naga base.

>nagas kill leader too, haha, payment received. "your tribesman have collected their payment. and now we collect ours."

hanzo wakes up, this is witnessed through 1-way glass in naga morgue by a naga scientist who is fucking fascinated. those other bodies are garbage compared to this one. considers killing him to see if it happens again. is happy that he didn't manage to cut into him yet (he misplaced a tool or something?)

when he first comes to, Hanzo is out of his mind and incredibly confused. Kind of paces/shambles for a bit, naked and pale and looking very undead. Color starts to return gradually. NOT eager to talk about what did (rather, didn't) come "next"


moderate smoker, drinker

lots of time to read while living under the naga's thumb -- many subjects, including taboo ones, history, science, etc

bio partially as entries from naga scientist who fucked him up

segue into hanzo's perspective as we bring new sound around town

Year -20.00 : Creation of the Sound Nomads from leftover Sound-nin
Year -15.00 : First use of the Eighth-note tattoo and new ranks
Year -1.00 : Death of Seijuu Kaigen, rise of Seijuu Raimei
Year -0.75 : Sound assist Mist with the Seagull war through a mercenary contract
Year -0.67 : Non-aggression pact of Sound/Cloud.
Year 0.00 : Chuunin Selection Exams; the Nomads did not participate
Year 0.30 : Black Night decimates number of Sound Nomads
Year 0.35 : Search through catacombs begin. Naga researchers found
Year 0.40 : Sound Nomads move into New Sound Village
Year 1.00 : Hidden Sound struggles to maintain authority over Rice Country because of mercenaries in Atama.
Year 1.15 : Hidden Sound begins open conflict with the mercenaries in Atama City.
Year 1.25 : Present. Atama City begins a direct assault on Hidden Sound.

"Court of Shadows"

would meet Naga here, in a room with three hallways leading into darkness

voices would reach out from the darkness. Sometimes a hand, or an item. Sometimes... rarely... something else.

part of "the deal" between otokage and naga -- is installed in the village organizational hierarchy as a Herald and as a Bunraku agent.

previously captured nomads and assisted in their torture and interrogation -- on the look out for anything "special" (bloodlines, etc)

stole weapons, resources, technology, often killing nomads and other shinobi in the process

regularly subjected to testing procedures, having blood work done, physical exams, psych evals, etc

is rewarded by naga with smoke ninjutsu, steroids/growth hormones, living space, entertainment, excellent diet, per diem while in the field, new "identity" (lacking: freedom, actual pay)

started to feel bad for the nomads and question his masters, but "plays along" on both sides to gain influence and positions (and freedom, as his role as Herald will enable him to travel)

Naga NOW expect him to report on the Otokage, which he does so reluctantly. Has been approached by (cabinet??) about divulging Naga secrets to New Sound, laughs it off?

The Path of Flesh
The body creates the chakra that fuels a warrior. With proper modification, the blood of the creature will do what no ninjutsu could ever do. Some Path of Flesh Naga modify normal men, turning the normal into a monster. Others tap flesh already full of power, like the miraculous bloodlines that sleep within shinobi. Sometimes Naga of the Flesh are known to find bloodlines that should have existed, but never came to prominence, creating a unique warrior.

The newly established diplomatic corps of Sound, the Heralds are meant as Sound’s envoys to the rest of the world, both to the shinobi and to the non-shinobi. Heralds are meant to be a strong and presentable face of New Sound, allowing them to make ties with the various powers. Each herald usually chooses at least one bodyguard of equal rank and may have up to three bodyguards in full, though two would be of hiyoutori rank.


AP: 48

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Old 06-17-2012, 09:53 PM   #2
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Join Date: Dec 2006
Location: Nakatomijo
Posts: 1,903

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

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)

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


(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


(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


(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


(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


AP: 48

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Old 06-17-2012, 09:54 PM   #3
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AP: 48

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Old 04-15-2014, 02:27 PM   #4
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Ninjutsu Swaps for Eiko (Sand/Iron Sand, Caiman Summoner Swaps)


Tsuchimakaze (Dust Devil)
Stage: Like 3

genjutsu? ninjutsu?



Satetsu Tennyo (Iron Sand Celestial Maiden)
Stage: looking for 4 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 before it must be refreshed, with a one post cooldown between usages.

At its basic level, the swirling mass of iron sand protects the user from strikes up to a base strength of 20. 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 4 ninjutsu or higher which will invariably harm the user beneath the cloak. It may also be temporarily dispersed when hit by stage 3 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).

Stage +1 Effect: The cloak of iron sand can protect the user from a base strength of 25, may reform after withstanding stage 4 ninjutsu and only be outright destroyed by stage 5 ninjutsu or higher.


Satetsu Sangaku (Iron Sand Temple Geometry)
Stage: ?

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


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 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 with 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) 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.


Waniton: Men'eki (Crocodile Style: Immunity) (Ninjutsu)
Stage: Seeking 1 or 2

Subconsciously using minuscule amounts of chakra to regulate the production of powerful, chakra-enhanced antibodies, and over eons of exposure to an inordinate number of harmful toxins and plagues, the Caimans find themselves naturally invulnerable to most diseases and poisons. Derived from exercises in several of the Caiman Virtues, study of the Caiman's physicality and an examination of the Caiman's history of survival and adaptation, Men'eki passively grants its user the following benefits through Caiman mimicry and cleverly employed chakra:

Base Effect: Passive immunity to non-chakra/supernaturally based diseases and poisons.
Stage +3 Effect: The effectiveness of chakra/supernaturally based poisons and disease against the user is reduced by half.


Waniton: Senpukujutsu (Crocodile Style: Ambush Art) (Ninjutsu)
Stage: Seeking 2 or 3

A (mostly) passive technique derived from exercises in several of the Caiman Virtues, Senpukujutsu represents a combination of the user's keen instinct and practical experience in ambush tactics. By second nature, they expect the unexpected and are hyper-sensitive to environmental cues; specifically, the user is capable of detecting sources of prey (Fear) or danger (Harmful / Killing Intent) and active traps (utilizing environment and/or any weapons, wires, seals, explosives, etc) through refined senses permanently granted to the user simply virtue of knowing this technique. Using this jutsu actively to recognize and successfully avoid imminent danger/damage by way of a trap and/or ambush (or noticing an opponent's sudden bloodlust at the last moment) expends one of the user's kawarimi usages.

Base Effect: The user can passively detect (Fear) and (Harmful / Killing Intent) up to five feet away and (Threatening Objects) up to ten feet away.
Stage +1 Effect: The user can passively detect (Fear) and (Harmful / Killing Intent) up to ten feet away and (Threatening Objects) up to thirty feet away.


Waniton: Mugenkyoufu (Crocodile Style: Dread Visions) (Ninjutsu)
Stage: Seeking 4 or 5

study of caiman virtues, represents the user's aptitude for genjutsu and their training with the caiman house -- mimicry -- caimans don't need handseals to cast genjutsu, and loosely manipulate the triggers of their jutsu (it could be said that Sunagakure has blah blah did that actually, since the caimans purportedly taught their brand of illusions to the village when it was still young)

similar to the process by which one might draw in natural energy to activate sage mode, only in reverse--the user forces their illusion-rich chakra into the space around them

passively negates need for handseals for any and all of their genjutsu techniques and allows the user to alter and/or simplify the trigger as they deem it necessary -- it may become any gesture, eye contact, or any part of the user's own body, their own voice (eg. whistling), or physical contact with an intended target.




AP: 48

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Old 04-15-2014, 02:27 PM   #5
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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.



AP: 48

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Old 04-15-2014, 02:31 PM   #6
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Peace to Kinumi, Resound, Kapeesh
Peace to Junge
Blessed by Hitoko and Wess
Fortified by Seikon

Sand Ninjutsu

Sand Manipulation

"""Shinobi with this list learn to manipulate water in two basic forms: liquid, and vapor. Knowing this list grants the user a passive ability to pull water out of the surroundings or from themselves in order to provide material for the technique. By expending two usages instead of one, jutsu may be performed without an already present water source. Therefore Stage Seven techniques always requires a water source outside of the shinobi.

In addition by expending a Stage One usage, small (one small gourd) amounts of water may be heated or frozen. This represents the user’s basic skill with water manipulation and is frequently used in lieu of a hitai-ate to prove that one is a Mist shinobi."""

[/B]Suna Jishaku (Sand Magnet)
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.

Suna Kojinmari (Sand Compaction)
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.

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.

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)
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)
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.


AP: 48

Last edited by Seikon; 07-11-2019 at 05:11 PM..
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Old 10-22-2015, 09:27 PM   #7
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Join Date: Dec 2006
Location: Nakatomijo
Posts: 1,903

KAZE Investigator
Disgraced Mentalist

Daiyasukunai Seikon

[Sand Soothsayer]
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
  • 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]


--Dark Reading Technique


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


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


VIII – MOKUROKU [ Replacing – Open Slot ]
[ Replacing – Open Slot ]
[ Replacing – Open Slot ]




VIII – FUUTON: KAIKA HOUIN [ Replacing – Chiisa Kaze Setsudanki ]

VIII – TAKUETSUFUU [ Replacing – Kaze Bunshin ]
VIII – FUUTON: HIMITSU KAZE NO JUTSU [ Replacing – Henshin Bakuha ]

VIII – TAIFUUIKKA [ Replacing – Shinkuutai Naihatsu ]
VIII – FUUTON: KAZE MYAKU NO JUTSU [ Replacing – Bouseki Tate no Kaze ]

IIIV – FUUTON: ENO KYAKU NO JUTSU [ Replacing – Kaze Kushi ]
IIIV – FUUTON: SABAKUHISHIN [ Replacing – Tatsumaki Wana ]
IIVI – FUUTON: SEN NO JUTSU [ Replacing – Kyoushu no Tosshin ]
IIVI – HIDDEN THRONE OF THE STORM GOD [ Replacing – Boufuu Bakuhatsu Bunshin ]
IVII – GOUBATSU, KOYOU! [ Replacing – Renkuudan ]


[ Replacing – Open Slot ]
IIVI – KATON: HAIJINGAKURE NO JUTSU [ Replacing – Karyuu Endan ]
[ Replacing – Oorashi no Ryu ]



IIVI – SABAKU TAIOU: GYAKUTEN [ Replacing – Arashi no Shouheki ]
IIVI – KATON: MUGOI HAINI NO JUTSU [ Replacing – Open Slot ]




IIVI[ +30 Speed, +24 Stamina ]

Special Techniques


IIVI[ +30 Strength, +24 Stamina ]

Special Techniques


IIVI[ +30 Stamina, +24 Speed ]

Special Techniques


AP: 48

Last edited by Seikon; 02-02-2020 at 03:53 PM..
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