Kenchiro (Revamp)
Apr 24, 2012 10:08:48 GMT -8
Post by Kenchiro on Apr 24, 2012 10:08:48 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
COGNITION[/u]
ARMAMENTS[/u]
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: Allows the user to open a link of chakra transference between the user and the patient so that the user may send chakra to the patient. Amount of chakra used is the same as the amount given.
D: Very Low chakra gift
C: Low
B: Mid
A: High
S: Very High
Description: Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, up to a High amount of chakra per turn may be sent to the patient.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D,[/b] C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High
Special: Allows the removal of poison through a similar chakra method as 'Shosen'. Rank determines the level of poison a medic can remove, as well as the time they need to keep the bubble on a target's body before the extraction is complete.
D: Full Turn damaging contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Kanetsu no Gyou (Heat Seeker)
Rank: D
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Low
Special: Raises the body temperature of the patient. Overuse can cause heavy fever. This heat is retained for one (1) second, plus another each time retrained, effects triggered after the user removes his or her hands. However, after every fifth retraining, chakra consumption will go up by one.
Description: With chakra in the medical user's hands, the shinobi then touches the target of the technique with red glowing hands. The red chakra enters into the patient's body and begins to gradually increase the patient's body temperature steadily.
Domain: Iryou Ninjutsu. Shousen no Jutsu.[/quote][/spoiler]
Type: Supplementary / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Highest rank known determines grade, type and quality of puppet that can be controlled. When finger puppet control is down to 2, one more 'S' ranked training allows the puppeteer to master his craft and control any puppet with merely a single finger.
D: 10 meters // 10 fingers per puppet
C: 20 meters // 8 fingers per puppet
B: 30 meters // 6 fingers per puppet
A: 40 meters // 4 fingers per puppet
S: 50 meters // 2 fingers per puppet
Description: Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the perfered method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target.
Domain: Puppetry.
Chakura Shiizusen (Chakra Thread Strength)
Rank: D, C,[/b] B, A, S
Type: Supplementary / Defensive / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Gives chakra threads defensive properties equal to the highest rank known, making them uncuttable by anything below. Can be destroyed only by chakra.
Description: Through intense training, the puppet master can harden their chakra string creations so that they are not so easily severed. With additional chakra added to the strings, they grow thicker and stronger, thus gaining a wiry feel to them.
Domain: Puppetry. (Requires Kugutsu no Jutsu)[/spoiler]
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon non-organinc items (armor, weapons, puppets, bags,etc.) of equal or lower rank, that have been previously sealed away, or stored somewhere and marked upon a small contract for summoning. Unlike people or Animals, these items get the contract written on THEM, usually in the form of a single kanj. Can only summon one mark item at a time. Please visit the Fuuinjutsu index for more information on how to seal away items!
Description: This version of Kuchiyose allows the summoner to effectively call weapons within their possession, stored away somewhere distant. Useful when the ninja is weaponless and in a pinch.
Domain: Kuchiyose no Jutsu.[/spoiler]
[/li][/ul]
- Kenchiro Nagakin
- 16
- No significant clan
- Sunagakure
- Genin (No secondary profession)
- Hard/Advanced
- Wind
- Ninjutsu Primary
Taijutsu Secondary
Genjutsu Tertiary
PHYSICALITY[/u]
- 5' 2''
- 115 lbs
- Apparel:
Given the fact that he's a ninja, Kenchiro actually tends to dress pretty flashily. His outfits tend to be silk when he can manage it (not, naturally, when he is expecting combat or other such things that could ruin a perfectly good suit) and are often suits of some kind, with shiny metal buttons and cufflinks and the occasional ruffle to add to his rather foppish nature. He does, naturally, have proper outfits for missions and battle and all that fun stuff. His "work" uniform tends towards the utilitarian, and looks pretty much the same as a standard ninja outfit for people living in Kaze no Kuni. It is made of light material, both to discourage overheating in the desert and reduce any unwanted limitations on his natural agility. - Body Appearance:
Kenchiro isn't exactly the most intimidating ninja there ever was. He's scrawny and short, and for the most part has a sort of harmless air about him, usually attributed to his weak features and a tendency to never do anything but smile at people. He has bright yellow hair which, despite the fact that it rarely is styled in any coherent fashion, still manages to always fall into a sort of half-messy style that some people find charming. He has blue eyes, a small nose and a weak chin, that makes him seem somehow younger than he is. - Despite his rigorous lifestyle, he has made a point to avoid blemishes to his body, scars included.
COGNITION[/u]
- Kenchiro has been described as "fair-weather." Very little seems to get under his skin; even annoyances tend to roll off him like water off a duck. For the most part, he tends to avoid direct confrontation and will try and talk or weasel his way out of trouble before resorting to out and out violence. He has a glaring weakness for money; it's rumored he will do almost anything for a few extra Ryo to burn. He fancies himself to be a burgeoning gentleman thief, polite and charming even as he makes off with all the world's treasures. This facet of his personality, naturally, is kept completely secret. After all, what would his peers think if they learned he was using his ninja training to plan lavish heists?
Even among his peers, Kenchiro is a shrewd tactician. His standby strategies appear to be based largely on stealth and deception. Behind his disarming smile, he has conditioned his mind to see weaknesses, potential avenues of escape or otherwise novel uses of the resources available to him. - Chaotic Neutral
- He's aligned with Sunagakure, Kaze no Kuni and his own wallet, usually in that order.
- Has a penchant for nicknames
Comes off as a bit arrogant
Tends to be a spotlight hog
Wants to be everybody's "Cool Big Brother"
Treats his friends like business people he's trying to impress. - Likes: Money, Hanging Out, Thinking of Schemes, Parties (especially lavish ones)
Dislikes: "Stuffy" People, Being Poor, Being Outsmarted
ARMAMENTS[/u]
- Primary Weapons:Tanto
Rank: C
Type: Primary / Melee
Description: The Tanto is a single or double-edged straight knife no longer than fifteen inches. The tantō was designed primarily as a stabbing weapon, but the edge can be used for slashing as well. - Secondary Weapons:Kunai (3 Packs: 6 Total)
Rank: D
Type: Secondary / Melee + Ranged
Special: 2 per Pack.
Description: This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. What makes it so versatile and universal is the fact the Kunai can be used in conjunction with explosive tags and other weapons to form deadly combos out of simple, easily accessible items.
Shuriken (Ninja Star) (2 Packs: 10 Total)
Rank: D
Type: Secondary / Ranged
Special: 5 per Pack.
Description: A shuriken, like kunai, is one of the more basic weapons employed by ninja of all classes. They are sharpened, four-pronged metal stars, no more than a few inches long, and are extremely useful for throwing. Although small, they can be used to distract, or, if accurate enough, to kill. They have an open circle in the center, used for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also a benefit in aerodynamics, as it ensures more accurate trajectories. - Items:Tracker
Rank: C
Type: Accessory / Self
Special: Has a range up to 1000 yards.
Description: Similar to the communication's device in ease and effectiveness, the range finder can function both as binoculars and as a means to measure the distance to a target. snug and sleek, it fits across only one eye, and has a see-through lens that establishes visual information. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 3,000 Ryo per Tracker - Jutsu:Kawarimi no Jutsu (Body Replacement Technique) (Retrained 3 Times)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu
Henge no Jutsu (Transformation Technique) (Retrained 3 Times)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique) (Retrained 4 Times)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy NinjutsuUkemi (Receiving Body)
Rank:D, C, B, A, S
Stamina: Mid
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground.
Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user.
Domain: Karuwaza.
Tōchaku Ushiro Chūgaeri (Backflip Crescent)
Rank: D
Stamina: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: Setting themselves up, the user of this technique will do any number of backwards handstands as they bridge the gap between themselves and their opponent. Then, with a back-flip, they lash out with a downward kick using the toe end of the foot in a circular motion. Despite it's rather long set-up, it uses rotational force to decent effect.
Domain: Karuwaza.
Tochaku Sennuki (Corkscrew Crescent)
Rank: D
Stamina: Low
Type: Offensive / Taijutsu
Range: Self
Special:
Description: With a bit of a set-up, the user rushes forward and leaps, spinning in mid-air sideways like a top at a slight angle to the ground. They then lash out with their leg, striking at opponents in a circular path going diagonally left to right
Domain: Karuwaza.Genjutsu Kai! (Release)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: User can only release themselves from illusions of equal or lower rank. Chakra costs is equal to the Genjutsu being dispelled.
Description: Kai is a Ninjutsu technique which allows the ninja to avoid the effects of a Genjutsu illusion. After forming the needed handseals, the Genjutsu technique will not affect the ninja. The ninja can also use the technique on another individual who was unable to avoid the attack. After forming the needed hand seals, the ninja touches the one affected to end the affect of the spell.
Domain: Universal Ninjutsu.
Soushuuha (Manipulate Advancing Blades)
Rank: C
Type: Supplementary / Ninjutsu
Range: 0 – 10 meters
Handseals: Yes.
Chakra: Low
Special: When first learned, the user can control up to 5 projectiles/secondary weapons and send them flying up to 10 meters. However, each time re-trained, their control number goes up by 5. For every 20 projectiles the user can control, consumption goes up one rank.
Description: Soushuuha is a ninjutsu technique used in order to give aerial projectiles a slight edge in combat. After the needed handseals, this technique allows the user to hover multiple projectiles, like kunai, in the air while they approach a target. They can then unleash a torrent of projectiles much faster than if each was thrown individually.
Domain: Universal Ninjutsu.
Sūpa Henge Appugurēdo! (Super Transformation Upgrade!)
Rank: C
Type: Supplementary / Ninjutsu
Range: Self
Handseals: No.
Chakra: Changes Henge no Jutsu's cost to low.
Special: Upgrades Henge no Jutsu to be more resilient, no longer breaking when the user is struck or falls unconscious. The only way for the Henge to break is if the user runs out of turns, runs out of chakra, or dispels it themselves.
Description: An upgrade to Henge no Jutsu, this technique causes all of the user's Henge no Jutsu to become pseudo-permanent. That is, while their turn limit from Henge no Jutsu still applies, taking hits or even falling unconscious will not break the jutsu.
Domain: Universal NinjutsuKaneau (Good Balance)
Rank: C.
Type: Supplementary / Taijutsu
Range: Self.
Stamina: Low.
Special: This technique can only be used once per thread, and once more when it is retrained. Can be retrained 6 times.
Description: Kaneau is a Taijutsu technique that makes it easier for one to shift their own weight in an instant, providing them with good balance when they would land on one foot, no matter what they do or what kind of position they are in. This technique was developed by Taijutsu masters to give them good balance while they did the most ridiculous types of Taijutsu moves that would naturally leave them off balance.
Domain: Universal Taijutsu.
'X' Joutou! ('X' Jump)
Rank: C
Type: Supplementary / Taijutsu
Range: Self
Stamina: Mid
Special: Can only be performed during or after the apex of the user's initial jump. Can execute up to 1 mid-air jump before hitting the ground, plus 1 more each time retrained.
Description: Once in the air, only the most advanced Taijutsu users can manage to use their brute strength to actually jump against the air using friction, effectively jumping again before hitting the ground.
Domain: Universal Taijutsu.Shousen no Jutsu (Mystical Hand Technique)
Rank: D, C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Low - Very High
Special: Heals and counters damage equal to highest rank known.
Description: Shousen Jutsu is one of the most fundamental yet vital Medical Ninjutsu techniques utilized by medical ninja. This technique allows the ninja to heal wounds by focusing their own chakra to their hands. If the ninja is highly skilled, they are able to heal more critical injuries. Highly skilled medical-nin can use their techniques to perform surgeries that otherwise would not be possible.
Domain: Medics
Chakra Ijou (Chakra Transfer)
Rank: D, C,
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: Yes.
Chakra: See special!
Special: Allows the user to open a link of chakra transference between the user and the patient so that the user may send chakra to the patient. Amount of chakra used is the same as the amount given.
D: Very Low chakra gift
C: Low
B: Mid
A: High
S: Very High
Description: Chakra Exhaustion is a dangerous thing for shinobi to have to face. Medical Ninja developed a way to fix that problem. By touching the center of the patient's chest with both hands, the user is capable of sending chakra directly into the patient's chakra circulatory system, allowing the system to process the chakra and receive it as if the chakra were the person's own. While the user maintains their touch on the patient's body, up to a High amount of chakra per turn may be sent to the patient.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Saikan Chuushutsu no Jutsu (Fine Affliction Extraction)
Rank: D,[/b] C, B, A, S
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Very Low - Very High
Special: Allows the removal of poison through a similar chakra method as 'Shosen'. Rank determines the level of poison a medic can remove, as well as the time they need to keep the bubble on a target's body before the extraction is complete.
D: Full Turn damaging contact (5 seconds)
C: 3/4th's of a Turn (4 seconds)
B: Half of a Turn (3 seconds)
A: 1/4tyh of a Turn (2 seconds)
S: Near-Instant (>1 second)
Description: Saikan Chuushutsu no Jutsu is a skill used by medical ninja to remove harmful poisons from a patient's body. The ninja will infuse their chakra into liquid bubble, which they will insert into the patient. They will then use the liquid as a medium to draw out the poison from the cells. This mix can then be removed from the body. Depending on the deadliness of the poison, further treatment with an antidote or medicine may be required.
Domain: Iryou Ninjutsu. Shousen no Jutsu.
Kanetsu no Gyou (Heat Seeker)
Rank: D
Type: Supplementary / Medical Ninjutsu
Range: Self
Handseals: No
Chakra: Low
Special: Raises the body temperature of the patient. Overuse can cause heavy fever. This heat is retained for one (1) second, plus another each time retrained, effects triggered after the user removes his or her hands. However, after every fifth retraining, chakra consumption will go up by one.
Description: With chakra in the medical user's hands, the shinobi then touches the target of the technique with red glowing hands. The red chakra enters into the patient's body and begins to gradually increase the patient's body temperature steadily.
Domain: Iryou Ninjutsu. Shousen no Jutsu.[/quote][/spoiler]
Kugutsu no Jutsu (Puppetry Technique)
Rank: D, C, B,
[/b] A, SRank: D, C, B,
Type: Supplementary / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Highest rank known determines grade, type and quality of puppet that can be controlled. When finger puppet control is down to 2, one more 'S' ranked training allows the puppeteer to master his craft and control any puppet with merely a single finger.
D: 10 meters // 10 fingers per puppet
C: 20 meters // 8 fingers per puppet
B: 30 meters // 6 fingers per puppet
A: 40 meters // 4 fingers per puppet
S: 50 meters // 2 fingers per puppet
Description: Kugutsu no Jutsu is a fundamental ninjutsu technique behind all forms of puppetry, and the perfered method of execution for shinobi that have discovered its use in battle. By emitting threads of chakra that allow perfect control between the user and their creation, it allows a ninja to use a puppet to attack from afar. The puppet itself can be loaded with many weapons and tools, allowing the puppet master to remain hidden while the puppet moves and attacks the target.
Domain: Puppetry.
Chakura Shiizusen (Chakra Thread Strength)
Rank: D, C,[/b] B, A, S
Type: Supplementary / Defensive / Specialized Ninjutsu
Range: See special!
Handseals: No.
Chakra: Mid
Special: Gives chakra threads defensive properties equal to the highest rank known, making them uncuttable by anything below. Can be destroyed only by chakra.
Description: Through intense training, the puppet master can harden their chakra string creations so that they are not so easily severed. With additional chakra added to the strings, they grow thicker and stronger, thus gaining a wiry feel to them.
Domain: Puppetry. (Requires Kugutsu no Jutsu)[/spoiler]
Kuchiyose no Jutsu (Summoning Technique)
Rank: C
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Mid
Special: Requires the appropriate Path in order to complete the summoning - look below! Keep in mind chakra costs will always combine between Kuchiyose as base and whatever specialty as an add-on.
Description: A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people, animals and even special Animal Familiars, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Domain: Kuchiyose - Universal Ninjutsu.
Kuchiyose - Tenjibutsu (Summoning Path - Items)
Rank: D, C, B,
[/b] A, S,Rank: C
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: Yes.
Chakra: Mid
Special: Requires the appropriate Path in order to complete the summoning - look below! Keep in mind chakra costs will always combine between Kuchiyose as base and whatever specialty as an add-on.
Description: A powerful jutsu intended to call forth aid when in dire need, Kuchiyose allows a ninja to summon a a variety of entities and items meant to assist them in a dire situation. From people, animals and even special Animal Familiars, to inanimate objects such as weapons and items, these creations come forth out of thin air near-instantly after the seals are done and into the battlefield. Keep in mind each summoning in question requires a previous contract to be filled out. Finally, signing this contract also allows said summoning to be able to reverse summon the human ninja to their own location.
Domain: Kuchiyose - Universal Ninjutsu.
Kuchiyose - Tenjibutsu (Summoning Path - Items)
Rank: D, C, B,
Type: Supplementary / Space-Time Ninjutsu
Range: Self
Handseals: --
Chakra: Very Low - Very High
Special: Can only summon non-organinc items (armor, weapons, puppets, bags,etc.) of equal or lower rank, that have been previously sealed away, or stored somewhere and marked upon a small contract for summoning. Unlike people or Animals, these items get the contract written on THEM, usually in the form of a single kanj. Can only summon one mark item at a time. Please visit the Fuuinjutsu index for more information on how to seal away items!
Description: This version of Kuchiyose allows the summoner to effectively call weapons within their possession, stored away somewhere distant. Useful when the ninja is weaponless and in a pinch.
Domain: Kuchiyose no Jutsu.[/spoiler]
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Kaze Sōjū (Wind Manipulation)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Handseals: Yes
Range: See special!
Chakra: Very Low- Very High
Special: Range of control is equal to half the user's Kiroku Gaijuu. Wind can't be manipulated unless hand movements are used to direct it. Highest rank determines what the winds can stop.
Description: After forming a string of hand seals, the user is able to control the air within a five meter radius of himself. Upon activation, a flick of the wrist, twirling of the hand, etc. will command the wind to do things such as altering an incoming kunai's direction, creating sharp rifts of Fūton-imbued chakra, etc. The higher the user's rank of the jutsu, the more powerful his or her manipulation will be.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach).
Kaze Bakudan (Wind Bomb)
Rank: D
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: The explosion is more powerful at the site of detonation and becomes weaker the farther the opponent is from it. Distance at which wind bomb can travel depends on the user's Kiroku Gaijuu range, and range of explosion measures 1 meter. Each time retrained, explosion range goes up by 1. However, after every fifth retraining, the consumption will go up by one.
Description: The user holds up a hand after performing a short series of handseals. Their chakra is focused into this point, and a small, swirling green ball is created as wind is tightly compacted. The bomb is then thrown, and upon contacting a solid object will detonate. The explosion has roughly the same power as an Exploding Tag.
Domain: Fuuton. Kiroku Gaijuu 'D'.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained. Projectiles cannot be altered in flight once thrown. Distance and speed at which they can travel depends on the user's Kiroku Gaijuu range.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'D'.
Kaze Dangan (Wind Bullet)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fires up to one bullet per use, plus one more each time retrained. However, after every fourth retraining, the consumption will go up by one. A half second cool down exists between bullet shots. Distance bullets travel depends on the user's Kiroku Gaiju.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Mid
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly. Affects objects within the user's Kiroku Gaijuu range.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Daitoppa (Great Breakthrough)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
Rank: D, C, B, A, S
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Kaze Sōjū (Wind Manipulation)
Rank: D, C, B, A, S
Type: Defensive / Fuuton Ninjutsu
Handseals: Yes
Range: See special!
Chakra: Very Low- Very High
Special: Range of control is equal to half the user's Kiroku Gaijuu. Wind can't be manipulated unless hand movements are used to direct it. Highest rank determines what the winds can stop.
Description: After forming a string of hand seals, the user is able to control the air within a five meter radius of himself. Upon activation, a flick of the wrist, twirling of the hand, etc. will command the wind to do things such as altering an incoming kunai's direction, creating sharp rifts of Fūton-imbued chakra, etc. The higher the user's rank of the jutsu, the more powerful his or her manipulation will be.
Domain: Fūton. Kiroku Gaijuu (Blasting Winds Reach).
Kaze Bakudan (Wind Bomb)
Rank: D
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: The explosion is more powerful at the site of detonation and becomes weaker the farther the opponent is from it. Distance at which wind bomb can travel depends on the user's Kiroku Gaijuu range, and range of explosion measures 1 meter. Each time retrained, explosion range goes up by 1. However, after every fifth retraining, the consumption will go up by one.
Description: The user holds up a hand after performing a short series of handseals. Their chakra is focused into this point, and a small, swirling green ball is created as wind is tightly compacted. The bomb is then thrown, and upon contacting a solid object will detonate. The explosion has roughly the same power as an Exploding Tag.
Domain: Fuuton. Kiroku Gaijuu 'D'.
Kaiten Shuriken (Rotating Shuriken)
Rank: D
Type: Supplementary / Fuuton Ninjutsu
Range: See special!
Handseals: No
Chakra: Low
Special: Can control one projectile per use, plus one more each time retrained. Projectiles cannot be altered in flight once thrown. Distance and speed at which they can travel depends on the user's Kiroku Gaijuu range.
Description: One of the simplest Fuuton techniques, this supplementary technique allows the user to take any secondary/projectile weaponry they have on them and coat them in Fuuton chakra. This allows the user to shoot them at high speeds under the wind manipulation, adding rotation and tumbling power to increase the speed of normal weapon attacks, as well as its deadliness.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'D'.
Kaze Dangan (Wind Bullet)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fires up to one bullet per use, plus one more each time retrained. However, after every fourth retraining, the consumption will go up by one. A half second cool down exists between bullet shots. Distance bullets travel depends on the user's Kiroku Gaiju.
Description: The user performs a set of handseals, ending with Tiger, and holds it. Chakra is focused into the point at the tip of their fingers; a bullet-sized and shaped ball of green energy begins to form. By aiming at an opponent as if using a gun, they can fire this streamlined pellet. It travels at twice the speed of a kunai thanks to a decrease in wind velocity around the bullet, and packs the same amount of power when it does hit. The drawback is that it shoots in a linear path and, like every other object, is pulled down by gravity as it travels. The farther away the target, the less likely it will be to connect.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Sarutobi no Jutsu (Acrobatic Monkey Technique)
Rank: C
Type: Supplementary / Fuuton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Mid
Special: By coating the user or a nearby being/object in wind chakra, the user is able to decrease the speed of the fall from the air greatly. Affects objects within the user's Kiroku Gaijuu range.
Description: This jutsu takes Fuuton chakra in the form of lifting the body's overall weight and aerodynamics around the human body. This jutsu gives the saying "light as a feather" to a new level. As the needed hand-seals are formed, the user or a nearby being/object will be coated with Fuuton chakra, slowly descending to the ground without fear of fall or gravity biting them in the ass. This doesn't give them the ability to fly, but rather the ability to avoid the consequence of a brutal fall, like a feather in the air.
Domain: Fuuton. Kiroku Gaijuu 'C'.
Daitoppa (Great Breakthrough)
Rank: C
Type: Offensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Distance at which blast can travel depends on the user's Kiroku Gaijuu range, halved. Each time retrained, additional 'C' ranked blasting wind damage is added. However, for every 4th one obtained, chakra consumption for this technique will go up by one!
Description: A staple Fuuton technique, Daitoppa allows the user to blow a single strong current from their mouth, expelled in a cone like fashion forward which carries enough power to knock anything in its way down. This technique is very simple to execute – the user makes the right seals, simply takes a deep breath, and let’s go!
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) 'C'.
[/li][/ul]