Just A. Scrubb
Jul 7, 2018 11:32:30 GMT -7
Post by Deleted on Jul 7, 2018 11:32:30 GMT -7
Name: Justice "Just" A. Scrubb
Bloodlimit: None
Height: 5'9"
Weight: 132 lbs.
Age: 16 yrs.
Gender: Male
Alignment: Chaotic Good
Birth Country: Taki no Kuni
Village: Takigakure
Special:
Ninjutsu Specialist
- Earth release [130 TP]
- Water release [20 TP]
Clan Specialist
Taijutsu Non-specialist
Genjutsu Non-specialist
Equipment:
Primary Equipment
Fan, Oversized (Overview)[x1]
Rank: "B"
Type: Main, Slashing, Fan
Effect: A fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +12 Amour Points of Damage. An Oversized Fan is a superior 2-handed melee weapon in the heavy weapons group. An Oversized Fan is 18 inches longer than a War Fan and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use an Oversized Club with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 13,000 Ryo
Secondary Equipment
Kunai (Overview)[x15 slots]
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview)[x15 slots]
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Non-weapon Equipment
None
Apparel
Shirt [x2]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants [x2]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear [x1 pair]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Jacket [x1]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pack, Butt [x1]
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Waist [x1]
Rank: "C"
Type: Main, Slot Holder, 7 Slots, Wearable Container
Effect: An enlarged pouch that fits tightly around your waist.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 7 slots. The waist pack can be worn in 1 of 4 ways: It can be attached to the bottom of a Patrol Pack by passing the stiffened webbing straps with the female side release buckles through the 4 webbing keepers on the bottom of the patrol pack. It can be attached directly to a tactical Vest taking up 3 Pouch Slots. by utilizing the stiffened webbing tabs on back woven in the corresponding slots on the back of the Tactical Vest. It can be carried in the "stand alone" configuration by utilizing the attached 2 inch wide waist belt. This method allows the user to rotate the waist pouch around in front to easily access the contents of the pack without removing a Patrol Pack or a Tactical Vest. When not used in this mode, the attached waist belt is stowed into the tunnel on back of the waist pack. It can be attached directly to the Main Pack by passing the side release buckle and straps through the webbing below the claymore pouch on the main pack.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,400 Ryo Each.
Personality:
Justice A. Scrubb is what one would call an unfortunate child. His bright, cheery attitude charms those around him, but his attitude seems to be the only bright thing of the bunch. Justice’s general ineptitude in worldly things manifests itself physically through an appalling clumsiness; a common occurrence during his Academy days would be Justice breaking something for the kage-knows-what time, giving a sweet, apologetic smile to the teacher, and being immediately forgiven for his (surely) unintentional actions. Overall, Justice’s mental capabilities can be summarized as those of one with high emotional intelligence but low traditional intelligence.
Though not the most thoughtful individual, Justice possesses an innate kindness that radiates easily off of him. In fact, his genuine capacity for good may be his best (and only) positive trait. Never will he pass by a stray kitten or a struggling elderly in need. However, his lack of curiosity in the world beyond the village bubble thus leads to a lack of knowledge in the institutions surrounding him. What is especially alarming is that Justice’s perception of an ideal shinobi is limited to the range of the actions above. The violence and bloodshed associated with shinobi, Justice believes, are merely things of the past.
Despite what is presumed, however, Justice does possess a degree of self-awareness. He struggles to accept the fact that he is a thoroughly incompetent and talentless shinobi, because the truth also reflects his failure to be the hero he so dreams to become. Indeed, Justice’s primary fear is rooted in the resentment of the ordinary, the desire to be greater than what fate has designed for him. Tortured by these shadows, Justice spends most of his time training secretly and alone for hours on end; hoping, dreaming, praying.
Despite being an obviously incapable shinobi, Justice’s popularity among civilians remains consistently sky-high, as his favorite hobbies are giving tourists the best recommendations for restaurants in Takigakure and playing with the neighborhood children. Often, he fulfills local requests and forgets to take mission credit for them. His favorite foods include milk and milk chocolate. Basically anything with milk. He believes grapefruits should be wiped off the planet.
Appearance:
Justice often forgets to wear appropriate shinobi attire, opting to wear his apron from the bakery instead, complete with a large bunny mascot printed in front. Inside he dons a simple button down shirt with crumpled collars. The apron itself is a bit too large for his current size, as Justice had lost an extensive amount of weight during his time at the Academy. Except during the summer, he can be found wearing long, exasperatingly baggy pants and comfortably bulky sneakers. Our aspiring hero is also subject to the daily whims of the neighborhood children, as can be witnessed in his rather sloppily painted nails, tied up bangs, or hair pushed back by a flowery hairband. The only thing on him that the giggling children are forbidden to touch is his forehead protector, which is usually tied crookedly around his head.
The aforementioned loss in weight has had an overall positive effect on Justice's physical features. His round, azure eyes rest under long lashes, and his sweet signature smile stretches wider than ever on fair skin, revealing milky white teeth. To top it off, a straight-edged nose and pinkish lips adorn his lightly freckled, heart-shaped face. Several bobby pins secure the longer locks of his jet black hair to avoid hindering his vision. Unbeknownst to Just, the easy charm of his countenance proves advantageous in various social situations.
Though lean, Justice stands fairly tall at almost six feet. His large, roughened, bakery-made hands often surprise those familiar with only his fair features. From afar, however, such details are hardly noticeable; a large portion of first impressions on Justice come from his naturally cheerful expression. His lips are always formed into a small smile, and when he grins a faint but genuine blush rises upon his cheeks. In essence, Justice Scrubb is exactly what he looks like: a sweet, kind, and friendly boy, but many who approach become disappointed in their expectations for more. To this, Justice only smiles, quietly pulling the sleeves of his shirt over arms injured and bandaged from training.
Background:
Justice A. Scrubb was born Hiroka A. Scrubb to two very loving and very average parents. His earliest memories are of crawling around the family bakery while munching on the day's leftovers. His parents were the third generation owners of the business, so there was never a question that Justice would be Takigakure's next local baker.
Years later, however, Hiroka stumbled upon a comic left by a customer in the shop. Curious, he flipped through the vivid pages and instantly became fascinated with the heroic ideal. Changing his name to Justice, Hiroka determined to become something greater than a baker, something like his hero: a shinobi. His baffled parents reluctantly allowed Justice to attend the Academy to test his potential.
Justice did not defy his parents' expectations. By the first week it was clear that graduation would be a miracle: not a single ounce of chakra seemed to be in him, and fellow students made sure to be well out of his range during shuriken practice. Often his teachers would attempt to gently suggest that he should drop from the program altogether, but Justice's sincere perseverance and eagerness to learn always seemed to give him another chance. It is said that two teachers openly wept when Justice finally graduated the Academy at the age of sixteen.
Now, in order to pursue his dream and convince his parents of his path, Justice can be found training in isolated areas, his choice of location stemming from the unnecessary concern that his "advanced techniques" may hurt nearby civilians. Immediately after graduating from the Academy, Justice marched to the receptionist at the village center and let him know that Justice would always be available to call for "special missions and/or top secret operatives." He trains while he waits for that call; the rest of the neighborhood reckons he'll be training for a long, long time.
Traits [All Freebies]:
Inspired
Rank: "C"
Skill: Faith Trait
Effect: A positive force, philosophy, or divine presence fills the user with hope, and is a guiding force of inspiration.
Special: ---
Drawback: ---
Description: Once per day, The user rolls twice and take the better result on Skill checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Earth-Touched
Rank: "C"
Skill: Chakra Trait
Effect: User shares an affinity with elemental earth.
Special: ---
Drawback: ---
Description: User gains DR 10/- against creatures and attacks with Earth Type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Dismantle Order
Rank: "C"
Skill: Social Trait
Effect: Must be Chaotic: Through the code of freedom the user has learned to detect those that support law with ease.
Special: ---
Drawback: ---
Description: If the user follows this code, their appreciation for unfettered social freedom allows them to locate supporters of law with supernatural ease. User can use Detect Law. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hardly a Fool
Rank: "C"
Skill: Social Trait
Effect: User has always been able to ferret out lies and deception.
Special: ---
Drawback: ---
Description: Maybe the user worked as an investigator for a time, they came from a place rife with lies, or they studied the human condition long enough to read a person's face and get to the heart of his message. The user gains a +5 trait bonus on Sense Motive and Evidence Analysis checks and a +1 trait bonus on saves against Illusion effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Law Enforcer
Rank: "C"
Skill: Social Trait
Effect: If the user follows this code, they are always alert to those who transgress against the laws of civilization.
Special: ---
Drawback: ---
Description: User receives a +10 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of Masterwork Manacles. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Mediator
Rank: "C"
Skill: Social Trait
Effect: User has a way with calming tempers.
Special: ---
Drawback: ---
Description: User has a way with calming tempers, using cool logic to sooth heated disagreements, and they were always the one to settle arguments among their friends, family, and community. User receives a +1 trait bonus to the Jutsu Difficulty Save of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, or sleep. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Bewitching
Rank: "C"
Skill: Heritage Trait
Effect: A trait that allows the user to speak while manipulating the feelings of others.
Special: ---
Drawback: ---
Description: Some humans have an uncanny ability to manipulate others, often due to an alluring physical trait. When dealing with NPCs whose starting attitude toward them is not Hostile, they can choose to use this ability to temporarily improve their attitude toward those NPCs by a greater degree than normal. When speaking, treat the NPC’s starting attitude as 1 level higher than it actually is for the purpose of determining their new attitude. The NPC’s new attitude lasts only for a number of minutes equal to 2 per Class level. After that time, the attitude returns to the state it was before the user spoke. If circumstances in the interim have rendered the NPC violent or hostile (such as from being attacked by the bewitcher), the NPC’s attitude remains where it is (rather than returning to its original state). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Grendle Ancestry
Rank: "B"
Skill: Heritage Trait
Effect: A trait that grants healing properties to the user.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Some human bloodlines trace their linage back to a grendle, an offspring born of troll and human parentage. Living humans with this racial trait are immune to bleeding out. If they are also "C" Class they heal Minor damage per 15 rounds. If they "A" Class and they lose a limb, an organ, or any other body part, once per day the user's severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 15 rounds otherwise. Regenerate also heals Serious Damage within 15 rounds, and rids the subject of exhaustion and/or fatigue. It has no effect on nonliving creatures (including undead). This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Skills:
Forgery (125sp, x8 learned)
Rank: "D"
Skill: Artisan Skill
Effect: Forgery is the process of making, adapting, or imitating objects, with the intent to deceive for the sake of altering the public perception, or to earn profit by selling the forged.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. User may use Forgery to write a document in someone else's handwriting or create counterfeit documents. If successful, the forged document can pass an inspection, causing the reader to think that it is genuine. This skill is also useful for detecting forgeries. Each stamp or seal also requires its own Forgery skill craft. There are some guidelines when forging an item. Figure out what you wish to forge. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. This skill can be picked up as a Craft skill for Artisan Profession. Some practical applications of Forgery follow:
Limit: Must learn from Skills.
Cooking (125sp, x8 learned)
Rank: "D"
Skill: Artisan Skill
Effect: Although all characters have rudimentary cooking skills, the character with this skill is an accomplished cook.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. A cook can make nutritious meals out of just about any edible substance and can produce hot meals even in the wilderness. Failure means that the food is disgusting and inedible. Cooking a meal generally takes no more than an hour, although the preparation of ingredients and dishes may take several. Cooking can be used to preserve yields from Plants and Creatures. This does not need a die roll but the user must have Advanced Mastery Level to do so. A skill check or "crafting" a meal is not needed. A Check may be needed if the user is attempting to prepare a truly magnificent meal worthy of a master chef. Some meals have special effects. The user will need to use "Alchemy" to prepare these foods, however for every Mastery Level the user has in Cooking they gain a +5 to Alchemy when preparing foods with special effects. Once user reaches Skill Mastery 125, then the bonus increases by +1 per 5 Skill Points beyond. Some practical applications of Cooking follow:
Limit: Must learn from Skills.
Techniques:
Doton no Jutsu (Earth Release Skill)
Rank: "D"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: This technique does not count against the user's Release Training Points. With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Earth. This means that any NinJutsu or specialized TaiJutsu that deals the Earth Release will need this in order to be performed correctly.
Limit: ---
Doton: Rikujou Douyou no Jutsu (Earth: Ground Shaking Technique)
Rank: "D" Rank
Skill: NinJutsu
Effect: The user slams their hands against the ground as the user creates a miniature like earthquake in order to try and unbalance the enemy or opponents all around for a more of a deadly like attack.
Special: "Hand Seals"
Drawback: The user's hands must stay upon the ground at all time. When the user is capable of reaching "A" Class the knowledge of placing their hands onto the very ground becomes obsolete, and the user is capable of performing the technique without having their hands along the ground.
Description: As the user slams their hands against the ground, the user is capable of creating a miniature like earthquake along the ground. The ground rumbles lightly as the very earth moves in all directions in a ten-meter radius. Every time the user gains ranking in difficulty class the distance of the technique increases by ten meters.
Limit: Needs the Earth Release.
Doton: Tamaishi Danmaku (Earth Element: Pebble Barrage)
Rank: "D" Rank
Skill: NinJutsu
Effect: A simple technique used as a distraction in which the user uses a few hand seals concentrating along the chakra towards the ground. Doing so, the user takes the chakra and the rocks to push forth sending multiple small grape sized like pebbles towards the opponent.
Special: "Hand Seals"
Drawback: The amount of pebbles depends on the rank of the user.
Description: Small like stones are created along the ground in pebble form as they are pushed up along the ground and sent flying towards the very enemy or enemies depending on the type of distance the enemy or where the enemy is standing. This type of attack is somewhat of a basic like attack and is to be considered more of an annoyance or distraction.
Limit: Needs the Earth Release.
Doton - Shinjuu Zanshu no Jutsu (Double Suicide Decapitation Technique)
Rank: "D" Rank
Skill: NinJutsu / TaiJutsu
Effect: A technique where the user hides within the ground for a brief moment to surprise attack the opponent from under ground.
Special: ---
Drawback: ---
Description: The user takes the time to push into the ground by using their Earth Release. The user pushes into the ground quickly so that to be used against the opponent later on. The user at this point cannot necessarily move within the ground at this moment, but the user does know by feel of when an opponent is right above. When an opponent is right under the user reaches up to take the opponent and drag them back down to the ground in one fell swoop without movement or notice. The opponent is unable to move for one post and the user is capable of slamming out of the ground with one movement.
Limit: Needs the Earth Release.
Deido Hashira no Jutsu (Mud Pillar)
Rank: D
Skill: Ninjutsu
Effect: A pillar of mud fires out of a muddy area aimed from below a target. It reaches a max of 10 meters.
Special: Dog, Rat
Drawback: It needs mud in the area to be used.
Description: The user fires a burst of mud out of a muddy area. This technique is not very damaging and was designed to impair or stall a target so the user can close in on them. It can be used in tandem with the Deido Sakana no Jutsu.
Limit: Earth Release
Rock Shatter
Rank: “D”
Skill: Ninjutsu
Effect: Allows user to break rocks apart into sharp shards.
Special: "Hand Seals"
Drawback: Must have rock available
Description: After using a technique to create rocks and pull them up out of the ground, the user can break them into smaller pieces, each sharp and dangerous. This is not an explosion, but simply a breaking apart of existing rocks. For this technique to work the rocks cannot exceed 1 meter in diameter. You are only capable of breaking rocks that are within the range of 10 meters.
Limit: Earth Release
Ninpou: Deido Garou (Mud Wolves)
Rank: "D" "C"
Skill: Ninjutsu
Effect: Forms 3-5 wolves made out of mud with a hardened outside shell.
Special: “Handseals”, Hold Ram seal
Drawback: Not very tough, one decent D or C ranked technique will destroy it, depending on the rank of the technique used.
Description: Three wolves made out of mud with a hardened outside shell are created from a nearby source of mud. The outside layer of mud quickly hardens into a solid but thin shell of stone. They can run pretty quickly and can damage much like normal wolves because their claws and teeth are made from sharp stone. D ranked wolves can withstand one D ranked jutsu before they are destroyed. For the C rank two additional wolves are created and they are tougher, able to withstand two D ranked attacks or one C rank before being destroyed.
Limit: Earth Release, must have a source of mud.
Doton: Karirisu no Jutsu (Earth Release: Art of the Hunting Squirrel)
Rank: "C" Rank
Skill: Ninjutsu
Effect: Creates up to one tiny earthen squirrel which, with the Ram handseal held, can be controlled by the user and shares vision with the user.
Special: "Hand Seals", hold Ram.
Drawback: The user must hold the Ram handseal for the duration of the techniques. Lasts a maximum of ten turns. May only travel up to 100 meters from the user. While looking through the squirrel's eyes, the user becomes blind to the things around him.
Description: A spying-type Ninjutsu usually used in wooded-like areas where squirrels are common to be found. Creating a squirrel from the ground using chakra, the user will then continue to hold the Ram Handseal, which can be used to control the small animal. The user shares vision with the squirrel and as such the technique can be used for scouting and spying purposes while having little to do with combat. The squirrel lasts for a maximum of ten turns, and can travel only a maximum of 100 meters from the user before the technique breaks.
Limit: Must have the Earth Release.
Boketsu Hando (Hands of the Grave)
Rank: "C"
Skill: Ninjutsu
Effect: By coating a select radius of earth, the user creates a field of restraining earthen substance to hinder the opponent.
Special: "Hand Seals"
Drawback: This techniques does not discriminate between friend or foe.
Description: Upon expelling chakra across a given plot of land, the earth will become sensitive to all who move across it. At any time a person or creature steps on the earth, amorphous earth will rocket forth to grasp the intruder's ankle. The ground will hold on with a vice-like grip for two turns before it crumble. The earth will likewise crumble if struck with a C rank amount of damage. This technique when first preformed will create a field with a 15 meter radius that spreads from the user as a focus, but additional C rank training will increase that range by 10 meters up to 85 meters. The field will remain active for 5 turns, increasing one turn proportionally with the range training.
Limit: Doton no Jutsu.
Concrete Shoe No Jutsu
Rank: C, B
Skill: Ninjutsu
Effect: Encases an opponents feet in rock.
Special: "Hand Seals"
Drawback: It takes two seconds to forms
Description: The user forms the hand seals required for this technique and focus there chakra into the ground at which point the user uses a special version of the mud creation technique to create what appears to be a concrete like material that groups around the users feet. They appear to be blocks that reach roughly half way up a persons shins. When this jutsu is used it restricts the user to only 10% of there movement cost. This also means they cannot swim when thrown in water. The blocks can stand up to one C rank attack each. Additional B rank training can be done to increase the durability of it to withstanding a B rank attack.
Limit: Earth Release.
Deido Nohara no Jutsu (Mud Field)
Rank: D
Skill: Ninjutsu
Effect: Causes the area (10m x 10m) around the user, given that it is earth and stone, to become mud.
Special: Rat, Dog, Boar
Drawback: It does not work in certain environments, such as tile and metallic floors.
Description: After the hand signs are performed, the user slams his/her hands into the ground. If the environment allows it, the area around the user will become a thick and heavy mud. No chakra is required to maintain the state of the area.
Limit: Earth Release, Water Release
Doton: Deido Uwadzutsumi no Jutsu (Earth Release: Art of the Mud Envelope)
Rank: "C" Rank
Skill: Ninjutsu
Effect: Envelops the user in a sphere of mud which is capable of blocking up to a "C" ranks amount of damage.
Special: "Hand Seals"
Drawback: Only lasts for three turns. Is capable of handling one "C" Rank amount of damage before breaking. Requires a mud source. The technique cannot be used on an opponent.
Description: A technique that is mostly used for its ability to trick the opponent, Deido Uwadzutsumi no Jutsu surrounds the user in a sphere of thick mud, which can be utilized as a defense. The mud at the bottom of the sphere hardens, so that the user is capable of escaping if they know the use of the Dochu Eigyo. The sphere lasts until it is broken, the user has dispelled it, or three turns have passed since it was created. The sphere is, at maximum, three meters in height and two meters in diameter.
Limit: Must have Deido Nohara. Must have Doton no Jutsu.
Doton: Tsuchi Reikyuu no Jutsu (Earth Release: Art of the Earthen Coffin)
Rank: "C" Rank
Skill: Ninjutsu
Effect: Creates a box made out of the earth that, with the repetition of the technique, will return to the Earth.
Special: "Hand Seals"
Drawback: The box must maintain the proportions of a rectangle of 3x length to 1x width to 1x height. The technique cannot be performed more than once per turn.
Description: A technique that has been used by the members of Iwagakure for a long while before the secrets of the technique spread. The technique is useful for a multitude of different things, from hiding treasure to burying the dead, saving the user the difficulty of having to dig. When the handseals are performed, the earth will rise out of the ground in the shape of a box, with the target location acting as the bottom of the box. This process takes one turn to complete. Then, when whatever the user wishes to secure is within, the user will perform the technique again, and the box will slide back down into the earth, pulling whatever was within the box down with it while leaving the area appearing as if it were completely undisturbed.
Limit: Must have Doton no Jutsu.
Doton: Diyu Maze
Rank: B
Skill: Ninjutsu
Effect: Creates a square maze from the place the opponent stands until where you stand. The walls and ceiling are immensely sturdy and being kept up with the user’s chakra.
Special: "Hand Seals"
Drawback: As long as the maze is up, the user slowly runs out of chakra.
Description: Holding the snake seal and hitting it on the ground, resulting a 3 meter[10 feet] high maze to rise up from the earth and directly forming a ceiling on top within a second.
Limit: Must know the earth release.
Doton: Hishou no Mahou Ryu no Jutsu (Earth Release: Art of the Flight of the Dragon)
Rank: "A" Rank
Skill: Ninjutsu
Effect: Creates a twenty-foot long, twenty-five foot tall dragon made out of earth, which can fly.
Special: "Hand Seals"
Drawback: Physical contact with the Dragon or the Dragon handseal must be held in order to keep the dragon in creation. The creature is slow in comparison to other "Dragon" type or flying type techniques.
Description: The technique that is known more commonly as the "Flying Fortress", the user creates a large-scale medieval style dragon that is composed out of stone. This dragon is capable of flight. The user is required to keep physical contact with the animal or else hold the Dragon handseal in order to keep the animal in flight. Compared to most "Dragon" style techniques, or flight style techniques, this creature is slow. However, in comparison, it is capable of sustaining a large amount of damage, equivalent to one "A" Ranks amount of damage, before breaking. The dragon has no breath-style weapon, and instead relies upon its claws and tail in order to attack.
Limit: Must have Doton no Jutsu.
Water Release Skill
Rank: "D"
Skill: NinJutsu
Effect: A prerequisite technique that allows the user to perform Water Release techniques.
Special: Handseals
Drawback: ---
Description: This technique does not count against the user's Release Training Points. Water is one of the basic elemental nature transformation techniques allowing the user to manipulate pre-existing water by turning their Chakra into Water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths (Need Water Creation Technique from Jutsu Enhancement Techniques). Water Release techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well, and certain techniques can even allow the user to increase the water's density or viscosity, making it a suitable element to capture the targets. Offensive water techniques seem to inflict harm from the sudden force that they exert, which would cause massive internal damage to a human. Any Save Difficulty mentioned in a technique, whether Fortitude or Will is based off of 10 + 2 per Class Level + Impeccable Will. Some Ice Release techniques need pre-existing ice, snow, or water nearby in order to be used. Techniques that require a small source of water nearby is measured between 1.5 to 6 cubic meters. Medium is measured between 6 to 30 cubic meters. Large is measured between 30 cubic meters to 350 cubic meters. Huge is measured between 350 cubic meters to 1,500 cubic meters. Colossal is measured by anything more than 1,500 cubic meters.
Limit: Must learn for Water Release NinJutsu.
Bubble Replication
Rank: "D"
Skill: NinJutsu
Effect: User creates a clone of bubbles to control.
Special: Handseals
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 5 rounds per Class Level. This technique requires a small source of water nearby. Using this technique, the user is able to create a replica of themselves with water. This version looks and carries equipment similar to the user except it being made of water. The user may create 2 clones +1 per Class Level. While the replications are not capable of sentient thought, they share a bond of sort that allows the user to communicate orders to their clones; the bond is only one way, though, and the clones cannot send orders, thoughts or images to the user. As such, the clones follow the user's instructions to the letter. A Bubble Replication is its own person and if caught in a GenJutsu, only the replica will be affected, and not the user and/or the whole group of clone. The clones have 1 Armour Point per Class Level of the user, saves equal to that of the user -4. It may not have more than 2 movements per round. It does not benefit from any Temporary bonuses the user may currently have. A Bubble Replication has a Bludgeoning Resistance 5 and takes 1/2 more fire damage. A Bubble Replication may not stray further than 1 mile from the user, although it if is not within 30 meters of the source it was created from, it suffers a -10 penalty skill checks. It cannot use any techniques at all, and carries the very same equipment as the user except chakra-dependent items such as exploding tags. Poison and mastercraft bonuses are not carried over to the clone's equipment. Lastly, it cannot normally perform any activities requiring particular attention, such as sensing chakra, setting off an exploding tag or carrying a serious conversation. Once the clone reaches 0 Armour Points, strays too far from another clone or the user or the duration expires, it pops like a bubble. While the user can freely replace any clones lost by using this technique more than once, the user cannot control a number greater of clone than the specified maximum. The user can also choose to dissipate a single clone (or more) of their choice rather than the whole group. The user also cannot control any other sort of clone while using this technique.
Limit: Must know Water Release.
Breathlessness
Rank: "B"
Skill: NinJutsu
Effect: User and all targets touched no longer need to breathe.
Special: Handseals
Drawback: ---
Description: Range of this technique is touch. Targets are 1 creature per Class Level. Duration of this technique is 10 hours per Class Level. When the user performs this Jutsu, the touched creatures do not need to breathe at all. Divide the duration evenly among all the creatures the user touches. This Jutsu enables the subjects to survive underwater, in the void of space, and so on without breathing. Breathlessness renders the subjects immune to inhaled poisons and provides a +4 bonus to Saves against abilities, that rely on a sense of smell.
Limit: Must know Water Release. Must know Water Breathing.
Calm the Waves
Rank: "A"
Skill: NinJutsu
Effect: User can calm waters to make boating easier.
Special: Handseals
Drawback: ---
Description: Range of this technique is 120 meters + 60 meters per Class Level. Area of effect is 30 meter sphere per Class Level. This technique requires a huge source of water nearby. Duration of this technique is 2 hours per Class Level. This Jutsu reduces the size and strength of waves in a body of water, making it easier to swim or sail through the affected area. Stormy or rough water conditions, including tides and undertows, whether above the surface or below, immediately become calm for the duration of the Jutsu, requiring Easy Boating checks to move through.
Limit: Must know Water Release.
Language(s): Common