Naruto D20

 

Wind Techniques

Page history last edited by RicochetD20 2 yrs ago

Most wind techniques require a source to create the wind.

 

What the technique is called

Use Requirements: (S) for seals, (T) for speech, (W) for a wind source, and (C) for components. (A) means you just have to be able to move to perform it.

Performance Time: How long it takes to perform the technique. Immediate means it can be used anytime, even during someone elses chance to react. Free action means you can do it freely on your round. Partial means it takes one of your two partial actions every round. Full Round means it takes the whole round to perform the technique. When it states multiple rounds the effect happens the countdown gets to zero. Continous means you must concentrait to keep it going but it works the whole time.

Effect: What the technique does.

Chakra Cost: How much chakra the technique takes.

Special This is diffrent depending on the technique. It is either a Focus (What you need to do the technique), Component (What you need to sacrafice for the technique), Repitition Cost (Extra chakra if you use the technique multiple times in one sitting), or Chakra Bonus (Additional Chakra you can spend to make the technique better)


 

Aerate

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You dispel a poisonous gas into the air. When used in an outdoor environment the poison is gone, but when it's used indoors it spreads it around, doubling the area it covers but lowering it's DC by 2.

Chakra Cost: 6

Repetition Cost: Every additional use of this technique in one encounter raises the cost by 2.

Chakra Bonus: You can spend 3 more chakra to extend the time this technique lasts by 1D4 rounds.

 

Armor of the Wind

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You deter all ranged attacks which their attack roll is below what you rolled for the Technique DC. If failed, you instead take 1 extra damage from each attack. The technique lasts for 1D10 rounds.

Chakra Cost: 6

Repetition Cost: Every additional use of this technique in one encounter raises the cost by 2.

Chakra Bonus: You can spend 3 more chakra to extend the time this technique lasts by 1D4 rounds.

 

Boots of Air

Use Requirements: (T) (W)

Performance Time: Free Action

Effect: You can fly at a rate of 5 feet/round.

Chakra Cost: 2/round

Special You can spend an additional 2 chakra per round to fly at a rate of 10 feet/round.

 

Dust Devil

Use Requirements: (S) (T)

Performance Time: Partial

Effect: A 15X15 foot dust devil forms, causing anyone without protection inside to suffer a 20% miss chance and -8 on spot and search checks.

Chakra Cost: 2/round

 

Guided Shot

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: You guide an arrow to it's target using wind, giving you a +10 to hitting with a range weapon. You get a -1 penality for every 5 mph the wind is blowing.

Chakra Cost: 4

Repetition Cost: Every additional time you use this technique in one encounter the cost doubles.

 

Jolt

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You make a touch attack that deals 1D4/nin level, and gives the enemy a -2 attack roll for the following round.

Chakra Cost: 6

 

Lightning Shield

Use Requirements: (S) (T)

Performance Time: Full Round/Continuous

Effect: As long as the shield is active, when someone attacks you they get dealt 1D4 Lightning Damage.

Chakra Cost: 4/Activation 1/Round

 

Push

Use Requirements: (S) (W)

Performance Time: Continious

Effect: You can simply manipulate objects within 20 feet of yourself. You can not directly do harm to an enemy using this spell.

Chakra Cost: 4

Chakra Bonus: You can spend an additional 2 chakra points per round to multiply your strength by 1.5 when it comes to interacting with objects.

 

Thunderclap

Use Requirements: (S) (W)

Performance Time: Full Round

Effect: You stomp the ground, dealing everyone within 5 feet 1D6 lightning damage and forcing them to make a balance check (DC15+Nin Strength Bonus)

Chakra Cost: 8

Chakra Bonus: You can spend 4 Chakra to do an additional D6/3 Nin level in bult damage and/or 4 Chakra to force a Fortitude save against Deafness for 1D10 rounds (Fort Save 15+Nin Strength Bonus)

 

Vacuum

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You suck the air out of the enemy's lungs for a second, stunning him for a round (Fort Prevents).

Chakra Cost: 4

Repetition Cost: Every additional time you use this technique in one encounter the cost doubles.

 

Zap

Use Requirements: (S)

Performance Time: Partial Action

Effect: You deal D6 lightning damage to a target up to 30 feet away, and an additional D4 elect damage for every 2 Nin levels.

Chakra Cost: 5

 

Intermediate Techniques

 

Twister

Use Requirements: (S)

Performance Time: Full Round

Effect: You summon a twister that is in a 15X15 area. It deals 6D6 damage to anyone inside it.

Chakra Cost: 12/round.

 

Shocking Trip

Use Requirements: (S) (T)Taijitsu: Spinning Kick

Performance Time: Full Round

Effect: You perform a Spinning Kick with chakra infused in your foot to give it electrical properties. Your kick acts as a +1/4 Nin levels weapon with the Shock Property and the target getting tripped gains a D4-3 strength.

Chakra Cost: 8 Energy 8 Chakra

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