Spread the fame of Jikodo nationwide Avenge her sister Blend Sand Style with more colorful substances Open an art museum Claim some of the Jikodo riches and fame for herself
PERSONALITY:
Casual, languid, affable, proud
THEME SONGS:
Main Theme:
Battle:
Last edited by AppleNCinnamon on Wed Jun 24, 2015 8:36 pm; edited 4 times in total
In humble beginnings, the clan were nomadic; traversing the deserts and surrounding areas as their traditions dictated. They mastered manipulating sand coarsely to provide shelter and protection from the harshest parts of the desert. These manipulations were then refined into the techniques that the Jikodo are famous for today; absolute defence. Though they are not as prestigous as the Anja or as widely known as the Shirogane; they formed the backbone of many early projects within Sunagakure and share power equally with the other clans. Who would dare get on the wrong side of a shinobi who's medium of combat surrounds you on all sides?
PAST
Spoiler:
Saya wasn't the most enthusiastic little girl. She liked to sleep. Nap, as well. In fact, just about any use of time that wasn't particularly energetic seemed to catch her fancy. Her family didn't raise a fuss once it became clear she was too stubborn to be told otherwise - after all, Saya's older sister was a marvellous Shinobi, excelling with the Jikodo's Kekkei Genkai, the Sand Release, even from a young age. And so, time went on, with Saya the underachiever and her perfect older sister... At least, until negligence on Saya's part caused her to be without a sibling. From that moment on, she treated the world more seriously.
ACADEMY
Spoiler:
Serious Saya she had become, but it didn't necessarily show in her grades in the academy. Simply put, she was a disaster. Years of sloth had done little to prepare her for the life of a Shinobi, and while she was stubborn enough to keep trying despite everything, the constant frustration wore her down. She hadn't the natural dexterity or might to excel in close-combat, nor did she have the sharp usage of chakra to make much use of Genjutsu.
While she managed passing grades in Ninjutsu, it was still barely enough to carry her through. It wasn't until one particularly frustrating day - where she reduced most of the room into mere sand out of her anger, that she realised she might have some potential after all. With that stubbornness still guiding her onwards, she focused her studies exclusively upon Ninjutsu, determined to make up for her lack of luster in other disciplines to become as revered as her gold dust-using ancestors in what she did best.
[1] Wind (HP DR Pierce/Crit Range) / [2] Earth (Damage/Negatives) / [3] Sand (HP DR/Bonus to Rolls)
PP USED:
11/11
ABILITIES:
Jikodo Sand Release:
Core Ability The Jikodo Clan's Kekkei Genkai is the mighty Sand Release - versatile and deadly, in both offensive and defense. Their release makes them naturally-suited guardians of Sunagakure, as their very homeland becomes their greatest sword and shield in times of need.
Base I: Gain Sand Element and Earth OR Wind Element. Choose 2 Specialites for Sand. 1xE Rank Sand Jutsu, 1xE Rank Wind OR Earth Jutsu. Upgrade I: 1xD Rank Wind OR Earth Jutsu, 1xD Rank Sand Jutsu. Upgrade II: 1xC Rank Wind OR Earth Jutsu, 1xC Rank Sand Jutsu.
Note: User must take the other Element (Earth OR Wind) as their Base Element. Note: Sand Specialties are HP DR and Bonus to Rolls Note: Jikodo are assumed to carry a gourd of sand to power techniques or create sand from rock at higher levels.
Jikodo Sand Armor:
Core Ability The sand armour technique is quite difficult to master; one must keep perfect control of enough sand to coat your body and then disguise it so that it appears as flesh. Despite the challenge, it is the first technique taught to new Jikodo as a means to familiarize themselves with the minute control of sand so it is a limb, not a weapon.
Base I: +1 HP DR/Round (Universal) Upgrade I: +D3 HP DR/Round (Universal) Upgrade II: +D3+1 HP DR/Round (Universal)
Conductor of Dust:
As a clan who literally lives in their own specialised element, the Jikodo's dedication to sand goes back many years. To them, it isn't simple a weapon but a protector too, used to build their shelters and to ward away harm to their families. This bond is to the point that some of the clan do not perform their Sand Style in the traditional way, instead able to direct it with the speed of thought or beckonings of their limbs, guiding it like a conductor would their orchestra. This ease with the elements translates into improving their Jutsu skills as a whole, allowing them to multitask between the weaving of sand and other elements, or even perform several jutsu in quick succession through simplified hand seals.
Base I: May perform an E Rank Jutsu as a Free Action. 2 Round Cooldown. Upgrade I: May perform a D Rank Jutsu as a Free Action. 2 Round Cooldown. Upgrade II: May perform a C Rank Jutsu as a Free Action. 2 Round Cooldown.
Note: Jikodo with this slot do not need to perform hand seals for Sand Style Jutsu. Free Action Jutsu performed from this trait also lack hand seals, instead being performed with somatic motions (gesturing with hands, pointing with fingers, etc).
Ninjutsu Aficionado:
Whether it was natural talent or just a desire not to get her hands dirty, Saya held an interest in Ninjutsu. While some Shinobi were extraordinary fighters, others gifted at sensing and tracking... Saya simply liked Ninjutsu. It fascinated her. It was her secret joy. When it came to Ninjutsu, nothing else could compare in battle. Sometimes, it doesn't take someone to be a genius to be skilled in something - it takes merely time and interest.
Base I: +D2 to Ninjutsu Damage. Upgrade I: +D3 to Ninjutsu Damage. Upgrade II: +D3+1 to Ninjutsu Damage.
Note: A character with this slot has an intuitive understanding of Ninjutsu. This serves no mechanical advantage, but may be used to determine the origins/workings behind observed techniques (as per DM permission where appropriate).
The Desert Provides:
The Jikodo spend extended amounts of time in contact with the sand which armors their body, even if not visibly. While this sand is traditionally used as a suit of armor, its defensive properties may also be used in another manner - the sand can be treated specially with medical chakra ahead of time, letting the Sand Style user treat their wounds without any time spent while on the battlefield.
Base I: +1 HP Regen. Upgrade I: +D2 HP Regen. Upgrade II: +D2+1 HP Regen.
Medical Shinobi:
As someone who avoids the frontline like the plague, Saya has a dedicated focus in the channeling and molding of chakra. This precision and experience is a natural fit for the delicate procedures required in order to use Medical Jutsu, as well as a good fit for her clan speciality - the Jikodo are famous for their perfect defense, after all. The ability to protect with sand and heal with chakra afterward makes her defense a fearsome thing to contend with.
Base I: Gain access to Medical Discipline.
JUTSU:
Earth:
Growing Tremor The user stomps the ground with a single foot, transferring their chakra downward. This chakra bursts out where their target stands, blasting them with fragmented earth as well as leaving the ground shaking, unsteadying them to leave them off-balance should they try to attack physically. Type/Rank: E-rank Earth Ninjutsu (WIS) Costs: 1 CP Effects: Single Target Attack. Deals Rank Damage and inflicts Target with a -1d2 damage penalty to Taijutsu or Kenjutsu attacks for 1 Round.
Survey The user first sends an initial pulse chakra downward into the ground around them this pulse spreads out over the area. This first pulse will roll along the through the earth anything it passes it will outline and coat with reiatsu. At the early stages of teaching this jutsu the user has to learn to shape and properly mold their chakra as to not coat everything it passes. Instead they learn through practice and lots of trial and error, how various metals and fluids feel as they are encountered "feel" when chakra is pushed along or through it. In turn when they do this in outside of a training environment they are able to properly coat various materials buried deep bellow the surface. The second part to this is the Pulse, denser materials once coated send back a pulse. The time between the initial sending of the secondary pulse and the time it takes to reach the user lets them know how "deep" the material is. Type/Rank: E-rank Earth Ninjutsu (WIS) Costs: 1 CP Effects: Out of combat use, used for RP value no in combat effect.
Earth Shiver A more offensively-minded version of Growing Tremor, the user slams their foot to the ground to push their chakra downward. However, while its weaker cousin leaves some of the chakra behind to persist in the earth to keep it shaking, this Jutsu consumes all of it in one blast, leaving the target in an explosion of earthen debris. Type/Rank: D-rank Earth Ninjutsu (WIS) Cost: 2 CP Effect: Single Target Attack. Deals Rank Damage + 1d3.
Myriad Needles The user's chakra spreads around and seeps into the area, tearing off countless small scraps of the earth and collecting them into sharp formations, each one flying at the target. Its single-minded approach has predictable patterns, but it is nonetheless favored for its relentless approach, offering damage and range for those unfortunate to lack any speed. Type/Rank: C-rank Earth Ninjutsu (WIS) Cost: 4 CP Effect: Base Damage + D8+1. DEX Defends at +2.
Sand:
Desert's Aegis A more focused variety of Sand Plate, this Jutsu draws upon a small amount of sand and compacts it into a small shield as hard as steel, floating around its ward. The smaller amount of sand used in the Jutsu allows it to persist, weaving this way and that to deflect attacks. Type/Rank: E-rank Sand Ninjutsu (WIS) Costs: 1 CP Effects: Defensive. Can be used twice before the effect fades.
Sand Plate Raise a small part of sand and spread it into a wide plate. Directing it in the way of someone’s attack. Type/Rank: E-rank Sand Ninjutsu (WIS) Costs: 1 CP Effects: Defend Self, +1 to this jutsu’s roll.
Sand Swipe Throw a gout of sand at the target, the weight of the dust slams into the opponent. Type/Rank: E-rank Sand Ninjutsu (WIS) Costs: 1 CP Effects: Single target attack, deals base damage, +1 to this jutsu’s roll.
Arid Suspension Using chakra-infused sand to support their weight, the Jikodo can create a platform to float through the air to navigate chasms and other dangers. Type/Rank: E-rank Sand Ninjutsu (WIS) Cost: 1 CP Activation / 1 CP Round Maintenance Effect: None. Roleplay-only. Note: Allows levitation. Cannot be used to carry others.
Skin as Sand, Flesh as Desert The Jikodo Sand Armor is one of the clan's more famous traits, allowing the Shinobi to wear a sandy shell that looked as realistic as their own skin. This Jutsu adjusts the shell to redesign its use, shifting its appearance to something nearby to impart the Jikodo with chameleon-like camouflage. Type/Rank: E-rank Sand Ninjutsu (WIS) Costs: 1 CP Effects: User performs Chakra Stealth at +3. Note: Out of Combat only.
Darude This Jutsu kicks up a small swirl of sand like a mini sandstorm about the target blocking them from sight and in that brief moment allowing them to in that moment to break line of vision. Type/Rank: E-rank Sand Ninjutsu (WIS) Costs: 1 CP Effects: Allows the caster to make a stealth check for the target or for themselves. The target gets to benefit from the casters bonus to hide. Note: Target still has to pay 2 CP for hiding.
Swift Desert Sphere A smaller, more compact version of the true Desert sphere that desires quickness over total strength. Type/Rank: D-rank Sand Ninjutsu (WIS) Costs: 2 CP Effects: Defend self, user gains +2 to their Sand Element roll.
Desert Dust Drizzle Form a ribbon of sand between you and the enemy. Strike the sand on the flat side to send many bullets Type/Rank: D-rank Sand Ninjutsu (WIS) Costs: 2 CP Effects: Attack up to 3 targets, deals base damage.
Swallowing Sand This Jikodo Jutsu has a singular purpose - to quell incoming Ninjutsu. The user builds up a wall of sand between them and the target, but instead of it being traditionally strong like brick, the sand itself collapses upon the Ninjutsu to absorb and dissolve it. Type/Rank: D-rank Sand Ninjutsu (WIS) Cost: 2 CP Effect: Defensive. On hit, gain D4 HP DR versus Ninjutsu.
Desert Sphere Surrounding oneself in sand seems like a bad idea until you can control it. Using peep holes or sensory jutsu to keep track of enemies. Type/Rank: C-rank Sand Ninjutsu (WIS) Cost: 4 CP Activation / 3 CP Round Maintenance Effect: Defend Self, Gain D4+2 DR (Universal). Lasts for 1 round or as long as the upkeep is maintained.
Wind:
Wind Dagger After a hand seal the user spits out a rapid bolt of wind, thin, almost like a needle. This pierces through minor defenses. Type/Rank: E-rank Wind Ninjutsu (WIS) Costs: 1 CP Effects: Single Target Attack. Deals Base Rank Damage, Critical hit on 18-20.
Medical:
Bandage A very small amount of chakra used to staunch light wounds and bleeding Type/Rank: E-rank Medical (WIS) Costs: 1 CP Effects: Single Target. Deals Base Damage + 1 as HP Healing.