Chakra Control (Body)
Rank: 1 (C-Class); Learn DC: 14, 2 success;
Perform requirements: 4 ranks (DC 14);
Time: 1 attack action;
Components: C;
Range: Personal;
Target: You;
Duration: 1 minute/level;
Saving Throws: None;
Chakra Cost: 20.
An uncommon technique among genin that is actually a weaker variant of the much rarer Hakken no Jutsu. The user amplifies his nose by a good amount, thus aiding in detection, but this ability is by no mean perfect and consumes a large amount of Chakra.
This special quality allows the user to detect approaching enemies, but not sniff out hidden foes or track by sense of smell. Creatures with the scent ability can identify
familiar odors just as humans do familiar sights. The user can detect opponents within 10 feet by sense of smell. If the opponent is upwind, the range increases to 20 feet; if downwind, detection is impossible. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above (10 feet downwind). Overpowering scents, such as skunk musk, can be detected at triple normal range (15 feet downwind).
When a scent is detected, the exact location of the source is not revealed—only its presence somewhere within range. The user can take a move action to note the direction of the scent. Whenever the user comes within 5 feet of the source, the creature can pinpoint the source’s location by making a Wisdom check (DC 20).
Chakra Control (Body)
Rank: 1 (E-Class);
Learn DC: 12, 1 success;
Perform requirements: 2 ranks (DC 11);
Time: 1 move-equivalent action;
Components: C;
Range: Personal;
Target: You;
Duration: 1 minute/level;
Saving Throws: None;
Chakra Cost: 5.
This technique allows the user to stick to smooth surfaces, climb up vertical walls horizontally, stick to ceilings with his feet alone and walk on them as he would do on the
floor. It holds its name due to the fact that young ninjas are taught this technique trying to climb up trees vertically. Hanging upside down implies a cumulative -1 penalty to attack rolls and skill checks per two rounds spent in that position. Should the user be tripped while hanging upside down, he will fall without possibility of catching himself at a rate of 200 feet per round, increasing by 50 feet every round.
Alternatively, if the user is tripped while standing on the side of a wall or surface, he will still fall unless he makes a Climb check (DC 15) to catch himself, though he will still be considered prone. On the round the technique should end, the user may spend a free action to sustain the technique and renew its effect rather than have it end. Doing so still costs the user the same Chakra Cost, as though he had used the technique normally. The user does not lose his dexterity bonus to defense while "climbing" in this manner, nor does he suffer any movement penalty. When walking up a slippery or completely smooth surface, the user must make a Chakra Control check (DC 10) every round or fall down (see above).
When landing on a wall or other similar surfaces, a character can use this technique as a free action that does not provoke an attack of opportunity, but suffers a -5 penalty to his Chakra Control check to perform, must pay double the chakra cost. The user may also use Kinobori to stop his fall if he is within 10 feet of a wall. He will reduce the falling height by 90 feet, eventually stopping when the falling a number of round sufficient to reach that length at one quarter his previous falling speed (typically 200 feet plus 50 feet per round spent falling).
No matter what the situation, Kinobori cannot be used on ice-covered surfaces unless the user meets special requirements.